I'm going to add to this later on, including all 3 levels of Capitol Ship abilities at some point.
Each Race will have a seperate Thread for this, concidering how long this one is, and I am planning to extend it further with buildings/Planets/whatnot.
As of right now, this is the data available In-Game, without boosting upgrades like Hull/shields/armor/weapons.
If you see anny errors, please make me aware of them.
Also, I am open to any suggestions as to what I should add to this list.
TEC:
Capitol Ships:
Kol Class Battleship:
Hull: 3000
Shields: 1250
Antimatter: 225
Armor: 5
Culture Repel Rate: 0.30/Sec
Beam Damage: 9
Autocannon Damage: 34
Laser Damage: 8
Starting Squadrons: 0
Max Squadrons: 2
Planet Bombing Damage: 43
Gause Rail Gun: 1/2/3
Antimatter Cost: 75/75/75
Cooldown Time: 6/6/6
Range: 6500/6500/6500
Duration: 10/10/10
Damage: 325/650/975
Max Speed: -100%/-100%/-100% (Not a full stop if I remember right, something about the numbers, someone please clarify)
Flak Burst: 1/2/3
Antimatter Cost: 100
Cooldown Time: 12
Range: 2400
Damage: 30
Adaptive Forcefield: 1/2/3
Antimatter Cost: 40
Cooldown Time: 45
Duration: 20
Damage Reduction: +15%
Phase Missile Block: +25%
Finest Hour: Antimatter Cost: 150
Cooldown Time: 180
Range: 1000
Duration: 60
Antimatter restored per second: 5
Hull repaired per second: 10
Ability cooldown rate: -20%
Splash Damage: 60
Sova Class Carrier:
Hull: 2850
Shields: 1075
Antimatter: 270
Armor: 4
Culture Repel Rate: 0.30/Sec
Laser Damage: 3
Laser Damage: 30
Starting Squadrons: 3
Max Squadrons: 8
Planet Bombing Damage: 37
Missile Battery: 1/2/3
Antimatter Cost: /70
Cooldown Time: /35
Duration: /180
Hull: 750/1000
Shields: 120/140
Armor: 3/4
Missile Damage: 13/17
Embargo: 1/2/3
Antimatter Cost: 85
Cooldown Time: 120
Duration: 60
Ship Build Time: -30%
Structure Build Time: -30%
Phase Jump Disabled(Someone please clarify, is this all ships or just merchant craft?)
Heavy Strike Craft: 1/2/3
Armor: +2
Physical Damage Output: +12%
Rapid Manufacturing: 1/2/3
Antimatter Cost: 120
Cooldown Time: 180
Duration: 90
Strike Craft for host replaced instantly
Ship Build Time: 250%
Structure Build Rate: 250%
Akkan Class Battlecruiser:
Hull: 3150/
Shields: 1000
Antimatter: 260
Armor: 3
Culture Repel Rate: 0.30/second
Laser Damage: 14
Autocannon Damage: 11
Laser Damage: 25
Starting Squadrons: 1
Max Squadrons: ?
Planet Bombing Damage: 40
Colonize: 1/2/3
Antimatter Cost: 90
Cooldown Time: 120
Range: 5000
Duration: 360
Free Extractors: 1
Extraction Rate: +33%
Ion Bolt: 1/2/3
Antimatter Cost: 85
Cooldown Time: 10
Range: 7000
Duration: 3
Abilities Diabled
Construction Disabled
Structure Work Disabled
Phase Jump Disabled
Sub-light Main Engines Disabled
Sub-light Maneuvering Engines Disabled
Passive Regeneration Disabled
Weapons Disabled
Targeting Uplink: 1/2/3
Range: 8000
Weapon Range: +8%
Chance to Hit: +5%
Armistice:
Antimatter Cost: 150
Cooldown Time: 180
Range: 12000
Duration: 60
The following on everything in range:
Invulnerable
Abilities Disabled
Weapons Disabled
Dunov Class Battlecruiser:
Hull: 2800
Shields: 1125
Antimatter: 280
Armor: 4
Culture Repel Rate: 0.30/Sec
Autocannon Damage: 6
Laser Damage: 34
Missile Damage: 6
Starting Squadrons: 1
Max Squadrons: ?
Planet Bombing Damage: 43
Shield Restore: 1/2/3
Antimatter Cost: 65
Cooldown Time: 11
Range: 6000
Shield Points Restored: 250
EMP Charge: 1/2/3
Antimatter Cost: 100
Cooldown Time: 50
Range: 4500
Shield Damage: 150
Target Antimatter Removed: 50
Magnetize: 1/2/3
Antimatter Cost: 80
Cooldown Time: 15
Range: 5000
Duration: 10
Abilities Disabled
Nearby Strike Craft Crash Into Target
Flux Field:
Antimatter Cost: 125
Cooldown Time: 180
Range: 4000
Duration: 60
Ability Antimatter Cost: 33%(I believe that is the translation. green 300% in game)
Marza Class Dreadnought:
Hull: 2875
Shields: 1150
Antimatter: 235
Armor: 4
Culture Repel Rate: 0.30/Sec
Missile Damage: 28
Laser Damage: 14
Autocannon Damage: 12
Starting Squadrons: o
Max Squadrons: ?
