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.
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.
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.
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.
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.
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.
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 |
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.
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.
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.
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.
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).
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...
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.
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.
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.
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.
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.
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
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.
| RACE | ENV. | GROWTH | PROD. | MILITARY | COMMERCE | DIPLOMACY | EFFIC. | GENIUS | FAC. COST | RESEARCH | SPY |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 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 |
| RACE | SIEGE | BLOCK. | RAID | PRIV. | REPEL. | BREAK | PREV. RAID | MANEUVER | DETECT. | BERSERK | SURVIVAL | PANIC | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 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 | – | – | – | – |
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.
| ABILITY | GENERAL 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 |
| PROJECT | COST | PREREQUISITE | EFFECT |
|---|---|---|---|
| Clone Family | 100,000 PP | Adv. Totalism Theory Karakiri, Celebrus Opes, Cochehua, Tetecuhtin | +2 Production +2 Facility Cost –1 Genius –1 Research |
| Desire Amplifier | 5,000 PP | Psychology Imperialist | +1 Growth +1 Production –1 Efficiency –1 Research |
| Earth Elevator | 35,000 PP | Core Mining | +1 Production |
| Saga Archive | 10,000 PP | Adv. Personalism Theory Thatloque, Dementian, Jinchou Tennou | +1 Diplomacy +2 Genius |
| Solar Control System | 40,000 PP | Solar Manipulation | +1 Environment |
| Orbital Space Elevator | 140,000 PP | Nanoscale Robot | +1 Production +1 Military |
| Organic Plant | 300,000 PP | Cloning Karakiri | +1 Growth +1 Production +2 Facility Cost |
| Mechanic Bard | 35,000 PP | Primitive Mind | +1 Growth |
| Mind Control Center | 100,000 PP | Adv. Classism Theory Imperialist, Accedo Machina, Mactabillis | +1 Military +1 Efficiency |
| Planet Environment Stabilizer | 30,000 PP | Psionic : Life | +2 Environment +1 Growth |
| Propaganda Entertainment | 20,000 PP | Advanced Psychology | +1 Growth –1 Research –1 Production +1 Military +1 Efficiency |
| PROJECT | COST | PREREQUISITE | EFFECT |
|---|---|---|---|
| Crusade Headquarters | 300,000 PP | Collective Unconsciousness Tetecuhtin | +1 Military +30,000 MP / turn |
| Dream Maker | 600,000 PP | Psionic : Matter Dementian, Tetecuhtin | +1 Production +2 Genius –1 Facility Cost |
| Galactic Liberalism Movement | 100,000 PP | Personalism Theory Thatloque, Dementian, Jinchou Tennou | –1 Production +3 Commerce +3 Research |
| Galactic University | 300,000 PP | Hyperspace Communication Jinchou Tennou | +75% RP / turn –0% PP / turn |
| Imperialistoid Plant | 600,000 PP | Secret of Life Imperialist | +2 Production –1 Diplomacy +2 Facility Cost |
| Imperial Palace | 300,000 PP | Imperium Imperialist, Accedo Machina, Mactabillis | +2 Military +1 Production +2 Diplomacy –1 Facility Cost |
| Memory Rewinder | 20,000 PP | Self-Evolutionary S/E | +1 Research |
