Magellan Wars 2009 Basics Manual

Table of Contents

  1. Introduction
  2. Races
    1. How to Choose a Race?
    2. Racial Traits Explained
  3. Economy
    1. Control Model
    2. Planets and Buildings
  4. Battles
    1. Battle Rules
    2. Weapon and Armor Terminology
    3. Ship Designs
    4. Commander Attributes
  5. Tactics
    1. Defense Plans
    2. Formations
    3. Fleet Orders
    4. Decoys
    5. Scouting
    6. Raping
    7. Commander Training
    8. Ship Queuing
    9. Fluffing
    10. Mass Small Ships
    11. Key Technologies
  6. Communication
  7. Frequently Asked Questions
  8. Appendix A: Racial CM Modifiers
  9. Appendix B: Racial Commander Attribute Modifiers
  10. Appendix C: Commander Special Abilities
  11. Appendix D: Projects
    1. Planet Based Projects
    2. Domain Ranged Projects
    3. Council Projects
    4. Black Market Projects
    5. Ending Projects
  12. Appendix E: Planetary CM Modifers
  13. Appendix F: Weapon Statistics
  14. Appendix G: Armor Statistics
  15. Appendix H: Device Statistics
  16. Appendix I: Event Effects
  17. Appendix J: Fleet Order/Status Effects

1. Introduction


This guide is meant to even a huge contrast between old-timers and new players, who often, not by their own fault, do not know where to look for information not provided in the encyclopedia. Instead of ready solutions, it contains a lot of raw data for players to work with. There are, however, some hints regarding economy and battles, that are considered to be absolute basics in Magellan Wars.


2. Races


2. a. How to choose a race?

Contrary to popular belief, races are quite balanced. There is no single best race. When making your choice, do not look only at the racial CM modifiers and starting techs displayed in the Encyclopedia. You must also know what their racial traits do, and what their commanders are capable of. This guide explains these things, yet still your choice may depend on what function you want to perform in a council. Some races can get powerful weapons early, can build up fast, can have powerful battle abilities or a feature to counter such abilities of other races...

Appendix A contains a table with racial CM modifers, while Appendix B contains a table with racial commander attributes modifiers.


2. b. Racial Traits Explained

Advanced Battle Processing (Celebrus Opes Ending)
+50% experience from combat.

Asteroid Management (Cochehua)
Increased power of the Meteor Strike and Stellar Bombardment special ops.

Diplomat (Dementian)
Better relations with the Empire (bribery, boons etc.).

Downloadable Commander Experience (Celebrus Opes)
When a commander dies, all other commanders receive 50 exp. points per dead one's level.

Efficient Investment (Celebrus Opes)
100% of PP invested into ship building is actually used (instead of 50%); Planet investment costs are halved; Maximum Research investment is doubled.

Enhanced PSI (Dementian, Tetecuhtin Ending)
Physical damage dealt with PSI weapons increased by 20%.

Enhanced Shielding (Dementian Ending)
+10% shield strength to all fleets.

Fanatic Fleet (Tetecuhtin)
Fleets never retreat nor rout, however they still may enter status effects such as panic.

Fanatical Recruiting (Tetecuhtin Ending)
Turns required to spawn a new admiral is reduced by 1. Get a new admiral every turn from Military CM of 6 up.

Fast Maneuver (Thatloque)
Fleets return 30% faster and fleet speed in battle is increased by 30%.

Fragile Mind Structure (Karakiri)
Fleets get 25% more damage from PSI attacks, 50% if armada commander is dead or disabled.

Genetic Engineering Specialist (Karakiri)
Increased effect of the Red Death special op - it additionally puts an Obstinate Microbe on the victim's planet.

Great Spawning Pool (Karakiri)
Ships with Bio armor are 20% cheaper.

High Morale (Mactabilliss)
Base morale for all commanders is 25% higher.

Hive Ship Yard (Karakiri Ending)
All ships are 10% cheaper (stacks with Great Spawning Pool).

Information Network Specialist (Accedo Machina)
+5 Spy CM for Steal Technology special op.

Militaristic Dominance (Mactabillis Ending)
Increases PP drawn from total production to build ships by 10% at all times.

No Breath (Celebrus Opes, Jinchou Tennou)
The atmosphere is excluded from calculating Environment CM, so terraforming is faster.

No Spy (Cochehua)
Cannot use or be a target of special ops, except for Meteor Strike and Stellar Bombardment.

PSI (Dementian, Tetecuhtin)
Can use PSI weapons and devices.

Pacifist (Dementian)
Cannot perform special ops marked as Atrocious and gets –3 to attack abilities in offensive battles.

Scavenger (Accedo Machina)
Gets PP from destroyed enemy fleets. Will only gain 15% of normal salvage from battles with the empire.

Stealth (Cochehua, Thatloque)
The chance for being detected on Raid and Privateer missions is 25% lower.

Stealth Pirate (Thatloque Ending)
The chance for being detected on Raid and Privateer missions is 25% lower (cumulative with Stealth).

Tactical Mastery (Mactabillis)
+3 to offense abilities in offensive battles and +3 to defense abilities in defensive battles.

Trained Mind (Dementian)
Fleets never go berserk.


3. Economy


3. a. Control Model

Control Model (CM) represents a modifier for all economical and domestic issues. It can be boosted or decreased by techs, projects, planet attributes and Concentration Mode.

Environment
Determines how much your planets have to be terraformed in order to achive the Suitable status (anything lower penalises overall production, growth and building rate of a given planet).

Growth
Determines the reproduction rate of your people.

Research
Determines the amount of RP (Research Points) produced per Research Lab. Research CM also reduces the RP cost of techs while in free research. Free Research discount = 20% + Research_CM*4%. Minimum discount is 0, maximum is 40%. (So this effect of Research CM is capped at 5.)

Production
Determines the amount of PP (Production Points) produced per Factory.

Military
Determines the amount of MP (Military Points) produced per Military Base, the amount of experience given to newly formed fleets, the frequency of commander spawning and the amount of your total production (planet production + commerce – upkeep) that will be spent each turn on ship building (that PP will be spent no matter you order ships to be built or not - in case there are no ships in the queue, the PP goes to the ship pool).
Note: The maximum Ship Pool Spending is 80%, attained at military CM 10. Military CM above 10 will only increase the output of Military Points.

Spy
Determines the chance of your special ops to be successful, and decreases the chance of success of special ops targeted at you slightly (you need an increased security level to significantly reduce the chance of spy ops working on you).

Commerce
Affects the amount of PP your planets will get from commerce. Each commerce CM increases the production gain from each planet it is linked with by 0.8%. The base amount is 8%.

Efficiency
Determines your Waste rate. Planets further away from your home planet in the planet investment pool list have higher waste rate. Waste rate is capped at 55% for planets in your home cluster and 60% for the rest. Note: The maximum Efficiency CM is 20. Anything higher gives no benefits.

Genius
Determines the occurence of good commanders versus bad.
Note: The maximum Genius CM is 15. Anything higher gives no benefits.

Diplomacy
Affects with the Empire (ie. bribery, boons), changes to Honor and Council Honor (if speaker).

Facility Cost
Determines the building rate and maximum building capacity of your Population.
Note: The maximum Facility Cost CM is 5. Anything higher gives no benefits.


3. a. Planets and Buildings

Types of buildings
There are three types of buildings you can build on a planet: Factories (they produce PP), Research Labs (they produce RP) and Military Bases (they produce MP and protect planets from raids and some special ops). It is a common beginner mistake to build Military Bases in order to boost their ship building rate. Military Bases have nothing to do with ship building, they only produce MP needed for ship upkeep. To build ships faster you need PP - meaning factories and commerce - and higher Military CM.

Planets' capacity
Each planet can hold a number of buildings. It is dependant on the planet's size (Tiny, Small, Medium, Large, Huge) and Facility Cost CM. Lower Facility Cost CM means much less buildings. Keeping your planet invested, increases its Facility Cost CM up to +5 and Growth CM up to +10. It is important to keep your planets invested all the time, otherwise they will not only slow down in building but also lose people and production.

Building rate
Buildings are constructed based on the Facility Cost of the planet, it's population, it's size, and it's environment. Low Facility Cost CM, low population and bad environment (anything worse than Suitable) will slow the building rate. Also, the building rate will get slower and slower as your planet gets developed.

Production per turn
The amount of PP/RP/MP produced per turn depends on: the number of buildings, the type of a planet (Ultra Poor, Poor, Normal, Rich or Ultra Rich) and its Production, Research and Military CM's being your global CMs modified by the planet's attributes (refer to Appendix E for a list of attributes and their effects). The planet's PP/RP/MP production is modified by Waste rate. It is important to note that the buildings will only produce their points if there is enough people to support them. If for some reason (ie. Red Death special op) there is less than maximum population, first the building rate is lowered, then some buildings become inactive.

