Ascendancy (e)

Cover
Ascendancy Frequently Asked Questions (FAQ)
Version 1.0

Introduction	
Credit Where Credit Is Due	
The Latest News	
An Ascendancy Overview for the New Player	
Planetary Management	
Conducting Research	
Building Ships and Colonizing Other Worlds	
Special Abilities	
Encountering Other Races	
Ascendancy Races	
A Note About Special Abilities	
Minions: Supreme Planet Invaders	
Snovemdomas: Builders of Nigh-Indestructible Ships	
Orfa: Black Square Dwellers	
Kambuchka: Clairvoyants	
Hanshaks: Telepathic Diplomats	
Fludentri: Instant Healers	
Baliflids: Super Diplomats	
Swaparamans: Energy Doublers	
Frutmaka: Teleporters	
Shevar: Energy Sappers	
Govorom: Planet Nurturers	
Ungooma: Travel Disruptors	
Dubtaks: Unsportsmanlike Scientists	
Capelons: Planet Camouflagers	
Mebes: Rapid Reproducers	
Oculons: Super Astronomers	
Arbryls: System Isolators	
Marmosians: Hostility Diverters	
Chronomyst: Lane Travelers	
Chamachies: Determined Researchers	
Nimbuloids: Expert Builders	
System and Planet Information	
System Characteristics	
Planetary Characteristics	
Research	
Gizmos and Structures	
Gizmo Nomenclature	
Ship Gizmos	
Mass Barrage Gun	
Fourier Missiles	
Quantum Singularity Launcher	
Molecular Disassociator	
Electromagnetic Pulser	
Plasmatron	
Ueberlaser	
Fergnatz Lens	
Hypersphere Driver	
Nanomanipulator	
Ion Wrap	
Concussion Shield	
Wave Scatterer	
Deactotron	
Hyperwave Nullifier	
Nanoshell	
Tonklin Motor	
Ion Banger	
Graviton Projector	
Inertia Negator	
Nanowave Space Bender	
Tonklin Frequency Analyzer	
Subspace Phase Array	
Aural Cloud Constructor	
Hyperwave Tympanum	
Murgatroyd's Knower	
Nanowave Decoupling Net	
Proton Shaver	
Subatomic Scoop	
Quark Express	
Van Creeg Hypersplicer	
Nanotwirler	
Lane Blocker	
Molecular Tie Down	
Intellect Scrambler	
Brunswik Dissipator	
Recaller	
Disarmer	
Smart Bomb	
Gravity Distorter	
Fleet Disperser	
X Ray Megaglasses	
Cloaker	
Star Lane Drive	
Star Lane Hyperdrive	
Positron Bouncer	
Gravimetric Catapult	
Myrmidonic Carbonizer	
Containment Device	
Shield Blaster	
Backfirer	
Lane Destabilizer	
Tractor Beam	
Cannibalizer	
Moving Part Exploiter	
Hyperswapper	
Gravimetric Condensor	
Accutron	
Remote Repair Facility	
Sacrificial Orb	
Lane Magnetron	
Disintegrator	
Lane Endoscope	
Torroidal Blaster	
Gizmogrifier	
Replenisher	
Specialty Blaster	
Gyro-Inductor	
Plasma Coupler	
Invulnerablizer	
Phase Bomb	
Colonizer	
Self Destructotron	
Invasion Module	
Mass Condensor	
Hyperfuel	
Planetary Structure Nomenclature	
Planetary Structures	
Factory	
Agriplot	
Laboratory	
Habitat	
Metroplex	
Colony Base	
Industrial Megafacility	
Artificial Hydroponifer	
Research Campus	
Logic Factory	
Engineering Retreat	
Surface Cloaker	
Hyperpower Plant	
Fertilization Plant	
Internet	
Cloning Plant	
Observation Installation	
Tractor Beam Element	
Surface Shield	
Surface Mega Shield	
Outpost	
Transport Tubes	
Shipyard	
Ship	
Orbital Docks	
Orbital Cloaker	
Orbital Shields	
Orbital Mega Shields	
Orbital Missile Base	
Short Range Orbital Whopper	
Long Range Orbital Whopper	
Alien Hospitality	
Endless Party	
Scientist Takeover	
Automation	
Terraforming	
Lush Growth Bomb	
Xeno Archeological Dig	
Winning The Game	
Capture All Home Worlds	
Control Over Two-Thirds of the Galaxy	
Destroy Other Races	
Galaxy United Under One Alliance	
Player Extinct	
Frequently Asked Questions	
Game Cheats	
Infinite Orbital  Shields	
Questions Still To Be Answered	
Research	
System/Planetary Information	
Combat Information	
Gizmos/Planetary Structures	
Winning The Game	

Introduction
 "This galaxy consists of three hundred billion stars.  Sixty thousand centuries ago, there were over twenty billion life sustaining  planets orbiting those stars.  Some of the life on these worlds evolved intelligence.  Some species learned to travel through space. 

As they explored, they encountered one another.  Wildly different cultures competed for the same worlds.  In the enormous upheaval that followed, one of these species would gain ascendancy! "

Welcome to the Ascendancy FAQ (Frequently Asked Questions).  I've compiled information from a variety of sources to help you (and me!) improve our chances at Ascendancy.  The Logic Factory did an outstanding job with this, their first commercial release, and I (in my humble opinion) feel that Ascendancy is the best "conquer-the-galaxy" game released to date.  You may disagree; I've seen a lot of e-mail criticizing Ascendancy.  However, you may find the information in this FAQ useful-and maybe it'll even change your opinion of the game.

I guess I should explain my approach with this FAQ.  I never intended it to be a strategy guide (you know, the old "do this and you're sure to win!" stuff)-if that's what you want, I'm pretty sure you'll be disappointed.  What I did want to do was to gather the information the users' manual and tutorials don't tell you.  I felt that with this information, you (and I!) would be able to form your own winning strategies.

Besides, my best score to date is 41%...I hardly think I'm qualified to preach strategy!

So, this FAQ contains all the information I've been able to gather on Ascendancy.  As you'll probably notice, I don't have all the answers.  There's still some questions I have-and that's where you come in.  As you use this FAQ, if you learn something new or find an error, send me e-mail (lhutson@aol.com).  Together, we can make this the most complete and accurate FAQ on Ascendancy...ever!

Larry J Hutson
December 2, 1995
Credit Where Credit Is Due
I'd be lying if I said I did all the legwork for this FAQ.  So, thanks to the following:

(Unfortunately, I've forgotten his name)  - for supplying a "cleaned up" version of the .COB files for Ascendancy.  Turns out they were all that was really needed to put this together.

MDelPrete - For suggesting I do this and assisting.  Your help's been invaluable, friend.

And, of course, all you fellow Ascenders.  Without your interest and support, I wouldn't have even bothered putting this together.
The Latest News
As of the end of November, 1995, the Logic Factory has released a new AI module for Ascendancy.  They've titled it the "Antagonizer" module, and, depending upon the environment in the galaxy, it can be pretty aggressive.

According to the README file that accompanies the new module, here's how you can expect the Antagonizer to play:

Peaceful:
This is an even shake for the player.  This is just you against the AI code, without cheats.

Neutral:
This adds an edge in industry for the AI, and biases the AI players against the player diplomatically.

Hostile:
AI is very biased against the player diplomatically, to the point where AI opponents will probably all end up at war with the player.  The AI players get an edge in both industry and research.

From the postings I've read on the Antagonizer, it plays a much better game of Ascendancy.  This works out for you, too, since self-managed colonies do things a lot more logically (i.e., building industrial structure on red squares, etc.).  I've heard ships in combat can be self-managed as well-and that they defend themselves quite nicely.  In short, the Antagonizer seems to be an outstanding addition to Ascendancy.
An Ascendancy Overview for the New Player
In order to succeed in Ascendancy, you'll need to colonize other worlds, control entire star systems-and maintain that control.  Expand too quickly, and your defenses will be weak and easily overcome; expand too slowly, and you won't have the resources necessary to learn and build the technologies needed to compete against the other races in the galaxy.  Success in Ascendancy depends on how well you balance the following conditions:
Planetary Management
Your planets provide you with the basic resources you need to accomplish your objectives:

Industry:  Your planets must have industrial capacity in order to build anything.  You can increase the level of industry by building factories, metropolises, and industrial megafacilities.  Each planet's industrial base is utilized by that planet alone-there is no way to combine the industrial output of several planets.

Research:  Your scientists must have facilities in which to conduct research.  You start the game knowing little about the exploration of space and can only build fragile ships of limited capabilities.  You can increase the level of research by build laboratories, engineering retreats, and research campuses.  Unlike industry, all research conducted by your race is shared across planets.  You can also use research to establish (or maintain) peaceful relationships with the other races in the galaxy.

Prosperity and Population:  Without a population, you can't establish a solid industrial or research base for your civilization.  Each world can support a limited population-and your colonies can only support a subset of that potential.  Without prosperity, your population won't grow.  You can increase a planet's prosperity by building agriplots, habitats, and Logic Factories.  Each planet's prosperity is based solely on its own structures.  Also, you can't transplant population from one planet to another.

You manage each planet through its Planetary Screen.  You can also use this display to determine which planets to colonize-or even to spy on other races!
Conducting Research
As your race acquires knowledge, new technology becomes available.  Some technologies are military in nature, while others enhance your industry, research, and prosperity.  You tell your scientists which research to conduct by accessing the Research Display.  You can also use this screen to determine what technologies are available to you.

There is also other ways to acquire technology.  Once you've contacted and secured the trust of other races, you can trade technology.  You can also colonize planets that have ancient ruins on their surface; conducting archeological digs can result in technology that is otherwise far beyond your grasp.
Building Ships and Colonizing Other Worlds
Your first goal in Ascendancy is to build a ship capable of colonizing worlds in other systems.  You'll need to research the technology to build shipyards and your first ship.

You're allowed to build one spaceship for each system you control, with the exception of your home system, which allows two ships.  To control a system, you must own all colonized planets in that system.  (Again, your home system is the exception to this rule.)  If you lose control of a system and you've built all the ships you're allowed, you will lose a ship.

As you begin to colonize other worlds, you'll need to build their defenses.  Planetary shields prevent alien ships from entering orbit (and invading the planet).  Surface shields defend against planetary invasions.  Orbital weapon systems allow you to destroy enemy ships before they can attack your planet.  And cloaking devices prevent other races from determining what your planets have in orbit or on the surface.

Remember, it's not enough to colonize a few planets, build up their defenses, and attempt to hold on to them without taking additional risks.  You'll need to continue building bigger and better ships and explore the rest of the galaxy.  It's not necessary to conquer the entire galaxy-but excessively isolationism leads to extinction.
Special Abilities
Each race in Ascendancy has its own special ability.  Some abilities, such as that owned by the Minions, are always available.  Others, such as that owned by the Capelons, require your race to recharge between uses.  The special ability of your race, combined with that of the other races in the galaxy, must be considered in your short and long term goals.
Encountering Other Races
Don't fool yourself-regardless of how isolated your race is, you will encounter other races.  Their goals are similar to yours: to expand and ultimately be the major race in the galaxy.  You can deal with other species in the following ways:

Diplomacy:  Exploit advantages and minimize weaknesses when dealing with the other races in the galaxy.  Remember, a good bargain benefits both races-whether it be a technology transfer, starlane information, or an alliance.

Battle:  You may be the most peace-loving race in the galaxy, but others are not.  You'll need to be ready to defend-or reclaim-your territory from aggressors.  Don't wait until the declaration of war is made; ensure many of your ships are geared more for battle than for colonization.

