Null Vector Studios

Astro Protocol translations

English · descriptions.csv

Version 2026-09-24.20e786af · read-only, this is not the current version

442 strings

  • FACTION_PHANTOMS_DESC0 good · 0 bad

    Phantoms are half-restored remnants of lost civilizations revived from the Protocol’s buried archives. They surface like historical ghosts—fragmentary, lethal, and often impossible to predict—bringing with them stealth systems, dead doctrines, and memories that should have remained erased. To bargain with them is to accept aid from the hazy edge of simulation itself, where forgotten wars and vanished peoples still leave armed echoes behind.

    Phantoms are half-restored remnants of lost civilizations revived from the Protocol’s buried archives. They surface like historical ghosts—fragmentary, lethal, and often impossible to predict—bringing with them stealth systems, dead doctrines, and memories that should have remained erased. To bargain with them is to accept aid from the hazy edge of simulation itself, where forgotten wars and vanished peoples still leave armed echoes behind.

  • FACTION_PIRATES_ALLIANCE_DESC0 good · 0 bad

    _Pirates_ improve _relations_ with the major faction that destroys the most ships each turn.

    _Pirates_ improve _relations_ with the major faction that destroys the most ships each turn.

  • FACTION_PIRATES_DESC0 good · 0 bad

    Pirates flourish in the Protocol’s neglected margins, where collapsing authority and profitable transit lanes leave room for opportunists. They are less a unified state than a culture of predation, drawn to vulnerable civilians, rich cargoes, and battlefields already softened by someone else’s war. Whenever destruction opens a power vacuum, Pirate flotillas arrive to turn chaos into profit, often serving hidden patrons while claiming to answer to no one.

    Pirates flourish in the Protocol’s neglected margins, where collapsing authority and profitable transit lanes leave room for opportunists. They are less a unified state than a culture of predation, drawn to vulnerable civilians, rich cargoes, and battlefields already softened by someone else’s war. Whenever destruction opens a power vacuum, Pirate flotillas arrive to turn chaos into profit, often serving hidden patrons while claiming to answer to no one.

  • FACTION_PIRATES_ROUND_EVENT0 good · 0 bad

    Destroyed most ships

    Destroyed most ships

  • FACTION_RADIANTS_ALLIANCE_DESC0 good · 0 bad

    Radiants sell energy. Trading with them improves _relations_.

    Radiants sell energy. Trading with them improves _relations_.

  • FACTION_RADIANTS_DESC0 good · 0 bad

    Radiants are beings shaped around radioactive lifecycles and the disciplined handling of extreme energy states. Their shrines, vessels, and reactor rites can sustain fleets, but every exchange with them carries an undercurrent of danger: unstable light, contamination risk, and the constant possibility of catastrophic release. To outsiders they are both indispensable energy traders and walking reminders that power without containment can become annihilation.

    Radiants are beings shaped around radioactive lifecycles and the disciplined handling of extreme energy states. Their shrines, vessels, and reactor rites can sustain fleets, but every exchange with them carries an undercurrent of danger: unstable light, contamination risk, and the constant possibility of catastrophic release. To outsiders they are both indispensable energy traders and walking reminders that power without containment can become annihilation.

  • FACTION_RADIANTS_ROUND_EVENT0 good · 0 bad

    Traded most

    Traded most

  • FACTION_RAIDERS_ALLIANCE_DESC0 good · 0 bad

    _Raiders_ improve _relations_ with the major faction that captures the most stations each turn.

    _Raiders_ improve _relations_ with the major faction that captures the most stations each turn.

  • FACTION_RAIDERS_DESC0 good · 0 bad

    Raiders are aggressive strike bands that thrive on weak borders, exposed stations, and any sign of hesitation. To them, a breach is both livelihood and doctrine: loot funds the next assault, while constant violence keeps rivals off balance. Many abandoned outposts and vented corridors across the Protocol trace back to Raider boarding actions, sabotage teams, and brutal pre-emptive attacks.

    Raiders are aggressive strike bands that thrive on weak borders, exposed stations, and any sign of hesitation. To them, a breach is both livelihood and doctrine: loot funds the next assault, while constant violence keeps rivals off balance. Many abandoned outposts and vented corridors across the Protocol trace back to Raider boarding actions, sabotage teams, and brutal pre-emptive attacks.

  • FACTION_RAIDERS_ROUND_EVENT0 good · 0 bad

    Captured most stations

    Captured most stations

  • FACTION_SANTRI_SYNDICATE_DESC0 good · 0 bad

    The Santri Syndicate is a shadow alliance of resistance movements dedicated to undermining the rulers and systems that sustain the Astro Protocol. Santrian doctrine seeks to reduce the Protocol to its barest form by infiltrating and destabilizing its deepest structures. They are equally committed to destroying any entity that pursues immortality through technological means.\n\nThe Syndicate believes the Astro Protocol is a harmful apparatus imposed upon all life, and opposes any system that reflects its logic or extends its reach. To advance their cause, Santrian lifeforms have been adapted into near-virulent forms suited for sabotage, infiltration, and disruption. Their expansion depends largely on piracy and covert activity across the Protocol network, though they remain comparatively weak at building stable infrastructure of their own.

