| Welcome to the Galactic Frontier | 
				
					| Domination is imminent, my friend. Step into the universe of StarKingdoms, a multiplayer game that has been
							captivating players for over 25 years. First launched before the year 2000, this enduring
							classic offers a galaxy of challenges where strategy, alliances, and ambition collide. Build
							your own kingdom and navigate the complexities of galactic domination in a game where the
							stakes are as high as the stars themselves.Kingdom Dynamics Your kingdom is built on a delicate balance of money,
							power, population, land, military
								units, scientists, and probes. Together,
							these elements determine your net worth, a reflection of your kingdom's
							size and influence. As you grow stronger, you’ll gain recognition—but also the attention of
							rivals seeking to challenge your supremacy.
						Thriving Alliances & Community Forge alliances with like-minded leaders to pool resources, coordinate strategies, and defend
							against common threats. Beyond the game, our vibrant Discord community is alive with
							conversation, camaraderie, and competition. Whether sharing strategies or celebrating
							victories, the bonds formed here extend the game’s impact far beyond the battlefield.Expedition & Warfare Expand your kingdom’s reach by exploring uncharted regions of the galaxy. Dispatch skilled
							workers to uncover hidden resources, and launch probes to gather crucial intelligence. Train
							soldiers, draft elite units, and construct a powerful military to protect your realm and
							press your advantage.The Art of Warfare Engage in strategic battles to seize enemy lands, plunder resources, and secure your place as
							a dominant force. Use advanced technologies developed by your scientists to outthink and
							outmaneuver rivals. Every decision shapes your destiny, and every victory leaves its mark on
							the galaxy.High-Stakes Conflict For the bold, unleash devastating missile strikes to annihilate enemy strongholds. Such
							actions carry great risk—retaliation and political fallout are inevitable—but the rewards
							can be just as significant. Choose your path carefully; domination is not without
							consequences.Survive and Thrive The galaxy is a challenging yet rewarding frontier. Build, explore, and conquer while
							maintaining the balance that sustains your kingdom. With alliances to bolster you and
							enemies to test you, only the most resilient will prevail. Will you ascend to greatness or
							be lost to the stars? The universe awaits your command. | 
			
			
				
					| Basics | 
				
					| Welcome to Star Kingdoms! In this galaxy-spanning strategy game, you will lead your kingdom
							to power through resource management, research, military strategy, and alliances. Here are
							the foundational elements to get you started: 
							Resources:
								
									Money: Generated primarily through Star Mines
										and taxes from your population. Money fuels your kingdom’s growth, allowing you
										to construct buildings, train military units, and fund research.Power: Produced by Power Plants, power is
										essential to maintain your buildings and support military units. Ensure you have
										enough power to avoid inefficiencies.Probes: Manufactured in Probe Factories,
										probes are vital for espionage, offensive operations, and defense.Population:
								
									Population lives in Residences and contributes to your
										kingdom’s income through taxes.Military units also require housing. If there is insufficient room in
										Barracks, they will displace civilians from residences.
									Buildings:
								
									Construct and manage buildings to expand your kingdom’s capabilities. For
										example, Barracks house your military, and Star
											Mines generate income.Specialized buildings like Air Support Bays and Aegis
											Control Hubs are required to field advanced units like tactical
										fighters and interceptor drones.Military:
								
									Your army is the backbone of your kingdom’s offense and defense. Train units
										like Soldiers, Dragoons, and
										Tanks, or unlock advanced units through research.
									Military operations consume resources, including money and power, so plan
										accordingly.Research:
								
									Invest in research to unlock new technologies, enhance resource production, and
										improve military strength. Prioritize technologies that align with your
										strategy.Exploration and Expansion:
								
									Acquire more land to construct buildings and increase your kingdom’s power. Land
										can be gained through exploration or warfare.Alliances:
								
									Join or create an alliance to collaborate with other kingdoms. Alliances provide
										collective benefits, such as shared income and the ability to wage sector-wide
										wars.Tick System:
								
