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Technology
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Biology / Genetics
Biology, Genetics, evolution shapes the creatures on a world to better fit their environment over the course of millennia. Practitioners in this field attempt to speed this process, either through genetic manipulation to make beings that better fit a given environment or by creating mechanisms that make the environment better fit the beings.
Genome Sequence Research: A background technology that allows research into the creation of new species. Genetic modification may allows the creation of new variants of our species with differing environmental tolerances, potentially useful for colonizing non-ideal worlds. |
Base Gravity: The amount by which the new midpoint of the gravity tolerance differs from that of the base species. Prequel techs: Genome Sequence Variants: Normal, +15%;+30%;+45%;+60%;+75%;-15%;-30%;-45%;-60%;-75% |
Base Oxygen Level: The amount by which the new midpoint of the oxygen tolerance differs from that of the base species Prequel techs: Genome Sequence Variants: Normal; +15%; +30%; +45%; +60%; +75%; +90%; -15%; -30%; -45%; -60%; -75% |
Base Temperature: The amount by which the new midpoint of the temperature tolerance differs from that of the base species Prequel techs: Genome Sequence Variants: Normal; +15C; +30C; +45C; +60C; +75C; -15C; -30C; -45C; -60C; -75C; -90C |
Temperature Range: The numbers of degrees by which this new species exceeds the range tolerance of the base species Prequel techs: Genome Sequence Variants: Normal; +10 degrees; +15 degrees; +20 degrees; +25 degrees; +3 degrees; +6 degrees |
Terraforming Module: A ship component that allows a ship to perform the same task as a terraforming installation when it is in orbit of a colony Prequel techs: Trans-Newtonian Technology |
Terraforming Rate: The amount of gas (measured in atmospheric pressure) produced in one year by one terraforming installation or terraforming module. Prequel techs: Trans-Newtonian Technology Variants: 0.0012 atm; 0.0015 atm; 0.002 atm; 0.0025 atm; 0.003 atm; 0.0035 atm; 0.004 atm; 0.0045 atm; 0.005 atm; 0.006 atm; 0.007 atm; 0.008 atm |
Construction / Production
Trans-Newtonian Technology: The starting tech for all trans-newtonian technology. It is imperative that we establish a more robust and comprehensive theory of Trans-Newtonian physics. The minor research done up until this point has been promising, but a large-scale, dedicated, systematic approach may open dozens of new avenues of investigation. |
Asteroid Mining Module: A ship component that allows a ship to perform the same task as an automated mine when it is in orbit of an asteroid or comet Prequel techs: Trans-Newtonian Technology |
Construction Rate: Annual construction rate for one unit of Industrial Capacity Prequel techs: Trans-Newtonian Technology Variants: 12 BP; 14 BP; 16 BP; 20 BP; 25 BP; 30 BP; 36 BP; 42 BP; 50 BP; 60 BP; 70 BP |
Expand Civilian Economy by: Expands the civilian economy, increasing the wealth gained from income and corporate taxes and expanding trade Variants: 20%; 20%; 20%; 20%; 20%; 20%; 20%; 20%; 20%; 20% |
Fighter Production Rate: Annual production rate for a Fighter Factory Prequel techs: Trans-Newtonian Technology Variants: 12 BP; 14 BP; 16 BP; 20 BP; 25 BP; 30 BP; 35 BP; 40 BP; 50 BP; 60 BP; 70 BP |
Fuel Production: Increase the annual fuel production for each Fuel Refinery to specified amount. Prequel techs: Trans-Newtonian Technology Variants: 100,000 Litres; 120,000 Litres; 144,000 Litres; 168,000 Litres; 200,000 Litres; 240,000 Litres; 280,000 Litres; 48,000 Litres; 56,000 Litres; 64,000 Litres; 80,000 Litres |