    The Santri Syndicate is a shadow alliance of resistance movements dedicated to undermining the rulers and systems that sustain the Astro Protocol. Santrian doctrine seeks to reduce the Protocol to its barest form by infiltrating and destabilizing its deepest structures. They are equally committed to destroying any entity that pursues immortality through technological means.\n\nThe Syndicate believes the Astro Protocol is a harmful apparatus imposed upon all life, and opposes any system that reflects its logic or extends its reach. To advance their cause, Santrian lifeforms have been adapted into near-virulent forms suited for sabotage, infiltration, and disruption. Their expansion depends largely on piracy and covert activity across the Protocol network, though they remain comparatively weak at building stable infrastructure of their own.

  • FACTION_SENTINELS_ALLIANCE_DESC0 good · 0 bad

    Researching _Cosmoencryption_ technologies improves _relations_ with the _sentinels_.

    Researching _Cosmoencryption_ technologies improves _relations_ with the _sentinels_.

  • FACTION_SENTINELS_DESC0 good · 0 bad

    Sentinels are defensive coordinators and systems guardians who arose to harden the Protocol against escalating threats. They specialize in monitored response, damage analysis, and layered protection, using every recorded attack to reinforce their doctrine and infrastructure. Their quarantined bastions and automated strongholds reflect a mindset built on containment: preserve control, deny intrusion, and never let a single breach become a system-wide collapse.

    Sentinels are defensive coordinators and systems guardians who arose to harden the Protocol against escalating threats. They specialize in monitored response, damage analysis, and layered protection, using every recorded attack to reinforce their doctrine and infrastructure. Their quarantined bastions and automated strongholds reflect a mindset built on containment: preserve control, deny intrusion, and never let a single breach become a system-wide collapse.

  • FACTION_SURVEYORS_ALLIANCE_DESC0 good · 0 bad

    _Surveyors_ improve _relations_ with the major faction that explores the most tiles each turn.

    _Surveyors_ improve _relations_ with the major faction that explores the most tiles each turn.

  • FACTION_SURVEYORS_DESC0 good · 0 bad

    Surveyors are the great cartographers of the Protocol, dispatching scouts, civilian volunteers, and sensor platforms into every uncertain region of space. Their work feeds the science of aetherrendering through recovered charts, anomaly logs, and long-range observational data. Even a disabled Watcher is worth retrieving, because every fragment of navigational memory may reveal new routes, hidden sectors, or the next breakthrough in cosmic mapping.

    Surveyors are the great cartographers of the Protocol, dispatching scouts, civilian volunteers, and sensor platforms into every uncertain region of space. Their work feeds the science of aetherrendering through recovered charts, anomaly logs, and long-range observational data. Even a disabled Watcher is worth retrieving, because every fragment of navigational memory may reveal new routes, hidden sectors, or the next breakthrough in cosmic mapping.

  • FACTION_SURVEYORS_ROUND_EVENT0 good · 0 bad

    Explored most tiles

    Explored most tiles

  • FACTION_THERMORTIS_GENERATION_DESC0 good · 0 bad

    Thermortis Generation is a multigalactic endeavor oriented toward the furthest reaches of calibration prophecy. Its entities appear to embody the most distant known contingency plan for sentient existence: a final reserve prepared for the age when stars have died and only the last light remains. Unless the course of the Astro Protocol changes radically, Thermortis stands as one of the answers to the end of the universe. Through the Protocol’s temporal bridging, traces of Thermortis have already become visible at the edge of the most advanced predictions.\n\nThough Thermortis Generation possesses unrivaled long-term research wisdom, its syncretic mission also restrains its approach to war. Its participants are committed to avoiding unnecessary provocation, believing that power struggles only hasten entropy and draw existence more quickly toward ultimate heat death. In this way, Thermortis pairs immense foresight with deliberate restraint.

    Thermortis Generation is a multigalactic endeavor oriented toward the furthest reaches of calibration prophecy. Its entities appear to embody the most distant known contingency plan for sentient existence: a final reserve prepared for the age when stars have died and only the last light remains. Unless the course of the Astro Protocol changes radically, Thermortis stands as one of the answers to the end of the universe. Through the Protocol’s temporal bridging, traces of Thermortis have already become visible at the edge of the most advanced predictions.\n\nThough Thermortis Generation possesses unrivaled long-term research wisdom, its syncretic mission also restrains its approach to war. Its participants are committed to avoiding unnecessary provocation, believing that power struggles only hasten entropy and draw existence more quickly toward ultimate heat death. In this way, Thermortis pairs immense foresight with deliberate restraint.

  • FACTION_TRADERS_ALLIANCE_DESC0 good · 0 bad

    _Traders_ trade all resources. Trading with them improves _relations_.

    _Traders_ trade all resources. Trading with them improves _relations_.

  • FACTION_TRADERS_DESC0 good · 0 bad

    Traders bind the Protocol together through freight routes, exchange hubs, and opportunistic commerce that reaches every faction willing to pay. They prefer profit over ideology and would rather keep cargo moving than choose sides, yet their convoys and price wars can shape conflicts as surely as any fleet action. Even when stranded, under escort, or bargaining from the edge of disaster, Traders remain convinced that every crisis is still a market.