Planet Bombing Damage: 57
Radiation Bomb: 1/2/3
Antimatter Cost: 85
Cooldown Time: 12
Range: 6000
Duration: 5
Damage: 125
Damage Per Second: 7
Raze Planet: 1/2/3
Antimatter Cost: 90
Cooldown Time: 40
Range: 5000
Waves: 2
Damage: 80
Population killed: 10
Incendiary Shells: 1/2/3
Duration: 15
Damage Per Second: 3
Missile Barrage: 1/2/3
Antimatter Cost: 150
Cooldown Time: 240
Range: 10000
Waves: 25
Damage: 120(Is this per wave?)
Fighter:
Hull: 60
Armor: 1
Autocannon Damage: 2
Bomber:
Hull: 100
Armor: 2
Missile Damage: 3
Trade Ship:
Hull: 500
Armor: 0
Refinery Ship:
Hull: 500
Armor: 0
Frigates:
Arcova Class Scout Frigate:
Hull: 450
Shields: 175
Antimatter: 0
Armor: 1
Laser Damage: 3
Cobalt Class Light Frigate:
Hull: 635
Shields: 370
Antimatter: 200
Armor: 2
Laser Damage: 10
Sabotage Reactor:
Antimatter Cost: 25
Cooldown Time: 3
Range: 6000
Duration: 15
Damage: 100
Abilities Diasabled
Javelis LRM Class Frigate:
Hull: 500
Shields: 280
Antimatter: 0
Armor: 1
Missile Damage: 11
Cluster Warheads:
Cooldown Time: 60
Range: 1200
Max Targets: 6
Damage: 10
Krosov Class Siege Frigate:
Hull: 510
Shields: 255
Antimatter: 0
Armor: 2
Laser Damage: 6
Planet Bombing Damage: 31
Heavy Fallout:
Cooldown Time: 15
Range: 4000
Duration: 360
Population Growth Rate: -8%
Garda Cass Flak Frigate:
Hull: 900
Shields: 450
Antimatter: 0
Armor: 4
Autocannon Damage: 15/4=3.25 per 90 degree angle (Is that right? Need explaination of Flak.)
Protev Class Colony Frigate:
Hull: 1150
Shields: 125
Antimatter: 225
Armor: 0
Autocannon Damage: 4
Colonize:
Antimatter Cost: 90
Cooldown Time: 120
Range: 5000
Colonizes a Neutral World
Crew Extractor:
Antimatter Cost: 40
Cooldown Time: 60
Range: 1000
Mans a Neutral Extractor
Cruisers:
Percheron Class Light Carrier:
Hull: 1580
Shields: 650
Antimatter: 400
Armor: 3
Squadrons Supported: 2
Hoshiko Class Robotics Cruiser:
Hull: 775
Shields: 325
Antimatter: 350
Armor: 3
Laser Damage: 4
Repair Drones:
Antimatter Cost: 50
Cooldown Time: 3
Range: 3000
Duration: 15
Hull Repaired per Second: 20
Demolition Bots:
Antimatter Cost: 100
Cooldown Time: 3
Range: 3000
Duration: 60
Damage: 75
Max Speed: 50% (200% in red letters in-game)
Acceleration: 50% (200% in red letters in-game)
Cielo Class Command Cruiser:
Hull: 850
Shields: 250
Antimatter: 350
Armor: 1
Laser Damage: 4
Embolden:
Antimatter Cost: 50
Cooldown Time: 2
Range: 4000
Duration: 60
Shields Restored per Second: 2.5
Weapon Cooldown -10%
Designate Target:
Antimatter Cost: 100
Cooldown Time: 45
Range: 9000
Duration: 60
Damage Reduction: -40%
Kodiak Class Heavy Cruiser:
Hull: 1050
Shields: 600
Antimatter: 0
Armor: 5
Autocannon Damage: 18
Intercept:
Cooldown Time: 60
Duration: 8
Max Speed: 200%
Acceleration: 800%
Raloz Class Heavy Constructor:
Hull: 1500
Shields: 0
Antimatter: 0
Armor: 3
Construct Star Base:
Cost: Credits: 1000 / Metal: 100 / Crystal: 125
Cooldown Time: 10(Unit destroyed upon execution of ability)
Range: 1000
Ogrov Class Torpedo Cruiser:
Hull: 610
Shields: 295
Antimatter: 0
Armor: 1
Missile Damage: 22
Neruda Class Envoy Cruiser:
Hull: 1250
Shields: 0(WTF?)
