; "Fighter" !!! TO TRANSLATOR: YOU CAN USE 49 CHARACTERS IN A LINE !!! Refined production techniques allow this basic fighter to be produced quickly and efficiently in large quantities. FIREPOWER: 10 HULL: 1 ; "Advanced Fighter" A refined version of the basic fighter armed with dual laser cannons and a small magnetic deflector shield for defense. FIREPOWER: 15 HULL: 2 ; "Interceptor" This heavily armed fighter is a deadly adversary with an exceptional success rate. FIREPOWER: 25 HULL: 3 ; "Heavy Fighter" Heavy duty armour and powerful weapons make this Fighter extremely useful for attacking larger ships. FIREPOWER: 40 HULL: 5 ; "Destroyer" The mainstay of many fleets, this light Destroyer has a good range of basic features and a relatively high top speed. HULL: 10 TANKS: 1 ; "Heavy Destroyer" Extra equipment pods and a stronger hull make this vessel an improvement over the basic destroyer. HULL: 15 TANKS: 1 ; "Corvette" A strong hull makes the corvette an ideal defense ship for larger convoys. It can carry a large payload of weapons. HULL: 25 TANKS: 2 ; "Heavy Corvette" Boasting an extra weapons pod, the Heavy Corvette carries more firepower than the standard model. HULL: 40 TANKS: 2 ; "Cruiser" Tough and durable, the Cruiser is a true favourite of hardened space veterans. It will rarely let you down. HULL: 60 TANKS: 2 ; "Heavy Cruiser" A technological leap from the Cruiser, this vessel houses additional weapon pods for increased firepower. HULL: 100 TANKS: 2 ; "Battleship" A sight to strike fear into all but the most well equipped of opponents. When equipped with the best weapons it is deadly. HULL:200 TANKS:4 ; "Transport" A gift from the Zaul confederation, this ship can carry up to 10.000 Zauls in relatively comfortable conditions. HULL: 5 TANKS: 2 ; "Colonizationship" These immense vessels carry all the necessary equipment for colonizing new worlds, including the colonists themselves. HULL: 5 ; "Terraformer ship" This vast spacecraft provides a slow but effective way of customizing a planet's environment to suit your needs. HULL: 5 ; "Satellite" When placed in orbit around a planet, a satellite provides you with surface and production efficiency data. SHOWS: POPULATION, BUILDINGS ; "Spy Satellite" Fitted with improved sensors, the Spy Satellite can detect and report on planetary conditions and defenses. SHOWS: POPULATION, BUILDINGS, TANKS ; "Light laser" Accurate and efficient, its main drawback is its relatively low power. FIREPOWER: 10 ; "Quad laser" This is a simple upgrade to the Light Laser. The firing rate is improved, increasing the amount of energy delivered to the target. FIREPOWER: 15 ; "Pulse Laser" Advancements in wave focusing techniques allow this laser to fire it's beam for a longer period of time. FIREPOWER: 25 ; "Beam Laser" A simple upgrade to the Pulse Laser. Refined focusing technology surpasses the performance of the Pulse Laser. FIREPOWER: 40 ; "Turbo laser" The latest breakthrough in laser technology. A complex cooling system allows it to fire at an increased rate. FIREPOWER: 65 ; "Neutrongun" Harnessing the latest neutron technology has led to the development of this hybrid gun, a small and deadly armament. FIREPOWER: 20 ; "Impulse gun" The Impulse gun is similar to Neutron gun in principle but utilises overcharged proton impulses to destroy it's target. FIREPOWER: 40 ; "Photon blaster" Developments in Photon technology have led to a breakthrough in weapons manufacturing. This is an exceptionally powerful weapon. FIREPOWER: 80 ; "Mezongun" This highly destructive weapon is renowned for its potency and excessive energy consumption. FIREPOWER: 150 ; "Paralyser" The Paralyser fires a statically charged cloud at the target, rendering computer systems useless for a short period of time. FIREPOWER: 200 ; "Ship-manipulator" Code breaking technology allows remote control of enemy vessels, unless the enemy can trace the control frequency and jam it. FIREPOWER: 300 ; "Anti-matter ray" A powerful weapon that creates an anti-matter field attracting enemy vessels to the deadly