    Traders bind the Protocol together through freight routes, exchange hubs, and opportunistic commerce that reaches every faction willing to pay. They prefer profit over ideology and would rather keep cargo moving than choose sides, yet their convoys and price wars can shape conflicts as surely as any fleet action. Even when stranded, under escort, or bargaining from the edge of disaster, Traders remain convinced that every crisis is still a market.

  • FACTION_TRADERS_ROUND_EVENT0 good · 0 bad

    Traded most

    Traded most

  • FACTION_UNITED_TELLUS_DESC0 good · 0 bad

    United Tellus is a coalition of humanist institutions and well-funded research programs driven by a single, uniting purpose: preserving the future of humankind. The Astro Protocol is humanity’s greatest achievement and ongoing work. While the project permeates all aspects of human life, the bulk of the research is carried out in tandem with military operations.\n\nGaia-centric regulations have long impeded territorial and economic expansion, giving rise to various separatist movements. These groups have taken territorial control in the peripheries of the Protocol. United Tellus treats these fractured groups with caution while including their presence in military-related prediction systems.

    United Tellus is a coalition of humanist institutions and well-funded research programs driven by a single, uniting purpose: preserving the future of humankind. The Astro Protocol is humanity’s greatest achievement and ongoing work. While the project permeates all aspects of human life, the bulk of the research is carried out in tandem with military operations.\n\nGaia-centric regulations have long impeded territorial and economic expansion, giving rise to various separatist movements. These groups have taken territorial control in the peripheries of the Protocol. United Tellus treats these fractured groups with caution while including their presence in military-related prediction systems.

  • FACTION_YIMONO_UNION_DESC0 good · 0 bad

    The Yimono Union is a hegemonic galactic empire that has gradually coerced multiple lifeforms into a standardized ghost-form. This condition is highly optimized for systems like the Astro Protocol, allowing rapid colonization across a wide range of environments. The Union is governed through a rigid hierarchy in which status is shaped by age, immortality, and authority within the total predictive order.\n\nYet the Yimono Union’s extraordinary synchronization with simulated platforms has come at a cost. Its dependence on prediction leaves it vulnerable to the blind spots created by its own hidden glitches and systemic loopholes. Though outwardly stable and efficient, the Union remains exposed to failures embedded deep within the structures it trusts most.

    The Yimono Union is a hegemonic galactic empire that has gradually coerced multiple lifeforms into a standardized ghost-form. This condition is highly optimized for systems like the Astro Protocol, allowing rapid colonization across a wide range of environments. The Union is governed through a rigid hierarchy in which status is shaped by age, immortality, and authority within the total predictive order.\n\nYet the Yimono Union’s extraordinary synchronization with simulated platforms has come at a cost. Its dependence on prediction leaves it vulnerable to the blind spots created by its own hidden glitches and systemic loopholes. Though outwardly stable and efficient, the Union remains exposed to failures embedded deep within the structures it trusts most.

  • PLANET_AGRICULTURE_DESC0 good · 0 bad

    Produces 2 [img=32x32]res://resources/gfx/gas.png[/img] and 1 [img=32x32]res://resources/gfx/gas.png[/img] for each adjacent _gas_extractor_, _hydroponic_farm_ and _chemical_plant_.

    Produces 2 [img=32x32]res://resources/gfx/gas.png[/img] and 1 [img=32x32]res://resources/gfx/gas.png[/img] for each adjacent _gas_extractor_, _hydroponic_farm_ and _chemical_plant_.

  • PLANET_GENERATOR_DESC0 good · 0 bad

    Produces 2 [img=32x32]res://resources/gfx/energy.png[/img] and 1 [img=32x32]res://resources/gfx/energy.png[/img] for each adjacent _solar_power_plant_, _fusion_reactor_ and _energy_nexus_.

    Produces 2 [img=32x32]res://resources/gfx/energy.png[/img] and 1 [img=32x32]res://resources/gfx/energy.png[/img] for each adjacent _solar_power_plant_, _fusion_reactor_ and _energy_nexus_.

  • PLANET_HUB_DESC0 good · 0 bad

    Extends the _network_range_ of the planet by 1. Increases the _shield_ of friendly ships on the same tile by 30 and shields of friendly ships on adjacent tiles by 10.

    Extends the _network_range_ of the planet by 1. Increases the _shield_ of friendly ships on the same tile by 30 and shields of friendly ships on adjacent tiles by 10.

  • PLANET_INDUSTRIAL_DESC0 good · 0 bad

    Friendly stations built on adjacent tiles are active immediately.\nFriendly ships built on adjacent tiles start with full action points.\nFriendly ships on the same tile recover 30 _hull_points_ per turn. Friendly ships on adjacent tiles recover 10 _hull_points_ per turn.

    Friendly stations built on adjacent tiles are active immediately.\nFriendly ships built on adjacent tiles start with full action points.\nFriendly ships on the same tile recover 30 _hull_points_ per turn. Friendly ships on adjacent tiles recover 10 _hull_points_ per turn.