Detailed calculations
PP per Factory:    
    6 + Production CM
    multipliers: Ultra Poor: 50%, Poor: 75%, Normal: 100%, Rich: 175%, Ultra Rich: 250%
RP per Research Lab:    
    10 + Research CM
MP per Military Base:    
    10 + (Military CM*2)

Building Ratio
It is important to remember to set proper ratios for each planet. Since you can get most PP out of Riches and Ultra Riches, they should always have ratio of 100% Factories. On the other side there are Poors and Ultra Poors, on which there is no point to build any factories. Thus, it is best to build 100% Research Labs on them, or 100% Military Bases if you already finished the research. Normal planets can have different uses (a ratio of 50% Factories / 50% Research Labs is a good one for build-up). The top players out there usually build 100% Research Labs on P/UP, 50%/50% of Factories/Labs on Normals and then, they get rid of those planets and try to build an inner core (first 20-40 planets with little or no Waste) of only Riches and Ultra Riches with 100% factories, and an outer core (the following planets covering your inner core) of anything from Ultra Poor to Normal with 100% Military Bases.

Commerce
The planet's final PP income results also of commerce coming from three slots. Each slot links to other player's free slot as soon as you or your councils make a Pact. If the pact is broken, it will unlink immediatly. Alliances between players/councils count as +1 bonus to Commerce CM for those linked slots. Subordinary relation counts as further +1. If a player is engaged in any war, be it personal or council, it will lower Commerce CM by 1. If a player is engaged in total war, it will lower Commerce CM by 2 instead of 1 for other wars. Commerce is not affected by Waste Rate. However, the waste rate of the players you link to will affect their production, hence affect your commerce income.


4. Battles


4. a. Battle Rules

Who will defend against Siege/Blockade?
All fleets in defense plan returning or on standby + fleets stationed on defending planet + allied fleets.
–If there are no fleets returning or on standby, allied fleets and staioned fleets will NOT defend against the invasion.
–Fleets returning from attacks CAN defend against attacks, but they must be set in the defense plan.
–Defense plan is disabled if the armada commander is not returning or on standby, or if half or more of the rest
of the fleets set in plan are not returning or on standby. In both cases, the first twenty standby fleets will engage in battle with a line formation.
–Every player can receive help from at most 5 allied fleets. Every player can only send 1 fleet to each ally.
–If both players have fleets remaining at turn 1800, then the battle ends in a Draw. Otherwise, whichever side has fleet remaining wins.
–If defender has any fleet on stand ground at turn 1800 and attacker does not, then the battle counts as an Attacker Win instead of a Draw.
–If no defender fleet show up or attacker fleet wins the fleet battle, military bases on the planet will defend and have a chance of shooting down one attacking ship of any size. If this is not the only ship attacker sends, then attacker wins.

Who will defend against Raid/Privateer?
Fleets on patrol or stationed on the attacked planet have a chance of detecting and intercepting these attacks.
–Larger ships, higher number of ships and fleets improve the chance of detecting and shooting down the attacking fleet.
–Defender will never lose any ships defending against these attacks.
–If enemy raid fleet is undeteted, military bases on the planet will be hit before all others, with a maximum loss of 100 MB per attack.

Fleet Return Time
5*(9-Engine_Lvl) + remainder of turn that you attacked on, in minutes. Fleet return time is doubled if you hit into a cluster you don't own and don't at the same time claim that cluster by a successful siege.

Who fires first?
Generally, the fleet with higher Detection (commander's ability) fires first, since it can see the enemy earlier. However, one of the fleets may be cloaked. Therefore, it will not be detected and can fire first even though it has lower Detection. Once the cloaked fleet fires, it becomes uncloaked. Note that some commander abilities can detect cloaked ships. Also note, that Detection ability alone does not help detecting cloaked ships at all. If both fleets are cloaked, they will not fire at each other. Fleets do not have shared vision. All fleets have a "red zone radii" of 300, which allows it to see all uncloaked fleets within 360 degrees of this range, regardless of detection/stealth values.

Accuracy
Weapon accuracy is based on attacker's computer AR (Attack Rate) and attacker's weapon AR vs defender's computer DR (Defense Rate) and defender's armor DR. All modifiers to AR and DR refer to overall AR and DR. Note that there are plenty of Devices and Special Abilities modifying these values. Also note that regardless of values, accuracy and damage are still random to a certain extent. Defender gets 5% DR bonus for blockades and 10% DR bonus for sieges.

Computer
Level
Name Attack
Rating
Defense
Rating
1 Electronic 100 233
2 Optical 133 289
3 Genetic 172 354
4 Quantum 218 429
5 Neuro 271 518

Mobility
Mobility is based on ship class and engine. Smaller ships and higher level engines give higher mobility. It is also affected by fleet experience, commander ability and ship devices. Mobility goes into armor DR calculation, and helps a decent proportion.

Engine
Level
Name Gunboat
Mobility
Doomstar
Mobility
1 Retro 45 15
2 Fusion 54 18
3 Anti-Matter 65 22
4 Impulse 78 26
5 Phase 93 31

Speed
Speed is based on ship class and engine. Smaller ships and higher level engines fly faster in battle. It is also affected by fleet experience, commander ability and ship devices. Speed determines how far a ship can fly every turn, and is important for ships with special fleet orders such as flank - if the ship fly too slowly, enemy fleets may have turned around before you can attack them from the back. Every grid in the defense plan represents an area of 200*200.

Engine
Level
Name Gunboat
Speed
Doomstar
Speed
1 Retro 16 9
2 Fusion 22 13
3 Anti-Matter 31 17
4 Impulse 42 24
5 Phase 59 34

Fleet Experience
Reduces panic modifier, reduces cooldown up to 10%, increases DR, increases AR, increases speed, and increases mobility. Max is 100. Train Injector will maximize it regardless of true experience. Changing commander of a fleet drops the fleet experience by 20%, reassigning a different design to a fleet drops the fleet experience by 10%. Remove/Add Ships of the same design does not cost fleet experience.

Morale
Each fleet has its own morale. It drops when the armada (all fleets in battle on the same side as the fleet in question) takes damage, loses ships or fleets in its armada are destroyed/retreated. It raises when the fleets does damage, kills ships, or when enemy fleets are destroyed/retreated. Psychological effects appear when morale drops significally. Berserk Modifier lowers the threshold at which Berserk effect occur; Panic Modifier affects threshold for other negative effects. So Berserk/Panic Modifier with a negative value is desired. Affected fleets can break formation, or enter states of Disorder (reduced abilities), Panic (immobilized), Retreat (run to back), Rout (run to nearest border) or Berserk (run through enemy). Commander's Efficiency reduces the time of temporary effects (Disorder, Berserk). Morover, all effects can be overcomed if morale raises. Morale also reduces cooldown, increases speed, and increases mobility.

PSI Weapons
PSI weapons deal less damage than other weapons at the same level, but their psychological effect (morale drop) is doubled and further increased by PSI Attack bonus from devices and commander abilities. With PSI weapons you can make the enemy fleet retreat/rout/panic much earlier than it should. An immobilized or retreating fleet will obviously not be a threat anymore and can be destroyed easily. PSI weapons are very effective but risky because a specially made design (e.g. with Energy-Organic Armor or Mactabillis Anti-PSI Device) can reduce PSI damage and effects by more than half. It is strongly advised to mix PSI weapons with normal ones.

4. b. Weapon and Armor Terminology

Weapon stats:
Attack Rate - accuracy
Dice Rolled / Dice Type - the amount of dice of a given type rolled in damage calculations;
if you are unfamiliar with multi-sided dice concept, refer to Appendix F to see min. and max. weapon damage
Cooling Time - the amount of turns needed for the weapon to reload
Angle of Fire - self-explanatory
Weapon Speed - currently not implemented
Attack Range - the maxiumum range of a weapon
Space - the amount of space the weapon takes in each slot

Weapon effects:
Shield Piercing - chance of doubling the damage dealt to shields.
Shield Overheat - triples the damage dealt to shields.
Shield Distortion - chance of bypassing the shields completly, including the solidity damage reduction.
Armor Piercing - additional chance of Critical Hits.
Additional Damage to Bio Armor - Deals additional damage to biological armors.
Critical Hits - chance of dealing twice the damage multiplied by the enemy ship's armor HP multiplier (Damage*2*EnemyArmorHPMultiplier).
Corrosivity - increases damage to armor by 1% per corrosivity.

Armor stats:
Defense Rate - counter-accuracy.
HP Multiplier - each ship class has base Hit Points equivalent to its total weapon space. Ship_HP = Base_HP*HP_Multiplier. Ship_HP is then multiplied by 1.2 if it is equipped with Reinforced Hull.
Repair - auto-repair (see FAQ).
Defense against Beam/Projectile/Missile/PSI - reduces total damage by a given percentage.

Related device/ability effects:
Shield Strength - effectively a shields' hit points. These absorb damage before the actaul ship hull is hit.

Shield
Level
Name Shield Strength
–Gunboat
Shield Strength
–Doomstar
1 Electromagnetic 30 3558
2 Graviton 42 4980
3 Deflector 58 6972
4 Barrier 82 9762
5 Multiphase 116 13668

Shield Recharge Rate - the speed at which shield strength recovers. Shield Recharge Rate per turn = Shield_Level*Ship_Size*2 (Ship size: Gunboat = 1, Doomstar = 10) The unit is in points, not percentages.
Shield Solidity - reduces damage by 3% per shield solidity, while shield strength (shield HP) is above 10%.
Impenetrable Armor - reduces the chance of Critical Hit (see Armor Piercing).
Impenetrable Shield - reduces the chance of Shield Piercing (see Shield Piercing).
Stealth - effectively increases the distance between a stealthed fleet and enemy fleets by the amount specified when fleet detection range checks are made by fleets.
PSI Attack - increases the PSI effect (morale drop).
PSI Defense - decreases the PSI effect.
PSI Neutralization Field - chance of complete damage reduction from a PSI weapon.
Berserk Modifier - increses or decreases the chance of going into berserk after morale drop.
Panic Modifier - increases or decreases the threshold at which the fleet is affected by morale drop (the lower the better).
Trained status - fleet experience is set to 100 in battle regardless of the fleet's real experience.