| Mind Passway | 150,000 PP | Telepathic Training Dementian, Tetecuhtin | +2 Spy |
| Perfect Secretary | 100,000 PP | Mind-Machine Interface | +1 Spy +1 Commerce |
| Symbol of Liberation | 300,000 PP | Anarchism Thatloque, Dementian, Jinchou Tennou | +2 Genius +1 Production +1 Commerce –2 Spy +1 Research |
| The One Unified Mind | 300,000 PP | Unification Karakiri, Celebrus Opes, Cochehua, Tetecuhtin | +2 Production +2 Growth +1 Efficiency –1 Spy –1 Diplomacy |
| University of Past, Present and Future | 300,000 PP | Meaning of Universe | +2 Research +2 Diplomacy |
| Will of the Righteousness | 5,000 PP | Religion Imperialist, Accedo Machina, Mactabillis | +1 Production +1 Military –1 Commerce –1 Diplomacy |
| PROJECT | COST | PREREQUISITE | EFFECT |
|---|---|---|---|
| Advocacy of Green Round | 30,000 PP | Green Economics | +2 Environment +1 Efficiency –1 Facility Cost |
| AI Bill of Rights | 200,000 PP | Self-Evolutionary Network | –1 Military +4 Efficiency –1 Facility Cost |
| Archmage | 50,000 PP | Artificial Consciousness | +1 Genius |
| Fallen Head | 2,000,000 PP | Thought of God | –2 Environment –1 Growth +2 Military +1 Commerce +2 Efficiency +3 Diplomacy |
| Galactic Agreement of Free Commerce | 15,000 PP | Galactic Economics | +2 Commerce |
| Ghost Patrol | 100,000 PP | Ghost Creation | +1 Spy |
| Neutral Power Declaration | 500,000 PP | Will to Power | +1 Research +2 Production –2 Military +1 Spy +2 Commerce –1 Diplomacy |
| Nova Plant | 200,000 PP | Novarization | –1 Commerce +3 Production –1 Environment |
| Thinker Ball | 2,000,000 PP | Temporal Probability Computing | +3 Military +2 Commerce +2 Efficiency –2 Facility Cost |
| Truth Tester | 225,000 PP | Self-evident Language | +1 Research +1 Spy +1 Diplomacy |
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.
| PROJECT | COST | PREREQUISITE | EFFECT |
|---|---|---|---|
| Secret of Genetic Code | 9,000 PP | Genetic Engineering | +2 Genius +2 Growth –1 Research |
| Crimson Eye | 2,000,000 PP | Collective Mind | +1 Military +10 Enemy Panic Modifier (when on defense) |
| Information Network Library | 4,000,000 PP | Information Network Library | +2 Research +2 Production –2 Diplomacy |
| Dimension Gate | 7,000,000 PP | Psionic : Space | +1 Commerce –30% Fleet Return Time |
| PROJECT | COST | PREREQUISITE | EFFECT |
|---|---|---|---|
| Imperialist Ending Mk.I | 0 PP | UNKNOWN | +2,000,000 PP / turn +25,000 RP / turn +25,000 MP / turn |
| Karakiri Ending Mk.I | 0 PP | UNKNOWN | +2 Military Gain Ability: Hive Ship Yard |
| Thatloque Ending Mk.I | 0 PP | UNKNOWN | +2 Military +2 Commerce –1 Efficiency –2 Diplomacy Gain Ability: Stealth Pirate |
| Accedo Machina Ending Mk.I | 0 PP | UNKNOWN | +2 Efficiency +2 Genius –1 Diplomacy |
| Celebrus Opes Ending Mk.I | 0 PP | UNKNOWN | –1 Efficiency +3 Genius Gain Ability: Advanced Battle Processing |
| Cochehua Ending Mk.I | 0 PP | UNKNOWN | +2 Efficiency +2 Diplomacy |
| Dementian Ending Mk.I | 0 PP | UNKNOWN | +3 Military Gain Ability: Enhanced Shielding Lose Ability: Pacifist Gain Weapon: Psionic Dominator |
| Mactabillis Ending Mk.I | 0 PP | UNKNOWN | +2 Efficiency Gain Ability: Militaristic Dominance |
| Tetecuhtin Ending Mk.I | 0 PP | UNKNOWN | Gain 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.I | 0 PP | UNKNOWN | +2 Military +2 Diplomacy |
| ATTRIBUTE | EFFECT |
|---|---|
| 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 |
| WEAPON | TYPE | DAM. | COOL. | RANGE | ANGLE | AR | SPACE | SPECIAL |
|---|---|---|---|---|---|---|---|---|
| Laser | Beam | 2-8 | 50 | 1000 | 30 | 100 | 25 | |
| Nuclear Missile | Missile | 5-25 | 200 | 1500 | 90 | 100 | 20 | |
| Rail Gun | Projectile | 2-8 | 30 | 800 | 30 | 50 | 25 | Shield Piercing +100 |