  • PLANET_MINING_DESC0 good · 0 bad

    Produces 2 [img=32x32]res://resources/gfx/metal.png[/img] and 1 [img=32x32]res://resources/gfx/metal.png[/img] for each adjacent _asteroid_mining_base_, _metal_synthesizer_ and _mineral_refinery_.

    Produces 2 [img=32x32]res://resources/gfx/metal.png[/img] and 1 [img=32x32]res://resources/gfx/metal.png[/img] for each adjacent _asteroid_mining_base_, _metal_synthesizer_ and _mineral_refinery_.

  • PLANET_SCIENCE_DESC0 good · 0 bad

    Each tech and artifact in adjacent _research_lab_s counts twice towards _victory_condition_s. Techs placed in adjacent _research_lab_s do not lock the research group for the rest of the turn.

    Each tech and artifact in adjacent _research_lab_s counts twice towards _victory_condition_s. Techs placed in adjacent _research_lab_s do not lock the research group for the rest of the turn.

  • STATION_AETHERPROCESSOR_DESC0 good · 0 bad

    Generates 1 _prediction_cycle_ each turn.

    Generates 1 _prediction_cycle_ each turn.

  • STATION_ARMAMENT_GRID_DESC0 good · 0 bad

    Increases the _attacks_ and _damage_ of friendly ships on the same tile by 2 and on adjacent tiles by 1.

    Increases the _attacks_ and _damage_ of friendly ships on the same tile by 2 and on adjacent tiles by 1.

  • STATION_ASTEROID_MINING_BASE_DESC0 good · 0 bad

    Produces 1 [img=32x32]res://resources/gfx/metal.png[/img] for each adjacent _asteroid_field_.

    Produces 1 [img=32x32]res://resources/gfx/metal.png[/img] for each adjacent _asteroid_field_.

  • STATION_ASTROPROCESSOR_DESC0 good · 0 bad

    Generates 1 _prediction_cycle_ each turn.

    Generates 1 _prediction_cycle_ each turn.

  • STATION_CHEMICAL_PLANT_DESC0 good · 0 bad

    Produces 1 [img=32x32]res://resources/gfx/gas.png[/img] for each adjacent _gas_extractor_ and _hydroponic_farm_.

    Produces 1 [img=32x32]res://resources/gfx/gas.png[/img] for each adjacent _gas_extractor_ and _hydroponic_farm_.

  • STATION_COSMOPROCESSOR_DESC0 good · 0 bad

    Generates 1 _prediction_cycle_ each turn.

    Generates 1 _prediction_cycle_ each turn.

  • STATION_ENERGY_NEXUS_DESC0 good · 0 bad

    Produces 1 [img=32x32]res://resources/gfx/energy.png[/img] for each adjacent _solar_power_plant_ and _fusion_reactor_.

    Produces 1 [img=32x32]res://resources/gfx/energy.png[/img] for each adjacent _solar_power_plant_ and _fusion_reactor_.

  • STATION_FUSION_REACTOR_DESC0 good · 0 bad

    Converts [Upkeep] [img=32x32]res://resources/gfx/gas.png[/img] into [Production] [img=32x32]res://resources/gfx/energy.png[/img].

    Converts [Upkeep] [img=32x32]res://resources/gfx/gas.png[/img] into [Production] [img=32x32]res://resources/gfx/energy.png[/img].

  • STATION_GAS_EXTRACTOR_DESC0 good · 0 bad

    Produces 1 [img=32x32]res://resources/gfx/gas.png[/img] for each adjacent _gas_giant_.

    Produces 1 [img=32x32]res://resources/gfx/gas.png[/img] for each adjacent _gas_giant_.

  • STATION_HYDROPONIC_FARM_DESC0 good · 0 bad

    Converts [Upkeep] [img=32x32]res://resources/gfx/metal.png[/img] into [Production] [img=32x32]res://resources/gfx/gas.png[/img].

    Converts [Upkeep] [img=32x32]res://resources/gfx/metal.png[/img] into [Production] [img=32x32]res://resources/gfx/gas.png[/img].

  • STATION_METAL_SYNTHESIZER_DESC0 good · 0 bad

    Converts [Upkeep] [img=32x32]res://resources/gfx/energy.png[/img] into [Production] [img=32x32]res://resources/gfx/metal.png[/img].

    Converts [Upkeep] [img=32x32]res://resources/gfx/energy.png[/img] into [Production] [img=32x32]res://resources/gfx/metal.png[/img].

  • STATION_MINERAL_REFINERY_DESC0 good · 0 bad

    Produces 1 [img=32x32]res://resources/gfx/metal.png[/img] for each adjacent _asteroid_mining_base_ and _metal_synthesizer_.

    Produces 1 [img=32x32]res://resources/gfx/metal.png[/img] for each adjacent _asteroid_mining_base_ and _metal_synthesizer_.

  • STATION_NETWORK_HUB_DESC0 good · 0 bad

    Extends your network to nearby tiles up to 2 tiles away, regardless of your _network_range_.

    Extends your network to nearby tiles up to 2 tiles away, regardless of your _network_range_.

  • STATION_RESEARCH_LAB_DESC0 good · 0 bad

    Provides storage capacity for 3 technologies or _artifact_s.

