Star Federation
Звездная Федерация - глобальная космическая браузерная стратегия в реальном времени для ценителей жанра. Звездная Федерация – глобальная браузерная космическая стратегия в реальном времени, в которой Вам предстоит построить собственную державу с десятками колоний и звездных баз. Станьте воином, пиратом, торговцем – для Вас открыты все пути: Восемь уникальных рас, тысячи миров в разных галактиках. Застройка планет, переработка астероидов, раскопки артефактов. Война, бомбардировка и уничтожение планет, управление боем в реальном времени, пиратство, диверсии и шпионаж. Собственные проекты кораблей, миллионы вариантов комплектаций. Развитые экономика и дипломатия, неограниченные уровни исследований.
www.starfederation.ru
License Agreement
ZF Games Company acting under the Russian Federation laws as a limited liability company (hereinafter referred to as Licensor), and an unlimited circle of players wishing to use the Star Federation computer game (hereinafter referred to as Licensees) collectively referred to as Parties have entered into a license agreement as follows:

LICENSE AGREEMENT

  • 1. The Subject
    • 1.1 The Licensor transfers the Licensee the unlimited rights to use the multi-user interactive computer browser online game "Star Federation" (hereinafter referred to as the Game) under this Agreement.
    • 1.2. The Licensor transfers the Licensee the right to use the Game for personal, non-commercial, entertainment purposes under the terms of a simple non-exclusive, limited, and revocable license.
    • 1.3. This Agreement is a public offer.
    • 1.4. Acceptance of this Agreement is a set of actions performed by the Licensee as follows:
    • 1.4.1. signing in on the Licensor's website;
    • 1.4.2. clicking the "Start game" button on the Licensor's website.
    • 1.5. This Agreement is presented on the Licensor's website on the Internet at: https://starfederation.ru.
  • 2. Basics
    • 2.1. The Game is a multiplayer interactive computer browser online game "Star Federation", which is located on the official Licensor’s website at: https://starfederation.ru.
    • 2.2. Website is the Licensor's official website is located at: https://starfederation.ru.
    • 2.3. Game Rules - Appendix #1 to the Agreement, located on the Internet at: https://starfederation.ru.
    • 2.4. Forum is the website section located at: http://forum.starfederation.ru/.
    • 2.5. Chat allows exchanging in-game messages.
    • 2.6. Licensee Ban - banning the Licensee's Account in the Game and on the Website. It is associated with the complete temporary closure of the Licensee's access to the Account, the Game, and the Website.
    • 2.7. Administration - Game officials, acting on behalf of and in the interest of the Licensor, ensuring the Game functionality.
    • 2.8. Moderator – the Game official who acts on behalf of and in the interest of the Licensor. He monitors compliance with the Game Rules.
    • 2.9. Licensee's in-game Account is a Licensee’s virtual personal account for crediting and subsequent use of in-game currency (IG). It is generated during the Game or by transferring funds via payment systems.
  • 3. Agreement Terms and Termination
    • 3.1. This Agreement is valid from the moment it is accepted by the Licensee and until:
    • 3.1.1. Agreement termination at the Licensor’s initiative;
    • 3.1.2. The Licensor deletes the Account due to violations committed by the Licensee;
    • 3.1.3. Agreement termination under cl. 5.7 of this Agreement.
    • 3.2. This Agreement is an offer. The Licensor has the right to revoke the offer under the current Russian Federation laws. The fact of the offer revocation will be considered the removal of the text of this Agreement from the Website or its changes. The offer withdrawal date will be the date of deletion of the text of this Agreement from the Website.
    • 3.3. The Agreement as amended will be a new offer. Any further use of the Game and its components will constitute a full and unconditional acceptance of this offer.
  • 4. Licensee’s Rights and Obligations
    • 4.1. Abide Agreement terms, Game Rules, the Rules specified in other documents that are an integral part of this Agreement as well as the Russian Federation laws.
    • 4.2. Accept the Agreement, Game Rules, the Rules specified in other documents, which are an integral part of this Agreement as well as accept changes and additions to the abovementioned documents.
    • 4.3. Do not disclose or transfer Account data to third parties.
    • 4.4. Provide access to the Game at its own expense, including maintaining an Internet connection, bear all costs for providing Internet access.
    • 4.5. Accept the Agreement terms by clicking the "Start Game" button, which, under the meaning of Art. 435 and 438 of the Russian Federation Civil Code is an acceptance of the Licensor's offer.
    • 4.6. Use the Game and its components solely for non-commercial entertainment purposes.
    • 4.7. Use all opportunities provided in the Game, including earning or purchasing IG.
    • 4.8. Make decisions on the IG spend, including those received by transferring funds. In this case, the risks from the irrational use of IG are borne by the Licensee only.
    • 4.9. Use one Game Account only.
    • 4.10. Send to the Licensor's e-mail (admin@star-federation.com) all revealed facts of violation of this Agreement.
    • 4.11. If the Licensee is a minor, then he must ensure that there are permission and approval from his parents or legal representatives to enter into this Agreement; open an Account; spend funds provided by parents, legal representatives, or obtained permission to use funds of third parties under their consent. Using any method of acquiring IG constitutes proof of the abovementioned permission and approval.
    • 4.12. The Licensee agrees that the Licensor has the right to request, collect, and store data taking into account the "On Personal Data Protection" Federal Law and other Russian Federation laws, the Licensee’s personal information, including information about the second name; name; middle name; gender; age; registered or actual residence address; contact phone numbers, or e-mail addresses, or other means of electronic communication. Also, if the Licensee uses additional (paid) services, the Licensor has the right to demand data on the Licensee's payment details, including data on credit or debit payment cards and other payment means.
    • 4.13. The Licensee acknowledges the Licensor's right to collect (without additional notice) certain information about the computer used and its components, including RAM; VRAM card; central processing unit and storage devices; hard drives and processors ID; Operating system IP addresses, and IDs. This is done to identify the PC and operating system used as well as to take action against those who violate this Agreement terms. This data will be used solely for the specified purposes.
  • 5. Licensor’s Obligations
    • 5.1. Provide access to the Game, subject to the requirements established by this Agreement.
    • 5.2. If necessary, change or delete information posted on the Game website, in the Game, or on other resources.
    • 5.3. Carry out preventive maintenance in the Game, during which access to the Game is closed. The specified works cannot be more than 1 day in duration within 1 week.
    • 5.4. Provide access to the Game in quality, speed, and Game access quality, which is possible considering the Licensor’s equipment available.
    • 5.5. Use all means available to restore access to the Game.
    • 5.6. Take measures to eliminate violations on the Licensee’s part up to limiting or terminating access to the Game.
    • 5.7. Terminate the Agreement and stop serving the Game. The Licensor notifies the Licensee of this at least 30 calendar days before the Agreement termination by mailing. In this case, the IG currency stored in the Account is not refunded.
    • 5.8. Make changes and implement the Game add-ons without obligatory notification of the Licensee. Subsequent use of the Game by the Licensee means acceptance of all changes and add-ons.
  • 6. Parties’ Responsibilities
    • 6.1. The Licensor is responsible for the consequences arising through his fault only. The Licensor is not responsible for the inadequate quality, speed, and Game access quality caused by third-party providers and services.
    • 6.2. The Licensor is not responsible for any use of the Game, the Game website, and the Account by minors who do not have permission granted by parents, legal representatives, or by third parties.
    • 6.3. The Licensor is not responsible for the Licensee’s behavior on the website and in the Game, including profanity, social, racial, national, ethnic, ideological, religious views of the Licensee.
    • 6.4. For a single violation of the Agreement, Game Rules, Rules specified in other documents that are an integral part of this Agreement as well as the Russian Federation laws, the Licensor is entitled to:
    • 6.4.1. make an admonition to the Licensor indicating a violation;
    • 6.4.2. restrict access to the Game until violations are eliminated or for a period not exceeding 30 calendar days.
    • 6.5. For repeated violation of the Agreement Terms, Game Rules, Rules specified in other documents that are an integral part of this Agreement as well as the Russian Federation Laws, the Licensor has the right to prohibit the Licensee from accessing the Game. In this case, the IG game currency purchased by the Licensee is not returned and is not refunded in an equivalent form.
  • 7. Force majeure
    • 7.1. The Parties are not obliged for a partial or complete failure to fulfill their obligations under this Agreement if this failure was the result of force majeure that arose after this Agreement became effective as a result of extraordinary events that the Parties could not foresee and prevent by reasonable measures. Force majeure includes events that the Parties cannot influence and for the occurrence of which they are not responsible: earthquakes, flood, fire, strikes, violent or military actions of any nature, decisions of state authorities that affect this Agreement. In this case, the term for the fulfillment of contractual obligations will be extended for the duration of the specified circumstances.
    • 7.2. A Party that is unable to fulfill its obligations due to the force majeure immediately informs the other Party about the beginning and termination of the above circumstances no later than 10 calendar days from the moment of their occurrence if possible.
  • 8. Disputes Resolution
    • 8.1. Parties act under the current Russian Federation Laws.
    • 8.2. Parties establish a mandatory pre-judicial procedure to resolute disputes.
    • 8.3. The Party that received a written request from the other Party is obliged to send a response within 10 calendar days from the date of its receipt.
    • 8.4. If it is impossible to resolve disputes that have arisen in the framework of the pre-judicial proceedings, the Parties undertake to submit the dispute for consideration to the court at the Licensor’s location.
    • 8.5. The Licensee's appeal to the Licensor must contain all the data of the Licensee's Account and data that allows the Licensor to identify the Licensee.
    • 8.6. The Parties acknowledge that the notifications and messages of the Licensee to the Licensor are considered to be properly completed only when they are drawn up in writing with all the data necessary to identify the Licensee.
    • 8.7. The Parties acknowledge the legal force of notifications and messages sent by the Licensor to the Licensee at the postal and e-mail addresses indicated. In the event of a disagreement on the time of sending\receiving messages, and their content, the Parties agreed to consider the data obtained using the technical means of the Licensor as reliable and final for resolving a dispute between the Parties.
  • 9. Intellectual Property
    • 9.1. Intellectual property rights for the Game belong to the Licensor and include: software code; graphic images; photos; pictures; animations; sounds; music; video clips; audio-visual effects; other multimedia materials; design themes; objects; topographic objects; concepts; art objects; inventory; objects of moral rights; all documentation related to the Game in electronic and printed form; applications; chat conversation transcripts; accounts; Licensees' profiles data; in-game protocols; network components; server software; other Game components.
    • 9.2. Intellectual property rights for the Game are protected under the Russian Federation laws on intellectual property, international treaties and conventions in the field of copyright and related rights as well as other laws.
The Rules
Rules are an integral part of the License Agreement (hereinafter referred to as the Rules) that regulate the Star Federation computer game’s (hereinafter referred to as the Game) rules and community actions on the Game’s forum.
  • 1. Basics
    • 1.1. The basic terms defined in this License Agreement shall be used in Rules.
    • 1.2. All Users have equal rights and obligations regardless of any in-game process’ factors (e.g., ranking system, Game’s duration, amount of in-game currency (IG) used, etc.).
    • 1.3. Users agree that the Licensor has the right to change or expand in-game content without Users’ consent.
    • 1.4. Flood means Users’ messages of a non-thematic nature (too long in most cases).
    • 1.5. Flame is a verbal sparring between Users that is no longer related to the original cause of the dispute. Flame messages may contain personal insults and are often aimed at further discussions.
    • 1.6. Offtopic is a message (post) that goes beyond a predetermined topic or a comment in a forum discussion that is not related to the matter.
    • 1.7. Spam is when a player is mass mailing other players who do not express intentions to receive messages both in private and in Chat.
  • 2. User’s Obligations
    • 2.1. Each User can have one Account only to access the Game.
    • 2.2. The User’s game attendance frequency is determined by his own needs. However, the User needs to play at least 1 time within 30 calendar days, or at least 1 time in 6 months if using the "Freeze Account" option.
    • 2.3. The User can report errors and failures to the Administration through the “Support Team” option. However, he should not use programming errors he finds himself to gain a gaming advantage.
    • 2.4. The User is obliged to observe the communication culture at the Forum and in the Game under the current Russian Federation legislation.
    • 2.5. To enter the Forum, the User is obliged to use his own nickname (not login) and password only.
    • 2.6. When in the Forum, the User is obliged to adhere to the subject and purpose of the corresponding Forum and Topic. These data indicated in the Forum’s and the Topic’s title.
    • 2.7. The User has no right to use any third-party software as well as programs and errors that can change the standard in-game settings established by the Administration.
    • 2.8. When on the Forum and in the Game, the User should not use any statements that directly or indirectly contain insults against the Administration and other Users as well as incite hatred or enmity; humiliate human dignity concerning the Administration, another User or a group of Users on the following grounds: race; nationality; tongue; origin; attitude towards religions; belonging to any social group. Also, any form of discrimination is prohibited.
    • 2.9. In case of disagreement with the Rules, the User is obliged to stop playing the Game and/or accessing the Forum.
    • 2.10. The User does not have the right to use ads and any propaganda (political, religious, etc.), and he must not post links not related to the Game.
    • 2.11. The User should not cause an additional load on the server as well as perform any actions that interfere with the Game server normal functioning.
    • 2.12. It is forbidden to trade any in-game resources for real money (e.g., components, spacecraft, in-game currency, etc.).
    • 2.13. It is forbidden to publicly discuss Moderators’ and/or the Game Administration’s actions/inactions in terms not related to the in-game mechanics.
    • 2.14. The User has no rights to use apps, programs, and services, the functionality of which makes it difficult or impossible to identify the User.
    • 2.15. It is forbidden to use Flood, Flame, Offtopic, Spam, or competing projects’ ads (e.g., in chat, private messages, profile, names, support tickets, Forum (except for Forums and Topics specially designated for free discussion).
  • 3. Administration’s Obligations
    • 3.1. In these Rules, the Administration’s obligations established by the License Agreement apply.
    • 3.2 In addition to the violations specified in these Rules, the Administration determines what is considered a violation at own will.
    • 3.3 All posts reflect their authors’ opinions only. The Administration is not responsible for the content of Users’ messages & posts and does not undertake any obligations to monitor them.
  • 4. Parties’ Responsibility
    • 4.1. In case of Rules violation, the following types of fines are provided:
    • 4.1.1. For a minor violation or a single violation of the Rules provided for in clause 2 of the Rules, the User is issued a warning.
    • 4.1.2. For a single violation of the Rules provided for in clause 2 of the Rules, access to the Game and/or the Forum is limited for a period from 1 to 30 calendar days. For violations provided for in clauses 2.4, 2.6, 2.8, 2.10, 2.13, 2.15 of the Rules, the User may be fined in the amount of 100 to 1000 IG.
    • 4.2. For violations provided for in clauses 2.1, 2.3, 2.7, 2.10, 2.11, 2.12, 2.14, 2/15 of the Rules or for repeated violations provided for in clause 2 of the Rules, access to the Game and/or the Forum and a fine from 10 to 1000 IG are imposed.
    • 4.3. Fines and penalties are applied at the Moderators’ and/or Administration’s discretion.
    • 4.4. In the event that the User admits guilt and agrees with further careful observance of these Rules and the License Agreement, the Administration may apply alternative sanctions in the form of a fine, established at its own discretion. At the same time, the Administration has the right to refuse to replace fines & penalties with alternative sanctions without explaining the reasons. In cases where the User is offered alternative sanctions, he agrees with them voluntarily.
About Company
Contact Information:

E-mail: admin@starfederation.ru

Legal notice:

Copyrights Owner and Game Licensor:

ООО "ZF Games""
Voskresensk
ITN/IEC 9715250728/771501001
PSRN 1167746301370

Affiliate Program

The Affiliate Program was developed & implemented by this project’s Administration to engage new and support active players.

Any player can become a Project Partner.

The Partner receives bonuses for each engaged player (Referral). The bonus is the in-game currency (IG), which the Referral receives as a bonus also.

To become the Project Partner, it is enough for a new player to indicate other player’s nickname when signing in or follow other player’s Referral Link. (read “Affiliate Program” – ”Referral Link” - “Account Settings” section).

The amount of bonuses paid depends on a certain rating achievement by the Referral in rockie sttus only:

Rating Partner Referral
100 100 IG 50 IG
500 250 IG 125 IG
1000 500 IG 250 IG
5000 1 000 IG 500 IG
10000 2 500 IG 1 250 IG
25000 5 000 IG 2 500 IG
50000 10 000 IG 5 000 IG
100000 25 000 IG 12 500 IG

When your Referral reaches 100 000 pts. rating: You will receive 44 350 IG.
Your Referral will receive 31 850 IG.
Besides, as a Partner, you will receive 5% as a bonus from the IG amount donated to the project by your Referral.

All your Referrals are listed in “Referrals” - “Account Settings” section. Thus, you can always stay in touch with Referrals and help them in the complex space exploration mission.

Description and screenshots

Star Federation
online space real-time strategy game for all genre fans

The Star Federation (hereinafter referred to as the SF) is an online space real-time strategy game. It is a browser-based MMO with enormous, often unique capabilities. Sure, this statement is a bit bold, but soon you will be ensured that it is valid. Let's highlight the main points first:

  • Free browser game on a fast server.
  • Nine playable races. Each has its own bonuses and disadvantages.
  • Developed economic system - 19 kinds of extracted resources, divided into 5 groups; 13 types of materials; spaceship components; currency; population; spies; saboteurs; spaceships. All this can be mined, produced, bought & sold, and in most cases taken away.
  • Extraction of artifacts and unique Ancients' Devices on planets and asteroid fields.
  • Multidimensional development ways where you may focus on one direction or to develop in all directions at once.
  • Real-time battles with each type of spaceship being controlled automatically or manually.
  • Advanced diplomacy, espionage, and sabotage.
  • Unlimited levels of research that do not require investments. Design and produce your own unique spaceships with millions of options (finally, it's true!!!).
  • War, piracy, raids, and planet destruction.
  • Magnificent design, detailed Star map that indicates fleets movement, Star systems in 3D, and other advantages of this undoubtedly extraordinary game in the world of stellar strategy.

Star Federation Races

This is your only and main choice before starting the game. We recommend that you pay special attention to it. There are only seven races. Besides, there is another mysterious, sometimes vicious but an indifferent race of Borg, which is controlled by AI. The Borg have the very best spaceships, hull components, weapons, defenses, mining & archeology modules. They have very complex and difficult to predict battle tactics. They are used to sending in reinforcements if the player gets too carried away with putting their forces into battle. They know how to find the optimal position for a shot and possess other features that make this race a real treasure trove of pleasures for PVE battles fans (human vs. computer). But there is also a drawback - the battle with the Borg except individual missions is not for rookies.

As for the other seven races, each has its own pros and cons. Let's briefly describe each:

  • Helion – best in production, second in combat. They are the worst at espionage, population growth, and trade. However, they make better engines.
  • Velid – the best warriors, the second in espionage. They are the worst in population growth, resource extraction, and trade. However, they produce better weapons and protection for spaceships.
  • Thormal – best in trade, second in science. However, the worst ones in combat, production, and resource extraction. However, they make the best cargo bays and hangars for spacecraft carriers.
  • Maroon – are the best in population growth, second in trade. However, they are the worst in science, espionage, and war. They make the best building, living & renovation modules.
  • Zect – are the best in resource extraction, second in production. However, they are the worst in science, espionage, and war. They make the best asteroid mining rigs.
  • Glarg – are the best in science, second in population growth. However, they are the worst in resource extraction, trade, and production. They make the best reactors and energy shields.
  • Astox – are the best in espionage, second in resource extraction. However, they are the worst in science, production, and population growth. They make the best Radars, Astroscanners, spaceship masking devices, missile launchers, anti-missile systems, archaeological modules.

Each race breathes own type of atmosphere and can easily colonize a suitable planet. Energy-consuming domes are needed to live on a planet with an alien atmosphere. The exception is Maroon. They can live on any planet.

Choose your race consciously. But remember, choosing a too peaceful race will not prevent from becoming the best warrior in the Star Federation Universe. In addition, many other factors can lead to better spaceship production. You should not forget about own battle tactics. We also recommend that you take into account that belonging to rarer races makes you a desirable member of the leading Alliances (Clans), where the needs for the components produced by your race may exceed the possibilities of your own production.

Economics

As mentioned earlier, the economy in this Universe is very complex, which makes the development process more interesting. As in most games, there are no 3-4 types of resources: 4 types of fuel for spaceships and power plants, 19 types of mined resources, from which 13 types of materials are produced! Most of the resources are mined on planets and asteroids. However, there are unique resources that are present on asteroids only or are produced at Orbital stations. For mining on asteroids, you need to build a mining fleet. This requires additional research - an Orbital Station with a Command Center, Dock, and Hangar. By the way, your first planet and its Orbital Station are inviolable as well as all fleets located in its orbit. This is a great way to save spaceships without the need for constant space travel.

The colonization process is quite simple. You need to research the Colonies Congress, build a fleet with a building and housing module, build an Orbital Station on the planet of your choice. The next step is the construction of the Colony and the further development of the planet for the benefit of your own empire. But keep in mind, the Orbital Station can be destroyed, and all buildings on the planet can be vanished by bombing or sabotage. Bombing is a very difficult and expensive pleasure even for very advanced players, and sabotage can be countered with countermeasures. At the same time, the protection of a rookie player is extended to your Star System until the milestone of 3000 rating pts. is reached.

Sure, any free strategy has its own in-game currency, which can be replenished by donations. IG is the main currency of the Star Federation. But there is one peculiarity - you can sell resources and Federation materials for IG. However, this option is for the laziest or leading players with overstuffed warehouses. There are tremendous opportunities for trading. You can sell everything to other players - from ore to planets and populations. But this requires a well-developed Trade Center.

War and Spaceships

Let's move on to the game’s "highlights" - spaceships and military ops. You are a creator and designer who makes a project to solve specific issues. In SF, there is no such thing as “the best spacecraft”. For every action in this universe, there is always a reaction. The whole point is in the variety of components, in the firing range, combat speed, and signature. Without digging deeper into details, we can say that you should not fire a cannon at the sparrows. Almost every weapon has a signature parameter, and a spaceship has its volume. For successful firing, the signature must be less than or equal to the spacecraft volume, and the spaceship itself must be within the weapon's reach. For example, you have a powerful spaceship, but the weapon is not suitable against a specific enemy. In this case, you will be shot with impunity. And if you have a suitable weapon but a low combat speed, then you will be shot from afar. So think, experiment, develop projects. All is in your hands!

What are your opportunities? For all races, only the spaceship hulls’ types with a certain number of slots for modules are the same. However, the modules and characteristics of the housings (capacity, durability, etc.) differ. There are over 50 components in total - engines, reactors, mining modules, scanners, radars, masking devices, weapons and protection, and many others. Thus it is possible to design a spaceship with a module of any race of any level (incl. Borg). The following principle does not apply here - the higher the level, the better. If you need to create a certain volume, capacity, reach a certain speed, then a low-level module is more valuable than the highest in the Star Federation universe.

The modules are manufactured in component factories. Moreover, each player can produce only modules of his race, most of which have far from the best indicators. There is only one conclusion – you need to cooperate with other players, buying, ordering modules from players of other races that have bonuses in their production. If you play as Glarg, then when building a simple vehicle, you will only have a Reactor and a Gravity Computer to jump into another galaxy. You will have to order engines from Helion and bays from Thormal, unless, of course, you want to get a deliberately slow and small spaceship.

Borg components that AI plays are special. They are especially good and noticeably superior to the best representatives of other races. They can also be used in the spacecraft construction but for this, you need to collect fragments in battle, explore after the battle with Borg ends, research artifacts, complete tasks, and buy or receive components from other players as a gift.

Now let's talk about combat. This is a separate mode, which consists of 1 to 30 (max) cycles of 5 minutes each. In online mode, you can move the spaceships to the desired position, taking into account the range of weapons and the recent situation. You can also choose a target for spaceships of the same project in the fleet, bring in reinforcements or withdraw the fleet from combat. At the same time, during the battle, reinforcements can come from other players. In offline mode, the player can set automatic settings for the fleet behavior - the number of cycles, behavior patterns, etc. The battlefield is divided into 30 positions. Each measures the combat speed per cycle and the range of weapons and missiles. In fact, in this game, there are far from two control buttons as in some games and this is the pure well for strategic thinking.

Science and Diplomacy

There are 8 types of in-game agreements that allow conducting trade relations, combat, sharing Hypergates, etc. At the same time, you can buy a Guild membership that gives several advantages in combat, flight, trade, and other aspects. The first time you build certain buildings, you receive a free monthly membership, which can then be renewed. The Alliance (Clan) system deserves special mentioning. An Alliance member automatically enters into some treaties with the Feds, and also gains access to Map overview and research. He can build buildings and produce components of the max studied level by other players in your Alliance.

Finally, about science. Research is not limited by levels and does not require the consumption of materials. All that is needed are scientific buildings, modestly consuming energy, and loans for their maintenance. Buildings generate scientific potential and add the number of queues that contribute your empire. Research is not tied to the resources of a single planet, and this is a great advantage. The same is true for the design potential generated by the Construction Office, which is required for the spaceships’ design. The third potential is archaeological. It depends on the level of the planetary Archaeological Center in which a particular artifact is being researched.

Conclusion

It is worth mentioning the main Game drawback (or advantage !!!) – it’s rather complex and stands apart in the horoscope of other genre representatives, whose developers are afraid to pose too complex tasks for gamers. Sure, there are not three resources and not two battle-buttons but this approach is valuable for many players. The complexity and versatility of the game are important to them, especially since the tasks for which the Federation pays remuneration help to understand the main nuances. As practice shows, on average, one evening of careful study of this game is enough to understand its main aspects. By the way, the in-game chat is always active for any questions from the rookies!

Planet Management


Universe Map


Fleet Management


Spacecraft Design


Diplomacy


Trade


Battles

3D Settings
Requirements
  • NVIDIA driver v. 8.17.12.5721 or later
  • AMD/ATI driver v. 8.741.0.0 or later
  • Intel ver. 6.14.11 to 7.15.10 (Win XP, Vista), or ver. 8.15.10 to 7 (some versions may be unavailable)
  • Mac OS v. 10.6 or later
Forced WebGL activation
    Firefox
  • In the address bar, go to “about:config” and make sure that the flag is “webgl.disabled = false”. Then set the following flags true: “webgl.force-enabled=true” “layers.acceleration.force-enabled=true” Reload the page with WebGL content

    Chrome
  • 1) Enable hardware acceleration:

    In the address bar, go to chrome://settings. Next move to “Show advanced settings” option under “System” - “Set flag” - “Use hardware acceleration” section. Restart your browser.

  • 2) Enable WebGL.

    In the address bar, go to chrome://flags. Make sure the “Disable WebGL” flag is not active. Otherwise, this flag can be removed. Restart your browser.

    For advanced players: If all else fails try launching Chrome with the following parameters: "--ignore-gpu-blacklist" и "--enable-webgl"

Asteroid Systems
Asteroid systems are systems that are periodically born in certain places of the universe. They consist only of asteroid fields. The fields in such systems gradually decrease under the influence of the gravitational field of the star. When the mass of the asteroid field becomes less than 100, the field disappears, when all fields disappear, the star disappears. There are several types of asteroid systems in the Universe:

A_****** - this asteroid system originates in galaxies around Black holes or within the Nebula. It contains ore, minerals, crystals. Its fields also contain artifacts of various levels but not more than the max level for the Galaxy where this System is located. After the destruction of the System (when all the fields are researched or its lifetime has expired), a new one appears in the same Galaxy within an hour. The System’s lifespan varies from 48 to 120 hours. If the System has not been researched during this time, then it is destroyed. Bonuses for fields and excavations in Ethnogalaxies are awarded to those players whose Mother System is located in the same Galaxy only. In other Galaxies and Nebulae, bonuses are awarded to all players.

A_****** - this asteroid system originates in galaxies around Black holes or within the Nebula. It contains ore, rare minerals, crystals. Its fields also contain artifacts of various levels but not more than the max level for the Galaxy where this System is located. After the destruction of the System (when all the fields are researched or its lifetime has expired), a new one appears in the same Galaxy within an hour. The System’s lifespan varies from 48 to 120 hours. If the System has not been researched during this time, then it is destroyed. Bonuses for digging up fields and systems are not awarded.

AN_****** - this asteroid system originates in quadrants where there is at least one Rookie's Mother System located. It contains ore, minerals, crystals. Its fields also contain artifacts of various levels but no more than a quarter of the max level for the Galaxy where this System is located. After the destruction of the System (when all the fields are researched), the new one appears immediately. If the System has not been researched within a week, then it is destroyed and a new one appears. Bonuses for fields and systems research are awarded to rookies only. Flights to such Systems are only allowed for rookies and players whose Mother System is located in the same quadrant.

AN_****** - this asteroid system originates in quadrants where there is at least one Rookie's Mother System. It contains ore, rare minerals, crystals. Its fields also contain artifacts of various levels but no more than a quarter of the max level for the Galaxy where this System is located. After the destruction of the System (when all the fields are researched), the new System appears immediately. If the System has not been researched within a week, then it is destroyed and a new one appears. Bonuses for fields and Systems research are awarded to rookies only. Flights to such Systems are only allowed for rookies and players whose Mother System is located in the same quadrant.

AF_****** - this asteroid system originates in the Ethnogalaxies in randomly selected Federation quadrants that are not rookies' quadrants, with the exception of those quadrants where remote bonus systems are located. There can be no more than one such System in one quadrant. It contains ore, minerals, rare minerals, crystals. Its fields also contain artifacts of various levels but not more than half the max level for the Galaxy where this System is located. After the destruction of the System (when all the fields are researched or its lifetime has expired), a new one appears in any available quadrant in any Galaxy. The System lifespan varies from 5 to 10 days. If the System has not been researched during this time, it is destroyed. Bonuses for digging up fields and systems are not awarded/
Galaxies

Galaxies in the Star Federation

Galaxies are deep space objects, sprawling space systems consisting of dust, gas and many stars.
Galaxies in the Star Federation are distinguished by the presence of a large number of star systems and asteroid fields. The development and expansion of galaxies can occur constantly. Every day new stars are born in each of them. Models of the development of galaxies vary, for example, the last of the found galaxies are spiral.

There is a black hole in the center of each galaxy. With the presence of special equipment on board the ships of the fleet (gravity calculator), fleets can overcome enormous distances between different galaxies in one jump. In each galaxy, at the center, a black hole, there is always a certain number of asteroid fields that have the property of constantly appearing (but only as the previously appeared ones are fully developed).

Galaxy types

1. Ethnogalactics - new stars are born (or were born) in these galaxies, as objects of colonization by new Overlords. At remote boundaries (from 1000 sv.l. and more) from the center of these galaxies are macroplanets, the so-called "bonus", characterized by the presence of bonuses to some planetary indicators, for example, production or science.
The ethno-galaxy in which newcomers appear is called open. The ethno-galaxy, in which newcomers no longer appear, is called closed.

Ethno-galaxies in which newcomers are currently being born are marked with a newcomer icon. - In such galaxies, it is impossible to excavate and recycle asteroid fields around black holes for players whose home systems are located in other galaxies.

In free quadrants in open ethno-galaxies, it is forbidden for players with a home system in another ethno-galaxy to use the commands `Excavation`, 'Recycling', 'Construction of an orbital base', `Destroy the planet`, `Patrol with the option to attack everyone`.

It is forbidden to build orbital bases on remote planets in open ethno-galaxies for players whose `home` system is located in another galaxy.

Security restrictions:
- It is forbidden to generate a star system for players who do not have a colony in the quadrant where the star system is located.
- The bombing of planets is prohibited.
- The use of saboteurs and spies is prohibited.
- In battles, players with a military rank difference of more than 3 remain neutral to each other.

Main Features:
- Resource content - average.
- Maximum planet size - 2000 (+25% for phosphorous planets, +25% for planets in remote systems). For a "home" planet, the maximum size is 20,000 sites.
- The maximum size of the orbital base is 25,000 sites. (+25% for phosphorus planets, +25% for planets in remote systems) For a "home" planet, the size of the orbital base is unlimited.
- The predominant planets are medium-sized, with different atmospheres.
- The behavior of Borg (NPC) is the least aggressive.
- The maximum possible level of artifacts is 500.
- Security status - 1.5 times increased security status change during attack.

Currently, there are seven ethno-galaxies in the Star Federation:

  • Anaetta, center coordinates: [ 25000 - 5000 ] : 0
  • Calliota, center coordinates: [ 5000 - 15000 ] : 0
  • Quatrum, center coordinates: [ 25000 - 25000 ] : 0
  • Jerenfar, center coordinates: [ 10000 - 45000 ] : 0
  • Sigvantra, center coordinates: [ 40000 - 10000 ] : 0
  • Infinity, center coordinates: [ 50000- 57000] : 0
  • Radiance, center coordinates: [30000 - 45000 ] : 0

2. Eleutherogalaxy - free, independent galaxies in which parity is maintained between the races of the Federation and the Borg. The spaces of these galaxies are considered to be shared, none of the races has an indisputable advantage of ownership and colonization. A slower development cycle relative to Ethno-galaxies. New star systems appear relatively infrequently.

Main Features:
- Resource content - high content of rare earth minerals and crystals in asteroid fields.
- Maximum planet size - 3000 (+25% for phosphorous planets, +25% for planets in remote systems).
- The maximum size of the orbital base is 37500 sites (+25% for phosphorus planets, +25% for planets in remote systems)
- Predominant planets - asteroid fields and large phosphorous planets predominate. In the Neokora and Demetra galaxy, there are also large racial planets in addition to phosphoric ones. There are remote "bonus" planets.
- Borg (NPC) behavior is moderately aggressive.
- The maximum possible level of artifacts is 1000.
- Security status - reduced by 2 times the change in the security status during the attack.

There are currently four eleutherogalactics in the Star Federation:

  • Pandora, Center coordinates: [ 55000 - 45000 ] : 0
  • Neokora, Center coordinates: [ 20000 - 16000 ] : 0
  • Demetra, Center coordinates: [ 59000 - 3000 ] : 0
  • Nexus, center coordinates: [ 44000 - 29000 ] : 0

3. Xenogalactics are galaxies belonging to an essentially hostile Borg race. The Federation races in them are just guests, and uninvited. In these galaxies, the Overlords are constantly attacked by their masters, although, definitely, the advantages of being in them are indisputable and outweigh the possible anxiety. However, this is available only to the Lords who are extremely firmly on their feet, or who have the tangible support of the alliance behind them.

Main Features:
- Resource content -high content of ores, minerals and rare earth minerals, no crystals.
- Maximum planet size - 5000 (+50% for phosphorous planets).
- The maximum size of the orbital base is 62500 sites. (+25% for phosphorus planets, +25% for planets in remote systems)
- Predominant planets - Phosphorous planets ranging in size from 2000 to 5000 sites, mainly inhabited by Borg, predominate. Asteroid fields, with the exception of those located near a black hole, tend to recover.
- The behavior of Borg (NPC) is extremely aggressive.
- The maximum possible level of artifacts is 5000.
- Federation rules related to security status and pirate rating do not apply in the galaxy.

Currently, there is two xeno galaxy in the Star Federation:

  • Minax, Center coordinates: [ 7500 - 57500 ] : 0
  • Nemesis, Center coordinates: [ 4992 - 3584 ] : 0
Nebulae

Nebulae in the Star Federation

A nebula is a cosmic cloud of dust and gas floating in the universe.
Nebulae in the Star Federation are distinguished by the presence of star systems and free asteroid fields. New nebulae become available to the Overlords as they are discovered by the Deep Space Exploration Service of the Star Federation. The average size of the nebula is several dozen star systems and several free asteroid fields. Nebulae don't expand.

Main characteristics and difference of nebulae from galaxies:

- Black holes - missing. It is impossible to jump directly into the center of the nebula.
- Hypertransference - cannot be performed. It is also impossible to build a Hypergate in the nebula zone. Due to the strong distortion of the gravitational field in the nebula, it also becomes impossible to use the device of the ancients "Transition point Generator", a fleet equipped with this device will not be able to make the transition directly into or out of the nebula. Rapid movement into the nebula can only be provided by the use of the device of the ancients "Singularity Generator".
- Dark matter (NPC) is a resource that can be mined only in the space of nebulae.

Types of nebulae

1. Eleuthero-nebula (type I) is the most peaceful object. A large number of unoccupied Borg planets, including racial (non-phosphoric) ones. The maximum size of artifacts is 5000, the maximum size of the planet is 6000 (+25% for phosphorous planets), the maximum size of the orbital base is 75000 sites (+25% for phosphorous planets) .

