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* Spacedocks: 10% ship discount at city worlds
* Mineral Refinement: +1 crystal
* Forced Trading: +1 siege when invading city worlds
Play as the Techno Slugs a little if you want my notes on that faction. :P
* Destroyer Tech: Destroyers start with +1 tech
* Frigate Tech: Frigates start with +1 tech
* Extra Munitions: Destroyers gain +1 shot
Large Ship Specialization: Large ships gain +10% HP
* Enhanced Weapon Systems: Large ships gain +15% damage
* Lightning Reflexes: Fleet energy charges 10% faster
* Extra Munitions: +1 power use on large ships
Blitzkrieg Protocols: +25% damage and +1 siege for first 3 turns
* Assault Training: Commanders start with 1 power charged
* Munitions: Start with a 'Tachyon Torpedoes' card (destroy 2 enemy ships)
* Recruitment Drives: -50 militia hire cost
Training Protocols: Overlord starts at lvl 2
* Inspiring Commanders: +25% inspiration
* Badge of Honor: Overlord starts with +1 XP
* Militia Training: Hired Militia commanders start at lvl 2
* Ship Damage I: +10% ship damage
* Ship Health I: +10% ship health
* Mark of the Warrior: Overlord starts with +1 XP
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* Ship Damage II: +10% ship damage
* Ship Health II: +15% ship health
* Propaganda: -1 senate control of each sector
* Boost Death Ray: +1 death ray damage
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* Homeworld Silos: Your fleets get +X% damage, where X is the defense of your homeworld
* Tactical Micro-Nukes: +1 siege die
* Bloodlust: +10% damage after each combat victory for the rest of the turn
* Ship Health III: +20% ship health
(there may be others)
If you want, I can add the missing options from my list of events. unfortunately, not all question marks and blank spaces will be filled, but many of them