    Provides storage capacity for 3 technologies or _artifact_s.

  • STATION_SHIELD_MATRIX_DESC0 good · 0 bad

    Increases the _shield_ of friendly ships on the same tile by 30 and the shield of friendly ships on adjacent tiles by 10.

    Increases the _shield_ of friendly ships on the same tile by 30 and the shield of friendly ships on adjacent tiles by 10.

  • STATION_SOLAR_POWER_PLANT_DESC0 good · 0 bad

    Produces 1 [img=32x32]res://resources/gfx/energy.png[/img] for each adjacent _star_.

    Produces 1 [img=32x32]res://resources/gfx/energy.png[/img] for each adjacent _star_.

  • STATION_STARPORT_DESC0 good · 0 bad

    Ships are built on tiles with a Starport. Repairs ships by 20 _hull_points_ each turn.

    Ships are built on tiles with a Starport. Repairs ships by 20 _hull_points_ each turn.

  • UNIT_AEGIS_DESC0 good · 0 bad

    Aegis combines several modular design solutions into an effective support _carrier_. Its offensive drones provide covering fire from behind the front line, while repair drones tend to allied ships.

    Aegis combines several modular design solutions into an effective support _carrier_. Its offensive drones provide covering fire from behind the front line, while repair drones tend to allied ships.

  • UNIT_ANCIENT_DESC0 good · 0 bad

    Ancient is a powerful _scout_ ship that can handle a wide range of operations. Its rare design is protected by strong encryption, restricting its use to a select few commanders.

    Ancient is a powerful _scout_ ship that can handle a wide range of operations. Its rare design is protected by strong encryption, restricting its use to a select few commanders.

  • UNIT_BASTION_DESC0 good · 0 bad

    Bastion is a defensive _battleship_ deployed by the _sentinels_ to anchor the line under heavy fire. Its strong _shield_ and onboard _shield_generator_ reinforce nearby friendly ships, allowing the fleet to endure punishment that would break lighter formations.

    Bastion is a defensive _battleship_ deployed by the _sentinels_ to anchor the line under heavy fire. Its strong _shield_ and onboard _shield_generator_ reinforce nearby friendly ships, allowing the fleet to endure punishment that would break lighter formations.

  • UNIT_BREACHER_DESC0 good · 0 bad

    Breacher is a specialized _carrier_ used by the _hackers_ to open engagements on favorable terms. Its neutralizing _long_range_ strikes disrupt enemy responses at the start of combat, allowing allied ships to press the attack before the target can effectively counter-attack.

    Breacher is a specialized _carrier_ used by the _hackers_ to open engagements on favorable terms. Its neutralizing _long_range_ strikes disrupt enemy responses at the start of combat, allowing allied ships to press the attack before the target can effectively counter-attack.

  • UNIT_BULWARK_DESC0 good · 0 bad

    Bulwark is an extremely durable _battleship_ with predictive defense systems. However, it cannot _attack_ if it has moved this turn.

    Bulwark is an extremely durable _battleship_ with predictive defense systems. However, it cannot _attack_ if it has moved this turn.

  • UNIT_CATACLYSM_DESC0 good · 0 bad

    Cataclysm is a heavy _battleship_ employed by the _radiants_ for devastating _sector_barrage_. Its weapons inflict area damage, making it especially dangerous against tightly packed fleets.

    Cataclysm is a heavy _battleship_ employed by the _radiants_ for devastating _sector_barrage_. Its weapons inflict area damage, making it especially dangerous against tightly packed fleets.

  • UNIT_CONVERTER_DESC0 good · 0 bad

    Unconventional among other _battleship_ class vessels, the Converter does not always seek the destruction of enemy ships. Weakened or inferior opponents are prime targets for electronic warfare, divisive propaganda, or an offer of survival under a new flag.

    Unconventional among other _battleship_ class vessels, the Converter does not always seek the destruction of enemy ships. Weakened or inferior opponents are prime targets for electronic warfare, divisive propaganda, or an offer of survival under a new flag.

  • UNIT_CORSAIR_DESC0 good · 0 bad

    Corsair is a fast _cruiser_ that the _mercenaries_ offer for hire to any commander who can pay the fee. Its contracts are settled in power rather than materials, opening a second route to a war fleet for those whose foundries are already committed elsewhere.

    Corsair is a fast _cruiser_ that the _mercenaries_ offer for hire to any commander who can pay the fee. Its contracts are settled in power rather than materials, opening a second route to a war fleet for those whose foundries are already committed elsewhere.

  • UNIT_DISRUPTOR_DESC0 good · 0 bad

    Disruptor is an offensive _cruiser_ specialized in initiating attacks and preventing enemies from _counter-attack_ing. It uses weapons that feed corrupting signals into enemy systems, jamming them.

    Disruptor is an offensive _cruiser_ specialized in initiating attacks and preventing enemies from _counter-attack_ing. It uses weapons that feed corrupting signals into enemy systems, jamming them.

  • UNIT_DREADNOUGHT_DESC0 good · 0 bad

    Dreadnought is an advanced _battleship_ specialized in colonization and extermination. It is a strong model suitable for dominating both ships and planets while defending against attacks from enemy fleets.