2. Eleuthero-nebula (type II) - the prevalence of Borg is average, a small number of racial planets. The maximum level of artifacts is 10000, the maximum size of the planet is 7000 (+25% for phosphorous planets), the maximum size of the orbital base is 87500 sites (+25% for phosphorous planets)

3. Xeno-nebula - The actual property of the Borg, the predominance of huge phosphorous planets already colonized by the Borg. The maximum level of artifacts is 20,000, the maximum size of the planet is 10,000 (+50% for phosphorous planets), the maximum size of the orbital base is 125,000 sites (+50% for phosphorous planets). Just like in Xenogalactics, the Overlords are attacked by fleets of the HORROR class (P, R, X).

To detect a previously unknown nebula, use the command to the fleet: Search operation.

Star Systems
Star Systems are main space objects of the Galaxies and Nebulae. They contain planets suitable for life and colonization as well as asteroid fields, which are the main well of resources in the Universe.
In each deep space object (Galaxy or Nebula) can be located from several tens to several thousand Star systems. On the Star Map, the Player can see all the Stars that fall within the range of his observation equipment. The stars differ in size and spectrum (color) visually but the Star color has only a graphic meaning and does not bear any function.

Structure and coordinates

Star Systems are objects consisting of a Star with multiple orbits. The min number of orbits is 1, and the max number of orbits is 10. Planets and asteroid fields are located in orbits in random order.

The Star coordinates are always recorded as the coordinate at which they are located in the Universe, and the sub-coordinate "0". For example, [xxxxxxx - xxxxxxx]:0 . The sub-coordinate is the orbit number. That is, the Star is always located at the zero coordinate of the Star System.
The sub coordinate value from "1" to "10" indicates in which orbit any planet or asteroid field is located from the Star. If the planet is located in the third orbit from the Star, then its digital coordinates will be written as [xxxxxx - xxxxxx]:3.

Free asteroid fields and Spacebases in the technical sense are Star Systems, too. In the first case the Star is absent, and in the second (at the Spacebases) the zero coordinate is only a designation of the "System" location. The base is identified by the ":1" coordinate. That is, when drawing up a flight sheet for a flight to Spacebases, you should always use [xxxxx - xxxxx]:1 coordinates. Otherwise, you will find yourself not at the base, but in an open space. The number of orbits of the Star System, its planets and fields are generated randomly.

New Star Systems Appearance

New Star Systems are born in two cases. When a new Lord comes to the Star Federation, his Mother Planet and System are created. Moreover, there is a possibility of the disappearance of existing systems.

Star System Annihilation

Star systems can be destroyed. The destruction of the Star system occurs if all planets and asteroid fields in it are destroyed.

Some Star Systems can be destroyed automatically in the following cases: When a player is removed due to inactivity (with a 50% probability) if the player's rating is less than 500 pts. When a player is removed due to inactivity (with a 100% probability) if the player's rating is less than 1 pts. When a player is removed due to inactivity (with a probability of 100%), if the removal occurred at the player's request. In the Mother Star Systems, the Mother Planet explodes, turning into an asteroid field. Besides, all banned players’ planets turn into asteroid fields.

Planets

Planets in the Star Federation are the main object for colonization. Colony infrastructure is being created on the surface of planets and in their orbits. Planets are also an inexhaustible source of a small amount of resources. There are not a lot of resources on the planets, but they are renewable, unlike asteroid fields.

Planetary atmospheres

  • Oxygen - native atmosphere for the Gelin race
  • Sulfur is the native atmosphere for the Velid race.
  • Carbon dioxide is the native atmosphere for Tormali.
  • Methane is a native atmosphere for Prisoners.
  • Hydrogen is the native atmosphere for Glargues.
  • Ammonia - native atmosphere for Astox
  • Vacuum is a native atmosphere, or rather its absence for Mruns. However, Mruns can settle on planets with any atmosphere.
  • Phosphorus is a native atmosphere for Borg.
  • Азот - родная атмосфера для Квазааров.

Dimensions of planets

  • Small - planets from 50 to 400 sites. Such planets contain the largest number of minerals and rare minerals. They are considered the least suitable for colonization due to the small stock of sites (places) for the construction of a functional colony. For this reason, such planets are often destroyed, turning into asteroid fields for the subsequent extraction of resources by mining fleets. Nevertheless, an alternative opinion has a right to exist: many small planets with renewable resources and well-organized logistics will be able to become a permanent and predictable source of resources.
  • Average - planets from 400 to 1000 sites. They are more suitable for colonization, especially if the number of sites tends to the upper limit and at the same time the planet is "racial", i.e. suitable for the colonizer atmosphere. There are not very many minerals on such planets anymore, the ore reserves are average.
  • Large - planets of more than 1000 sites. You can't find a racial planet within galaxies of this size. Only on the far edges of galaxies, the so-called "bonus" planets, or in Nebulae. Therefore, in fact, Phosphorus planets - planets with a Borg atmosphere - can be attributed to large planets in Ethno-Galaxies. Like everything Borg - they are better than racial ones, but in the case of colonization, solely due to their size. There is no special composition of resources on them. Because of their size, they have about one and a half times more stock of simple ores than the rest of the planets.

The maximum possible size of a planet is limited by its location (see the section `Galaxies'). The number of sites on the planet can be increased by examining artifacts (one of the random results of opening an artifact is the addition of sites to the planet on which it was examined), as well as in the form of random bonuses when converting a bonus certificate. At the same time, the larger the initial size of the planet, the faster it can be increased with artifacts. At the same time, the number of sites may exceed the maximum possible for the planet, but not by more than 5%. After the maximum number of sites for the planet is exceeded, it will be impossible to increase the number of sites.

Types of planets

  • Racial - planets with any atmosphere except Phosphorus.
  • Phosphorous - large planets with a phosphorous atmosphere. A distinctive feature of such planets, in addition to size, is that during archaeological excavations on them, in addition to standard artifacts, ancient devices can be found.
  • Nitrogen - huge planets with a nitrogen atmosphere. A distinctive feature of such planets, in addition to their size, is that the number of sites on them is unlimited. They are found only in xenogalactics. Current technologies do not allow creating a nitrogen atmosphere.
  • Distant - large and small planets with different atmospheres on the outskirts of galaxies. When colonizing such planets, one should take into account the fact that with the growth of the galaxy, these planets will sooner or later merge into the space of the galaxy.
  • Planets in intergalactic systems are large planets located in intergalactic systems.

Planet Improvements (Bonuses)

Each planet can increase the characteristics of buildings built on it in the following directions:

  • Resources - increases the productivity of resource-producing buildings on the surface of the planet.
  • Production - increases the productivity of production buildings on the surface of the planet.
  • Population - increases the parameters: housing stock, culture, loyal population and protected population of buildings on the planet and orbital modules on the orbital base.
  • Science - increases the productivity of scientific buildings on the surface of the planet.
  • Energy generation - increases the productivity of buildings that generate energy.

The maximum value by which a planet can increase productivity in each direction is

  • +50% - for planets within galaxies, nebulae.
  • +100% for planets in remote systems and home planet.
  • +150% for planets in intergalactic systems
All planets except planets in remote systems, planets in intergalactic systems and planets in nebulae do not have bonuses when created, but they can be increased (see below). Planets in remote systems, planets in intergalactic systems and planets in nebulae already have some bonuses when created.

You can increase the values of the planet's bonuses by examining artifacts (one of the random results of opening an artifact is adding improvements to the planet on which it was examined), as well as in the form of random bonuses when converting a bonus certificate. At the same time, the value of each bonus can exceed the maximum values for the type of planet, but not by more than 10%. After the maximum bonus value for the planet is exceeded, it will not be possible to increase it.

Destruction of planets

Any planet on which there are no objects (bases, colonies) can be destroyed by turning it into an asteroid field. Destruction is carried out by a ship (ships) with the "Planetary Destroyer" combat module installed in the project by the "Destruction of the Planet" command in the fleet's flight list. This module is capable of carrying only a ship in the "Leviathan" hull. The duration of the destruction of a planet depends on its size and the power of the planetary destroyer used. After the destruction, an asteroid field remains in place of the planet, ready for development. The composition and amount of resources of such a field will be identical to the composition and amount of resources that were on the planet before the destruction. The set of artifacts will remain the same. Destroyed planets are not subject to restoration.

Asteroid Fields

Asteroid fields

Asteroid fields are the main source of resources in the Star Federation universe.
Asteroid fields contain all the main resources - from the simplest ores to crystals. Moreover, there are more minerals in the fields than on the planets, and crystals are contained only in the fields and are completely absent on the planets. The amount and composition of resources in the asteroid field can be found out by conducting geological exploration. Geological exploration is carried out by a fleet with geological exploration modules installed on ships with the selection of the appropriate "Geological Exploration" team.
Directly mining is carried out by fleets of specialized ships, with drilling modules of various types, depending on the tasks of mining. The command to the fleet for extraction: "Processing".

Asteroid field types

  • Ordinary - asteroid fields located in the star systems of ethno- and eleutherogalactics. Such fields have a limited supply of various resources, as well as a certain number of artifacts.
  • Fields in asteroid systems are asteroid fields located in periodically appearing star systems in which only asteroid fields are located. Such systems appear in galaxies near black holes, in nebulae in an arbitrary place inside the nebula, in quadrants in which there is at least one newcomer, in Federation quadrants that are not newcomer quadrants. each type of such system has its own characteristics, see the section Asteroid Systems.
  • Renewable fields are asteroid fields capable of self-healing. Such fields are available only in one galaxy - Minax.

Destruction of asteroid fields

After complete processing (extraction of all resources), the asteroid field disappears. Moreover, artifacts are not added to the mass of the field. That is, even if artifacts were present on the field, but they were not extracted before all the resources were processed, then such a field will still disappear. If a player destroys an asteroid field marked with a special "bonuses" icon, then the Federation gives such a player a reward for clearing space from debris. Bonuses in ethno-galaxies, in which newcomers appear, are given only to those players whose home system is located in this galaxy.
The amount of bonuses depends on the distance of the star system from the center of the galaxy:

  • The farther the system in which the asteroid field is destroyed from the center of the galaxy, the smaller the bonus.
  • For fields in systems with bonus planets that are far from the center of the galaxy, bonuses are given twice as much as if a system with a destroyed field would be closest to the center of the galaxy.
  • Bonuses are not given for fields in intergalactic systems
Intergalactic Star Systems
Intergalactic Star Systems are single Star systems that are located in an intergalactic space. It is a stellar object composed of a Star with 10 orbits containing 2 to 4 renewable asteroid fields and planets with a different atmosphere.

Planet size varies from 10,000 to 15,000 sites for non-phosphorous planets and from 15,000 to 20,000 sites for phosphorus planets. The maximum size of the orbital base is unlimited.

About 50% of the planets are inhabited by Borg.

Each planet and asteroid field in Intergalactic Star Systems (exclude system created from Gase Cloud) contains a huge amount of artifacts (Level 0 to 20,000 pts.). Besides, on each planet or asteroid field, there is one Ancients' Device.

New System appears no more than once a week.

Intergalactic space operates under the rules set for the Eleutherogalaxies.

To locate such a System, use the fleet command: Search Ops.

Gas-and-dust clouds
Gas-and-dust clouds are single objects that can be located in intergalactic space or within any Galaxy, excluding distant Star Systems. They are single objects that do not have planets but have a certain mass. From them, it is possible to generate a new Star System consisting of the max number of asteroid fields for a given Galaxy.

The new Star System is generated using the “Generate Star System” fleet’s command.

To detect a Gas-and-dust cloud, use the following fleet’s command: Search Ops.

Gas-and-dust cloud lifespan varies from one day to a week. After the expiration of its lifespan, the Gas and Dust Cloud disappears or a new star system appears in its place, if the Gas and Dust Cloud is located in one of the galaxies.

If the process of generating a Star System was initiated, then the Cloud will not disappear until the Star System is created or the process of creating this System is stopped.

In the intergalactic space, a Gas-and-dust cloud can be found not more than once a week and not less than once a month.

Rookie
Rookie is a player who has not reached the 100 000 rating. You can find out the player’s max rating value that may be gained during the game by moving the cursor over the rating field in the Account settings. The player can remove the rookie status from himself after he has typed 50 000 ratings. At the same time, it will be impossible to return the rookie status back.

Other players are prohibited from flying to uninhabited planets and asteroid fields located in Rookie’s Mother System.

Each day, the Federation pays a bonus to three Rookies that have not reached the 100 000 rating and have gained the highest rating points amount the day before. The amount of the bonus depends on the number of added rating points. Payments and settlement take place on 18:00 Moscow time and are published in the in-game chat. Besides, preliminary results are published every hour in the in-game chat.

Rookies have several minor advantages in their quadrants. The Rookie’s quadrant is the quadrant in which more than a half Mother Systems are Rookie’s Mother Systems whose lifespan is less than 90 days. These calculations do not include Rookie's Mother Systems whose Accounts are frozen.

  • Fleet commands: Recycling, Excavation, Patrol with the option to attack everyone, Construction of an orbital base - are available only to beginners with a home system in this galaxy or players with a home system in this quadrant.
  • The command to the fleet: Destroy the planet is available only to players with a home system in the quadrant where the planet being destroyed is located.
  • Star systems with asteroid systems periodically appear in the rookies’ quadrant. Only rookies and players whose Mother System is located in the same quadrant have access to those.

Rookie status is automatically removed 180 days after Account activation. The Activation date can be viewed in the tooltip by moving the cursor over the login in the Account settings. The date when the rookie status will be disabled can be viewed in the tooltip by moving the cursor over the rookie icon in the Account settings.

The Federation prohibits Rookies declaring wars on other players and prohibits other players from declaring wars on rookies, attacking their planets & bases in their Home Galaxy, and attacking fleets in rookies' quadrants. Rookies cannot use the “Attack” command. Rookies’ fleets can be attacked in planetary orbits and other players' bases.

Rookies that gained 1 000 pts. pirate rating will automatically lose their rookie status.

The Federation prohibits unloading goods on rookies’ planets (incl. cases when the player is in a Trade Guild or a Trade Agreement is effective). All transactions are carried out through the Trade Center.

The Federation prohibits rookies’ unloading goods on other player planets (incl. cases when the player is in a Trade Guild or a Trade Agreement is effective). All transactions are carried out through the Trade Center.

Account Freeze
If the Account is frozen, then all the player's fleets are automatically transferred to their bases. Production on all planets stops. All fleets, except merchant ones, are prohibited from flying to the planets of such an Account. The exception is a transit flight through the Hypergate. You can unfreeze the Account no earlier than 72 hours later after its freezing.

The account is frozen 24 hours after clicking the "Freeze" button in the account settings. or immediately, if no more than one hour has passed since the account was unfrozen.

Frozen Accounts are automatically deleted 6 months later.

Players with more than 100 pts. rating can freeze Account.

Corruption
Corruption means the plundering of the Colony Population income as a result of reduced management efficiency. It arises:

- with a lack of energy for the Colonies Congress’ normal operation on the main planet;

- if the number of Orbital bases, Space bases, and Colonies is higher than the max number available that stimulates revolutionary mood on the planet;

- if the player has a negative Security Status.

- when used by the Alliance in which the player is a member and where are some paradigms take place.

Loyalty
This is the population size loyal to your reign regime.

Capital (Mother Planet) adds 100% to loyalty.

If the loyalty is above 100%, then for every 1% above, 0.01% is added to the planet's (base) productivity, but not more than 10%.

With less than 90% loyalty, the free planet’s population reduces the birth rate, the production of currency, and scientific potential.

With the loyalty of less than 50%, the population embraces revolutionary sentiments. When 100% of the population is captured by revolutionary sentiments, a revolution occurs.

With a loyalty of more than 50%, revolutionary sentiments decrease down to 0%.

Loyalty decreases when:

  1. Increase in population starts. The more population on the planet, the less its loyalty.
  2. Distancing from major control centers – Colony Congress, Colony Administration.
  3. An increase in the number of planets and orbital bases. The larger your Empire, the more people are dissatisfied with its size.
  4. Negative Security Status.

Loyalty increases with:
  1. Special buildings’ construction that increases loyalty (e.g., Entertainment Center).
  2. Building the Colony Administration a short distance from the Colony.
  3. The positive Security Status increase.

When calculating loyalty, the maximum number of people in the colony (base) during the day is used.

Population Increase
This is the amount of your Colony population that increases (decreases) hourly. This indicator is the difference between fertility and mortality. Fertility and mortality depend on baseline fertility, mortality, number & quality of buildings built on the planet, which increase or decrease baseline mortality or fertility also.
Fertility
This is the amount of your Colony population that is born every hour. Fertility depends on the basic fertility and buildings built on the planet, which increases the basic fertility also. The birth rate of the population cannot be greater than the population on the planet.
Basic Fertility
This is the amount of population that is born in your Colony every hour regardless of the buildings built on the planet. The basic fertility depends on the planet’s population size and its loyalty.
Mortality
This is the amount of population that dies every hour in your Colony. Mortality depends on the baseline mortality and the buildings built on the planet (e.g., Industrial Structures), which increase the baseline mortality.
Basic Mortality
This is the number of your Colony population that dies every hour regardless of the buildings built on the planet. Basic mortality depends on the number of planet’s population only and is always less than the basic birth rate, provided that the loyalty is above 90%.
Durability
This is the spaceship damage level enough for it to be destroyed.
Influence Sectors
The territory of the universe is divided into quadrants measuring 64x64 holy years. Alliances can control one or more quadrants.
A quadrant is considered a controlled alliance if the alliance has the largest percentage of influence in that quadrant. The percentage of influence of each alliance is calculated as the geometric average of the population (the maximum number of people who were on the colonies during the day is used) of the cultural level of the colonies and the number of alliance colonies in the quadrant. If players who are not part of any alliance have the greatest influence, then the quadrant is considered the territory of the Federation.

The alliance controlling the quadrant receives bonuses in this quadrant. The composition and number of bonuses are determined by the paradigms of the alliance. The longer the alliance controls the quadrant, the greater its influence in this quadrant will be, with other parameters unchanged.

Regardless of which alliance controls the quadrant, all alliances or players without alliances who have influence in the quadrant receive a bonus in the form of an increase in productivity by a percentage equal to the ratio of the level of culture of the colonies of the alliance (Federation) to the number of population in the colonies of the alliance (Federation) and proportional to the level of influence, but no less and no more established for this alliance paradigm. For the Federation, the maximum performance boost bonus is 150%.

The maximum possible performance increase increases depending on the location of the quadrant:

  • +10% - for quadrants in eleutherogalactics, eleutherotumannies.
  • +25% - for quadrants in xeno-galaxies, xeno-fogs.

Improving productivity affects work:

  • Planetary structures and modules of orbital bases and space bases.
  • Fleets engaged in mining ore in asteroid fields.
  • Fleets engaged in archaeological excavations.
  • Fleets engaged in loading, construction and repair work.
  • Fleets engaged in the creation of stars, asteroid fields, atmospheres and planets.

In quadrants that are considered Federation territory, players who are not members of any alliance receive the following bonuses:

  • Each quadrant of the Federation adds 25% from its own performance improvement to the performance improvement of the neighboring quadrant of the Federation.
  • An increase in the productivity of the Control Center and the Cultural Center in the colonies located in the quadrant by a percentage equal to half of the productivity increase in the quadrant.
  • Payments equal to a percentage of the productivity of the amount of taxes collected from trade transactions (sale through a shopping center, transfer of goods and ships for pickup, transfer of goods and ships to their colonies) that were made on planets located in the Federation quadrant, provided that the amount is not less than 1 IG, but not more than 50% of the tax amount.

Regardless of the prevailing influence of a particular alliance or Federation and in parallel with it, the quadrant can also be the Beginner quadrant. The novices quadrant is a square in which more than half of the home systems are made up of novices' home systems with a life span of less than 90 days. The calculations do not take into account the home systems of newcomers whose accounts are frozen. Such quadrants have some distinctive features:

  • In the quadrant where there is at least one "home" system of a beginner, star systems with asteroid fields periodically appear. Only beginners and players whose `home` star system is located in the same quadrant have access to them. Commands to the fleet: Recycling, Excavation, Patrol with the option to attack everyone, Construction of an orbital base - are available only to beginners with a home system in this galaxy or players with a home system in this quadrant.
  • The command to the fleet: Destroy the planet is available only to players with a home system in the quadrant where the planet being destroyed is located.
Trade fee
The return of part of the federation's trade tax to the account of the alliance or an alliance member for trading operations in the alliance quadrants, for completing tasks, for trading operations in free quadrants within the galaxies. The percentage of tax refund in the alliance quadrants is equal to the increase in the productivity of the quadrant, but cannot be less than or exceed the intervals determined by the alliance paradigms. The percentage of tax refund in free quadrants within galaxies for completing tasks is equal to the product of the average productivity value in the alliance quadrants and the percentage of quadrants owned by the alliance from the total number of quadrants, but cannot be less than or exceed the intervals determined by the alliance paradigms. When trading an alliance member within the alliance quadrant, the tax refund percentage will be equal to the maximum of the two specified values.

Fereration also returns part of the trade tax to players who are not members of alliances for trading operations in the Federation quadrants, for completing player tasks, for trading operations in free quadrants within galaxies. The percentage of tax refund in the Federation quadrants is equal to the increase in the productivity of the quadrant, but can not be less than 1% and not more than 50%. The percentage of tax refund in the free quadrants within the galaxies for completing tasks is equal to the weighted average of the productivity of the federation quadrants in which the player's colonies are located.

You can calculate the current amount and the recipient of the trade fee, depending on the location in "Organizer".

Inactive Account
An Account with the last activities recorded more than 30 days ago, or more than 6 months ago for frozen Accounts.

These Terms are indicated without taking into account the extension of the Account validity period when purchasing in-game currency.
If the player bought the in-game currency (IG), then the permissible period of inactivity increases by the amount purchased:

The Accounts that purchased the in-game currency become inactive after 30 days + (Currency purchase amount (IG)/1000) days.
The Frozen accounts from which the IG in-game currency was purchased become inactive after 180 days + (Currency purchase amount (IG)/1000) days.

When the player switches Account Status to “Inactive”, registration data (login, password, e-mail, nickname) is saved. That is, if the player decides to start the game after a significant break, then re-registration will not be required. It will be enough to enter login and password when entering the game, and then activate an Account.

When a player switches Account Status to “Inactive”, he is removed from the in-game process as well as:
- Colonies, Orbital bases, and Space bases occupied by an inactive player are removed. At the same time, the Mother System of such a player can be completely removed from the Star Map (with a 50% probability for Accounts with a rating of fewer than 500 pts.); or the System will remain on the map, but the Mother Planet will be turned into an asteroid field. Planets and Systems of inactive Accounts are completely deleted;
- all planets, except Mother Planet, will become free and available for colonization by other players;
- all fleets belonging to the Account are deleted;
- all Trade bids are deleted;
- all personal Ancients’ Devices are deleted;
- all warehouses' content except Ancients’ Devices are partially transferred to archaeological values in 10%-40% of the warehouses’ cargo amount;
- Ancients' Devices (not personal), which are stored in warehouses and the planet management section become archaeological treasures with a 50% probability;

When the Account switches to the “Inactive” status, the in-game currency (IG) in the player's balance is reset to the following values:
1. If the player did not purchase the in-game currency during the game, it is reset to 0.
2 If a player purchased in-game currency during the game, it is reset to one of the following values:
- the amount of purchased in-game currency for the entire Account validity period;
- the current IG amount stored on the Account.

If the Account should be switched to the “Inactive” status in less than 14 days, the corresponding icon will be displayed in the player's information section. When moving the cursor over it, the Account status' change date will be indicated.

Accounts will switch to the "Inactive" status gradually during the day corresponding to the Account status' change date.

Revolutionary mood
They arise in colonies where the loyalty of the population is less than 50%. The population, seized by revolutionary sentiments, refuses to work on the construction of colonies (bases), therefore, there are not enough workers in the buildings.

When revolutionary sentiments cover 100% of the population of the colony (base), what happens in the colony (base) Revolution.

In colonies and bases located in ethno-galaxies, revolutionary sentiments cannot be more than 99.99%.

Revolt
The Revolution arises in the Colonies, the population loyalty of which for a long time was less than 50%. During the Revolution, a significant part of the population perishes, buildings are destroyed. The Colony and the Orbital Base can also be destroyed. Warehouses can be plundered. When Revolution ends, the revolutionary sentiments indicator drops to 0%.

The consequences of the revolution depend on the number of people who were in the colony (base) at the time of the beginning of the spread of revolutionary sentiments.

There can be no revolution in colonies and bases located in ethno-galaxies.

Security Restrictions

"Home" planets

  • A fight on the players' home planet is impossible.
Federation tasks

  • Fleets performing Federation tasks do not have immunity to criminal attacks. And can be attacked by both Borg and other players, in accordance with these security rules.

Beginners

The following points define the security rules for newcomers who are not members of any alliance or members of the Guild of Independent Worlds and do not have a positive pirate rating.

  • Novices are not allowed to declare war and novices cannot declare war
  • You can't attack the bases of newcomers in your home galaxy.
  • You can't attack rookie fleets in the rookie quadrants. Rookie fleets ignore hyperspace traps gravity anomalies in the rookie quadrants.

Members of the Guild of Independent Worlds

  • It is impossible to attack the player bases of the members of the Guild of Independent Worlds (excluding xenogalactics and xeno-fogs)
  • Gravity anomalies and hyperspace traps are ignored by fleets in quadrants where these fleets cannot be attacked.
  • It is not allowed to attack the fleets of players members of the "Guild of Independent Worlds" in the Federation quadrants (excluding xeno-galaxies and xeno-fogs), in free quadrants within galaxies (excluding xeno-galaxies and xeno-fogs).
  • Outside of the Federation quadrants, fleets of members of the Guild of Independent Worlds are prohibited from using the "attack all" option, except for orbits where their colonies (Bases) are located
  • In the Federation and quadrants (excluding xeno-galaxies and xeno-fogs), the `attack all` option for fleets of other players (with the exception of Borg) on patrol is ignored by fleets of members of the `Guild of Independent Worlds`.

Alliance members with the "Pacifism" paradigm

  • It is impossible to attack the bases of players with the pacifism paradigm ( excluding xenogalactics and xeno - fogs )
  • You cannot attack fleets of players with the pacifism paradigm, in Alliance quadrants, in Federation quadrants (excluding xeno-galaxies and xeno-fogs) and in free quadrants within galaxies (excluding xeno-galaxies and xeno-fogs) .
  • Gravity anomalies and hyperspace traps are ignored by player fleets in those quadrants where these players cannot be attacked.
  • Outside of the alliance quadrants with the pacifism paradigm, alliance member fleets are prohibited from using the `attack all` option except for orbits where their colonies (Bases) are located
  • In Alliance quadrants (excluding xeno-galaxies and xeno-fogs), the `attack all` option for fleets of other players (including Borg) on patrol is ignored by alliance member fleets.

Divesants and spies

  • The use of saboteurs and spies in ethno-galaxies is prohibited.
  • Beginners can use saboteurs and spies only on the colonies (bases) of beginners.
  • Non-novices can use saboteurs and spies only on colonies (bases) of non-novices.

Restrictions on military ranks

  • They only work in ethno-galaxies. Players with a military rank difference of more than three cannot engage in battles with each other.

Base attack

  • You can't attack players' home planets.
  • You can't attack federation bases.
  • It is impossible to attack the bases of players with the pacifism paradigm ( excluding xenogalactics and xeno - fogs )
  • It is impossible to attack the player bases of the members of the Guild of Independent Worlds (excluding xenogalactics and xeno-fogs)
  • You cannot attack the bases of newcomers in your home galaxy.

Fleet Attack

  • You can't attack rookie fleets in the rookie quadrants.
  • You cannot attack fleets of players with the pacifism paradigm, in Alliance and Federation quadrants (excluding xeno-galaxies and xeno-fogs), in free quadrants within galaxies (excluding xeno-galaxies and xeno-fogs).
  • It is not allowed to attack the fleets of players members of the "Guild of Independent Worlds" in the Federation quadrants (excluding xeno-galaxies and xeno-fogs), in free quadrants within galaxies (excluding xeno-galaxies and xeno-fogs).

Gravitational anomalies and Hyperspace traps

  • There is no ban on the installation of hyperspace traps and gravitational anomalies in the Federation quadrants and quadrants with the pacifism paradigm.
  • Gravity anomalies and hyperspace traps are ignored by player fleets in those quadrants where these players cannot be attacked.

Patrol with the `Attack all` option and Bases with the `Attack all` option

  • Bases can use the attack all option, regardless of where they are located.
  • In the Federation quadrants and alliance quadrants with the Pacifism paradigm, player fleets that are not members of the Guild of Independent Worlds or members of the alliance with the Pacifism paradigm are allowed to use the "attack all" option, excluding player bases that cannot be attacked.
  • In the Federation quadrants (excluding xeno-galaxies and xeno-fogs), the `attack all` option for fleets of other players on patrol by fleets of members of the `Guild of Independent Worlds' is ignored.
  • >In alliance quadrants (excluding xeno-galaxies and xeno-fogs), the `attack all` option for fleets of other players on patrol is ignored by alliance member fleets.
  • Outside of the Federation quadrants, fleets of members of the Guild of Independent Worlds are prohibited from using the "attack all" option, except for orbits where their colonies (Bases) are located
  • Outside of the alliance quadrants with the pacifism paradigm, alliance member fleets are prohibited from using the `attack all` option except for orbits where their colonies (Bases) are located

Mines

  • There is no ban on the installation of mines in the quadrants of the Federation and in the free quadrants in these galaxies.
  • The activation of mines is subject to the same safety rules as the attack of fleets. That is, if player A, who has laid mines, cannot attack player B's fleet at the coordinates where the mines are installed, Then player B's fleet, which arrived at the minefield set by player A, ignores player A's mines.
  • Mines do not work only on player fleets.

Colony bombing

  • It is impossible to bomb colonies without declaring war, excluding xenogalactics and xeno-fogs.
  • It is impossible to carry out the bombing of colonies in ethno-galaxies, regardless of the declared war.

In cases where two hostile fleets intersect at the same coordinates, but the battle is impossible due to security restrictions, the fleet that would be in the "Attack" position in battle leaves the coordinates in the "Flight from the battlefield" mode.

Colonizing New Planets

To colonize another planet, you need to build an Orbital Base above it first. In this case, it is necessary to build or improve the "Colony Congress" on the main planet (read the Manual - "Buildings" - "Planetary buildings" section). The Orbital base is being built using a spacecraft with the "Building Module" installed. An example of a colonized spaceship can be found in the “Trade Operations” - “The Federation” - “Buy Borg Spaceships” section. In addition to the Construction Module, the fleet in which the spaceship with this module is located must be loaded with all materials necessary for the Orbital Base construction. The Orbital base is being built with the help of the "Build" fleet command. The command parameters indicate the level of the Orbital base that you want to build. The amount of materials must correspond to the level of the Orbital Base (read the Manual “Buildings” - “Orbital Modules” section). When the “Construction” command is interrupted, some of the materials will be lost.

After the Orbital Base is built, it is necessary to bring in the population and materials for the Colony construction. After you bring in the population, do not forget to set the percentages on the building and orbital potential in the Orbital Base control window. If you have enough materials, you can start building the Colony.

If the planet’s atmosphere does not match the atmosphere of your race, then before building the Colony, you need to build and activate the "Energy Dome". Warning! The Energy Dome requires a lot of energy (read the Manual “Buildings” - “Orbital Modules” section).

There is no limit to the number of Colonies a player can build.

Player Rating
Construction of new buildings on planets and spacecraft purchases award the player a rating. It reflects the player’s level of evolution & development. The rating decreases when disassembling (destroying) your spacecraft, buildings as well as when selling spaceships.
Security Status
An indicator of the aggressiveness of the player. A positive value of the security status (hereinafter SB) indicates that the player is pursuing a peaceful policy, while a negative value indicates the aggressiveness of the player. Significantly affects the loyalty of the colonies, the more peaceful your policy is, the safer the inhabitants of the colonies feel.

Every player who, or whose alliance, has not declared war on anyone, is added hourly 0.005 units to the Security Status.

The security status does not change:

  • During battles in xeno-galaxies and xeno-fogs
  • In battles with the Borg

Security status decreases:

  • Players and their allies, when destroying ships (bases) in battle, if they or their allies (players with whom a mutual assistance agreement has been concluded) and they are at war.
    In the case of hostilities that began earlier than 12 hours after the declaration of war, the security status decreases as it would decrease when using the 'attack' command. In this case, the attacker will be considered the player who initiated the battle
  • The player and his allies, who used the command 'attack`, when destroying their own and others' ships.
  • A player who has lost ships (bases) and at the same time he is the initiator of the battle (patrol in attack all mode, base in attack all mode).
  • The player who carried out the bombing of the planet with thermonuclear bombs (excluding the bombing of Borg planets).
  • The player's fleet, which is used by the boarding team (at least on 0.01 and no more than 0.1 for boarding).

The number of units deducted from the player's Security Status depends on:

  • Values and the number of destroyed ships (buildings, bases) of the player. The higher the rating of the player whose ships are destroyed in relation to the rating of the player who destroyed his ships, the greater the number of negative points. (when destroying Borg ships or when destroying player ships by Borg , the ratio of player ratings is not taken into account )
  • The galaxy in which the battle takes place.

The coefficient. The galaxy depends on the type of galaxy in which the battle takes place. Coefficients are applied for each galaxy:

  • 1 - for Ethno - galaxies;
  • 0.5 - for Eleutherogalactics (Eleutherotumannosti);

The coefficient. The 'type of attack' depends on how the battle was started:

  • 0.5 - if the ships are destroyed in the 'war' state.
  • 1 - if the attack is initiated using the 'Attack' command.
  • 0.25 - if the attack is initiated by means of a fleet standing on patrol with the 'Attack all' flag set.
  • 0.125 - if the attack is initiated by the base with the 'Attack all' flag set.
Military Rating
This rating indicates how well the player conducts military operations. It is the difference between the combat ratings of lost and destroyed spacecraft. You can view the military stats for each player by clicking the info button next to the military rating.

The military rating is awarded only for the destroyed ships of the Borg fleets and ships of the fleets of the players with whom the war is actively involved.

Pirate Rating
This rate reflects how well the player is doing pirate raids or, if the rating is negative, fights pirates.
It is awarded for other players’ fleets robbery (read the Boarding Module description) or for destroying unarmed spaceships of players with a zero or negative Pirate Rating when using the “Attack” command. It decreases when players with a positive Pirate Rating attack with armed spaceships.
Pirate Rating is not awarded when boarding own or Alliance fleets.

The Pirate Rating can be hidden from other players (in the Account settings).

Rookies that obtained Pirate Rating can be attacked using the “Attack” command.

Industrial Rating
Industrial Rating indicates the quantity & quality of spaceship components produced by the player. When components are produced, the Industrial Rating increases; when recycled, it decreases.
Science Rating
Science rating indicates the amount & level of research produced by the player. Upon completion of research, the Science Rating increases (ecxl. research data obtained during the research of artifacts and received as bonuses when donating). Besides, the Science Rating increases with successful research of artifacts. This rating decreases when the research is stolen by spies or when artifacts research is unsuccessful.
Trade Rating
Trade Rating indicates how well a player performs trade operations. It is charged when the purchases are shipped to other players in the Trade Center or when goods are transferred for pickup to other players who are not in the same Alliance with the seller. When buying in a Trade Center, the Trade Rating assigned to the seller is higher than when shipping goods for a pickup. When purchases are canceled, the Trade Rating decreases.
The Federation Rating
The Federation Rating indicates the level of the player's interaction with the Federation. This rating increases for the successful completion of Federation missions and purchase IG. This rating decreases when the Federation mission fails or when other players' planets are bombarded with thermonuclear bombs. If the player refuses to complete the Federation mission, this rating does not change.

For each new Federation rank the player receives a + 10% discount when purchasing resources and spaceships from the Federation. E.g., the "Settler" rank gives a 10% discount, the "Chief" rank - 20%, etc.

Players with the "Prefect" rank and above may order Borg spaceships from the Federation according to their own designs. Spaceship design should include technologies known to the player only (Hulls, Components (SC)). When the Federation sells such spaceships to other players, they receive a royalty of 1% of the transaction amount.