| Plasma Beam | Beam | 3-12 | 70 | 1000 | 30 | 120 | 28 | Shield Overheat, Bio +175% |
| Crystal Laser | Beam | 4-16 | 60 | 1000 | 30 | 120 | 30 | |
| Fusion Missile | Missile | 8-80 | 300 | 1500 | 90 | 120 | 33 | |
| Gatling Rail Gun | Projectile | 3-12 | 17 | 800 | 30 | 55 | 44 | Shield Piercing +100 |
| Mass Driver | Projectile | 4-20 | 45 | 800 | 30 | 90 | 30 | Shield Piercing +100 |
| Psi Disrupter | Missile | 5-35 | 180 | 1000 | 30 | 160 | 40 | PSI |
| Graviton Beam | Beam | 4-16 | 55 | 1000 | 30 | 144 | 29 | Shield Piercing +25, Armor Piercing +25 |
| Psi Blaster | Projectile | 4-28 | 72 | 1000 | 30 | 144 | 35 | PSI |
| Neutron Blaster | Beam | 5-25 | 60 | 1000 | 30 | 144 | 38 | Bio +200% |
| Anti-Matter Missile | Missile | 10-200 | 400 | 1500 | 90 | 144 | 38 | |
| Kamikaze Concious Torpedo | Missile | 8-80 | 330 | 1500 | 90 | 200 | 28 | PSI, Bio +200% |
| Death Spore | Missile | 7-70 | 280 | 1500 | 90 | 172 | 30 | Corrosivity +25 |
| Anti-Matter Cannon | Projectile | 6-42 | 26 | 800 | 30 | 120 | 50 | Shield Piercing +100 |
| Nova Torpedo | Missile | 18-360 | 480 | 1500 | 90 | 172 | 40 | |
| Reflexium Missile | Missile | 12-240 | 355 | 1500 | 90 | 200 | 40 | Shield Distortion +100 |
| Psionic Pulse Shocker | Missile | 10-140 | 240 | 1700 | 90 | 172 | 32 | PSI, Shield Distortion +75 |
| Psionic Dominator | Missile | 10-140 | 240 | 1700 | 90 | 300 | 32 | PSI, Shield Distortion +100 (Requires Dementian Ending Mk.I) |
| Gauss Cannon | Projectile | 7-77 | 30 | 800 | 30 | 90 | 45 | Shield Piercing +100, Armor Piercing +25 |
| Autofire Gauss Cannon | Projectile | 5-55 | 15 | 800 | 30 | 90 | 50 | Shield Piercing +100, Armor Piercing +25 |
| Tachyon Beam | Beam | 5-30 | 54 | 1000 | 30 | 273 | 40 | Armor Piercing +45 |
| Phasor | Beam | 7-49 | 40 | 1000 | 90 | 250 | 50 | Shield Overheat |
| Oscillation of Dissonance | Beam | 7-56 | 70 | 1000 | 180 | 200 | 50 | Armor Piercing +80 |
| Psi Storm Launcher | Beam | 7-70 | 72 | 1200 | 60 | 200 | 38 | PSI, Shield Distortion +25 |
| Time-Wake Homing Missile | Missile | 15-272 | 375 | 1500 | 90 | 280 | 50 | Shield Distortion +65, Armor Piercing +30 |
| Homing Black Hole | Missile | 40-1200 | 500 | 1500 | 90 | 250 | 100 | |
| Distortion Blaster | Projectile | 11-110 | 31 | 800 | 120 | 120 | 100 | Shield Piercing +100, Armor Piercing +30 |
| Ectoplasmic Annihilator | Projectile | 5-25 | 22 | 500 | 30 | 115 | 25 | Corrosivity +75 (Only available to Accedo Machina) |
| Nahodoom Ray Launcher | Beam | 15-195 | 72 | 900 | 75 | 160 | 120 | Shield Piercing +100, Armor Piercing +60 (Only available to Mactabillis) |
| ARMOR | LVL | TYPE | DR | HPx | MISSILE | PROJ. | BEAM | PSI | REPAIR | SPECIAL |
|---|---|---|---|---|---|---|---|---|---|---|
| Titanium | 1 | Normal | 30 | 1 | – | – | – | – | – | – |
| Mithril | 2 | Normal | 34 | 1.35 | – | – | – | 15% | – | – |
| Self-Recovering Crystal | 2 | Normal | 36 | 1.2 | –5% | 20% | 10% | – | +3% / 10 turns | – |
| Biocentric | 2 | Bio | 30 | 1.8 | –10% | –10% | – | –20% | +3% / 10 turns | – |
| Adamantium | 3 | Normal | 40 | 1.95 | – | – | – | 30% | – | – |
| Organic | 3 | Bio | 36 | 2.4 | – | –20% | – | –20% | +3% / 5 turns | – |
| Anti-Matter Reactive Armor | 3 | React | 30 | 1.55 | 35% | – | 10% | – | – | – |
| Neutronium | 4 | Normal | 53 | 3 | – | – | 20% | – | repair speed –50% | – |
| Anti-Matter Crystal | 4 | Bio | 40 | 2.4 | 20% | 20% | 10% | – | +1% / 10 turns | – |
| Reflexium | 4 | React | 40 | 2.1 | 45% | 5% | 5% | – | – | – |
| Eternium | 5 | Normal | 83 | 3.85 | – | 20% | 20% | 20% | non-repairable | – |
| Energy-Organic Crystal | 5 | Bio | 50 | 4.6 | – | 25% | – | – | +1% / 1 turns | –25% Shield Strength |
| Wall of Klein | 5 | React | 30 | 2.6 | 65% | 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 |