Jump Gate Construction Module: A ship equipped with this module can construct a jump gate in the specified amount of days Prequel techs: Jump Point Theory Variants: 20; 30; 45; 60; 90; 120; 150; 180 |
Small Jump Gate Construction Module: A ship equipped with this module can construct a jump gate in 360 days Prequel techs: Jump Point Theory |
Mining Production: Annual production of accessibility 1.0 minerals for each mine or automated mine. Small amounts of lower accessibility minerals will be produced; half annual rate for 0.5 accesssibility, one tenth annual rate for 0.1 accessibility, etc. Prequel techs: Trans-Newtonian Technology Variants: 12 tons; 14 tons; 16 tons; 20 tons; 25 tons; 30 tons; 36 tons; 42 tons; 50 tons; 60 tons; 70 tons |
Research Rate: The basic number of research points produced by each Research Facility per year. This can be increased by the research bonus of the scientist leading the project Prequel techs: Trans-Newtonian Technology Variants: 1000 RP; 1200 RP; 1500 RP; 240 RP; 280 RP; 320 RP; 400 RP; 500 RP; 600 RP; 720 RP; 840 RP |
Shipbuilding Rate: The number of build points produced by each Shipyard per year. This can be increased by the Shipbuilding bonus of the planetary governor Prequel techs: Trans-Newtonian Technology Variants: 1000 BP; 1300 BP; 1600 BP; 2100 BP; 2750 BP; 3500 BP; 4600 BP; 560 BP; 6000 BP; 750 BP; 8000 BP |
Shipyard Operations: Making changes to shipyards, such as adding slipways and capacity or retooling for different classes requires less % time than normal Prequel techs: Trans-Newtonian Technology Variants: Normal; 10% Time/Cost Saving; 20% Time/Cost Saving; 30% Time/Cost Saving; 40% Time/Cost Saving; 5% Time/Cost Saving; 50% Time/Cost Saving |
Sorium Harvester: A ship module that allows a ship to extract sorium from a gas giant and convert it into fuel. This works automatically if the ship is in orbit of a gas giant. Prequel techs: Trans-Newtonian Technology |
Underground Excavation: Allow construction of underground infrastructure Prequel techs: Trans-Newtonian Technology |
Defensive Systems
Armour: Armour is used for the hull of all ships. Prequel techs: Trans-Newtonian Technology Variants: Duranium ;High Density Duranium ;Composite ;Ceramic Composite ;Laminate Composite ;Compressed Carbon ;Biphase Carbide ;Crystalline Composite ;Superdense ;Bonded Superdense ;Coherent Superdense ; Collapsium Armour |
Shields: The level of shield technology. Higher level shields provide more protection for the same size shield generator. Shields regenerate over time. Prequel techs: Trans-Newtonian Technology Variants: Alpha ;Beta ;Gamma ;Delta ;Epsilon ;Theta ;Xi ;Omicron ;Sigma ;Tau ;Psi ;Omega Shields |
Absorption Shield Strength per HS: The strength per HS of absorption shield technology. Variants: 3; 4.5; 6; 7.5; 9; 12; 15; 18; 24; 30; 36; 45 |
AS Radiation Rate per HS per Minute: The amount of power that a shield generator with this technology will regenerate over a 300 second period. Variants: 0.5; 0.75; 1.0; 1.25; 1.5; 2.0; 2.5; 3.0; 4.0; 4.8; 6.0; 7.5 |
Cloaking Theory: Basis of various cloaking technologies. Another remarkable new physics enabled by TNEs is the cloaking effect. Prequel techs: Trans-Newtonian Technology |
Cloak Sensor Reduction: The reduction in range of hostile sensors when trying to detect a ship equipped with this type of cloak Prequel techs: Cloaking Theory Variants: 75% 80% 85% 90% 93% 95% 97% 98% 99% 99.5% |
Cloaking Efficiency: Cloaking efficiency is similar to jump drive efficiency. The higher the efficiency, the larger the ship to which a device of a given size can be fitted Prequel techs: Cloaking Theory Variants: 10 12 15 3 4 5 6 8 |
Damage Control: A system that allows ship to carry out emergency damage repairs without the need for a shipyard. Variants: Standard; Improved; Advanced |