4. c. Ship Designs

Weapons
Generally, Missiles have a high initial firepower but high cooling time so that it is possible to destroy many ships with the first blow. In opposite to that; Beam and Projectile weapons have generally higher damage potential over time but low firepower per shot. The Best end-game weapons are the weapons found at 5th and 6th tier of Ship Components.

Armor
All 3 of the end-game armors are potentially useful. WoK is undoubtedly the best against missile weaponry, though it is very weak to projectile weaponry. Eternium is more of the middile ground armor, no particularly gaping weaknesses, and Energy-Organic Crystal is useful against players who rely heavily on Distortion Blaster. The end-tech armours are particularly vulnerable to critical hits unless used with a commander (eg Engineering Specialist) or device (Ablative Coating) which reduces them.

Devices
Several of the devices are for more specialized cases, such as psi enhancement or defense, but there are several decent options to choose from for generic designs. The following are inarguably useful in almost any design: Ablative Coating, Reinforced Hull, Coprocessor, Kwang-11, Cloaking Field Generator (Frigs to Cruisers only), Escape Pod, and Advanced Escape Pod.


4. d. Commander Abilities

Class
Determines the bonuses that the commander gives to other fleets when he is the Armada Commander (capital fleet). In all other cases, it is irrelevant. Class D commander can be as good as Class A.

Fleet Commanding
Determines the maximum amount of ships you can fleet with a commander. The maximum value for Level 1 admiral is 11, which becomes 40 (45 for some races) at Level 20.

Efficiency
Determines how effectively your fleet targets the enemy fleet, spreading damage more throughout enemy fleets the lower your efficiency is. Additionally, it influences the ability to overcome various psychological effects (ie. Berserk, Retreat, Panic). Note that it can much be higher than 100%.

Offense
Increases (value × 3%) Attack Rate and Defense Rate when Siege/Blockade others. Increases chance of success on Raid/Privateer missions.

Defense
Increases (value × 3%) Attack Rate and Defense Rate on defense.

Maneuver
Increases (value × 3%) ship Mobility and Speed.

Detection
Determines the range at which a commander will see the enemy and fire. Also used to detect enemy Raids and Privateers.

For Commander Special Abilities, see Appendix C.


5. Tactics


5. a. Defense Plan

Remember to always have a defense plan. The plan is set by fleet IDs, so if those change (ie. when you make, lose, disband some fleets) you have to make a new one. Someone without a defense plan can be easily broken by much less fleet power attacking in a formation.


5. b. Formations

It is generally a good idea to keep fleets close to each other. Scattered fleets are more likely to be targeted by several fleets at once, thus they die easily. Also, try to protect your capital fleet, since if it is destroyed, other fleets lose morale and may retreat or panic.

5. c. Fleet Orders

It may be time consuming to select Fleet Orders for 20 fleets, but it is worth the effort. The most important order is Formation - it keeps the formation you had set up, preventing faster fleets from going too far ahead and getting killed. Use of other orders can be useful in hitting certain fleets, such as those in the back or on the sides, as well as obtaining the additional critical hit chance gained from hitting a fleet from behind or on the side. An additional 5% to 20% critical hit chance can be gained, depending on the angle you hit from, which can add up to a significant improvement in damage (see Critical Hits).


5. d. Decoys/Fodder

Decoys/fodder fleets are usable only if you attack/defend with less than 20 fleets. It is possible to fill the remaining "slots" with crappy fleets (ie. cruisers, not cloaked, or gunboats for pure defense) so that the enemy fleets in front waste their initial missile rounds. It is also possible to put bigger and bigger ships in front in order to "sweep" the enemy decoys...


5. e. Scouting

This is the most basic thing to learn - scout before attacking. Blockade or (if possible) siege your enemy with 2 cruisers (or earlier - gunboats, but you must choose a planet from your own cluster) before sending your armada out. You will learn the size and formation of enemy fleets. Scout fleet should be fleeted with a crappy level 1 admiral, since he will most likely die.


5. f. Raping

In Magellan Wars, raping means taking a lot of planets from an unprotected player. It is done with a number of "grabbers" (usually fleets of 2 cruisers each, since a fleet consisting of 1 ship only can be destroyed by planet's Military Bases). This way, a defleeted player can lose tens of planets in a matter of minutes, and eventually die. With the implementation of 'Imperial Protection', a player will be temporarily un-siege-able until they make an offensive action or 12 hours pass. Total war also negates protection.


5. g. Commander Training

Commanders gain experience by participating in battles and missions. They can earn most exp. points for killing ships in battle. Alternatatives include: Training (it takes 48 hours to train from 1st level) up to level 20, whereafter they no longer gain experience. Privateer (200 exp. per mission, more if you steal more PP - to do so use bigger ships / better admirals), Raids (exp. gain depends on the number of buildings destroyed - from 0 to several thousands of points), Station (5 exp. per turn), Patrol (10 exp. per turn). Organized attacks by council mates with large fleets of smaller ships than whatever is being used on the fleet with the commander you wish to be trained are the safe way to get a commander to level 20 without real combat. Make sure to hit with single fleets repeatedly should you do this, as the capital fleet gives 3 times the normal experience when killed.


5. j. Mass Small Ships

This tactic is based on the fact that smaller ships always have higher firepower-to-cost ratio. Example:

Gunboat: 1,000 PP (3 Fusion Missiles)
Frigate: 9,363 PP (8 Fusion Missiles)

Frigate: 9,363 PP (8 Fusion Missiles)
Cruiser: 88,360 PP (28 Fusion Missiles)

As you can see, 9 Gunboats can carry 27 Fusion missiles in total, while 1 Frigate costs the same as 9 Gunboats but can carry only 8 Fusion missiles in total. Same principle applies to Frigate vs Cruiser, 9 Frigates carry 72 Fusion missiles while 1 Cruiser has only 28 Fusion missiles in total for same cost. However, you have to keep in mind that Cruiser can reach other clusters and small ships fluff your power a lot. Last but not least, you can only send 20 fleets into a battle, with 6-40 ships per fleet depending on the commander. So, this tactic is limited yet effective in certain situations.


5. k. Key Technologies

While Free Research is faster long-term, in some situtations you will want specific techs in order to achieve certain tasks.

Ability to declare independence (640k RP)
Psychology, Religion, Personalism Theory, Totalism Theory, Classism Theory.

Steal Common Technology spy op (800k RP)
Superconductor Computer, Bionic Chip, Artificial Intelligence, Genetic Computer, Self evolutionary S/E.

Steal Important Technology spy op (5,280k RP)
Superconductor Computer, Bionic Chip, Artificial Intelligence, Genetic Computer, Self evolutionary S/E, Artificial consciousness, Ghost Creation, Self-Evolutionary Network.

Galactic University (1.28m RP)
Ultralight Communication, Chaos Algebra, Non-linear Programming, Advanced Encryption Algorithm, Hyperspace Communication.

Anti-Matter Missiles (1.6m RP)
Anti-Matter Power tech gives the best early weapon and also a decent armor and engines.
Chaos Algebra, Fusion Power, Plasma Mechanics, Gravitation Physics, Cold Fusion, Unified Field Theory, Atomic Manipulation, Anti-Matter Power.

Homing Black Hole (165,920k RP)
The shortest path to arguably the strongest missile weapon, along with every level 5 ship component but the computer.
You need all techs needed for Anti-Matter Missiles + Inertia Control, Gravity Control, Temporal Mechanics, Solar Manipulation, Singularity Physics, Quark Manipulation, Novarization, N-dimensional Algebra, Solution of Chaos Equation, Matter Compression, Artificial Singularity, Probability Mechanics, Timespace Manipulation, Dimension Manipulation, Reverse Entropy.


6. Communication

Most players in Magellan Wars use IRC as their main coordination tool. MSN is useful for normal chatting while IRC provides more options like steady channels, setting topics, being able to easily view what's gone on during whatever period of time in that channel without disconnects presenting significant problems, crowd control etc.

MSN Messenger

mIRC (IRC client)

IRC data for Magellan Wars is:
Server: magellanwars.com
Port: 6667 Channel: #magellanwars , #help


8. Frequently Asked Questions

Q: What determines the waiting time for an expedition to find a new planet?
A: Every 48th hour, you have a chance to discover a new planet. This chance is affected by the amount of planets, and how many clusters, the player currently controls.

Q: How do I sell items on the Black Market?
A: You cannot sell anything on the Black Market.

Q: Why did my research cost suddenly increase?
A: Amount of research point needed to advance your technology is at 100% for the first week or so from set start. The cost drops to 50%, for the second week. Then it drops to 33% of base value from the third week onwards. However, after a server reboot or crash, the RP cost may go back to 100% for a short period of time, probably an hour or so.

Q: How to attack the Empire?
You can click the Empire Diplomacy Menu, and select Invade Empire. Note: The Magistrate must be defeated, before the Empire can be invaded.