Spaceship Battle Rating
This indicator means the spacecraft in-battle power. It depends on the spacecraft’s attack power, its level of defense, and the degree of damage to the fleet where it is engaged.
Fleet Battle Rating
The indicator of the military power of the fleet is calculated as the sum of the combat ratings of the ships that make up the fleet, taking into account the degree of damage.
The beginning of the battle
The battle will start when the fleet arrives at the coordinates; the fleet departs from the coordinates; the fleet starts executing any command at coordinates or ends the execution of a flight sheet located at such coordinates. In this case, this fleet automatically initiates the "Attack" mode..

 

Cases when the battle starts

If your fleet, Space Base, or Orbital Base was attacked by the "Attack" command on the flight list, or you attacked someone in the same way. In this case, the equipment and devices of the player who owns the attacking fleet (base) must "see" your fleet (base).

 

If you crossed (ended up on the same coordinates) with a foreign fleet, which was on patrol with the "Attack All" command activated, or another player crossed with your patrolling fleet, which had the same command activated. In this case, the equipment and devices of the player who owns the patrolling fleet must "see" the attacked fleet.

 

If you crossed (ended up on the same coordinates) with another Orbital Base or a Spacebase with an “Attack All" mode activated. In this case, the equipment and devices of the player who owns the base should "see" the attacked fleet.

 

If you crossed (ended up on the same coordinates) with another fleet or base whose owner is the player with whom you are at war. At the same time, for the battle to begin, one of the fleets must "see" the other fleet, and "Join the battle" option must be enabled in this fleet’s settings (in cases considering the base, this option is enabled by default).

 

If you have arrived at the coordinates where the battle is already underway. In this case, your fleet will automatically be drawn into battle. However, if your fleet has no opponents in a given battle, it will leave the battle on the next cycle.

 

A battle is considered a battle with the Borg if it was started by the player and the Borg, (if the Borg joins the current battle, then such a battle is not considered a battle with the Borg). Borg's opponents in such a battle can only be players with whom the player who started the battle or his allies participating in the battle have an active mutual assistance agreement. All other players joining the battle will be neutral to the Borg.

Borgs reseach

Borg studies

The Borg conduct research independently of the players. The speed of Borg research depends on the number of Borg colonies. The more colonies there are, the faster the research is carried out.

Levels of Borg ships

The maximum levels of Borg ships are calculated as the average value from the studied hull level and the following levels of components used in the ship design. Therefore, the housing level and component levels may exceed the investigated value. As a rule, the levels of components used in ship designs correspond to the hull level. Borg base levels The maximum level of Borg bases corresponds to the level of the orbital base (cosmomase) studied by Borg. As a rule, the levels of buildings on the base and components used in combat platforms correspond to the base level.

Borg

Borg are a mysterious, at times very vicious but mostly indifferent race, controlled by AI. Borg has the very best spaceships, hull components, weapons, defense, mining & archeology modules. They have very complex and difficult to predict battle tactics; the unique tactics of sending reinforcements. If the player is too carried away by putting his forces into battle, then the Borg's ability to find the optimal position for an attack and other features make them just a treasure trove for PVE battles’ fans (human vs. computer). But there is also a drawback - the battle with the Borg is not for rookies (with the exception of several missions).

The Federation has effective treaties with the most peaceful Borg clans due to which it became possible to trade with them. In the Trading bids, you can find spaceship components manufactured and sold by Borg. In Federation Services section, you can purchase a ready-made spaceship, completely assembled from such components right down to the hull. Besides, you can order a spacecraft according to your design. However, this becomes available upon reaching a Federation Rating equal to the title of "Prefect" (1000 rating pts.).

Clans with which it was not possible to sign Peace Treaty can be conditionally divided into several following subtypes:

  • Patrol are Borg fleets (with the “Attack All” option enabled) patrolling at random coordinates in the Universe. These can be asteroid fields or planets in inhabited galaxies. The player may not face them on free coordinates. Borg Patrols ignore masking.
  • Miners and Archaeologists are Borg fleets that perform the following functions: recycle asteroids or excavate artifacts. These are relatively peaceful fleets but it is not worth crossing with them since they are adequately armed and will always readily respond to an invasion of their zone.
  • War fleets (WAR, RAIDER) are fleets that arrive when the "War" mode activates against Borg. This war can be declared by both the player and the Borg. The second happens when Lord systematically destroys Borg fleets (e.g. patrols and miners) over time. There is no specific pattern responsible for declaring war by the Borg. If the Lord began any hostilities against the Borgs, then he must be prepared to declare war at any time.
    As soon as the war is declared by one side or the other, the RAIDER and WAR fleets will start attacking random fleets and player’s bases. More details about the fleets’ patterns can be found in the corresponding Manual section.
  • Horror (HORROR-P, HORROR-R, HORROR-X) are Borg fleets that do not allow the Lords who have settled down in the Minax Xenogalaxy to live in peace. They periodically attack fleets and player’s bases in this Galaxy. You can also read more about the behavior of Horror-class fleets in the corresponding Manual section.

Thus, the Borg provides Lords with the opportunity to diversify the construction of their Empire with battles and wars without compromising general diplomacy (relations with other Lords). Borg is fairly predictable, and his anger has fairly well-defined boundaries.
Besides, Borg fleets are the source of high-level components for spaceships. What you have to buy on the market for in-game currency, if you have some skills and abilities, you can honestly get by winning the battle with Borg. In addition to components, some Ancients' Devices can be found in the high-class Borg fleets.

Borg are not friends but they are not enemies either unless Lord makes them so. Whether or not to associate with this mysterious race, each Lord decides for himself since Borg never conflict first. If you do not touch them, then they will not touch you!

Borg in various Galaxies

Behavior of Borg fleets in various ga

Behavior of Borg fleets in various galaxies

At the moment there are three types of galaxies:

  • Ethno-galaxies, galaxies in which new players appear (appeared).
  • Eleutherogalactics.
  • Xenogalactics.

Depending on the type of galaxy, the behavior of patrols and other Borg fleets in them differs.


Borg behavior in Ethno-Galaxies

Patrols Borg do not fly to free planets and fields where player fleets are located.
Borg patrols do not fly to inhabited planets and planets with orbital bases or space bases.
Miners and archaeologists Borg do not fly to the fields where the fleets of players are on patrol.
Outpost Borg military fleets (WAR, RADER, HORROR etc.) in battles use an outpost that is in subspace, the outpost level currently is: 0 - if the battle takes place in the novice quadrant and 400 000 - if the battle takes place in other quadrants.


Borg behavior in Eleutherogalactics, Eleutherotumannies, Intergalactic systems

Patrols Borg fly to any free planets and fields, regardless of player fleets.
Patrols Borg fly to Borg orbital bases with or without a colony, Borg space bases, even if there is a battle (bombing) at the coordinates.
Patrols The Borg do not fly to the coordinates where the Borg patrol is already located.
Miners and archaeologists Borg fly to any fields, regardless of player fleets.
Outpost Borg military fleets (WAR, RADER, HORROR etc.) in battles use an outpost that is located in subspace, the level of the outpost currently is: 990 000 - if the battle is within the galaxy (excluding remote systems), 2 000 000 - if the battle is in a remote system and 4 000 000 - if the battle is in an intergalactic system or nebula.


Borg behavior in Xeno-Galaxies, Xeno-Fogs


Patrols Borg fly to any free planets and fields, regardless of player fleets.
Patrols Borg fly to Borg orbital bases with or without a colony, Borg space bases, even if there is a battle at the coordinates.
Patrols The Borg do not fly to the coordinates where the Borg patrol is already located.
Patrols Borg fly to inhabited planets of players without orbital bases (excluding colonies with the activated device of the ancients "Zero field Generator"). Even if there is a battle (bombing) at the coordinates.
Miners and archaeologists Borg fly to any fields, regardless of player fleets.
Player fleets are attacked by a fleet HORROR-R.
The orbital bases of the players are attacked by the fleets HORROR-P and HORROR-X .
Outpost Borg military fleets (WAR, RADER, HORROR etc.) in battles use an outpost that is located in subspace, the level of the outpost currently is: 3 000 000 - if the battle is within the galaxy (excluding remote systems), 3 600 000 - if the battle is in a remote system or nebula.


Exceeding the combat rating of Borg fleets in battle.

If the sum of the combat ratings of ALL fleets (at the time of their entry into battle) attacking in the battle of Borg (Borg enemies) exceeds the sum of the combat ratings of ALL Borg fleets (at the time of their entry into battle) by two times and the combat rating of Borg fleets is more than 100, then the Borg will use a tachyon interference generator blocking the control systems of fleets participating in the battle and hostile to the Borg. The effectiveness of the fleets in this case will be significantly reduced, depending on how many times the BR of the Borg fleets is exceeded.


Bonuses for destroying Borg fleets

For the destruction of patrols and fleets of classes WAR, RAIDER, HORROR-R, HORROR-P, HORROR-X and Borg orbital bases, the Federation charges players an amount in IG for a bonus certificate. Accrual occurs at the end of the battle if all Borg fleets that participated in the battle are destroyed. The amount of bonus IG depends on the difference between the doubled sum of the combat ratings of the Borg fleets and the sum of the combat ratings of the player fleets and their military ratings (the higher the military rating, the lower the amount of bonuses), who participated in the battle against the Borg, but can not be less than 50 IG and no more 25 000 IG. If the doubled sum of the battle ratings of the Borg fleets is less than the sum of the battle ratings of the fleets of the players who participated in the battle against the Borg, then bonuses are not awarded. The amount of bonuses is distributed among the players who participated in the battle, in proportion to the combat rating of their fleets.laxies

At the moment there are three types of galaxies:

  • Ethno-galaxies, galaxies in which new players appear (appeared).
  • Eleutherogalactics.
  • Xenogalactics.

Depending on the type of galaxy, the behavior of patrols and other Borg fleets in them differs.


Borg behavior in Ethno-Galaxies

Patrols Borg do not fly to free planets and fields where player fleets are located.
Borg patrols do not fly to inhabited planets and planets with orbital bases or space bases.
Miners and archaeologists Borg do not fly to the fields where the fleets of players are on patrol.
Outpost Borg military fleets (WAR, RADER, HORROR etc.) in battles use an outpost that is in subspace, the outpost level currently is: 0 - if the battle takes place in the novice quadrant and 400 000 - if the battle takes place in other quadrants.


Borg behavior in Eleutherogalactics, Eleutherotumannies, Intergalactic systems

Patrols Borg fly to any free planets and fields, regardless of player fleets.
Patrols Borg fly to Borg orbital bases with or without a colony, Borg space bases, even if there is a battle (bombing) at the coordinates.
Patrols The Borg do not fly to the coordinates where the Borg patrol is already located.
Miners and archaeologists Borg fly to any fields, regardless of player fleets.
Outpost Borg military fleets (WAR, RADER, HORROR etc.) in battles use an outpost that is located in subspace, the level of the outpost currently is: 990 000 - if the battle is within the galaxy (excluding remote systems), 2 000 000 - if the battle is in a remote system and 4 000 000 - if the battle is in an intergalactic system or nebula.


Borg behavior in Xeno-Galaxies, Xeno-Fogs


Patrols Borg fly to any free planets and fields, regardless of player fleets.
Patrols Borg fly to Borg orbital bases with or without a colony, Borg space bases, even if there is a battle at the coordinates.
Patrols The Borg do not fly to the coordinates where the Borg patrol is already located.
Patrols Borg fly to inhabited planets of players without orbital bases (excluding colonies with the activated device of the ancients "Zero field Generator"). Even if there is a battle (bombing) at the coordinates.
Miners and archaeologists Borg fly to any fields, regardless of player fleets.
Player fleets are attacked by a fleet HORROR-R.
The orbital bases of the players are attacked by the fleets HORROR-P and HORROR-X .
Outpost Borg military fleets (WAR, RADER, HORROR etc.) in battles use an outpost that is located in subspace, the level of the outpost currently is: 3 000 000 - if the battle is within the galaxy (excluding remote systems), 3 600 000 - if the battle is in a remote system or nebula.


Exceeding the combat rating of Borg fleets in battle.

If the sum of the combat ratings of ALL fleets (at the time of their entry into battle) attacking in the battle of Borg (Borg enemies) exceeds the sum of the combat ratings of ALL Borg fleets (at the time of their entry into battle) by two times and the combat rating of Borg fleets is more than 100, then the Borg will use a tachyon interference generator blocking the control systems of fleets participating in the battle and hostile to the Borg. The effectiveness of the fleets in this case will be significantly reduced, depending on how many times the BR of the Borg fleets is exceeded.


Bonuses for destroying Borg fleets

For the destruction of patrols and fleets of classes WAR, RAIDER, HORROR-R, HORROR-P, HORROR-X and Borg orbital bases, the Federation charges players an amount in IG for a bonus certificate. Accrual occurs at the end of the battle if all Borg fleets that participated in the battle are destroyed. The amount of bonus IG depends on the difference between the doubled sum of the combat ratings of the Borg fleets and the sum of the combat ratings of the player fleets and their military ratings (the higher the military rating, the lower the amount of bonuses), who participated in the battle against the Borg, but can not be less than 50 IG and no more 25 000 IG. If the doubled sum of the battle ratings of the Borg fleets is less than the sum of the battle ratings of the fleets of the players who participated in the battle against the Borg, then bonuses are not awarded. The amount of bonuses is distributed among the players who participated in the battle, in proportion to the combat rating of their fleets.

War against Borg
If the Overlord's policy towards the Borg is aggressive enough (the Borg ships that are on patrol or engaged in excavation and processing are destroyed, ships in fleets attacking players in xenogalactics are destroyed, orbital bases and colonies are destroyed, or you perform Federation tasks to destroy fleets and Borg space bases), then the Borg will sooner or later declare war on such a overlord.

The frequency of declaring war depends on the rating and the number of ships, bases and colonies destroyed by the lord of the Borg during the absence of war. When concluding a peace treaty, Borg 'forgets' about the damage done to him by the Overlord.

  • When the Overlord is at war with the Borg, the Borg periodically sends military fleets (WAR, RAIDER) to attack the bases and fleets of the overlord. The longer the war, the more often the Borg attacks the player's objects.
  • Borg attacks in 12-18 hours, after the declaration of war.

The war with the Borg can be stopped by offering him a peace treaty. And if the Borg accepts it, then a peace treaty will be concluded between the lord and the Borg, and the war will be stopped.

  • If the initiator of the war is a Borg, then the Borg can accept the treaty immediately after the attacks of its military fleets, in case of significant damage to the overlord, at the discretion of the Borg, or not earlier than a day after the declaration of war. At the same time, the offer of peace by Borg will not be rejected if it is sent after the arrival of one of the military fleets and will be accepted as soon as Borg deems it possible to accept it (the player will suffer significant damage, according to Borg, more than a day will pass after the declaration of war).
  • If the initiator of the war is the Lord, then the Borg can conclude an agreement only not earlier than a day after the declaration of war. At the same time, the Borg peace offer will not be rejected if it is sent after the arrival of one of the military fleets and will be accepted as soon as the Borg deems it possible to accept it (more than a day will pass after the declaration of war).
  • A peace treaty with the Borg cannot be concluded for more than 1 day.
HORROR class fleets

HORROR class fleets

These fleets attack the Overlords who have settled in xenogalactics or xeno-fogs.

  • HORROR-P periodically attacks a randomly selected orbital base (cosmobase) located in xeno-galaxy or xeno-fog. An attack can occur no earlier than 24 hours after the last attack . The capacity of the fleet, as a rule, is not less than 100 units, as a rule, does not exceed 1500 units. BR and depends on the player's military rating. The fleet will attack 5 -10 cycles. After 10 cycles, the fleet retreats.
    • The fleet does not attack fleets that it cannot damage (causing damage, interrupting the recycling or excavation cycle, etc.).
    • The fleet does not attack the fleets of the base, space bases in which the "Zero field Generator" is activated.
    • The fleet can fly to the player's base where the battle is taking place.
  • HORROR-R periodically attacks a randomly selected player's fleet located in xeno-galaxy or xeno-fog outside inhabited planets (orbital bases and colonies of players, with the exception of Borg base colonies), including at free coordinates in space. an attack can occur no earlier than 24 hours after the last attack. The fleet capacity is usually at least 100 units. and does not exceed 1500 units . BR and depends on the player's military rating. The fleet will attack 5 -10 cycles. After 10 cycles, the fleet retreats.
    • The fleet does not attack fleets that it cannot damage (causing damage, interrupting the recycling or excavation cycle, etc.).
    • The fleet does not attack fleets in which the "Zero Field Generator" is activated.
    • The fleet can arrive at the coordinates or the base or colony of Borg where the battle is taking place.
  • HORROR-X periodically attacks a randomly selected orbital base (cosmobase) of any player, if the base is located in xenogadactics or xeno-fog, the attack occurs no earlier than 12 hours after the last attack. The BR of the fleet depends on the BR of the base and the BR of all fleets located in a given orbit (coordinates), to a lesser extent on the Military rating of the attacked player (a minimum rating of 1000 units is taken for calculations) and to a greater extent on the Borg discontent coefficient (KNB) of the attacked player. The minimum BR of the fleet for each attack is (100 * KNB0.3 ) ± 20%. The fleet attacks all 30 cycles. This fleet arrives only when the player is online.
    • The fleet does not attack orbital bases, space bases of players who have activated the device of the ancients (UD) "Zero field Generator".
    • The Fleet does not fly to Borg bases and colonies."
    • The fleet can arrive at the coordinates or the base where the battle is taking place.

    Devices of the ancients in HORROR-X fleets:

    With a combat rating of more than 1000, there are UDS in the fleet. All devices of the ancients are personal. Devices installed in the fleet are active. Fleets with a combat rating of more than 5000 also have from 1 to 5 non-personal devices of the ancients, depending on the combat rating of the fleet. The higher the combat rating of the fleet, the greater the number of non-personal devices.

    For more information about the number of ancient devices, depending on the position and combat rating, you can get in "Organizer".

    The presence of non-personal devices of the ancients in the Borg fleet does not guarantee that these devices will fall into the wreckage when it is destroyed. The probability of each device falling into the wreckage ranges from 5% to 50%, depending on the value of the device.

Main Features:

The composition of the fleet, within the specified BR, may change without notifying the players.

In a battle with a HORROR-type fleet, if there are no other Borg fleets in the battle, the Borg does not use tachyon interference, provided that there is only one fleet of this type in the battle.

After the battle is over, the fleet departs.

RAIDER class fleets

RAIDER class fleets

Targets to attack

Coordinates or orbits where the fleet (fleets) of players at war with the Borg are present. The fleet can fly to the orbital bases, spacebases and colonies of other players, but only the fleets of the attacked player and his allies will attack.

  • The fleet does not arrive at the Federation space bases.
  • The fleet does not fly colonies, orbital bases and space bases on which the "Zero Field Generator" is activated, and to the main planet.
  • The fleet does not attack fleets in which the "Zero Field Generator" is activated.
  • The fleet can arrive at the coordinates where the battle is taking place if the fleets of the attacked player are or were in it.
  • The fleet does not attack fleets that it cannot damage (causing damage, interrupting the recycling or excavation cycle, etc.), just as the fleet does not attack fleets whose rating is lower than the rating of the Raider fleet with a minimum BR.

Arrival period

  • The first arrival of the RAIDER fleet takes place no earlier than 12 hours after the declaration of war.
  • The arrival of the subsequent fleet takes place no earlier than 18 hours after the last arrival.

Main Features:

  • Fleets do not arrive at orbital bases and space bases where the "Zero Field Generator" is activated, and on the main planet.
  • Fleets do not attack fleets with the activated UD "Zero Field Generator".
  • Fleets can fly to the base where the battle is taking place.
  • Fleets do not arrive at Federation space bases.

Power and number of fleets
There can be as many fleets arriving as you like, but all fleets arrive in the first cycle.

The power of fleets depends on the sum of the BR fleets and bases located at the attacked coordinates (regardless of their affiliation) further BRK and varies within 0.5 * BRK - 2 * BRK, but not less than the minimum.
The minimum BR of the attacking fleet depends on the maximum military rating of the player and is approximately the square root of his military rating, but not less than 100 units.

For more information about the combat rating, you can get in "Organizer".

In battle, the fleet uses an outpost.

The composition of the fleet, within the specified BR, may change without notifying the players.

Ancient devices:

With a combat rating of more than 1000, there are Devices of the ancients in the fleet. All devices of the ancients are personal.

With a combat rating of more than 5000, there are also non-personal Devices of the ancients in the fleet. The number of non-personal Devices of the ancients depends on the combat rating of the fleet and the location of the coordinates that the fleet attacks.

  • Ethnogalactics - 1 randomly selected, non-personal Device of the ancients, of any value.
  • Eleutherogalactics, Eleutherotumannies, Intergalactic systems - 3 randomly selected non-personal Devices of the ancients, of any value.
  • Xenogalactics, Xenotumanness - 5 randomly selected non-personal Devices of the ancients, of any value.

For more information about the number of ancient devices, depending on the position and combat rating, you can get in "Organizer".

The presence of non-personal devices of the ancients in the Borg fleet does not guarantee that these devices will fall into the wreckage when it is destroyed. The probability of each device falling into the wreckage ranges from 5% to 50%, depending on the value of the device.

WAR class fleets

WAR class fleets

Targets to attack

Any colonies, orbital bases or spacebases of players who are at war with the Borg.

Arrival period

The fleet arrives only when the player is online.
The first arrival of the WAR and/or RAIDER fleet takes place no earlier than 12 hours after the declaration of war.
The arrival of the subsequent fleet takes place no earlier than 18 hours after the last arrival.

Main Features:

  • Fleets do not arrive at orbital bases and space bases where the "Zero Field Generator" is activated, and on the main planet.
  • Fleets can fly to the base where the battle is taking place.
  • Fleets do not arrive at Federation space bases.

Power and number of fleets
There can be as many fleets arriving as you like, but all fleets arrive in the first cycle.

The total capacity of fleets (fleet) depends on the sum of the BR fleets and bases located at the attacked coordinates (regardless of their affiliation) further DBK and varies within 0.5 * DBK - 2 * DBK, but not less than the minimum.
The minimum BR of the attacking fleet depends on the maximum military rating of the player (BP) and varies from 0.5 * √BP up to 2 * √BP, but not less than 100 units.

You can get more detailed information about the combat rating in "Organizer".

The composition of the fleet, within the specified BR, may change without notifying the players.

After the destruction of the base and all fleets that were at the coordinates of the planet where the fleet arrived, the bombing of the planet will begin. If there were no fleets and bases on the planet, then the fleet will begin bombing the planet immediately after arrival. The duration of the bombing is 5-15 cycles.

In battle, the fleet uses an outpost

The composition of the fleet, within the specified BR, may change without notifying the players.

After the battle, if the fleet is not destroyed and all the fleets (bases) of the players are destroyed or have left the battle, the fleet flies away.

Ancient devices:

With a combat rating of more than 1000, there are Devices of the ancients in the fleet. All devices of the ancients are personal.

With a combat rating of more than 5000, there are also non-personal Devices of the ancients in the fleet. The number of non-personal Devices of the ancients depends on the combat rating of the fleet and the location of the coordinates that the fleet attacks.

  • Ethnogalactics - 1 randomly selected, non-personal Device of the ancients, of any value.
  • Eleutherogalactics, Eleutherotumannies, Intergalactic systems - 3 randomly selected non-personal Devices of the ancients, of any value.
  • Xenogalactics, Xenotumanness - 5 randomly selected non-personal Devices of the ancients, of any value.

For more information about the number of ancient devices, depending on the position and combat rating, you can get in "Organizer".

The presence of non-personal devices of the ancients in the Borg fleet does not guarantee that these devices will fall into the wreckage when it is destroyed. The probability of each device falling into the wreckage ranges from 5% to 50%, depending on the value of the device.

Colonies and Bases
There are Borg colonies and orbital bases in the universe. Players can destroy orbital bases and Borg colonies when destroying a colony. The player can build his own colony on the planet, while being able to access some Borg technologies. Depending on the type of galaxy, orbital bases and colonies have different defenses and structures.

Colonies and bases with a shopping center, regardless of their location in the universe, have heavy combat platforms and a defense fleet as part of the defense

Ethnogalactics

There are only Borg orbital bases above planets with phosphorous atmospheres. The level of the base depends on the size of the planet and the current average level of research "Orbital base" The defense of such bases consists of simple, laser, missile and gun combat platforms with various weapons.

Currently in ethnogalactics:

  • Number of databases: 2
  • Minimum base level: 840
  • Maximum base level: 3 000
  • The average level of the base: 1 900

Eleutherogalactics

There are Borg orbital bases on phosphorous planets if the planet size is less than or equal to 2000 and colonies with orbital bases on phosphorous planets if the planet size is more than 2000. The level of the base depends on the size of the planet and the current average level of research "Orbital base" The defense of such bases consists of simple or, in 50% of cases, heavy combat platforms and other types of combat platforms with various weapons, in 50% of cases there is a defense fleet. On planets in remote systems, Borg uses heavy combat platforms instead of simple combat platforms. There is also a defense fleet on planets in remote systems.

Currently in eleutherogalactics:

  • Number of databases: 4 445
  • Minimum base level: 9 300
  • Maximum base level: 2 000 000
  • The average level of the base: 38 000

Xenogalactics

There are colonies with orbital bases on phosphorous planets, the base level depends on the size of the planet. The level of the base depends on the size of the planet and the current average level of the "Orbital Base" research. The defense of such bases consists of heavy combat platforms and other types of combat platforms with various weapons and a defense fleet.

Currently in xenogalactics:

  • Number of databases: 4 953
  • Minimum base level: 23 000
  • Maximum base level: 3 400 000
  • The average level of the base: 1 200 000

Nebulae

There are colonies with orbital bases on planets with any atmosphere. The level of the base depends on the size of the planet and the current average level of the "Orbital Base" research. The defense of such bases consists of heavy combat platforms and other types of combat platforms with various weapons. On all colonies, there is a defense fleet.

Currently in the nebulae:

  • Number of databases: 198
  • Minimum base level: 24 000
  • Maximum base level: 4 700 000
  • Middle base level: 1 300 000

Intergalactic systems

There are colonies with orbital bases on planets with any atmosphere. The level of the base depends on the size of the planet and the current average level of the "Orbital Base" research. The defense of such bases consists of heavy combat platforms and other types of combat platforms with various weapons. At all bases, there is a defense fleet.

Currently in Intergalactic systems:

  • Number of databases: 56
  • Minimum base level: 46 000
  • Maximum base level: 2 600 000
  • Middle base level: 470 000
 

Borg's orbital bases and spacebases recover all the damage caused to them during the battle, including the defense fleet, after the battle. If the battle platform was deactivated during the battle, it is not restored.

Borg orbital bases and Borg colonies are rebuilt no more than once every 36 hours. The level of the base, during the restructuring, changes in the range of + -20%, from the level at which the base was created, i.e. previously created bases do not increase combat power with the growth of technology. The time after which the base can be rebuilt is indicated in the information about the base, which can be obtained during the battle by clicking on the base icon in the battle log. If the orbital base is destroyed, but the planet belongs to the Borg, the base will be rebuilt no earlier than the time specified in the base settings, regardless of any factors. During the reconstruction of the base, Borg collects all the archaeological values that are on the planet, except for artifacts and the device of the ancients, which was there immediately after the creation of the system.

The composition of the Borg defense fleet changes during the restructuring of the base or colony and may contain new ships, so before the attack you should not rely on the fact that it will be the same as other colonies and bases.

In the battle, the base and the defense fleet uses an outpost

Devices of the ancients:

On each orbital base there is one non-personal Device of the ancients that can be installed in the planet. If, in addition to the orbital base, there is a colony on the planet, then the colony also contains additional non-personal devices of the ancients. The composition and number of non-personal devices of the ancients is determined by the location of the colony.

  • Eleutherogalactics - The colony contains an additional 2 ( +1 for bases with a defense fleet, + 1 for bases with a heavy combat platform) non-personal UD worth up to 400 000 IG
  • Xenogalactics, Remote planets in Eleutherogalactics - The colony contains an additional 3 non-personal units worth from 100 000 IG to 900 000 IG
  • Intergalactic star systems, planets in xeno-clouds, the colony contains an additional 4 non-personal units worth from 250 000 IG

The presence of non-personal devices of the ancients on the colonies (bases) of the Borg does not guarantee that these devices will fall into archaeological values when the planet is destroyed. The probability of getting each of the ancient devices into archaeological values is 50%

All the colonies have all the military devices of the ancients, a phase accelerator and a gravity beam.

All installed devices are active.

Training tasks
Configure & set up Colony
Research Cities
Build Solar Power Plant
Turn on Power Plant at full capacity
Build Cities
Turn on Cities at full capacity
Research Health Center (Level 0)
Build Health Center
Build Metallurgical Plant
Configure Metallurgical Plant
Build Building Materials Factory
Set up Building Materials Factory
Calibrate Planet
Build 4 more Solar Power Plants
Build Science Laboratory
Research Tech Center (Level 0)
Build Tech Center
Build 5 Resource Bases
Build Mining & Processing Plant
Read all messages
Write a message to Information Network (Chat)
Upgrade Solar Power Plant
Purchase resources from the Federation
High-tech materials production
Explore high-tech materials
Build Bank
Build Warehouse
Build Construction Plant
Build Exploration Station
Increase planet population up to 5,000 units
Build Science Academy
Build Research Center
Build Mines
Build Design Office
Create new spaceship project
Increase Science Potential up to 1,000,000 pts.
Build Thermal Power Plant
Increase Materials Production
Increase unoccupied planet
Game riwiews
Game review #1
Helion
In the Star Federation universe, Helions is the one and only race that most vicious. The tendency to fix adversities through wars and rigid policy during every expansion wave made them ill-famed among other races. As the youngest, they were the last to start deep space research. Messianic culture, strong mentality, cruelty, flexibility, ability to adapt to a dynamic environment, unique evolution concept are major distinctive features and the key reason that provided Helions: gaining leadership in an instant; shatter or even conquer older and more advanced races.

Consecutive evolution was the key element in the first stages when the Universe was born. Each race tent to develop every field and activities simultaneously. Even dispersant evolution was the main concept to adhere to those times. Helions are not an exception, becoming the third after Velids and Borgs with advanced science, mining industry, and tremendous success in military technologies. However, due to this race's evolutional patterns - irregularity and unevenness - this concept's practical application was questioned a lot and was not always a successful one.

Though, in the industrial production field, their significant progress was recorded. Owing to narrowed capabilities and inability to expand industrial complexes both on the native planet and the first colonies territories, Helions were forced to intensify own production capacities, putting out more goods and materials inside smaller areas. On the other hand, among Helions still thriving several tendencies: limited population growth, espionage, and trading caused by both objective and subjective reasons. Biostructure that limits fertility and complicates espionage missions' accomplishment in other worlds is the first one. Moreover, Helions still remember harsh policy in times of expansion waves. Such flashbacks preclude the usual trading process even today, forcing sellers to contact with in-betweens.

Powerful engines are Helions one of the main technological and military advantages. This technology surpasses all other SF races' analogs. In terms of power, it is the second to Borg technologies. The inauspicious location of the mother system on the outskirts of the galaxy and the need to overcome huge interstellar distances in the early stages of expansion are the key reasons for such success, which allowed Helions to achieve a huge technological breakthrough. They were able to reach not only the central galaxy sectors, but also ensured the high maneuverability of their own warships, gaining an advantage in battles with Velids despite the lack of combat power.

Main race characteristics
Atmosphere oxygen
Resources Extraction 100%
Trading 75%
Production 150%
Population 75%
Science 100%
Espionage 75%
War 125%
Thormal
This race lives on carbon dioxide planets. They are the finest traders and economists, one of the main effective economic structure creators in the Star Federation. Despite the lag in military technology, Thormals were the first to establish contact with neighboring races, having managed not only to survive in numerous wars but also to significantly expand their borders, taking a worthy place in the SF Council.

Thormals origin is the main reason for success. For the sake of their survival, they had to adapt to the conditions of a total lack of resources, the prerequisites for which were: the clan structure of society, high population growth rates, and a planet poor in minerals. Initially, they had a choice – a total war or developed trade relations. They opted for the second one and, through trading, created a surprisingly efficient scarce goods allocation system.

Such an evolution scenario determined the further history of this race in an interstellar expansion. Thormals were never able to overcome the lag in resource extraction, production, and military technology. In turn, they have become consummate traders, focusing on technology and information exchange. Considering that these are the most expensive goods in the universe, they excelled greatly in scientific research and espionage, which allowed them to achieve tremendous success in the expansion. By the way, other races achieved the same at the cost of bloody battles, and the Thormals were able to achieve the same by successful deals, rarely entering military conflicts, being useful to all warring parties same time.

Cargo bays and hangars produced by Thormal are the best in the SF. Moreover, this race is excellent at directing the Council’s economic policy. They managed to establish trade relations between the Federation and the Borgs, but this episode is one of the darkest pages of history and the subject of inexhaustible jokes from other Council members. The main reason is that by establishing trade between Borg and the Federation, Thormals hoped to get more useful information about the mysterious race, and then make a better deal with it. Alas, this turned out to be impossible. Borgs did not want to contact anyone other than those within SF, which was a fatal mistake for Thormal who outwitted themselves.

Main race characteristics
Atmosphere carbon dioxide
Resources Extraction 75%
Trading 150%
Production 75%
Population 100%
Science 125%
Espionage 100%
War 75%
Maroon
Maroon is the most mysterious and unusual race in the entire Star Federation. Their physiology or rather its complete absence in the usual sense is the secret of unique abilities. Every inhabitant is an intelligent energy field clot that is almost immortal but easily loses its structure. Upon any contact with material objects or powerful energy fields the personality stored in such a clot vanishes. Therefore, Maroon value personal safety, and before the era of expansion, they had no clue of what war was and how one could destroy its own kind.

Since Maroon are an ordinary bunch of energy freely flowing through planets devoid of atmosphere, they used their abilities in a rather specific way. Desire to get as much information as possible about the world around them did not lead to noticeable success in scientific activities. However, they were able to achieve excellent success in resource production and extraction. In terms of resources, there is nothing unusual, though. Interaction with minerals is the only way to obtain the energy needed for their viability.

The passion for obtaining information and the overpopulation of the home planet led to the beginning of the space expansion era for Maroon. They have a high reproductive ability as they are immortal creatures. To maintain the vital activity of one creature a place of no more than 1 m3 is required. However, in terms of food and other needs, much more free space is needed. This fact facilitated Maroon to master close and distant space systems, contact with other races, and start first military clashes.

This race did not have even the slightest experience in combat conflicts and espionage activities. So, Maroon were doomed to destruction in wars with more aggressive opponents. Their unique ability to empathize was their salvation. It is an opportunity to perceive other races’ thoughts and feelings better allowing Maroon to understand the philosophy of war and partially catch up with the lag in military technologies. With its help, they were also able to catch other races’ needs and become good merchants valuable to all parties. They failed to reach Thormal level, though.

At times when Star Federation formed, Maroon suddenly became the richest, which was a complete surprise. They were known as the main Universe’s "money bags" and were able to take a rightful place in the Council mainly due to trade skills, ability to self-replicate, and the Federation economic system that made it possible to receive income from each unemployed member of society.

Main race characteristics
Atmosphere vacuum
Resources Extraction 100%
Trading 125%
Production 100%
Population 150%
Science 75%
Espionage 75%
War 75%
Zect
Zect is the race of technologists and miners. They emerged from the deep undergrounds of the harsh planet and found their vocation in bowels and asteroids development. However, this amazing specialization is not unusual. At the very beginning of the technological era when civilization made its first evolution step, Zect mother planet collided with an asteroid. They could not prevent this global catastrophe but were able to protect themselves by creating reliable underground shelters.

Their further fate was determined by the next century after the Holocaust. Trapped under the planet's surface, they had to make major changes to all aspects of existence. They were able to create a new culture based on worshiping underground beauties. Having already had excellent knowledge in mining, Zect evolved this skill to the max level, having learned to understand the deep processes that took place in the planets bowels (asteroids after). They also became unsurpassed miners of ores, minerals, and others.

Production intensification is another result of the Holocaust. The reasons were the same as for Helion - the need to produce more products in a minimum space. Zect were able to achieve good results in this aspect, indeed. But still lost to Helion.