| NAME | LVL | MIN | MAX | PREREQUISITE | EFFECTS |
|---|---|---|---|---|---|
| Anti-PSI Device | 1 | 1 | 10 | Race: Mactabillis | PSI Neutralization Field +65% |
| Force Field Generator | 1 | 1 | 10 | Unified Field Theory | Shield Solidity +3 Shield Strength +40% Impenetrable Shield +15 |
| Inertia Nullifier | 1 | 1 | 10 | Inertia Control | DR against Beam +25% DR against Projectile +5% Mobility +30% |
| Space Mining Module | 1 | 4 | 10 | Race: Thatloque | Space Mining |
| Amplifying Chip | 2 | 1 | 10 | Crystal Manipulation | Shield Solidity +2 Shield Strength +30% Cooling Time -5% |
| Booster Device | 2 | 1 | 10 | Gravity Control | Mobility +40% Speed +40% |
| Coprocessor | 2 | 1 | 10 | Advanced Encryption Algorithm | Computer +10% |
| ECM Jammer | 2 | 1 | 10 | Auto-channeling Communication | DR against Missile +35% |
| Gyro Deformator | 2 | 1 | 10 | Gravity Control | Mobility -25% to Enemy Fleets in range of 1000 |
| Mind Tracker | 2 | 1 | 10 | Primitive Mind | PSI Attack +70% |
| Reinforced Hull | 2 | 1 | 10 | Microscale Robot | HP +20% |
| Self-Conscious Fleet | 2 | 1 | 10 | Artificial Consciousness | Efficiency +35 |
| Shield Capacitor | 2 | 1 | 10 | Hyperspace Communication | +5 Shield Strength +20 Shield Integrity |
| Escape Pod | 3 | 1 | 10 | Robotic Manufacturing | Commander Survival +20 |
| Train Injector | 3 | 1 | 10 | Mind-Machine Interface | Trained Berserk Modifier -10 Panic Modifier -15 Efficiency +10 |
| Ablative Coating | 3 | 1 | 10 | Nanoscale Robot | Impenetrable Armor +15 |
| Organic Carapace | 4 | 1 | 10 | Artificial Evolution | +5 Impenetrable Armor +10% HP |
| Purple Shiny Paint | 4 | 3 | 10 | Nanoscale Robot | +5 Impenetrable Armor to Front +10 Impenetrable Armor to Sides +15 Impenetrable Armor to Rear |
| Cloaking Field Generator | 4 | 1 | 5 | N-dimensional Algebra | Stealth +25 Complete Cloaking |
| Homing Beacon | 4 | 1 | 10 | Universal Translator | Commander Survival +20 |
| Insanity Field Generator | 4 | 8 | 10 | Collective 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-11 | 4 | 1 | 10 | Self-Evolutionary Network | Computer -15% to Enemy Fleets in range of 900 |
| Mind Protector | 4 | 1 | 10 | Telepathic Training | PSI Defense +50% Berserk Modifier -10 Panic Modifier -15 |
| Ballistic Accelerator | 4 | 1 | 10 | Quantum Computer | Projectile AR +20% Projectile Damage +15% Projectile Cooldown +5% |
| Crimson Figurehead | 4 | 1 | 10 | Telepathic Training | Berserk Modifier +5 to Enemy Fleets in range of 1000 Panic Modifier +5 to Enemy Fleets in range of 1000 |
| High Energy Focus | 5 | 5 | 10 | Energy-Matter Synthesis | Beam Damage +20% |
| Psi Barrier | 5 | 1 | 10 | Psionic : Energy | PSI Defense +50% PSI Neutralization Field +25% |
| Psi-Control System | 5 | 4 | 10 | Psionic : Life | PSI Attack +60% PSI Defense +100% |
| Psi Drive | 5 | 1 | 10 | Psionic Power | Mobility +45% Speed +45% |
| Phase Shift Generator | 5 | 1 | 8 | Race: Thatloque | Complete Cloaking |
| Missile Guidance System | 5 | 1 | 10 | Permanent Engine | Missile 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 |
| NAME | TYPE | DESCRIPTION | DUR. | H.MIN | H.MAX | EFFECTS |
|---|---|---|---|---|---|---|
| Cochehua Spawning Frenzy | System | Your 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 | 0 | 100 | Would reduce some shield attribute if it worked. |
| Angry Entertainment | System | The 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 | 0 | 60 | –3 Growth CM. –3 Research CM. +1 Military CM. |
| Archeological Find | System | Your 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 | 0 | 100 | Gain Gravity Control attribute on a random planet. |
| Assassination | System | One of your active commanders is assassinated. | 36 | 0 | 50 | Lose a random commander. |