Invasion:  Again, don't let your pacifist side delude you.  There will be times when you'll need to invade planets-whether to re-take a conquered planet, or to secure a strategically important system.  Ensure at least some of your ships are ready to attack and acquire occupied planets.
Ascendancy Races
There are 21 races to choose from in Ascendancy, each with its own special abilities and history.  Inevitably, the race you choose will decide the strategy you'll play.  So, here's a closer look at each race, including its special ability, history, and mission at the start of the game.
A Note About Special Abilities
Some special abilities are always available, others only when you've acquired enough power to use them.  If you click on the Special Ability panel (on the Galactic Display screen), it'll tell you what your race's special ability and if it's available.  If not, the Special Ability panel will display how many turns remain until your special ability is available.  Ascendancy will also display an information box telling you your special ability is available at the start of that turn.
Minions: Supreme Planet Invaders
Minions are a mysterious group of robot creatures controlled by an unknown extra-galactic super force. They are hideously strong and quick.

Special Ability: The Minions are masters of invasion. Their planetary invasions will always succeed.

History:  The Minions are a species of artificial life-machines that serve the purposes of their extra-galactic master-species.  Eons ago, the master-species seeded the ancestor-units of the Minions on a planet chosen to accelerate their developmental programs.  Their ultimate programming lay dormant throughout their history until reawakened by their cosmic masters.  No one knows anything about the location of the masters or their purpose.

The Minions are made up of microscopic, self-maintaining machines, and they are able to assimilate other life forms to obtain the rich mixture of elements they need for power and self-maintenance.  They are efficient and unstoppable at taking over worlds.  They are built for strength and speed, and no known species can stand against a Minion in an unarmed confrontation.  They infiltrate, assimilate, and control worlds with great speed and have been known to take over an entire planet and its population in hours.

Mission: Your ancient programming has been reactivated.  You are the central control unit.  You must coordinate the efforts of the Minions to develop the technology of space travel and spread throughout this galaxy. 

You have detected transmissions from other stars.  Analysis of these transmissions indicates that some have an aggressive nature.  Eliminate threats to the Source World.
Snovemdomas: Builders of Nigh-Indestructible Ships
Snovemdomas are incredibly tough, and guard their territories with alarming ferocity. They are generally uninterested in diplomacy with other species.

Special Ability: The Snovemdomas are mighty and tough. Their ships all have double-strength hulls.

History:  The Snovemdomas evolved as pack-hunting predators in woods and tundra plains on a very high-gravity world.  Snovemdomas are about the size of a bear, and their stocky build is deceptive since they are quick and graceful in motion.  To the inhabitants of other worlds, they appear to be imposing and massive.  On their own world, the Snovemdomas preyed on much larger and tougher creatures, bringing the prey down by overwhelming it with numbers and speed.  Their bodies evolved strength and lightness (too much mass being detrimental in high gravity), and their bones are made of a hollow but nearly unbreakable force-distributing honeycomb lattice.

Because of the high-gravity environment on their home world they have always had to allow for greater stress in designing their dwellings and machines.  Their material science is advanced and they make use of strong, light composite materials in their construction.  It is in their nature to design ships that can withstand great force. 

Mission:  You are the Dovahmon.  You are the leader of all the tribes of your people, the brave Snovemdomas.

Your people have explored all of their world.  You must now lead them into the unknown.  Construct vessels to take Snovemdomas to other stars, to meet the challenge of hunting grounds on other worlds.

It is written that the Snovemdomas will one day meet thinking creatures among the stars.

Peaceful atmosphere message:  The Prophecies tell of a day when these peoples will look to the strength of the Snovemdomas for guidance.

Neutral atmosphere message:  Heed the Song of Mandenonda, which foretells the destruction of the unwary.

Hostile atmosphere message:  Fight well against those that threaten the world of your people, lest the Prophecy of Ending comes to pass.
Orfa: Black Square Dwellers
Orfa are from a seething, volcanic world, and they are able to subsist on raw minerals.  They are slothful but highly intelligent.

Special Ability:  The Orfa are unfazed by hostile environments. They can build on black planet squares.

History:  The Orfa are grazing animals that evolved on a hostile world. Their bodies are very dense and tough, and they are as happy in a pool of lava as pigs are in a wallow of filth.  They prefer vegetation and a diet of complex organic molecules but they can subsist on raw minerals.  They are not harmed by the radiation, heat, cold, chemicals, or physical buffeting of any known planetary body, nor do they require an atmosphere.

They have no known natural enemies (nothing on their home world is able to make a dent in their impregnable hides) and no particular difficulty surviving in almost any environment.  It is likely that they evolved sentience due to competition for mating.  They have seventeen sexes, so finding sixteen mates of the appropriate sex (so they can have one of their litters, numbering in the hundreds)is their central preoccupation.  They have unbelievably complicated and difficult cultural mores centering around mating competition, and an Orfa who mates successfully usually gets to do so by outsmarting many of its peers.  Thus they are very intelligent and are able to perceive subtle causes of events and fine levels of meaning.  They are also happy to loaf once they have fulfilled their mating imperative.

Mission:  You have been chosen by all Orfa to implement The Plan.  The Rituals of Reproduction have gotten out of hand.  The Orfa need new worlds to live on with plenty of grazing land and a decent chance to mate before growing old.  The first phase of The Plan calls for the construction of vehicles that can cross the inky vastness between the stars.

Those of the Orfa who study the stars have no doubt that there are other beings in the galaxy who have intelligence and technology. Theory holds that some of the races from other worlds will have an inherent need to control the existence of others through physical coercion.  Guard against such beings.
Kambuchka: Clairvoyants
Kambuchka subsist by filtering the rich, soupy atmosphere of their world. A Kambuchka's entire body is a convoluted sensory membrane.

Special Ability:  The Kambuchka can sense life forms from far away.  They can see all alien home stars.

History:  The Kambuchka evolved in the dense, fog-like atmosphere of a large planet.  They see by feeling the atomic vibrations of their surroundings on their convoluted membrane bodies.  The Kambuchka cannot move quickly in the atmosphere of their home world, so they evolved the ability to detect faraway living things, both to help them find food (they feed by filtering microscopic plants from the thick atmosphere of their world)and to help them avoid predators.

They are so sensitive to the vibrations of living things that, in the absence of the opaque atmosphere of their home world, they are able to perceive very large concentrations of life at interstellar distances.

Mission:  Your people, the Kambuchka, look to you for direction in their attempt to explore space.  You arethe Sense-Master, possessing the most highly-tuned senses of all Kambuchka.  You are able to gather information and coordinate actions at an interstellar distance.

Your people await your wisdom.  Help them develop the technology of space travel.  Show them the way to the stars.
Hanshaks: Telepathic Diplomats
Hanshaks are an ancient race of toroidal mind-bodies. They are in tune with life and nature, and are masters of communication.

Special Ability:  The Hanshaks are telepathic communicators.  They can talk to all other races from the start of the game.

History:  The Hanshaks are an ancient race of toroidal mind-bodies.  The are deeply in tune with life and nature, and can communicate telepathically with other sentient life.  The Hanshaks are few, but they are renowned for their wisdom and intuition.  After an early technological surge, they dismantled their cities and returned their world to its natural state, developing a culture devoted to enlightenment and living symbiotically with nature.  They have managed to retain a knowledge of technology in their druidic society.

Mission:  You are the High Shaman, the Eldest of the Hanshaks.  You have existed in your current cycle for nine thousand orbits of your world around its sun. Your life force has gone through more cycles than any other Hanshak's.

Your species has nurtured its world, and the time has come to commune with the life of other worlds.  The Hanshaks must discover away to reach other planets and encounter the vast diversity that exists in the cosmos.
Fludentri: Instant Healers
Fludentri are composed entirely of liquid, and a severely injured Fludentri heals in seconds. They are ambitious and unintellectual.

Special Ability:  The Fludentri are resilient.  They can repair all damage to their ships.

History:  The Fludentri evolved on a world covered with ocean.  They are composed of polymerized liquid.  When a Fludentri is injured it regenerates in seconds, its fluid anatomy knitting together immediately after physical damage occurs.  A Fludentri dies only when its entire body is disrupted at once.

The Fludentri are able to make their bodies assume varying degrees of solidity.  They can wrap their tendrils quickly around prey and tighten them with ferocious strength.  They see combat as a fine art, and a Fludentri is deeply moved by a finely-improvised combat performance between skilled and creative warriors.  They do not respect abstract thought or communication with concepts--they see these things as fuzzy-minded and irrelevant, and they prefer to let their bravery inaction speak for them.  A Fludentri's status and cultural power is determined by its skill in combat.

Mission:  You are First Among Warriors.  Your combat artistry is unmatched.  None can best you in the grand arena and all Fludentri obey your command.  Your people hunger to prove themselves against the dangers of new worlds, and they hunger for new dominions.

The leaders of the Armorers' Cabal await your guidance in their new task: to construct the mighty vessels that will allow the Fludentri to attain the stars.
Baliflids: Super Diplomats
Baliflids are cute little rodents. Their disarming appearance belies their ruthless diplomatic skill.

Special Ability:  The Baliflids are disarming diplomats.  They can force all aliens to make peace with them.

History:  The Baliflids are cute little rodent-like organisms.  They evolved on a hospitable but competitive world where they developed the ability to disarm and win over their competitors.  Other creatures instinctively feel protective of Baliflids.

A Baliflid being charged by an Insatiable Strak Beast will stand, calmly staring toward the raging, thundering predator with an expression of barely supressed mirth.  Often the predator will stop short, not knowing why but feeling a sudden lack of aggression in the face of the Baliflid's harmless calm.

The Baliflids have a huge capacity for fun--they take nothing very seriously and are friendly and curious.  Despite their naive and harmless image, the Baliflids are deeply intelligent and highly perceptive.  They survived as a species because of their keen awareness of the outlook and motivations of other creatures.

Mission:  The Baliflids of three generations gather around you, the Old Storyteller--the closest thing the Baliflids have to a leader. The cavorting and joking subsides, and the crowd waits silently for you to start.

This world is fun, but there is a whole universe to goof around in.  Tell a story, to amuse your buddies, about a bunch of three-tongued rodents who build large impressive ships and fly around in space.  It would be a supreme practical joke on all the big humorless self-important types out there.  Be careful, though--it's always the cosmic drips that have the biggest fang-equivalents.
Swaparamans: Energy Doublers
Swaparamans are cosmic exiles.  They were driven from their home world by the dread Frutmaka, and survived only by finding great strength in adversity.

Special Ability:  The Swaparamans produce extra power. They can double the power of all their ships.

History:  The Swaparamans evolved on the first planet of a binary star-system (consisting of a normal star and the black hole Graveesha in orbit around each other).  The dual-star configuration (it is assumed) influenced the development of duality-inverse-reality structures that continually build in the minds of Swaparamans like electricity charging a capacitor.  Once charged, the Swaparamans can release their stored potential.  The Swaparamans evolved on the same world as the Frutmaka, and they share common ancestry.  Millennia ago, The Frutmaka betrayed the Swaparamans and drove them from their home world.  A tiny number of Swaparamans--the ancestors of all modern Swaparamans--were able to flee their home world in space vessels that they patched together in secret.  The architect of this bold escape was Tanandanam, a wise and determined leader whose name is now sacred to Swaparamans.

The Swaparamans survived the dangerous passage through space by using their energy storage ability.  As a result of the ordeal, the Swaparamans with the strongest ability tended to survive, and their energy storage ability is now highly developed.

Mission:  The Swaparamans have thrived on their new planetary home since their incredible escape but have lost the knowledge of space travel.  Swaparamans remember their history and they are filled with the worry that their existence on a single planet is too precarious.

