01 Rows and levels
Each row is one room, a subsystem in the game, shown at the best level a ship of the chosen SHIP LEVEL can build:
the highest level whose ship requirement is met. LV prints that level and the last one the room has. Many rooms open two
levels on the same ship level, and some open three; the LEVELS table on the card lists them all with their ship levels.
A room built on a platform waits for the platform: its first level may ask for a lower ship level than the platform itself,
so it appears when the platform does. All 53 rooms in the list come from the game data; what the list leaves out is
the next section.
02 Ship level 10 and unreleased rooms
The game currently opens ship levels up to 10. Its data already lists ships and rooms beyond that, but they are not
playable yet and their numbers are incomplete, so everything above ship level 10 is hidden here: 13 rooms
disappear entirely and higher levels of many others are cut. Another 77 rooms fit under that limit and are still held back,
because the game sells none of their levels: they are in the data but not in the game yet. Rooms built through a weapon platform stay
in the list, since there the game sells the platform and not the gun. Both the ship-level limit and the list of unreleased rooms are
kept by us, and each room returns as the game opens it.
03 Names, categories and tags
The short code in front of a room's name is the game's own; SEARCH matches it as well as the name, and some rooms carry no code.
CATEGORY is the game's shop tab, Offence, Defence, Mining or Operations, drawn as the tab's icon and spelled out in the filter.
Tags are the labels the game prints under a room's name (Cannon, Weapon, Shield, Mineralstorage) and the only thing combos look at.
The TAGS column shortens each one to a code and keeps the full label in its tooltip and in the TAG filter: a tag repeats across dozens
of rooms, and a word like Mineralstorage would hold the column wider than the whole rest of the row. Rooms without tags exist and are
found by category. We do not invent types of our own.
04 Room values
Labels follow the game's Room tab. POWER is what the room draws, a segment of the bar per point, with the number in the tooltip;
the power a reactor makes is Power Output, and since almost no room has it, it lives on the card. SIZE is the room's shape, columns by rows.
STAT is the Support Stat, the crew stat the room runs on, printed with the game's icon for it.
The field the game calls Capacity means something different per room: Escape on the Bridge,
Shield on a shield generator, Salvage on a collector, so it is not a table column and shows on the card under its own name.
RELOAD is in seconds; resource rooms show their rate per hour. Price is the room's purchase price at that level and Build the construction
time; the table shows them for the level in the row, the card for every level. Prices carry the icon of the resource they cost and are
shortened the way the game shortens them, 12k and 1.5m. A dash means the room has no such value, and a column that is a dash on every
level is dropped from LEVELS instead of printed empty.
05 Ammo and combos
AMMO is the projectile the room fires, straight from the game's missile data; only non-zero values are listed. COMBO lists
the bonuses this room receives from neighbours: which room must stand where, and the bonus size under the game's icon for it.
Space means an empty tile. A bonus without a number depends on the neighbour's level, as the game says. Bonuses a room gives to
others are on those rooms' cards.
06 What is not here
Damage per second and weapon comparisons belong to the DPS planner. Combo effects on a real ship layout, room skins and anything
above ship level 10 are not shown. All 53 rooms use the game data dated September 1, 2026.