Thermal Reduction: Signature: Reduces the thermal output of engines, making them harder for thermal sensors to detect. Variants: 1% Normal; 100% Normal; 12% Normal; 16% Normal; 2% Normal; 25% Normal; 3% Normal; 35% Normal; 4% Normal; 50% Normal; 6% Normal; 75% Normal; 8% Normal; |
Energy Weapons
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Logistics / Ground Combat
Additional Maintenance Storage: Allows a ship to carry additional maintenance supplies |
Boat Bay: Allows a fighter or ship of up to 250\125 tons to dock within the mothership. Variants: Normal; Small |
Cargo Handling System: Used by cargo ships, colony ships and troop ships to enable faster cargo loading or unloading. Increase in load speed is calculated by dividing total load time by tractor strength. Each beam of this type adds 20 to tractor strength Variants: Standard; Improved; Advanced; Grav-Assisted |
Bridge: Essential for every ship and the location of the ship commander |
Cargo Hold: Allows ship to transport 25000\5000 cargo points. Variants: Standard; Small |
Colonization Cost Reduction: Reduces the colony cost of planets or moons by the specified amount Variants: 5% 10% 15% 20% 25% 30% 35% 40% 50% |
Compressed Fuel Storage System: Fuel storage for ships. Each Compressed Fuel Storage System can hold 75,000/ 375,000/ 1.5m litres of fuel. Variants: Standard; Large; Very Large |
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- Compressed Fuel Storage System - Tiny
- Compressed Fuel Storage System - Small
- Crew Quarters
- Crew Quarters - Fighter
- Crew Quarters - Small
- Crew Quarters - Tiny
- Cryogenic Transport
- Cryogenic Transport - Emergency
- Cryogenic Transport - Small
- Engineering Section
- Engineering Section - Fighter
- Engineering Section - Small
- Engineering Section - Tiny
- Flag Bridge
- Fuel Storage
- Fuel Storage - Large
- Fuel Storage - Small
- Fuel Storage - Tiny
- Fuel Storage - Ultra Large
- Fuel Storage - Very Large
Missiles / Kinetic Weapons
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Power and Propulsion
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Rest
- Capacitor Recharge Rate 1
- Capacitor Recharge Rate 10
- Capacitor Recharge Rate 12
- Capacitor Recharge Rate 16
- Capacitor Recharge Rate 2
- Capacitor Recharge Rate 20
- Capacitor Recharge Rate 25
- Capacitor Recharge Rate 3
- Capacitor Recharge Rate 4
- Capacitor Recharge Rate 5
- Capacitor Recharge Rate 6
- Capacitor Recharge Rate 8
Sensors and Fire Control
Active Grav Sensor Strength: Active sensor strength per hull space of the component. Provides the strength of the output pulse for active sensors, which are used to detect alien ships based on their size. The active pulse can be detected by EM sensors Variants: 10 12 16 21 28 36 48 60 80 100 135 180 |
Beam Fire Control Range: Maximum beam fire control range for a size 1 beam fire control ship component. Components may be built up to size 4 with a corresponding linear increase in range Variants: 10,000 km; 16,000 km; 24,000 km; 32,000 km; 40,000 km; 48,000 km; 60,000 km; 75,000 km; 100,000 km; 125,000 km; 150,000 km; 175,000 km |
Electronic Warfare: Prerequisite technology for Electronic countermeasures and Electronic counter-countermeasures |
Electronic Counter-countermeasures: ECCM is a ship component that may be linked to a fire control system. Each level of ECCM reduces the ECM strength of the fire control's target by 1 level Prequel techs: Electronic Warfare Variants: 1; 10; 2; 3; 4; 5; 6; 7; 8; 9 |
Electronic Countermeasures: Each level of ECM possessed by a ship makes it a harder target for beam fire control to hit and reduces the range at which a missile fire control system may track it Prequel techs: Electronic Warfare Variants: 1; 2; 3; 4; 5; 6; 7; 8; 9; 10 |