You are the latest of the successors to Tanandanam.  You must follow the example Tanandanam set and secure the future of your people.
Frutmaka: Teleporters
Frutmaka share a common home world and ancestry with the Swaparamans.  Their black-hole god, Graveesha, has given them the ability to warp space.

Special Ability:  The Frutmaka are able to repel.  They can warp alien ships out of their colonies' stars.

History:  The Frutmaka evolved near a black hole--their beloved god Graveesha--on the same planet that gave birth to the Swaparamans.  Long ago they drove the Swaparamans from their mutual home world--they saw the Swaparamans as a threat to their beliefs and their way of life.  The Frutmaka move with glacial slowness.  They are near-sessile fungal animals that obtained high intelligence early in their evolution. Their frustration at being fully aware and helpless while they were eaten alive by predators gave way to the development of a latent telekinetic ability.  No one knows when it was that a Frutmaka first lashed out with its mind at its tormentors, but modern Frutmaka have a formidable ability to teleport objects with the force of their wills.  They are able to combine their ability, and when massed together they can teleport large objects across huge distances.  The Frutmaka believe that Graveesha gave them the power to teleport objects for the purpose of making sacrifices.  They will occasionally teleport enemies to Graveesha to maintain harmony with their god.  It is not known precisely what happens to the victims of Graveesha.

Mission:  You are the High Prelate of Graveesha.  It is Graveesha's will that the Frutmaka spread to the stars. You must guide the Frutmaka to form ships, to cause the substance of your planet to coalesce and shape itself into space vessels.  Do not let your guard down.  The universe is full of those in aimless motion, those who take action with the crude, repugnant grasp of their bodily parts.  History has proven that the Frutmaka cannot trust these.  Only the Frutmaka live in enlightenment.  Only the Frutmaka truly follow Graveesha's example of perfect stillness.  Only the Frutmaka bear the gift of pure action.
Shevar: Energy Sappers
Shevar are a non-organic lifeform, and masters of the dark forces of the universe.  They harness arcane powers that sap and oppose all life.

Special Ability:  The Shevar are power-sappers.  They can wipe out the power of all alien ships in systems they occupy.

History:  Little is known of the Shevar.  They are sorcerers, masters of dark forces from another universe.  They are an inorganic lifeform-they follow most definitions of life but are composed entirely of inorganic substances.  They are able to harness an anti-energy that draws in and consumes energy and life force.  It is believed that the Shevar came from another universe with different physical laws.  They experimented with their arcane arts until they opened a way into this universe, and the pathway they opened led to a planet teeming with life.  This was an unimagined bounty to the Shevar and many of them came across to settle the world they found.  They utterly devastated this world, destroying all other life on the planet by feeding on its life force.  They aren't purposely hostile or evil, but their values are incomprehensible and they do not recognize the creatures of this universe as living beings.

Mission:  Know, O Sorcerer, that this world the Shevar found so long ago is not unique in this universe.  The points of light in the sky are huge balls of superheated plasma and around many of them are worlds such as this one.

The Shevar follow your will.  They must build arcane engines with which they can find these other worlds.  This universe teems with energy-food, ready for the Shevar to absorb.
Govorom: Planet Nurturers
Govorom are spirits of nature.  They transformed their once-barren home world into a lush paradise.  They are guarded but trustworthy.

Special Ability:  The Govorom are nature-goddesses.  You can turn your least populated colony into a rich world.

History:  The Govorom evolved on a barren desert planet.  In order to survive, they learned to preserve and nurture the scant resources of their world. They do not have an organized society; they live apart from each other, each being a caretaker of a small region of the planet.  The regions they care for are ever-changing and are not agreed upon but handled purely by intuition--each Govorom knows instinctively where its region lies.  Their powers grew over time until much of their planet teemed with life.  Given an already-hospitable planet, they are able to transform it into a paradise.

Mission:  Our people, the Govorom, sense the wonderful truth--that the galaxy teems with life in a beautiful, endless variety of forms.  The Govorom must reach the stars.  There are misguided species, life forms out of balance, that pose a threat to other life.  The youngest generation of Govorom is far larger than any previous generation.  Most of these young Govorom pine for the other worlds where, they feel in the core of their being, their duty of protection lies.
Ungooma: Travel Disruptors
Ungooma are brain parasites.  Their mind-control can leave a victim uncertain of which memories are real and which were implanted.

Special Ability:  The Ungooma are mischievous.  They can bump all ships in star lanes backward to their stars of origin.

History:  The Ungooma are a species of adaptive-intelligence beings that evolved as thought-parasites and later developed their own means of thinking.  Before they became sentient they would take control of the higher animals on their world, using the bodies and minds of their hosts for their own needs.  They are tiny, and their intellect is derived from the combined thought impulses of large numbers of Ungooma.  There are trillions of Ungooma and their combined thoughts form many thousands of distinct composite personalities.  Ungooma no longer possess the ability to take over a host, but they retain the vestigial ability to exert a limited form of mind control ata distance.  They are able to control other species for brief periods, and their victims often wake up not knowing how they came to be where they are.

Mission:  The Ungooma are an intensely curious people.  In recent times their naturally high caution has given way to a growing need to let go of their collective fear of the unknown and explore the universe around them.  You are one of the greatest Ungooma minds, consisting of an unusually large number of individual Ungooma.  The other Ungooma collective minds look to you for guidance.
Dubtaks: Unsportsmanlike Scientists
Dubtaks practice science in a most unsportsmanlike fashion. Nearly all of their knowledge is stolen.

Special Ability:  The Dubtaks are unsportsmanlike scientists.  They can steal any technology known by at least two other races.

History:  The Dubtaks evolved on a world full of aggressive, competitive life.  If a Bengal tiger, raging bull elephant, or adult male gorilla were set down anywhere on this planet, it would be consumed in seconds.  Although they are not especially aggressive themselves, they survived by excelling at hiding and watching.  Their senses cover a vast spectrum of phenomena, so they can tell that something is headed their way when it is still far away.  They move like the wind and their flexible bodies can fit in small holes and cracks easily.

Their history is full of covert wars of information and espionage.  Their natural abilities and their love of technological gadgetry make them supreme stealers of research.

Mission:  Our spies report that some scientists on the Great Southern Continent have discovered the signs of technologically advanced species on other worlds.

If our stealth masters could infiltrate the research centers of the Polar Island and acquire their construction technology, we could combine it with our own secret knowledge and be the first tribe of Dubtaks to contact the otherworlders.  With the exclusive knowledge of alien technological secrets, our tribe could ensure its security.  However, be cautious of the otherworlders--some of them could be more a threat than a source of information.
Capelons: Planet Camouflagers
Capelons are adept at camouflage, self-protection, and survival.  They keep their motives hidden and are cunning diplomats.

Special Ability:  The Capelons are self-preserving.  They can make all their colonies invincible for one day.

History:  The Capelons are masses of flowing fibers who can rearrange their bodies quickly to assume any shape.  They evolved on a highly predatory world where their camouflage and shape-shifting were useful for catching their scarce, elusive prey before competing predators could.  They eventually developed the power to repel competing predators and other threats as a telepathic extension to their camouflage ability.  They make themselves so unnoticeable that the threatening being forgets what it was thinking about, allowing the Capelon to bring down its prey and make an escape.  The Capelons can combine their individual powers.  A planetary population of Capelons can hide their entire planet from notice.

Mission:  You are the Hunt Leader of the Capelons.  Your people have been so successful on their own world that their numbers have swelled and prey grows scarce.  You must lead the hunt to the stars and find new worlds for Capelons to roam.  As on the home world, so must it be elsewhere.  There are surely races of hunters from other worlds, and they will threaten to leave the Capelons nothing if you are not quicker and more cunning.
Mebes: Rapid Reproducers 
Mebes are large single-celled creatures that reproduce at will.  They are extremely expansionistic and communication with them is difficult.

Special Ability:  The Mebes are good at populating.  They can increase the maximum population of all their colonies.

History:  The Mebes are large single-celled creatures that evolved on a warm, sunny world.  They roll around collecting food on their surfaces and absorbing it into their bodies.  They breed rapidly by sexual reproduction.  Two Mebes exchange genetic material, then each divides to produce a new Mebe that contains a combination of genes from each parent.  Although this method of reproduction is quick and the offspring are immediately self-sufficient, the Mebes are very attached to their young ones.  Despite their alarming appearance, they are a sentimental species.

Mission:  You are the Great Parent.  Most of the Mebes are your descendants, and all Mebes look to you for your ancient wisdom.  A sickness has been growing amidst your people, a viral disease that ruthlessly strikes down children before they have reached their first century.  For the sake of the children, your species must find another home.  You must undertake a vast project: to escape the plague by spreading from your home world to the rest of the cosmos.
Oculons: Super Astronomers 
Oculons are a chivalrous race of astronomers and mystics. They are fierce enemies and loyal friends.

Special Ability:  The Oculons are ancient astronomers.  They can see all star lanes.

History:  The Oculons have only the extremely acute sense of sight.  They evolved on a thin-atmosphere planet orbiting a bright sun.  Their culture is strongly astronomical (they are essentially living telescopes) and they have amassed a great deal of knowledge about the galaxy.  They are more mystical than intellectual, and are considered superstitious by other species.  They are endlessly fascinated with space and with other forms of life.  Without yet achieving space travel they have managed to communicate with other technological species from remote stars in this galaxy.  The average Oculon is obsessed with nobility of action and thought, and lives by a ritualistic code of honor.

Mission:  You are the Jhitan, the Far Seer of the Oculons.  The fulfillment of the Oculons' ancient longing is within grasp.  From their long-distance communication with the civilizations of other worlds, your people now know that it is theoretically possible to construct vehicles that can explore space.  No Oculon is immune to the poetry of the stars, and your people are now obsessed with exploring space and seeing its wonders up close.  You must guide them to develop the advances necessary to construct space ships.  The wondrous sights and fantastic creatures of the universe await your people.
Arbryls: System Isolators
Arbryls are a gangly tree-people. They are respectful of other life, but want more than anything to be left alone.

Special Ability:  The Arbryls can disrupt the flow of space.  They can block all star lanes entering their colonized systems.

History:  The Arbryls are tree-people who evolved on a huge eden planet containing only plant life.  They are peaceful, slow-moving, and highly intelligent. They are unused to conflict and their philosophy is isolationist. They can usually be found standing perfectly motionless for huge amounts of time, thinking their tree-thoughts, pondering the world.  At times they conduct a planet-wide ritual, including every Arbryl, to tune their mystic energy vibrations to resonance. This ritual is exhausting and cathartic to them, and it restores the balance and calm they treasure.  As a side effect, their ritual of mystic resonance sends out a spherical ripple in space and time.  This ripple expands hugely, distorting gravitational fields on an interstellar scale and causing star lanes to contract and close.

Mission:  All Arbryls have agreed.  It would be good to see other worlds. It would be good to learn about the universe.  Arbryls have no experience with the engineering needed to build space vessels, but they have incredible focus and concentration.  An Arbryl can ponder the same question for years without cease.  Many Arbryls have already anchored themselves and stand pondering the path to space.
Marmosians: Hostility Diverters
Marmosians are territorial insects.  They use complex pheromone signals to manipulate other creatures into protecting their territory for them.

Special Ability:  The Marmosians can create hatred.  They can cause alien species to strongly dislike any species at war with them.