Zect had hard times in the early centuries of space expansion when technological advances allowed them to leave an inhospitable planet. After all, they were originally a peaceful race. Insufficient attention to scientific research has exacerbated this problem. The salvation lied the in good ability to trade and the presence of one of the most valuable goods in the Universe - ship modules that allowed to extract scarce resources as efficiently as possible. This fact helped Zect to create military fleet by combining existing tech with the acquired military technologies and weapons. They are also known for their successful diplomatic skills and commercial activities. These allowed them to become winners in the harsh world as well as to become economic leaders in the entire Star Federation universe.

Main race characteristics
Atmosphere methane
Resources Extraction 150%
Trading 100%
Production 125%
Population 100%
Science 75%
Espionage 75%
War 75%
Velid
Сaste is the main social structure of this race. Therefore, wars are the highest priority. The entire Velids history has been a movement towards military excellence. Culture, religion, politics, every aspect of their lives is a reflection of the never-ending war. In Velid diplomacy, there is no need for «reason-for-wars» principle like other races. There is also no need for "reason-for-peace". War is their natural state. They never imagined life in peace. However, in recent years, real wars have been replaced by ritual battles between clans. Their purpose to maintain morale and train recruits. However, this allowed Velids to reduce the level of losses in comparison with the number of potential victims in real wars.

Velid adopted strict medical birth control and paid special attention to genetic research. The reason is simple - they always strived to achieve excellence in wars. As a result, they almost created the "perfect soldier" but sacrificed the already low level of population growth due to wars. Their knowledge of trading and resource extraction is insufficient since there have always been merchants and miners in the lower castes of Velid society.

Velid were able to achieve much greater success in the science and industrial technology needed to effectively wage wars. It is quite natural that they are excellent spies. In this aspect, they are inferior to Astox.

Sure, in times of space expansion Velid were almost always movers of many wars. However, other races retained a much more respectful attitude towards them than towards Helion - their main rivals. This race has never set itself the goal of complete destruction or other races’ subjugation. Velid are war romantics not pure pragmatists like Helions. Despite (or rather thanks to) an endless series of major and minor wars, Helion and Borg are the most respected races among the Velid.

For a long time, the Velid opposed the Star Federation and the Military Code development. Only after a series of defeats from the SF combined fleet they were forced to recognize its powers, and became its member then. Velid are a valuable ally. They have effective weapons, defenses, a powerful navy, and weapon components that surpass those of any race. On the other hand, the very fact of endless internal military conflicts and clashes between Velid and the Borg gives rise to many problems affecting the existence of the entire Star Federation universe.

Main race characteristics
Atmosphere sulfur
Resources Extraction 75%
Trading 75%
Production 100%
Population 75%
Science 100%
Espionage 125%
War 150%
Glarg
Glarg is the race of scientists recognized throughout the Universe. They are an unambiguous leader in the scientific research field. They are the oldest in the entire Star Federation universe and were the first to begin space expansion. However, later Glarg gave way to younger and more aggressive races due to the peculiarities of their own mentality.

The isolation from practical realities is one of the amazing phenomena of Glarg scientific thinking. While all the scientific potential of other races was aimed at solving specific problems, most of Glarg inventions were far from practical application. They paid insufficient attention to extractive and industrial production which resulted in a significant lag in these industries. Also, not much attention was paid to the economy. This severely limited the race's ability to trade but was partially offset by its increased reproductive ability that allowed fine financial returns.

From a practical point of view, not all of the Glarg technologies and inventions were of little use. They managed to create the most powerful and economical propulsion systems for ships, which are second only to Borg technologies. Their important advantage is also a huge scientific potential, which allows solving the most complex and serious issues in a short time.

Glarg had their start of a space expansion half a millennium earlier than the others but they did it without haste. For decades they studied new planets and sent out new expeditions with a frequency of 40-50 years. As a result, they failed to strengthen their positions. By the time of the first clashes with other races, they did not have a large number of rich colonies nor a powerful military fleet. When the issue of preserving independence and physical survival became acute in society, they had to make up for all this ASAP. With great difficulties, Glarg withstood clashes with Helions who wished to seize their scientific potential through partial destruction and the creation of reservations with controlled scientific centers. They had lots to argue with Velids and other races within the Universe.

Glarg scientific potential allowed them to survive, preserve their culture and independence. In the shortest possible time, they evolved along the path of military technologies and surveillance systems evolution. They managed to create a powerful fleet. However, it is inferior to Velid and Helion in terms of combat indicators but it may well protect own planets and complicate the enemy's life.

Glarg took charge of almost all science projects immediately after the Star Federation formed. Today, members of this race are the most respected of the Council. They know how to deal with the inhuman initiatives of Helion and the military ambitions of Velid.

Main race characteristics
Atmosphere hydrogen
Resources Extraction 75%
Trading 75%
Production 75%
Population 125%
Science 150%
Espionage 100%
War 100%
Astox
Astox is one of the most attractive races in the whole universe. In the literal sense, these creatures feed on information. This is a physiological need from the brain that requires a constant supply of fresh information. At the same time, it seems to other races that they are simply showing unbridled curiosity. Confidential information closed from public access and its extraction are these creatures’ main and vital values.

The initial Astox social structure is clan. Historically, thousands of alliances of this race have fought for a few territories with resources not forgetting the traditional ways of waging war. This allowed them to develop military technologies at a completely acceptable level for they preferred a very original way of resolving conflicts - information battles. Often, the clan that obtained more information about the rival was declared the winner occupying the territory with valuable resources. Valuable information extraction, ensuring own information protection as well as the most intensive extraction of resources in a short period while there is a valuable territory have become the survival criterion of each clan. For this reason, the Astox have become unsurpassed spies and good resource miners second only to the Zect. They are good traders but pay little attention to science and industrial technology.

Astox were able to provide decent resistance to other races due to their abilities. They successfully resisted Helions and Velids and pushed ‘em out in certain episodes of endless space wars due to an acceptable level of military technologies evolution, possession of valuable information, and active sabotage activities. Astox interest in artifacts is a key reason for their success, which has led to the most advanced archaeological modules development. They were second only to Borg. It's no surprise that the Astox became the most significant artifact owners. This allowed them to effectively reinforce the fleet with combat and defense modules found at Borg.

The Astox are effective allies, valuable information traders, and the key cloaking and fleet detection systems shippers in the whole Star Federation. However, they did not receive much honor due to an endless series of spy scandals in which the Federation leaders were also involved. Some politicians called for tough sanctions on the Astox but they gained cheap popularity in return. Such an issue has never been on the Council agenda.

Main race characteristics
Atmosphere ammonia
Resources Extraction 125%
Trading 100%
Production 75%
Population 75%
Science 75%
Espionage 150%
War 100%
Borg
Borg is the least studied race. It causes a lot of controversy and misinterpretation among scientists. Borg are not Star Federation members and several times superior to other races in every aspect of technological development. Contacts history with this race goes back over 3000 years. But during this time it was not possible to obtain reliable information about Borgs political system, their culture, psychology, their biological structure. The greatest effect was achieved in the study of Borg techs. However, this did not make it possible to accurately reproduce samples of modules and weapons received from this race as well as to recreate transport and combat spaceships’ hulls.

Origin theory

There are several theories related to Borg origin. Only two are most popular in the scientific community. According to the first, they are artificial intelligence created by the Forerunners - a pre-existing race of superintelligent beings. After their distinction, Borg continued self-evolution. This theory arose due to the buildings’ remains found, spaceship hulls, and other artifacts, whose technological level surpassed Borg achievements but had the similar basis to Forerunners. The weak point of this theory is Borg commitment to phosphorus planets, which indicates their biological origin. However, no one saw a living or dead Borg even in the remnants of ships destroyed in battles, which is one of the main proofs of the authenticity of this theory.

According to the second theory, Borg are Forerunners’ degenerate descendants who partially preserved the achievements of the Ancients. However, among the proponents of this theory, there are discrepancies regarding the location of the main economic and technological centers of this race. Some believe that all or most of the centers are located in a known part of the Universe. Others think that there are one or more Borg galaxies - the famous mining and military fleets are just a few, small representatives. Thanks to the military-industrial complex tacit support, using the concept of an impending Borg global invasion to intimidate governments and increase the defense budget, the image of the distant "Borg Galaxy" is actively promoted in the media. Despite the protests of many scientists, philosophers, and cultural figures who proved the impossibility of higher intelligence and wild unmotivated aggression coexistence, the concept of "global invasion" takes the leading place in the military minds and plans.

Political structure and diplomacy

Almost nothing is known about Borg political structure except for the fact of its clan structure. However, only a few clans have made contact with the Star Federation and maintained trade bonds. They completely refuse contact with representatives of individual races and alliances for an unknown reason. This fact is actively used by the theory of artificial intelligence’ supporters as evidence of the existence of some kind of program. All contacts with Borg are carried out through coded radio messages; trade operations are carried out through automatic flights.

Combat

Borg rarely engage in military conflicts despite their overwhelming advantage in military technologies. They clearly distinguish the political affiliation of the opposing side, do not transfer aggression to their neighbors or the entire Federation. If one follows relatively simple rules, then can eliminate the likelihood of a conflict with the Borg. Unfortunately, some aggressive states deliberately come into conflict with ‘em to increase combat experience and obtain valuable components despite numerous calls for peaceful coexistence from many cultural and public organizations.

History knows several long periods of unmotivated aggression and intensified hostilities initiated by Borg. However, the reasons for these conflicts are unknown and it is unclear whether they will recur again.

Main race characteristics
Atmosphere phosphorus
Resources Extraction 250%
Trading 250%
Production 250%
Population 250%
Science 250%
Espionage 250%
War 250%
Quasaars
Since ancient times, legends have been made about them. They were called in different ways, however, the more common name is Quasaars. That's what they're called to this day, but no one knows exactly what they're called. This is an ancient race that existed according to some legends, before the creation of the universe. They are able to change the properties of matter and create a new one. They are silent observers, however, they also take part in events in the universe, unfortunately, you can only see the consequences of their actions and you cannot be sure that this is their handiwork. The creation of black holes, temporal anomalies, dark matter and much more is attributed to this race. And there are also legends about the creation of ancient devices by them, perhaps not all, but at least a zero field generator. Also, according to one of the legends, they are credited with the creation of Borg, but there is no evidence of this.

No one has seen this race. It is believed that they hide in the space between dimensions and remain unnoticed, for the same reason, they are credited with creating a zero-field generator, however, unlike the zero-field generator, they have not been detected by current technologies.

Sometimes inexplicable things happen in space, and the responsibility for these acts rests with the Quasars. They are able to provoke the Borg into military action, as well as protect buildings from them by covering orbits or space bases with a force field in battle. They also know how to put fleets in temporary funnels and store them there forever. They change the accuracy of devices in different conditions and much more. Their activities are not visible, but the consequences of their intervention are visible. Quite recently, they have become active again. This time they decided to change the structure of crystals called Levium, thereby changing their properties, as a result of which, jump engines and gravity calculators began to behave unpredictably. Also, one of their developments was a ship hangar, with the help of quantum entanglement, they ensured that the hangar contained a volume larger than the volume of the hangar itself, unfortunately, now this technology is lost.

No one knows if they exist to this day or not, but the echoes of their deeds still resound in the vacuum of space. They left behind many devices, the nature and functions of which we sometimes cannot fully comprehend. One of these artifacts is a torpedo tube. It was found by one of the space travelers, other races learned to reproduce it, but they could not comprehend its whole essence. In ancient writings found later, a property was described that increases the damage from this weapon, and indeed, according to the calculations of scientists, this device should have similar properties, but at the moment it has not been possible to unlock its full potential. Perhaps we don't know everything about this device yet.... And such echoes are found in all corners of space… Their motives are unclear. One can only guess at their goals. Who are they really? No one knows the answers to these questions, there are only guesses and assumptions. According to the most well-founded theories, they are trying to destroy all life in the universe.

Main race characteristics
Atmosphere nitrogen
Resources Extraction 500%
Trading 500%
Production 500%
Population 500%
Science 500%
Espionage 500%
War 500%
Commercial Embargo
Effective Commercial Embargo restricts all trading activities between parties: stuff purchases in Trade centers, on-planet offloading, and stuff handing over on pickup terms. When the player is under economic sanctions, embargo confirmation on his side is not required.
When Commercial Embargo among alliances is imposed, all personal links related to Trade agreements between members become null and void.
Parameters
Inter-Alliance RelationsYES
 
Terminates relations
Trade Agreement
Trade Agreement
Parties that entered into a Trade agreement are allowed to unload stuff on allies' planets. Trading rates on all parties' planets are available to every agreement member. When Trade Agreement signed, all parties are obliged to register it in the Federation database. All related costs are listed below. The total amount paid in favor of the Federation not refunds in case of early Trade Agreement termination.
Parameters
Min Term30 days
Registration cost30 days - 100 IG
 
Terminates relations
Commercial Embargo
Opened Frontiers Treaty
When the Opened Frontiers Treaty becomes effective, all parties may cross allies' Star system' frontiers even if the player's rank is "Rookie". Such a Treaty may be concluded between "Rookie" rank players only.
Parameters
Min Term1 days
Min Rating500
Information Treaty
Unites the means of observation (observatories, radars, etc.) of the participants in this relationship. Also allows you to see all the notes to all the star systems of the player with whom this relationship is concluded. Requires registration in the federation database.
Parameters
Min Term30 days
Registration cost30 days - 30 IG
Act of War
When an Act of War is declared, and parties run into each other on the same star map location, the battle begins. An Act of War terminates by signing the Peace Treaty only.

When no military or combat operations between parties took place for seven days, an Act of War terminates by default. In such a scenario, the effective Peace Treaty is not required.
When an Act of War among aliiances is declared, all personal links between alliance members related to the Peace Treaty become null and void.
During the alliance war, members’ Security rate does not reduce on an hourly basis.

Parameters
Inter-Alliance RelationsYES
 
Blocked by active relations
Peace Treaty
 
Terminates relations
Trade Agreement
Opened Frontiers Treaty
Information Treaty
Endorsement Pact
Hypergate Agreement
Peace Treaty
When the Peace Treaty becomes effective, no military or combat operations between all parties' fleets take place in any scenario. The minefields of the participants in this relationship cannot be activated by the participants in the agreement. It terminates an Act of War by default. When in force, all parties are unable to declare wars. The Peace Treaty may be terminated not sooner than 1 day after its entry-into-force.
If the Peace treaty is in effect, then all personal links between alliance members related to an effective Act of War become null and void.
Parameters
Inter-Alliance RelationsYES
Min Term1 days
 
Terminates relations
Act of War
Endorsement Pact
When in combat, fleets of all parties that entered into the Endorsement pact provide fire support against allies' enemies. When the Peace Treaty with another Endorsement Pact party's enemy is in force, such an enemy is not attacked. Besides cooperative military action, each Endorsement Pact party is free to repair machinery in allies' Workshops. Before making an Endorsement Pact, the effective Peace Treaty between parties is a must. Also, the participants of this agreement see all the minefields of each other.
Parameters
Min Term1 days
 
Active relations required
Peace Treaty
 
Blocked by active relations
Act of War
Hypergate Agreement
When such an agreement is in effect, parties are free to access allies' Hypergates not intended for public use.
Parameters
Min Term1 days
 
Active relations required
Peace Treaty
 
Blocked by active relations
Act of War
Military Ranks
RankRatingAdditional Bonuses
1
Warrant Officer100 +1% To any in-battle weapons power.
+1% To all in-battle spacecraft speed.
+1% To all Repair Shops production power.
+1% To all Deflector Stations power.
+5 To max number of spacecraft in defense fleet.
 
2
Lieutenant500 +2% To any in-battle weapons power.
+2% To all in-battle spacecraft speed.
+2% To all Repair Shops production power.
+2% To all Deflector Stations power.
+10 To max number of spacecraft in defense fleet.
 
3
Lieutenant Commander1 000 +3% To any in-battle weapons power.
+3% To all in-battle spacecraft speed.
+3% To all Repair Shops production power.
+3% To all Deflector Stations power.
+15 To max number of spacecraft in defense fleet.
 
4
Captain 3rd Class5 000 +4% To any in-battle weapons power.
+4% To all in-battle spacecraft speed.
+4% To all Repair Shops production power.
+4% To all Deflector Stations power.
+20 To max number of spacecraft in defense fleet.
 
5
Captain 2nd Class10 000 +5% To any in-battle weapons power.
+5% To all in-battle spacecraft speed.
+5% To all Repair Shops production power.
+5% To all Deflector Stations power.
+25 To max number of spacecraft in defense fleet.
 
6
Captain 1st Class25 000 +6% To any in-battle weapons power.
+6% To all in-battle spacecraft speed.
+6% To all Repair Shops production power.
+6% To all Deflector Stations power.
+30 To max number of spacecraft in defense fleet.
 
7
Counter Admiral50 000 +7% To any in-battle weapons power.
+7% To all in-battle spacecraft speed.
+7% To all Repair Shops production power.
+7% To all Deflector Stations power.
+35 To max number of spacecraft in defense fleet.
 
8
Vice Admiral100 000 +8% To any in-battle weapons power.
+8% To all in-battle spacecraft speed.
+8% To all Repair Shops production power.
+8% To all Deflector Stations power.
+40 To max number of spacecraft in defense fleet.
 
9
Admiral250 000 +9% To any in-battle weapons power.
+9% To all in-battle spacecraft speed.
+9% To all Repair Shops production power.
+9% To all Deflector Stations power.
+45 To max number of spacecraft in defense fleet.
 
10
Fleet Admiral500 000 +10% To any in-battle weapons power.
+10% To all in-battle spacecraft speed.
+10% To all Repair Shops production power.
+10% To all Deflector Stations power.
+50 To max number of spacecraft in defense fleet.
 
11
Marshal1 000 000 +11% To any in-battle weapons power.
+11% To all in-battle spacecraft speed.
+11% To all Repair Shops production power.
+11% To all Deflector Stations power.
+55 To max number of spacecraft in defense fleet.
 
Pirate Ranks
RankRatingAdditional Bonuses
1
Spaceship boy 3rd Rank100 +1% To all Radar Stations power.
+1% To Masking Field Generator power.
+1% To Colonies, Orbital Bases, Spacebases, Observatories and Orbital Observatories visibility.
+1% To fleets visibility.
+1% To fleet masking ability.
+1% To Counterintelligence Centers performance.
+1% To Agents power.
+1% To fleets' archaeological power at times of excavation.
 
2
Spaceship boy 2nd Rank500 +2% To all Radar Stations power.
+2% To Masking Field Generator power.
+2% To Colonies, Orbital Bases, Spacebases, Observatories and Orbital Observatories visibility.
+2% To fleets visibility.
+2% To fleet masking ability.
+2% To Counterintelligence Centers performance.
+2% To Agents power.
+2% To fleets' archaeological power at times of excavation.
 
3
Spaceship boy 1st Rank1 000 +3% To all Radar Stations power.
+3% To Masking Field Generator power.
+3% To Colonies, Orbital Bases, Spacebases, Observatories and Orbital Observatories visibility.
+3% To fleets visibility.
+3% To fleet masking ability.
+3% To Counterintelligence Centers performance.
+3% To Agents power.
+3% To fleets' archaeological power at times of excavation.
 
4
Lad Pirate5 000 +4% To all Radar Stations power.
+4% To Masking Field Generator power.
+4% To Colonies, Orbital Bases, Spacebases, Observatories and Orbital Observatories visibility.
+4% To fleets visibility.
+4% To fleet masking ability.
+4% To Counterintelligence Centers performance.
+4% To Agents power.
+4% To fleets' archaeological power at times of excavation.
 
5
Warrior Pirate10 000 +5% To all Radar Stations power.
+5% To Masking Field Generator power.
+5% To Colonies, Orbital Bases, Spacebases, Observatories and Orbital Observatories visibility.
+5% To fleets visibility.
+5% To fleet masking ability.
+5% To Counterintelligence Centers performance.
+5% To Agents power.
+5% To fleets' archaeological power at times of excavation.
 
6
Berserker Pirate25 000 +6% To all Radar Stations power.
+6% To Masking Field Generator power.
+6% To Colonies, Orbital Bases, Spacebases, Observatories and Orbital Observatories visibility.
+6% To fleets visibility.
+6% To fleet masking ability.
+6% To Counterintelligence Centers performance.
+6% To Agents power.
+6% To fleets' archaeological power at times of excavation.
 
7
Gentleman of Fortune50 000 +7% To all Radar Stations power.
+7% To Masking Field Generator power.
+7% To Colonies, Orbital Bases, Spacebases, Observatories and Orbital Observatories visibility.
+7% To fleets visibility.
+7% To fleet masking ability.
+7% To Counterintelligence Centers performance.
+7% To Agents power.
+7% To fleets' archaeological power at times of excavation.
 
8
Corsair 3rd Rank100 000 +8% To all Radar Stations power.
+8% To Masking Field Generator power.
+8% To Colonies, Orbital Bases, Spacebases, Observatories and Orbital Observatories visibility.
+8% To fleets visibility.
+8% To fleet masking ability.
+8% To Counterintelligence Centers performance.
+8% To Agents power.
+8% To fleets' archaeological power at times of excavation.
 
9
Corsair 2nd Rank250 000 +9% To all Radar Stations power.
+9% To Masking Field Generator power.
+9% To Colonies, Orbital Bases, Spacebases, Observatories and Orbital Observatories visibility.
+9% To fleets visibility.
+9% To fleet masking ability.
+9% To Counterintelligence Centers performance.
+9% To Agents power.
+9% To fleets' archaeological power at times of excavation.
 
10
Corsair 1st Rank500 000 +10% To all Radar Stations power.
+10% To Masking Field Generator power.
+10% To Colonies, Orbital Bases, Spacebases, Observatories and Orbital Observatories visibility.
+10% To fleets visibility.
+10% To fleet masking ability.
+10% To Counterintelligence Centers performance.
+10% To Agents power.
+10% To fleets' archaeological power at times of excavation.
 
11
Corsair1 000 000 +11% To all Radar Stations power.
+11% To Masking Field Generator power.
+11% To Colonies, Orbital Bases, Spacebases, Observatories and Orbital Observatories visibility.
+11% To fleets visibility.
+11% To fleet masking ability.
+11% To Counterintelligence Centers performance.
+11% To Agents power.
+11% To fleets' archaeological power at times of excavation.
 
Merchant Ranks
RankRatingAdditional Bonuses
1
Commercial Traveler100 +1% To Warehouses capacity.
+1% To Trading Warehouses and Residential Premises capacity.
+1% To Orbital Hangars capacity.
+1% To Trading Fleets speed.
+1% To loading fleets' power in battle and fleet' unloading potential.
+1 To max number of rates in Trade Centers.
+1 To max number of spaceships in Trade Centers.
 
2
Merchant 3rd Rank500 +2% To Warehouses capacity.
+2% To Trading Warehouses and Residential Premises capacity.
+2% To Orbital Hangars capacity.
+2% To Trading Fleets speed.
+2% To loading fleets' power in battle and fleet' unloading potential.
+2 To max number of rates in Trade Centers.
+2 To max number of spaceships in Trade Centers.
 
3
Merchant 2nd Rank1 000 +3% To Warehouses capacity.
+3% To Trading Warehouses and Residential Premises capacity.
+3% To Orbital Hangars capacity.
+3% To Trading Fleets speed.
+3% To loading fleets' power in battle and fleet' unloading potential.
+3 To max number of rates in Trade Centers.
+3 To max number of spaceships in Trade Centers.
 
4
Merchant 1st Rank5 000 +4% To Warehouses capacity.
+4% To Trading Warehouses and Residential Premises capacity.
+4% To Orbital Hangars capacity.
+4% To Trading Fleets speed.
+4% To loading fleets' power in battle and fleet' unloading potential.
+4 To max number of rates in Trade Centers.
+4 To max number of spaceships in Trade Centers.
 
5
Rogue Merchant10 000 +5% To Warehouses capacity.
+5% To Trading Warehouses and Residential Premises capacity.
+5% To Orbital Hangars capacity.
+5% To Trading Fleets speed.
+5% To loading fleets' power in battle and fleet' unloading potential.
+5 To max number of rates in Trade Centers.
+5 To max number of spaceships in Trade Centers.
 
6
Guild Scholar 3rd Degree25 000 +6% To Warehouses capacity.
+6% To Trading Warehouses and Residential Premises capacity.
+6% To Orbital Hangars capacity.
+6% To Trading Fleets speed.
+6% To loading fleets' power in battle and fleet' unloading potential.
+6 To max number of rates in Trade Centers.
+6 To max number of spaceships in Trade Centers.
 
7
Guild Scholar 2nd Degree50 000 +7% To Warehouses capacity.
+7% To Trading Warehouses and Residential Premises capacity.
+7% To Orbital Hangars capacity.
+7% To Trading Fleets speed.
+7% To loading fleets' power in battle and fleet' unloading potential.
+7 To max number of rates in Trade Centers.
+7 To max number of spaceships in Trade Centers.
 
8
Guild Scholar 1st Degree100 000 +8% To Warehouses capacity.
+8% To Trading Warehouses and Residential Premises capacity.
+8% To Orbital Hangars capacity.
+8% To Trading Fleets speed.
+8% To loading fleets' power in battle and fleet' unloading potential.
+8 To max number of rates in Trade Centers.
+8 To max number of spaceships in Trade Centers.
 
9
Guild Master250 000 +9% To Warehouses capacity.
+9% To Trading Warehouses and Residential Premises capacity.
+9% To Orbital Hangars capacity.
+9% To Trading Fleets speed.
+9% To loading fleets' power in battle and fleet' unloading potential.
+9 To max number of rates in Trade Centers.
+9 To max number of spaceships in Trade Centers.
 
10
Guild Counselor500 000 +10% To Warehouses capacity.
+10% To Trading Warehouses and Residential Premises capacity.
+10% To Orbital Hangars capacity.
+10% To Trading Fleets speed.
+10% To loading fleets' power in battle and fleet' unloading potential.
+10 To max number of rates in Trade Centers.
+10 To max number of spaceships in Trade Centers.
 
11
Guild Head1 000 000 +11% To Warehouses capacity.
+11% To Trading Warehouses and Residential Premises capacity.
+11% To Orbital Hangars capacity.
+11% To Trading Fleets speed.
+11% To loading fleets' power in battle and fleet' unloading potential.
+11 To max number of rates in Trade Centers.
+11 To max number of spaceships in Trade Centers.
 
Industrial Ranks
RankRatingAdditional Bonuses
1
Master's Apprentice100 +1% To all planetary structures and Spacebase modules resource extraction potential.
+1% To Geological Exploration Station and fleets exploration potential.
+1% To fleets' resource extraction potential in recycling mode.
+1% To planetary structures, Orbital Base modules and Spacebase materials production.
+1% To Factories and Plants that produce spaceship components (incl. Borg centers) production power.
+1% To Orbital Docks' shipbuilding power.
+1% To Matter Converter performance.
 
2
Master Candidate500 +2% To all planetary structures and Spacebase modules resource extraction potential.
+2% To Geological Exploration Station and fleets exploration potential.
+2% To fleets' resource extraction potential in recycling mode.
+2% To planetary structures, Orbital Base modules and Spacebase materials production.
+2% To Factories and Plants that produce spaceship components (incl. Borg centers) production power.
+2% To Orbital Docks' shipbuilding power.
+2% To Matter Converter performance.
 
3
Master 3rd Degree1 000 +3% To all planetary structures and Spacebase modules resource extraction potential.
+3% To Geological Exploration Station and fleets exploration potential.
+3% To fleets' resource extraction potential in recycling mode.
+3% To planetary structures, Orbital Base modules and Spacebase materials production.
+3% To Factories and Plants that produce spaceship components (incl. Borg centers) production power.
+3% To Orbital Docks' shipbuilding power.
+3% To Matter Converter performance.
 
4
Master 2nd Degree5 000 +4% To all planetary structures and Spacebase modules resource extraction potential.
+4% To Geological Exploration Station and fleets exploration potential.
+4% To fleets' resource extraction potential in recycling mode.
+4% To planetary structures, Orbital Base modules and Spacebase materials production.
+4% To Factories and Plants that produce spaceship components (incl. Borg centers) production power.
+4% To Orbital Docks' shipbuilding power.
+4% To Matter Converter performance.
 
5
Master 1st Degree10 000 +5% To all planetary structures and Spacebase modules resource extraction potential.
+5% To Geological Exploration Station and fleets exploration potential.
+5% To fleets' resource extraction potential in recycling mode.
+5% To planetary structures, Orbital Base modules and Spacebase materials production.
+5% To Factories and Plants that produce spaceship components (incl. Borg centers) production power.
+5% To Orbital Docks' shipbuilding power.
+5% To Matter Converter performance.
 
6
Engineer 3rd Rank25 000 +6% To all planetary structures and Spacebase modules resource extraction potential.
+6% To Geological Exploration Station and fleets exploration potential.
+6% To fleets' resource extraction potential in recycling mode.
+6% To planetary structures, Orbital Base modules and Spacebase materials production.
+6% To Factories and Plants that produce spaceship components (incl. Borg centers) production power.
+6% To Orbital Docks' shipbuilding power.
+6% To Matter Converter performance.
 
7
Engineer 2nd Rank50 000 +7% To all planetary structures and Spacebase modules resource extraction potential.
+7% To Geological Exploration Station and fleets exploration potential.
+7% To fleets' resource extraction potential in recycling mode.
+7% To planetary structures, Orbital Base modules and Spacebase materials production.
+7% To Factories and Plants that produce spaceship components (incl. Borg centers) production power.
+7% To Orbital Docks' shipbuilding power.
+7% To Matter Converter performance.
 
8
Engineer 1st Rank100 000 +8% To all planetary structures and Spacebase modules resource extraction potential.
+8% To Geological Exploration Station and fleets exploration potential.
+8% To fleets' resource extraction potential in recycling mode.
+8% To planetary structures, Orbital Base modules and Spacebase materials production.
+8% To Factories and Plants that produce spaceship components (incl. Borg centers) production power.
+8% To Orbital Docks' shipbuilding power.
+8% To Matter Converter performance.
 
9
Chief Engineer250 000 +9% To all planetary structures and Spacebase modules resource extraction potential.
+9% To Geological Exploration Station and fleets exploration potential.
+9% To fleets' resource extraction potential in recycling mode.
+9% To planetary structures, Orbital Base modules and Spacebase materials production.
+9% To Factories and Plants that produce spaceship components (incl. Borg centers) production power.
+9% To Orbital Docks' shipbuilding power.
+9% To Matter Converter performance.
 
10
Industrialist500 000 +10% To all planetary structures and Spacebase modules resource extraction potential.
+10% To Geological Exploration Station and fleets exploration potential.
+10% To fleets' resource extraction potential in recycling mode.
+10% To planetary structures, Orbital Base modules and Spacebase materials production.
+10% To Factories and Plants that produce spaceship components (incl. Borg centers) production power.
+10% To Orbital Docks' shipbuilding power.
+10% To Matter Converter performance.
 
11
Industrial Baron1 000 000 +11% To all planetary structures and Spacebase modules resource extraction potential.
+11% To Geological Exploration Station and fleets exploration potential.
+11% To fleets' resource extraction potential in recycling mode.
+11% To planetary structures, Orbital Base modules and Spacebase materials production.
+11% To Factories and Plants that produce spaceship components (incl. Borg centers) production power.
+11% To Orbital Docks' shipbuilding power.
+11% To Matter Converter performance.
 
Academic Ranks
RankRatingAdditional Bonuses
1
Entrant100 +1% To Archaeological Centers power and potential.
+1% To Design Bureau project capacity.
+1% To power generation potential produced by all kinds of Power Plants.
 
2
Student500 +2% To Archaeological Centers power and potential.
+2% To Design Bureau project capacity.
+2% To power generation potential produced by all kinds of Power Plants.
 
3
Bachelor1 000 +3% To Archaeological Centers power and potential.
+3% To Design Bureau project capacity.
+3% To power generation potential produced by all kinds of Power Plants.
 
4
Master5 000 +4% To Archaeological Centers power and potential.
+4% To Design Bureau project capacity.
+4% To power generation potential produced by all kinds of Power Plants.
 
5
Graduate10 000 +5% To Archaeological Centers power and potential.
+5% To Design Bureau project capacity.
+5% To power generation potential produced by all kinds of Power Plants.
 
6
Science Candidate25 000 +6% To Archaeological Centers power and potential.
+6% To Design Bureau project capacity.
+6% To power generation potential produced by all kinds of Power Plants.
 
7
Science Doctor50 000 +7% To Archaeological Centers power and potential.
+7% To Design Bureau project capacity.
+7% To power generation potential produced by all kinds of Power Plants.
 
8
Professor100 000 +8% To Archaeological Centers power and potential.
+8% To Design Bureau project capacity.
+8% To power generation potential produced by all kinds of Power Plants.
 
9
Academic250 000 +9% To Archaeological Centers power and potential.
+9% To Design Bureau project capacity.
+9% To power generation potential produced by all kinds of Power Plants.
 
10
Academy Counselor500 000 +10% To Archaeological Centers power and potential.
+10% To Design Bureau project capacity.
+10% To power generation potential produced by all kinds of Power Plants.
 
11
Academy President1 000 000 +11% To Archaeological Centers power and potential.
+11% To Design Bureau project capacity.
+11% To power generation potential produced by all kinds of Power Plants.
 
Federation Ranks
RankRatingAdditional Bonuses
1
Settler100Discount 10% when buying spaceships, resources, materials, and some Fed services from the Federation.
+1% To all structures' housing stock.
+1% To all structures' cultural development.
+1% To all Colonies and Spacebases performance.
 
2
Chief500Discount 20% when buying spaceships, resources, materials, and some Fed services from the Federation.
+2% To all structures' housing stock.
+2% To all structures' cultural development.
+2% To all Colonies and Spacebases performance.
 
3
Prefect1 000Discount 30% when buying spaceships, resources, materials, and some Fed services from the Federation.
+3% To all structures' housing stock.
+3% To all structures' cultural development.
+3% To all Colonies and Spacebases performance.
 
4
Counselor5 000Discount 40% when buying spaceships, resources, materials, and some Fed services from the Federation.
+4% To all structures' housing stock.
+4% To all structures' cultural development.
+4% To all Colonies and Spacebases performance.
 
5
Senator10 000Discount 50% when buying spaceships, resources, materials, and some Fed services from the Federation.
+5% To all structures' housing stock.
+5% To all structures' cultural development.
+5% To all Colonies and Spacebases performance.
 
6
Consul25 000Discount 60% when buying spaceships, resources, materials, and some Fed services from the Federation.
+6% To all structures' housing stock.
+6% To all structures' cultural development.
+6% To all Colonies and Spacebases performance.
 
7
Emperor50 000Discount 70% when buying spaceships, resources, materials, and some Fed services from the Federation.
+7% To all structures' housing stock.
+7% To all structures' cultural development.
+7% To all Colonies and Spacebases performance.
 
Math
This science field covers structures, patterns, and relationships. It studies counting operations, measuring & describing the shapes of real objects. Math provides linguistic means to other sciences, reveals their structural relationship, contributes to general laws of nature.
Philosophy
This science field is about the universal nature evolution laws and about the general principles of being and knowledge.
Scientific Method
It studies the main ways of obtaining new knowledge and methods for solving problems within the framework of any science field. Includes the study of ways to learn phenomena, data systematization, correction of new & previously acquired knowledge.
Physics
This science field studies most general and fundamental laws that determine the structure & evolution of the material world.
Chemistry
This is the science of substances, their composition & structure, relevant properties as well as transformations that lead to changes in their composition.
Nuclear Physics
This branch of physics studies the atomic nuclei structure and properties as well as the laws and features of their collision (nuclear reactions).
Astrophysics
This science field studies physical processes in astronomical objects.
Nuclear Fusion
The heavy elements' synthesis at high temperatures is necessary both for technological breakthroughs in science and for military use. At the same time, it is Helium-3 that is used as the fuel required for further synthesis.
Communications
This field explores ways of information and signals transmitting and receiving.
Warfare
This science field studies the ways and methods of warfare.
Archeology
This science field studies the ancient civilizations’ remains. Throughout the Universe’s history many new empires have appeared, some of which have sunk into oblivion. Their legacy can be very useful for today's civilizations.
Espionage
This field explores the analysis of information features and its application in various ways ranging from the use of technological innovations and ending with the specialization of Agents who are allowed all actions in the interests of the Homeland.
Geology
This science field covers the composition, structure, and laws of planets’ & natural satellites’ evolution.
Biology
This is a whole system of sciences. Its objects of study are living beings and the peculiarities of their interaction with the environment.
Electronics
This science field covers electrons’ interaction with electromagnetic fields and the methods of electronic devices and devices that contribute to the conversion of electromagnetic energy development.
Sociology
This science field covers society and systems it consists of. It studies patterns of social functioning & evolution, social institutions as well as communities and relationships within.
Economics
This science field represents a collection of social sciences. It studies the production, distribution, consumption of goods & services.
Energy
This science field studies the laws and methods of converting the potential energy of energy resources into other types of energy.
Construction
Accumulated knowledge and technologies in this area open the way to more complex and advanced structures, planetary complexes, and infrastructure.
Materials Science
This science field studies the properties of the materials that change in both solid and liquid states, depending on various factors.
Cybernetics
This science field covers general laws of obtaining, storing, transferring, and transforming information in complex control systems.
Robotics
This science field is engaged in automated tech systems development. It is the most important technical basis for production increase.
Spaceship Building
This field studies ways of designing and manufacturing spacecraft.
Borg Technologies

This field studies tech capabilities of Borg race through archaeological excavations and systematization of the data obtained. Studying this tech allows building Borg Industrial Center, which allows recreating and producing all the components of this race. However, research in this direction is impossible without the capture of at least one Borg Colony.

