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Logistics, Command and Raiding Upgrades

Logistics, Command and Raiding Upgrades

These twelve technologies specialize ships you already use: four reduce civilian flight fuel, four strengthen your Tactical Squad, and four enlarge individual warship holds. Research them in Logistics, Command or Raiding. None grants ships or replaces an existing unlock.

Quick Stats

Level 0 provides no bonus. Level 1 grants the listed effect; completed five-level tiers add another initial amount before per-level bonus compounding, subject to caps and maximum research levels.

Category Technology Level 1 Maximum Maximum level
Logistics Courier Fuel Economy −2% Small Cargo flight fuel −10% 9
Logistics Freighter Fuel Economy −2% Large Cargo flight fuel −10% 9
Logistics Recovery Fuel Economy −2% Recycler flight fuel −10% 9
Logistics Heavy Freighter Fuel Economy −2% Heavy Freighter flight fuel −10% 9
Command Squad Bulkhead Doctrine +5% player Tactical Squad hull +15% 11
Command Squad Shield Doctrine +5% player Tactical Squad shields +15% 11
Command Squad Fire Coordination +5% player Tactical Squad attack +15% 11
Command Squad Repair Coordination +10% player hull-repair ability power +20% 11
Raiding Cruiser Prize Holds +5% Cruiser base cargo +20% 16
Raiding Battleship Prize Holds +5% Battleship base cargo +20% 16
Raiding Battlecruiser Prize Holds +5% Battlecruiser base cargo +20% 16
Raiding Bomber Prize Holds +5% Bomber base cargo +20% 16

What Changes

Logistics: fuel for the selected civilian ship

Each fuel technology affects only its named ship. The reduction applies to that ship's contribution after drive and mixed-fleet speed modifiers. Fleet fuel is rounded up after applying the reduction to the globally scaled base consumption, preserving the existing minimum. Small fleets can therefore see less than the listed saving, or no whole-unit change. The research reduction cannot exceed 10% of effective base fuel. Distance, mission modifiers and final flight rounding still determine the quoted trip cost.

These upgrades do not change flight speed, fuel-cell charging, other ships or your Industry transport network. Choose the ship type that accounts for most of your fuel bill.

Command: your next Tactical Squad run

Command upgrades use completed research from the empire that owns the launch station. The launch snapshots the improved player ship stats; resuming a run or retrying its launch does not apply newer research again. Another galaxy or another player's research cannot improve your squad.

Hull, shields and attack round to the nearest whole point. Attack is improved before ability scaling. Repair Coordination improves the power of hull-repair abilities, also rounded to a whole point; it cannot heal beyond the target's maximum hull. It does not boost shield restoration. For example, a repair with base power 10 restores up to 11 hull at level 1 and up to 12 at level 11.

These technologies do not change enemy stats, turn budgets or attrition. The separate 3.0.5 Tactical Squad rule gives each living ship personal action and utility points plus one shared bonus of each per round; saved runs retain their earlier rule. Command research does not affect ordinary fleet combat or unlock Tactical Squad: you still need completed Tactical Command level 1 in the launch galaxy and available ships at your origin.

Raiding: cargo, not a higher loot fraction

Prize Holds add their percentage of the named ship's base cargo capacity, alongside Hyperspace Technology rather than multiplying its bonus. They work whenever that ship carries cargo, not only during attacks. Other ship types are unchanged.

Larger holds do not increase the fraction of enemy resources you may loot or create resources. Travel fuel is paid separately and does not occupy cargo space; your origin still needs enough Deuterium. Improve the warships you actually send on supply-limited raids; a larger hold does not make a losing battle safe.

Cost & Requirements

All twelve research technologies are available without lab-level, technology or adjacency prerequisites. Ship construction and Tactical Squad access retain their separate requirements.

In RP mode each upgrade starts at 75 base RP for level 1 and grows exponentially with its own level. Completed other-domain tiers then add the configured surcharge. Buy directly or automatically invest until its level cap.

Strategy Tips

  • Prioritize fuel economy for your busiest civilian ship type; an unused specialization saves nothing.
  • Buy Command upgrades before launching your next squad. They do not retrofit a run already underway.
  • Pick Repair Coordination when your squad actually has a hull-repair ability; it does not add one.
  • Compare the next bonus with its quote and other-domain tier surcharge.

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