Ships:
Little Fighter ; 3.000 metal, 1.000 silicon, 0 hydrogen
Used in very early game stages, because it's cheap and you don't need to research many technologies to build them. Quite fast, but vulnerable. Used as cannon fodder in the later game stages. When they are in huge amounts LF are the best weapon.
Heavy Fighter ; 6.000 metal, 4.000 silicon, 0 hydrogen
More powerfull that the little fighter, the heavy fighter is a good choice to attack the colonies of other players, that only are defended by a few missiles and lasers. Not bad at taking out battleships. Often useless in later game stages.
Cruiser ; 20.000 metal, 7.000 silicon, 2.000 hydrogen
The first "big" ship you can build. Cruisers are perfect in killing enemy cannon fooder like little fighters and missiles because they have rapid fire against them. They have the highest basic speed of ally ships. Sometimes usefull in the lategame when your opponet exaggerated with cannon fodder. Very weak against destroyers and battleships!
Battleship ; 45.000 metal, 15.000 silicon, 0 hydrogen
Surely the most used ship in Star-battle. Fast, cheap (for its fighting capacities) and powerful. Has no rapidfire against cannon fooder, and that is its biggest disadvantage, but a good reason to build a mixed fleet - that bases on battleships of course. Best used with cannon fooder if you attack big targets. Needs no hydrogen to be build - perfectly for raiding tactics.
Bomber ; 50.000 metal, 25.000 silicon, 15.000 hydrogen
The big guy to kill defense - that was the aim when they concepted this ship. But the reality isn't that way. That doesn't mean the bomber is weak against defensive structures, but he's too slow, costs a lot of hydrogen to fly around and to be built, and isn't good for raiding attacks - only for bashing strategies. You need a great amount of them to kill a big defense, but it will come cheaper as if you had attacked that defense with battleships with the same costs. But is only effecive against the smaller defenses (because it has rapid fire against them): Ion cannon, missile launcher, light laser, heavy laser. It hasn't rapid fire against plasma and gauss cannons.
Destroyer ; 60.000 metal, 50.000 silicon, 15.000 hydrogen
I like destroyers although they haven't the best cost/performance rating. They're the biggest enemy of every death star. You need only 70 destroyers to kill a lone death star with a rate of succes of 100%. And you will make profite! They have rapid fire against small lasers and are pretty good against them. Strong against battleships.
Death star ; 5.000.000 metal, 4.000.000 silicon, 1.000.000 hydrogen
I would'n build them at the moment. They are only strong if you get a group of at least 10 or more of them. Work best behind cannon fodder but they are very slow. Has rapid fire against everything except of plasma cannons, Supernovas and Motherships.
Supernova: Metal: 20.000.000 Silicon: 15.000.000 Hydrogen: 5.000.000
This ship is the ultimate ship. This is a must for every conquerer of worlds. Supernova is a very usefull ship because he is faster than death star and more powerfull. Has rapid fire against everything except of plasma cannons and Motherships.
Mothership: Metal: 200.000.000 Silicon: 150.000.000 Hydrogen: 50.000.000
This is the best ship in Star-battle. It is a huge ship comparable to a planet. It is slow but faster than lazy death star. Mothership has a massive cargo hold that it can carry enough resources to support any large number of fleets. Has rapid fire against everything except of plasma cannons and Supernovas.
Defense
Missile Launcher ; 2.000 metal, 0 silicon ,0 hydrogen
Weakest defense. Build only as cannon fodder or if you have too much metal. Average defense against small fighters.
Little Laser ; 1.500 metal, 500 silicon, 0 hydrogen
Cannon fooder. Build them if you haven't enough metal to build missiles or if your enemy has to much cruisers.
Heavy Laser ; 6.000 metal, 1.500 silicon, 0 hydrogen
Useful against Little Fighters - against all others ships nearly useless.
Ion Cannon ; 2.000 metal, 6.000 silicon, 0 hydrogen
Often ignored by most players because they haven't much firepower. But their shields are their biggest advantage. Nearly immune against little and heavy fighters, they are able to absorb much damage and give your big guns much time to reduce the attackers.
Gauss Cannon ; 20.000 metal, 15.000 silicon, 2.000 hydrogen
The first big gun you can build. Effective against cruisers and heavy fighters, against battleships and destroyers you should prefer the plasma cannon. Nearly useless against cannon fodder! Use only with own cannon fodder.
Plasma Cannon ; 50.000 metal, 50.000 silicon, 30.000 hydrogen
Yes, this is the damn big fat gun. Very good against all kinds of bigger ships: Cruiser? One shot - blast to pieces.
Battleship? One shot - vaporised to smelly gases.
Destroyers? Ok, he survives one shot because he looks that kindly at us.
Use them only against bigger ships, against small ships they're useless. A plasma cannon will loose against a few little fighters if it doesn't stand behind some missiles or lasers!
Small shield dome ; 10.000 metal, 10.000 silicon, 0 hydrogen
Nothing else than cannon fodder that survives more than one shot. Immune against smaller ships.
Big shield dome ; 50.000 metal, 50.000 silicon, 0 hydrogen Nothing else than cannon fodder that survives more than one shot. Immune against smaller ships.
Summary: Techs
general:
costs of techs double each level
time doubles each level
graviton costs triples
research time depends on amounts of metal and silicon needed for the research (NOT the hydro) and on research lab level
What is ususally referred to as "techs"?
Weapons
improves your weapons by 10% absolute (formula (attack amount)*(1+weapons/10)
Shields
improves your shields by 10% absolute (formula (shield amount)*(1+shieldss/10)
Armor
improves your armor by 10% absolute (formula (armor amount)*(1+Armor/10)
engines
combustion engines
10% for combustion engine ships (base speed *(1 + level *0,1))(trans, rec, esp probe, lf)
impulse engines
20% for impulse engine ships (base speed *(1 + level *0,2))(hf, bomber, cruiser)
hyperspace engines
30% for hyperspace engine ships (base speed *(1 + level *0,3))(battleship, destroyer, death star, supernova, mothership)
techs that are needed as requirements only
laser tech (lvl 10 for Plasma)
ion tech (lvl 5 for Plasma)
Plasma tech (lvl 7 for plasma def)
Graviton (lvl 1 for death stars)
Hyperspace tech (lvl 8 for IRN)
Energy (lvl 12 for Terraformer)