Q: How to attack other players?
A: You can blockade or privateer any player within your attack range (75-133.33%). In order to siege or raid a player in your council, you must declare war on him first (Send Message in Diplomacy). In order to attack a player in another council, your council must declare war on his council (only Council Speaker can do that). Note that in order to declare wars, you/your council must share a cluster with enemy/enemy council, and the opposing council must also be in your council's attack range (50%~800%).

Q: When I tried to attack a player, I got a message saying that my ship is too small to voyage to his cluster. What is going on?
A: Only Cruisers and bigger ships can travel to planets located in cluster other than your home planet. You can check your home planets' cluster by clicking planet management or the planet invest pool link, or even the Domestic main link, and checking the name of your home planet. A name of 'Asnan-456' would indicate that your home cluster is 'Asnan'. You can get a list of all the clusters by clicking the Clusters link under the main Info main-link/drop-down.

Q: How does auto-repair work? Does it work at all?
A: It's effect isn't very significant due to current targetting issues.

Q: Why end-game score is totally different from power rankings?
A: End-game score is not based on fleet power at all. It depends on the achievements of the player, his total Fleet Score, and his ratio. Sieging the Capital Planet, also merits a large bonus.

Q: What are ending projects? How do I get them?
A: Each race has its own ending project. They give huge benefits but to be able to buy them, you must meet certain requirements. Each race has different requirements, and those are not known to players. Players can, through trial, and good communication, eventually discover the requirements for these projects.

Q: How to affect the rate at which new commanders appear in my pool?
A: The rate of commander spawning depends on your Military CM. You get a new admiral every 2 turns from Military CM of 6 up. With Military CM of 5, you get Admiral every 6 turns, with CM of 4, every 10 turns, with CM of 3, every 14 turns, and so on. Note, that you do not get new admirals if your total number of admirals (both in pool and in fleets) is 150 or greater.

Military
CM
Turns Per
Commander
Total Income Allocated
to Ship Building
11 2 80%
10 2 80%
9 2 75%
8 2 70%
7 2 65%
6 2 60%
5 6 55%
4 10 50%
3 14 45%
2 18 40%
1 22 35%
0 26 30%
–1 30 25%
–2 34 20%
–3 38 15%
–4 42 10%

Q: What does honor do?
A: Honor influences some random events, ie. there are some very bad things that happen only to evil players, and some good things that happen only to players with high honor. However, this does NOT mean that if you have high honor you will not recieve honor-independent events, of which there are alot of. Moreover, honor affects your panic modifier in battle, so being evil will make your admirals more likely to retreat after taking damage.

Q: What about council honor?
A: Council honor is as important as your personal honor. For the purpose of calculating morale and events probability, an average of the two values is taken. Council honor raises automatically by 1 point every 8 hours.

Q: How to raise my honor?
A: In short, you cannot. This is to prevent abuse. Honor does, however, raise automatically every day by 1 point, or 2 points if you have Diplomacy CM greater than 0. There is also a chance to have your honor raised significally by random events. What you can do about honor, is keep it from going down, which is explained in the next answer.

Q: How to keep my honor from dropping?
A: There are several things to remember. First of all, Diplomacy CM will lower all your honor losses by a given amount, up to 50% of the total loss. Losses for some actions like blockading a player half of your power can cost you over 20 base points, so Diplomacy CM bonus is significat. Note that for council honor calculations, speaker's Diplomacy CM is used. Therefore, Dementian speakers are best for PR... Then, you have to avoid actions that are considered evil. Such actions are:
- blockading people while not at war, especially if you are pacted/allied with the victim
- blockading (while not at war) or declaring wars on people/councils with power lower than yours, especially much lower...
- declaring wars on people/councils you were previously pacted with
- breaking pacts with people/councils if you were previously allied with
- using harmful special operations, especially if you are pacted/allied with the victim
- bribing the Empire, requesting boons or aid, submitting to Empire's demands (all minimal, usually 1 point loss)
Honor differences will increase or decrease the loss. This means that if you have much higher honor than the victim, you can do evil things to him/her and get away with it. Yes, be nice to other nice players, but give the evil bastards what they deserve! :) Note: blockading/sieging while at war is perfectly justified and will not cost any honor regardless of power/honor differences.

Q: So I got 0 honor. I am Evil! Am I screwed?
A: Many players don't care. They have to suffer from the reduced morale and evil events being slightly more common, but they get an obvious advantage of being able to attack anyone they can to grab good planets and keep their opponents low. This advantage is actually better than anything else, but the significance of honor gives a slight bonus for being nice.


9. Appendix A: Racial CM Modifiers



RACEENV.GROWTHPROD.MILITARYCOMMERCEDIPLOMACYEFFIC.GENIUSFAC. COSTRESEARCHSPY
Imperialist –1 +2 –1 +2
Karakiri +2 +2 +2 –1
Thatloque –1 –1 +3 -2
Accedo Machina +2 +3
Celebrus Opes +1 –2 +2 –2
Cochehua +4 –3 –3
Dementian –2 +4
Tetecuhtin +2 –2
Mactabillis +1 –2 +1 –1
Mocuepa +2 -3 +2 -2
Jinchou Tennou +2 –3 +2 –3


10. Appendix B: Racial Commander Attribute Modifiers



RACESIEGEBLOCK.RAIDPRIV.REPEL.BREAKPREV. RAIDMANEUVERDETECT.BERSERKSURVIVALPANIC
Imperialist –2+5
Karakiri –1 +5–5
Thatloque +5+5
Accedo Machina +1+5
Celebrus Opes –5–5
Cochehua +2–5–10
Dementian –5+10
Tetecuhtin –2+5–5–5
Mactabillis –1 +5–5
Mocuepa
Jinchou Tennou +2


11. Appendix C: Commander Special Abilities


Notes:
– The effectiveness of abilities depends on the commander's level.
– Complete Cloaking is an equivalent of Cloaking Field Generator device. Weak Cloaking also is, but it can be detected by commanders with Weak Cloaking Detection.
– Stealth value affects the detection range of the enemy trying to detect the fleet. Thus, +50% means that the enemy will need 50% more detection points to see the fleet at a given range.