									The game operates on a "tick" system, with each tick representing a specific
										interval of time. Resources, military actions, and other processes are updated
										every tick. Plan your strategies with the tick cycle in mind. Master these basics to build a prosperous and powerful kingdom. As you progress, advanced
							strategies and mechanics will come into play to shape your path to dominance. Good luck,
							commander! | 
			
			
				
					| Newbie Guide | 
				
					| Buildings | Build 80 star mines. Build 32 probe factories.
 | 
				
					| Exploration | Explore 24 land. | 
				
					| Research | Assign 10 scientists to the money bonus. | 
				
					| Barracks | Once you have acquired 16 land build barracks and begin training soldiers. Be
						careful not to
						build more than you can support.
						Check your military for available barrack space as going over 100% will cause population loss
						and affect your
						money. | 
				
					| Training Camps | After you have sufficient barracks to support your troops focus on training camps. Build 10% of
						your land as
						training camps to reduce the cost of military units by 30%. You will want to begin building
						units at the
						24 hour mark so that you have enough offense to attack food, but enough defense
						to not become a
						target yourself. | 
				
					| Rubble | If you receive arsons or sabos it will create a building called Rubble out of the burn down res
						and power plants. Rubble can then be
						razed to recover 40% of the building cost. | 
				
					| Scientists | As the game progresses it is recommended to maximize the top
						4 research bonuses (Pop, Power, Military, & Money) as soon as possible. | 
				
					| Tips | Explore 24 more land as soon as you can but not before. Do this throughout
						newbie mode. You have
						enough power
						plants to last you through newbie mode. It is not necessary to power your shields as nobody can
						attack you. Raise
						your military shields once newbie mode has ended. Maximize your money and residence bonus first
						to increase your
						income. Attack the food kingdoms as soon as newbie mode ends. | 
			
			
				
					| Planet Type information | 
				
					| Planet Type | Pros | Cons | Research | 
				
					| Mountainous | +20% income +30% honor
 | -10% power produced | none | 
				
					| Forest and Wilderness (UNAVAILABLE)
 | +15% barracks space +10 starmine income
 | None | population land bonuses always maxed | 
				
					| Herbal Jungle | -15% scientists cost 5% capacity for all military housing
 -50% training camps required
 | -10% probe production | none | 
				
					| Terra Form | -35% research required +5 research maximum
 | -10% income | Starts with 1500 research points for pop, power, mili, and money | 
				
					| Mystical Lands | -20% return time -10% offensive losses
 -10% hybrid unit cost
 | -10% offensive strenth | Starts with fusion technology. | 
				
					| Volcanic Inferno (UNAVAILABLE)
 | -55% power required(except kingdom shields) -55% power to shield probes
 3x power storage
 | None | Starts with fusion technology | 
				
					| Jagged Tundra | -15% unit cost (excluding scientists) | none | none | 
				
					| Oceanic | +10% defensive strength +10% income
 +10% enemy offensive losses
 | none | Starts with laser dragoons | 
				
					| Desert Wasteland | +15% offensive strength -10% offensive unit cost
 +10% enemy defensive losses
 | none | Starts with dragoons and FDC always maxed 25% | 
				
					| Ice Giant | -20% building cost +7% land gains
 enemy +10% return time
 | -5% Defense | Starts with dragoons | 
				
					| Shadow Lands | +10% probe production -10% Probe Losses
 Ignore 50% MA
 +30% Power Production
 Intel PAs
 (max 5, restore 1 every 3 ticks)
 $2 / probe minimum for Mine Gold
 | None | Starts with fusion technology and Probe Armor II | 
				
					| Multiple Terrain | none | none | 
							DragoonsLaser DragoonsHigh Guard LancersFightersAbility to switch race every 6 ticksSwitch state: 12 ticksModule cooldown: 12 ticks1.5 module points per tickRace Tokens cost 25k, 50k, 75k... | 
				
					| Helium | +12% offensive strength -10% building cost
 +25% research efficiency
 | -5% population | none | 
				
					| Eternal Plains | +15% Defense -15% Explore Cost
 +10% Probe Production
 | +5% return times +10% research required
 | Starts with Laser Dragoons | 
				