Scientific research in this field is based on the study of discovered biotechnological systems. However, they break down very quickly when disconnected from the power and control lines. Therefore, in the very first days after the Borg planet seizure and the destruction of its energy system, the Federation Science Center scientists capture all the surviving samples for further study. As compensation, the owner of the planet gets access to the Science Center information system where he can request the data obtained by scientists needed for conducting research at the Industrial Center. First minutes after the shutdown most of the biomaterials perish, so the more Borg Colonies the State can capture, the more data it gets access to.

Borg technology Nonproliferation Agreement being signed prohibits sharing this data with anyone other than members of their own Alliance. Therefore, the states of the same Alliance can combine data and conduct research more effectively. According to the agreement, after the loss of the colony, access to such data and the ability to conduct research is terminated, regardless of the reasons. Such reasons could be the sale, destruction by Borg or other member States of the Federation.

Science Laboratory
Allows to build

Science Laboratory.

It conducts scientific research that makes possible to increase the planet’s scientific potential. The scientific potential generated by each laboratory increases with each laboratory built and is calculated by the formula: SP + SP * log( x * p ) where SP is the scientific potential of the laboratory, x is the number of laboratories, p is the number of sites occupied by each laboratory.

Research Center
Allows to build

Research Center.

Research Center involves the unemployed population for scientific research. Each Research Center level increases the scientific potential per population unit.

Science Academy
Allows to build

Science Academy.

Science Academy increases the Colony’ scientific potential and adds one slot to the research queue.

Design Office
Allows to build

Design Office.

Allows designing ships, using a part of the planet's scientific potential, which is generated by the Scientific Laboratories. The max possible number of projects, the speed of project creation, and the number of simultaneously designed projects depend on the Design Office (DO) level. The DOs’ design potential built on different planets is summed up.

Archaeological Center
Allows to build

Archaeological Center.

It researches artifacts using some of the planet's scientific potential generated by the Science Laboratories. The result of such research is unpredictable. Research time and results depend on the artifact level and the Archaeological Center level. The minimum research time for an artifact is 1 min.

Colonies Congress
Allows to build

Colonies Congress.

This is the Colonies’ and Orbital bases’ Control center. Increasing the level of Congress allows building another Colony and Orbital base. The max number of Colonies equals to 1 + (Congress Colony level + 1). The max number of Orbital bases equals to 1 + (Congress Colony level + 1) + (Number of colonies equipped with a Spaceport and Orbital Base).

The max number of Colonies and Orbital bases depends on the Colonies Congress power.

Cultural Center
Allows to build

Cultural Center.

Increases the planet’s cultural level and Planetary buildings efficiency. The performance of the Cultural Center itself is equal to half of the percentage of the Federation's productivity increase in the quadrant where the colony is located, if the player is not a member of any alliance. If the player is a member of an alliance, then the performance of the cultural center is determined by the paradigms of the alliance.

Control Center
Allows to build

Control Center.

This is the Planetary computing complex that simultaneously serves as an educational and cultural center. It is adapted to the Forerunners’ Devices. Control Center is equipped with modern systems for managing and optimizing production, improving logistics & other economic processes. This ensures an increase in the efficiency of all planetary production complexes. At the same time, in the Control Center projects for the control and management of mass consciousness, patriotic youth training, and other loyalty programs are being implemented as well as cultural events.

The "Heart" of this Center is considered to be the Adapter. This is a replica of the Planetary Device, recreated by scientists, found during excavations on phosphorus planets. It made it possible to use the Ancients’ devices on the planets. Moreover, it can be both purely "planetary" devices and "dual-purpose" devices installed in the spacecraft command module. In the course of the research, a significant increase in the effect of the operation of such devices was observed with the simultaneous installation of some combinations.

The performance of the Control Center itself is equal to half of the percentage of the Federation's performance increase in the quadrant where the colony is located, if the player is not a member of any alliance. If the player is a member of an alliance, then the performance of the Control Center is determined by the paradigms of the alliance.

The IG amount needed for the Control Center construction and improvement is calculated by the following formula: P*IG/2000, where “P” is the max possible number of planet’s platforms, “IG” is the IG amount specified in the Manual.

Security Center
Allows to build

Security Center.

It reduces the number of disloyal population and negative security status.

Bunker
Allows to build

Bunker.

A complex of buildings that reduces bomb damage. The "Efficiency reduction" parameter is based on the calculation of 2000 sites. If there are more sites on the planet, then the parameter is calculated using the formula: min("Decrease in efficiency", "Decrease in efficiency" * B * 2000 / S ), where B is the number of buildings "Bunker", S is the number of sites on the planet.

Power Dome
Allows to build

Power Dome.

Allows generating planets with a non-native atmosphere. It consumes a lot of energy. With a lack of energy, the production of the planetary buildings is significantly reduced.

Colonial Administration
Allows to build

Colonial Administration.

This is your representative office in remote colonies. It is the control center that increases the nearby colonies’ population loyalty and reduces the number of the population dissatisfied with the remoteness from the Control centers.

The Federation forbade its members to build Colonial Administrations of one civilization 200 light-years apart. The reason are frequent disputes between officials about certain territories’ jurisdiction, which in the past led to large conflicts.

Warehouse
Allows to build

Warehouse.

This is a set of buildings that make possible storing manufactured products. The more Warehouses on the planet, the more goods can be stored.
If there is not enough room in the Warehouse, the production stops.
If the warehouse is full, then the surplus products may be stolen or become unusable over time.

Construction Plant
Allows to build

Construction Plant.

This plant increases the planet’s building potential. Each factory built adds 1 slot to the construction queue. The player who builds the Building Plant first receives a bonus from the Federation - a free monthly Builders Guild Guild membership.

Cities
Allows to build

Cities.

Cities provide your planet’s population with housing and living needs. The more cities on the planet, the more population.

Entertainment Center
Allows to build

Entertainment Center.

Increases the part of the colony’s population loyalty. Loyalty increase percentage is the ratio of the loyal population to the planet's total population.

Police Department
Allows to build

Police Department.

Reduces the percentage of rebel mood spread but by no more than 90%. The percentage reduction in the spread rate of rebel mood is the ratio of the protected population to the planet's total population. It also makes loyal a part of the colony’s population. Loyalty increase percentage is the ratio of the loyal population to the total population of the planet. It makes a part of the planet's population not subject to corruption and reduces corruption by a percentage equal to 100*“Corruption reduction (pop.)”/ “Population”.

Health Care Center
Allows to build

Health Care Center.

It improves the life-quality of the population and the birth rate on the planet.

Bank
Allows to build

Bank.

The Bank increases income from each unemployed colony’ resident.

Observatory
Allows to build

Observatory.

This is a profile scientific structure that is used to observe astronomical phenomena. The Star Map range depends on the Observatory level.

Spaceport
Allows to build

Spaceport.

Spaceport allows building an Orbital Base and Orbital Base Modules. The speed of the Orbital Module building process depends on its level.

Intelligence Agency
Allows to build

Intelligence Agency.

Trains agents for intelligence activities on other planets. The number of agents that can be simultaneously produced is equal to the number of corresponding Intelligence Agencies on the planet but not more than the number of agent types that can be controlled.

Counterintelligence Center
Allows to build

Counterintelligence Center.

Interferes with the intelligence activities of another player’s agents. The "Agents’ Disclosure" parameter depends on the planet’s population. The larger the population, the less its total value will be. It interferes with the intelligence activities of foreign agents. The total value is calculated as C/max(p1, p2, p3, p4), where “C” is the number of Counterintelligence officers and the Counterintelligence Center agents’ disclosed; “p1” is the max population for the current day; “p2” is the housing stock; “p3” - the need for workers; "p4" - the housing stock max value per day.

Solar Power Plant
Allows to build

Solar Power Plant.

The Solar Power Plant extracts energy from the Starlight. This is the cheapest and eco-friendliest way to generate energy. The need for huge areas on the planet's surface is the main Solar Power Plant’ disadvantage. Its productivity depends on the planet’s remoteness from the Star. The closer the planet, the more energy Solar Power Plant produces. The table below shows energy production rates for a planet located in Orbit-5.

Thermal Power Plant
Allows to build

Thermal Power Plant.

Thermal Power Plant generates energy by burning hydrocarbons. The production process is very polluting for the environment. The main advantage of this power generation method is that the raw ore can be used as a raw material.

Nuclear Power Plant
Allows to build

Nuclear Power Plant.

It produces energy from nuclear fuel. In the energy production process, it practically does not pollute the environment but radiation leaks are possible, which have a detrimental effect on the planet’s population. The higher the Nuclear Power Plant level, the less the radiation leakage probability.

Thermonuclear Power Plant
Allows to build

Thermonuclear Power Plant.

In the thermonuclear fusion process, this power plant produces energy from thermonuclear fuel. It is an eco-friendly, efficient way to generate energy. However, it is not cheap. Due to the thermonuclear reaction complex control system, power plants can malfunction that may lead to an explosion.

Exploration Station
Allows to build

Exploration Station.

Allows you to get information about the composition and quantity of resources on the planet. Also, with the help of geological surveys, it increases the recovery of each resource on the planet, but not by more than half of the maximum possible amount of resource for the planet. The coefficient of increase in resource replenishment depends on the size of the planet, the geological exploration potential of the station and on the planet itself.

Also, the station, through the introduction of new technologies for the search for minerals, increases the current level of resource extraction.

No more than once every 12 hours and no less than once a week (the interval depends on the parameters of the planet and the level of the Exploration Station), geological exploration of the planet can be carried out at the exploration station using ancient devices (Ore Cleaner, Mineral Detector, Particle Catcher and Spectral Analyzer), increasing the maximum reserve of resources and their replenishability. The field of geological exploration used devices of the ancients become unusable and are destroyed.

Resource Base
Allows to build

Resource Base.

This complex extracts main ores from the planet’s subsurface.

Mining and Processing Plant
Allows to build

Mining and Processing Plant.

This plant extracts basic minerals from rocks.

Mines
Allows to build

Mines.

Rare minerals are collected in the mines. These mineral’ deposits are located deep below the planet’s surface.

Metallurgical Plant
Allows to build

Metallurgical Plant.

Produces metals & alloys needed for the buildings’, spaceships’ construction, and the production of the components. The production process is highly polluting.

Construction Materials Factory
Allows to build

Construction Materials Factory.

This factory produces materials and goods needed for the buildings’ construction.

Tech Center
Allows to build

Tech Center.

Tech center produces high-tech materials.

Chemical Plant
Allows to build

Chemical Plant.

This plant produces materials based on chemical technology. The production process is very polluting for the environment.

Fuel Plant
Allows to build

Fuel Plant.

It produces the fuel needed for Power Plants and spacecraft.

Borg Industrial Center
Allows to build

Borg Industrial Center.

This huge structure is larger and more expensive than any other component. At its production facilities, the Borg production line has been partially recreated and the possibility of producing components for spacecraft of this race has been established. The level of produced components does not exceed the level of "Borg Technologies" research and the available level of tech needed for production.

The construction and operation of this Industrial Center is possible if two important conditions are met. The first one is the Energy Foundation construction (a massive underground structure made of unknown material, extending tens of kilometers under the planet). The Energy foundation can be connected to the planet's energy grid, and it will become a converter and distributor of energy between all central systems. Unfortunately, with the current level of tech development, it is impossible to implement. Without energy, this structure quickly decays and therefore can only be used on planets recently captured from the Borg.

The second condition is the program code. At irregular intervals, it is required by the Center's Control system, which is based on Borg biotechnological material. This code is transmitted from the Federation Science Center. In its absence, the activity of all control systems ceases. This is a condition for securing the Borg Technology Nonproliferation Treaty, which is concluded by the planet's owner and the Federation. The state that has conquered the planet from the Borgs has the right to use this Center. The Industrial Center management system stops working when the owner changes (due to conquest or sale).

The Borg Industrial Center can only be built on a planet in xenogalaxies, a xenonebulies, on which there was a Borg colony before and only by players who were the first to build a colony on it after the destruction of the Borg colony. If such a colony is sold, the buyer will not be able to build on it The Borg Industrial Center, but can use an already built center.

Borg Standardization Center
Allows to build

Borg Standardization Center.

It allows the production of components of the Borg race of the same type and the same level made from Borg race components of the same type but of different levels.

This is the max level Borg Standardization Center can produce. It is equal to the arithmetic mean of all components that are involved in production but cannot exceed the level of research for this type of component.

The number of components produced depends on the selected level but cannot exceed the number of components that are involved in production divided by Standardization Quotient.

The Borg Standardization Center can only be built on a planet in Xenogalaxies, Xenonebulies, on which there was previously a Borg colony and only by players who were the first to build a colony on it after the destruction of the Borg colony. If such a colony is sold, the buyer will not be able to build a Borg Standardization Center on it , but can use an already built center. Component production cannot be canceled.

Recycling Factory
Allows to build

Recycling Factory.

Allows recycling unneeded or obsolete modules into materials. The number of materials returned depends on the Recycling Factory level and is determined by the "Return of materials (%)" parameter.

  • If the planet has the following enabled Ancients' devices - Optical corrector, Radiation reducer, Recycling Factory also fetches and restores part of rare minerals and crystals.
  • The min disposal time for each SC component is 1 minute.
  • When canceling the recycling process, all recent recycled components vanish.
Engine Factory (SC)
Allows to build

Engine Factory (SC).

This factory produces spacecraft engines. The number of engines simultaneously produced corresponds to the number of factories built on the planet. This indicator cannot be higher than the number of module types that a factory can produce. The higher the factory level, the faster the production process.

The minimum production time for each SC component is 1 minute.

Power Reactor Plant
Allows to build

Power Reactor Plant.

It produces spacecraft reactors. The number of reactors that can be simultaneously produced corresponds to the number of factories on the planet. This number cannot exceed the number of modules that this plant can produce. The higher the level of the plant, the faster the products are produced.

The minimum production time for each SC component is 1 minute.

Industrial Complex
Allows to build

Industrial Complex.

It manufactures SC modules. The number of simultaneously produced modules corresponds to the number of complexes located on the planet. This number cannot exceed the number of modules this complex produces. The higher the Plant level; the faster the production process.

The minimum production time for each SC component is 1 minute.

Drilling Rig Factory
Allows to build

Drilling Rig Factory.

It produces installations intended for minerals search & extraction in Asteroid Fields. The number of simultaneously produced modules corresponds to the number of factories located on the planet. This number cannot exceed the number of module types that a factory can produce. The higher the Factory level, the faster the production process.

The minimum production time for each SC component is 1 minute.

Precision Instrument Plant
Allows to build

Precision Instrument Plant.

It produces high-tech spacecraft modules. The number of simultaneously produced modules corresponds to the number of factories located on the planet. This number cannot exceed the number of module types that this Plant can produce. The higher the Plant’s level, the faster the production rate.

The min production time for each SC component is 1 minute.

Armoury
Allows to build

Armoury.

Manufactures energy spaceship weapons. The number of simultaneously produced components corresponds to the number of factories located on the planet. This number cannot exceed the number of component types that an Armoury can produce.

The min production time for each SC component is 1 minute.

Foundry
Allows to build

Foundry.

Manufactures spaceship armor plates. The number of simultaneously produced components corresponds to the number of factories located on the planet. This number cannot exceed the number of component types that a Foundry can produce.

The min production time for each SC component is 1 minute.

Power Panel Plant
Allows to build

Power Panel Plant.

Manufactures spacecraft shields. The number of simultaneously produced components is equal to the number of factories on the planet. This number cannot exceed the number of component types that a Power Panel Plant can produce.

The min production time for each SC component is 1 minute.

Ammo Factory
Allows to build

Ammo Factory.

Produces spacecraft ammo. The number of simultaneously produced components is equal to the number of factories located on the planet. This number cannot exceed the number of kinds of components that Ammo Factory can produce.

The min production time for each SC component is 1 minute.

Missile Plant
Allows to build

Missile Plant.

Produces spacecraft missile launchers. The number of simultaneously produced components is equal to the number of factories located on the planet. This number cannot exceed the number of component types that Missile Plant can produce.

The min production time for each SC component is 1 minute.

Orbital Base
Allows to build

Orbital Base.

The Orbital Base’s hull is equipped with a sufficient life support system. It emulates favorable conditions for all the necessary installation works and allows upgrading Orbital Base modules. Each level increases the size of the assembly areas for building modules and increases the base efficiency. The planet and the Orbital base share a common warehouse and energy space.

This base can be destroyed during the battle.
All Orbital modules perform worse when damaged. Efficiency decrease is proportional to the damage done.
When colonizing other planets, keep in mind that the newly built base has no population.
"

Hypergates
Allows to build

Hypergates.

It allows Hyperspace transitions via Hyper Engines. Hyper-transition is carried out from any point in space to the point where the Hypergates are installed. During the Hypertransition process, it is impossible to order the fleet any commands. Due to the hyperspace nature, it is impossible to build Hypergates at a distance closer than 30 light-years.

Hypergates can be disabled, preventing other players from using them. In this case, owners and those players with whom the owner has the “Sharing Hypergates” agreement can use Hypergates only.

If the Radar Power is less than the planet’s (base’s) masking level, then the disabled Hypergates are not visible on the Star Map and in the Star System information section.

Visible but disabled Hypergates are shown on the Star Map in red squares around the Star System. Activated Hypergates are indicated by a blue square.

Orbital Warehouse
Allows to build

Orbital Warehouse.

This orbital module provides storage of goods produced in the planet's orbit. The more Warehouses on the planet, the more goods can be stored.
If there is not enough room in the warehouse, then the production stops.
When the Warehouse is full, surplus products stolen or become unusable in time.

Residential Module
Allows to build

Residential Module.

This Orbital Base Residential Module allows a large population to be moved to the planet's orbit.

Orbital Casino
Allows to build

Orbital Casino.

Increases the loyalty of the Planet's and the Orbital Base’s population.

Orbital Observatory
Allows to build

Orbital Observatory.

It increases by a certain percentage the Planetary observatory’ or Space base’ Star Map viewing range.

Radar Station
Allows to build

Radar Station.

It allows receiving information on fleets, colonies, and bases that are within the planet's Observatory Range. The quality of information gathered about fleets depends on the Radar Power. The information quality is determined by the following formula: Ml/Rp = Q, where "Ml" is the min in-fleet spaceships’ masking level, “Rp” - radar power, “Q” - information quotient:

Considering fleets:

  • If K = 1, then the fleet will be visible on the Star Map.
  • If K <1, then the fleet’s title will be disclosed.
  • If K <= 0.95, then the fleet’s owner will be disclosed.
  • If K <= 0.9, then not only the location and state of the fleet will be disclosed but the information related to the fleet’s structure (spaceship project names and their number) will also be available.

The Radar Station will report information on fleets that flyby close to the planet.

Considering Colonies and Bases:

  • If K <= 1, then the colony’s owner, the Space base, and its owner will be visible on the Star Map.
  • If K <= 0.9, then the information about the colony and(or) base presence will be visible.
Masking Field Generator
Allows to build

Masking Field Generator.

The masking level depends on the planet’s size and is calculated by the following formula: ml*ml / s, where “ml” is the module masking level, “s” is the planet’s size (the number of built platforms in the Orbital Base (in case of the colony’ absence) or the number of built platforms on the Spacebase). If the planet has a Colony and an Orbital Base, then the planet’s size ("s") required for the calculation is determined by their max size. If the masking level exceeds another player's Radar Station power at the planet's location, then the planet's owner name and the presence of a Colony or an Orbital base will not be visible to the other player. In addition, regardless of the current fleet’s state, the Masking Field Generator generates an additional masking field around all of the planet owner's spaceships in orbit.

Phase Amp
Allows to build

Phase Amp.

It increases Radar station and Masking Field power.

Anomaly Detector
Allows to build

Anomaly Detector.

It detects the gravitational anomalies and Hypertraps' appearance within its range. When an anomaly or Hypertrap is located, the Detector owner receives a message.

Logistics Center
Allows to build

Logistics Center.

It increases Warehouses and Trade Warehouses capacity.

Commander School
Allows to build

Commander School.

It allows to train and educate Fleet Commanders. The number of simultaneously trained and training commanders cannot exceed the number specified in the "Training queue" parameter.

The Fleet Commander's training cannot be canceled.
Commander training can be canceled at any time. When the training is canceled, skills learned are saved.

Rescue Service
Allows to build

Rescue Service.

Rescue Service is engaged in the rescue of commanders, whose fleet was destroyed in battle.
For the commander to be saved, the battle must take place within the Rescue Service viewing range. The rescued commander moves to the Commander Rescue Service closest to the battlefield.
The rescued commander can be redeemed by the player (owner) within 30 days of the rescue. The ransom is paid to the Federation. In turn, the Federation pays the owner of the Rescue Service a certain percentage of the ransom amount, which depends on the Rescue Service level.
If the commander was not ransomed, then he moves to the Rescue Service owner.
If the rescued commander belongs to the Rescue Service owner, then he is automatically transferred to the planet's Warehouse where the Rescue Service is located.
For each commander level, the ransom amount is equal to 100 IG.

Orbital Gravity Reactor
Allows to build

Orbital Gravity Reactor.

It generates energy from gravitational fuel. This is the wreath of energy evolution.

Orbital PSS
Allows to build

Orbital PSS.

Orbital Power Supply System (PSS) is located outside the planet's atmosphere, so its efficiency surpasses the Planetary PSS. Its performance depends on the planet's distance from the Star. The closer the planet is; the more energy is generated. The table shows the energy production rate of the planet located in Orbit-5.

Orbital Thermonuclear Reactor
Allows to build

Orbital Thermonuclear Reactor.

It generates energy from fusion fuel. At the same time, it does not possess the disadvantages of planetary Thermonuclear Power Plants.

Deflector Station
Allows to build

Deflector Station.

adds to each type of combat platforms the parameters of shields and missile deflections in proportion to the number of combat platforms of each type and inversely proportional to the base volume of the combat platform, the smaller the volume, the smaller the added values (the values for a heavy combat platform are given in the reference). Also increases the parameters of shields and missile deflections for the defense fleet.

Defense Center
Allows to build

Defense Center.

When the battle starts, it allows creating a defense fleet from spaceships previously placed in the Defense Center with a signature of at least 40,000 pts. During the battle, spaceships take fuel and ammunition from the planet's Warehouse. The fragments collected during the battle are also placed in the planet's Warehouse. In such cases, Ancient's devices and commander cannot be installed or moved into the fleet. When the battle ends, the fleet returns to the Hangars of the Defense Center.

A commander can be placed in the Defense Center, who during the battle will control the defense fleet.When a base is destroyed, such a commander dies along with the base.

The player can specify the starting position of spaceships in the Defense fleet between “30” and “25”.

The Defense fleet cannot leave the battle.

Damaged spaceships of the Defense Fleet together with the Orbital Base are repaired at the Repair Workshops. Besides, damaged spaceships cannot be removed from the hangars of the Defense Center and placed in the Orbital Hangar.

Ancients' devices installed in the planetary administration increase the weapon power, in-battle speed, and fuel consumption. They also reduce damage and affect the defense fleet just like any other fleet.

Laser Combat Platform
Allows to build

Laser Combat Platform.

Engages in combat when attacking the Orbital Base. Any player cannot fire the Orbital base until all Combat Platforms have been destroyed. No additional energy is required. Besides, no workers are required to ensure the operability of the installed components in the slots. Such significant optimization is possible due to the latest military developments in the cybernetics field and neural networks evolution. The platform's personnel are capable of servicing even the most complex modules and the most powerful weapons without the involvement of an additional crew, whose presence is mandatory to service these components on spacecraft. Fully autonomous power plants can dispense with the export of energy from the Orbital Base or planet. The min power needed is required for the platform life support, its technicians, and personnel only. Unfortunately, such technologies can only be used on platforms associated with planets’ natural magnetic fields. They are not available today.

The max number of Combat Platforms that can be built on a base cannot exceed 10% of the base Orbital sites number.

When a Combat Platform deals with 100% damage in battle, it is deactivated. In this case, from 50% to 90% of its components installed will be destroyed, and some of them will fall into fragments. If the base was not destroyed during the battle, the battle platform can be repaired.

Gun Combat Platform
Allows to build

Gun Combat Platform.

Engages in combat when attacking the Orbital Base. Any player cannot fire the Orbital base until all Combat Platforms have been destroyed. No additional energy is required. Besides, no workers are required to ensure the operability of the installed components in the slots. Such significant optimization is possible due to the latest military developments in the cybernetics field and neural networks evolution. The platform's personnel are capable of servicing even the most complex modules and the most powerful weapons without the involvement of an additional crew, whose presence is mandatory to service these components on spacecraft. Fully autonomous power plants can dispense with the export of energy from the Orbital Base or planet. The min required power supply is required only for the platform life support, its technicians, and personnel. Unfortunately, such technologies can only be used on platforms associated with planets’ natural magnetic fields. They are not available today.

The max number of Combat Platforms that can be built on a base cannot exceed 10% of the base Orbital sites number.

When a Combat Platforms deals with 100% damage in battle, it is deactivated. In this case, from 50% to 90% of its components installed will be destroyed, and some of them will fall into fragments. If the base was not destroyed during the battle, the battle platform can be repaired.

Missile Combat Platform
Allows to build

Missile Combat Platform.

Engages in combat when attacking the Orbital Base. Any player cannot fire the Orbital base until all Combat Platforms have been destroyed. No additional energy is required. Besides, no workers are required to ensure the operability of the installed components in the slots. Such significant optimization is possible due to the latest military developments in the cybernetics field and neural networks evolution. The platform's personnel are capable of servicing even the most complex modules and the most powerful weapons without the involvement of an additional crew, whose presence is mandatory to service these components on spacecraft. Fully autonomous power plants can dispense with the export of energy from the Orbital Base or planet. The min required power supply is required only for the platform life support, its technicians, and personnel. Unfortunately, such technologies can only be used on platforms associated with planets’ natural magnetic fields. They are not available today.

The max number of Combat Platforms of any kind that can be built on a base cannot exceed 10% of the base Orbital site’s number.

When a Combat Platform deals with 100% damage in battle, it is deactivated. In this case, from 50% to 90% of its components installed will be destroyed, and some of them will fall into fragments. If the base was not destroyed during the battle, the battle platform can be repaired.

Heavy Combat Platform
Allows to build

Heavy Combat Platform.

Engages in combat when attacking the Orbital Base. Any player cannot fire on the Orbital base until all Combat Platforms have been destroyed. No additional energy is required. Besides, no workers are required to ensure the operability of the installed components in the slots. Such significant optimization is possible due to the latest military developments in the cybernetics field and neural networks evolution. The platform's personnel are capable of servicing even the most complex modules and the most powerful weapons without the involvement of an additional crew, whose presence is mandatory to service these components on spacecraft. Fully autonomous power plants can dispense with the export of energy from the Orbital Base or planet. The min required power supply is required only for the platform life support, its technicians, and personnel. Unfortunately, such technologies can only be used on platforms associated with planets’ natural magnetic fields. They are not available today.

The max number of Combat Platforms that can be built on a base cannot exceed 10% of the base Orbital sites number.

When a Combat Platform deals with 100% damage in battle, it is deactivated. In this case, from 50% to 90% of its components installed will be destroyed, and some of them will fall into fragments. If the base was not destroyed during the battle, the battle platform can be repaired.

Combat Platform
Allows to build

Combat Platform.

Engages in combat when attacking the Orbital Base. Any player cannot fire on the Orbital base until all combat platforms have been destroyed. It has two slots for modules, weapons, and protection. No additional energy is required. Besides, no workers are required to ensure the operability of the installed components. Such significant optimization is possible due to the latest military developments in the cybernetics field and neural networks evolution. The platform's personnel are capable of servicing even the most complex modules and the most powerful weapons without the involvement of an additional crew, whose presence is mandatory to service these components on spacecraft. Fully autonomous power plants can dispense with the export of energy from the Orbital Base or planet. The min power supply needed is required only for the platform life support, its technicians, and personnel. Unfortunately, such technologies can only be used on platforms associated with planets’ natural magnetic fields. They are not available today.

The max number of combat platforms that can be built on a base cannot exceed 10% of the base' Orbital sites number.

When a Combat Platform deals with 100% damage in battle, it is deactivated. In this case, from 50% to 90% of its components installed will be destroyed, and some of them will fall into fragments. If the Orbital Base was not destroyed during the battle, the Combat Platform can be repaired.

Orbital Hangar
Allows to build

Orbital Hangar.

This orbital module stores spaceships that are not used in fleets. The number of spaceships is limited by the Hangar’s size. By improving automation technologies, raising the Hangar level reduces the cost of maintaining preserved spaceships. All spaceships built in the Orbital Dock are automatically moved in the Hangar. When the Orbital base with the Hangar is destroyed, all stored spaceships are destroyed too.

Orbital Dock
Allows to build

Orbital Dock.

This orbital module allows building spaceships. The number of spaceships under construction at the same time is equal to the Orbital docks’ number. Each unit built will automatically move to the Spaceship Hangar. If there is not enough room, the built ship will remain in the Dock until this problem is fixed.

Repair Shops
Allows to build

Repair Shops.

Repairs damaged spaceships. The amount of materials required for repairs depends on the spacecraft damage level, the number of materials required to build the spaceship's hull, and all the component materials that increase durability. The higher the level of the Repair Shops, the fewer materials are needed for repairs. The production capacity of each Repair Shop indicates how much durability will be restored per hour.

Command Center
Allows to build

Command Center.

Command Center manages fleets. The higher the Command Center level, the more fleets it can manage.

In case of a lack of energy on the planet, the power of the controlled fleet is reduced.

The first player to build the Command Center will receive a bonus from the Federation - a free monthly Pilots Guild Guild membership.

Trade Center
Allows to build

Trade Center.

Trade Center provides trading with other players. The number of planets (Influence range) that will know your trade offers (Rates) depends on the Trade Center level; the number of trade offers (Bids) that can be made from the planet; the number of spaceships in the merchant fleet.

The player who builds the Trade Center first receives a bonus from the Federation - a free monthly Traders Guild membership.

Trade Warehouse
Allows to build

Trade Warehouse.

Trade Warehouse stores products and goods that have been put up for auction or awaiting shipment.

Navigation Center
Allows to build

Navigation Center.

It increases merchant fleet's speed.

Dark Matter Extractor
Allows to build

Dark Matter Extractor.

It produces dark matter. It is being built at Orbital bases located in Nebulae. Its total production rate depends on the number of extractors the player (Alliance) has located in one Nebula, and on the planet's size. The larger the planet, the greater the output (according to the Manual, the planet’s size needed is 5000 pts.).

Helium Isotope Enricher
Allows to build

Helium Isotope Enricher.

Extracts Helium isotopes in the planet’s orbit. Its performance depends on the planet's remoteness from the Star and on the number of planets equipped with Enrichers belonging to one player in one Star system. The further the planet is from the Star; the more Helium-3 is produced. The more planets with Enricher in one Star system, the greater the production. Manual contains parameters of the Enricher located in the Orbit-5, provided that it is the only one in the whole Star System.

Jump Thruster
Allows to build

Jump Thruster.

It allows the Spacebase to jump to any point in space along with the fleets that are in the Spacebase orbit.

The Space Jump can only be done when the Jump Thruster has accumulated enough energy for a Space Jump. The "Jump Thruster Сharge" parameter indicates the Spacebase’ Jump module charge hourly rate. When this number becomes greater than or equal to the Spacebase volume, the player can perform a Space Jump. The min Jump Thruster charging time is 10 days.

The Space Jump can be done without waiting for the Jump Thruster to charge via the Singularity Generator, which is located in the Spacebase Warehouse. When Space Jump is done, the Singularity Generator will vanish. Fuel consumption during such a jump will decrease by 2 times, and its accuracy will increase to 2 light-years (the coordinates of the nearest exit will be less than 2 light-years from the target point). Jump module charge will not be interrupted.

Fleets that are in orbit can jump along with the Spacebase. The total number of fleets (incl. fleets located in spaceship hangars) should not exceed the free volume of the base Hangars.

If the Spacebase has enabled Hypergates, Outpost, Citadel, then they should be disabled before the Space Jump is done.

The Space Jump cannot be performed if the Spacebase merchant fleets are in space or if there are incompleted trade orders or other merchant fleets are flying to the Spacebase.

Altar
Allows to build

Altar.

It increases the Colonies’ culture by a certain percentage to the Colonies located in the quadrant. If an altar is built on the spacebase and it is not active and there is another active altar of the player or alliance in the quadrant, then the culture of altars with an inactive altar develops. There may be several altars of one player or alliance in one quadrant, while a particular colony (cosmobase) takes into account only the altar closest to it.

In order for the altar to increase the culture of the colonies, it needs to be activated. An inactive Altar increases the culture only at the cosmobase where it is built.

There can be several Altars of the same player or Alliance in one quadrant. In this case, a specific Colony (Spacebase) takes into account only the Altar closest to it.

The active Altar blocks the Space Base masking field and the Masking Field Generator. Spacebase cannot perform the Space Jump while an Altar is active.

When the Zero Field Generator is enabled on a base with an Altar, only its owner can use it.

Science Center
Allows to build

Science Center.

Science Center increases the efficiency of scientific buildings on the colonies of its owner and on the colonies of the Alliance members (where the owner is a member) located in the quadrant by a certain percentage.

There may be several Science Centers of the same player or Alliance located in one quadrant. In this case, a specific Colony (Spacebase) takes into account only the Scientific Center nearest to it.

The active Science Center blocks the Space Base masking field and the Masking Field Generator. Spacebase cannot perform the Space Jump while the Science Center is active.

When the Zero Field Generator is enabled on a base with the Science Center, only its owner can use it.

Spacebase
Allows to build

Spacebase.

It is built on unoccupied arbitrary space coordinates no closer than 50 light-years from Black Holes. Construction is carried out via spaceships with a building module (similar to the Orbital Base) installed. Remoteness from Colonial centers does not affect the Spacebase population loyalty.

During battles, Spacebase may be destroyed.
All Orbital Modules perform worse when dealing with damage to the Spacebase. The quality of their work is proportional to the damage done.

Alliance Warehouse
Allows to build

Alliance Warehouse.

It adds storage room to the Spacebase and allows Alliance members who own it to use the spaceship's hold commands the same way as from their planets. If the Spacebase owner leaves the Alliance, then the added storage room will be zero.

Outpost
Allows to build

Outpost.

It increases the weapon power of the fleets and bases of Outpost’s owner and Alliance members with whom the owner is in the same quadrant where the battle takes place.

There can be several Outposts of the same player in one quadrant. In such cases, the active Outpost closest to the place of the battle is taken into account in the battle only.

For an Outpost to increase the power of a player's weapons, fleets, and bases in-battle it must be active when the battle starts.

An active Outpost is blocking the Spacebase masking shield and the Masking Field Generator. Spacebase cannot perform a Space Jump while an Outpost is active.

When the Zero Field Generator is enabled on the Spacebase, only its owner can use the Outpost.

The weapon parameter 'Efficiency increase (%)' is based on the assumption that it is set to 100% for a specific weapon and to 0% for the rest.

Borg fleets (eq, WAR, RAIDER, HORROR, EXCOURT) and bases use Outposts that are located in subspace. The level of such outposts depends on the average level studied and currently amounts from 0 before 3 957 136, depending on the location in the universe (for more information about the levels of Borg outposts, see Borg in various Galaxies ).

