Science fiction/Tribegift
- Absorb ressources: Ressources in vicinity of mine or pit may be absorbed
- Air strike: Base may send air strikes
- Backtrace: Hacker can find places of all hackers
- Base generator: An improved generator can be produced in base
- Base terrain reveal: Research "satellite technics" enables terrain revealing for base
- Black market: Energy and ressources may be sold more expensively
- Buy energy: Base can buy energy
- Dual collector: Collector may collect vulcanic gold
- Energy defense: Energy producting buildings may defend theirselves
- Fence: Buildings can be fenced
- Flying buildings: Serveral buildings may fly
- Fusion creation: As soon as "high-tec" is finished, barracks and academy may produce with fusion creation
- Ground analysis: Several buildings may analyse the earth for ressources
- Hydrogene bomb: Hydrogene tanks may be detonated
- Illusion base: Base can create an illusion of itself
- Imitation: Base may imitate a prototype and produce it cheaper
- Impulse for buildings: Research "showwave" brings shockwave to several buildings
- Individual storage: Every building can save as much energy as the base
- Mega leecher: Android may leech much energy shield
- Nuclear strike: As soon as a reactor is build, base may send nuclear strikes
- Paratrooper: As soon as "parachute" is finished, base may send paratroopers
- Quick advance: No buildings need to be built to advance to the next step of creation
- Research synergy: Labs and instituts help other with research when they are not buisy
- Ressource knowledge: All units may detect ressources
- Ressource regeneration: Mines may regenerate ressources
- Stargate attack: May teleport units into adverse stargates
- Unlimited energy: This tribe can save an unlimited amount of energy
- Unterground base: Several buildings may entrench theirselves
- War collector: Collector may defend itself
- Warcollector: Collector may defend itself
- Wormhole teleportation: All units may teleport as soon as "high-tec" is investigated
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