Compact Electronic Counter-countermeasures: ECCM is a ship component that may be linked to a fire control system. Each level of ECCM reduces the ECM strength of the fire control's target by 1 level. Compact ECCM provides the same level of ECCM but is a smaller system than regular ECCM Variants: 1; 10; 2; 3; 4; 5; 6; 7; 8; 9 |
Compact Electronic Countermeasures: Each level of ECM possessed by a ship makes it a harder target for beam fire control to hit and reduces the range at which a missile fire control system may track it. Compact ECM provides the same level of ECM but is a smaller system than regular ECM Variants: 1; 10; 2; 3; 4; 5; 6; 7; 8; 9 |
Small Craft Electronic Counter-countermeasures: ECCM is a ship component that may be linked to a fire control system. Each level of ECCM reduces the ECM strength of the fire control's target by 1 level. Compact ECCM provides the same level of ECCM but is a smaller system than regular ECCM Variants: 1; 2; 3; 4; 5 |
Small Craft Electronic Countermeasures -: Each level of ECM possessed by a ship makes it a harder target for beam fire control to hit and reduces the range at which a missile fire control system may track it. Compact ECM provides the same level of ECM but is a smaller system than regular ECM Variants: 1; 2; 3; 4; 5 |
Electronic Hardening Level: Protects an electronic system against anti-electronic weapons or effects, such as a high power microwave. Level 2 provides a 50% chance of protection Variants: 0; 1; 2; 3; 4; 5; 6; 7; 8 |
EM Sensor Sensitivity: Electromagnetic sensor strength per hull space of the sensor component. EM sensors detect alien active sensor emissions and the shield output of alien ships. They provide the 'listening' portion of active sensors Variants: 5; 6; 8; 11; 14; 18; 24; 32; 40; 50; 60; 75 |
Fire Control Speed Rating: The maximum target speed that a beam fire control ship component can engage without a penalty to accuracy. Components may be increased in size to increase their speed rating Variants: 1250 km/s; 2000 km/s; 3000 km/s; 4000 km/s; 5000 km/s; 6250 km/s; 8000 km/s; 10,000 km/s; 12,500 km/s; 15,000 km/s; 20,000 km/s; 25,000 km/s |
Geological Survey Sensors: Allows a ship to survey system bodies for mineral deposits or alien ruins. Provides 1/2/3/5 survey point per hour Cost: 1000 ; 10,000 ; 35,000 ; 100,000 Variants: Standard; Improved; Advanced; Phased |
Gravitational Survey Sensors: Allows a ship to survey for jump points by visiting survey locations. Provides 1/2/3/5 survey point per hour Cost: 2000 ; 10,000 ; 35,000 ; 100,000 Variants: Standard; Improved; Advanced; Phased |
Max Tracking Time Bonus vs Missiles: This bonus will allow increased tracking speeds against missiles based on the length of time the missiles have been tracked Cost: 1000 ; 4000 ; 12,000 ; 40,000 ; 120,000 ; 400,000 Variants: 0% ; 20% ; 40% ; 60% ; 80% ; 100% |
Missile ECM: Missile ECM Makes the missile harder for hit by reducing the accuracy of beam fire control and reducing the range of hostile missile fire control. Variants: 1; 2; 3; 4; 5; 6; 7; 8; 9; 10 |
Missile Fire Control: This active sensor is designed as a fire control system. |
Planetary Sensor Strength: Increases the sensor strength of each Deep Space Tracking Station. A population has a sensor strength equal to the Planetary Sensor Strength x Number of Tracking Station. Variants: 250; 300; 400; 550; 700; 900; 1200; 1600; 2000; 2500; 3000; 3750 |
Thermal Sensor Sensitivity: Thermal sensor strength per hull space of the sensor component. Thermal sensors detect the engine output of alien ships Variants: 5; 6; 8; 11; 14; 18; 24; 32; 40; 50; 60; 75 |
- Advanced Carronade
15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 50cm; 60cm; 70cm; 80cm
- Advanced Laser Focal Size
10cm; 12cm; 15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 50cm; 60cm; 70cm; 80cm