History:  The Marmosians are territorial insect-like creatures from the inner world of a hot sun.  Their mating pheromones evolved into a general purpose array of complex mood-altering scent molecules that allow them to manipulate the base emotions of other creatures.  They learned to use the predators of their world to protect their territories, and they tend to repel attacks by causing their enemies to fight each other.  They are intellectually active but physically lazy, preferring to rely on the efforts of those they control.

Mission:  Your species and your planet need relief from the endless territorial bickerings that have kept your home world in a state of pandemonium for as long as Marmosian history records.  You must accomplish the daunting task of uniting the Marmosians for the first time in their history.  The alternative is stagnation and a gradual decline into extinction.  You must provide them a common purpose and a new beginning.  The only answer is to find new homes on other planets, to leave the legacy of your home planet behind.
Chronomyst: Lane Travelers
Chronomyst are jewel-like water creatures.  Their brains are organic optical computers, making them lightning-quick.

Special Ability:  The Chronomyst can change the rate of time passage.  They can move quickly through star lanes.

History:  The Chronomyst are a deeply religious and philosophical race who spend much of their time in trance-like meditations exploring the inner space.  When one with their god, Chronos, the Chronomyst float through time and space at a different rate than that experienced by those not ascended.  They have discovered a way to use this to access star lanes and accelerate through them.  The Chronomyst are largely composed of organic optical components, and their intelligence consists of light rays bending and bouncing through their internal lenses and mirrors. Bright light heightens their mental acuity and allows them to focus more deeply in their communion with Chronos.  Chronomyst society is unstructured.  There is a never-ending gathering called The Conclave where individual Chronomyst come and go, reflecting light rays, defining and communicating the evolution of their culture and beliefs.  The Conclave of the Chronomyst is one of the wondrous sights of the universe: a never-ending, intricate dance of colored light that every Chronomyst joins for some part of its lifetime.

Mission:  At The Conclave it becomes obvious that the Chronomyst have developed a strong need to follow the light of the stars.  The will of Chronos is clear and bright.  Your light shines vividly at The Conclave.  Guide the Chronomyst in their quest.
Chamachies: Determined Researchers
Chamachies are six-legged reptilians.  They are fascinated with technology and gadgets, and produce brilliant engineers and fleet captains.

Special Ability:  The Chamachies are brilliant scientists.  They can immediately achieve any discovery they are pursuing.

History:  The Chamachies love gadgets and technology.  They are able to discover major breakthroughs quickly when under duress--stress heightens their scientific abilities and amplifies their determination, much like adrenalin heightens physical ability.  In the recent past a huge, highly advanced alien vessel passed through the Chamachie system.  The aliens discovered that the star lane entry points in that system had drifted over time into an unstable configuration.  They told the Chamachies that they could not predict when the cataclysm would occur, but they were sure that the forces released would destroy the star and the planets orbiting it.  The knowledge of this danger sent Chamachie society into a frenzy of scientific and technological advancement.  The Chamachie stress-response of heightened mental capability went into full force, and they have gone in a few decades from a pre-technological civilization to a society on the brink of space travel.

Mission:  You are the Emperor of the Chamachies.  Your hereditary line has ruled from the City of Enlightenment for centuries.

Your rule has only been strengthened by the anticipation of The Cataclysm.  Your people now stand ready to implement your plans for escape from this star system.
Nimbuloids: Expert Builders 
Nimbuloids are composed of dense, cohesive gases.  Their abilities to form tools of any shape and fit into small spaces make them marvelous builders.

Special Ability:  The Nimbuloids are extremely productive.  They can boost the progress on all their colonies' projects.

History:  The Nimbuloids arose on a planet with a thick, reactive atmosphere.  They are composed entirely of dense, cohesive gases and move through the atmosphere by chemically attracting and repelling the molecules of the gases in their environment.  They see reality in terms of the intersecting flow of what they call currents: the karmic forces that, they believe, determine destiny.  With great effort, a Nimbuloid can transform matter from solidity to a greatly expanded gaseous state and back.  They are able to herd around clumps of transformed matter and cause the clumps to coalesce into arbitrary shapes.  When a skilled Nimbuloid expends the needed energy, it can shape large, intricate structures with awesome speed. 

Mission:  Your way is strong among Nimbuloids and many follow you.  The currents to the stars grow stronger and few now doubt that the way of all Nimbuloids follows these currents.  Guide your species.  Show the Nimbuloids the currents that will take them to their destiny.
System and Planet Information
Every game of Ascendancy is unique.  You play-and play against-different races each game.  You can change the "atmosphere" of each game-from peaceful coexistence to outright hostility.  You can even change the number of stars in the galaxy.  However, the one thing that ensures each game is unique is the galaxy you play in.  No two will ever be the same.  The planetary system that had three Cathedral planets last game probably won't this time.

Some things don't change, though.  And it's this knowledge you need to really get the most out of each system and planet.
System Characteristics
Ascendancy has 100 possible system names, generic labels used for each system in the galaxy.  They are:

Aglarond
Ajax
Albireo
Algol
Almaviva
Alpheratz
Amoroso
Aquila
Arcturus
Arvedui
Atropos
Barataria
Bindacia
Binomer
Bob
Bodkin
Bosporus
Brilliance
Buntrusol
Burphee
Byzantium
Cambria
Chippendale
Chloros
Corncob
Corpuscle
Crell
Crimea
Delphinius
Discordia
Drollwell
Elwyssen
Ephemera
Eumenides
Feculon
Flammifer
Fletcher
Fomalhaut
Freblinsee
Gasball
Gravitus
Gridsor
Hannibal
Highbeam
Hope
Hurble
Icarus
Ignatius
Intransigent
Lanesend
Liberty
Luxor
Masticon
Menthol
Millitrin
Mira
Mukwonago
Nougat
Oslo
Panacea
Paragon
Parsimony
Pendulon
Philadelphia
Phoebe
Pindentry
Primula
Pulveran
Quercus
Rhovid
Ribulon
Sagitta
Sarsaparilla
Sentril
Shlupp
Sirverei
Smorgasbord
Sophia
Stavern
Stella
Synthos
Syntor
Syzygifer
Tensoric
Terpsichore
Tonklinus
Tonsberg
Trovaricon
Ungridge
Unterwelt
Vega
Verithil
Vernunft
Vishnu
Wattsenfax
Willy
Xerxes
Yorbins
Zilker
Zoroaster

Each system is centered around a star.  The types of stars you'll encounter are:

Blue Giant
Pink-Red Giant
Red Giant
Orange Giant
Blue Medium
White Medium
Yellow Medium
Light Yellow Medium
Orange Medium
Pink-Red Medium
Blue Dwarf
White Dwarf
Red Dwarf




The type of star in a system seems to affect the number and types of planets and star lanes.  However, I have yet to figure out this relationship.
Planetary Characteristics
There are several classes of planets in Ascendancy.  These range from the barren husk planets to the valuable-and extremely rare-cornucopia planets.  Each planet is divided into a number of squares, which can be one of five colors:

White squares are habitable squares; you can build structures on them.  These squares offer no benefit or penalty for structures built on them.

Black squares are uninhabitable.  Initially, the only structures you can build on them are tunnels to connect other, habitable squares.  Later in the game, you can terraform black squares, turning them into white squares.

Red squares increase the effectiveness of industry-producing structures such as factories, metropolises, and industrial megafacilities.

Blue squares increase the effectiveness of research-producing structures such as laboratories and research parks.

Green squares increase the effectiveness of prosperity-producing structures such as agriplots, habitats, and the Logic Factory.

The number of each square type on a given planet depends solely on the planet's class and size, as shown below:


Percentage of Square Type
Planet Class
Black
Red
Green
Blue
Husk
100
0
0
0
Primordial
50
2
2
2
Congenial
20
3
5
3
Eden
0
3
20
3
Mineral
40
10
2
2
Supermineral
20
20
2
2
Chapel
40
2
2
10
Cathedral
20
3
3
20
Special
40
10
10
10
Tycoon
20
15
15
15
Cornucopia
0
33
34
33
Research
Research is the backbone of your civilization in Ascendancy.  Fail to conduct enough-or the right type-of research, and you'll find your race outgunned and outpaced by the other races in the galaxy...

There are 65 research topics in Ascendancy.  Most tend to result in more powerful weapons, but others will allow you to increase your industrial output, your research potential, or even your prosperity.  The research you conduct should be driven by your goals-for example, if your goal is military conquest, your research should (usually) result in more powerful weaponry.  However, don't overlook the benefits of those research topics that don't directly relate to your goal!  (In Ascendancy, it's possible to have a race that's happy-and prosperous-under a military dictatorship!)

Remember, you can't conduct any research until after you build your first laboratory!  And if you get tired of managing research, you can press the 'M' key when in the Research Screen.  Your scientists will choose new research topics automatically until you return to the Research Screen and press the 'M' key again.

The following table contains the research you can conduct in Ascendancy.  The cost for each topic is given in research points.  For example, if your race is producing 120 research points each turn, you can obtain the benefits of Action At A Distance in just one turn!

Research Topic
Prerequisites
Cost
Results
Accelerated Energy Replenishment
Nanopropulsion
Megagraph Theory
120

Action At A Distance
Teleinfiltration 
Megagraph Theory 
120
moving parts exploiter (SP)
Advanced Chemistry
Environmental Encapsulation 
100
ion banger (SE)
artificial hydroponifier (PS)
Advanced Exploration
Mass Phasing 
230
large ship hull
star lane hyperdrive (SP)
Advanced Fun Techniques
Diplomatics 
90
endless party (PA)
logic factory (PS)
Advanced Interferometry
Spectral Analysis 
90
invasion module (SP)
subspace phase array (SC)
Advanced Planetary Armaments
Coherent Photonics 
Large Scale Construction 
120
surface mega shield (PS)
long range orbital whopper (OS)
Cloaking
Advanced Interferometry 
180
cloaker (SP)
orbital cloaker (OS)
surface cloaker (PS)
Coherent Photonics
Energy Redirection 
140
ueberlaser (SW)
cannibalizer (SP)
Diplomatics
Hyperlogic 
100
alien hospitality (PA)
observation installation (PS)
Doom Mechanization
Teleinfiltration 
Hyperwave Emission Control 
400
disintegrator (?)
self destructotron (?)
Ecosphere Phase Control
Hypergeometry 
Planetary Replenishment 
110
fertilization plant (PS)
EM Field Coupling
Gravimetrics 
150
electromagnetic pulser (SW)
aural cloud constructor (SC)
Energy Redirection
Hyperradiation 
110
deactotron (SS)
recaller (SP)
sacrificial orb (SP)
Energy Focusing
Coherent Photonics
Murgatroyd's Hypothesis
90
myrmidic carbonizer (SP)
accutron (SP)
Environmental Encapsulation
Xenobiology 
50
colonizer (SP)
ion wrap (SS)
colony base (PS)
Fergnatz's Last Theorem
Scientific Sorcery
160
Fergnatz lens (SW)
gizmogrifier (SP)
Gravimetric Combustion
Positron Guidance 
100
toroidal blaster (SP)
gravimetric projector (SE)
Gravimetrics
Gravity Control 
110
molecular tie down (SP)
orbital docks (OS)
Gravity Control
Spacetime Surfing 
140
quantum singularity launcher (SW)
Gravity Flow Control
Nanopropulsion
120