The Outpost presence does not affect the fleets and bases Combat Ratings.

Citadel
Allows to build

Citadel.

Increases the durability and effectiveness of the defense modules of the player’s Orbital Base and Spacebase or Alliance members located in the quadrant.

There may be several Citadels of the same player or Alliance located in one quadrant. In this case, the specific Spacebase takes into account only the nearest Citadel.

If the Spacebase uses the Citadel in battle, then its parameters cannot be changed.

For a Citadel to increase the durability and effectiveness of defense modules, it must be active at the start of the battle.

An active Citadel blocks the Spacebase masking field and the Masking Field Generator. The Spacebase cannot perform Space Jump while the Citadel is active.

When the Zero Field Generator is enabled on a base with a Citadel, only its owner can use it.

Parameters such as "Increased efficiency + (%)", "Increased durability + (%)", "Increased durability +" are given on the basis that for a particular module they are set to 100% and for the rest by 0%.

Citadel affects the Spacebase’ Combat Rating.

During repairs, the durability provided by the Citadel is not considered. In other words, the repair time is calculated based on the durability of the base modules, excluding the Citadel.

Space Pier
Allows to build

Space Pier.

It expands the Orbital Hangar volume at the Spacebase.

Without an Orbital Hangar, it doesn't operate.

Trade Station
Allows to build

Trade Station.

It allows all Lords of a Colony or a Spacebase (that fall under the influence of a Trade Center located on a Spacebase with an established Trade Station) to place Trade Bids in the Trade Center. Trade Bids are made using the "Place a Trade Bid" command. The Trade Station owner receives a commission when selling a bid. If the bid is canceled (if it has not been sold within 7 days), the goods will be automatically disposed of. The player cannot pick up a bid.

Gravity Accumulator
Allows to build

Gravity Accumulator.

It produces gravitational fuel.

Processing Center
Allows to build

Processing Center.

Processing Center is built at the Spacebase. It produces all kinds of materials & goods. Besides, it increases storage capacity to ensure continuous production.

Matter Converter
Allows to build

Matter Converter.

It converts some natural resources (ore and minerals) into other natural resources (ore and minerals). Mass conversion quotient indicates how many resource units of one kind are needed to make conversion to a resource unit of another kind.

Conversion of rare minerals requires an Ancients' "Magnetic Capacitor" device installed.

To convert crystals, the Ancients' "Quantum press" device installation is required..

Small Engine Bay
Allows to produce

Small Engine Bay lv.0.

This bay adds two slots to store two jets or nuclear engines.

Produced at the Engine Factory (SC).

Engine Bay
Allows to produce

Engine Bay lv.0.

This bay adds two slots to store two gravity, photon, or hyper engines.

Produced at the Engine Factory (SC).

Jump Thruster
Allows to produce

Jump Thruster lv.0.

It allows the spaceship to jump to any point in space in the presence of a gravity computer. To perform a jump, all fleet’s spaceships must be equipped with Jump Thruster. To jump, the Jump Thruster must be charged. The charging time depends on the “Jump Thruster charging (volume/h)” parameter and the volume of the spaceship. Before jumping, the fleet needs to be prepared. The preparation time depends on the “Prepare to jump (mass/h)” parameter and on the spaceship’s mass.

Gravity fuel consumption depends on the fleet’s size. Any changes will reset the jump-ready timer.

When several jump-engines are installed in a spaceship, all engine parameters are summed up. The column "Fuel consumption" indicates the fuel consumption per 1 unit of volume.

If there is a Singularity Generator in all fleet’s spaceships, then Jump Thrusters work independently.

It makes no sense to use spaceships with Jump Thrusters installed in merchant fleets.

Produced at the Engine Factory (SC).

Electromagnetic Sail
Allows to produce

Electromagnetic Sail lv.0.

Electromagnetic Sail converts stream of photons emitted by the Star into kinetic energy. The advantage of spaceships that use E-sails is that there is no need for fuel which allows an increase in payload compared to a jet-powered spacecraft. The disadvantage of the Electromagnetic Sail is that outside the Star System its power drops significantly.

Electromagnetic Sail is produced at Engine Factory (SC).

Jet Engine
Allows to produce

Jet Engine lv.0.

Jet Engine provides the necessary thrust for propulsion by converting the fuel internal energy into the kinetic energy of the jet stream.

Produced in Engine Factory (SC).

Nuclear Engine
Allows to produce

Nuclear Engine lv.0.

The built-in nuclear generator brings nuclear fuel atoms together as well as brings the atomic mass to a critical level and releases the stored energy in the working nozzle of the nuclear engine.

Produced in Engine Factory (SC).

Gravity Engine
Allows to produce

Gravity Engine lv.0.

This engine uses the Star’s gravitational fields to provide the spaceship with kinetic energy. Outside the Star System, it significantly loses its effectiveness.

Produced at the Engine Factory (SC).

Photon Engine
Allows to produce

Photon Engine lv.0.

Light-emitting heat is the source of energy for the Photon Engine. Flux of photons escaping from the engine creates jet thrust. Photon engine can develop max thrust per mass expended allowing speeds close to the speed of light in interstellar travels. However, when flying inside stellar systems, the star radiation prevents the max thrust.

Produced at the Engine Factory (SC).

Hyper Engine
Allows to produce

Hyper Engine lv.0.

Allows using hyper transitions. A hyper transition is performed from any point in space to the point where the hyper gate is located.

Produced at Engine Factory (SC).

Drilling Platform MD-1
Allows to produce

Drilling Platform MD-1 lv.0.

This platform adds two slots to store two MD-1 rigs.

Produced at the Rig Factory.

Drilling Platform MD-2
Allows to produce

Drilling Platform MD-2 lv.0.

This platform adds two slots to store two MD-2 rigs.

Produced at the Rig Factory.

Heavy Drilling Platform
Allows to produce

Heavy Drilling Platform lv.0.

This platform adds two slots to store two laser or plasma drills.

Produced at the Rig Factory.

Exploration Module
Allows to produce

Exploration Module lv.0.

Using this module, the player can conduct geological exploration of planets and asteroid fields. When it is carried out, the spaceships’ geological exploration potential is summed up.

In addition to geological exploration, the presence of this module in a spaceship with installed drills increases their productivity. However, the installation of more than one module in such a spaceship does not make sense since the productivity will increase only once.

Produced at Rig Factory.

Drilling rig MD-1
Allows to produce

Drilling rig MD-1 lv.0.

Drilling Rig of this type uses conventional drilling technologies and extracts the main ores from the rocks of the asteroid fields. Its parameters show the indicators of ore extraction, provided that all of its capacity is 100% spent on ore extraction.

Produced at Rig Factory.

Drilling rig MD-2
Allows to produce

Drilling rig MD-2 lv.0.

Drilling Rig of this type uses conventional drilling techniques to extract basic minerals from the asteroid fields. Its parameters show the indicators of the minerals extraction provided that all of its capacity is spent on the extraction of these minerals.

Produced at Rig Factory.

Laser Drill
Allows to produce

Laser Drill lv.0.

Laser Drill uses laser technology to extract rare minerals from the rocks in the asteroid fields. Its parameters show the indicators for the extraction of minerals provided that all of its power is spent on the extraction of this mineral.

Produced at Rig Factory.

Plasma Drill
Allows to produce

Plasma Drill lv.0.

Drill of this type uses plasma technology to extract crystals from the rocks on the asteroid fields. The parameters show the extraction of crystals indicators provided that all of its power is spent on their extraction.

Produced at the Rig Factory.

Small Reactor Bay
Allows to produce

Small Reactor Bay lv.0.

This is the Federation Miniaturization Laboratory technology that allows connecting two chemical reactors to one body and a fuel line power connector. It makes it possible to place two chemical reactors in one modular slot of the spaceship's hull as well.

The Small Reactor Bay development was made possible by the use of a "Power Communicator" (Power communications bandwidth extender) discovered during excavations in the Minax galaxy.

Produced at the Power Reactor Factory.

Large Reactor Bay
Allows to produce

Large Reactor Bay lv.0.

This is the Federation Science Center Fusion Laboratory technology that allows installling two fusion reactors in one slot of the ship's hull.

It is considered the most significant scientists’ achievement in the energy field due to several difficulties with connecting two devices to one supply system because of the large amounts of energy passing through one power channel. The latter was solved with the help of the Ancients’ "Power Communicator". However, techs used to solve a large number of other issues remained the Federation secret.

Produced at the Power Reactor Factory.

Reactor Bay
Allows to produce

Reactor Bay lv.0.

This is the Federation Nuclear Research Center technology that allows using support systems for one module of the ship's hull to operate two nuclear reactors at once. When attaching the Reactor bay, it becomes possible to install two nuclear reactors in place of one, expanding the spaceship’s energy potential.

An important condition for the development was the discovery of a "Power Communicator" in the Minax galaxy, which greatly increases energy communications throughput.

Produced at the Power Reactor Factory.

Gravity reactor
Allows to produce

Gravity reactor lv.0.

This device uses gravitational fuel to generate energy.

Produced at the Power Reactor Factory.

Radiation Converter
Allows to produce

Radiation Converter lv.0.

Converts a stream of photons into energy emitted by stars. It does not require fuel to generate energy.

Produced at the Power Reactor Factory.

Chemical Reactor
Allows to produce

Chemical Reactor lv.0.

This reactor converts chemical reaction energy into electrical energy. The main advantage of this type of reactor is its small volume and mass.

Produced at Power Reactor Factory.

Nuclear Reactor
Allows to produce

Nuclear Reactor lv.0.

Generates energy using nuclear reactions. It runs on nuclear fuel. If there is too much energy required in the spaceship design, then the required amount of fuel is consumed only.

Produced at the Power Reactor Factory.

Thermonuclear Reactor
Allows to produce

Thermonuclear Reactor lv.0.

This reactor uses a fusion reaction to generate energy.

Produced at the Power Reactor Plant.

Shield Restorer
Allows to produce

Shield Restorer lv.0.

At the beginning of each combat cycle, this device restores the shields power level on the spaceship by a certain number of units (provided that the shields are damaged by less than 90%). However, more than 50% of damage is not restored. When a spaceship leaves combat, this device will restore shields, provided that the ship and its shields are less than 90% damaged.

Shield Restorer increases the effectiveness of shields that are installed in defense slots and on shield platforms but no more than 100%. The efficiency percentage is evenly distributed among all installed shields.

Produced at the Energy Shield Factory

Command Module
Allows to produce

Command Module lv.0.

This command module is one of the most important achievements of the Federation Science Center. It was created thanks to the huge contribution of Glarg scientists. The uniqueness of this achievement lies in the operation principle of this module. Once installed on a single spaceship, it coordinates the work of the entire fleet. It:

  • Increases controllability of all spaceships, taking over the command center functions. Increases the number of spaceships in a fleet with a module and the number of teams in that fleet.
  • Increases the entire fleet speed.
  • Allows the use of the Ancients’ Devices in the fleet.

    The history of this module is unique. The first fragments and later entire prototypes were discovered in Borg ships and became available for study in the scientific centers of the Federation thousands of years ago. At that time, the first clashes with the Borg began. However, despite all efforts, scientists have failed to understand their structure and activate the work of this module. Scientists for a long time could not provide a reasonable explanation for the Borg fleets’ efficiency, which exceed their theoretical capabilities. Both problems were resolved after the devices of the Ancients (Forerunners) discovery on the phosphorus planets. Scientists drew attention to the interface compatibility of old command modules and found devices. After assembling them, they were able to activate the millennial finds for the first time. This allowed getting closer to the answers to many questions, including identifying the source of the Borg's amazing effectiveness in maneuvers on the battlefield. It also made it possible to develop our analogs and set up the production of command modules at the Federation’s Precision Instrument Plants. Unfortunately, Glarg did not share part of the production technologies for this module, solving their selfish goals. It should be noted that it was not possible to install two identical Forerunner devices in the command module.

    When ships with an installed command module are destroyed in battle, Ancients’ Devices are disabled but remain in the fleet until it is destroyed. When a fleet with Ancients’ Devices is destroyed, they can randomly drop out in the loot.

    While own planets in ‘Drift’ mode only, you can add and activate Ancients’ Devices installed in the fleet with this command module. It should be noted that they are not for sale in the Trade Center.

    If spaceships with a command module are removed from the fleet when re-forming, then the installed Ancients’ Devices become inactive.

    Produced at the Precision Instrument Plant.

  • Repair Module
    Allows to produce

    Repair Module lv.0.

    This module restores part of the damage inflicted on a spaceship during a combat cycle if its durability is more than 10%. Damaged hull and armor elements are used to restore durability. The amount of durability restored corresponds to the `Recover Durability` stat and cannot exceed 50% of the damage inflicted on the spaceship. Damage inflicted in a specific combat cycle is restored only. If the spaceship does not receive damage in the next cycle, then durability is not restored.

    A fleet with spaceships with this repair module attached can use the "Repair" command which increases the Workshops "Production Capacity".

    When repairing a fleet, repair modules installed in spaceships increase the repair speed.

    Produced in Industrial Complex.

    Cargo Platform
    Allows to produce

    Cargo Platform lv.0.

    This is a Thormal' tech that allows installing two cargo compartments or hangars in one spaceship's hull slot.

    Its effect is ensured through the use of special technologies for the miniaturization of all support systems and ultra-thin, durable materials for cargo modules. These developments have long been known to Thormals and are used in the manufacture of bays and hangars. However, due to access to Forerunners’ space compression technology, it was possible to make a breakthrough in research and create a Cargo Platform.

    Currently, the Trade Guild has acquired all rights to the Cargo Platform. This technology is only provided to experienced traders.

    Produced in Industrial Complex.

    Control Bay
    Allows to produce

    Control Bay lv.0.

    This is a special module that allows installing three components used in intelligence spaceships (masking systems, radars, astroscanners, as well as a gravity calculator).

    It is a special adapter with additional energy and information communication systems, which doubles the max power and information signal.

    Such a solution for the spaceship’s hull modern architecture was considered impossible for a long time due to the limited amount of information transmitted through communication systems. This problem was solved in pirate laboratories based on the Borg technology - an "Information communicator" captured by corsairs in the Minax galaxy. Its secret is one of the most guarded in the Star Federation and is only available to experienced pirates.

    Produced in Industrial Complex.

    Loading Platform
    Allows to produce

    Loading Platform lv.0.

    This platform adds two additional slots to the spaceship’s design in which Loading modules or Fragments collector modules can be installed.

    Produced in Industrial Complex.

    Boarding Platform
    Allows to produce

    Boarding Platform lv.0.

    This is an unknown Pirate Laboratory technology that makes it possible to additionally attach three boarding modules to the spaceship's hull.

    In the Federation Scientific Center, there is never been the operating Boarding Platform prototype. However, the pirates managed to steal one of the samples of the Forerunners’ "Matter Sealant" and ensure the transshipment of three times large volumes of goods through the existing cargo communications. Until now, it has not been possible to find out exactly where the pirates managed to buy or steal the "Matter Sealant". There is a version that they independently discovered in the Minax galaxy. The Heads of the pirate fleets decided to keep this technology as secret as possible. Only renowned pirate powers have access to the Boarding Platform production. It is forbidden to provide this tech to Alliance members.

    Produced in Industrial Complex.

    Weapons Bay
    Allows to produce

    Weapons Bay lv.0.

    This is a famous Federation scientists’ achievement in the IT-communications field that allows implementing the idea of installing three on-board computers or missile defense systems in one slot of the hull without losing their combat characteristics.

    This solution made it possible to double the communication lines’ capacity and reduce the data transmission time and its processing in standard spaceships’ hulls. There is an opinion that for this the Ancients’ "Information Communicator" was bought from the pirates. It is a communications device discovered by the Federation scientists and stolen by pirates while digging in the Minax galaxy. Scientists deny any connection with the pirates claiming that they used exclusively their developments in the Weapon Bay.

    Produced at the Precision Instrument Plant.

    Hyperspace Trap
    Allows to produce

    Hyperspace Trap lv.0.

    The fleet with spaceships in which a hyperspace trap module is installed can generate one. All fleets that exit hyperspace within the trap's range are transferred to the coordinates of the fleet that generated the trap's exit point. They drift after. Hyperspace Traps do not affect merchant fleets.

    The fleet can generate a trap no earlier than in 15:00. after stopping the generation of the previous trap. The maximum generation time of a hyper trap is 1 hour. You cannot use the hyper trap generation command when executing cyclically. The fleet command sheet cannot contain more than 1 command `Hyper Trap Generation'. It is impossible to generate a hyper trap in planetary orbits and space bases. In the Novices' quadrants and in the Federation quadrants (excluding xeno-galaxies and xeno-fogs) The hyper trap does not work in the Novices' quadrants and in the Federation quadrants (excluding xeno-galaxies and xeno-fogs)

    Produced at the Precision Instrument Plant.

    Mass Generator
    Allows to produce

    Mass Generator lv.0.

    It allows generating a new planet from the asteroid field. To generate a planet, an Ancients' 'Planetary Initiator' device is required in the fleet’s hold, which vanishes after the planet is generated. The number of sites on the generated planet will be approximately equal to (√m)/CPM, where “m” is the mass of the asteroid field, which cannot be larger than the max size available for the planets of that corner in the Universe (galaxy, nebula, intergalactic systems) where the asteroid field is located. In this case, the atmosphere on the generated planet will be absent (vacuum). The time to generate a planet depends on the level and the number of modules in the fleet but cannot be less than 12 hours.

    It also allows generating an atmosphere on planets where there is a complete vacuum. To generate the atmosphere, the Ancient's "Climate Processor" device must be in the fleet's hold, which vanishes after the atmosphere is generated. The time needed to generate an atmosphere depends on the level and number of modules in the fleet but cannot be less than 12 hours.

    Besides, it allows generating a new Star system from a gas-dust cloud. To generate a Star System, the Ancient's "Gravity Initiator" device must be in the fleet's hold, which vanishes after its generation. The time to create a Star System depends on the level and number of modules in the fleet but cannot be less than 12 hours.

    It also allows you to create a new asteroid field in a free orbit in a star system. To create a field of the system, the presence of an ancient "Gravity Converter" device in the hold of the fleet is required, which disappears after creation. The time to create an asteroid field depends on the level and number of modules in the fleet, but it cannot be less than 6 hours.

    Produced in the Industrial Complex.

    Operating Bay
    Allows to produce

    Operating Bay lv.0.

    This bay adds three more slots to move Building Modules, Living Bays, Archeology Modules, or Repair Modules.

    Produced in Industrial Complex.

    Mine lock
    Allows to produce

    Mine lock lv.0.

    Allows the fleet, which includes ships with a mine lock, to produce mines. The control of the installed minefields is carried out in the espionage center.

    Produced in Industrial complex.

    Gravity Computer
    Allows to produce

    Gravity Computer lv.0.

    It creates an anti-gravity field around the spaceship and calculates the exit point from the gravity funnel. This allows controlled gravitational jumps from one black hole to another. The "Fuel consumption" column indicates how much fuel is consumed per 1 unit of volume. This jump can only be done while in the coordinates of the black hole. It makes no sense to install more than one module in a spaceship.

    If the fleet stops near the black hole, it will fall into a gravitational anomaly, and will be thrown out in any galaxy at random coordinates.

    Produced at the Precision Instrument Plant.

    On-board Computer
    Allows to produce

    On-board Computer lv.0.

    Decreases the number of crew members of the spaceship, reduces the cost of its maintenance. Can replace no more than 50% of the crew. The Onboard computer increases the accuracy of the beam weapon. The increased percentage is divided evenly between all weapons of the same type, and it is summed up when several computers are installed.

    Produced at the Precision Instrument Plant.

    Loading Module
    Allows to produce

    Loading Module lv.0.

    This module allows fleets with spaceships with a loading module to transfer fuel and goods to any drifting fleet that is located at the same coordinates. The loading speed depends on the fleet’s loading potential which is the sum of the loading potential of the ships with the Loading Module installed.

    Only guild membersTraders Guild or players who have entered into a Trade Agreement can transfer goods (other than fuel) to other players.

    Produced in Industrial Complex.

    Spaceship Hangar
    Allows to produce

    Spaceship Hangar lv.0.

    This hangar allows spaceship fleet equipped with a hangar to store other fleets in it.

    In the hangar, you can place fleets that belong to the owner of a fleet equipped with hangars, or fleets of players with whom an Endorsement Pact or an Agreement with the Federation has been concluded.

    You cannot place fleets in the hangar where other fleets located.

    The total fleet volume placed in the hangar must not exceed the total volume of the hangars. The fleet placed in the hangar must not include ships whose volume exceeds the 'Max. spaceship volume' parameter.

    To place the fleet in the hangar, use the [Move in hangar] command. You can remove the fleet from the hangar using the [Remove from hangar] command. It can also be done using the "Hold" tab in the Fleet management section.

    The total mass of the fleet placed in the hangar must not exceed the total capacity of the hangars.

    No more than 20 other fleets can be placed in the hangar of one fleet!

    Produced in the Industrial Complex.

    Residential Bay
    Allows to produce

    Residential Bay lv.0.

    Residential Bay allows to transport residents in a spaceship to other planets and Orbital Bases.

    Produced at Industrial Complex.

    Large Spaceship Hangar
    Allows to produce

    Large Spaceship Hangar lv.0.

    This hangar allows a fleet, which consists of ships with a hangar, to move other fleets into them.

    In the hangar, you can place fleets that belong to the owner of the fleet with hangars as well as fleets of players with whom the Endorsement Pact or an Agreement with the Federation is concluded.

    You cannot place fleets in the hangar where other fleets are located.

    The total fleet number placed in the hangar must not exceed the total volume of the hangars. A fleet placed in a hangar must not include ships whose volume exceeds the 'Max. spaceship volume' parameter.

    The total mass of the fleet placed in the hangar must not exceed the total capacity of the hangars.

    To place the fleet in the hangar, use the [Move in hangar] command. You can remove the fleet from the hangar using the [Remove from hangar] command. It can also be done using the ""Hold"" tab in the Fleet management section.

    No more than 20 other fleets can be placed in the hangar of one fleet!

    Produced in the Industrial Complex.

    Construction Module
    Allows to produce

    Construction Module lv.0.

    This module allows the spaceship fleet to build Orbital Bases in the orbits of unpopulated planets as well as Spacebases. The fleet can carry out installation works on the orbital base, increasing the planet’s orbital potential. All materials necessary for the construction of an orbital base must be carried in the fleet’s hold.

    During the construction works in open space, unexpected situations are possible! Try to load a bit more materials than stated in the Manual and necessary for building the base.

    Produced in the Industrial Complex.

    Fragments Collector Module
    Allows to produce

    Fragments Collector Module lv.0.

    It gathers fragments of destroyed spaceships during the battle. The total gathered mass should not exceed the total fleet spaceships’ loading potential with the installed Fragments collector module.

    Fleets that retreat in the battle (or when all fleet spaceships move to position 0 or 30) do not gather fragments unless the fleet’s owner is a member of the guildgetTitle()?>

    Produced in the Industrial Complex.

    Small Cargo Bay
    Allows to produce

    Small Cargo Bay lv.0.

    This bay increases the spacecraft's capacity while slightly increasing its volume and mass. It is mainly used for small ships.

    Produced in the Industrial Complex.

    Cargo Bay
    Allows to produce

    Cargo Bay lv.0.

    This bay increases the spacecraft's capacity and increases its volume and mass. Mainly used for medium-class spaceships.

    Produced in the Industrial Complex.

    Missile Defense System
    Allows to produce

    Missile Defense System lv.0.

    MDS reduces the chances of a missile hitting a spacecraft. The resulting probability is the difference between the MDS's "Accuracy (%)" parameter from which the missile was fired and the "Missile deflection (%)" parameter of the spacecraft. At the same time, one anti-missile launcher can, in one combat cycle, reduce the probability of hitting to zero for several missiles at once. When installing several modules on a spacecraft, the deflection probability raises.When installing several MDS in a ship, each new MDS increases the missile deflection parameter for each MDS by 1% from the base value, but not more than 100%.

    Produced at the Precision Instrument Plant.

    Large Cargo Bay
    Allows to produce

    Large Cargo Bay lv.0.

    This bay increases the spaceship's capacity as well as significantly increases its volume and mass. Mainly used for heavy spacecraft.

    Produced in the Industrial Complex.

    Gravity Jammer
    Allows to produce

    Gravity Jammer lv.0.

    This device allows the fleet to generate a gravity vortex at its location. Any fleet that gets into the funnel is transferred to random coordinates within 5 light-years from its center and spends all the fuel to fight the anomaly and it drifts while the funnel generation stops. In the funnel can be captured: the fleet, flying through in the interstellar mode; a fleet that has completed an interstellar flight inside a gravity funnel. The fleet mass that can get into the funnel must exceed the parameter `Gravity funnel (fleet mass)`. Generating a gravity funnel requires a colossal amount of thermonuclear fuel. To start the generator, an amount of fuel is required that is equal to the fuel consumed by this device on an hourly basis. It is impossible to run the generator inside the Star Systems, or in cases where the gravitational funnels intersect. Gravity anomalies do not affect merchant fleets.
    Fleets of the fleet owner that generates the anomaly may also fall into the gravity funnel
    The fleet may generate a funnel no earlier than 10:00 after stopping the previous funnel generation.
    The maximum anomaly generation time is 1 hour. You cannot use the anomaly generation command during cyclic execution. The fleet command sheet may not contain more than 1 command `Supply of gravitational interference'.

    Produced at the Precision Instrument Plant.

    Neutron Modulator
    Allows to produce

    Neutron Modulator lv.0.

    It increases the power of radars and spacecraft masking shield. It also increases "Reduce spaceship signature" for "Neutron masking", "Deflection of missiles increase" for "Radio-optical masking", and "Anti-radar installation' accuracy increase" for the spaceship's radar parameters.

    Also, it reduces the in-battle spaceship’s signature by the percentage specified in the parameters (not less than 500,000 points). The total signature is calculated by the following formula: min("Spaceship volume", max(500000, "Spaceship volume"*"'Reducing spaceship signature (%) ))" - max(min("Spaceship volume", max (500000,'Spaceship volume"*"Spaceship signature decrease (%)))/2 - Spaceship signature decrease").

    If this module is installed in the fleet, "Search Ops" command becomes available.

    Produced at the Precision Instrument Plant.

    AstroScanner
    Allows to produce

    AstroScanner lv.0.

    Allows a patrolling fleet with spaceships equipped with AstroScanner to view the Star Chart. Star Chart range is equal to max range of all AstroScanners installed on the fleet’s spaceships.

    Produced at the Precision Instrument Plant.

    Archaeological Module
    Allows to produce

    Archaeological Module lv.0.

    This is a module for archaeological excavations on planets and asteroid fields.

    As an excavation result, artifacts, modules from destroyed or crashed spaceships, resources, and materials can be found.

    The total mass of archaeological values found by the fleet in one cycle of excavations cannot exceed the total fleet’s archaeological potential (the sum of the archaeological potentials of the ships included in its composition). The fleet will not be able to discover archaeological values, the mass of which exceeds the total fleet’s archaeological potential.

    Produced in the Industrial Complex.

    Spaceship Radar
    Allows to produce

    Spaceship Radar lv.0.

    The radar allows receiving information about fleets in the range of the spaceship's observatory while on patrol. The contents and quality of the information gathered is determined by the formula: Ml/Rp = Q, where "Ml" is the min masking level of the spacecraft in the fleet, "Rp" is the radar power, "Q" is the information content quotient:



    • If K = 1, then the fleet will be visible on the Star Map.
    • If K <1, then the name of the fleet will be disclosed.
    • If K <= 0.95, then the fleet’s owner will be disclosed.
    • If K <= 0.9, then fleet’s location and state will be disclosed. Additional info on the fleet will also be available (the names of projects and their number, provided that the radar can `remove` masking from these projects).
    • If the names of all spaceships with a command module installed are visible in the list of projects, then the structure and state of the Ancients’ devices used by the fleet will be visible.

    If the fleet you are interested in is within a 1-light-year radius of the patrol site, you can get additional information on the projects of spacecraft in that fleet. The quality of information is determined by the formula: Ml/Rp = Q, where "Ml" is the min masking level of the spacecraft in the fleet, "Rp" is the radar power, "Q" is the information content quotient.

    • If K <1, then the type and level of the hull will be disclosed.
    • If K <0.9, then the info on engines will be disclosed.
    • If K <= 0.8, the info on modules will be disclosed.
    • If K <= 0.7, then the info on weapons will be disclosed.
    • If K <= 0.6, then the on the defense systems will be disclosed.
    • If K <= 0.5, then the holds’ contents will be disclosed.

    The fleet on patrol will provide information on fleets passing through the patrol point.

    Bonus 'Accuracy increase %'. It is distributed evenly over all RD installed in projects with a radar. That is if 5 RD devices are installed in the spacecraft project, and the bonus to the accuracy of the radar installed in this project is equal to 120%, then the accuracy of each installation will be increased by 20% (120%/(5 installations +1)). The settings accuracy cannot be increased by more than 100%.

    Produced at the Precision Instrument Plant.

    Radio-optical Masking
    Allows to produce

    Radio-optical Masking lv.0.

    The spaceship masking field level depends on its volume and is calculated by the following formula: ml* ml/v, where “ml” is the module masking level, “v” is the spaceship volume.

    If at the location of a spaceship its masking level exceeds the Radar Power of another player, then this spaceship will not be visible to this player. If no spaceship is visible to the player, then the player can only learn the title of the fleet and the owner (see the Radar station, Masking level, Radar power, Spaceship radar description).

    The masking level is summed up when several modules are installed on a spaceship.

    Also, the Radio-optical masking field increases the "Missiles deflection" parameter but by no more than 100%. The max increase in this parameter depends on the number of Anti-Missile Systems (AMS) installed in the spaceship's design and is calculated using the formula: Missile deflection (%)/(Number of AMS + 1).

    When the fleet drifts, the masking field does not work.

    Produced at the Precision Instrument Plant.

    Boarding Module
    Allows to produce

    Boarding Module lv.0.

    This module allows to loot fleets that are drifting in open space, in the orbits of the uninhabited planets or asteroid fields.

  • In the process of boarding, goods are stolen from the fleet’s hold that is being robbed. The total stolen cargo mass cannot significantly exceed the pirate fleet boarding potential.
  • Boarding speed depends on the total capacity of the robbed fleet and the boarding capacity of the pirate fleet.
  • During boarding, this module mutes all signals from the victim's fleet. Therefore, it is impossible to control the fleet until the boarding ends.
  • If the fleet is equipped with radar capable of identifying the pirate fleet, or if the nearest radar station owned by the owner of the fleet is also capable of identifying the pirate fleet, then the message about the start of the robbery will indicate the title, number, and the pirate fleet owner.

    If the boarding is successful and depending on the value of the stolen property, then the pirate's rating increases for the pirate fleet’s owner.

    In the boarding process, the victim fleet is damaged but not more than up to 50%.

    Also, during the boarding, the stolen cargo loss occurs in an arbitrary amount. The max cargo loss during boarding is: 50%. This condition does not apply to quests.

    The minimum boarding time is 1 minute.

    The “Boarding” command cannot be used when looping through the Command sheet.

    When the command "Boarding" starts, the fleet owner is awarded 0.001 pirate rating points.

    The “Boarding” command cannot be canceled.

    Produced in the Industrial Complex.

  • Neutron Masking
    Allows to produce

    Neutron Masking lv.0.

    It is used as a means of masking and reducing the in-battle spaceship’s signature for larger spaceships. The spaceship masking level depends on the spaceship volume and is calculated by the formula: ml*ml/v, where “mp” is the module masking level, “v” is the spaceship volume.

    If the masking level at the spaceship’s location exceeds the radar power of another player, then this spaceship will not be visible to the other player. If no ship is visible to the player, then the player can only see the fleet’s name and the owner (see the Radar station, Masking level, Radar power, Spaceship radar description).

    When installing several modules on a spaceship, the masking level is summed up.

    The masking field does not work when the fleet is drifting.

    Also, neutron masking reduces the spaceship’s volume (signature) visible through enemy weapons and missiles guidance but not more than 50% of the spaceship’s volume. If there is a Neutron modulator listed in the spaceship's design, the signature calculation formula changes (see the Neutron modulator description) by no more than 100 units.

    Produced at the Precision Instrument Plant.

    Torpedo Launcher
    Allows to produce

    Torpedo Launcher lv.0.

    The device allows the ship to release torpedoes to destroy super-large ships. The final accuracy of each torpedo hit depends on the ratio of speeds during the attack of the attacking and the attacked fleet, the ratio of the signatures of the torpedo and the attacked ship, the difference in the levels of the torpedo and torpedo and the distance of the shot. You can calculate the accuracy with which the Torpedo Tube will release a torpedo in "Organizer".

    The anti-missile system does not affect the accuracy of the torpedo attack

    Produced on Rocket Launcher Factory.

    Inertial Laser
    Allows to produce

    Inertial Laser lv.0.

    This laser power depends on the attacked spacecraft speed. The lower the speed of the attacked spacecraft, the lower the laser power. The higher the speed, the more power. The power increase factor is equal to the square root of the attacked spaceship speed in a specific combat cycle. Quotient cannot be less than 1.

    Produced at the Armory.

    Light Laser
    Allows to produce

    Light Laser lv.0.

    Light Laser creates a directional energy beam that strikes the target.

    It is produced at the Armory.

    Heavy Laser
    Allows to produce

    Heavy Laser lv.0.

    This laser focuses the beams of many small fiber-optic lasers that have slightly different wavelengths. This leads to the fact that, like white color, the final beam has a wide spectrum, which determines its high efficiency and a large amount of transferred energy.

    Produced at the Armory.

    Plasma Gun
    Allows to produce

    Plasma Gun lv.0.

    This weapon fires very short pulses. The emitted beam begins to “evaporate” an object in its path. Plasma appears in the zone of the beam's impact, which heats the atmosphere inside the ship so quickly that it explodes. The final damage inflicted by the Plasma Cannon depends on the attacking and attacked spaceships’ speed in battle. Organizer allows to estimate the final damage.

    Produced at the Armory.

    Kinetic Cannon
    Allows to produce

    Kinetic Cannon lv.0.

    Kinetic Cannon uses cluster rounds. They burst near the target and inflict damage over a wide area with a combat filling. This type of weapon is unable to damage medium spaceships. The total damage inflicted by the Kinetic Cannon depends on the attacking spaceship speed, its speed, and the volume of a spaceship being attacked in battle. The player can calculate the total damage in the organizer.

    Produced at the Armory.

    Ion Cannon
    Allows to produce

    Ion Cannon lv.0.

    This cannon fires beams of neutral ions. It has a high range since the beams of neutral particles are hardly scattered. The total damage inflicted by the Ion Cannon depends on the volume of the spaceship being attacked in battle. The player can calculate the total damage in the Organizer.

    Produced at the Armory.

    MPC-X1
    Allows to produce

    MPC-X1 lv.0.

    It is an X1-class missile launcher for long-range light missiles. The “Accuracy” parameter specifies the probability of each missile hitting the target provided that the enemy's spacecraft has no anti-missile systems. The missile launcher uses X1-class ammunition (missiles) of any race and any level to fire. The missiles must be stored in the spaceship’s hold. The accuracy of the rocket launcher in a particular battle depends on the distance of the shot, and the level of the missile being fired. The closer the distance, the higher the accuracy, the parameters indicate the accuracy at the maximum distance. When installing several RPUs in a ship, each new RPU increases the accuracy of all RPUs by 1% of the basic accuracy, but not more than 100%.. The higher the level of the rocket released from the RPU relative to the RPU level, the lower the accuracy. You can calculate the accuracy with which the ROC will launch a rocket in "Organizer".

    Produced at the Ammo Factory.

    MPC-X2
    Allows to produce

    MPC-X2 lv.0.

    This is an X2-class missile launcher designed for medium long-range missiles. Its "Accuracy" parameter specifies the probability of each missile hitting the target, provided that the enemy spacecraft does not have anti-missile systems. The missile launcher uses X2-class ammo (missiles) of any race and any level to fire. Missiles must be stored in the spaceship’s hold. The accuracy of the rocket launcher in a particular battle depends on the distance of the shot, and the level of the missile being fired. The closer the distance, the higher the accuracy, the parameters indicate the accuracy at the maximum distance. When installing multiple rocket launchers in a ship, each new rocket launcher increases the accuracy of all RPUs by 1% of the basic accuracy, but not more than 100%. The higher the level of the rocket released from the RPU relative to the RPU level, the lower the accuracy. You can calculate the accuracy with which the ROC will launch a rocket in "Organizer".