			
			
				
					| Race Type information | 
				
					| Race Type | Pros | Cons | 
				
					| Ancients | 
				
					| Ancients Lvl 1 | +15% research efficiency 
 | none | 
				
					| Ancients Lvl 2 | +25% research efficiency -5% scientist cost
 | none | 
				
					| Ancients Lvl 3 | +35% research efficiency -10% scientist cost
 12 tick scientist production
 | none | 
				
					| Terran | 
				
					| Terran Lvl 1 | +8% population Soldiers cost 140 gold
 
 | none | 
				
					| Terran Lvl 2 | +10% population Soldiers cost 130 gold
 | none | 
				
					| Terran Lvl 3 | +12% population Soldiers cost 120 gold
 -4 ticks soldiers training time
 | none | 
				
					| Xivornai | 
				
					| Xivornai Lvl 1 | +4% income | none | 
				
					| Xivornai Lvl 2 | +7% income | none | 
				
					| Xivornai Lvl 3 | +10% income | none | 
				
					| Gistrami | 
				
					| Gistrami Lvl 1 | +5% offense -5% offensive losses
 | none | 
				
					| Gistrami Lvl 2 | +10% offense -5% return time
 -10% offensive losses
 | none | 
				
					| Gistrami Lvl 3 | +10% offense -10% return time
 -15% offensive losses
 | none | 
				
					| Mafielven | 
				
					| Mafielven Lvl 1 | +5% defense -10% shield cost reduction
 | none | 
				
					| Mafielven Lvl 2 | +7% defense -15% shield cost reduction
 | none | 
				
					| Mafielven Lvl 3 | +10%defense -20% shield cost reduction
 +10% max probe shields
 | none | 
				
					| Qanut | 
				
					| Qanut Lvl 1 | -5% building cost -5% exploration cost
 | none | 
				
					| Qanut Lvl 2 | -10% building cost -10% exploration cost
 | none | 
				
					| Qanut Lvl 3 | -15% building cost -15% exploration cost
 building construction -4 ticks
 | none | 
				
					| Shadow | 
				
					| Shadow Lvl 1 | +10% probes production -10% probe losses
 
 | none | 
				
					| Shadow Lvl 2 | +10% probes production -10% probe losses
 +10% probe damage
 | none | 
				
					| Shadow Lvl 3 | +15% probes production -15% probe losses
 +15% probe damage
 
 | none | 
				
					| Pick a starting Race at signup, after that research the other races on the research page to
						unlock them. Once Races are unlocked you can switch your
						race every 16 ticks by the Status page. | 
			
			
				
					| Modules | 
				
					| Points for the modules are earned each tick(after newbie mode), can reset your tree
						once every 36 ticks(then tree will be on 36 tick cooldown before you can perform this action
						again.). | 
				
				
				
					| Income Lvl Max | Income increased by 1% for each Level. Unlock Income.
 Requires 60 points to complete, 12
						points per level.
 | 
				
					| Population Lvl Max | Population increased by 1% for each Level. Unlock Population.
 Requires 60 points to
						complete, 12 points per level.
 | 
				
					| Building Cost Reduction Lvl 1 | Building costs decreased by 1%. Unlock Building Cost Reduction.
 Requires 10 points for
						level 1.
 | 
				
					| Barracks Capacity Lvl Max | Barracks Capacity increased by 1% for each Level. Unlock Barracks Capacity.
 Requires 100
						points to complete, 10 points per level.
 | 
				
					| Exploration Cost Reduction Lvl 1 | Exploring costs decreased by 1%. Unlock Exploration Cost Reduction.
 Requires 8 points for
						level 1.
 | 
				
					| Max Explore Increase | Max explore increased to 12% of land instead of 10%. Unlock Max Explore Increase.
 Requires
						25 points.
 | 
				
					| Research Drones Lvl 1 | Research efficiency increased by 1%. Unlock Research Drones.
 Requires 5 points for level
						1.
 | 
				
					| Power Lvl 3 | Power production increased by 3%. Unlock Power.
 Requires 15 points for level 3.
 | 
				
					| Power Storage Lvl 2 | Power storage increased by x0.4. Unlock Power Storage.
 Requires 40 points for level 2.
 | 
				