Hyperdrive Technology
Starlane Anatomy 
Teleinfiltration 
110
lane megatron (SP)
Hypergeometry
Fergnatz's Last Theorem
170
hypersphere driver (SW)
hyperswapper (SP)
Hyperlogic
Advanced Interferometry 
140
x-ray megaglasses (SP)
intellect scrambler (SP)
research campus (PS)
Hyperradiation
EM Field Coupling 
Momentum Reflection 
140
hyperwave typanum (SC)
Van Creeg hypersplicer (SG)
Hyperwave Emission Control
Hyperwave Technology 
110
backfirer (SP)
Hyperwave Technology
Hyperradiation
Energy Focusing
110
orbital mega shield (OS)
hyperwave nullifier (SS)
Illusory Machinations
Nanofocusing
Accelerated Energy Replenishment
300

Inertial Control
Matter Duplication 
Starlane Anatomy 
140
inertial negator (SE)
Interplanetary Travel
Orbital Structures 
50
proton shaver (SG)
small & medium ship hulls
Large Scale Construction
Advanced Exploration 
Gravimetric Combustion 
100
metroplex (PS)
gigantic ship hulls
Level Logic
Hyperlogic 
75
scientist takeover (PA)
Light Bending
Gravity Control 
160
replenisher (SP)
wave scatterer (SS) 
Mass Phasing
Gravimetrics 
100
gravimetric catapult (SP)
Matter Duplication
Momentum Reflection 
Superstring Compression 
90
cloning plant (PS)
disarmer (SP)
Megagraph Technology
Fergnatz's Last Theorem 
120
internet (PS)
Microbotics
Matter Duplication 
110
automation
Molecular Explosives
Power Conversion 
Spectral Analysis 
120
mass condenser (SP)
phase bomb (SP) 
Momentum Deconservation
Spacetime Surfing 
140
concussion shield (SS)
Momentum Reflection
Momentum Deconservation 
130
gravity distorter (SP)
Murgatroyd's Hypothesis
Level Logic 
Superstring Compression 
110
short range orbital whopper (OS)
Murgatroyd's Knower (SC)
gyro-inductor (SP)
Nanoenergons
Fegnatz's Last Theorem 
Hyperwave Technology 
170
nanowave decoupling net (SC)
nanotwirler (SG)
Nanodeflection
Inertial Control
Nanofocusing
240

Nanofocusing
Nanoenergons
240

Nanopropulsion
Nanoenergons
Hyperdrive Technology
200

Orbital Structures

50
shipyard (OS)
orbital shield (OS)
Planetary Replenishment
Environmental Encapsulation 
Gravimetric Combustion 
80
habitat (PS)
terraforming
Plasmatics
Subatomics 
150
plasmatron (SW)
plasma coupler (SP)
Positron Guidance
Molecular Explosives 
100
positron bouncer (SP)
industrial megafacility (PS)
Power Conversion
Spacetime Surfing 
100
subatomic scoop (SG)
orbital missile base (OS)
Repulsion Beam Technology
Energy Focusing
110
fleet disperser (SP)
Scientific Sorcery
Murgatroyd's Hypothesis 
90
smart bomb (SP)
containment device (SP)
Self Modifying Structures
Hyperdrive Technology
Nanofocusing
120

Snooping
Hyperwave Emission Control 
Thought Analysis 
120
lane endoscope (SP)
Spacetime Surfing
Tonklin Diary
Interplanetary Travel
90
star lane drives (SP)
Spectral Analysis
Tonklin Diary 
120
Fourier missiles (SW)
Starlane Anatomy
Plasmatics 
Energy Redirection 
75
lane blocker (SP)
lane destabilizer (SP)
Stasis Field Science
Hyperradiation 
75
tractor beam (PS)
brunswik dissipator (SP)
tractor beam (SP)
Strong Force Weakening
Power Conversion 
70
molecular disassociator (SW)
Subatomics
Positron Guidance 
110
quark express (SG)
hyperpower plant (PS)
Superconductivity
Tonklin Diary 
100
mass barrage gun (SW)
surface shield (PS)
Superstring Compression
Plasmatics 
70
hyperfuel (SP)
Teleinfiltration
Megagraph Theory
Thought Analysis
110
shield blaster (SP)
specialty blaster (SP)
Thought Analysis
Level Logic 
110
engineering retreat (PS)
Tonklin Diary

50
Tonklin motor (SE)
Tonklin frequency analyzer (SC)
Xenobiology

90
xeno archeological dig (PS)

The symbols used in the results column tell what type of result was obtained, as follows:

(PS) planetary structure
(OS) orbital structure
(PA) planetary activity
(PW) planetary weapon
(SC) ship scanner
(SW) ship weapon
(SG) ship generator
(SP) ship special
(SS) ship shield
(SE) ship engine
Gizmos and Structures
Unfortunately, Ascendancy doesn't supply much hard data on the gizmos and structures you can build.  However, all of the devices from the game are listed, along with their specifications
and the associated descriptive text in the .COB files.  Here are the descriptions and statistics for the ship gizmos and planetary structures in Ascendancy.

Unfortunately, the .COB files give two rows of information for many items.  (I suspect the second row are statistics for devices when used by computer players, but haven't been able to prove it yet.)  I've included both rows-if you determine when the second row comes into play, please let me know!
Gizmo Nomenclature
Each item is displayed as follows:

Name
Cat	Power	Range	Level	NumUses	Industry	Special1	Special2
Description

Cat is the category the item belongs to, as follows:

Weapon
0
Shield
1
Drive
2
Scanner
3
Generator
4
Special
5

The other numbers are interpreted according to the context of the category (specials will have various uses for these parameters, and it is up to the special case code that drives that gizmo to use the parameters as needed):

Power:  For weapons, shields, drives, scanners, and most specials, this is the cost of operating the device.  For generators, this is the power supplied by the generator.

Range:  The maximum range of weapons and scanners.

Level:  For weapons, damage.  For shields, strength.  For scanners, range per turn.  For drives, the maximum distance that can be traveled.

NumUses:  The number of times an item can be used per turn.  Zero indicates that there is no limitation to the number of times an item can be used.

Industry:  The cost in industry points to build the item.  For ship gizmos, this is added to the overall cost for building the ship.

Special1:  For future use.  Entirely context dependent.

Special2:  For future use.  Entirely context dependent.
Ship Gizmos
You've spent time developing the technology for the lane endoscope...now, what does it do?  What's its effective range?  How powerful is it?  The following information should give you the information you need to plan your attacks and outfit your ships with the devices you'll find most useful for your goals...
Mass Barrage Gun
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
0
1
25
1
1
10
0
0
0
1
25
1
1
15
0
0

The Mass Barrage Gun launches a spray of projectiles from its electromagnetic accelerators.  It is cheap to build and uses little power-the projectiles are low-tech spheres of solid metal that rely on kinetic energy to do damage.  It is easy to deflect, slow to reload, and has a short range.
Fourier Missiles
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
0
1
40
2
1
20
0
0
0
1
40
2
1
25
0
0

Fourier Missiles use image recognition to identify vulnerable areas of a ship.  They require little power to fire, but they reload slowly and don't do much damage.
Quantum Singularity Launcher
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
0
2
25
4
1
30
0
0
0
2
25
4
1
40
0
0

The Quantum Singularity Launcher generates and fires tiny black holes--infinitely small but incredibly massive objects that easily punch through an Ion Wrap field.  The disadvantages of this weapon are its short range and long recharge time.
Molecular Disassociator
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
0
2
50
4
1
40
0
0
0
2
50
4
1
50
0
0

The Molecular Disassociator generates a cloud that weakens the molecular bonds in matter.  This tends to corrode the target rapidly.  Its main drawback is that it takes a long time to form a fully charged cloud.
Electromagnetic Pulser
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
0
1
50
1
5
50
0
0
0
1
50
1
5
60
0
0

The Electromagnetic Pulser produces electromagnetic pulses that disrupt delicate technological equipment.  It does little structural damage but it strobes very quickly, producing many pulses in a short time that can overload and destroy the target ship.
Plasmatron
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
0
2
100
4
1
50
0
0
0
2
100
4
1
70
0
0

The Plasmatron fires extremely long range bolts of super-heated plasma.  It takes a long time to recharge.
Ueberlaser
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
0
3
50
6
2
70
0
0

The Ueberlaser is a high-power pulse laser that cuts instantly through an unshielded ship hull.  It uses a lot of power but does heavy damage.
Fergnatz Lens
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
0
0
35
4
2
50
0
0
0
0
35
4
2
70
0
0

The Fergnatz Lens passively collects and focuses cosmic energies at its target.  It requires no power to operate.
Hypersphere Driver     
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
0
6
75
10
2
100
0
0

The Hypersphere Driver creates unstable bubbles in spacetime that extend into higher dimensions.  When these bubbles intersect normal matter they collapse, pinching off the matter inside another dimension.  They have a very long range and inflict massive damage.  This weapon is extremely expensive to produce and gobbles power.
Nanomanipulator
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
0
6
50
13
3
100
0
0

The Nanomanipulator fires bursts of highly focused nanoenergon flux.  The flux induces a chaotic nanowave upon impact that rips through the target, destructively jumbling alternate realities together.  It is hugely destructive, fires in quick bursts, and uses a lot of power.
Ion Wrap
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
1
1
0
1
0
10
0
0

The Ion Wrap is a low-grade particle defense shield.  Like most shields, it only consumes power when it is active.
Concussion Shield
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
1
2
0
4
0
30
0
0
1
2
0
2
0
30
0
0

The Concussion Shield surrounds a ship with a flexible energy barrier that absorbs kinetic impulses and spreads them over its entire surface.  Like most shields, it only consumes power when it is active.
Wave Scatterer
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
1
0
0
2
0
50
0
0
1
0
0
1
0
50
0
0

The Wave Scatterer is an energy dispersion mechanism that passively diffracts and scatters energy waves as they make contact with a ship's hull. The Wave Scatterer is a weak defense, but unlike most shields it consumes no power.
Deactotron
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
1
3
0
10
0
50
0
0
1
2
0
3
0
60
0
0

The Deactotron is a high-tech active defense module.  When it detects the approach of particle or energy projectiles, it reacts by ejecting an appropriate countermeasure. Like most shields, it only consumes power when it is active.
Hyperwave Nullifier
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
1
6
0
13
0
100
0
0
1
4
0
4
0
100
0
0

The Hyperwave Nullifier surrounds a ship with a space-distorting hyperwave field.  The field causes incoming projectiles to slide around the hull of their target and miss it completely.  Like most shields, the Hyperwave Nullifier only consumes power when it is active.
Nanoshell
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
1
3
0
15
0
200
0
0
1
3
0
5
0
200
0
0

The Nanoshell simply creates a dense barrier of Nanoenergons around a ship. Few weapons are able to penetrate it.  Like most shields, it only consumes power when it is active.
Tonklin Motor
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
2
1
0
2
0
10
0
0

The Tonklin Motor is a weak engine based on an elegant quirk of momentum theory.  It is very inexpensive to construct.
Ion Banger
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
2
1
0
4
0
30
0
0

The Ion Banger sucks in ions from surrounding space and smashes them into each other at high speeds, creating a propulsive force.  It is significantly more powerful than the Tonklin Motor.  
Graviton Projector
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
2
3
0
6
0
40
0
0

The Graviton Projector sprays a gravity field in front of a ship, pulling it perpetually forward.  The Graviton Projector is more powerful than the Ion Banger.
Inertia Negator
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
2
0
0
2
0
20
0
0
2
1
0
6
0
20
0
0

The Inertia Negator generates an anti-mass field that allows a ship to float lightly through space.  It is about as strong as the Graviton Projector, but it consumes much less power.
Nanowave Space Bender
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
2
5
0
10
0
80
0
0

The Nanowave Space Bender projects a wide-band field of nanoenergy that warps the space around a ship, allowing it to slide rapidly in any direction.  It is a very powerful engine.
Tonklin Frequency Analyzer
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
3
0
25
3
0
20
0
0
3
0
25
1
0
20
0
0