| Attempted Military Coup | Major | The 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. | 72 | 0 | 30 | Sends a few fleets out on mission. |
| Bribe from a Wealthy Merchant | System | A 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. | 36 | 0 | 60 | Gain 30m PP. |
| Carbon Cloud | System | A 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. | 96 | 0 | 100 | Would give some projectile resistance and such if it worked. |
| Colony Lost/Refound | Racial: Karakiri Only | One 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. | 288 | 0 | 100 | Gain 50m PP. +2 Research CM. |
| Commerce Title Offered | System, Non-Cochehua Only, Answer | You 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. | 36 | 0 | 100 | Lose 1m PP. +5 Commerce CM, losing 1 CM per 288 turns. +10 Honor. |
| Computer Virus | System | Your computer system has been corrupted by a presentient form of AI. This AI is drastically slowing your development progress. | 72 | 0 | 100 | –2 Research CM. |
| Discrimination Demonstrations | System | A 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. | 120 | 0 | 50 | –3 Production CM. |
| Dockside Sabotage | System | Somehow, your ship storage docks have been sabotaged. None of the ships in your pool survived the explosion. | 36 | 0 | 20 | All ships in the ship pool are destroyed. |
| Drug Craze | System | New drug craze sweeps your population. People refuse to learn or work, they just want to have sex all the time. | 72 | 0 | 100 | +2 Growth CM. –3 Research CM. –3 Production CM. –3 Genius CM. |
| Energy Leech | System | This 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. | 36 | 0 | 100 | A random fleet and it's commander are killed. |
| Experiment Gone Wrong | System | Your 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. | 72 | 0 | 100 | –5 Research CM. |
| Freakish Weather | System, Non-Cochehua Only | One of your planets suffers major storms such as tornadoes and hurricanes. This wrecks some buildings, kills some people, and reduces production. | 3 | 0 | 100 | Random planets endure pop. loss, production CM penalty of 3, and building loss. |
| Governmental Collapse | Racial: Imperialist Only | The 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. | 288 | 0 | 100 | –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 Rescue | System | One of your commanders succeeds in rescuing a kidnapped child of your magistrate. | 36 | 50 | 100 | +30 Empire Relation. Random commander gains 1 level. +5 Honor. |
| Horrible Accusations | System | Some 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. | 36 | 0 | 60 | –15 Empire Relation. |
| Horrible Accusations | System | Some unknown party has implicated you in an attempt to remove the magistrate from the Emperor's favor. However, the Magistrate trusted you. | 36 | 40 | 100 | +5 Empire Relation. |
| Imperial Gift | System | The Emperor, or the Magistrate in his place, has deemed you worth of a gift. | 36 | 40 | 100 | Empire grants a boon. |
| Imperial Investigator | System | The 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. | 36 | 0 | 100 | No effect. |
| Imperial Investigator | System | The 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. | 36 | 40 | 100 | Gain 1m PP. +5 Empire Relation. |
| Imperial Investigator | System | The 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. | 36 | 0 | 40 | –30 Empire Relation. |
| Imperial Levies | System | The 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. | 36 | 0 | 100 | 25% of your pooled commanders are lost. |
| Industrial Nanite Failure | System | These 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. | 72 | 0 | 100 | –2 Efficiency CM. |