ABILITYGENERAL EFFECTS
Artifact Cooling Engine
Races: Jinchou Tennou
Cooling Time reduction up to 50%
Mobility Bonus up to +10
Shield Solidity penalty up to -3
Artifact Crystal
Races: Mactabillis
Beam Damage bonus up to 40%
Shield Recharge Rate bonus up to 100%
Speed bonus up to 40%
Ascended Devourer
Races: Dementian
Shield Distortion bonus up to +10
Armor Piercing bonus up to +10
Damage Bonus up to 10%
Speed bonus up to 25%
+2 to all stats
Ballistic Expert
Races: All
Projectile Cooling Time reduction up to 40%
Projectile Attack Rate bonus up to 40%
Projectile Damage bonus up to 40%
Blind Horror
Races: Mocuepa
Detection bonus up to +10
Damage Reduction up to 20%
DR bonus up to +30
Blitzkrieg
Races: Mactabillis
Damage bonus on missiles and ballistics up to +15%
Critical Hit bonus on missiles and ballistics up to +5%
Cooldown Reduction on missiles and ballistics up to -10%
Maneuver bonus up to +7
Clonal Double
Races: Karakiri
If commander dies in battle, it has an additional Survival chance up to +50
Defense Rate bonus up to 20%
Attack Rate bonus up to 20%
Commerce King
Races: Thatloque
HP bonus up to 50%
Defensive Rate bonus up to 8%
When Capital, 10% DR bonus to armada
Consciousness Crystal
Races: Tetecuhtin
Beam Damage bonus up to 20%
Attack Rate Bonus to Beams up to 20%
Attack Rate bonus to PSI up to 20%
Cyber Scan Unit
Races: Celebrus Opes, Accedo Machina
Attack Rate bonus up to 10%
Attack Rate bonus to Missiles up to 10%
Weak Cloaking Detection
Detection bonus up to +9
Defensive Matrix
Races: Jinchou Tennou
Damage reduction up to 25%
Morale Bonus up to +10
Berserk Bonus up to -10
Defense Rate Bonus up to +10%
Shield Strenghth increased by up to 30%
DNA Poison Replicater
Races: Karakiri
Missile Damage bonus up to 40%
Projectile Damage bonus up to 40%
Energy System Specialist
Races: All
Beam Cooling Time reduction up to 20%
Beam Attack Rate bonus up to 20%
Beam Damage bonus up to 20%
Engineering Specialist
Races: All
Armor Defense Rate bonus up to +25
Repair bonus (lvl 6+) up to +3% HP per 10 turns
Repair Speed bonus up to 40%
Impenetrable Armor bonus up to +40
Famous Privateer
Races: Thatloque
Stealth bonus up to 65%
Speed bonus up to 20%
Weak Cloaking (lvl 7+)
When Capital, +10 Stealth bonus to armada
Genetic Abomination
Races: Mocuepa
Morale Penalty up to -10
Critical Damage bonus up to 100%
Speed bonus up to +20%
Weak Cloaking Detection (lvl 10+)
Complete Cloaking Detection (lvl 20)
Weak Cloaking (lvl 10+)
Complete Cloaking (lvl 20)
Hive Mind
Races: Karakiri
Bonus to all abilities +2
Fleet Commanding bonus up to +5
Efficiency bonus up to +10
Impentrable Armor bonus +10 for Biological Armors
Intuition
Races: Imperialist
Critical Hit bonus up to 15%
Detection bonus up to +6
Weak Cloaking Detection (lvl 5+)
Irrational Tactics
Races: Imperialist
Defense Rate bonus up to 30%
Armor Defense Rate bonus up to 20%
Weapon Range penalty up to -20%
Kamakazi Cannon
Races: Mocuepa
Cooling Time Reduction bonus up to -20%
Damage Bonus up to +25%
Knights Aegis
Races: Dementian
PSI Attack Bonus up to 50%
Impenetrable Shield bonus up to +50
Shield Strenght bonus up to +50%
Shield Solidity Bonus up to +5
Lone Wolf
Races: Imperialist
Stealth bonus up to 40%
Mobility bonus up to 40%
Weak Cloaking (lvl 6+)
Decreases morale gain from capital fleet by up to 100%
Decreases bonuses from Capital Fleet by 50% for the fleet one commands.
Privateer bonus up to +7
Lying Dormant
Races: Cochehua
Stealth up to 100%
Weak Cloaking
Critical Hit bonus to Missiles up to +10%
Decreases bonuses from Capital Fleet by 50% for the fleet one commands.
Management Protocol
Races: Celebrus Opes
Fleet Commanding bonus up to +5
Speed bonus up to 50%
Attack Rating bonus up to 20%
Cooldown Reduction bonus up to -5%
Efficiency bonus up to +20
Mental Giant
Races: Tetecuhtin
Morale Bonus up to +5
Berserk Bonus up to -5
Psi Attack bonus up to +25%
Detection Range bonus up to +12
Psi Defense pentalty of -10 (>lvl 6)
Psi Defense penalty of -5 (>lvl 9)
Complete Cloaking Detection (lvl 10+)
Weak Cloaking Detection (lvl 7+)
Meteor Drones
Races: Cochehua
Damage reduction up to 20%
Defense Rating Bonus up to +20%
Speed Penalty up to -10%
Missile Craters
Races: Cochehua
Cooling Time reduction up to 40%
armorHP penalty up to 15%
Missile Specialist
Races: All
Missile Cooling Time reduction up to 40%
Missile Attack Rate bonus up to 40%
Missile Damage bonus up to 40%
Pattern Broadcaster
Races: Accedo Machina
Defense Rate Against Missiles bonus up to 50%
Defense Rate bonus up to 20%
Stealth penalty up to -50%
Psychic Progenitor
Races: Jinchou Tennou
PSI Attack bonus up to 40%
Complete Cloaking Detection
Weak Cloaking (lvl 7+)
Complete Cloaking (lvl 13+)
Attack Rating Bonus up to 20%
Speed bonus up to 30%
Raging Collosus
Races: Dementian
PSI Attack bonus up to 100%
Attack Rate bonus up to +40%
Rigid Thinking
Races: Celebrus Opes
Berserk Modifier -5
Morale Modifier +5
Defense Rate bonus up to 30%
Impeneterable Armor bonus up to +10
Shield Disrupter
Races: Thatloque
Shield Distortion bonus up to 50%
Attack Rate bonus up to 20%
Shield System Specialist
Races: All
Shield Solidity bonus up to +5
Shield Strength bonus up to 50%
Shield Recharge Rate bonus up to 50%
Impenetrable Shield bonus up to 20%
Tactical Genius
Races: Mactabillis
Fleet morale bonus of 25
Damage reduction up to 10%
Impeneterable Armor bonus up to +10
Increases bonuses to others from Capital Fleet by 50% if commanding Capital Fleet
Morale Modifier +15
Berserk Modifier -5
When Capital, +10 Morale to armada
Trajectory Augmentation
Races: Accedo Machina
Projectile Attack Rate bonus up to 30%
Projectile Damage bonus up to 10%
Defense Rating Bonus against Ballistics up to 10%
Efficiency bonus up to 30
Xenophobic Fanatic
Races: Tetecuhtin

PSI Attack bonus up to 15%
Mobility bonus up to 20%
Defense Rating Bonus up to 20%
PSI Defense penalty up to -15%
Offense bonus up to +5


12. Appendix D: Projects



12. a. Planet Based Projects

PROJECTCOSTPREREQUISITEEFFECT
Clone Family100,000 PPAdv. Totalism Theory
Karakiri, Celebrus Opes, Cochehua, Tetecuhtin
+2 Production
+2 Facility Cost
–1 Genius
–1 Research
Desire Amplifier5,000 PPPsychology
Imperialist
+1 Growth
+1 Production
–1 Efficiency
–1 Research
Earth Elevator35,000 PPCore Mining+1 Production
Saga Archive10,000 PPAdv. Personalism Theory
Thatloque, Dementian, Jinchou Tennou
+1 Diplomacy
+2 Genius
Solar Control System40,000 PPSolar Manipulation+1 Environment
Orbital Space Elevator140,000 PPNanoscale Robot+1 Production
+1 Military
Organic Plant300,000 PPCloning
Karakiri
+1 Growth
+1 Production
+2 Facility Cost
Mechanic Bard35,000 PPPrimitive Mind+1 Growth
Mind Control Center100,000 PPAdv. Classism Theory
Imperialist, Accedo Machina, Mactabillis
+1 Military
+1 Efficiency
Planet Environment Stabilizer30,000 PPPsionic : Life+2 Environment
+1 Growth
Propaganda Entertainment20,000 PPAdvanced Psychology+1 Growth
–1 Research
–1 Production
+1 Military
+1 Efficiency


12. b. Domain Ranged Projects

PROJECTCOSTPREREQUISITEEFFECT
Crusade Headquarters300,000 PPCollective Unconsciousness
Tetecuhtin
+1 Military
+30,000 MP / turn
Dream Maker600,000 PPPsionic : Matter
Dementian, Tetecuhtin
+1 Production
+2 Genius
–1 Facility Cost
Galactic Liberalism Movement100,000 PPPersonalism Theory
Thatloque, Dementian, Jinchou Tennou
–1 Production
+3 Commerce
+3 Research
Galactic University300,000 PPHyperspace Communication
Jinchou Tennou
+75% RP / turn
–0% PP / turn
Imperialistoid Plant600,000 PPSecret of Life
Imperialist
+2 Production
–1 Diplomacy
+2 Facility Cost
Imperial Palace300,000 PPImperium
Imperialist, Accedo Machina, Mactabillis
+2 Military
+1 Production
+2 Diplomacy
–1 Facility Cost
Memory Rewinder20,000 PPSelf-Evolutionary S/E+1 Research
Mind Passway150,000 PPTelepathic Training
Dementian, Tetecuhtin
+2 Spy
Perfect Secretary100,000 PPMind-Machine Interface+1 Spy
+1 Commerce
Symbol of Liberation300,000 PPAnarchism
Thatloque, Dementian, Jinchou Tennou
+2 Genius
+1 Production
+1 Commerce
–2 Spy
+1 Research
The One Unified Mind300,000 PPUnification
Karakiri, Celebrus Opes, Cochehua, Tetecuhtin
+2 Production
+2 Growth
+1 Efficiency
–1 Spy
–1 Diplomacy
University of Past, Present and Future300,000 PPMeaning of Universe+2 Research
+2 Diplomacy
Will of the Righteousness5,000 PPReligion
Imperialist, Accedo Machina, Mactabillis
+1 Production
+1 Military
–1 Commerce
–1 Diplomacy


12. c. Council Projects

PROJECTCOSTPREREQUISITEEFFECT
Advocacy of Green Round30,000 PPGreen Economics+2 Environment
+1 Efficiency
–1 Facility Cost
AI Bill of Rights200,000 PPSelf-Evolutionary Network–1 Military
+4 Efficiency
–1 Facility Cost
Archmage50,000 PPArtificial Consciousness+1 Genius
Fallen Head2,000,000 PPThought of God–2 Environment
–1 Growth
+2 Military
+1 Commerce
+2 Efficiency
+3 Diplomacy
Galactic Agreement of Free Commerce15,000 PPGalactic Economics+2 Commerce
Ghost Patrol100,000 PPGhost Creation+1 Spy
Neutral Power Declaration500,000 PPWill to Power+1 Research
+2 Production
–2 Military
+1 Spy
+2 Commerce
–1 Diplomacy
Nova Plant200,000 PPNovarization–1 Commerce
+3 Production
–1 Environment
Thinker Ball2,000,000 PPTemporal Probability Computing+3 Military
+2 Commerce
+2 Efficiency
–2 Facility Cost
Truth Tester225,000 PPSelf-evident Language+1 Research
+1 Spy
+1 Diplomacy


12. d. Black Market Projects

Black Market Projects are hard earned, and only availible through the Black Market section. Many projects here have enormous effects on an Empire, and are worth every PP spent. Almost all Black Market Projects have secret requirements, that are left to the players, to explore and discover. Some Projects have clues and hints in their descriptions, while others are harder to discern. Early game Black Market Projects can be found on the table below, and have no secret requirements.