The Tonklin Frequency Analyzer scans energy leakages from a ship to determine information about its status.  Its range is relatively short.  It is always active and consumes no power.
Subspace Phase Array
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
3
0
50
3
0
40
0
0
3
0
50
1
0
40
0
0

The Subspace Phase Array detects subtle variations in the space flow around a ship.  It is able to detect a ship's status information at short to medium range.  It is always active and consumes no power.
Aural Cloud Constructor
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
3
0
75
3
0
60
0
0
3
0
75
2
0
60
0
0

The Aural Cloud Constructor is a medium range scanner that projects an aural cloud through surrounding space, observing vibrations in the cloud to detect the status of other ships.  It is always active and consumes no power.
Hyperwave Tympanum
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
3
0
100
3
0
80
0
0

The Hyperwave Tympanum is a long range scanner that is able to detect the minutest variations in the hyperwave ether and analyze them to obtain status information about other ships.  It is always active and consumes no power.
Murgatroyd's Knower
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
3
0
200
3
0
100
0
0
3
0
200
4
0
100
0
0

Murgatroyd's Knower is a very long range scanner that uses a combination of advanced technologies to determine the status of other ships.  It is always active and consumes no power.
Nanowave Decoupling Net
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
3
0
1000
3
0
200
0
0

The Nanowave Decoupling Net harvests coupled nanowaves from surrounding space and analyzes them to learn the status of other ships.  Its range is practically unlimited.  It is always active and consumes no power.
Proton Shaver
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
4
2
0
1
0
20
0
0

The Proton Shaver is a power generator that operates by extracting small quantities of protons from heavy atomic nuclei and converting them to energy.  It is inexpensive but produces little power.
Subatomic Scoop
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
4
4
0
2
0
35
0
0

The Subatomic Scoop sucks subatomic particles from surrounding space and converts them to energy.  It is a stronger generator than the Proton Shaver.
Quark Express
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
4
6
0
3
0
60
0
0

The Quark Express uses a little-understood technology to squeeze energy from various sub-subatomic particles.  It is a powerful generator.
Van Creeg Hypersplicer
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
4
8
0
4
0
80
0
0

The Van Creeg Hypersplicer merges mixed-frequency hyperwaves and collects the energy bleed-off.  It is a very powerful generator.
Nanotwirler
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
4
10
0
5
0
100
0
0

The Nanotwirler puts a stream of Nanoenergons into sympathetic resonant motion, and channels off the energy they release from each other.  It generates even more power than the Van Creeg Hypersplicer.
Lane Blocker
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
5
3
40
0
1
30
0
0
5
3
40
0
1
30
0
0

The Lane Blocker is fired into a star lane opening where it sits, elevating the inherent gravitational turbulence of the opening to the point where Star Lane Drives and Star Lane Hyperdrives can no longer overcome it.
Molecular Tie Down
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
5
7
25
0
1
20
0
0
5
7
50
0
1
20
0
0

When fired at a ship, the Molecular Tie Down temporarily immobilizes it by damping the reactions powering its engines.  This affects all known normal engines--even the powerful Nanowave Space Bender.
Intellect Scrambler
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
5
7
25
0
1
20
0
0
5
7
50
0
1
20
0
0

When fired at a ship, the Intellect Scrambler partially wipes the minds of that ship's crew, eradicating their skills and memory of the recent past.  It can turn an experienced crew into a group of bumbling rookies.
Brunswik Dissipator
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
5
15
25
0
1
100
0
0
5
15
50
0
1
100
0
0

When the Brunswik Dissipator is fired at a ship, it temporarily drains the target ship's generators, leaving it powerless.  It is costly to construct and power hungry.
Recaller
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
5
7
0
0
0
40
0
0

The Recaller creates an unstable shunt through star lane space to a ship's home system.  The ship using the Recaller moves instantly into the shunt and arrives immediately at its home system.
Disarmer
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
5
5
40
0
1
30
0
0
5
5
60
0
1
30
0
0

The Disarmer was first designed as a weapon of peace--it selectively destroys weapons without causing other damage.  It uses visual pattern recognition and analysis of energy output to identify a weapon on the target ship, then it causes that weapon to overload and destroy itself.
Smart Bomb
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
5
7
0
7
0
30
15
0

The Smart Bomb uses advanced empathic biosensor technology to determine the relationships between the ship using it and the other ships present in the star system.  Once activated, it fires in multiple directions at every ship it has determined to be hostile, doing heavy damage comparable to that of an Ueberlaser.  One use expends it.
Gravity Distorter
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
5
4
0
0
1
20
30
0
5
4
0
0
1
20
65
0

The Gravity Distorter creates a gravitational wave front that emanates from the ship using the device.  This pushes small objects, such as space vessels, away from the ship that used the Distorter.
Fleet Disperser
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
5
5
100
0
1
30
5
0
5
5
120
0
1
30
45
0

The Fleet Disperser is fired at another ship.  Its effect is similar to that of the Gravity Distorter in that it creates a gravitational ripple that repels other ships away from its target.  It has an extremely long range.
X Ray Megaglasses
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
5
7
50
0
0
100
0
0
5
3
120
0
0
30
0
0

Passive. always in effect, takes no power.  The X Ray Megaglasses allow you to view the contents of any ship you are able to scan.  They require no power to maintain but are fairly expensive to build.  Used in conjunction with powerful scanners, they can be very informative.
Cloaker
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
5
0
0
0
0
30
0
0
5
3
0
0
0
30
0
0

The vibrating crystals of the Cloaker produce a broad spectrum of noise and interference that blocks all sensors from gathering information about the cloaked ship.  The device requires no power and is always in effect once it is added to a ship. 
Star Lane Drive
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
5
0
0
1
0
25
0
0

The Star Lane Drive is the key to interstellar exploration. This device is activated by the energies emanating from the opening to a star lane, and requires no power to operate.  It allows the ship to overcome the barrier of gravitational turbulence at the opening and slip into star lane space.  The more Star Lane Drives a ship contains, the faster it will slide through star lane space.
Star Lane Hyperdrive
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
5
0
0
2
0
50
0
0

The Star Lane Hyperdrive is a more powerful version of the Star Lane Drive that improves speed through star lane space.  Although regular Star Lane Drives allow slow travel through red links, the Hyperdrive makes the use of red links practical.  Star Lane Hyperdrives are much more costly to produce than Star Lane Drives. 
Positron Bouncer
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
5
2
60
0
1
10
15
0
5
2
60
0
1
10
100
0

The accelerators inside the Positron Bouncer produce a high-momentum blob of particles.  When fired at a ship, the particles impart their momentum to the ship, buffeting it away without damaging it.  The
Positron Bouncer consumes little power and is cheap to build.
Gravimetric Catapult
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
5
3
0
0
1
15
0
0
5
3
0
0
1
15
0
0

The Gravimetric Catapult causes the ship using it to experience temporarily exaggerated gravitational force.  The ship is pulled toward the strongest gravity well in the vicinity--the nearest sun.  The ship whips past the sun, stopping opposite its previous position when it has run out of momentum.
Myrmidonic Carbonizer
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
5
4
40
20
1
70
20
0
5
4
40
20
1
70
20
0

The Myrmidonic Carbonizer fires a burst of energy that grows in strength for a while then dissipates.  There is an ideal range for the Carbonizer, at which it is the most powerful weapon known.  It is a complex and expensive piece of machinery.
Containment Device
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
5
5
40
0
1
50
0
0
5
5
50
0
1
50
0
0

The Containment Device destroys one colonizer or invasion module, just as the Disarmer destroys one weapon.  It is intended to be a peaceful weapon-like the Disarmer, it only causes harm to machinery-used to protect planets from invasion.
Shield Blaster
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
5
7
25
0
1
30
0
0
5
7
50
0
1
30
0
0

The Shield Blaster temporarily shuts down the defensive systems of the target ship, leaving it vulnerable to attack.
Backfirer
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
5
10
25
0
1
60
0
0
5
10
50
0
1
60
0
0

The Backfirer causes all the weapons aboard the target ship to simultaneously unleash their destructive potential--unaimed, uncontrolled, and chaotically.  The more weapons the target ship carries, the more it is damaged by its own weapons.
Lane Destabilizer
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
5
7
25
0
1
40
0
0
5
7
40
0
1
40
0
0

When fired at a star lane or red link opening, the Lane Destabilizer induces gravity waves at the resonant frequency of the star lane.  This causes the ships inside the star lane to be thrown quickly toward their destination point.  The Lane Destabilizer itself is destroyed in the process.
Tractor Beam
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
5
3
100
0
1
30
0
0
5
3
120
0
1
30
65
0

The Tractor Beam allows a ship to pull another ship toward it.  It has a very long range and uses little power.
Cannibalizer
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
5
0
0
0
1
20
0
0
5
0
0
0
1
20
5
20

The Cannibalizer is an emergency device that allows a ship to convert some of the mass of its own hull into an energy reserve.  This is destructive to the ship, so it is usually used only in a last ditch effort to survive.
Moving Part Exploiter
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
5
10
25
0
1
60
0
0
5
10
50
0
1
60
0
0

Through a combination of ultrasonic vibration, spacetime micro-distortion, and luck destabilization magitechnology, the Moving Part Exploiter causes devices to break down explosively.  The more intricate and advanced the equipment on the target ship, the more internal damage it suffers from equipment malfunction.  This device is costly to build and consumes a lot of power.
Hyperswapper
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
5
3
100
0
1
20
0
0
5
3
120
0
1
20
0
0

The Hyperswapper creates a standing hyperwave field between a ship and its target, producing a massive space disturbance that causes them to swap positions.  It operates at an extremely long range, uses little power, and is cheap to produce.
Gravimetric Condensor
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
5
5
0
0
1
30
15
10
5
5
0
0
1
30
65
10

The Gravimetric Condensor momentarily increases the gravitational field strength of a star, causing all the ships in the system to be pulled toward the star with great force.  
Accutron
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
5
7
0
0
1
60
0
0
5
7
0
0
1
60
0
0

The Accutron is a massive space analysis and targeting system that increases the effective range of all the weapons on a ship.  It is fairly costly to build, but can provide a strong advantage in battle.
Remote Repair Facility
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
5
10
0
0
0
70
5
0
5
30
0
0
0
70
5
0

The Remote Repair Facility allows a ship to repair damage without having to enter Orbital Docks.  It consists of automated systems spreading throughout the ship, engineered so finely that the repair process resembles organic healing.  It uses a lot of power when activated, and adding it to a ship is an
expensive project.
Sacrificial Orb
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
5
3
50
0
0
20
6
0
5
3
60
0
0
20
6
0

The Sacrificial Orb is a magitechnological device that allows a ship to repair damage to another ship by absorbing that damage itself.  It should be used with caution--some inattentive captains have managed to scuttle their own flagships with it!
Lane Magnetron
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
5
10
25
0
1
50
0
0
5
10
50
0
1
50
0
0

The Lane Magnetron frees the ship using it from the gravitational turbulence-induced drag normally encountered in star lane space, allowing the ship to slip through the star lane almost instantly.  The Lane Magnetron uses fully as much power as a Nanotwirler produces and can be used only once.
Disintegrator
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
5
25
25
0
1
150
0
0
5
25
25
0
1
150
0
0

The Disintegrator ejects a cloud of infinitesimal bubbles of alternate reality that cause a chain reaction in the target ship, spreading it atom by atom across infinite alternate timelines.  The cloud has no substance and cannot be blocked by normal defenses.  The Disintegrator can be used only once, is extremely expensive to build, and uses an immense amount of power.  It must be used at close range.
Lane Endoscope
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
5
10
25
0
0
20
0
0
5
10
50
0
0
20
0
0