core. High recharge times. FIREPOWER: 600 ; "Destructor Ray" This aptly titled weapon slices through any object in its path with ease. The slow firing rate is only a small drawback. FIREPOWER: 900 ; "Cargo pod" Extra space is always valuable. This accessory allows flagships to carry additional ground units. TANKS: 1 ; "Enh. cargo pod" When retrofitted to a suitable flagship, this extension allows even more ground units to be carried than the standard cargo pod. TANKS: 2 ; "" ; "Radar array" The Radar array can be fitted to spacecraft or used as a ground installation. RANGE: 30 ; "Enhanced radar" An improved version of the Radar array, this device can be used to detect the movement of vessels at an even greater range. RANGE: 40 ; "Deep space radar" This Radar can detect vessels and planets. RANGE: 50 ; "Stealth radar" A relatively simple upgrade has led to improvements in image resolution, enabling this system to detect cloaked vessels. RANGE: 60 ; "Battle Computer" This devices enhances your targetting systems, increasing the chance of a direct hit inflicting damage of up to 30% more. ; "" ; "Computer jammer" A high frequency pulse generator that, when activated, severely disrupts computer activity and ECM systems on the target vessel. ; "ECM" An Electronic Counter Measure that detects and confuses incoming missiles so they miss their target. ; "Advanced ECM" A more advanced, active ECM system. Using lasers, gravity pulse fields and neutrino emitters it confuses and diverts missile attacks. ; "Anti ECM" A subtle countermeasure system that disables enemy ECM systems without disrupting your own tracking and ECM systems. ; "" ; "" ; "" ; "" ; "" ; "" .................................................. ; "Energy shield" The standard shield can be equipped onto any type of ship. The shield dissipates energy, and increases the ships Hull strength by 15%. ; "Kinetic shield" Utilising kinetic energy fields, and improved power systems, this shield increases the hull strength of a vessel by 30%. ; "Inertia shield" New pulsed field technology increases the shield effectiveness by 45% and absorbs up to 30% of Laser hits. ; "Magnetic shield" This Electro-Magnetic shield increases shield power by 60%, gives a 45% protection against Lasers and 12% protection against Neutron shots. ; "Gravity shield" A superior defense system that in addition to 80% increased protection, deflects most Laser fire and 36% of Neutron and Photon bolts. ; "Deflector shield" The ultimate shield, giving 100% extra protection for the ship. It Deflects lasers and absorbs a high amount of Neutron and Photon bolts. ; "Combat cloaking" A development of shield technology that renders a ship practically invisible in space battles. Using offensive weaponry negates the effect. ; "Fleet cloaking" This device creates strong magnetic impulses, bending incoming Radar beams. When equipped on a suitable ship the entire fleet can be cloaked. ; "Hyperdrive MK 1" A relatively minor upgrade to a vessel's drive systems. Nevertheless, maximum speed will be 8 thrust factors. ; "Hyperdrive MK 2" A highly tuned version of the Hyperdrive that pushes the design performance to the limit and increases the speed to 10 thrust factors. ; "Hyperdrive MK 3" This new Hyperdrive is compatible with all ships. Using its twin boosters can increase the speed of your ship to 12 thrust factors. ; "Hyperdrive MK 4" Utilising feedback from other Hyperdrive users, extensive improvements have been made that increase speed to 14 thrust factors. ; "Hyperdrive MK 5" Ultra-light alloys are used to increase speed to 16 thrust factors. This drive requires giant generators, and large amounts of power. ; "" ; "" ; "" ; "Torpedo" A cheap missile, carrying an explosive warhead that damages all ships in the explosion radius. Maneuverability:6 Speed:500 FIREPOWER: 20 ; "Adv. torpedo" Combines advanced tracking and navigation systems with a higher warhead than the standard design. Maneuverability:9 Speed:500 FIREPOWER: 40 ; "Heavy torpedo" Incorporating multiple warheads into the design