    Produced at the Ammo Factory.

    MPC-X3
    Allows to produce

    MPC-X3 lv.0.

    This X3-class missile launcher is designed for heavy ultra-long-range missiles. Its "Accuracy" parameter specifies the probability of each missile hitting the target provided that the enemy spacecraft does not have anti-missile systems installed. It uses X3-class ammo (missiles) of any race and any level to fire. Missiles must be stored in the spaceship’s hold. The accuracy of the rocket launcher in a particular battle depends on the distance of the shot, and the level of the missile being fired. The closer the distance, the higher the accuracy, the parameters indicate the accuracy at the maximum distance. When installing multiple rocket launchers in a ship, each new rocket launcher increases the accuracy of all RPUs by 1% of the basic accuracy, but not more than 100%. The higher the level of the rocket released from the RPU relative to the RPU level, the lower the accuracy. You can calculate the accuracy with which the ROC will launch a rocket in "Organizer".

    Produced at the Missile Launcher Factory.

    Bombing Device
    Allows to produce

    Bombing Device lv.0.

    This device allows spaceships to bombard planets with various types of bombs. Bombs must be stored in the hold of the spaceship that is bombing. The bombing is carried out according to the same principle as the battle. It comes in cycles. The cycle duration is 5 minutes. The number of cycles is set in the command specified in the flight list. If there are no fleets of other players or the bombing object has not been destroyed earlier, then the bombardment ends at the specified cycle. The number of bombs released by this device per cycle depends on the number of bombing devices installed on the spacecraft.

    It is possible to bombard the planets of players while being in the current 'War' relationship only.

    If there are fleets of other players in the battle, the bombardment will continue until the fleets of such players leave the battle or are destroyed.

    The max bombing efficiency is achieved when bombing takes place from 29-30 positions and decreases when distancing from it.

    "Bombing accuracy (%)" parameter affects the total calculated attack power in the same way as the Beam weapon does.

    Produced at the Missile Launcher Factory.

    Laser Turret
    Allows to produce

    Laser Turret lv.0.

    This is the Federation Science Center development that allows to additionally place two lasers (light or heavy).

    The main problem was a double increase in the energy supply through the existing power communications. It was solved thanks to the discovery of "Force communicators" in the Minax galaxy. Unfortunately, the "Information communicator" discovered along was stolen by pirates during an attack on a scientific expedition. Today it is used to design pirate control rooms.

    This tech is recognized by the Federation Council as dangerous. To protect against pirates, it is provided to military powers that have taken an oath of nondisclosure only, regardless of all other agreements (incl. agreements concluded between Alliance members).

    Produced in Industrial Complex.

    Planetary Destroyer
    Allows to produce

    Planetary Destroyer lv.0.

    It allows a spaceship equipped with a Planetary destroyer to annihilate unpopulated planets turning them into asteroid fields. The planet annihilation rate depends on the destroyer’s level. It can only be installed in the Leviathan hull or the Battle Platform at the Orbital Base.

    In battle, the Planetary destroyer shoots evenly at all spaceships at the selected target range.

    Produced at the Armory.

    Gun Tower
    Allows to produce

    Gun Tower lv.0.

    This is a Federation Science Center' military laboratory unique development intended for light and heavy spaceships. It makes it possible to place two additional weapons (plasma, kinetic, or ionic).

    It is based on the Forerunner's "Power communicator", which doubled the capabilities of the spaceship’s hull weapon systems.

    The noticeable increase in the firepower of spacecraft has generated interest from pirates and forced the Federation Council to pass a law limiting this technology. Access to this tech is provided only to the leading military powers, whose heads have taken an oath of nondisclosure. Many protests from the Alliance was sparked by the fact that this oath does not allow this technology to be made available to all members.

    Produced in Industrial Complex.

    Missile Turret
    Allows to produce

    Missile Turret lv.0.

    This combat module is based on Forerunners’ technology. It can accommodate two additional missile installations of any type.

    It was developed in the Federation Science Center military laboratories and is based on the "Force communicator" discovered in the Minax galaxy. It doubles the energy supply to the missile slot, providing everything needed for target detection and launch.

    The missile turret has significantly increased the spacecraft's firepower. Therefore, for security reasons, the Federation Council limited its use, making it available to states with high experience in resolving military conflicts only. The adopted law prohibits the transfer of this technology to any other states, including Alliance members.

    Produced in Industrial Complex.

    Panel Platform
    Allows to produce

    Panel Platform lv.0.

    This is one of the most amazing Alliance military laboratories devs allowing to add three slots to the spaceship’s hull to accommodate any type of shields (magnetic, gravitational, and neutron). Since the beginning of the space war era, the hull's capabilities have made it possible to install multiple shields in existing slots. However, the problem was to ensure the supply of the required energy from the reactor to the device. With the advent of the Forerunners’ “Power Communicator” this problem was solved. This technology is also provided exclusively to highly militarized states.

    Produced in Industrial Complex.

    Energy Deflector
    Allows to produce

    Energy Deflector lv.0.

    This is the Velid scientists’ achievement that allowed to significantly increase spaceship's hull durability and reduce damage from the Planetary Destroyer. The Energy Deflector has long been a closely hidden Velids secret, owing to the efforts of one of the genius scientists who managed to combine Glarg technology with Velid armor.

    Glarg’s advantage in building energy shields has long been for the Velids, as one leading military leader put it, "A disgrace to the race." An attempt to create something similar to the Glargs’ shields over centuries has not brought noticeable success. In the end, it was decided to curtail development in this area and start implementing an ambitious and adventurous project proposed by one of the young engineers. It is about generating protection from the Planetary Destroyer. The main difficulty was to generate counteraction to the powerful plasma flow created in the destroyer using a controlled thermonuclear reaction and directed to the target (planet or spacecraft). Unlike the Plasma Cannon, which emits energy pulses and forms plasma at the end-point, the Planetary Destroyer forms a plasma clot in its energy field and directs it to the target. The existing protective equipment could not properly counteract the plasma clot. Therefore, the main development issue was to disperse part of this clot and prevent it from reaching the spaceship’s hull.

    This goal was achieved thanks to the "Magnetic Armor" - a protective layer that combines the technologies of nanoplates, titanium sheets, and some other protection components equipped with Glargs’ magnetic shields. Due to the presence of energy and a directed magnetic field, deflector armor deflects part of the plasma flow and takes a significant part of the damage. It also increases the overall hull's durability, providing resistance to other types of weapons.

    Unfortunately, the Velid scientist himself tragically died while testing the first Deflector samples. His work for many years was completed by his students. According to the scientist's testament, the Energy Deflector tech should be provided only to the Star Federation states "that proved their military prowess and gained glory in battles”.

    When installing multiple deflectors in a ship (combat platform), the `efficiency reduction` parameter is calculated as the arithmetic mean of the `efficiency reduction` parameter each installed deflector.

    Produced at the Energy Shield Factory.

    Steel Plate
    Allows to produce

    Steel Plate lv.0.

    This plate is made of steel. It is perfect for light and medium spacecraft.

    Produced at the Foundry.

    Anti-laser Coating
    Allows to produce

    Anti-laser Coating lv.0.

    Anti-laser Coating reduces the damage done by laser weapons. It increases the mass and volume of the entire spacecraft.

    When multiple coatings are installed in a ship (combat platform), the `reduced efficiency` parameter is calculated as the arithmetic mean of the `reduced efficiency` parameter of each installed coating.

    Produced at the Foundry.

    Composite Armor
    Allows to produce

    Composite Armor lv.0.

    This is a composite armor. Its protection is provided by several layers of composite materials that evenly scatter damage over the entire area. It is lightweight and not expensive. Great for small spaceships. “Hurricane-X1” missiles were able to significantly reduce its effectiveness.

    Produced at the Foundry.

    Titanium Plate
    Allows to produce

    Titanium Plate lv.0.

    This plate has a special structure of weighted titanium, and with plastic deformation, it hardens. It is vulnerable to “Hurrican-X1” missiles, though.

    Produced at the Foundry.

    Nanoplate
    Allows to produce

    Nanoplate lv.0.

    This is the latest achievement in the nanotechnology field. Properly placed nano-fibers can evenly distribute damage throughout the spacecraft’s hull and absorb the most damage. It is quite expensive to manufacture, but it can save your spaceship in the most extreme conditions. Moreover, it is very compact.

    Produced at the Foundry.

    Fiberconcrete
    Allows to produce

    Fiberconcrete lv.0.

    This is high tech armor. When in development, a particularly strong solution of concrete and titanium fiber is used. This armor is very heavy, bulky but provides the spaceship with amazing durability. It is perfect for heavy spaceships as well as for orbital fortresses. This type of armor has poor defenses against Harp-X3 class missiles. Due to their reinforced warhead, they easily penetrate fiber-reinforced concrete and cause extensive hull deformation.

    Produced at the Foundry.

    Magnetic Shield
    Allows to produce

    Magnetic Shield lv.0.

    This shield creates a magnetic field around the spacecraft that absorbs the energy from the plasma cannons. The spacecraft is not damaged. The amount of energy absorbed depends on the level and number of installed shields and the damage level of the spacecraft. Shields are restored instantly when the fleet enters the Repair Shops. It should be borne in mind that when there is a lack of fuel in battle, shields stop absorbing the shot energy.

    Produced by the Energy Shield Factory.

    Gravity Shield
    Allows to produce

    Gravity Shield lv.0.

    Gravity Shield is specially designed for battles against Kinetic Cannons. Thanks to its long-wave protective field, it is capable of breaking and reflecting cluster projectiles at a sufficient distance.

    Produced at the Energy Shield Factory.

    Neutron Shield
    Allows to produce

    Neutron Shield lv.0.

    Due to the anti-ionization of space inside the field, this shield effectively absorbs the ionized clots of matter scattered around the spacecraft (released by the Ion Cannon). The protective field transformation generator has a large supply of energy and allows to multiply the spaceship’s protection.

    Produced at the Energy Shield Factory.

    Thermonuclear Torpedo
    Allows to produce

    Thermonuclear Torpedo lv.0.

    This torpedo perfectly fits against super-heavy spaceships.

    Produced at the Ammo Factory.

    Proton Torpedo
    Allows to produce

    Proton Torpedo lv.0.

    This torpedo perfectly fits large spaceships and has an advantage against Leviathan-class spacecraft.

    Produced at the Ammo Factory.

    Gravity Torpedo
    Allows to produce

    Gravity Torpedo lv.0.

    This torpedo is a super powerful weapon against Orbital Fortresses.

    Produced at the Ammo Factory.

    Thermonuclear mine
    Allows to produce

    Thermonuclear mine lv.0.

    Mines installed at coordinates in space or in the orbits of planets cause damage to the fleet that arrives at the coordinates, flies away from the coordinates or finishes (starts) executing a command on coordinates and the total volume of the fleet is greater than the mine signature parameter. Cannot damage the fleet by more than 90%. At the same time, all mines that meet the conditions explode, regardless of whether they cause damage or not.

    It can be installed in the orbits of planets or in outer space with the help of ships equipped with a mine lock. The time during which mines are active is 24 hours for the orbits of planets (asteroid fields), for open space, the time of activity is inversely proportional to the square of the distance to the nearest star. If the mine activity time is less than a minute, then the mine cannot be installed.

    The Federation prohibits the installation of mines in the orbits of inhabited planets (bases). After the expiration of the activity time, the mines disappear.

    Mines can be set to explode when any fleet of the fleet with the specified number, the fleet of the specified player, the fleet of the specified alliance appears. At the same time, the surveillance means should allow determining the presence of the fleet, the number of the fleet, the owner of the fleet, respectively, at the coordinates on which the mines are installed. And the signature of the mine should be less than the volume of the fleet.

    • Minefields do not affect Borg fleets
    • Minefields do not affect the fleets of players with whom a peace treaty has been concluded

    Produced on Ammo Factory.

    Tachyon mine
    Allows to produce

    Tachyon mine lv.0.

    Installed at coordinates in space or in orbits, they activate a stream of tachyons directed at a fleet that arrives at the coordinates, flies away from the coordinates or finishes (starts) executing a command at the coordinates and the total volume of the fleet is greater than the mine signature parameter. The flow of tachyons blocks the control of the fleet, and the fleet enters a stasis state for a certain time, but not more than 24 hours at the coordinates where the mines were activated.

    In a state of stasis:

    • You can not give commands to the fleet, even if the fleet was attacked. < li>Fleet masking in the stasis state does not work, the exception is the zero field generator.
    • The fleet can be boarded and attacked
    • In combat, all fleet systems work normally, except that you can not give commands.
    The time for which the fleet remains in stasis depends on the number of the fleet's crew and the power of the mine attack. if the stasis time is less than a minute, the fleet ignores the mine attack.

    It can be installed in the orbits of planets or in outer space with the help of ships equipped with a mine lock. The time during which mines are active is 24 hours for the orbits of planets (asteroid fields), for open space, the time of activity is inversely proportional to the square of the distance to the nearest star. If the mine activity time is less than a minute, then the mine cannot be installed.

    The Federation prohibits the installation of mines in the orbits of inhabited planets (bases). After the expiration of the activity time, the mines disappear.

    Mines can be set to explode when any fleet of the fleet with the specified number, the fleet of the specified player, the fleet of the specified alliance appears. At the same time, the surveillance means should allow determining the presence of the fleet, the number of the fleet, the owner of the fleet, respectively, at the coordinates on which the mines are installed. And the signature of the mine should be less than the volume of the fleet.

    • Minefields do not affect Borg fleets
    • Minefields do not affect the fleets of players with whom a peace treaty has been concluded

    Produced on Ammo Factory.

    Gravity mine
    Allows to produce

    Gravity mine lv.0.

    Installed at coordinates in space or in orbits activate a gravitational funnel, for a fleet that arrives at the coordinates, flies away from the coordinates or finishes (starts) executing a command at the coordinates and the total volume of the fleet is greater than the mine signature parameter. The activated gravity funnel throws the fleet in a state of drift to a certain distance from the activation point but no further than the weighted average distance of the anomaly of activated mines. When entering the funnel, the fleet does not consume fuel. The minimum distance to which a fleet can be thrown depends on the parameter Mine attack power and the mass of the fleet.

    It can be installed in the orbits of planets or in outer space with the help of ships equipped with a mine lock. The time during which mines are active is 24 hours for the orbits of planets (asteroid fields), for open space, the time of activity is inversely proportional to the square of the distance to the nearest star. If the mine activity time is less than a minute, then the mine cannot be installed.

    The Federation prohibits the installation of mines in the orbits of inhabited planets (bases). After the expiration of the activity time, the mines disappear.

    Mines can be set to explode when any fleet of the fleet with the specified number, the fleet of the specified player, the fleet of the specified alliance appears. At the same time, the surveillance means should allow determining the presence of the fleet, the number of the fleet, the owner of the fleet, respectively, at the coordinates on which the mines are installed. And the signature of the mine should be less than the volume of the fleet.

    • Minefields do not affect Borg fleets
    • Minefields do not affect the fleets of players with whom a peace treaty has been concluded

    Produced on Ammo Factory.

    Arrow-X1
    Allows to produce

    Arrow-X1 lv.0.

    This is a lightweight, versatile X1-class missile designed to destroy small ships from long range.

    Produced at the Ammo Factory.

    Lightning-X1
    Allows to produce

    Lightning-X1 lv.0.

    This missile has a special warhead designed to destroy ships with anti-laser masking shield.

    Produced at the Ammo Factory.

    Hurricane-X1
    Allows to produce

    Hurricane-X1 lv.0.

    This is a heavy X1-class missile designed to destroy ships protected by steel plates.

    Produced at the Ammo Factory.

    Storm-X2
    Allows to produce

    Storm-X2 lv.0.

    This is a medium all-purpose missile of the X2-class, designed to destroy medium spaceships from long range.

    Produced at the Ammo Factory.

    Tornado-X2
    Allows to produce

    Tornado-X2 lv.0.

    This is an X2-class medium missile designed to destroy medium spaceships from long range. It has a reinforced warhead capable of breaking composite armor.

    Produced at the Ammo Factory.

    Quill-X2
    Allows to produce

    Quill-X2 lv.0.

    This is an X2-class medium missile designed to destroy medium spaceships from long range. It has a reinforced warhead capable of breaking titanium plates.

    Produced at the Ammo Factory.

    Valkyrie-X3
    Allows to produce

    Valkyrie-X3 lv.0.

    It is a heavy, versatile X3-class missile designed to destroy large spaceships from ultra-long range. It has a reinforced warhead against ships with nanoplates installed.

    Produced at the Ammo Factory.

    Harp-X3
    Allows to produce

    Harp-X3 lv.0.

    It is a heavy, versatile X3-class missile designed to destroy large spaceships from ultra-long range. It has a concrete warhead effective against fiber-reinforced spaceships.

    Produced at the Ammo Factory.

    Gorgon-X3
    Allows to produce

    Gorgon-X3 lv.0.

    This is a heavy, versatile X3-class missile designed to destroy ultra-large spaceships from ultra-long range. It has a reinforced warhead against ships equipped with energy deflectors.

    Produced at the Ammo Factory.

    Neutron Bomb
    Allows to produce

    Neutron Bomb lv.0.

    This bomb is capable of destroying the entire planet’s population. Also, when bombarded, it can reduce the number of planetary sites but by no more than 100 units per cycle. Population annihilation does not affect security status.

    The total estimated attack power of this bomb is influenced by "Bombing accuracy (%)" parameter with which the bombing is carried out as well as the specific in-battle location.

    Produced at the Ammo Factory.

    Bunker Bomb
    Allows to produce

    Bunker Bomb lv.0.

    This bomb is capable of destroying the contents of the planet's warehouses. The destruction of the warehouses’ contents does not affect the security status. Some of the contents destroyed during the bombardment may drop out as fragments and, at the end of the battle, be collected by spaceships with Fragments Collector module installed or by an archaeological spaceship.

    The total estimated attack power of this bomb is influenced by "Bombing accuracy (%)" parameter with which the bombing is carried out as well as the specific in-battle location.

    Produced at the Ammo Factory.

    Thermonuclear Bomb
    Allows to produce

    Thermonuclear Bomb lv.0.

    This bomb is capable of destroying all planetary structures, even colonies. When the colony is destroyed, the planet becomes uninhabited, and all the warehouse contents are destroyed.

    When the player's buildings are destroyed, the player who started the planetary bombardment the security status and Federation rating are reduced proportionally to the destroyed building’s rating regardless of the security status and pirate rating of the planet’s owner. This rule does not apply to the Borg planets bombardment.

    The total estimated attack power of this bomb is influenced by "Bombing accuracy (%)" parameter with which the bombing is carried out as well as the specific in-battle location.

    Produced at the Ammo Factory.

    LT-1
    Allows to build

    LT-1.

    Lightweight and perfect intelligence spacecraft. Capacity: minimal.

    LT-2
    Allows to build

    LT-2.

    Next step in light aircraft evolution: increased capacity with two engines installed. Perfect for intelligent interstellar flights and small batches transportation.

    LT-3
    Allows to build

    LT-3.

    This is a modified third-class spacecraft. In time advanced shipbuilding allowed to improve its efficiency by mounting an additional module.

    T-1
    Allows to build

    T-1.

    With nuclear engines invented, spaceflight efficiency significantly improved. Large spaceships gained popularity for their capacity in comparison with light spacecraft. Though, more cargo demanded another engine mounted. On the other hand, issues of transport and cargo security has arisen. The solution allowing to prevent attacks was to mount additional safety modules and a small gun that can blast weak single targets.

    T-2
    Allows to build

    T-2.

    In time the need to extract more resources on asteroid fields tremendously raised. Next came a necessity to mount a new processing module. With four identical modules, this spaceship is perfect for gathering resources on fields located nearby from Colonies. Moreover, engineers solved protection issues by adding two platforms intended for safety modules on spaceships of this class.

    T-3
    Allows to build

    T-3.

    This spacecraft is the latest in series. With an improved safety systems, increased cargo delivery speed, and another engine added, it is perfect for extracting resources from distant fields.

    HT-1
    Allows to build

    HT-1.

    A first-class heavy transporter with a large hold, increased efficiency, and improved armor. Perfect for asteroid field' cultivation and research on enemy territories.

    HT-2
    Allows to build

    HT-2.

    A second class heavy transporter is the next step in spaceship building evolution. This mammoth can handle the universe's hostile environment and extract lots of raw materials.

    HT-3
    Allows to build

    HT-3.

    A third class heavy transporter produced to deliver cargo over long distances. Such a decision made for safety measures - long-distance flights make any fleet vulnerable to space pirates. This lightweight spacecraft provides double reinforced base armor and the ability to mount additional modules that turn it into an independent combat unit able to stand in any battle.

    Space Carrier
    Allows to build

    Space Carrier.

    This spacecraft is capable of transporting heavy spaceships over long distances. If a hangar is installed in its hull, then larger spaceships can be carried there. It is also possible to place fleets with hangars belonging to the owner or a player with whom an Endorsement Pact or an agreement with the Federation has been signed. Fleets that got other fleets in their hangars cannot be placed in the Space carrier's hangar. The [Move in hangar] command is used to place the fleet in the hangar, while the [Remove from hangar] command allows to remove the fleet. It can also be done using the "Hold" tab in the Fleet management section.

    Hephaestus
    Allows to build

    Hephaestus.

    Hephaestus's hold is truly enormous and its hull has been specially designed and optimized for mining in asteroid fields full of minerals or for archaeological excavations. The large payload turns it into a monster, indispensable for resource extraction or archaeological research.

    Mercury
    Allows to build

    Mercury.

    Mercury’s hull has been specially designed and optimized to carry heavy cargo. This spaceship is a monster of trade, it has a huge hold and a large number of engines.

    Flagship
    Allows to build

    Flagship.

    The Flagship is the supreme achievement of the Federation scientists. Its hull combines all modern techs with the unique techs of the Forerunners. The Flagship is an amazing combination of power and agility. Its combat maneuver capabilities exceed Light cruiser capabilities, and its hull armor and the ability to install additional engines, modules, and protection elements exceed the capabilities of a Battleship of a similar level and are only slightly inferior to the Leviathan. Taking into account the presence of integrated shield platforms and weapon bays, Flagship significantly surpasses the previous space warships’ capabilities. Flagship’s hull has its own command module which increases the speed of other spaceships in the fleet and allows Forerunner' Devices installation. In addition to the built-in command module, a combat computing system is integrated into the Flagship, which increases the efficiency of shields and PRS of fleet ships. The increase in efficiency is calculated using the formula S / pow( N, 0.9 ), where S is the sum of the increase in efficiency of all flagships in the fleet, N is the number of ships in the fleet According to unverified data, quantum computer elements that were found in the Minax galaxy on the former Forerunner planets were used to create Flagship. This spacecraft' architecture includes special closed blocks that optimize the protection and control systems. At the last stage of construction, the Federation's scientists delivered and installed these blocks. However, in order to maintain secrecy, access to this technology opened only to states with solid combat experience that are able to resist theft and seizure attempts. It is also prohibited to transfer this technology to third parties, including Alliance members.

    Battlecruiser
    Allows to build

    Battlecruiser.

    Between the supporters of the «maneuverable combat» and «firestorm» theorists, there are still some disputes over whether it is worth paying more attention to the engine compartment. The reason is the further expansion of the controlled part of the Universe and the gradual increase in the range of routes. The «heavy» series of space warships announced in 7042 put an end to these. It was pioneered by a Battlecruiser with increased protection, versatility, and an extended engine compartment. In the Third Helion-Velid War, these cruisers proved the enormous capabilities of the new corps and forced designers of all races to continue Heavy Cruiser series evolution.

    Battleship
    Allows to build

    Battleship.

    The predatory cigar-shaped form of this spaceship has long been a symbol of the Space Fleet of all races. It is the epitome of immense power and efficiency. Developing the battle cruiser project, designers tried not to forget about its engine, weapons, and auxiliary equipment, paying max attention to protection. They doubled its durability and number of compartments intended for additional protective systems. However, speed and initiative of this spaceship suffered. But this was a small sacrifice compared to all the advantages of the new project which was able to successfully resist Borg and exclude from the agenda some issues with those pirates who remained loyal to the "romance" of small speed vessels.

    Leviathan
    Allows to build

    Leviathan.

    Intensive battles and clashes with Borg demonstrated that fleets of all races got lack of firepower. This fact made scientists speculate on creating a more powerful spacecraft. After years of research and heated debates, Leviathan was created. It is a real monster of the heavy fleet. Its hull has tremendous durability, while designers decided to pay more attention to weapon systems and its engine compartment. Moreover, protective and support systems have been slightly expanded. The result is a super-powerful and super-heavy spacecraft with good speed capable of performing any tasks. It can be both a carrier and a strike ship. Theorists are still debating whether Leviathan is an end of a heavy series or a bright start to produce a new line of super-heavy spaceships.

    Orbital Fortress
    Allows to build

    Orbital Fortress.

    It was Leviathan spacecraft that proved the inconsistency of the existing protective systems defending inhabited planets and asteroid fields. Therefore, scientists had to search for an adequate answer in a hurry. Rumors has that not only Borg contributed to this but also pirates of the "new wave" who began to actively use Leviathans in their missions. The result was the Orbital Fortress development. It is powerful, clumsy, has min speed and max protection but its firepower and versatility indicators clearly suffered. In terms of the weapons number, Orbital Fortress is almost twice as low as the Leviathan and almost 4 times surpasses it in durability, has its own protective fields and anti-missile defense systems. It is impractical to use the Orbital Fortress for long-range and short-range raids since the power of all engine compartments do not allow it to move fast.

    Torpedo Bomber
    Allows to build

    Torpedo Bomber.

    This spacecraft is perfect for torpedo attacks.

    Airfighter
    Allows to build

    Airfighter.

    This airfighter is transferred to the battlefield by carriers. Its lightweight unprotected construction without any additional upgrades provide reaching max speed fast in battle and an ability to perform opening volley before major enemy forces' appearance. Its small size allows escaping heavy enemy weaponry hits. It is vulnerable to light weapons, though.

    Heavy Fighter
    Allows to build

    Heavy Fighter.

    This type of spacecraft is the most common and effective against heavy weaponry. It is able to instantly catch any enemy in battle and cope with encirclement with minimal losses. Its minimal capacity makes it better protected from light weapons and effective against enemy heavy spaceships in battle.

    Strike Fighter
    Allows to build

    Strike Fighter.

    This space warship intended to strike and assault. Perfect for fleet support and targeting heavy fire on the battlefield. With correct calibration, it is invulnerable to enemy missiles. You may equip it with first-class missile launchers.

    Ghost
    Allows to build

    Ghost.

    Ghost is the pirate laboratory' technology. This spaceship was developed on the basis of the legendary analogous Forerunner spaceship which was used many millennia ago for intelligence means and enemy communications sabotage. During excavations, Federation scientists discovered a relatively solid body of the original sample but, unfortunately, during transportation, the Carrier with the Ghost aboard was intercepted by pirates, and subsequently became the object of research by pirate research centers. The result of these events is the appearance of the Ghost, a spaceship with a "smart" hull, capable of self-camouflage, and possessing a unique communications system that allow mounting a huge number of boarding modules, additional camouflage & detection systems, and universal modular compartments. Among others, Ghost has a spacious hold, high maneuverability, and excellent armor that any spacecraft of this class can envy. However, for all these advantages, it was necessary to abandon the universal weapons module characteristic of traditional combat spaceships. In fact, Ghost's capabilities are limited by lasers and missile systems installation. It is not surprising that pirates keep the secret of Ghost development and allow access to this tech to trusted members of the criminal community only. These tech owners are prohibited from sharing it with anyone, even members of their Alliances under the threat of their own planets’ complete annihilation.

    The decrease in accuracy for each fleet ship is calculated by the formula: S / (N 0.9 ), where S is the sum of the parameters of the decrease in accuracy of all the ghosts entering the fleet, N is the number of ships in the fleet. The accuracy of hits cannot be reduced by more than 25%

    The masking increase for each fleet ship is calculated by the formula: S / (N 0.9 ), where S is the sum of the masking increase parameters of all the ghosts in the fleet, N is the number of ships in the fleet. Мasking increases for all fleet modes except battle

    Corvette
    Allows to build

    Corvette.

    The first light spacecraft carrier providing good combat performance and protection. Most popular among space pirates. Can cover fighter units on the battlefield. Its practicality and ability to mount three engines with different thrust at once provide ultra speed in any corner of the Universe.

    Frigate
    Allows to build

    Frigate.

    In comparison with Corvette spacecraft, it is heavier and slower. In addition to major equipment, the masking device that provides invisible fighters' transfer to your fleet's destination may be easily mounted aboard. Extremely popular among space pirates that mask frigates as boarding stealths able to escape any enemy forces.

    Destroyer
    Allows to build

    Destroyer.

    Heavy missile fire of this spacecraft can effectively reduce enemy numbers when the battle starts. If the planet is under siege, it may play the role of a bomber. It is lightfast in defense to enemy forces appearance providing suppressing fire and destroying those who want to retreat. In time scientists started to combine its equipment. Still, there are lots of missile destroyers furrow the Universe.

    Raider
    Allows to build

    Raider.

    Fast cruiser, for missile and torpedo attacks. Increases the accuracy of the RPU and torpedo tubes of ships that are part of the fleet.

    The increase in accuracy for each missile launcher and torpedo tube is calculated by the formula: S / (N 0.9 ), where S is the sum of the parameters of the increase in accuracy of all raiders included in the fleet, N is the number of ships in the fleet.

    Light Cruiser
    Allows to build

    Light Cruiser.

    The first in middle-class space cruiser series. It provides perfect speed, Destroyers' initiative, and heavy spaceship' combat performance ratio. It's survivability, mass, dimensions, on-board weaponry, and security systems characteristics may be upgraded. The additional engine may be mounted as well. Its initiative rate is much to be desired, though. On the other hand, the light cruiser is still popular among space pirates and fleet commanders of all races due to its speed.

    Cruiser
    Allows to build

    Cruiser.

    Here is the next step in weaponry evolution that was marked by defense systems and firepower enhancements. In an attempt to solve advance issues engineers had to decrease speed and initiative indicators. The first such "victim" was the Cruiser's hull. For the sake of 2 weapon modules and a protection module, scientists had to abandon the installation of an additional engine. All this was more than offset by durability, protection and enormous combat power, which were first experienced by pirates and other fans of small maneuverable ships. In time, the appearance of the Cruisers overturned all warfare principles, led to pirate fleets' enlargement in numbers and forced many filibusters to reconsider their old concepts of "hulking trough".

    Heavy Cruiser
    Allows to build

    Heavy Cruiser.

    The successful experience of creating space Cruisers boosted further spaceship evolution. The Heavy Cruiser put a logical point in this series. Designers were able to significantly improve its firepower and protection indicators as well as increase its size and hull's vitality. The large size of the latter made it possible to install two additional modules for weapons, protection, and auxiliary equipment. However, despite these tricks, it was not possible to add more than one engine compartment. The result is a relatively slow but very powerful multipurpose spaceship that is capable of performing many tasks in the farthest corners of the Universe.

    Saboteur
    Allows to produce

    Saboteur lv.0.

    This is an agent who carries out sabotage missions on another planet. An agent or a group of agents must be landed on the planet to complete missions. All planted agents are controlled at the espionage center. The higher the "Stealth" indicator, the longer the agent will not be able to detect the enemy counterintelligence. The higher the "Agent's potential" parameter, the faster missions are completed and the higher the probability of their successful completion.

    It is forbidden to carry out sabotage missions on rookie’s planets, if the owner of the spy is not a rookie, too. It is also forbidden to carry out sabotage missions on non-rookies’ planets if the spy owner is a rookie, too.

    Saboteurs cannot destroy Orbital bases, Spacebases as well as buildings, structures the improvement of which requires in-game currency (IG).

    Counterspy
    Allows to produce

    Counterspy lv.0.

    This is an agent who allows to counter enemy agents or hinder the work of the counterintelligence service after he has become abandoned. For the counterintelligence officer to be able to carry out work to counter enemy agents, he must be located in the planet’s warehouse. The total indicators are displayed in the Counterintelligence Center (if this center exists on the planet); or in the Colony or Orbital Base (if there is no Colony) or in the Spacebase management center.

    Agent
    Allows to produce

    Agent lv.0.

    This is an agent who carries out major reconnaissance missions on another planet. An agent or a group of agents must be landed on the planet to complete missions. All planted agents are controlled at the espionage center. The higher the "Stealth" indicator, the longer the agent will not be able to detect enemy counterintelligence. The higher the "Agent's potential" parameter, the faster missions are completed and the higher the probability of their successful completion.

    Spy
    Allows to produce

    Spy lv.0.

    This is an agent who carries out espionage missions on another planet. An agent or a group of agents must be landed on the planet to complete missions. All planted agents are controlled at the espionage center. The higher the "Stealth" parameter, the longer the agent will not be able to detect enemy counterintelligence. The higher the “Agent's potential” parameter, the faster missions are completed and the higher the probability of their successful completion.

    It is forbidden to perform spy missions on rookie’s planets, unless the spy owner is a rookie, too. It is also forbidden to perform spy missions on non-rookies’ planets if the spy owner is a rookie, too.

    Fleet Commander
    Allows to produce

    Fleet Commander.

    Increases some parameters of fleets. Each fleet commander requires the payment of a daily salary, which is paid automatically every day. With a daily payment, the salary of each commander is divided by 30 and rounded up. If there is a shortage of IG to pay the commander's salary, the commander goes to the service of the Federation and can be redeemed from the Federation at the rate of 100 IG for each commander level. Within a month after the commander's transfer to the service of the federation, only the former owner can redeem it. At the end of the month, each player has the right to redeem. Frozen accounts do not pay salaries to commanders.

    Basic skills of commanders After creating a commander in the school of commanders, the commander has seven basic skills that can be developed. At the same time, the skills that correspond to the 125% and 150% racial bonuses are developed by 5% and 10%, respectively. You can develop these and other skills both in the process of fleet management and by teaching the commander at the school of commanders. The following are the basic skills:

    SkillMaintenance Lv. per monthper levelBonus
    Speed10 IG / 50 000 CR5%Production
    Increases fleet speed in all modes except battle.
    In-battle Speed10 IG / 50 000 CR5%War
    Increases the speed of each fleet ship in battle.battles.
    Resources Extraction10 IG / 50 000 CR5%Resources Extraction
    Increases the power of drills when extracting resources on asteroid fields.
    Fuel Consumption10 IG / 50 000 CR5%Science
    Reduces fleet fuel consumption in all modes. The consumption is calculated according to the formula: R / ( 1 + P / 100 ), where R is the fuel consumption of the fleet, P is the percentage of reduction in consumption.
    Excavations10 IG / 50 000 CR5%Espionage
    Increases the archaeological and boarding potential of the fleet.
    Building10 IG / 50 000 CR5%Population
    Increases the potential of the fleet in the construction of bases, installation and repair work, the creation of planets, star systems, asteroid fields.
    Loading Works10 IG / 50 000 CR5%Trading
    Increases the loading capacity of the fleet during loading operations and collecting debris in battle. Increases the speed of instalation mines .