The Lane Endoscope allows astronomical instruments to penetrate star lane space and scan the system at the other end of a star lane or red link opening.  It requires a lot of power to use.
Torroidal Blaster
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
5
0
0
0
1
20
40
0
5
0
0
0
1
20
40
0

The Toroidal Blaster gives the ship using it a huge boost in engine performance, but it is hard on the engines and usually damages some of them.  It draws all the power it needs from the engines and needs no generator power.
Gizmogrifier
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
5
4
40
0
1
30
0
0
5
4
60
0
1
30
0
0

Like the Disarmer, the Specialty Blaster, and the Containment Device, the Gizmogrifier is specialized to damage equipment without inflicting any other harm.  It performs a general purpose version of this concept, and it will destroy the first major device it locks onto.
Replenisher
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
5
8
0
0
1
60
0
0

The Replenisher fully recharges all of the weapons aboard a ship.  Its installation is involved and expensive, but it can be a lifesaver in an intense battle.
Specialty Blaster
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
5
5
40
0
1
30
0
0
5
5
60
0
1
30
0
0

The Specialty Blaster destroys one specialized device, just as the Disarmer destroys one weapon.  Like the Disarmer, it recognizes a particular type of device and disables it with precision and a minimum of destructive force.
Gyro-Inductor
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
5
0
0
0
0
20
0
0
5
0
0
0
1
20
10
0

The Gyro-Inductor allows a ship to generate power when it travels up the gravitational gradient of a planet.  When the ship leaves orbit, the Gyro-Inductor creates power.  It uses no power and takes effect
automatically.
Plasma Coupler
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
5
4
50
0
1
20
0
0
5
4
70
0
1
20
0
0

The Plasma Coupler allows a ship to beam some of its power to another ship across a long distance.
Invulnerablizer
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
5
20
0
0
1
60
0
0
5
20
0
0
1
60
0
0

The Invulnerablizer sets up a temporary high-magitechnology shield around the ship using it.  While it lasts, the shield will not allow the ship to come to harm.  It consumes little power but it is costly to
build and can be used only once.
Phase Bomb
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
5
4
25
0
1
40
0
0
5
4
25
0
1
40
0
0

The Phase Bomb is launched at a planet and destroys structures on the planet's surface.  It can be used only once and must be launched at short range.
Colonizer
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
5
5
0
0
0
35
0
0

The Colonizer allows a ship to create a colony on an unoccupied planet.  It carries a group of trained settlers and a prefabricated Colony Base that provides the tools necessary to grow a self-sufficient colony.  The Colonizer is deployed from orbit and can be used only once.
Self Destructotron
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
5
0
0
20
0
50
0
0
5
0
40
20
0
50
20
0

The Self Destructotron is a desperation device.  It destroys the ship using it by converting most of the ship's mass to energy, creating a huge explosion that greatly damages other ships nearby.
Invasion Module
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
5
10
0
0
0
70
0
0

The Invasion Module transports a planetary infiltration team and their camouflaged base of operations to a planet's surface from orbit.  It can be destroyed by a planetary Surface Shield unless multiple Invasion Modules are launched to overload the Surface Shield's tracking ability.  It is expensive to assemble and can be used only once.
Mass Condensor
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
5
8
100
0
1
50
20
5
5
8
120
0
1
50
50
5

The Mass Condensor operates as the Gravitational Distorter, except that it is targeted at a ship.  All ships will be attracted toward the affected ship.  It works at a long range and consumes a lot of power.
Hyperfuel
Cat
Power
Range
Level
NumUses
Industry
Special1
Special2
5
0
0
0
0
20
40
0
5
0
0
0
0
20
40
0

Hyperfuel is a one-time-use power reserve of great capacity.  It is a cheap, disposable source of power.
Planetary Structure Nomenclature
Each item is displayed as follows:

Name
Ind	Res	Pros	MPop	UPop	Cost
Description

Ind:  The amount of industry that results from the structure being built.

Res:  The amount of research that results from the structure being built.

Pros:  The amount of prosperity that results from the structure being built.

MPop:  Number of people structure can house.

UPop:  Number of people required to build and maintain the structure.

Cost:  Cost (in industry points) to build the structure.
Planetary Structures
Need to know the statistics for an orbital long-range whopper?  Here you go...
Factory      
Ind
Res
Pros
MPop
UPop
Cost
1
0
0
0
1
30

The Factory is a common structure on most colonized planets.  Factories increase a colony's industry, which helps speed the completion of planetary projects.
Agriplot
Ind
Res
Pros
MPop
UPop
Cost
0
0
1
0
1
30
0
0
2
0
1
30

The Agriplot is a high-productivity farming area.  Agriplots increase a colony's prosperity, which causes its population to grow more quickly.
Laboratory
Ind
Res
Pros
MPop
UPop
Cost
0
1
0
0
1
50

The Laboratory is a center for research and development.  Laboratories provide research, which allows a species to make technological discoveries.
Habitat
Ind
Res
Pros
MPop
UPop
Cost
0
0
0
3
0
160
0
0
2
3
1
160

The Habitat is a high-density living and working complex with a precisely controlled internal climate.  Habitats provide a colony with prosperity, and also allow room for additional population.
Metroplex
Ind
Res
Pros
MPop
UPop
Cost
1
1
1
1
1
90

The Metroplex is an urban center with industrial, technological, and residential capacities.
Colony Base    
Ind
Res
Pros
MPop
UPop
Cost
1
0
1
2
1
120

This is the structure that is placed when you first colonize a planet.  You should not be able to build this, nor should you be able to destroy it. 
Industrial Megafacility
Ind
Res
Pros
MPop
UPop
Cost
3
0
0
0
2
80
3
0
0
0
1
110

The Industrial Megafacility is a huge, self-reliant production plant.  Its industrial output is greater than that of a Factory.
Artificial Hydroponifer 
Ind
Res
Pros
MPop
UPop
Cost
0
0
3
0
2
80
0
0
3
0
1
100

The Artificial Hydroponifer is a super-efficient nourishment production facility.  Its prosperity output is greater than that of an Agriplot.
Research Campus   
Ind
Res
Pros
MPop
UPop
Cost
0
3
0
0
2
150
0
3
0
0
1
160

The Research Campus is a well-equipped experimentation center.  It is of more research value than a Laboratory.
Logic Factory
Ind
Res
Pros
MPop
UPop
Cost
0
1
1
0
1
80

The Logic Factory is a research complex that specializes in the entertainment and happiness of sentient beings.  It provides both research and prosperity.
Engineering Retreat
Ind
Res
Pros
MPop
UPop
Cost
1
1
0
0
1
80

The Engineering Retreat is an academized production plant where engineers devise improvements in logistics and production methods.  It provides a colony with industry as well as research.
Surface Cloaker
Ind
Res
Pros
MPop
UPop
Cost
0
0
0
0
1
40

The Surface Cloaker uses high-frequency diffraction generators to make a planet surface practically invisible to alien ships.
Hyperpower Plant
Ind
Res
Pros
MPop
UPop
Cost
0
0
0
0
1
30
0
0
0
0
1
200

The Hyperpower Plant is a marvel of high technology.  By generating power for all of a colony's industry structures, it significantly increases the colony's entire industrial output.  There is no need for more than one Hyperpower Plant on any colony.
Fertilization Plant
Ind
Res
Pros
MPop
UPop
Cost
0
0
0
0
1
30
0
0
0
0
1
200

The Fertilization Plant produces vast quantities of agricultural and hydroponics supplies.  It boosts the prosperity of an entire colony.  There is no need for more than one Fertilization Plant on any colony.
Internet
Ind
Res
Pros
MPop
UPop
Cost
0
0
0
0
1
30
0
0
0
0
1
250

The Internet provides a colony with a high-speed information and data transfer system.  It greatly improves the progress made by a colony's research centers.  There is no need to build more than one Internet on any colony.
Cloning Plant
Ind
Res
Pros
MPop
UPop
Cost
0
0
0
0
1
250

The Cloning Plant organically duplicates new members of a planet's population.  There is no need to build more than one Cloning Plant on any planet.
Observation Installation
Ind
Res
Pros
MPop
UPop
Cost
0
0
0
0
1
40

0  0  0  0  1  40   20     255
The Observation Installation scans nearby alien ships.  There is no need to build more than one Observation Installation on any planet.
Tractor Beam Element
Ind
Res
Pros
MPop
UPop
Cost
0
0
0
0
1
50

The Tractor Beam generates a powerful stasis field to overcome a ship's drives and pull it toward a planet.  You can use a planet's Tractor Beam in the System Display by selecting the planet and then selecting the Tractor Beam from its item list.
Surface Shield
Ind
Res
Pros
MPop
UPop
Cost
0
0
0
0
1
30
0
0
0
0
1
100

The Surface Shield houses defense armaments that protect a colony against alien invasion.  Several Surface Shields may be necessary to defend against large invasion forces.
Surface Mega Shield
Ind
Res
Pros
MPop
UPop
Cost
0
0
0
0
1
100
0
0
0
0
1
180

The Surface Mega Shield is a powerful defense against alien invasion. It uses protective ion fields to augment the endurance of its defense armaments.  It is much more valuable than the normal Surface
Shield, but certainly not invulnerable.
Outpost
Ind
Res
Pros
MPop
UPop
Cost
0
0
1
1
0
120
0
0
0
1
1
120

0  0  1  1  0  120  255    255
0  0  0  1  1  120  255    6 255
The Outpost is an important structure for colonies on small or minimally habitable planets.  It provides living facilities for additional population.
Transport Tubes
Ind
Res
Pros
MPop
UPop
Cost
0
0
0
0
0
10
0
0
0
0
1
10

Transport Tubes allow colony structures to spread quickly over the surface of a planet.  They are easy to produce, require no maintenance, and can even be constructed on black squares.
Shipyard     
Ind
Res
Pros
MPop
UPop
Cost
1
0
0
0
2
240
1
0
0
0
1
240

The Shipyard is an enormous orbital center for the production of space ships.  Though expensive to construct, it is a necessary first step toward space exploration.  A colony must have a Shipyard in order to build ships.
Ship         
Ind
Res
Pros
MPop
UPop
Cost
0
0
0
0
1
20

Ships are the key to the exploration of space.  Each Ship can be designed differently, and can hold various types of equipment that allow it to do such things as travel, engage in combat, and colonize or invade planets.
Orbital Docks
Ind
Res
Pros
MPop
UPop
Cost
1
0
0
0
2
200
1
0
0
0
1
170

Orbital Docks provide a maintenance platform for the repair and refitting of ships.  Any ship orbiting a colony with Orbital Docks can be refitted.  When a ship is refitted, its contents may be changed, and its hull is repaired.
Orbital Cloaker
Ind
Res
Pros
MPop
UPop
Cost
1
0
0
0
1
40
0
0
0
0
1
40

The Orbital Cloaker uses modified diffraction generators to disguise structures orbiting a colony, rendering them invisible to alien ships.
Orbital Shields
Ind
Res
Pros
MPop
UPop
Cost
1
0
0
0
1
40
0
0
0
0
1
60

Orbital Shields are a colony's primary defense against alien invasion.  As long as a colony is protected by Orbital Shields, alien ships may not enter orbit.
Orbital Mega Shields
Ind
Res
Pros
MPop
UPop
Cost
1
0
0
0
1
150
0
0
0
0
1
120