| Information Routing Error | System | Your 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. | 36 | 0 | 100 | Concentration mode changed randomly. |
| Insane Mental Giant | System | Somewhere 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'. | 96 | 0 | 100 | Would grant +50% Psi Defense if it worked. |
| Interstellar Dust Cloud | System | Your 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. | 96 | 0 | 100 | Would reduce beam damage or AR by 50% if it worked. |
| Living Asteroid Belt Found | Racial: Cochehua Only | In your wanderings you encounter a rogue spawn of young Cochehua. You bring them under your control and add them to your fleet. | 36 | 0 | 100 | Gain two level 12 commanders (broken, level 1). |
| Mass Hysteria | System | Your people are convinced that they are being infiltrated by some alien race. Suspicion is everywhere and people no longer trust anything. | 96 | 0 | 70 | –3 Production CM. –3 Diplomacy CM. |
| Military Genius Trained | Racial: Mactabillis Only | Your 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. | 288 | 0 | 100 | +7 Genius CM. |
| Mystic Vision | Racial: Tetecuhtin Only | One of your High politicians has been given a vision. This vision inspires your people and they work with greater ferocity for a while. | 288 | 0 | 100 | +2 Production CM. +2 to Siege, Blockade, Raid, and Privateer stats of all commanders. |
| Natural Tectonic Disaster | System, Non-Cochehua Only | One 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. | 96 | 0 | 100 | Building loss on a random planet. |
| New Race Joins Up | Racial: Jinchou Tennou Only | The remains of another race which survived the M-13 collapse join you. They bring a new technology with them and new ways of thinking. | 288 | 0 | 100 | Gain a random technology. +2 Research CM. |
| New Resources Discovered | System | Just 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. | 36 | 0 | 100 | Random planet's resource value increased. |
| New Tech Discovered | System | Your 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. | 36 | 0 | 100 | Gain a random technology. |
| Past Memory Core Found | Racial: Celebrus Opes Only | An old memory core from a lost colony is found. This core has the knowledge of ages past. | 288 | 0 | 100 | Gain a random technology. –2 Research CM [144 turns]. |
| Pirates in Your Trading Lanes | System | There 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. | 36 | 0 | 100 | Gain 800k PP. |
| Pirates in Your Trading Lanes | System | There have been pirates sighted in your system. Your trading lanes are under attack by pirates. All commerce you are under is reduced. | 48 | 0 | 100 | –4 Commerce CM |
| Population Explosion | System | One of your planets has had a massive population surge. | 96 | 0 | 100 | Random planet recieves a +5 Growth CM. |
| Previous Civilization Discovered | System, Non-Cochehua Only | Your archaeologists discover the remains of a highly advanced civilization on one of your planets. | 48 | 0 | 100 | Gain a random technology. +2 Research CM. |
| Racial Amnesia | Major | When 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. | 36 | 0 | 100 | Lose a random technology. Lose a random project. |
| Radical Terrorists | System, Non-Cochehua Only | These 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. | 36 | 0 | 50 | Lose Gravity Control device on a random planet. |
| Rampant Epidemic | System, Non-Cochehua Only | One of your planets is struck by a meteor which contains the DNA coding for a horrible virus. This greatly harms your population. | 96 | 0 | 100 | Random planet sufferes pop loss and -7 growth CM. |
| Ransom a Famous Pirate | Racial: Thatloque Only | You 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. | 36 | 0 | 100 | Lose 200k PP. +4 Commerce CM [288 turns]. Gain a level 20 commander (broken, level 1). |