has lead to a more devestating missile weapon. Maneuverability: 5 Speed: 400 FIREPOWER: 60 ; "STS bomb" Space to Suface weapon that delivers explosives to an area of a planet from space. Usually used against ground defenses. FIREPOWER: 30 ; "ASTS bomb" An advanced version of the STS bomb. A larger payload with a greater destructive affects on a wider area of the planet. FIREPOWER: 60 ; "Virus bomb" The virus bomb kills all known life forms. With nothing left to feed on the virus dies, leaving the planet free to colonize. FIREPOWER: 90 ; "" ; "" ; "" ; "" ; "" ; "" ; "Space Base" A small space base. It can repel an attack from smaller fleets without the need of assitance. HULL: 50 ; "Adv. Space Base" Designed to contain and defeat attacks by larger fleets, this base has a hull crafted from exotic alloys. HULL: 70 ; "Heavy Space Base" Although the cost and production time of this base is enormous, it has the potential to defend a planet from all forms of attack. HULL: 90 ; "Mobile Base" Incorporating cutting edge hyperdive technology makes the mobile base a reality. A very effective piece of hardware. SPEED: 2 HULL: 90 ; "Colony Hub" The most important structure on a colony as everything is controlled from here. The more Hubs you build, the faster you can build on the colony. ; "Small house" The Small house is the cheapest and lowest capacity housing available for your people. It gives a slightly crowded home to 7000 colonists. ; "Large house" These tall apartment blocks are more expensive to build than small house but can provide a more comfortable living space for over 12.000 people. ; "Food factory" Processes food for 9000 inhabitants.The effectiveness of this factory varies according to the planet's environment and race. ; "Auto food fact." The automated food factory produces food for 18000 inhabitants in a shorter time and uses fewer workers than the standard food factory. ; "Hospital" Hospitals improve colony morale and maintains the health of 8000 inhabitants. It also fights disease and finds remedies to new viruses. ; "Police Station" On sufficiently populated planets, Police Stations are demanded by the colonists to protect 15000 inhabitants and keep crime at an acceptable level. ; "Fire brigade" The Fire Brigade will automatically repair colony structures with up to 50% of damage for no charge. They are very useful after attacks or disasters. ; "Water plant" Moisture Vaporators extract moisture from the air to provide drinkable quality water. Some planets need Vaporators to increase population growth. ; "Park" Parks provide a physical reminder of the colonists' homeworld. These pleasant, relaxing oasis of nature raise colony morale. ; "Bar" A social space where colonists can bond with one another through the shared ritual consumption of beverages. Naturally, Bars raise colony morale. ; "Recreation cent." The Recreation centre provides such healthy entertainments as Hyperpool and Flashpong. These entertainments improve morale on the colony. ; "Stadium" The stadium provides a location for performances and sporting events to be put on for the benefit of the colonists. ; "" ; "" ; "" ; "Ship research" The Spacecraft Research Centre increases your empire's knowledge of spacecraft related research and development. ; "Tank research" The Tank Research Centre increases your empire's knowledge of ground unit research and development. ; "Bld research" The Buildings Research Centre designs new colony buildings. ; "Spaceshp factory" The Spaceship factory increases the colony's ship production capacity, and modifies the speed of production. ; "Adv. Ship fact." An improved Spaceship factory that requires less workers whilst increasing manufacturing capacity. ; "Tank factory" The Tank factory increases the colony's Tank production capacity and modifies the speed of production. ; "Adv. tank fact." An improved Tank factory that increases the manufacturing capacity whilst requiring less workers. ; "Production impr." A general purpose factory that can be used to assist with the manufature of space