				
				
					| Starmine Efficiency | Starmines can now produce 140 gold instead of 130. Unlock Starmine Efficiency.
 Requires 75
						points.
 | 
				
					| Residence Housing | Residence can now house 5 additional population. Unlock Residence Housing.
 Requires 75
						points.
 | 
				
					| Building Construction Booster | Building can be constructed in 12 ticks. Unlock Building Construction Booster.
 Requires 50
						points.
 | 
				
				
				
					| ASB Space Increase | ASB can now hold 5 additional units. Unlock ASB Spacing.
 Requires 50 points.
 | 
				
					| ACH Space Increase | ACH can now hold 5 additional units. Unlock ACH Spacing.
 Requires 50 points.
 | 
				
					| Defense Cost Reduction | Defense units cost reduced by 5%. Unlock Defense Cost Reduction.
 Requires 75 points.
 | 
				
					| Balance Unit Cost Reduction | Balance units cost reduced by 5%. Unlock Balance Cost Reduction.
 Requires 75 points.
 | 
				
					| Scientists Cost Reduction | Scientists cost reduced by 10%. Unlock Scientists Cost Reduction.
 Requires 50 points.
 | 
				
					| Scientist Bunk | Scientists require 50% less barracks space. Unlock Scientist Bunk.
 Requires 75 points.
 | 
				
					| Offense Unit Cost Reduction | Offense units cost reduced by 5%. Unlock Offense Cost Reduction.
 Requires 75 points.
 | 
				
					| Max Soldier Trainable Increase | Max soldiers trainable increased to 12% of current population instead of 10%. Unlock Max
						Soldier Trainable Increase.
 Requires 50 points.
 | 
				
					| Soldier Cost Reduction | Soldier cost reduced by 25 money per. Unlock Soldier Cost Reduction.
 Requires 75 points.
 | 
				
					| Offensive Losses Reduction | Offensive losses reduced by 15%. Unlock Offensive Losses Reduction.
 Requires 60 points.
 | 
				
				
				
					| Missile Building Reducer | Missiles can be built 50% faster. Unlock Missile Building Reducer.
 Requires 75 points.
 | 
				
					| Honor Gain Lvl 1 | Honor gain increased by 2%. Unlock Honor Gain.
 Requires 5 points for level 1.
 | 
				
					| Reduced Probe Damage | Decreases probe damages from incoming probes by 20%. Unlock Reduced Probe Damage.
 Requires
						75 points.
 | 
				
					| Shield Efficiency | Shields power requirement reduced by 35%. Unlock Shield Efficiency.
 Requires 75 points.
 | 
				
				
				
					| Probe Production Increase Lvl 1 | Probe production increased by 1%. Unlock Probe Production Increase.
 Requires 4 points for
						level 1.
 | 
				
					| Probe Loss Protection Lvl 1 | Probe losses decreased by 1%. Unlock Probe Loss Protection.
 Requires 4 points for level 1.
 | 
				
					| Probe Shield Cost Reduction Lvl 1 | Probe shield cost decreased by 3%. Unlock Probe Shield Cost Reduction.
 Requires 6 points
						for level 1.
 | 
			
			
				
					| Universe Events | 
				
					| Event Name | Effect | 
				
					| Solar Storm | -25% power production | 
				
					| Medal of Honor | +20% honor, +3% income | 
				
					| Tranquil Weather Upon Us | -20% exploration cost and -10% building cost | 
				
					| Visit from Unknown Beings | +25% research efficiency | 
				
					| Hazy Skies Ahead | +15% probe damage | 
				
					| Knowledge is Power | SOKs reveals scientist and probe counts | 
				
					| Offense is the Best Defense | +5% offensive strength Those in defensive state will be changed to none state with 0
						cooldown, and defensive state is blocked for event duration
 | 
				
