Component
What are components?
Components are the parts you use to design your ships. Each component has unique characteristics and is unlocked when you reach a certain level in the corresponding research.
Component types
Weapons
Unlocks with: Weapons Technology
Armor
Unlocks with: Armor Technology
Reactors
Unlocks with: Reactor Technology
Impulse Engines
Unlocks with: Impulse Engine Technology
Hyper Engines
Unlocks with: Hyper Engine Technology
Other modules
Various civilian research
Components come in different sizes that correspond to the type of ship where they can be mounted:
Component classes
In addition to size, components have different classes (A, B, C, D, E...) representing variants with different characteristics:
- Simple classes (A, B, C, D, E): Specialized in one type of damage or defense
- Combined classes (AB, BC, CD...): Hybrids that combine two types
- Special classes (LR, PR, OI, PI, PL, TR): Unique components with special abilities
Class modifiers (A–E)
Classes A–E not only determine the impact row for weapons, but also modify the base costs and stats of any component type:
Simple weapon classes (A–E)
Combat takes place on a 5-row by 10-column grid. Each simple weapon class targets a different row on the battlefield:
- Class A: Targets row 1 (top)
- Class B: Targets row 2
- Class C: Targets row 3 (center)
- Class D: Targets row 4
- Class E: Targets row 5 (bottom)
Combined weapon classes
Combined classes (AB, AC, AD, AE, BC, BD, BE, CD, CE, DE) impact two rows simultaneously. The first letter indicates the main impact row and the second the secondary row.
Special weapon classes
- LR — "Sniper": Increases range by +1 column. Attacks further enemies than normal. Available in Fighter, Light, Medium and Heavy.
- PR — "Ram": Reduces range by -1 column. Attacks closer but with compensated damage. Available in all sizes.
- TR — "Mega Ram": Reduces range by -5 columns. Devastating at point-blank, massive short-range damage. Heavy and Titan only.
- PL — "Aggressive alliance artillery": ×7 damage across all rows. Devastating weapon requiring aggressive alliance. Heavy and Titan only.
- OI — "Designer alliance constant": Uniform ×3.2 damage that barely decays with distance. Requires designer alliance. Heavy and Titan only.
Special engine classes
- KG — Mixed Hyper Engine: Hyper ×1.15 + provides 15% additional impulse speed. Not available in Fighter.
- GK — Mixed Impulse Engine: Normal impulse + provides 15% additional hyper speed. Not available in Fighter.
- IH — Converted Impulse Engine: Impulse ×0.6 but provides hyper equal to 60% of base impulse. Not available in Fighter.
- HI — Converted Hyper Engine: Hyper ×0.6 but provides impulse equal to 60% of base hyper. Not available in Fighter.
Special hangar classes
- Z — Massive fighter hangar: Large capacity to transport fighters. Only available on Medium-sized ships or larger.
- Y — Massive corvette hangar: Large capacity to transport corvettes. Only available on Heavy or larger.
- W — Massive cruiser hangar: Large capacity to transport cruisers. Only available on Titan.
Class WR — Universal Collector
WR — Universal Collector: Collects all resource types simultaneously instead of just one. Cost ×1.85 and mass ×2. Medium, Heavy and Titan only.
Tips for new players
- Start with class A components — they are the cheapest and let you learn without spending too many resources
- Don't obsess over advanced classes early on — focus on leveling up research to unlock more options
- Always make sure you have enough reactors — without energy, you can't complete a ship design
- A design with more armor not only resists more, but also deals more damage — in combat, offensive damage is proportional to remaining structure
- Check the "Components" tab above to see which components you have unlocked and which ones you're missing
Advanced component strategies
- Use combined classes (AB, CD, etc.) to cover multiple battlefield rows with fewer components
- LR weapons for long-range bombardment fleets; PR/TR for close assault ships that attack at point-blank
- Class D for mass production — the ×0.5 fabrication time lets you replenish fleets quickly
- Class E to optimize energy in complex designs with many components
- Z/Y/W hangars to transport large numbers of smaller ships — ideal for mass attacks
- WR collectors to maximize collection with fewer ships, though at a higher unit cost
How do I know what components I have?
In the table below you can see all the components in the game and which ones you have unlocked:
- Green: You already have it unlocked
- Red: You don't have it yet, you need to level up
- The "Tech Level" column shows your current level in that research
- The "Level" column shows the required level to unlock the component
Unlockable by technological level
Check what components you unlock with each technology level: