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Upgrade Tech
An Upgrade Tech card changes how one unit works: a new weapon, a new ability, or a trade-off. There are 117 of them. Weights and the terms flooded and dry are defined on Tech Cards.
- A card is offered once you own any one of the units under Requires. Each card can be dealt once per war.
- Every Upgrade Tech card brings its own data bank, so it can be offered even when your inventory is full. The three Sub Commander techs are the exception and add no data bank.
- The usual weight is 60. Naval cards are 30 when the planets are flooded and 12 when dry. Several defence and naval cards are a flat 30. Commander Upgrade Tech and the Sub Commander techs have their own rules, given in their rows.
- Races: if you play Legion, Bugs, Exiles, or any other race from a server mod, the only Upgrade Tech cards you can be dealt are Commander Upgrade Tech and the three Sub Commander techs.

| Name | Description | Effect | Requires | Weight |
|---|---|---|---|---|
| Metal Extractor Upgrade Tech | "Metal Extractor Upgrade Tech increases the metal production of this basic economy structure by 25% but decreases its health by 50%." | Metal Extractor metal ×1.25, health ×0.5 | Metal Extractor | 60 |
| Energy Plant Upgrade Tech | "Energy Plant Upgrade Tech increases the energy production of this basic economy structure by 25% but decreases its health by 50%." | Energy Plant energy ×1.25, health ×0.5 | Energy Plant | 60 |
| Advanced Metal Extractor Upgrade Tech | "Advanced Metal Extractor Upgrade Tech increases the metal production of this advanced economy structure by 25% but decreases its health by 50%." | Advanced Metal Extractor metal ×1.25, health ×0.5 | Advanced Metal Extractor | 60 |
| Advanced Energy Plant Upgrade Tech | "Advanced Energy Plant Upgrade Tech increases the energy production of this advanced economy structure by 25% but decreases its health by 50%." | Advanced Energy Plant energy ×1.25, health ×0.5 | Advanced Energy Plant | 60 |
| Metal Storage Upgrade Tech | "Metal Storage Upgrade Tech increases the amount of metal storage by 300%." | Metal Storage holds ×4 | Metal Storage | 60 |
| Energy Storage Upgrade Tech | "Energy Storage Upgrade Tech increases the amount of energy storage by 300%." | Energy Storage holds ×4 | Energy Storage | 60 |
| Advanced Air Factory Upgrade Tech | "Advanced Air Factory Upgrade Tech decreases advanced air unit costs by 25% but also decreases the factory's health by 50%." | Angel, Hornet, Horsefly, Kestrel, Phoenix, Wyrm, and Advanced Air Fabber cost ×0.75. Advanced Air Factory health ×0.5 | Advanced Air Factory | 60 |
| Advanced Bot Factory Upgrade Tech | "Advanced Bot Factory Upgrade Tech decreases advanced bot unit costs by 25% but also decreases the factory's health by 50%." | Bluehawk, Colonel, Gil-E, Locusts, Mend, Slammer, and Advanced Bot Fabber cost ×0.75. Advanced Bot Factory health ×0.5 | Advanced Bot Factory | 60 |
| Advanced Vehicle Factory Upgrade Tech | "Advanced Vehicle Factory Upgrade Tech decreases advanced vehicle unit costs by 25% but also decreases the factory's health by 50%." | Leveler, Manhattan, Sheller, Storm, Vanguard, Ward, Nyx, and Advanced Vehicle Fabber cost ×0.75. Advanced Vehicle Factory health ×0.5 | Advanced Vehicle Factory | 60 |
| Advanced Naval Factory Upgrade Tech | "Advanced Naval Factory Upgrade Tech decreases advanced naval unit costs by 25% but also decreases the factory's health by 50%." | Kaiju, Kraken, Leviathan, Squall, Stingray, Typhoon, and Advanced Naval Fabber cost ×0.75. Advanced Naval Factory health ×0.5 | Advanced Naval Factory | 30 flooded, 12 dry |
| Orbital Factory Upgrade Tech | "Orbital Factory Upgrade Tech decreases advanced orbital unit costs by 25% but also decreases the factory's health by 50%." | Artemis, Omega, SXX-1304, Advanced Radar Satellite, and Solar Array cost ×0.75. Orbital Factory health ×0.5 | Orbital Factory | 60 |

Each of these lets a basic factory build the advanced units of its domain and adds those units to your inventory. None is offered while you hold Rapid Deployment Commander.
| Name | Description | Effect | Requires | Weight |
|---|---|---|---|---|
| Air Factory Upgrade Tech | "Air Factory Upgrade Tech enables the building of advanced units by basic air manufacturing." | The Air Factory builds the Angel, Hornet, Horsefly, Kestrel, Phoenix, and Wyrm, and you gain them | Air Factory | 60 |
| Bot Factory Upgrade Tech | "Bot Factory Upgrade Tech enables the building of advanced units by basic bot manufacturing." | The Bot Factory builds advanced bots, and you gain every advanced bot except the Colonel, Mend, and Advanced Bot Fabber | Bot Factory | 60 |
| Vehicle Factory Upgrade Tech | "Vehicle Factory Upgrade Tech enables the building of advanced units by basic vehicle manufacturing." | The Vehicle Factory builds advanced vehicles, and you gain every advanced vehicle except the Advanced Vehicle Fabber | Vehicle Factory | 60 |
| Naval Factory Upgrade Tech | "Naval Factory Upgrade Tech enables the building of advanced units by basic naval manufacturing." | The Naval Factory builds the Kaiju, Kraken, Leviathan, Squall, Stingray, and Typhoon, and you gain them | Naval Factory | 30 flooded, 12 dry |
| Orbital Launcher Upgrade Tech | "Orbital Launcher Upgrade Tech enables the building of advanced units by basic orbital manufacturing." | The Orbital Launcher builds advanced orbital units, and you gain the Artemis, Omega, SXX-1304, Advanced Radar Satellite, Solar Array, Orbital Factory, and Jig | Orbital Launcher | 60 |

The four basic fabricator cards grant the advanced structures (Catalyst, Halley, Nuclear Missile Launcher, Anti-Nuke Launcher, Advanced Energy Plant, Advanced Metal Extractor, Advanced Radar, Radar Jamming Station, and Unit Cannon) and count as T2 access.
| Name | Description | Effect | Requires | Weight |
|---|---|---|---|---|
| Fabrication Aircraft Upgrade Tech | "Fabrication Aircraft Upgrade Tech enables the building of advanced structures by the basic air fabricator." | The Air Fabber builds the advanced structures | Air Fabber | 60 |
| Fabrication Bot Upgrade Tech | "Fabrication Bot Upgrade Tech enables the building of advanced structures by the basic bot fabricator." | The Bot Fabber builds the advanced structures | Bot Fabber | 60 |
| Fabrication Vehicle Upgrade Tech | "Fabrication Vehicle Upgrade Tech enables the building of advanced structures by the basic vehicle fabricator." | The Vehicle Fabber builds the advanced structures | Vehicle Fabber | 60 |
| Fabrication Ship Upgrade Tech | "Fabrication Ship Upgrade Tech enables the building of advanced structures by the basic naval fabricator." | The Naval Fabber builds the advanced naval structures | Naval Fabber | 30 flooded, 12 dry |
| Advanced Fabrication Aircraft Upgrade Tech | "Advanced Fabrication Aircraft Upgrade Tech adds the ability for the advanced fabricator to move between planets." | The Advanced Air Fabber flies between planets | Advanced Air Fabber | 60 |
| Advanced Fabrication Bot Upgrade Tech | "Advanced Fabrication Bot Upgrade Tech equips the advanced fabricator with the support commander's weapon." | The Advanced Bot Fabber carries the Colonel's gun and takes Attack orders | Advanced Bot Fabber | 60 |
| Advanced Fabrication Vehicle Upgrade Tech | "Advanced Fabrication Vehicle Upgrade Tech increases the build range of the advanced vehicle fabricator by 150%." | Advanced Vehicle Fabber build range ×2.5 | Advanced Vehicle Fabber | 60 |
| Advanced Fabrication Ship Upgrade Tech | "Advanced Fabrication Ship Upgrade Tech changes the advanced naval fabricator into a hover unit, allowing it to cross land and lava." | The Advanced Naval Fabber hovers over land and lava | Advanced Naval Fabber | 30 flooded, 12 dry |
| Orbital Fabrication Bot Upgrade Tech | "Orbital Fabrication Bot Upgrade Tech allows the orbital fabricator to build all basic structures." | The Orbital Fabber builds every basic structure and factory | Orbital Fabber. Never while you hold Space Excavation Commander | 60 |
| Stitch Upgrade Tech | "Stitch Upgrade Tech allows the assisting of all builds by the combat fabricator. Disables the auto-repair feature." | The Stitch assists any build and no longer repairs on its own | Stitch | 60 |
| Mend Upgrade Tech | "Mend Upgrade Tech allows the assisting of all builds by the advanced combat fabricator. Disables the auto-repair feature." | The Mend assists any build and no longer repairs on its own | Mend | 60 |
| Barnacle Upgrade Tech | "Barnacle Upgrade Tech allows the assisting of all builds by the support barge. Disables the auto-repair feature." | The Barnacle assists any build and no longer repairs on its own | Barnacle | 30 |

| Name | Description | Effect | Requires | Weight |
|---|---|---|---|---|
| Dox Upgrade Tech | "Dox Upgrade Tech replaces the basic infantry's bullet weapons with flamethrowers." | Dox range ×0.27, damage ×10, hitscan, fires on the move | Dox | 60 |
| Boom Upgrade Tech | "Boom Upgrade Tech replaces Dox with Booms in the Lob. Enables the building of Lobs." | You gain the Lob, and its shells deliver Booms instead of Dox | Boom | 60 |
| Grenadier Upgrade Tech | "Grenadier Upgrade Tech replaces this fire support's artillery with mine launchers, triples its cost and reduces its rate of fire by 75%." | You gain the Land Mine. Grenadier shells do no damage and drop a mine where they land. Cost ×3, rate of fire ×0.25 | Grenadier | 60 |
| Spark Upgrade Tech | "Spark Upgrade Tech increases the tesla bot's splash damage radius by 200%." | Spark splash radius and full-damage radius ×3 | Spark | 60 |
| Stinger Upgrade Tech | "Stinger Upgrade Tech replaces the anti-air bot's missiles with flak from the Flak Cannon. It fires two projectiles per volley as opposed to the Flak Cannons' four." | The Stinger fires the Flak Cannon's flak, two projectiles per volley | Stinger | 60 |
| Gil-E Upgrade Tech | "Gil-E Upgrade Tech allows the sniper's shots to pass through terrain and hit their target instantly." | Gil-E shots are hitscan, ignore terrain, and are invisible to radar | Gil-E | 60 |
| Slammer Upgrade Tech | "Slammer Upgrade Tech changes the advanced assault bot's torpedo into a rocket that targets surface units." | The Slammer's torpedo becomes a rocket that hits land targets | Slammer | 60 |
| Bluehawk Upgrade Tech | "Bluehawk Upgrade Tech doubles the number of tactical missiles Bluehawks fire per volley." | Bluehawk volleys ×2 against ground and orbital targets | Bluehawk | 60 |
| Locusts Upgrade Tech | "Locusts Upgrade Tech adds splash damage to nanoswarms." | Locusts deal 20 splash damage over radius 20, full damage within 5 | Locusts | 60 |
| Colonel Upgrade Tech | "Colonel Upgrade Tech causes support commanders to explode on death." | A dying Colonel sets off the Commander's death explosion | Colonel | 60 |

| Name | Description | Effect | Requires | Weight |
|---|---|---|---|---|
| Skitter Upgrade Tech | "Skitter Upgrade Tech adds a low powered laser to the land scout and increases its vision by 100%." | The Skitter gains a laser and Attack orders, vision ×2 | Skitter | 60 |
| Ant Upgrade Tech | "Ant Upgrade Tech adds splash damage to the light tank's attack." | Ant shells deal 63 splash damage over radius 10, full damage within 2 | Ant | 60 |
| Inferno Upgrade Tech | "Inferno Upgrade Tech adds the Stitch repair arm to the flame tank. They will not repair when given attack orders." | The Inferno gains the Stitch's build arm and Repair orders | Inferno | 60 |
| Stryker Upgrade Tech | "Stryker Upgrade Tech adds the ability for the attack vehicle to attack through self-destructing." | The Stryker gains the Boom's self-destruct attack | Stryker | 60 |
| Spinner Upgrade Tech | "Spinner Upgrade Tech increases the mobile anti-air's rate of fire by 200%." | Spinner rate of fire ×3 | Spinner | 60 |
| Drifter Upgrade Tech | "Drifter Upgrade Tech increases the range of hover tank attacks by 25%." | Drifter range ×1.25 | Drifter | 60 |
| Leveler Upgrade Tech | "Leveler Upgrade Tech enables the building of assault tanks by the Unit Cannon." | The Unit Cannon can build and fire the Leveler | Leveler and Unit Cannon. Never while you hold Paratrooper Commander | 60 |
| Sheller Upgrade Tech | "Sheller Upgrade Tech causes mines to be left by the mortar tank's attacks." | You gain the Land Mine. Every Sheller shell leaves a mine where it lands, and still does its full damage | Sheller | 60 |
| Storm Upgrade Tech | "Storm Upgrade Tech enables interception of tactical missiles by the flak tank." | The Storm shoots down tactical missiles | Storm | 60 |
| Vanguard Upgrade Tech | "Vanguard Upgrade Tech adds the Mend repair arm to the flame tank. They will not repair when given attack orders." | The Vanguard gains the Mend's build arm and Repair orders | Vanguard | 60 |
| Manhattan Upgrade Tech | "Manhattan Upgrade Tech doubles the radius of the mobile nuke's explosion." | Manhattan blast radius ×2 | Manhattan | 60 |
| Ward Upgrade Tech | "Ward Upgrade Tech causes the mobile anti-nuke to start fully charged." | The Ward is built with an interceptor already loaded | Ward | 60 |
| Nyx Upgrade Tech | "Nyx Upgrade Tech doubles the jamming and radar radius of the jamming vehicle." | Nyx radar and jamming radius ×2 | Nyx | 60 |

| Name | Description | Effect | Requires | Weight |
|---|---|---|---|---|
| Firefly Upgrade Tech | "Firefly Upgrade Tech adds a low powered laser to the air scout and increases its vision by 100%." | The Firefly gains a laser and Attack orders, vision ×2 | Firefly | 60 |
| Hummingbird Upgrade Tech | "Hummingbird Upgrade Tech adds the ability for fighters to move between planets." | The Hummingbird flies between planets | Hummingbird | 60 |
| Bumblebee Upgrade Tech | "Bumblebee Upgrade Tech causes the carpet bomber to drop a mine instead of bombs." | You gain the Land Mine. Bumblebee bombs do no damage and leave a mine. Each drop costs 425 metal | Bumblebee | 60 |
| Icarus Upgrade Tech | "Icarus Upgrade Tech adds production of 2 metal to the solar drone." | Each Icarus produces 2 metal | Icarus | 60 |
| Pelican Upgrade Tech | "Pelican Upgrade Tech allows air transports to carry commanders. Every unit can shoot while being transported." | The Pelican carries Commanders, and every land unit fires while carried | Pelican | 60 |
| Horsefly Upgrade Tech | "Horsefly Upgrade Tech adds the Bumblebee carpet bomber's weapon to the strafer." | The Horsefly gains the Bumblebee's bomb bay as a second weapon | Horsefly | 60 |
| Hornet Upgrade Tech | "Hornet Upgrade Tech adds splash damage to the tactical bomber's attacks." | Hornet bombs deal 1,000 splash damage over radius 12 | Hornet | 60 |
| Kestrel Upgrade Tech | "Kestrel Upgrade Tech replaces the gunship's bullet weapons with flamethrowers." | Kestrel range ×0.33, damage ×5, hitscan, fires on the move | Kestrel | 60 |
| Phoenix Upgrade Tech | "Phoenix Upgrade Tech changes the advanced interplanetary fighter's weapon from anti-air to anti-ground." | The Phoenix attacks land and surface naval targets instead of air | Phoenix | 60 |
| Wyrm Upgrade Tech | "Wyrm Upgrade Tech replaces the siege bomber's bombs with drones." | You gain the Squall. The Wyrm launches Typhoon drones and circles its target at range 250 | Wyrm | 60 |
| Angel Upgrade Tech | "Angel Upgrade Tech enables the targeting of enemy units and structures by the support platform's interception beam." | The Angel's beam fires at land and naval targets on its own, and it takes Attack orders | Angel | 60 |

| Name | Description | Effect | Requires | Weight |
|---|---|---|---|---|
| Piranha Upgrade Tech | "Piranha Upgrade Tech changes the gunboat into a hover unit, allowing it to cross land and lava." | The Piranha hovers over land and lava | Piranha | 30 |
| Narwhal Upgrade Tech | "Narwhal Upgrade Tech doubles the rate of fire of all weapons." | Narwhal shells, anti-air, and torpedoes fire ×2 as fast | Narwhal | 30 |
| Barracuda Upgrade Tech | "Barracuda Upgrade Tech increases the rate of fire of the submarine by 200%." | Barracuda rate of fire ×3 | Barracuda | 30 |
| Orca Upgrade Tech | "Orca Upgrade Tech changes the destroyer to a water hover unit, preventing torpedoes from targeting it and allowing the navigation of shallow waters. Surface weapon range is increased by 50%." | The Orca hovers over water, so torpedoes cannot hit it and it crosses shallows. Surface gun range ×1.5 | Orca | 30 |
| Stingray Upgrade Tech | "Stingray Upgrade Tech enables interception of tactical missiles by the missile ship and increases vision and radar radius by 50%." | The Stingray shoots down tactical missiles. Vision and radar ×1.5 | Stingray | 30 |
| Leviathan Upgrade Tech | "Leviathan Upgrade Tech replaces the battleship's cannons with Holkins advanced artillery." | All four Leviathan turrets become Holkins guns | Leviathan | 30 |
| Kaiju Upgrade Tech | "Kaiju Upgrade Tech replaces the side-guns with additional main guns, resulting in additional range and damage." | All four Kaiju turrets fire the main gun, two projectiles each | Kaiju | 30 |
| Kraken Upgrade Tech | "Kraken Upgrade Tech increases the range of the advanced submarine's missiles by 200%." | Kraken missile range ×3 | Kraken | 30 |
| Typhoon Upgrade Tech | "Typhoon Upgrade Tech doubles the number of drones held by the Typhoon and any other unit with drones." | Drone capacity ×2 on the Typhoon and any other unit that carries drones | Typhoon | 30 |
| Squall Upgrade Tech | "Squall Upgrade Tech allows you to issue orders to drones." | Squall drones take Move, Patrol, Attack, and Assist orders | Squall | 60 |
| Torpedo Launcher Upgrade Tech | "Torpedo Launcher Upgrade Tech enables the targeting of hover and coastal naval units by the Torpedo Launcher." | The Torpedo Launcher hits hover units and naval units in the shallows | Torpedo Launcher | 30 |
| Advanced Torpedo Launcher Upgrade Tech | "Advanced Torpedo Launcher Upgrade Tech enables the targeting of all surface units by the Advanced Torpedo Launcher." | Advanced Torpedo Launcher torpedoes become missiles that also hit land targets | Advanced Torpedo Launcher | 30 |

| Name | Description | Effect | Requires | Weight |
|---|---|---|---|---|
| Single Laser Defense Tower Upgrade Tech | "Single Laser Defense Tower Upgrade Tech replaces the basic turret's laser with a fabrication arm which repairs units and reclaims wreckage within range." | The Single Laser Defense Tower loses its laser and gains the Mend's build arm, with Reclaim and Repair orders. With Nomad Commander it also takes Move, Patrol, and Assist orders | Single Laser Defense Tower | 60 |
| Laser Defense Tower Upgrade Tech | "Laser Defense Tower Upgrade Tech increases the range of the turret by 50%." | Laser Defense Tower range ×1.5 | Laser Defense Tower | 60 |
| Advanced Laser Defense Tower Upgrade Tech | "Advanced Laser Defense Tower Upgrade Tech increases the rate of fire of the advanced turret by 300%, but it fires in bursts and requires energy to recharge." | Advanced Laser Defense Tower rate of fire ×4, in bursts of twelve shots drawn from an energy store of 1,200 that refills at 300 per second and spends 100 per shot | Advanced Laser Defense Tower | 60 |
| Galata Upgrade Tech | "Galata Upgrade Tech enables the targeting of land and surface naval units by anti-air defense." | The Galata also shoots land and surface naval targets | Galata | 60 |
| Flak Upgrade Tech | "Flak Upgrade Tech enables the targeting of land and surface naval units by anti-air defense." | The Flak Cannon also shoots land and surface naval targets | Flak Cannon | 60 |
| Umbrella Upgrade Tech | "Umbrella Upgrade Tech enables the targeting of land and surface naval units by anti-orbital defenses." | The Umbrella also shoots land and surface naval targets | Umbrella | 60 |
| Wall Upgrade Tech | "Wall Upgrade Tech increases the health of walls by 50%." | Wall health ×1.5 | Wall | 60 |
| Mine Upgrade Tech | "Mine Upgrade Tech allows mines to explode without self-destructing." | Land Mines survive their own explosion and keep working | Land Mine | 60 |
| Catapult Upgrade Tech | "Catapult Upgrade Tech adds flak from the Storm flak tank to the tactical missile launcher." | The Catapult gains the Storm's flak gun, four projectiles per volley | Catapult | 30 |

| Name | Description | Effect | Requires | Weight |
|---|---|---|---|---|
| Pelter Upgrade Tech | "Pelter Upgrade Tech triples the number of shots fired per volley by the artillery while also tripling their deviation from target." | Three Pelter shells per volley, with ×3 the scatter | Pelter | 60 |
| Holkins Upgrade Tech | "Holkins Upgrade Tech triples the number of shots fired per volley by the advanced artillery while also tripling their deviation from target." | Three Holkins shells per volley, with ×3 the scatter | Holkins | 60 |
| Lob Upgrade Tech | "Lob Upgrade Tech increases the range of the Lob by 150%. Fires twice as fast and no longer costs metal to recharge its ammo." | Lob range ×2.5, rate of fire ×2, and its ammunition costs no metal | Lob | 60 |
| Nuclear Missile Launcher Upgrade Tech | "Nuclear Missile Launcher Upgrade Tech increases the damage dealt to commanders and orbital from the LR-96 Pacifier Nuclear Missiles by 200%." | Nuclear missiles deal ×3 damage to Commanders and orbital units | Nuclear Missile Launcher | 60 |
| Anti-Nuke Launcher Upgrade Tech | "Anti-Nuke Launcher Upgrade Tech halves the cost of SR-24 Shield Missile Defense missiles." | Anti-nuke interceptors cost ×0.5 | Anti-Nuke Launcher | 60 |
| Catalyst Upgrade Tech | "Catalyst Upgrade Tech doubles the health of the Catalyst and halves its cost." | Catalyst health ×2, cost ×0.5 | Catalyst | 60 |
| Halley Upgrade Tech | "Halley Upgrade Tech doubles the health of the delta V engine and halves its cost." | Halley health ×2, cost ×0.5 | Halley | 60 |
| Unit Cannon Upgrade Tech | "Unit Cannon Upgrade Tech doubles the launch capacity of this interplanetary transport and removes all cooldowns." | Unit Cannon capacity ×2 and no cooldowns | Unit Cannon | 60 |
| Teleporter Upgrade Tech | "Teleporter Upgrade Tech removes all energy consumption and efficiency requirements from the interplanetary teleporter and makes it invisible to radar." | The Teleporter uses no energy and is invisible to radar | Teleporter | 60 |

| Name | Description | Effect | Requires | Weight |
|---|---|---|---|---|
| Radar Upgrade Tech | "Radar Upgrade Tech increases the vision and radar radius of basic radar by 50%." | Radar vision and radar radius ×1.5 | Radar | 60 |
| Advanced Radar Upgrade Tech | "Advanced Radar Upgrade Tech increases the vision and radar radius of advanced radar by 50%." | Advanced Radar vision and radar radius ×1.5 | Advanced Radar | 60 |
| Radar Jamming Station Upgrade Tech | "Radar Jamming Station Upgrade Tech doubles the jamming radius of the radar jammer." | Radar Jamming Station jamming radius ×2 | Radar Jamming Station | 60 |
| Planetary Radar Upgrade Tech | "Planetary Radar Upgrade Tech increases the vision of the planetary radar to match its radar." | The Planetary Radar sees everything its radar covers | Planetary Radar Tech card | 60 |

| Name | Description | Effect | Requires | Weight |
|---|---|---|---|---|
| ARKYD Upgrade Tech | "ARKYD Upgrade Tech increases the vision and radar of the basic orbital radar by 50%." | ARKYD vision and radar ×1.5 | ARKYD | 60 |
| Advanced Radar Satellite Upgrade Tech | "Advanced Radar Satellite Upgrade Tech increases the vision and radar of the advanced orbital radar by 50%." | Advanced Radar Satellite vision and radar ×1.5 | Advanced Radar Satellite | 60 |
| Hermes Upgrade Tech | "Hermes Upgrade Tech increases the vision of the space probe by 50%." | Hermes vision ×1.5 | Hermes | 60 |
| Astraeus Upgrade Tech | "Astraeus Upgrade Tech increases the orbital lander's interplanetary movement speed by 200% and increases its carry capacity to 12 units." | Astraeus interplanetary speed ×3 and it carries 12 units | Astraeus | 60 |
| Avenger Upgrade Tech | "Avenger Upgrade Tech adds a railgun to the orbital fighter." | The Avenger gains the Artemis railgun | Avenger | 60 |
| Anchor Upgrade Tech | "Anchor Upgrade Tech increases the range of the defense satellite's weapons by 25%." | Both Anchor weapons range ×1.25 | Anchor | 60 |
| Kessler Upgrade Tech | "Kessler Upgrade Tech allows orbital mines to explode without self-destructing." | Kesslers survive their own explosion and keep working | Kessler | 60 |
| Artemis Upgrade Tech | "Artemis Upgrade Tech allows targeting of planetary units by the railgun platform." | The Artemis fires at land, surface naval, and air targets | Artemis | 60 |
| SXX-1304 Laser Platform Upgrade Tech | "SXX-1304 Laser Platform Upgrade Tech removes the delay between orbital laser platforms arriving at a planet and responding to orders." | The SXX-1304 responds to orders the moment it arrives at a planet | SXX-1304 | 60 |
| Omega Upgrade Tech | "Omega Upgrade Tech replaces the battleship's underside laser with an SXX laser. Doubles the rate of fire of the other weapons." | The Omega's underside laser becomes the SXX-1304 laser, and its other weapons fire ×2 as fast | Omega | 60 |
| Solar Array Upgrade Tech | "Solar Array Upgrade Tech enables interception of tactical missiles and drop pods by the Solar Array." | The Solar Array shoots down tactical missiles and drop pods | Solar Array | 60 |
| Jig Upgrade Tech | "Jig Upgrade Tech adds storage to gas mining and doubles its energy production." | Jig energy ×2, plus 50,000 energy storage and 10,000 metal storage | Jig | 60 |

| Name | Description | Effect | Requires | Weight |
|---|---|---|---|---|
| Atlas Upgrade Tech | "Atlas Upgrade Tech doubles the health of the seismic titan." | Atlas health ×2 | Atlas | 60 |
| Ares Upgrade Tech | "Ares Upgrade Tech increases the range of the rolling fortress by 25%." | Ares range ×1.25, and its main gun fires in a high arc over terrain | Ares | 60 |
| Zeus Upgrade Tech | "Zeus Upgrade Tech adds the ability for the lightning titan to move between planets." | The Zeus flies between planets | Zeus | 60 |
| Helios Upgrade Tech | "Helios Upgrade Tech removes the delay between the invasion titan arriving at a planet and responding to orders and increases its health by 50%." | The Helios responds to orders the moment it arrives. Health ×1.5 | Helios | 60 |
| Ragnarok Upgrade Tech | "Ragnarok Upgrade Tech allows the titan structure to annihilate all life on a planet while leaving the planet itself intact. It may take up to 30 seconds before you can land safely after detonation." | The Ragnarok kills everything on the planet, your own units included, and leaves the planet intact | Ragnarok | 60 |

These four are the only Upgrade Tech cards a non-MLA race can be dealt. They are described in full on Commander and Sub Commander Tech.
| Name | Description | Effect | Requires | Weight |
|---|---|---|---|---|
| Commander Upgrade Tech | "Commander Upgrade Tech increases Uber Cannon damage by 300% and allows you to reclaim friendly Commanders for metal." | Uber Cannon damage, splash, and burn ×4. Your fabricators can reclaim friendly Commanders. Adds a data bank | none | 35, plus 12 for every extra commander in your retinue, capped at 70. Always 35 for Cluster |
| Sub Commander Duplication Tech | "Sub Commander Duplication Tech adds an extra Commander to every Sub Commander's army." | Every Sub Commander fields two Commanders. No data bank | A Sub Commander | Sub Commander weight with base 35 |
| Sub Commander Fabber Tech | "Sub Commander Fabber Tech increases the number of fabbers each Sub Commander may use by 50%." | Each Sub Commander may run half again as many fabbers. No data bank | A Sub Commander. Never when your Sub Commanders use the Queller brain | Sub Commander weight with base 55 |
| Sub Commander Tactics Tech | "Sub Commander Tactics Tech allows Sub Commanders to make smarter decisions when scouting, fighting, expanding, and escaping danger." | Sub Commanders scout, fight, expand, and retreat as a higher difficulty AI does. No data bank | A Sub Commander | Sub Commander weight with base 55 |
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