    Dreadnought is an advanced _battleship_ specialized in colonization and extermination. It is a strong model suitable for dominating both ships and planets while defending against attacks from enemy fleets.

  • UNIT_ENFORCER_DESC0 good · 0 bad

    Enforcer is an advanced _carrier_ with exceptional range. It cannot _attack_ if it has moved this turn, effectively making it a mobile drone artillery system.

    Enforcer is an advanced _carrier_ with exceptional range. It cannot _attack_ if it has moved this turn, effectively making it a mobile drone artillery system.

  • UNIT_ENGINEER_DESC0 good · 0 bad

    Engineer is a support _cruiser_ built by the _architects_ and equipped with autonomous _repair_bots_ for frontline maintenance. Though capable of keeping up with fast task forces, its greatest value lies in restoring damaged friendly ships and extending the endurance of a fleet in prolonged operations.

    Engineer is a support _cruiser_ built by the _architects_ and equipped with autonomous _repair_bots_ for frontline maintenance. Though capable of keeping up with fast task forces, its greatest value lies in restoring damaged friendly ships and extending the endurance of a fleet in prolonged operations.

  • UNIT_ESCORT_DESC0 good · 0 bad

    Escort is a mobile _carrier_ fielded by the _traders_ to keep pace with advancing fleets while maintaining pressure from afar. Its _long_range_ weapons can fire even as the ship repositions, making it well suited for screening maneuvers and running engagements.

    Escort is a mobile _carrier_ fielded by the _traders_ to keep pace with advancing fleets while maintaining pressure from afar. Its _long_range_ weapons can fire even as the ship repositions, making it well suited for screening maneuvers and running engagements.

  • UNIT_EXPLORER_DESC0 good · 0 bad

    Explorer is a light exploration _scout_ ship fitted with basic equipment, making it inexpensive to produce. It can handle a wide range of tasks, from colonization to delivering the final blow in combat.

    Explorer is a light exploration _scout_ ship fitted with basic equipment, making it inexpensive to produce. It can handle a wide range of tasks, from colonization to delivering the final blow in combat.

  • UNIT_FREIGHTER_DESC0 good · 0 bad

    Freighter is a rugged _battleship_ fielded by the _cultivators_ to defend valuable production networks and hold strategic positions. Its heavy weapon systems allow it to strike incoming attackers first, but the vessel must remain steady to bring its firepower to bear effectively.

    Freighter is a rugged _battleship_ fielded by the _cultivators_ to defend valuable production networks and hold strategic positions. Its heavy weapon systems allow it to strike incoming attackers first, but the vessel must remain steady to bring its firepower to bear effectively.

  • UNIT_GHOST_DESC0 good · 0 bad

    Ghost has an exceptional ability to exploit the mask display layers of the Protocol. That makes it an advanced and fast _cruiser_ designed for stealth operations.

    Ghost has an exceptional ability to exploit the mask display layers of the Protocol. That makes it an advanced and fast _cruiser_ designed for stealth operations.

  • UNIT_HARBINGER_DESC0 good · 0 bad

    Harbinger is a long-range _carrier_ that launches drone swarms capable of damaging multiple targets at once.

    Harbinger is a long-range _carrier_ that launches drone swarms capable of damaging multiple targets at once.

  • UNIT_INVADER_DESC0 good · 0 bad

    The Invader is designed with the capability to establish multiple colonies. As a _battleship_, it still maintains formidable combat abilities worthy of frontline service throughout the galaxy.

    The Invader is designed with the capability to establish multiple colonies. As a _battleship_, it still maintains formidable combat abilities worthy of frontline service throughout the galaxy.

  • UNIT_ORACLE_DESC0 good · 0 bad

    The Oracle’s vision relies on experimental integration with the Protocol core, allowing its sensors to predict activity across a wider area of projected space. This _carrier_’s drones also make use of the additional information.

    The Oracle’s vision relies on experimental integration with the Protocol core, allowing its sensors to predict activity across a wider area of projected space. This _carrier_’s drones also make use of the additional information.

  • UNIT_PROSPECTOR_DESC0 good · 0 bad

    Prospector is a rugged _carrier_ used by the _miners_, repurposing industrial drones for combat support. Its armored hull allows it to remain in contested zones while its drones strike _long_range_ targets that would otherwise stay beyond reach.

    Prospector is a rugged _carrier_ used by the _miners_, repurposing industrial drones for combat support. Its armored hull allows it to remain in contested zones while its drones strike _long_range_ targets that would otherwise stay beyond reach.

  • UNIT_RAPTOR_DESC0 good · 0 bad

    Raptor is a _cruiser_ ship designed with hit-and-run tactics in mind. Its fast movement opens up possibilities for extremely risky missions that provide valuable information about enemy lines and the overall galaxy.

    Raptor is a _cruiser_ ship designed with hit-and-run tactics in mind. Its fast movement opens up possibilities for extremely risky missions that provide valuable information about enemy lines and the overall galaxy.

  • UNIT_REAVER_DESC0 good · 0 bad

    Reaver is a fast _cruiser_ favored by the _pirates_ and other opportunists. It relies on speed and aggression rather than durability, making it effective in sudden attacks, pursuit, and other engagements where initiative matters more than staying power.