and ground vehicles to increase productivity by 50%. ; "Spy centre" These centres co-ordinate the spying effort of your empire. The number of agents you can hire is dictated by the amount of these centres. ; "" ; "" ; "" ; "" ; "" ; "" ; "" ; "Planetary Gun 1" This ground to space gun fires a stream of highly charged particles into space, potentially damaging approaching assault fleets.FIREPOWER:60 HULL: 10 ; "Planetary Gun 2" This weapon launches bolts of superheated matter into space, inflicting damage on enemy starships. FIREPOWER: 100 HULL: 20 ; "Planetary Gun 3" A combination of existing planetary defense systems that uses Plasma bolts mixed with charged particles for extra potency. FIREPOWER: 160 HULL: 40 ; "Planetary Gun 4" This weapon fires a stream of antimatter particles, that explode upon contact. It can easily disable a ship with a single blast.FIREPOWER: 260 HULL: 80 ; "Rocket Fortress" The Rocket Fortress is the simplest fortification available. During a ground assault it will fire at any enemy tanks in range. FIREPOWER: 3 HULL: 40 ; "Machine Gun Fort" This Fortress greatly improves your colony's defenses. It has an increased range of fire and fortified walls. FIREPOWER: 6 HULL: 60 ; "Laser Fortress" This Fortress boasts the latest cannon designs and required a complete redesign to incorporate improved cooling systems. FIREPOWER: 10 HULL: 80 ; "Heavy Fortress" This is the heaviest fortification you can build to defend your colony against ground attacks. It is formidably tough. FIREPOWER: 15 HULL:110 ; "Planet Shield" It projects a powerful wall of ionized particles above the atmosphere, providing limited protection attacks from space. HULL: 10 ; "Adv. Planet Shld" It consists of carefully balanced fields of reverse spin gravitons, forming a barrier with extemely high repulsion qualities. HULL: 20 ; "Disortion Shield" Utilizing the warping effects of millions of tiny micro-singularities, this shield offers the most effective form of planetary cover. HULL: 30 ; "Bunker" This is a reinforced shelter, used by colonists during times of danger. It can greatly reduce the number of casualties during conflict. HULL: 50 ; "" ; "Self-destruct " This building can be used to destroy the entire colony, which is sometimes preferable to enemy occupation. ; "" ; "" ; "Trade centre" The Trade centre is the focal point of colonial commerce. Every trader who arrives has to pay a docking fee of $5000 credits. ; "Bank" Banks provide financial investment for local commerce. For each trader paying the docking fee it increases this revenue by 50%. ; "Trade port" Fitted with automated customs facilities and robot dockworkers. Attracts traders to visit the planet more often and gives access to the trade screen. ; "Fusion plant" The Fusion Plant is most effective on planets with a ready supply of suitable materials for processing. OUTPUT: 600 KW\h ; "Solar plant" Highly efficient superconductors and orbiting focal arrays make Solar plants the most efficient power source on sunny planets. OUTPUT: 1000 KW\h ; "Magma plant" This power plant utilises a planet's geothermal energy and converts it into electricity.The output depends on the type of planet. OUTPUT: 1500 KW\h ; "Mezon plant" This plant uses geothermal energy combined with nuclear fusion to create the most efficient energy source ever constructed. Output: 2000 KW\h ; "" ; "" ; "" ; "" ; "" ; "" ; "" ; "" ; "" ; "Wheeled tank" This tank chassis may be deployed on many types of terrain. However, its relatively weak hull is unable to carry heavier turrets. HULL: 10 ; "Tracked tank" This vehicle is slow but may be deployed on most types of terrain. HULL: 20 ; "Anti-grav tank" This fast and maneuverable tank can navigate any known terrain using its anti-grav drive. It cannot carry a heavy payload. HULL: 30 ; "Mega tracked" This Behemoth is the largest tank ever built. For maximum firepower, it can be fitted with twin turrets. HULL: 50 ; "Mine-layer" Deploys proximity mines as it moves across the planet surface. The Mine-layer can be fitted with different