					| On the Double | Double module points per tick | 
				
					| Solar Flare | +25% power production | 
				
					| None the Wiser | All kingdoms are forced into none state and given a 24 tick cool down when selecting their next
						state | 
				
					| Shattered Shields | -25% shield effectiveness | 
				
					| Malicious Attack | attacks ignore MA protection | 
				
					| Hidden Cache | Instantly get 2 million and a full set of missiles. You will get 1/1/1 if Anti Matter Reactor Core is not researched and missiles do not
						stack.
 | 
				
					| Battle Scarred | -5% balanced unit cost | 
				
					| Caffeine Crusaders | -10% return time Minimum return time reduced to 5
 | 
				
					| Twice the Shame | Double Honor Losses | 
				
					| Relic Raid | All relics are captured by bot alliances | 
			
			
				
					| Buildings | 
				
					| Residence | Residence are where the population lives. If there is not enough room in your barracks for your
						military, your
						military will 'kick out' population from their residential homes in order to seek shelter.
						Population will also
						give you income through taxes. Holds 50 civilians or military. 2 money per population.
 | 
				
					| Barracks | Military are housed here first, but if there is no room they will enter the residence and kick
						out your
						population. Failing to produce enough barracks will eventually result in death. You will lose
						population every
						tick until this is corrected. All land units require one space in the barracks, with the
						exception of tanks which will require two. 
 Holds 75 military units.
 | 
				
					| Air Support Bay | The ASB houses your tactical fighters. You can not build tactical fighters without the ASB to
						house them. Holds 30* Tactical Fighters.
 * With Large ASB researched, it will hold up to 40
 | 
				
					| Aegis Control Hub | The ACH houses your f74 interceptor drones. You can not build f74 interceptor drones without the
						ACH to house them. * Building can't be razed unless the building is empty.
 Holds 50 F74 Interceptor Drones.
 | 
				
					| Power Plant | This building can produce 100/150* units of power. Up to 500/1000* units of power can be stored.
						Any excess is lost. Produces 100/150* power and stores up to 500/1000* power.
 * If Fusion Technology is researched.
 | 
				
					| Star Mine | This building provides you with gold every tick and is usually the main source of income. Produces 130 money.
 | 
				
					| Training Camp | Training camps greatly decrease the cost of military units. If you have 10% of your land as
						training camps
						you will reduce the costs of military units up to the maximum of 30%. This does not apply to
						soldiers. | 
				
					| Probe Factory | PF's manufacture probes that are produced each tick. They are vital to both the offensive and
						defensive
						capabilities of your kingdom. | 
			
			
				
					| Research | 
				
					| Population Bonus, Power Bonus, Military Strength, Money, Frequency Decryption, Warp Drive are
						currently recieving a 40% discount on this round. | 
				
					| Population Bonus | By increasing the capacity of the residence building, a kingdom can increase the population
						above normal. Maximum 20%
 Increases Population
 | 
				
					| Power Bonus | More efficient fuel can be discovered to increase the power output of any given powerplant. Maximum 50%
 Increases Power
 | 
				
					| Military Strength | By discovering new weapons and armor one can make there army more effective. This research will
						improve both your
						offensive and defensive military strength. Maximum 30%
 Increases Military Strength
 | 
				
					| Money | Improved government projects can increase revenue. By reducing unemployment and government
						spending strategies
						more tax money can go towards construction and military. Maximum 25%
 Increases Income
 | 
				
					| Frequency Decryption | Probes use the same low end frequencies to transmit data, regardless of who is using them, as
						the low end
						frequencies are the only ones capable of transmitting data at such a long distance. Although we
						frequently pick
						up signals over the radio, we are rarely able to decrypt it. This is why we have placed
						scientists on the job to
						monitor the waves 24/7. When successfully decrypting a transmission we can calculate how many
						probes were sent,
						what the probes were assigned to do, and who sent them. Maximum 25%
 Gives a chance at knowing which kingdom successfully probed you.
 | 
				
					| Warp Drive | Through advanced research, knowledge learned in the energy core project can be used to increase
						the speed at
						which our armies move. Maximum 20%
 Requires Energy Core research.
 Decreases attack time.
 | 
				