    Reaver is a fast _cruiser_ favored by the _pirates_ and other opportunists. It relies on speed and aggression rather than durability, making it effective in sudden attacks, pursuit, and other engagements where initiative matters more than staying power.

  • UNIT_STRIKER_DESC0 good · 0 bad

    Striker is a fast _cruiser_ favored by the _raiders_ for sudden assaults and rapid withdrawal. It excels at hit-and-run tactics, slipping into combat to deliver damage before repositioning beyond the enemy’s immediate reach.

    Striker is a fast _cruiser_ favored by the _raiders_ for sudden assaults and rapid withdrawal. It excels at hit-and-run tactics, slipping into combat to deliver damage before repositioning beyond the enemy’s immediate reach.

  • UNIT_VIPER_DESC0 good · 0 bad

    Viper is a fast _cruiser_ that excels at finishing off weakened enemies and exploiting weak points in enemy formations.

    Viper is a fast _cruiser_ that excels at finishing off weakened enemies and exploiting weak points in enemy formations.

  • UNIT_WATCHER_DESC0 good · 0 bad

    Watcher is a specialized _scout_ ship used by the _surveyors_ for reconnaissance and early warning. Equipped with advanced long-range sensors, it is invaluable for tracking enemy movement, revealing distant threats, and extending a fleet’s awareness across the sector.

    Watcher is a specialized _scout_ ship used by the _surveyors_ for reconnaissance and early warning. Equipped with advanced long-range sensors, it is invaluable for tracking enemy movement, revealing distant threats, and extending a fleet’s awareness across the sector.

  • UNIT_WRAITH_DESC0 good · 0 bad

    Wraith is a fast _cruiser_ employed by the _phantoms_ for concealed approach and sudden violence. Its _stealth_ systems allow it to strike without warning, making it ideal for ambushes, flanking attacks, and operations against exposed targets behind the front.

    Wraith is a fast _cruiser_ employed by the _phantoms_ for concealed approach and sudden violence. Its _stealth_ systems allow it to strike without warning, making it ideal for ambushes, flanking attacks, and operations against exposed targets behind the front.

  • UPGRADE_AETHERRENDERING_AFFINITY_DESC0 good · 0 bad

    Decreases the research cost of _Aetherrendering_ techs by 2 [img=32x32]res://resources/gfx/gas.png[/img].

    Decreases the research cost of _Aetherrendering_ techs by 2 [img=32x32]res://resources/gfx/gas.png[/img].

  • UPGRADE_AETHERRENDERING_BLINDNESS_DESC0 good · 0 bad

    Prevents researching [img=24x24]res://ui/menus/gfx/aetherrendering.png[/img] _Aetherrendering_ technologies.

    Prevents researching [img=24x24]res://ui/menus/gfx/aetherrendering.png[/img] _Aetherrendering_ technologies.

  • UPGRADE_ANCIENT_SHIP_DESC0 good · 0 bad

    Start the game with a powerful _Ancient_ ship instead of an _explorer_.

    Start the game with a powerful _Ancient_ ship instead of an _explorer_.

  • UPGRADE_ANOMALY_BLINDNESS_DESC0 good · 0 bad

    You can't see _anomalies_ on the map or discover them.

    You can't see _anomalies_ on the map or discover them.

  • UPGRADE_ANOMALY_VISUALIZATION_DESC0 good · 0 bad

    Can see _anomalies_ in the fog of war.

    Can see _anomalies_ in the fog of war.

  • UPGRADE_ARCHITECT_ALLIANCE_DESC0 good · 0 bad

    Ships gain 20 hull points when destroying an enemy ship.

    Ships gain 20 hull points when destroying an enemy ship.

  • UPGRADE_ARTIFACT_HUNTER_DESC0 good · 0 bad

    Each _artifact_ you have gives +1 [img=32x32]res://resources/gfx/gas.png[/img] and [img=32x32]res://resources/gfx/energy.png[/img] income.

    Each _artifact_ you have gives +1 [img=32x32]res://resources/gfx/gas.png[/img] and [img=32x32]res://resources/gfx/energy.png[/img] income.

  • UPGRADE_ASTROPROCESSING_AFFINITY_DESC0 good · 0 bad

    Decreases the research cost of _Astroprocessing_ techs by 2 [img=32x32]res://resources/gfx/gas.png[/img].

    Decreases the research cost of _Astroprocessing_ techs by 2 [img=32x32]res://resources/gfx/gas.png[/img].

  • UPGRADE_ASTROPROCESSING_BLINDNESS_DESC0 good · 0 bad

    Prevents researching [img=24x24]res://ui/menus/gfx/astroprocessing.png[/img] _Astroprocessing_ technologies.

    Prevents researching [img=24x24]res://ui/menus/gfx/astroprocessing.png[/img] _Astroprocessing_ technologies.

  • UPGRADE_AUTOMATED_BOMBINGS_DESC0 good · 0 bad

    Ships can still _counter-attack_ while they _exterminate_ a _planet_.

    Ships can still _counter-attack_ while they _exterminate_ a _planet_.