Antimatter: 0
Armor: 1
Diplomatic Immunity:
Cooldown Time: 120
Duration: 30
Self Invulnerable
Goodwill:
Boost relationship with planet-owner.
Settlers:
Cooldown Time: 180
Duration: 60
Relationship Increase: 0.10
Population Growth Rate: 300%
Worthy Cause:
Cooldown Time: 30
Range: 5000
Credits Earned: 60
Arbitrate Tariff:
Cooldown Time: 180
Range: 2000
Duration: 60
Trade Income: +50%
Argonev Class Star Base:
Hull: 3000
Shields: 2000
Antimatter: 0
Armor: 6
Culture Repel Rate: 0.00/Sec
Laser Damage: 117
Starting Squadrons: 0
Hull Points Restored Per Second: 1.5
Shield Points Restored Per Second: 3.0
Upgrades:
Weapon Systems 1:
Cost: Credits: 1800 / Metal: 275 / Crystal: 150
Build Time:
Beam Damage: 128
Weapon Systems 2:
Cost: Credits: 1800 / Metal: 275 / Crystal: 150
Build Time: 50
Missile Damage: 120
Structural Integrity 1:
Cost: Credits: 1800 / Metal: 275 / Crystal: 150
Build Time: 50
Max Hull Points: 6000
Hull Points Restored Per Second: 3.0
Shields: 3500
Shield points Restored Per Second: 6.0
Armor: 9
Structural Integrity 2:
Cost: Credits: 1800 / Metal: 275 / Crystal: 150
Build Time: 50
Hull: 9000
Hull Points Restored Per Second: 4.5
Shields: 5000
Shield Points Restored per Second: 9.0
Armor: 12
Structural Integrity 3:
Cost: Credits: 2700 / Metal: 425 / Crystal: 225
Build Time: 63
Hull: 13500
Hull points Restored Per Second: 6.8
Shields: 7250
Shield Points restored Per Second: 13.5
Armor: 16.5
Hangar Capacity 1:
Cost: Credits: 1800 / Metal: 275 / Crystal: 150
Build Time: 50
Max Squadrons: 4
Hangar Capacity 2:
Cost: Credits: 1800 / Metal: 275 / Crystal: 150
Build Time: 50
Max Squadrons: 8
Hangar Capacity 3:
Cost: Credits: 2700 / Metal: 425 / Crystal: 225
Build Time: 63
Max Squadrons: 14
Trade Facilities 1:
Cost: Credits: 1000 / Metal: 150 / Crystal: 75
Build Time: 50
Trade Income: 1.3/Sec
Trade Facilities 2:
Cost: Credits: 1800 / Metal: 275 / Crystal: 150
Build Time: 50
Trade Income: 3.0/Sec
Auxiliary Government 1:
Cost: Credits: 1800 / Metal: 275 / Crystal: 150
Build Time: 50
Cannot lose planet to bombardment.
Construction Bays 1:
Cost: Credits: 1800 / Metal: 275 / Crystal: 150
Build Time: 50
Frigate/Cruiser Construction Rate: 75%
Construction Bays 2:
Cost: Credits: 2700 / Metal: 425 / Crystal: 225
Build Time: 63
Frigate/Cruiser Construction Rate: 175%
Docking Booms 1:
Cost: Credits: 1800 / Metal: 275 / Crystal: 150
Build Time: 50
Antimatter: 150
Antimatter Points Restored Per Second: 2.5
Resupply:
Antimatter Cost: 100
Cooldon Time: 105
Range: 10000
Duration: 60
Antimatter Restored per Second: 2.5
Hull Points Repaired Per Second: 7.5
Docking Booms 2:
Cost: Credits: 1800 / Metal: 275 / Crystal: 150
Build Time: 50
Antimatter: 300
Antimatter Points Restored Per Second: 3.5
Resupply:
Antimatter Cost: 100
Cooldown Time: 105
Range: 10000
Duration: 60
Antimatter Restored per Second: 4.2
Hull points Restored per Second: 15.0
Safety Override Protocol 1:
Cost: Credits: 1800 / Metal: 275 / Crystal: 150
Build Time: 50
Last Resort:
Cooldown Time: 60(Unit is Destroyed upon executing ability)
Range: 8000
Damage: 4000
Safety Override Protocol 2:
Cost: Credits: 1800 / Metal: 275 / Crystal: 150
Build Time: 50
Last Resort:
Range: 12000
Damage: 8000
-Twilight Storm | My life for the Dahkri