types of mine as required. HULL: 20 ; "Missile jammer" Using standard ECM technology, this device emits radio signals to jam enemy missiles. The affected missiles will either divert or detonate. ; "Radar jammer" This device counteracts standard radar signals by jamming the transmissions. Enemy will not be able to use the radar map. ; "Range extension" A simple modification to the firing system of a tank that significantly increases its effective range. ; "Suspensor" This device generates a suspension field around the tank which will be able to climb the steepest of hills. ; "Detonator" This device is nothing more than a large bomb. When ordered, the tank will place the bomb next to the target and detonate, destroying everything nearby. ; "Devastator" A simple upgrade to the Detonator, this bomb carries a greater destructive capacity than it's less refined predecessor. ; "Air strike pod" A target designation system. Signals are sent into space giving the exact location of targets. Any fighters in orbit will then attack these targets. ; "Laser strike pod" Signals are sent into space giving the location of targets on the surface. Large ships in orbit will then launch a massive attack against them. ; "Repair pod" This device will automatically repair a damaged tank. Up to 50% of the original hull strength can be repaired. ; "Holo-projector" A useful device that projects a holographic image of your strongest tank into the surrounding area. This can cause great confusion amongst the enemy. ; "Advanced radar" An important extension, which eliminates the radar jamming signals, providing accurate details of the terrain and shows the whereabouts of mines. ; "Machine gun" A small, unremarkable turret. It's light machine gun is only effective at fairly close range. Useful for destroying buildings. FIREPOWER: 2 ; "Cannon turret" A small turret, armed with explosive shells. FIREPOWER: 3 ; "Laser turret" This turret is armed with a reasonably powerful Laser beam that can cause extensive damage to targets. Recharge times are high. FIREPOWER: 4 ; "Heavy Turret" A long range turret armed with explosive shells. This system is effective and very reliable. FIREPOWER: 5 ; "Ion turret" A superb turret. This weapon carries an awesome amount of firepower for its class. FIREPOWER: 8 ; "Rocket turret" This turret uses rocket powered, low flying missiles as ammunition. They have a greater range than smaller munitions. FIREPOWER: 3 ; "Rocket turret 2" Advanced image recognition software, anti-jamming systems and high speed thrusters have improved the performance of this turret immensely.FIREPOWER: 5 ; "Paralyser turret" This ECM disables all electrical circuits in an enemy tank. The crippled tank will slowly regain power and control over time. ; "Tank manipulator" This device is capable of controling the computer system of an enemy tank until the enemy locates and disables it. ; "Mine" A proximity mine, detonated by the presence of an enemy vehicle. It can be detected at close range by more observant commanders. DAMAGE: 1 ; "Fusion mine" A powerful mine, utilising a small nuclear device to a devestating effect. DAMAGE: 2 ; "Machine gun mine" This "mine" will be activated as a Machine Gun turret when an enemy tank comes into its range. FIREPOWER: 3 ; "Laser mine" This "mine" is a proximity activated laser gun, with a greater destructive capacity than the Machine gun mine. FIREPOWER: 4 ; "" ; "" ; "" ; "Planetary X-Ray" This device is fitted to all Radar systems, enabling them to detect any planetarty cloaking devices. ; "" ; "Crystal decoder" A highly specialized piece of equipment, utilizing advanced decoding algorithms and recognition systems to decode data files. ; "Crystal decoder2" A more advanced version of the Crystal decoder. This upgrade utilises data from previous studies of the Crystals to improve efficiency. ; "" ; "" ; "Thermo-Cooler" The creation of Professor Zaschkin, this device will try to halt the events that lead to a volcanic erruption on a planet. ; "" ; {"" ; {"" ; {"" ; {"" ; {"" ; {"" ; {"" ; {""