PROJECTCOSTPREREQUISITEEFFECT
Secret of Genetic Code9,000 PPGenetic Engineering+2 Genius
+2 Growth
–1 Research
Crimson Eye2,000,000 PPCollective Mind+1 Military
+10 Enemy Panic Modifier (when on defense)
Information Network Library4,000,000 PPInformation Network Library+2 Research
+2 Production
–2 Diplomacy
Dimension Gate7,000,000 PPPsionic : Space+1 Commerce
–30% Fleet Return Time


12. d. Ending Projects

PROJECTCOSTPREREQUISITEEFFECT
Imperialist Ending Mk.I0 PPUNKNOWN+2,000,000 PP / turn
+25,000 RP / turn
+25,000 MP / turn
Karakiri Ending Mk.I0 PPUNKNOWN+2 Military
Gain Ability: Hive Ship Yard
Thatloque Ending Mk.I0 PPUNKNOWN+2 Military
+2 Commerce
–1 Efficiency
–2 Diplomacy
Gain Ability: Stealth Pirate
Accedo Machina Ending Mk.I0 PPUNKNOWN+2 Efficiency
+2 Genius
–1 Diplomacy
Celebrus Opes Ending Mk.I0 PPUNKNOWN–1 Efficiency
+3 Genius
Gain Ability: Advanced Battle Processing
Cochehua Ending Mk.I0 PPUNKNOWN+2 Efficiency
+2 Diplomacy
Dementian Ending Mk.I0 PPUNKNOWN+3 Military
Gain Ability: Enhanced Shielding
Lose Ability: Pacifist
Gain Weapon: Psionic Dominator
Mactabillis Ending Mk.I0 PPUNKNOWN+2 Efficiency
Gain Ability: Militaristic Dominance
Tetecuhtin Ending Mk.I0 PPUNKNOWNGain Ability: Enhanced PSI
Gain Ability: Fanatical Recruiting
Mocuepa Ending MK.I 0 PP UNKNOWN Gain Ability: Great Mother Plant
+2 Military
Jinchou Tennou Ending Mk.I0 PPUNKNOWN+2 Military
+2 Diplomacy


13. Appendix E: Planetary CM Modifers



ATTRIBUTEEFFECT
Ancient Ruins+2 Research, +2 Commerce, +1 Genius CM (global, not cumulative)
Artifact+10 Research
Asteroid+2 Production
Beautiful Landscape+3 Commerce, –1 Spy
Black Hole–2 Environment, –3 Commerce, –2 Production
Cognition Amplifier Relic+3 Facility Cost, +6 Production, +1 Production CM (global, not cumulative)
Dark Nebula–2 Environment, –2 Commerce
Frontier Area–2 Commerce
Gravity Controlled+2 Environment
Hostile Monster–1 Environment, fixed by Primitive Language
Intensive Volcanic Activity–2 Environment, +10 Production
Irregular Climate–2 Environment
Lost Trabotulin Library+30 Research, +5 Military, +10 Commerce, +1 Facility Cost CM (global, not cumulative), +5 Research CM (global, not cumulative), +1 Military CM (global, not cumulative)
Maintenance Center+3 Facility Cost, +2 Commerce, +2 Growth
Major Space Route+5 Commerce
Major Space Crossroute+10 Commerce, +1 Commerce CM (global, not cumulative)
Massive Artifact+20 Research
Military Stronghold+15 Military, –5 Commerce, +1 Military CM (global, not cumulative)
Moon+3 Military, +3 Growth, +2 Commerce
Moon Cluster+4 Military, +3 Growth, +5 Commerce, +1 Facility Cost
Nebula+2 Military, +2 Research, +2 Commerce
Obstinate Microbe–2 Environment, fixed by Genetic Therapy
Ocean+1 Environment, +3 Growth, –4 Facility Cost, +4 Research
Radiation–1 Environment, fixed by Solar Manipulation
Rare Ore+3 Production, +2 Commerce
Severe Radiation–2 Environment, fixed by Solar Manipulation
Ship Yard+5 Military
Volcanic Activity–1 Environment, +4 Production
Underground Caverns+1 Facility Cost, +1 Military, +3 Growth
Investment+1 to +10 Growth, +1 to +5 Facility Cost


14. Appendix F: Weapon Statistics



WEAPONTYPEDAM.COOL.RANGEANGLEARSPACESPECIAL
LaserBeam2-85010003010025 
Nuclear MissileMissile5-2520015009010020 
Rail GunProjectile2-830800305025Shield Piercing +100
Plasma BeamBeam3-127010003012028Shield Overheat, Bio +175%
Crystal LaserBeam4-166010003012030 
Fusion MissileMissile8-8030015009012033 
Gatling Rail GunProjectile3-1217800305544Shield Piercing +100
Mass DriverProjectile4-2045800309030Shield Piercing +100
Psi DisrupterMissile5-3518010003016040PSI
Graviton BeamBeam4-165510003014429Shield Piercing +25, Armor Piercing +25
Psi BlasterProjectile4-287210003014435PSI
Neutron BlasterBeam5-256010003014438Bio +200%
Anti-Matter MissileMissile10-20040015009014438 
Kamikaze Concious TorpedoMissile8-8033015009020028PSI, Bio +200%
Death SporeMissile 7-7028015009017230 Corrosivity +25
Anti-Matter CannonProjectile6-42268003012050Shield Piercing +100
Nova TorpedoMissile18-36048015009017240 
Reflexium MissileMissile12-24035515009020040Shield Distortion +100
Psionic Pulse ShockerMissile10-14024017009017232PSI, Shield Distortion +75
Psionic DominatorMissile10-14024017009030032PSI, Shield Distortion +100
(Requires Dementian Ending Mk.I)
Gauss CannonProjectile7-7730800309045Shield Piercing +100, Armor Piercing +25
Autofire Gauss CannonProjectile5-5515800309050Shield Piercing +100, Armor Piercing +25
Tachyon BeamBeam5-305410003027340Armor Piercing +45
PhasorBeam7-494010009025050Shield Overheat
Oscillation of DissonanceBeam7-5670100018020050Armor Piercing +80
Psi Storm LauncherBeam7-707212006020038PSI, Shield Distortion +25
Time-Wake Homing MissileMissile15-27237515009028050Shield Distortion +65, Armor Piercing +30
Homing Black HoleMissile40-1200500150090250100 
Distortion BlasterProjectile11-11031800120120100Shield Piercing +100, Armor Piercing +30
Ectoplasmic AnnihilatorProjectile5-25225003011525Corrosivity +75
(Only available to Accedo Machina)
Nahodoom Ray LauncherBeam15-1957290075160120Shield Piercing +100, Armor Piercing +60
(Only available to Mactabillis)


15. Appendix G: Armor Statistics



ARMORLVLTYPEDRHPxMISSILEPROJ.BEAMPSIREPAIRSPECIAL
Titanium1Normal301
Mithril2Normal341.3515%
Self-Recovering Crystal2Normal361.2–5%20%10%+3% / 10 turns
Biocentric2Bio301.8–10%–10%–20%+3% / 10 turns
Adamantium3Normal401.9530%
Organic3Bio362.4–20%–20%+3% / 5 turns
Anti-Matter Reactive Armor3React301.5535%10%
Neutronium4Normal53320%repair speed –50%
Anti-Matter Crystal4Bio402.420%20%10%+1% / 10 turns
Reflexium4React402.145%5%5%
Eternium5Normal833.8520%20%20%non-repairable
Energy-Organic Crystal5Bio504.625%+1% / 1 turns–25% Shield Strength
Wall of Klein5React302.665%20%50%
Exalted Armor 6 Normal 100 4.0 10% 40% 30% +5% to Computer
Superorganism 6 Bio 60 5.0 15% 5% 25% +5% to Commander Survival
+10% Speed
Shield Supercapacitor 6 React 50 3.0 60% 20% 40% 200% Shield Strength
+10 Shield Integrity


16. Appendix H: Device Statistics



NAMELVLMINMAXPREREQUISITEEFFECTS
Anti-PSI Device1110Race: MactabillisPSI Neutralization Field +65%
Force Field Generator1110Unified Field TheoryShield Solidity +3
Shield Strength +40%
Impenetrable Shield +15
Inertia Nullifier1110Inertia ControlDR against Beam +25%
DR against Projectile +5%
Mobility +30%
Space Mining Module1410Race: ThatloqueSpace Mining
Amplifying Chip2110Crystal ManipulationShield Solidity +2
Shield Strength +30%
Cooling Time -5%
Booster Device2110Gravity ControlMobility +40%
Speed +40%
Coprocessor2110Advanced Encryption AlgorithmComputer +10%
ECM Jammer2110Auto-channeling CommunicationDR against Missile +35%
Gyro Deformator2110Gravity ControlMobility -25% to Enemy Fleets in range of 1000
Mind Tracker2110Primitive MindPSI Attack +70%
Reinforced Hull2110Microscale RobotHP +20%
Self-Conscious Fleet2110Artificial ConsciousnessEfficiency +35
Shield Capacitor2110Hyperspace Communication +5 Shield Strength
+20 Shield Integrity
Escape Pod3110Robotic ManufacturingCommander Survival +20
Train Injector3110Mind-Machine InterfaceTrained
Berserk Modifier -10
Panic Modifier -15
Efficiency +10
Ablative Coating3110Nanoscale RobotImpenetrable Armor +15
Organic Carapace 4 1 10 Artificial Evolution +5 Impenetrable Armor
+10% HP
Purple Shiny Paint 4310Nanoscale Robot +5 Impenetrable Armor to Front
+10 Impenetrable Armor to Sides
+15 Impenetrable Armor to Rear
Cloaking Field Generator415N-dimensional AlgebraStealth +25
Complete Cloaking
Homing Beacon4110Universal TranslatorCommander Survival +20
Insanity Field Generator4810Collective Mind
Racial Ability: PSI
Damage +400 each turn to armor of Enemy Fleets in range of 875. (This damage does not stack, is unrelated to number of ships or fleets.)
Kwang-114110Self-Evolutionary NetworkComputer -15% to Enemy Fleets in range of 900
Mind Protector4110Telepathic TrainingPSI Defense +50%
Berserk Modifier -10
Panic Modifier -15
Ballistic Accelerator4110Quantum ComputerProjectile AR +20%
Projectile Damage +15%
Projectile Cooldown +5%
Crimson Figurehead4110Telepathic TrainingBerserk Modifier +5 to Enemy Fleets in range of 1000
Panic Modifier +5 to Enemy Fleets in range of 1000
High Energy Focus5510Energy-Matter SynthesisBeam Damage +20%
Psi Barrier5110Psionic : EnergyPSI Defense +50%
PSI Neutralization Field +25%
Psi-Control System5410Psionic : LifePSI Attack +60%
PSI Defense +100%
Psi Drive5110Psionic PowerMobility +45%
Speed +45%
Phase Shift Generator518Race: ThatloqueComplete Cloaking
Missile Guidance System5110Permanent EngineMissile AR +30%
–25% Defense Rate
Shield Phase Detector 5 1 10 Probability Mechanics +10 Shield Peircing
Structural Analyzer 5 1 10 Probability Mechanics +5 Armor Penetration
+5% to Computer
Artifact Dampening Field 6 8 10 Artifact Dampening Field Plans Impenetrable Armor +10
Shield Solidity +10
Damage Reduction +10