					| Dragoons | Research laser scopes, electronic implants, and offensive programming for military units. Develop Dragoon
 Requires 60,000 points.
 | 
				
					| Fighters | Research heavily armed jets for use in battle. Develop Fighters
 Requires 150,000 points + Dragoons to be unlocked.
 | 
				
					| Vesudian Core and AI Technology | Research the ability to harness the power of the Vesudian Core, and the AI technology to control
						it. Allows the
						production of air support bay's and tactical fighters. Develop Vesudian Core and AI Technology.
 Requires 300,000 points + Fighters to be unlocked.
 | 
				
					| Large ASB | Research the ability to house 40 Tactical Fighters instead of 30 Tactical Fighters. Support more Tactical Fighters.
 Requires 350,000 points + Vesudian Core and AI Technology.
 | 
				
					| Laser Dragoons | Research new armor upgrades and defensive programs. 
 Develop Laser Dragoon
 Requires 72,000 points.
 | 
				
					| Laser Fighters | Research new armor upgrades and defensive programs. 
 Develop Laser Fighter
 Requires 180,000 points.
 | 
				
					| Aegis Control Hub | Research AI technology that control defensive programmed drones. 
 Develop F74 Interceptor Drones, and Aegis Control Hubs
 Requires 350,000 points + Laser Fighters to be unlocked.
 | 
				
					| High Guard Lancers | Research advanced technology to train elite units as Lancers with both offensive and defensive
						abilities. Develop High Guard Lancers
 Requires 200,000 points.
 | 
				
					| Hover Tanks | Research advanced technology to train elite units as Hover Tanks with both offensive and
						defensive abilities. Develop Hover Tanks
 Requires 500,000 points
 | 
				
					| Fusion Technology | Learn how to harness the power of fusion in order to build more powerful missiles, and produce
						power more
						efficiently. Allows the production of the fusion missile and upgrades power plant. Develop Fusion Technology
 Requires 30,000 points.
 | 
				
					| Energy Core | Research the use of an advanced energy based core in machinery's engines and power plants.
						Increases power
						production of power plants by 20%, allows you to produce the Energy Missiles, and decreases
						attack time by 10% Develop Energy Core.
 Requires 50,000 points and the research of Fusion Technology to be completed.
 | 
				
					| AntiMatter Reactor Core | Research the use of Antimatter which allows for production of the Falcon, and Raptor missiles. Develop AntiMatter Reactor Core.
 Requires 250,000 points and the research of Energy Core to be completed.
 | 
				
					| Probe Armor I | Light armor plating to reduce probe losses by 10%. Develop Probe Armor I.
 Requires 25,000 points and the research of Fusion Technology to be completed.
 | 
				
					| Probe Armor II | Improved armor plating to reduce probe losses by 20%. Develop Probe Armor II.
 Requires 50,000 points and the research of Probe Armor I to be completed.
 | 
				
					| Probe Armor III | Advanced armor plating to reduce probe losses by 30%. Develop Probe Armor III.
 Requires 75,000 points and the research of Probe Armor II to be completed.
 | 
				
					| Probe Armor IV | Heavy armor plating to reduce probe losses by 40%. Develop Probe Armor IV.
 Requires 100,000 points and the research of Probe Armor III to be completed.
 | 
				
					| Probe Armor V | Cutting-edge armor plating to reduce probe losses by 50%. Develop Probe Armor V.
 Requires 125,000 points and the research of Probe Armor IV to be completed.
 | 
				
					| Longevity | Research the health and genetics of your civilians to increase life expectancy and quality of
						life. Increases
						birth rate 4x and Residences house 55 civilians instead of 50. Develop Longevity Technology.
 Requires 250,000 points + Fusion Technology, and Energy Core to be completed.
 | 
				
					| Race Token 1-9 | Race tokens are used to unlock/level up your races into a more evolved form. There are currently
						9 tokens that can be researched. Use tokens on status page. Race token.
 Requires 35k/70k/105k/140k/175k/210k/245k/280k/315k points.
 | 
			