- Advanced Railgun
10cm; 12cm; 15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 45cm; 50cm
- Carronade
15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 50cm; 60cm; 70cm; 80cm
- Laser Focal Size
10cm; 12cm; 15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 50cm; 60cm; 70cm; 80cm
- Meson Focal Size
10cm; 12cm; 15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 50cm; 60cm; 70cm; 80cm
- Microwave Focal Size
10cm; 12cm; 15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 50cm; 60cm; 70cm; 80cm
- Railgun
10cm; 12cm; 15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 45cm; 50cm
- Advanced Antimatter Warhead: Strength: 24 x MSP
- Advanced Particle Beam Warhead
11; 15; 20; 25; 3; 32; 4; 45; 5; 64; 8
- Advanced Spinal Mount
- Antimatter Catalysed Cobalt Warhead: Strength: 16 x MSP
- Antimatter Warhead: Strength: 20 x MSP
- Assault Infantry Battalion
- Beam Core Anti-matter Drive Technology
- Beam Core Anti-matter Power Plant Technology
- Structural Shell
- Box Launcher 0.15 Size / 15x (No internal reload)
- Brigade Headquarters
- Broadband Sensor
- Cobalt Warhead: Strength: 10 x MSP
- Combat Drop Module - Battalion
- Combat Drop Module - Company
- Combat Drop Module (Cryo) - Battalion
- Combat Drop Module (Cryo) - Company
- Combat Engineer Battalion
- Commercial Jump Drive
- Construction Brigade
- Conventional Armour
- Conventional Engine Technology
- Conventional ICBM
- Divisional Headquarters
- Enhanced Radiation Warhead
(20% Yield, 5x Rad); (25% Yield, 4x Rad); (33% Yield, 3x Rad); (50% Yield, 2x Rad)
- Extreme X-ray Laser
- Extreme X-Ray Laser Warhead
- Far Gamma Ray Laser
- Far Ultraviolet Laser
- Far X-Ray Laser
- Far X-Ray Laser Warhead
- Fighter Only
- Fire Control
1.25x Size 1.25x Tracking Speed, 1.5x Size 1.5x Range, 1.5x Size 1.5x Tracking Speed, 1.75x Size 1.75x Tracking Speed, 25% Size 25% Range, 2x Size 2x Range, 2x Size 2x Tracking Speed, 34% Size 34% Range, 3x Size 3x Range, 3x Size 3x Tracking Speed, 4x Size 4x Range, 4x Size 4x Tracking Speed, 50% Size 50% Range, 50% Size 50% Tracking Speed
- Fuel Consumption:
0.1 Litres per Engine Power Hour; 0.125 Litres per Engine Power Hour; 0.16 Litres per Engine Power Hour; 0.2 Litres per Engine Power Hour; 0.25 Litres per Engine Power Hour; 0.3 Litres per Engine Power Hour; 0.4 Litres per Engine Power Hour; 0.5 Litres per Engine Power Hour; 0.6 Litres per Engine Power Hour; 0.7 Litres per Engine Power Hour; 0.8 Litres per Engine Power Hour; 0.9 Litres per Engine Power Hour; 1 Litre per Engine Power Hour
- Fusion-boosted Fission Warhead: Strength: 5 x MSP
- Gamma Ray Laser
- Garrison Battalion
- Gas Core Anti-matter Drive Technology
- Gas-Cooled Fast Reactor Technology
- Gas-core Anti-matter Power Plant Technology
- Gauss Cannon Launch Velocity
1; 2; 3; 4; 5; 6
- Gauss Cannon Rate of Fire
1; 2; 3; 4; 5; 6; 8
- Gauss Cannon Size vs Accuracy
0.5HS and 8%; 0.6HS and 10%; 0.75HS and 12.5%; 1.5HS and 25%; 1HS and 17%; 2HS and 33%; 3HS and 50%; 4HS and 67%; 5HS and 85%; 6HS and 100%
- Gravatonic Warhead: Strength: 30 x MSP
- Ground Unit Strength
10; 12; 14; 16; 20; 25; 30; 36; 42; 50; 60; 70
- Gun-Type Fission Warhead: Strength: 2 x MSP
- Hangar Deck
- Heavy Assault Battalion
- ICBM Launch Control
- ICBM Silo
- Implosion Fission Warhead: Strength: 3 x MSP
- Improved Command and Control
- Inertial Confinement Fusion Drive Technology
- Inertial Confinement Fusion Reactor Technology
- Infrared Laser
- Internal Confinement Fusion Drive Technology
- Ion Drive Technology
- Jump Drive Efficiency
10; 12; 15; 18; 21; 25; 4; 5; 6; 8
- Jump Point Theory
- Levitated-Pit Implosion Warhead: Strength: 4 x MSP
- Luxury Passenger Accomodation
- Magazine Ejection System
70% Chance; 80% Chance; 85% Chance; 90% Chance; 93% Chance; 95% Chance; 97% Chance; 98% Chance; 99% Chance