17. Appendix I: Event Effects (Not Updated Yet)



NAMETYPEDESCRIPTIONDUR.H.MINH.MAXEFFECTS
Cochehua Spawning FrenzySystemYour system is filled with millions of tiny Cochehua spawn. They are too small to recognize as Cochehua, but are in search of a good asteroid belt to colonize. They clog all ship traffic and their hard bodies constantly strain ship shields.96 0100Would reduce some shield attribute if it worked.
Angry EntertainmentSystemThe young on your planets have started enjoying a new violent form of entertainment. There are many accidents and many of them seem to be ignoring education.144 060–3 Growth CM.
–3 Research CM.
+1 Military CM.
Archeological FindSystemYour scientists unearth a strange device one day. Only after intense study do they realize what it is. This device will help to moderate this planets gravity.36 0100Gain Gravity Control attribute on a random planet.
AssassinationSystemOne of your active commanders is assassinated.36050Lose a random commander.
Attempted Military CoupMajorThe on planet military on one of your planets attempts to take the planet from you. You are able to put the revolt down yourself, but you must divert critical resources to the effort.72030Sends a few fleets out on mission.
Bribe from a Wealthy MerchantSystemA wealthy trading baron asks to open trade with your planets. In exchange he is offering to help start the local economy by giving you 30m PP.36060Gain 30m PP.
Carbon CloudSystemA large dark cloud rolls into your system one day. Any ships, which travel through the cloud, build up a large deposit of carbon on their hulls. This greatly slows them down, but ballistic weapons have less effect as this coating absorbs their force.960100Would give some projectile resistance and such if it worked.
Colony Lost/RefoundRacial: Karakiri OnlyOne of your research colonies was given too much freedom by the parent mind, and all contact was lost. This colony was on its own for a while. When it was regained, the parent mind decided to incorporate all its new knowledge and resources.2880100Gain 50m PP.
+2 Research CM.
Commerce Title OfferedSystem, Non-Cochehua Only, AnswerYou are elected as the guardian of free commerce by the galaxy commerce guild. All you have to do is pay 1,000,000 PP, and you'll have the title.360100Lose 1m PP.
+5 Commerce CM, losing 1 CM per 288 turns.
+10 Honor.
Computer VirusSystemYour computer system has been corrupted by a presentient form of AI. This AI is drastically slowing your development progress.720100–2 Research CM.
Discrimination DemonstrationsSystemA segment of you population demands equal treatment. They complain for weeks and finally you give in to their demands. You will let them work, just like all your other subjects. After a while, they decide they don't like work much after all and quit.120050–3 Production CM.
Dockside SabotageSystemSomehow, your ship storage docks have been sabotaged. None of the ships in your pool survived the explosion.36020All ships in the ship pool are destroyed.
Drug CrazeSystemNew drug craze sweeps your population. People refuse to learn or work, they just want to have sex all the time.720100+2 Growth CM.
–3 Research CM.
–3 Production CM.
–3 Genius CM.
Energy LeechSystemThis odd being latches on to one of your fleet groups and drains all ship energy. Before it can be destroyed, all hands aboard die. This includes some of your commanders unfortunately.360100A random fleet and it's commander are killed.
Experiment Gone WrongSystemYour scientists were studying how your brain works and they made a horrible error. They accidentally irradiated their own brains too much. Your research capacity drops alarmingly until you can train some new scientists.720100–5 Research CM.
Freakish WeatherSystem, Non-Cochehua OnlyOne of your planets suffers major storms such as tornadoes and hurricanes. This wrecks some buildings, kills some people, and reduces production.30100Random planets endure pop. loss, production CM penalty of 3, and building loss.
Governmental CollapseRacial: Imperialist OnlyThe current form of government has been removed through a coup. For a while, things are rough, but after people adapt, things seem better. For a while at least.2880100–4 Research CM [144 turns].
–4 Production CM [144 turns].
–4 Facility Cost CM [144 turns].
+2 Research CM [288 turns].
+2 Production CM [288 turns].
+2 Facility Cost CM [288 turns].
Heroic RescueSystemOne of your commanders succeeds in rescuing a kidnapped child of your magistrate.3650100+30 Empire Relation.
Random commander gains 1 level.
+5 Honor.
Horrible AccusationsSystemSome unknown party has implicated you in an attempt to remove the magistrate from the Emperor's favor. The Magistrate trusted the party and you could feel his scorn response.36060–15 Empire Relation.
Horrible AccusationsSystemSome unknown party has implicated you in an attempt to remove the magistrate from the Emperor's favor. However, the Magistrate trusted you.3640100+5 Empire Relation.
Imperial GiftSystemThe Emperor, or the Magistrate in his place, has deemed you worth of a gift.3640100Empire grants a boon.
Imperial InvestigatorSystemThe Empire has sent an investigator to determine if the Magistrate has been giving accurate reports. He reports to the Empire on your loyalty and the Empire decides that the magistrate has been reporting accurately.360100No effect.
Imperial InvestigatorSystemThe Empire has sent an investigator to determine if the Magistrate has been giving accurate reports. He reports to the Empire on your loyalty and the Empire decides that the magistrate has been too humble on your behalf.3640100Gain 1m PP.
+5 Empire Relation.
Imperial InvestigatorSystemThe Empire has sent an investigator to determine if the Magistrate has been giving accurate reports. He reports to the Empire on your loyalty and the Empire decides that the magistrate has been too kind for one as evil as you.36040–30 Empire Relation.
Imperial LeviesSystemThe Emperor has decided to improve the fleets of the Magistrate. To do this, he is calling for all systems to send warriors. From your system he demands commanders.36010025% of your pooled commanders are lost.
Industrial Nanite FailureSystemThese nanites were originally produced in order to help reduce waste. There was an error in their programming somewhere. They have been weakening the end product of many of your critical processes. This is adding major excess waste.720100–2 Efficiency CM.
Information Routing ErrorSystemYour main coordination system had a horrible malfunction. You learned about it in time to avoid it destroying your empire, but it did cause some problems.360100Concentration mode changed randomly.
Insane Mental GiantSystemSomewhere in your system, someone or something with enormous psychic powers has gone insane. It has been broadcasting non-stop on all psychic wavelengths. All you know is that it is reducing the effects of all psychic attacks in your system, and he keeps repeating something about a being known as 'Dora'.960100Would grant +50% Psi Defense if it worked.
Interstellar Dust CloudSystemYour system is filled with a fine particulate cloud which moves seemingly of its own will. This cloud has the effect of dispersing beams fired in it.960100Would reduce beam damage or AR by 50% if it worked.
Living Asteroid Belt FoundRacial: Cochehua OnlyIn your wanderings you encounter a rogue spawn of young Cochehua. You bring them under your control and add them to your fleet.360100Gain two level 12 commanders (broken, level 1).
Mass HysteriaSystemYour people are convinced that they are being infiltrated by some alien race. Suspicion is everywhere and people no longer trust anything.96070–3 Production CM.
–3 Diplomacy CM.
Military Genius TrainedRacial: Mactabillis OnlyYour military college has produced one of those genius tacticians that are only born once a millennium. This person becomes the best professor your academies have ever seen.2880100+7 Genius CM.
Mystic VisionRacial: Tetecuhtin OnlyOne of your High politicians has been given a vision. This vision inspires your people and they work with greater ferocity for a while.2880100+2 Production CM.
+2 to Siege, Blockade, Raid, and Privateer stats of all commanders.
Natural Tectonic DisasterSystem, Non-Cochehua OnlyOne of your major cities experiences major tectonic shifting resulting in earthquakes and minor volcanic eruptions. Your scientists are able to warn your population in time, but there is major damage to your buildings.960100Building loss on a random planet.
New Race Joins UpRacial: Jinchou Tennou OnlyThe remains of another race which survived the M-13 collapse join you. They bring a new technology with them and new ways of thinking.2880100Gain a random technology.
+2 Research CM.
New Resources DiscoveredSystemJust as you thought that you had exhausted the remains of the main resource of the planet, your scientists discover a large amount of another useful resource.360100Random planet's resource value increased.
New Tech DiscoveredSystemYour scout ships find a relic from earlier in the Empire, and thinking to salvage the materials, return with it. Upon looting the remains, your engineers discover valuable information in the computers.360100Gain a random technology.
Past Memory Core FoundRacial: Celebrus Opes OnlyAn old memory core from a lost colony is found. This core has the knowledge of ages past.2880100Gain a random technology.
–2 Research CM [144 turns].
Pirates in Your Trading LanesSystemThere have been pirates sighted in your system. Your scout ships detected a band of roving pirates in your trade lanes. After dispatching them, you gained 800k PP reward for their deaths.360100Gain 800k PP.
Pirates in Your Trading LanesSystemThere have been pirates sighted in your system. Your trading lanes are under attack by pirates. All commerce you are under is reduced.480100–4 Commerce CM
Population ExplosionSystemOne of your planets has had a massive population surge.960100Random planet recieves a +5 Growth CM.
Previous Civilization DiscoveredSystem, Non-Cochehua OnlyYour archaeologists discover the remains of a highly advanced civilization on one of your planets.480100Gain a random technology.
+2 Research CM.
Racial AmnesiaMajorWhen those cosmic radiation storms came through, you didn't think it caused any damage. Unfortunately, that is because you forgot. In fact, you forgot quite a bit.360100Lose a random technology.
Lose a random project.
Radical TerroristsSystem, Non-Cochehua OnlyThese terrorists have decided that altering the environment is evil, even if it is necessary to live. To prove they are dedicated, they blow up your gravity control center.36050Lose Gravity Control device on a random planet.
Rampant EpidemicSystem, Non-Cochehua OnlyOne of your planets is struck by a meteor which contains the DNA coding for a horrible virus. This greatly harms your population.960100Random planet sufferes pop loss and -7 growth CM.
Ransom a Famous PirateRacial: Thatloque OnlyYou are lucky enough to be in the right place at the right time. You are able to pay the ransom for a famous pirate who agrees to work for you in repayment.360100Lose 200k PP.
+4 Commerce CM [288 turns].
Gain a level 20 commander (broken, level 1).
Religious RevolutionSystemThe religion of your systems has been greatly altered by recent events. The people are in a very good mood for a while and willing to ignore problems with the planet around them. However, this is because they are now blaming their troubles on those in other systems.960100+3 Enviroment CM.
–3 Diplomacy CM.
SabotageSystemOne of your fleets has been sabotaged. All of the ships in this fleet take damage and need repairs.36060Random fleet loses 25% of it's ships.
Sabotage DiscoveredRacial: Dementian OnlyYour scientists after hundreds of years of study are certain they have proof of an important Truth. They believe they have proven that the reason your people did not Ascend was that there was sabotage from another race.2880100+4 Military CM.
+5 to Siege, Blockade, Raid, and Privateer stats of all commanders.
Scientific MishapMajorOne of your scientists was certain that they had found a way to replicate matter and increase the resources of your planets. Unfortunately, they were wrong and the experiment had a major impact on the planet they were testing it on.36040Reduces the resource value of a random planet.
Silicon Insect SwarmSystemThese insects fly in one day on the dark side of your planet. You are afraid at first what damage they might cause. Then you realize that all they are eating is scrap material. When they leave weeks later, your planet has undergone a great change.360100Increases the resource value of a random planet.
Silly Old GameSystemYour people discover an old game from the 'web' days called 'Ultra-Wizard'. This seems to help morale a lot, but a while later it seems to be affecting your commanders as they all seem to think that a new strategy called 'stacking' would definitely help win battles.1440100+3 Production CM.
Slaves RevoltSystemSlaves revolt in almost all of your planets. They are mad and refuse to surrender, so you have no choice but to kill them all. It will take some time before you can rebuild your precious workforce.72030–1 Production CM [36 turns].
–1 Production CM [72 turns].
–1 Production CM [144 turns].
–1 Production CM [288 turns].
Solar BlackoutSystemThe sun just seemed to disappear one day. When your scientists went to study why, they found that there were billions of small creatures hurling themselves into the star. The scientists assume the light from the star will be allowed through in a couple of days. During the meantime, your planets can survive on their reserve energy. In fact, the lack of solar rays is allowing some excellent viewings of the galaxy because of a lack of solar interference.240100–1 Production CM on a random planet.
Would increase some fleet/ship related attribute if it worked.
Successful Celebrus Opes InfiltrationRacial: Accedo Machina OnlySome of your spies have been able to infiltrate the Celebrus Opes in hopes of gaining even more knowledge of how to evolve to a pure machine existence.2880100+3 Production CM.
+3 Efficiency CM.
SuccessionMajorOne of your planets has rebelled and succeeded from your empire!36040Lose a random planet.
Supercommander Offers You his HelpSystemA roving commander with a heroic reputation offers to help you in your cause.3650100Gain a random level 20 commander (broken, level 1).
Temporary WormholeSystemYou have found a temporary wormhole. With you current technology, you can even make it open where you want. This helps reduce the time it takes for your attacking fleets to travel.1440100–50% Fleet return time.
Traitorous CommanderSystemOne of your commanders has gotten bored with being passed by for promotion. He has left your system, and takes some money and a ship with him.36040Lose a random commander from the pool.
Whispers of the AscendedSystemFrom somewhere, the whispering of those who have ascended is being broadcast to your people's minds. None of your people can understand what the voices are whispering, nor can they determine where the voices are speaking from. The effect is critical however, because everyone is starting to day-dream, and all industry is stopping, All your fleets are sitting idle.720100–5 Production CM.
–5 Military CM.
Workers Stay OvertimeSystemYour workers have been inspired by something... no-one is sure what... but they have been working extra lately.9650100+5 Production CM on a random planet.