			
				
					| Probes | 
				
					| Mission | Result | 
				
					| Spy on kingdom | Decrypt detailed information of a kingdom. | 
				
					| Spy on military | Decrypt the military status of a kingdom. | 
				
					| Spy on buildings | Decrypt the current buildings of a kingdom. | 
				
					| Spy on research | Decrypt the current research of a kingdom. | 
				
					| Spy on shields | Decrypt the current shield % of a kingdom. | 
				
					| Spy on News | Decrypt the current news of an alliance. | 
				
					| Rob banks | returns 10 money per probe sent up to 10% of the defender's money | 
				
					| Mine Gold | Up to 15k probes returns $6.5 gold per probe. Past 15k probes, additional probes will return between $6.5 and $1.5 based on a
						formula
 Has a cap of 100k + $50 * Resis + $100 * SMs
 Check out the wiki
							article for
						more details
 
 | 
				
					| Arson | Destroy an enemies residence. | 
				
					| Sabotage | Destroy an enemies power planets. | 
				
					| Kidnappings | return 1/4th of the 5% of stolen population | 
				
					| Suicide | Sacrifice your probes to destroy the enemies current power, 7 power per probe. | 
			
			
				
					| Alliance Enhancements contd. | 
				
					| 
							
								| Enhancement | Level | Cost | Pop Bonus | Birth Rate |  
								| Cloning Station | 1 | 100,000 | 1% | 20% |  
								| Cloning Station | 2 | 300,000 | 2% | 40% |  
								| Cloning Station | 3 | 500,000 | 3% | 60% |  
								| Cloning Station | 4 | 1,000,000 | 4% | 80% |  
								| Cloning Station | 5 | 3,000,000 | 5% | 100% |  | 
				
					| 
							
								| Enhancement | Level | Cost | Defense Bonus |  |  
								| Alliance Defense | 1 | 250,000 | 1% |  |  
								| Alliance Defense | 2 | 500,000 | 2% |  |  
								| Alliance Defense | 3 | 1,000,000 | 3% |  |  
								| Alliance Defense | 4 | 2,000,000 | 4% |  |  
								| Alliance Defense | 5 | 3,000,000 | 5% |  |  | 
				
					| 
							
								| Enhancement | Level | Cost | Offense Bonus |  
								| Arsenal | 1 | 200,000 | 1% |  |  
								| Arsenal | 2 | 400,000 | 2% |  |  
								| Arsenal | 3 | 750,000 | 3% |  |  
								| Arsenal | 4 | 1,500,000 | 4% |  |  
								| Arsenal | 5 | 2,000,000 | 5% |  |  | 
				
					| 
							
								| Enhancement | Level | Cost | Explore Discount | Building Reduction |  
								| Expansion Module | 1 | 250,000 | 2% | 2% |  
								| Expansion Module | 2 | 600,000 | 4% | 4% |  
								| Expansion Module | 3 | 1,250,000 | 6% | 6% |  
								| Expansion Module | 4 | 2,500,000 | 8% | 8% |  
								| Expansion Module | 5 | 4,000,000 | 10% | 10% |  | 
				
					| 
							
								| Enhancement | Level | Cost | Research Bonus |  
								| Research Station | 1 | 100,000 | 2% |  |  
								| Research Station | 2 | 300,000 | 4% |  |  
								| Research Station | 3 | 600,000 | 3% |  |  
								| Research Station | 4 | 1,500,000 | 4% |  |  
								| Research Station | 5 | 2,500,000 | 5% |  |  | 
				
					| 
							
								| Enhancement | Level | Cost | Probe Production | Probe Loss Reduction |  
								| Espionage Office | 1 | 200,000 | 3% | 1% |  
								| Espionage Office | 2 | 500,000 | 6% | 2% |  
								| Espionage Office | 3 | 1,000,000 | 9% | 3% |  
								| Espionage Office | 4 | 2,300,000 | 12% | 4% |  
								| Espionage Office | 5 | 4,000,000 | 15% | 5% |  |