| Religious Revolution | System | The 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. | 96 | 0 | 100 | +3 Enviroment CM. –3 Diplomacy CM. |
| Sabotage | System | One of your fleets has been sabotaged. All of the ships in this fleet take damage and need repairs. | 36 | 0 | 60 | Random fleet loses 25% of it's ships. |
| Sabotage Discovered | Racial: Dementian Only | Your 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. | 288 | 0 | 100 | +4 Military CM. +5 to Siege, Blockade, Raid, and Privateer stats of all commanders. |
| Scientific Mishap | Major | One 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. | 36 | 0 | 40 | Reduces the resource value of a random planet. |
| Silicon Insect Swarm | System | These 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. | 36 | 0 | 100 | Increases the resource value of a random planet. |
| Silly Old Game | System | Your 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. | 144 | 0 | 100 | +3 Production CM. |
| Slaves Revolt | System | Slaves 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. | 72 | 0 | 30 | –1 Production CM [36 turns]. –1 Production CM [72 turns]. –1 Production CM [144 turns]. –1 Production CM [288 turns]. |
| Solar Blackout | System | The 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. | 24 | 0 | 100 | –1 Production CM on a random planet. Would increase some fleet/ship related attribute if it worked. |
| Successful Celebrus Opes Infiltration | Racial: Accedo Machina Only | Some 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. | 288 | 0 | 100 | +3 Production CM. +3 Efficiency CM. |
| Succession | Major | One of your planets has rebelled and succeeded from your empire! | 36 | 0 | 40 | Lose a random planet. |
| Supercommander Offers You his Help | System | A roving commander with a heroic reputation offers to help you in your cause. | 36 | 50 | 100 | Gain a random level 20 commander (broken, level 1). |
| Temporary Wormhole | System | You 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. | 144 | 0 | 100 | –50% Fleet return time. |
| Traitorous Commander | System | One 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. | 36 | 0 | 40 | Lose a random commander from the pool. |
| Whispers of the Ascended | System | From 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. | 72 | 0 | 100 | –5 Production CM. –5 Military CM. |
| Workers Stay Overtime | System | Your workers have been inspired by something... no-one is sure what... but they have been working extra lately. | 96 | 50 | 100 | +5 Production CM on a random planet. |
| ORDER | DESCRIPTION | EFFECTS |
|---|---|---|
| Normal | The 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 |
| Formation | The 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 |
| Penetrate | The 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 |
| Flank | When 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 |
| Reserve | Reserve 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? |
| Free | Find 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 |
| Assault | Fleets 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 Ground | This 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 |
| Berserk | Fleets 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. |
| Disorder | Fleets 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. |
| Rout | A 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. |
| Retreat | Retreating 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 |
| Panic | Panicing fleets are completely incapacitated until they can recover. | Fleet does not move or fire. |
| Charge | Fleets 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 |