18. Appendix J: Fleet Orders/Status Effects



ORDERDESCRIPTIONEFFECTS
NormalThe fleet will move forward until there is an enemy in range, and will then engage the enemy (enters free). The flight path of a normal fleet is considered 1500 wide with the fleet in the center.+5% AR
FormationThe fleets in this group will retain the same formation they are originally placed in. They entire formation will then move forward via the Normal command. They move at the speed of the slowest fleet in the formation. There is a chance that they will break formation.+10% DR
PenetrateThe fleet assigned this will attempt to pass through enemy lines and turn and hit them from behind. They will penetrate until they are behind the entire enemy force, and then they will turn and attack from behind (fleets enter charge sub status effect here).+50% Speed
+30% Mobility
–10% AR
–10% DR
FlankWhen the player chooses flank, they must place their fleets carefully. Fleets placed on the upper half of the screen will flank up, and fleets on the lower half will flank down. When flanking, the fleets will move from their placed position to the edge they were ordered to (top or bottom) and then will move along this edge until they are behind the enemy forces. They will then turn around and attempt to destroy the enemy from behind (fleets enter charge sub status effect here).+60% Speed
+60% Mobility
–10% AR
–10% DR
ReserveReserve fleets will advance at 3/4 the speed of the rest of the armada. They will engage any enemies that they encounter and will replace any destroyed/retreated fleets that were under formation command.No stat effect.
Broken?
FreeFind nearest target and attack. They will also seek out any target with a high danger rating. The flight path of free fleets is considered to be 1500 wide.+25% Speed
+15% Mobility
AssaultFleets assigned assault will move forward thru enemy fleets until they have made it 50% behind enemy lines. They will then attempt to engage enemy fleets that are in front of them (fleets enter charge sub status effect here). Fleets assigned assault will not engage until they have penetrated a minimum of 50% or they are forced to engage.+20% Speed
+20% Mobility
+10% AR
+10% DR
–10% Cooldown
Stand GroundThis fleet will wait for attackers to come to them and then engage. There is a chance that fleets will break from this stance. If a fleet breaks this stance, they will advance as per the Normal command. When there are more than one enemies in range, they will attack the enemy fleet with the highest danger rating.+10% AR
+20% DR
Fleet does not move unless it breaks formation.
–10% Commander Survival
BerserkFleets in this status effect will attack any fleet directly in front of them, including friendly fleets, and fire much faster than normal fleets, at the cost of recklessness.+20% Speed
–10% Mobility
–10% AR
–10% DR
–40% Cooldown
Fire on any fleet.
DisorderFleets in disorder tend to move a bit awkward and in general act as though they are lost. They also suffer penalties both defensively and offensively.–20% Speed
–20% Mobility
–10% AR
–10% DR
+20% Cooldown
Awkward movement.
RoutA fleet suffering this status effect attempt a disorderly retreat to the nearest border of the battle. Ships with severe damage are left to die as the fleet tries desperately to make it's escape.+25% Speed
+25% Mobility
–25% DR
Fleets below 25% HP upon entering are instantly destroyed.
RetreatRetreating fleets will turn and run same direction they entered the battle. Fleet will jump out of battle 30 turns after entering retreat status.+10% Speed
PanicPanicing fleets are completely incapacitated until they can recover.Fleet does not move or fire.
ChargeFleets enter this status effect when they have finished the first part of their initial order and look for enemy fleets to engage.+5% Speed
+5% Mobility
+5% AR
–10% DR