  • UPGRADE_AUTOMATED_FACTORIES_DESC0 good · 0 bad

    Increases the base income of [img=32x32]res://resources/gfx/metal.png[/img], [img=32x32]res://resources/gfx/gas.png[/img] and [img=32x32]res://resources/gfx/energy.png[/img] from 1 to 4.

    Increases the base income of [img=32x32]res://resources/gfx/metal.png[/img], [img=32x32]res://resources/gfx/gas.png[/img] and [img=32x32]res://resources/gfx/energy.png[/img] from 1 to 4.

  • UPGRADE_AUTOMATED_FUSION_REACTORS_DESC0 good · 0 bad

    Removes the [img=32x32]res://resources/gfx/gas.png[/img] upkeep of _fusion_reactor_s.

    Removes the [img=32x32]res://resources/gfx/gas.png[/img] upkeep of _fusion_reactor_s.

  • UPGRADE_AUTOMATED_HYDROPONIC_FARMS_DESC0 good · 0 bad

    Removes the [img=32x32]res://resources/gfx/metal.png[/img] upkeep of _hydroponic_farm_s.

    Removes the [img=32x32]res://resources/gfx/metal.png[/img] upkeep of _hydroponic_farm_s.

  • UPGRADE_AUTOMATED_METAL_SYNTHESIZERS_DESC0 good · 0 bad

    Removes the [img=32x32]res://resources/gfx/energy.png[/img] upkeep of _metal_synthesizer_s.

    Removes the [img=32x32]res://resources/gfx/energy.png[/img] upkeep of _metal_synthesizer_s.

  • UPGRADE_BATTLESHIPS_DESC0 good · 0 bad

    Grants _invader_, _bulwark_, _dreadnought_ and _converter_ ships.

    Grants _invader_, _bulwark_, _dreadnought_ and _converter_ ships.

  • UPGRADE_BATTLESHIP_COLONY_PODS_DESC0 good · 0 bad

    Grants _colony_pods_ for all ships of the _battleship_ class.

    Grants _colony_pods_ for all ships of the _battleship_ class.

  • UPGRADE_BATTLESHIP_CONVERSION_PROTOCOLS_DESC0 good · 0 bad

    Grants _conversion_protocols_ for all ships of the _battleship_ class.

    Grants _conversion_protocols_ for all ships of the _battleship_ class.

  • UPGRADE_BATTLESHIP_NEUTRALIZING_STRIKE_DESC0 good · 0 bad

    Grants _neutralizing_strike_ for all ships of the _battleship_ class.

    Grants _neutralizing_strike_ for all ships of the _battleship_ class.

  • UPGRADE_BATTLESHIP_NEUTRON_BOMBS_DESC0 good · 0 bad

    Grants _neutron_bombs_ for all ships of the _battleship_ class.

    Grants _neutron_bombs_ for all ships of the _battleship_ class.

  • UPGRADE_BATTLESHIP_PURSUIT_VECTOR_DESC0 good · 0 bad

    Grants _pursuit_vector_ for all ships of the _battleship_ class.

    Grants _pursuit_vector_ for all ships of the _battleship_ class.

  • UPGRADE_BATTLESHIP_STEALTH_DESC0 good · 0 bad

    Grants _stealth_ for all ships of the _battleship_ class.

    Grants _stealth_ for all ships of the _battleship_ class.

  • UPGRADE_CARRIERS_DESC0 good · 0 bad

    Grants _harbinger_, _oracle_, _aegis_ and _enforcer_ ships.

    Grants _harbinger_, _oracle_, _aegis_ and _enforcer_ ships.

  • UPGRADE_CARRIER_COLONY_PODS_DESC0 good · 0 bad

    Grants _colony_pods_ for all ships of the _carrier_ class.

    Grants _colony_pods_ for all ships of the _carrier_ class.

  • UPGRADE_CARRIER_CONVERSION_PROTOCOLS_DESC0 good · 0 bad

    Grants _conversion_protocols_ for all ships of the _carrier_ class.

    Grants _conversion_protocols_ for all ships of the _carrier_ class.

  • UPGRADE_CARRIER_NEUTRON_BOMBS_DESC0 good · 0 bad

    Grants _neutron_bombs_ for all ships of the _carrier_ class.

    Grants _neutron_bombs_ for all ships of the _carrier_ class.

  • UPGRADE_CARRIER_REPAIR_BOTS_DESC0 good · 0 bad

    Grants _repair_bots_ for all ships of the _carrier_ class.

    Grants _repair_bots_ for all ships of the _carrier_ class.

  • UPGRADE_CARRIER_SHIELD_GENERATOR_DESC0 good · 0 bad

    Grants _shield_generator_ for all ships of the _carrier_ class.

    Grants _shield_generator_ for all ships of the _carrier_ class.

  • UPGRADE_COLONIZE_BARREN_DESC0 good · 0 bad

    Enables colonizing _Barren_ _planet_s.

    Enables colonizing _Barren_ _planet_s.

  • UPGRADE_COLONIZE_CONTINENTAL_DESC0 good · 0 bad

    Enables colonizing _Continental_ _planet_s.

    Enables colonizing _Continental_ _planet_s.