- Magazine Feed System Efficiency
75%; 80%; 85%; 90%; 92%; 94%; 96%; 98%; 99%
- Magnetic Confinement Fusion Drive Technology
- Magnetic Confinement Fusion Reactor Technology
- Magneto-plasma Drive Technology
- Maintenance Module
- Marine Battalion
- Marine Company
- Max Jump Squadron Size
10 (Size x 2.4); 11 (Size x 2.6); 12 (Size x 3.0); 3 (Size x 1.0); 4 (Size x 1.1); 5 (Size x 1.2); 6 (Size x 1.3); 7 (Size x 1.4); 8 (Size x 1.5); 9 (Size x 1.6)
- Max Squadron Jump Radius
1000k (Size x 1.25); 100k (Size x 1.05); 1500k (Size x 1.3); 2000k (Size x 1.4); 2500k (Size x 1.5); 250k (Size x 1.1); 3000k (Size x 1.6); 4000k (Size x 1.8) ; 500k (Size x 1.15); 50k (Size x 1.0); 750k (Size x 1.2)
- Maximum Engine Power Modifier
x1; x1.25; x1.5; x1.75; x2; x2.5; x3
- Meson Focusing Technology
1; 10; 11; 12; 2; 3; 4; 5; 6; 7; 8; 9
- Microwave Focusing Technology
1; 10; 11; 12; 2; 3; 4; 5; 6; 7; 8; 9
- Military Jump Drive
- Minimum Cloak Size
10; 12; 15; 2; 20; 25; 3; 4; 6; 8
- Minimum Engine Power Modifier
x0.1; x0.15; x0.2; x0.25; x0.3; x0.4; x0.5
- Minimum Jump Engine Size
10; 12; 15; 2; 3; 4; 5; 6; 8
- Missile Agility
100 per MSP; 128 per MSP; 160 per MSP; 20 per MSP; 200 per MSP; 240 per MSP; 32 per MSP; 320 per MSP; 400 per MSP; 48 per MSP; 64 per MSP; 80 per MSP
- Missile Launcher Reload Rate
1; 10; 11; 12; 2; 3; 4; 5; 6; 7; 8; 9
- Missile Launcher Size
1; 10; 11; 12; 14; 16; 18; 2; 20; 24; 3; 4; 5; 6; 7; 8; 9
- Mobile Infantry Battalion
- Near Gamma Ray Laser
- Near Ultraviolet Laser
- No Hyper Drive Capability
- No Missile ECM
- No Reactor Power Boost
- No Restrictions
- Normal Size Normal Range
- Normal Size Normal Speed
- Nuclear Pulse Engine Technology
- Nuclear Thermal Engine Technology
- Orbital Habitat Module
- Ordnance Production
12 BP; 14 BP; 16 BP; 20 BP; 25 BP; 30 BP; 35 BP; 40 BP; 50 BP; 60 BP; 70 BP
- Particle Beam Range
1,000,000 km; 1,200,000 km; 100,000 km; 150,000 km; 200,000 km; 240,000 km; 320,000 km; 400,000 km; 500,000 km; 60,000 km; 640,000 km; 800,000 km
- Particle Beam Strength
12; 16; 2; 20; 25; 3; 36; 4; 50; 6; 9
- PDC Barracks
- PDC-based System
- Pebble Bed Reactor Technology
- Photonic Drive Technology
- Plasma Core Anti-matter Drive Technology
- Plasma-core Anti-matter Power Plant Technology
- Pressurised Water Reactor
- Railgun Launch Velocity
1; 2; 3; 4; 5; 6; 7; 8; 9
- Reactor Power Boost
10%, Explosion 10%; 15%, Explosion 12%; 20%, Explosion 16%; 25%, Explosion 20%; 30%, Explosion 25%; 40%, Explosion 30%; 5%, Explosion 7%; 50%, Explosion 35%
- Recreational Module
- Reduced-size Laser
0.5 Size / 20x Recharge; 0.75 Size / 4x Recharge
- Reduced-size Launcher
0.25 Size / 100x Reload; 0.33 Size / 20x Reload; 0.5 Size / 5x Reload; 0.75 Size / 2x Reload
- Replacement Battalion
- Salvage Module
1000; 1350; 1800; 2500; 500; 750
- Search Sensor
- Shield Regeneration Rate
1; 1.5; 10; 12; 15; 2; 2.5; 3; 4; 5; 6; 8
- Ship to Ship Tractor Beam
- Ship-based System
- Small PDC Barracks
- Small Troop Transport Bay
- Soft X-ray Laser
- Soft Xray Laser Warhead
- Solid Core Anti-matter Drive Technology
- Solid-core Anti-matter Power Plant Technology
- Spinal Mount
- Standard Laser Size and Recharge Rate
- Standard Mount
- Standard Size and Reload Rate
- Stellarator Fusion Reactor Technology
- Swarm Extraction Module
- Three-stage Thermonuclear Warhead: Strength: 8 x MSP
- Tokamak Fusion Reactor Technology
- Tri-Cobalt Warhead: Strength: 12 x MSP
- Troop Transport Bay
- Turret Tracking Speed (10% Gear)
10,000 km/s; 12,500 km/s; 1250 km/s; 16,000 km/s; 20,000 km/s; 2000 km/s; 25,000 km/s; 3000 km/s; 4000 km/s; 5000 km/s; 6250 km/s; 8000 km/s
- Two-stage Thermonuclear Warhead: Strength: 6 x MSP
- Ultraviolet Laser
- Vacuum Energy Power Plant Technology
- Visible Light Laser
- X-Ray Laser
- X-Ray Laser Warhead