Orbital Mega Shields are highly fortified planetary defenses.  Much harder to destroy than the lower-tech Orbital Shields, they prevent alien ships from entering orbit around a colony.
Orbital Missile Base
Ind
Res
Pros
MPop
UPop
Cost
1
0
0
0
1
30
0
0
0
0
1
60

The Orbital Missile Base is a potent short-range planetary weapon.  Though it may only be used once per game day, it can severely damage nearby ships.
Short Range Orbital Whopper
Ind
Res
Pros
MPop
UPop
Cost
1
0
0
0
1
30
0
0
0
0
1
90

The Short Range Orbital Whopper is a powerful planetary energy weapon with a short range.  It may be fired three times per day.  Woe to the ship that runs out of power while in its range.
Long Range Orbital Whopper
Ind
Res
Pros
MPop
UPop
Cost
1
0
0
0
1
80
0
0
0
0
1
180

The Long Range Orbital Whopper is the elite of planetary weaponry.  Its focused energy beams achieve a long range, and its reusability makes it dauntingly powerful.
Alien Hospitality
Ind
Res
Pros
MPop
UPop
Cost
0
0
0
0
0
1
0
0
0
0
0
1

Alien Hospitality is not an individual structure, but rather an overall planetary project.  While a colony dedicates its industry to Alien Hospitality, it helps improve diplomatic relations with alien species.
Endless Party
Ind
Res
Pros
MPop
UPop
Cost
0
0
0
0
0
1
0
0
0
0
0
1

The Endless Party is not an individual structure, but rather an overall planetary project.  While a colony's project is set to Endless Party, its prosperity increases by an amount proportional to its industrial output.
Scientist Takeover
Ind
Res
Pros
MPop
UPop
Cost
0
0
0
0
0
1
0
0
0
0
0
1

The Scientist Takeover is not an individual structure, but rather an overall planetary project.  While a colony's project is set to Scientist Takeover, its research progress increases by an amount proportional to its industrial output.
Automation
Ind
Res
Pros
MPop
UPop
Cost
0
0
0
0
0
1
0
0
0
0
1
1

Automation is a process by which the personnel maintaining a structure are replaced by robotic equipment. When a structure has been fully automated, its personnel are freed for use elsewhere on the colony.
Terraforming
Ind
Res
Pros
MPop
UPop
Cost
0
0
0
0
0
50
0
0
0
0
1
50

Terraforming is an important project for colonies on minimally habitable planets.  When a black surface square is terraformed, it becomes a white square, and the colony may then build structures on it.
Lush Growth Bomb
Ind
Res
Pros
MPop
UPop
Cost
0
0
0
0
0
200
0
0
0
0
1
200

The Lush Growth Bomb combines chaos technology with organic synthesis equipment to make a planet surface significantly more habitable.  Only one Lush Growth Bomb is of noticeable value on any planet.
Xeno Archeological Dig
Ind
Res
Pros
MPop
UPop
Cost
0
0
0
0
0
50
0
0
0
0
1
50

The Xeno Archeological Dig allows a colony to uncover and analyze the ruins of ancient civilizations.  When unearthed, these ruins very often provide the key to the discovery of advanced technologies.
Winning The Game
There are several ways to win at Ascendancy, and each method has its own scale. This section discusses each victory condition, gives the scale (starting with the lowest title you can earn in each category), and the congratulatory text that's displayed when you win the game. 
Capture All Home Worlds
You have cleverly managed to capture the home systems of all alien species, controlling their governments and achieving galactic domination.

Home Wrecker.
Megalomaniac.
Master Invader.
Hypercosmic Saboteur.
Lord of Subversion.
Interstellar Coup Master.
Insurrection Champion.
Galactic Infiltrator.
Supreme Invader.
Ascendant Invader.

Many and varied will be the historians' accounts of your daring subjugation of the galaxy.  Most will call you a farsighted leader and a wily general, but others will denounce you as a traitor and a megalomaniac.  One thing is certain, however.  You are now the master of all sentient species.  By controlling their home systems, you have control of their governments.  All people must now do your bidding.  Will your reign be benevolent, or terrible?  The galaxy must wait and see.
Control Over Two-Thirds of the Galaxy
Congratulations!  Your massive empire spans over two-thirds of the galaxy.  Your dominion is assured.

Ambitious Beginner.
Imperialist.
Interstellar Warrior.
Interstellar Subjugator.
Galactic Powermonger.
Hyper-Conqueror.
Cosmic Dictator.
Imperial Overlord.
Galactic Emperor.
Ascendant Emperor.

After a long and weary struggle, your species has gained control of more than two-thirds of the stars in the galaxy.  Though the other species may continue to bicker over the stars that remain, you are now the undisputed galactic leader.  You should feel proud of your great accomplishment, but you have little time for revelry--many difficult but rewarding tasks lie ahead of you.  May your reign be long and fruitful!
Destroy Other Races
Your ferocity has no limits.  You have destroyed the last vestiges of alien civilization, and now rule the entire galaxy.

Unrighteous Neighbor.
Xenophobe.
Galactic Villain.
Interstellar Death-Dealer.
Supreme Killing Machine.
Techno-Annihilator.
Cosmic Devastator.
Lord High Executioner.
Overlord of Cosmic Night.
Ascendant Destroyer.

You have shown yourself to be a brilliant ruler and a fierce, desperate warrior.  All other sentient species have fallen prey to your mighty weapons of war.  Though you can now enjoy the remainder of your existence as the uncontested master of the galaxy, you wonder whether the course you have chosen is the best one.  Could your species have been enriched by a peaceful coexistence with the aliens?  Perhaps.  Unfortunately, you will never know.
Galaxy United Under One Alliance
Your strong and benevolent leadership has culminated in galactic unification.  You are hailed by all species as ruler of the galaxy.

Hyper-Explorer.
Mover and Shaker.
Master of Diplomacy.
Interstellar Victor.
Galactic Unifier.
Cosmic Harmonizer.
Lord of Tranquility.
High King of Serenity.
Ascendant Overlord.
Supreme Master of Ascendancy.

You deserve great praise indeed!  Your species has risen from one small planet to unify the entire galaxy.  All sentient species may now work together in harmony, each using its strengths to bring further order and prosperity to the cosmos.  Without your strong leadership, the galaxy might have remained a jumbled, discordant collection of endlessly bickering enemies.  But your patience and determination have finally been rewarded.  All hail you and your people!  You are true finders of Ascendancy.

And, of course, there's one way to lose the game...
Player Extinct
The hostile forces of the universe have annihilated your species.  Many mourn the passing of your people into the cosmic night.

Interstellar Pushover.
Space History.
Galactic Exile.
Cosmic Martyr.
Cosmic Ultra-Martyr.
Lord of Self-Sacrifice.
Existential Transcender.
Master of the Void.
Ultimate Scoremaster.
Ascendant Hyper-Cheater.

The people of your species have been driven from their planetary homes, but it is unlikely that none remain.  There will always be forces of peace and harmony hiding within the universe, however weakened they may be.  The darkness that has fallen over this galaxy cannot last forever-it is the nature of things to go through cycles, and the tiny remnants of your species may one day flourish, prevail, and bring their hard-won wisdom to the cosmos.
Frequently Asked Questions
This wouldn't really be an FAQ if there weren't any frequently asked questions in it, so...

Q:  How do I find out what the various technologies do?

A:  Usually, you can hold down the shift key and left-click (shift-click) on almost any element of any screen to obtain information about an item.  However, this doesn't work in the Research Tree.  If you want information about a planetary structure that's now available due to some research, go to the Planetary Screen and shift-click on an item from the list of available structures.  (Don't click on structures that have been built on the planet's surface.)  If it's a ship gizmo you're interested in, go to either the Ship Building Screen or a system that contains one of your ships.  Shift-click on the item from the list at the right portion of the screen.

Q:  My ship has used up its colonizers.  How do I get more?

A:  You can refit your ship, but only after you've developed the technology for Orbital Docks.  Any of your planets which has an orbital dock can refit your ship.  It's much less costly to refit an existing ship than to build one from scratch.

You can also use orbital docks to upgrade the shields, weapons, generators, engines, scanners, and other devices on any of your existing ships.  Just select the upgrade item from the right side of the screen, and click over the item to be replaced.

Q:  Why can't I invade an enemy's planet?

A:  First of all, you must have at least one invasion module on your ship.  Second, if the enemy planet has a ring around it, it has an orbital shield which prevents you from entering orbit around that planet.  To destroy the shield(s), you must fire your weapons at the planet until the ring disappears.  This may take several shots-and several days-since each shield can withstand multiple strikes.  Once the ring disappears, you can enter orbit, click on your ship, and choose "Invade".

Your invasion will be successful only if you have one more invasion module than the planet has surface shields.  If you have less, the enemy's surface shields will be reduced by the number of invasion modules, but the planet will still belong to them.  You'll need to bring another invasion ship into orbit to finish them off.

Q:  I've traded research with another race, but no new nodes appear in my Research Tree.  Why?

A:  Sometimes the race you're trading with has nothing to offer-you've researched all the nodes they have.  If they do have one or more nodes that you haven't researched, you'll receive a node.

A good way to determine whether or not to trade is to look at the Intelligence Screen and see how advanced the other race's research is.  If they appear to be behind in research, you probably don't want to trade.  Certain races (Chamachies, Dubtaks) are better at researching than others, so trading with them is usually a good idea.

Q:  My ships are suddenly sent back to the beginning of the starlanes they were in; once, they got sent back to my home system.  Is this a bug?

No.  Some races have irritating special powers-such as the Ungooma, who can send ships back to the beginning of a starlane.  Use the information contained in this FAQ to determine the powers you'll be facing each game-and adjust your strategy accordingly.
Game Cheats
This is one area where the Logic Factory really showed a lot of restraint.  So far, I've only seen (or heard of) a single cheat you can use as you try to win this game.  I'd wager the AI players have a lot more than that to draw upon...
Infinite Orbital  Shields
One of your prime planets is under attack-and just lost its last orbital shield.  Reinforcements are on the way, but they won't reach the system until next turn.  That hostile ship has power left-and you're pretty sure it's got invasion modules as well.  What do you do?

Well, if you don't cheat, you'll probably lose the planet (depending on the ratio of surface shields to invasion modules).  However, if you follow these steps each time your planet loses its last orbital shield you can hold off an invader indefinitely:

1.  As soon as you lose your last orbital shield, double-click on the planet.  You'll be taken to the planetary display.

2.  Suspend whatever structure the planet was building, and begin developing another orbital shield.

That's it!  When you leave the planetary screen, your planet will have a shield around it.  Of course, it'll be destroyed the next time your planet is attacked...and this strategy doesn't work against multiple invaders.  Your best bet is to ensure your planets on the frontier are well-defended with a combination of orbital shields, surface shields, and ships.
Questions Still To Be Answered
Like I said before, I don't have all the answers.  In fact, I have questions that I'd like answered.  So, if you know or learn the answers to the following questions, e-mail me.  I'll incorporate your information into the next version of this FAQ...and, of course, acknowledge your invaluable help!
Research
The Ascendancy .COB files list the following research topics; are they available?  If so, what prerequisites does each require? What are the results of this research?

Information Systems
Bio Research
Ion Power
Advanced Power Distribution
Celestrial Arms


What information needs to go in the blank slots in the research table?
System/Planetary Information
What exactly is the relationship between a system's star and the number/class of planets and star lanes in that system?
Combat Information
How many invasion modules does a surface mega-shield destroy?
Gizmos/Planetary Structures
Why do some items have two rows of information?  When does each row come into play?
Winning The Game
How is the score (percentage) calculated?

What titles correspond to what range of scores?




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