    Additional skills of commanders

    The commander can be trained in additional skills using psi implants. You can add a new additional skill for every 50 commander levels. To add the first additional skill, the psi-implant 0ur is used, the second psi-implant 1ur. etc. The maximum number of additional skills is limited and is 6 * (arithmetic mean of race bonuses / 100). I.e., for a racial commander no more than 6, for a Federation commander - 9, for a Borg commander - 15. You can develop additional skills with the help of psi implants of any level, adding them to an additional skill. At the same time, the commander must be in the warehouse of the planet (base) belonging to the owner of the commander, or in the management of the fleet, which is in orbit of the base belonging to the player (planet), and the added psi implants must be in the warehouse of the planet. As soon as the sum of the psi-factors of the implants added exceeds the amount needed to level up, the commander's skill will improve and the commander's level will increase. The maximum value of the skill improvement corresponds to the racial bonus or, if there is no bonus, the arithmetic mean of the race bonuses. Additional skills are listed below:

    SkillMaintenance Lv. per monthper levelBonus
    Atack power12 IG / 60 000 CR1%-
    Increases the attack power of the selected weapon.
    Accuracy of launchers15 IG / 75 000 CR1%-
    Increases the accuracy of selected launchers.
    Ships MDS15 IG / 75 000 CR1%-
    Increases the parameter `Missile Deflection %` for each ship of the fleet that has a MDS.
    Masking, Radar, Overview Range12 IG / 60 000 CR1%-
    Increasing the parameters of surveillance and fleet stealth.
    Range of traps12 IG / 60 000 CR1%-
    Increases the radius of action of hyperspace traps and the director of gravitational interference.
    Сconstruction time12 IG / 60 000 CR1%-
    Reduces the construction time, the creation of star systems, the creation of planets, the creation of the atmosphere.
    Shield power12 IG / 60 000 CR1%-
    Reduces the time of construction, creation of star systems, creation of planets, creation of the atmosphere. The minimum time is calculated by the formula min / (1 + S / 100), where min is the minimum time, S is the skill level as a percentage
    Jump accuracy12 IG / 60 000 CR1%-
    Reduces the deviation from the jump point when jumping with Jump engines. The final accuracy is calculated by the formula: J / (1 + S / 100), where J is the maximum deviation from the jump point, S is the skill level as a percentage.
    Scaning range50 IG / 250 000 CR10%-
    Increases the radius of scanning ships with radar and tachyon scanner to obtain complete information about ships (composition of projects, availability of devices, contents of holds, etc.) as a percentage of the base (1 St.)
    Marauder15 IG / 75 000 CR1%-
    Increases the probability of falling debris and ancient devices in battle. If there are several fleets of collectors, the probability is calculated as a weighted average of the skills of the commanders and the loading capacity of the fleets. Also, a fleet with a commander who has this skill has priority when collecting debris, the higher the skill level, the higher the priority. The probability of falling debris is calculated by the formula: 100 - 100 * ( 100 - F ) / ( 100 + N ) , where F is the probability of loss, N is the weighted average value of Marauder skills in fleets with loading potential. In battles involving Borg, the Marauder skill does not affect the collection of debris and devices of the ancients.
    Pilot15 IG / 75 000 CR1%-
    Allows you to detect mines and avoid undermining the fleet by maneuvering. The probability of detecting an explosion is calculated by the formula ( 100 - 100 / ( 1 + N / 100) ) %, where N is the commander's skill as a percentage. When mines are detected, the fleet sends a corresponding message and continues to execute the command sheet.
    Master of Logistics12 IG / 60 000 CR1%-
    Increases the capacity of holds, the number of cabins, the volume of hangars and the capacity of fleet hangars.

    The rate of improvement of skills and the requirements for the psi factor for the skills of each commander are different and may vary significantly.

    CR
    This is a currency used on your planets. It allows to build & create buildings, spaceships as well as pay for fleet and army. Its amount depends on the number of population on your planets and living standards. This currency can be increased by constructing special buildings. It can be sold or bought from other players or from the Federation.
    IG
    This is an intergalactic currency. It allows players to bargain among themselves and buy in-game bonuses.

    All IG operations take place in the Trade section.

      IG allows to:

    1. Sell products and spaceships produced by your planets to other players.
    2. Join the affiliate program and get IG for players you refer to.
    3. Research artifacts.
    4. Sell resources and construction materials owned by the Federation.
    5. Dig up asteroid fields and master star systems.
    6. Donate this project.
    Iron ore
    It is the main component required in construction materials production. It contains almost in all goods. Mined on planets and asteroid fields.
    Polyelement Ore
    It is the main component required in construction materials production. It contains almost in all materials. Mined on planets and asteroid fields.
    Polyorganic Ore
    It is the main component based on organic tech and is required in construction materials production. Without additional processing, it can serve as a fuel for Thermal Power Plants. Mostly mined on planets. Its amount on asteroid fields is insignificant.
    Uranium
    By saturating uranium with necessary elements in a Fuel Plant, it is used to produce nuclear fuel. It is also widely used in the missile warheads' production process.
    Mytracitum
    This mineral is used as an additive in almost all construction materials. Mined on planets and asteroid fields.
    Iridium
    It is an ultra-lightweight, durable mineral. Used as an additive for lightweight construction materials that require durability. Mined on planets and asteroid fields.
    Crockit
    At relatively high temperatures, Crockit is superconducting. This component is required in computing systems and device production. Mainly mined on asteroid fields.
    Bradium
    This mineral is used to produce high-tech spacecraft components. As a rule, it is mined on asteroid fields.
    Titanitum
    It is a super strong heavy mineral. Used in the spacecraft armor and hulls production process. It is also used in drilling rigs and is mainly mined on asteroid fields.
    Noxicum
    Used for spaceships and missiles engine production. It is mainly mined on planets where atmosphere is saturated with oxygen.
    Izidritum
    Used in some power reactors' units and greatly increases their power. It is also used to produce shields. Mostly mined on planets with a hydrogen atmosphere.
    Seronium
    A slight amount of this mineral in the spacecraft module manufacture process significantly improves its characteristics. It is mined mainly on planets with a carbon dioxide atmosphere.
    Zukritum
    It is a rare mineral. Used in storing and transmitting data devices. It is predominantly mined on planets with ammonia in the atmosphere.
    Milanoxium
    It is a very solid, durable mineral. After its discovery, scientists were able to design high-tech drilling rigs needed to process asteroids. It is mainly mined on planets that contain methane in the atmosphere.
    Orexium
    This amorphous substance is capable of storing energy. It is mainly used to craft weapons. It is mined on planets with sulfur in the atmosphere.
    Zabrosium
    It is a unique mineral. It contains all the components needed to support almost any life form. It is used in spacecraft life support systems and in buildings construction. Mostly mined under vacuum conditions.
    Quantium
    This is a very rare crystal capable of detecting hyperspace vibrations. After its discovery, it became possible to start flights in hyperspace. This crystal is needed to build Hypergates and Hyper Engines. Mostly found in small numbers on asteroid fields.
    Levium
    This crystal is unique. Even under a very weak gravitational field fluctuation, it is able to change its characteristics.
    Dark Matter
    This is a form of matter that does not emit electromagnetic radiation and does not directly interact with it. Therefore, it is extremely difficult to detect.
    Helium-3
    It is an almost inexhaustible source of thermonuclear energy that is a result of chemical reactions that take place on the Stars. It is gathered from orbital stations.
    Metal-roll
    The main construction material on the planet.
    Construction Materials
    This is a set of construction materials needed to start building on planets.
    Reinforced Concrete
    It is used for the on-planet building of structures that experience severe workload during this process.
    Electronic Components
    These components are an essential part of any building or goods. They are necessary for the automation of production processes, analysis, and data transmission.
    Aluminum
    It is a light metal. It has high corrosion resistance and is easy to process. With the right manufacturing technology, it may become very solid, sufficient for use in spaceship building.
    Steel
    It is a flexible and durable metal that is synthesized by adding special minerals during the smelting process. It is used in spaceship building and the module manufacturing process.
    Titanium Alloy
    It is a heavy, very solid, and ductile metal with a high melting point. It is widely used in military spacecraft building.
    Nanofibre
    This material is with a fibrous structure. It has improved mechanical, physical, chemical, electrical, and optical properties.
    Polymers
    This is a high molecular compound. It has high elasticity and low fragility.
    Composites
    This material is heterogeneous. It consists of several elements designed for reinforcement and bonding. This heterogeneity provides all the properties specified during production.
    Organic Fuel
    This fuel is used by Jet Engines and Chemical Reactors. It has low potential but its production is quite cheap.
    Nuclear Fuel
    This is the Reactor' and Power Plant' fuel that is used in nuclear reactions to generate energy. It has average efficiency and a relatively low cost.
    Thermonuclear Fuel
    This fuel is intended for spacecraft fusion reactors, orbital stations, and planetary power plants. It has high potential but its production is quite expensive.
    Gravitational fuel
    This is a fuel generated from dark matter. It is used for gravity reactors.
    Jet Engine
    Jet Engine provides the necessary thrust for propulsion by converting the fuel internal energy into the kinetic energy of the jet stream.

    Produced in Engine Factory (SC).

    Electromagnetic Sail
    Electromagnetic Sail converts stream of photons emitted by the Star into kinetic energy. The advantage of spaceships that use E-sails is that there is no need for fuel which allows an increase in payload compared to a jet-powered spacecraft. The disadvantage of the Electromagnetic Sail is that outside the Star System its power drops significantly.

    Electromagnetic Sail is produced at Engine Factory (SC).

    Nuclear Engine
    The built-in nuclear generator brings nuclear fuel atoms together as well as brings the atomic mass to a critical level and releases the stored energy in the working nozzle of the nuclear engine.

    Produced in Engine Factory (SC).

    Gravity Engine
    This engine uses the Star’s gravitational fields to provide the spaceship with kinetic energy. Outside the Star System, it significantly loses its effectiveness.

    Produced at the Engine Factory (SC).

    Photon Engine
    Light-emitting heat is the source of energy for the Photon Engine. Flux of photons escaping from the engine creates jet thrust. Photon engine can develop max thrust per mass expended allowing speeds close to the speed of light in interstellar travels. However, when flying inside stellar systems, the star radiation prevents the max thrust.

    Produced at the Engine Factory (SC).

    Hyper Engine
    Allows using hyper transitions. A hyper transition is performed from any point in space to the point where the hyper gate is located.

    Produced at Engine Factory (SC).

    Jump Thruster
    It allows the spaceship to jump to any point in space in the presence of a gravity computer. To perform a jump, all fleet’s spaceships must be equipped with Jump Thruster. To jump, the Jump Thruster must be charged. The charging time depends on the “Jump Thruster charging (volume/h)” parameter and the volume of the spaceship. Before jumping, the fleet needs to be prepared. The preparation time depends on the “Prepare to jump (mass/h)” parameter and on the spaceship’s mass.

    Gravity fuel consumption depends on the fleet’s size. Any changes will reset the jump-ready timer.

    When several jump-engines are installed in a spaceship, all engine parameters are summed up. The column "Fuel consumption" indicates the fuel consumption per 1 unit of volume.

    If there is a Singularity Generator in all fleet’s spaceships, then Jump Thrusters work independently.

    It makes no sense to use spaceships with Jump Thrusters installed in merchant fleets.

    Produced at the Engine Factory (SC).

    Small Engine Bay
    This bay adds two slots to store two jets or nuclear engines.

    Produced at the Engine Factory (SC).

    Engine Bay
    This bay adds two slots to store two gravity, photon, or hyper engines.

    Produced at the Engine Factory (SC).

    Chemical Reactor
    This reactor converts chemical reaction energy into electrical energy. The main advantage of this type of reactor is its small volume and mass.

    Produced at Power Reactor Factory.

    Radiation Converter
    Converts a stream of photons into energy emitted by stars. It does not require fuel to generate energy.

    Produced at the Power Reactor Factory.

    Nuclear Reactor
    Generates energy using nuclear reactions. It runs on nuclear fuel. If there is too much energy required in the spaceship design, then the required amount of fuel is consumed only.

    Produced at the Power Reactor Factory.

    Thermonuclear Reactor
    This reactor uses a fusion reaction to generate energy.

    Produced at the Power Reactor Plant.

    Gravity reactor
    This device uses gravitational fuel to generate energy.

    Produced at the Power Reactor Factory.

    Small Reactor Bay
    This is the Federation Miniaturization Laboratory technology that allows connecting two chemical reactors to one body and a fuel line power connector. It makes it possible to place two chemical reactors in one modular slot of the spaceship's hull as well.

    The Small Reactor Bay development was made possible by the use of a "Power Communicator" (Power communications bandwidth extender) discovered during excavations in the Minax galaxy.

    Produced at the Power Reactor Factory.

    Reactor Bay
    This is the Federation Nuclear Research Center technology that allows using support systems for one module of the ship's hull to operate two nuclear reactors at once. When attaching the Reactor bay, it becomes possible to install two nuclear reactors in place of one, expanding the spaceship’s energy potential.

    An important condition for the development was the discovery of a "Power Communicator" in the Minax galaxy, which greatly increases energy communications throughput.

    Produced at the Power Reactor Factory.

    Large Reactor Bay
    This is the Federation Science Center Fusion Laboratory technology that allows installling two fusion reactors in one slot of the ship's hull.

    It is considered the most significant scientists’ achievement in the energy field due to several difficulties with connecting two devices to one supply system because of the large amounts of energy passing through one power channel. The latter was solved with the help of the Ancients’ "Power Communicator". However, techs used to solve a large number of other issues remained the Federation secret.

    Produced at the Power Reactor Factory.

    Exploration Module
    Using this module, the player can conduct geological exploration of planets and asteroid fields. When it is carried out, the spaceships’ geological exploration potential is summed up.

    In addition to geological exploration, the presence of this module in a spaceship with installed drills increases their productivity. However, the installation of more than one module in such a spaceship does not make sense since the productivity will increase only once.

    Produced at Rig Factory.

    Drilling rig MD-1
    Drilling Rig of this type uses conventional drilling technologies and extracts the main ores from the rocks of the asteroid fields. Its parameters show the indicators of ore extraction, provided that all of its capacity is 100% spent on ore extraction.

    Produced at Rig Factory.

    Drilling rig MD-2
    Drilling Rig of this type uses conventional drilling techniques to extract basic minerals from the asteroid fields. Its parameters show the indicators of the minerals extraction provided that all of its capacity is spent on the extraction of these minerals.

    Produced at Rig Factory.

    Laser Drill
    Laser Drill uses laser technology to extract rare minerals from the rocks in the asteroid fields. Its parameters show the indicators for the extraction of minerals provided that all of its power is spent on the extraction of this mineral.

    Produced at Rig Factory.

    Plasma Drill
    Drill of this type uses plasma technology to extract crystals from the rocks on the asteroid fields. The parameters show the extraction of crystals indicators provided that all of its power is spent on their extraction.

    Produced at the Rig Factory.

    Drilling Platform MD-1
    This platform adds two slots to store two MD-1 rigs.

    Produced at the Rig Factory.

    Drilling Platform MD-2
    This platform adds two slots to store two MD-2 rigs.

    Produced at the Rig Factory.

    Heavy Drilling Platform
    This platform adds two slots to store two laser or plasma drills.

    Produced at the Rig Factory.

    Missile Defense System
    MDS reduces the chances of a missile hitting a spacecraft. The resulting probability is the difference between the MDS's "Accuracy (%)" parameter from which the missile was fired and the "Missile deflection (%)" parameter of the spacecraft. At the same time, one anti-missile launcher can, in one combat cycle, reduce the probability of hitting to zero for several missiles at once. When installing several modules on a spacecraft, the deflection probability raises.When installing several MDS in a ship, each new MDS increases the missile deflection parameter for each MDS by 1% from the base value, but not more than 100%.

    Produced at the Precision Instrument Plant.

    On-board Computer
    Decreases the number of crew members of the spaceship, reduces the cost of its maintenance. Can replace no more than 50% of the crew. The Onboard computer increases the accuracy of the beam weapon. The increased percentage is divided evenly between all weapons of the same type, and it is summed up when several computers are installed.

    Produced at the Precision Instrument Plant.

    Gravity Computer
    It creates an anti-gravity field around the spaceship and calculates the exit point from the gravity funnel. This allows controlled gravitational jumps from one black hole to another. The "Fuel consumption" column indicates how much fuel is consumed per 1 unit of volume. This jump can only be done while in the coordinates of the black hole. It makes no sense to install more than one module in a spaceship.

    If the fleet stops near the black hole, it will fall into a gravitational anomaly, and will be thrown out in any galaxy at random coordinates.

    Produced at the Precision Instrument Plant.

    Gravity Jammer
    This device allows the fleet to generate a gravity vortex at its location. Any fleet that gets into the funnel is transferred to random coordinates within 5 light-years from its center and spends all the fuel to fight the anomaly and it drifts while the funnel generation stops. In the funnel can be captured: the fleet, flying through in the interstellar mode; a fleet that has completed an interstellar flight inside a gravity funnel. The fleet mass that can get into the funnel must exceed the parameter `Gravity funnel (fleet mass)`. Generating a gravity funnel requires a colossal amount of thermonuclear fuel. To start the generator, an amount of fuel is required that is equal to the fuel consumed by this device on an hourly basis. It is impossible to run the generator inside the Star Systems, or in cases where the gravitational funnels intersect. Gravity anomalies do not affect merchant fleets.
    Fleets of the fleet owner that generates the anomaly may also fall into the gravity funnel
    The fleet may generate a funnel no earlier than 10:00 after stopping the previous funnel generation.
    The maximum anomaly generation time is 1 hour. You cannot use the anomaly generation command during cyclic execution. The fleet command sheet may not contain more than 1 command `Supply of gravitational interference'.

    Produced at the Precision Instrument Plant.

    Hyperspace Trap
    The fleet with spaceships in which a hyperspace trap module is installed can generate one. All fleets that exit hyperspace within the trap's range are transferred to the coordinates of the fleet that generated the trap's exit point. They drift after. Hyperspace Traps do not affect merchant fleets.

    The fleet can generate a trap no earlier than in 15:00. after stopping the generation of the previous trap. The maximum generation time of a hyper trap is 1 hour. You cannot use the hyper trap generation command when executing cyclically. The fleet command sheet cannot contain more than 1 command `Hyper Trap Generation'. It is impossible to generate a hyper trap in planetary orbits and space bases. In the Novices' quadrants and in the Federation quadrants (excluding xeno-galaxies and xeno-fogs) The hyper trap does not work in the Novices' quadrants and in the Federation quadrants (excluding xeno-galaxies and xeno-fogs)

    Produced at the Precision Instrument Plant.

    Loading Module
    This module allows fleets with spaceships with a loading module to transfer fuel and goods to any drifting fleet that is located at the same coordinates. The loading speed depends on the fleet’s loading potential which is the sum of the loading potential of the ships with the Loading Module installed.

    Only guild membersTraders Guild or players who have entered into a Trade Agreement can transfer goods (other than fuel) to other players.

    Produced in Industrial Complex.

    Residential Bay
    Residential Bay allows to transport residents in a spaceship to other planets and Orbital Bases.

    Produced at Industrial Complex.

    Construction Module
    This module allows the spaceship fleet to build Orbital Bases in the orbits of unpopulated planets as well as Spacebases. The fleet can carry out installation works on the orbital base, increasing the planet’s orbital potential. All materials necessary for the construction of an orbital base must be carried in the fleet’s hold.

    During the construction works in open space, unexpected situations are possible! Try to load a bit more materials than stated in the Manual and necessary for building the base.

    Produced in the Industrial Complex.

    Small Cargo Bay
    This bay increases the spacecraft's capacity while slightly increasing its volume and mass. It is mainly used for small ships.

    Produced in the Industrial Complex.

    Cargo Bay
    This bay increases the spacecraft's capacity and increases its volume and mass. Mainly used for medium-class spaceships.

    Produced in the Industrial Complex.

    Large Cargo Bay
    This bay increases the spaceship's capacity as well as significantly increases its volume and mass. Mainly used for heavy spacecraft.

    Produced in the Industrial Complex.

    Spaceship Hangar
    This hangar allows spaceship fleet equipped with a hangar to store other fleets in it.

    In the hangar, you can place fleets that belong to the owner of a fleet equipped with hangars, or fleets of players with whom an Endorsement Pact or an Agreement with the Federation has been concluded.

    You cannot place fleets in the hangar where other fleets located.

    The total fleet volume placed in the hangar must not exceed the total volume of the hangars. The fleet placed in the hangar must not include ships whose volume exceeds the 'Max. spaceship volume' parameter.

    To place the fleet in the hangar, use the [Move in hangar] command. You can remove the fleet from the hangar using the [Remove from hangar] command. It can also be done using the "Hold" tab in the Fleet management section.

    The total mass of the fleet placed in the hangar must not exceed the total capacity of the hangars.

    No more than 20 other fleets can be placed in the hangar of one fleet!

    Produced in the Industrial Complex.

    Large Spaceship Hangar
    This hangar allows a fleet, which consists of ships with a hangar, to move other fleets into them.

    In the hangar, you can place fleets that belong to the owner of the fleet with hangars as well as fleets of players with whom the Endorsement Pact or an Agreement with the Federation is concluded.

    You cannot place fleets in the hangar where other fleets are located.

    The total fleet number placed in the hangar must not exceed the total volume of the hangars. A fleet placed in a hangar must not include ships whose volume exceeds the 'Max. spaceship volume' parameter.

    The total mass of the fleet placed in the hangar must not exceed the total capacity of the hangars.

    To place the fleet in the hangar, use the [Move in hangar] command. You can remove the fleet from the hangar using the [Remove from hangar] command. It can also be done using the ""Hold"" tab in the Fleet management section.

    No more than 20 other fleets can be placed in the hangar of one fleet!

    Produced in the Industrial Complex.

    Fragments Collector Module
    It gathers fragments of destroyed spaceships during the battle. The total gathered mass should not exceed the total fleet spaceships’ loading potential with the installed Fragments collector module.

    Fleets that retreat in the battle (or when all fleet spaceships move to position 0 or 30) do not gather fragments unless the fleet’s owner is a member of the guildgetTitle()?>

    Produced in the Industrial Complex.

    Mass Generator
    It allows generating a new planet from the asteroid field. To generate a planet, an Ancients' 'Planetary Initiator' device is required in the fleet’s hold, which vanishes after the planet is generated. The number of sites on the generated planet will be approximately equal to (√m)/CPM, where “m” is the mass of the asteroid field, which cannot be larger than the max size available for the planets of that corner in the Universe (galaxy, nebula, intergalactic systems) where the asteroid field is located. In this case, the atmosphere on the generated planet will be absent (vacuum). The time to generate a planet depends on the level and the number of modules in the fleet but cannot be less than 12 hours.

    It also allows generating an atmosphere on planets where there is a complete vacuum. To generate the atmosphere, the Ancient's "Climate Processor" device must be in the fleet's hold, which vanishes after the atmosphere is generated. The time needed to generate an atmosphere depends on the level and number of modules in the fleet but cannot be less than 12 hours.

    Besides, it allows generating a new Star system from a gas-dust cloud. To generate a Star System, the Ancient's "Gravity Initiator" device must be in the fleet's hold, which vanishes after its generation. The time to create a Star System depends on the level and number of modules in the fleet but cannot be less than 12 hours.

    It also allows you to create a new asteroid field in a free orbit in a star system. To create a field of the system, the presence of an ancient "Gravity Converter" device in the hold of the fleet is required, which disappears after creation. The time to create an asteroid field depends on the level and number of modules in the fleet, but it cannot be less than 6 hours.

    Produced in the Industrial Complex.

    Mine lock
    Allows the fleet, which includes ships with a mine lock, to produce mines. The control of the installed minefields is carried out in the espionage center.

    Produced in Industrial complex.

    Cargo Platform
    This is a Thormal' tech that allows installing two cargo compartments or hangars in one spaceship's hull slot.

    Its effect is ensured through the use of special technologies for the miniaturization of all support systems and ultra-thin, durable materials for cargo modules. These developments have long been known to Thormals and are used in the manufacture of bays and hangars. However, due to access to Forerunners’ space compression technology, it was possible to make a breakthrough in research and create a Cargo Platform.

    Currently, the Trade Guild has acquired all rights to the Cargo Platform. This technology is only provided to experienced traders.

    Produced in Industrial Complex.

    Control Bay
    This is a special module that allows installing three components used in intelligence spaceships (masking systems, radars, astroscanners, as well as a gravity calculator).

    It is a special adapter with additional energy and information communication systems, which doubles the max power and information signal.

    Such a solution for the spaceship’s hull modern architecture was considered impossible for a long time due to the limited amount of information transmitted through communication systems. This problem was solved in pirate laboratories based on the Borg technology - an "Information communicator" captured by corsairs in the Minax galaxy. Its secret is one of the most guarded in the Star Federation and is only available to experienced pirates.

    Produced in Industrial Complex.

    Loading Platform
    This platform adds two additional slots to the spaceship’s design in which Loading modules or Fragments collector modules can be installed.

    Produced in Industrial Complex.

    Operating Bay
    This bay adds three more slots to move Building Modules, Living Bays, Archeology Modules, or Repair Modules.

    Produced in Industrial Complex.

    Boarding Platform
    This is an unknown Pirate Laboratory technology that makes it possible to additionally attach three boarding modules to the spaceship's hull.

    In the Federation Scientific Center, there is never been the operating Boarding Platform prototype. However, the pirates managed to steal one of the samples of the Forerunners’ "Matter Sealant" and ensure the transshipment of three times large volumes of goods through the existing cargo communications. Until now, it has not been possible to find out exactly where the pirates managed to buy or steal the "Matter Sealant". There is a version that they independently discovered in the Minax galaxy. The Heads of the pirate fleets decided to keep this technology as secret as possible. Only renowned pirate powers have access to the Boarding Platform production. It is forbidden to provide this tech to Alliance members.

    Produced in Industrial Complex.

    Weapons Bay
    This is a famous Federation scientists’ achievement in the IT-communications field that allows implementing the idea of installing three on-board computers or missile defense systems in one slot of the hull without losing their combat characteristics.

    This solution made it possible to double the communication lines’ capacity and reduce the data transmission time and its processing in standard spaceships’ hulls. There is an opinion that for this the Ancients’ "Information Communicator" was bought from the pirates. It is a communications device discovered by the Federation scientists and stolen by pirates while digging in the Minax galaxy. Scientists deny any connection with the pirates claiming that they used exclusively their developments in the Weapon Bay.

    Produced at the Precision Instrument Plant.

    Shield Restorer
    At the beginning of each combat cycle, this device restores the shields power level on the spaceship by a certain number of units (provided that the shields are damaged by less than 90%). However, more than 50% of damage is not restored. When a spaceship leaves combat, this device will restore shields, provided that the ship and its shields are less than 90% damaged.

    Shield Restorer increases the effectiveness of shields that are installed in defense slots and on shield platforms but no more than 100%. The efficiency percentage is evenly distributed among all installed shields.

    Produced at the Energy Shield Factory

    Command Module
    This command module is one of the most important achievements of the Federation Science Center. It was created thanks to the huge contribution of Glarg scientists. The uniqueness of this achievement lies in the operation principle of this module. Once installed on a single spaceship, it coordinates the work of the entire fleet. It:

  • Increases controllability of all spaceships, taking over the command center functions. Increases the number of spaceships in a fleet with a module and the number of teams in that fleet.
  • Increases the entire fleet speed.
  • Allows the use of the Ancients’ Devices in the fleet.

    The history of this module is unique. The first fragments and later entire prototypes were discovered in Borg ships and became available for study in the scientific centers of the Federation thousands of years ago. At that time, the first clashes with the Borg began. However, despite all efforts, scientists have failed to understand their structure and activate the work of this module. Scientists for a long time could not provide a reasonable explanation for the Borg fleets’ efficiency, which exceed their theoretical capabilities. Both problems were resolved after the devices of the Ancients (Forerunners) discovery on the phosphorus planets. Scientists drew attention to the interface compatibility of old command modules and found devices. After assembling them, they were able to activate the millennial finds for the first time. This allowed getting closer to the answers to many questions, including identifying the source of the Borg's amazing effectiveness in maneuvers on the battlefield. It also made it possible to develop our analogs and set up the production of command modules at the Federation’s Precision Instrument Plants. Unfortunately, Glarg did not share part of the production technologies for this module, solving their selfish goals. It should be noted that it was not possible to install two identical Forerunner devices in the command module.

    When ships with an installed command module are destroyed in battle, Ancients’ Devices are disabled but remain in the fleet until it is destroyed. When a fleet with Ancients’ Devices is destroyed, they can randomly drop out in the loot.

    While own planets in ‘Drift’ mode only, you can add and activate Ancients’ Devices installed in the fleet with this command module. It should be noted that they are not for sale in the Trade Center.

    If spaceships with a command module are removed from the fleet when re-forming, then the installed Ancients’ Devices become inactive.

    Produced at the Precision Instrument Plant.

  • Repair Module
    This module restores part of the damage inflicted on a spaceship during a combat cycle if its durability is more than 10%. Damaged hull and armor elements are used to restore durability. The amount of durability restored corresponds to the `Recover Durability` stat and cannot exceed 50% of the damage inflicted on the spaceship. Damage inflicted in a specific combat cycle is restored only. If the spaceship does not receive damage in the next cycle, then durability is not restored.

    A fleet with spaceships with this repair module attached can use the "Repair" command which increases the Workshops "Production Capacity".

    When repairing a fleet, repair modules installed in spaceships increase the repair speed.

    Produced in Industrial Complex.

    AstroScanner
    Allows a patrolling fleet with spaceships equipped with AstroScanner to view the Star Chart. Star Chart range is equal to max range of all AstroScanners installed on the fleet’s spaceships.

    Produced at the Precision Instrument Plant.

    Boarding Module
    This module allows to loot fleets that are drifting in open space, in the orbits of the uninhabited planets or asteroid fields.

  • In the process of boarding, goods are stolen from the fleet’s hold that is being robbed. The total stolen cargo mass cannot significantly exceed the pirate fleet boarding potential.
  • Boarding speed depends on the total capacity of the robbed fleet and the boarding capacity of the pirate fleet.
  • During boarding, this module mutes all signals from the victim's fleet. Therefore, it is impossible to control the fleet until the boarding ends.
  • If the fleet is equipped with radar capable of identifying the pirate fleet, or if the nearest radar station owned by the owner of the fleet is also capable of identifying the pirate fleet, then the message about the start of the robbery will indicate the title, number, and the pirate fleet owner.

    If the boarding is successful and depending on the value of the stolen property, then the pirate's rating increases for the pirate fleet’s owner.

    In the boarding process, the victim fleet is damaged but not more than up to 50%.

    Also, during the boarding, the stolen cargo loss occurs in an arbitrary amount. The max cargo loss during boarding is: 50%. This condition does not apply to quests.

    The minimum boarding time is 1 minute.

    The “Boarding” command cannot be used when looping through the Command sheet.

    When the command "Boarding" starts, the fleet owner is awarded 0.001 pirate rating points.

    The “Boarding” command cannot be canceled.

    Produced in the Industrial Complex.

  • Neutron Modulator
    It increases the power of radars and spacecraft masking shield. It also increases "Reduce spaceship signature" for "Neutron masking", "Deflection of missiles increase" for "Radio-optical masking", and "Anti-radar installation' accuracy increase" for the spaceship's radar parameters.

    Also, it reduces the in-battle spaceship’s signature by the percentage specified in the parameters (not less than 500,000 points). The total signature is calculated by the following formula: min("Spaceship volume", max(500000, "Spaceship volume"*"'Reducing spaceship signature (%) ))" - max(min("Spaceship volume", max (500000,'Spaceship volume"*"Spaceship signature decrease (%)))/2 - Spaceship signature decrease").

    If this module is installed in the fleet, "Search Ops" command becomes available.

    Produced at the Precision Instrument Plant.

    Archaeological Module
    This is a module for archaeological excavations on planets and asteroid fields.

    As an excavation result, artifacts, modules from destroyed or crashed spaceships, resources, and materials can be found.

    The total mass of archaeological values found by the fleet in one cycle of excavations cannot exceed the total fleet’s archaeological potential (the sum of the archaeological potentials of the ships included in its composition). The fleet will not be able to discover archaeological values, the mass of which exceeds the total fleet’s archaeological potential.

    Produced in the Industrial Complex.

    Spaceship Radar
    The radar allows receiving information about fleets in the range of the spaceship's observatory while on patrol. The contents and quality of the information gathered is determined by the formula: Ml/Rp = Q, where "Ml" is the min masking level of the spacecraft in the fleet, "Rp" is the radar power, "Q" is the information content quotient:



    • If K = 1, then the fleet will be visible on the Star Map.
    • If K <1, then the name of the fleet will be disclosed.
    • If K <= 0.95, then the fleet’s owner will be disclosed.
    • If K <= 0.9, then fleet’s location and state will be disclosed. Additional info on the fleet will also be available (the names of projects and their number, provided that the radar can `remove` masking from these projects).
    • If the names of all spaceships with a command module installed are visible in the list of projects, then the structure and state of the Ancients’ devices used by the fleet will be visible.

    If the fleet you are interested in is within a 1-light-year radius of the patrol site, you can get additional information on the projects of spacecraft in that fleet. The quality of information is determined by the formula: Ml/Rp = Q, where "Ml" is the min masking level of the spacecraft in the fleet, "Rp" is the radar power, "Q" is the information content quotient.

    • If K <1, then the type and level of the hull will be disclosed.
    • If K <0.9, then the info on engines will be disclosed.
    • If K <= 0.8, the info on modules will be disclosed.
    • If K <= 0.7, then the info on weapons will be disclosed.
    • If K <= 0.6, then the on the defense systems will be disclosed.
    • If K <= 0.5, then the holds’ contents will be disclosed.

    The fleet on patrol will provide information on fleets passing through the patrol point.

    Bonus 'Accuracy increase %'. It is distributed evenly over all RD installed in projects with a radar. That is if 5 RD devices are installed in the spacecraft project, and the bonus to the accuracy of the radar installed in this project is equal to 120%, then the accuracy of each installation will be increased by 20% (120%/(5 installations +1)). The settings accuracy cannot be increased by more than 100%.

    Produced at the Precision Instrument Plant.

    Radio-optical Masking
    The spaceship masking field level depends on its volume and is calculated by the following formula: ml* ml/v, where “ml” is the module masking level, “v” is the spaceship volume.

    If at the location of a spaceship its masking level exceeds the Radar Power of another player, then this spaceship will not be visible to this player. If no spaceship is visible to the player, then the player can only learn the title of the fleet and the owner (see the Radar station, Masking level, Radar power, Spaceship radar description).

    The masking level is summed up when several modules are installed on a spaceship.

    Also, the Radio-optical masking field increases the "Missiles deflection" parameter but by no more than 100%. The max increase in this parameter depends on the number of Anti-Missile Systems (AMS) installed in the spaceship's design and is calculated using the formula: Missile deflection (%)/(Number of AMS + 1).

    When the fleet drifts, the masking field does not work.

    Produced at the Precision Instrument Plant.

    Neutron Masking
    It is used as a means of masking and reducing the in-battle spaceship’s signature for larger spaceships. The spaceship masking level depends on the spaceship volume and is calculated by the formula: ml*ml/v, where “mp” is the module masking level, “v” is the spaceship volume.

    If the masking level at the spaceship’s location exceeds the radar power of another player, then this spaceship will not be visible to the other player. If no ship is visible to the player, then the player can only see the fleet’s name and the owner (see the Radar station, Masking level, Radar power, Spaceship radar description).

    When installing several modules on a spaceship, the masking level is summed up.

    The masking field does not work when the fleet is drifting.

    Also, neutron masking reduces the spaceship’s volume (signature) visible through enemy weapons and missiles guidance but not more than 50% of the spaceship’s volume. If there is a Neutron modulator listed in the spaceship's design, the signature calculation formula changes (see the Neutron modulator description) by no more than 100 units.

    Produced at the Precision Instrument Plant.

    Light Laser
    Light Laser creates a directional energy beam that strikes the target.

    It is produced at the Armory.

    Heavy Laser
    This laser focuses the beams of many small fiber-optic lasers that have slightly different wavelengths. This leads to the fact that, like white color, the final beam has a wide spectrum, which determines its high efficiency and a large amount of transferred energy.

    Produced at the Armory.

    Inertial Laser
    This laser power depends on the attacked spacecraft speed. The lower the speed of the attacked spacecraft, the lower the laser power. The higher the speed, the more power. The power increase factor is equal to the square root of the attacked spaceship speed in a specific combat cycle. Quotient cannot be less than 1.

    Produced at the Armory.

    Plasma Gun
    This weapon fires very short pulses. The emitted beam begins to “evaporate” an object in its path. Plasma appears in the zone of the beam's impact, which heats the atmosphere inside the ship so quickly that it explodes. The final damage inflicted by the Plasma Cannon depends on the attacking and attacked spaceships’ speed in battle. Organizer allows to estimate the final damage.

    Produced at the Armory.

    Kinetic Cannon
    Kinetic Cannon uses cluster rounds. They burst near the target and inflict damage over a wide area with a combat filling. This type of weapon is unable to damage medium spaceships. The total damage inflicted by the Kinetic Cannon depends on the attacking spaceship speed, its speed, and the volume of a spaceship being attacked in battle. The player can calculate the total damage in the organizer.

    Produced at the Armory.

    Ion Cannon
    This cannon fires beams of neutral ions. It has a high range since the beams of neutral particles are hardly scattered. The total damage inflicted by the Ion Cannon depends on the volume of the spaceship being attacked in battle. The player can calculate the total damage in the Organizer.

    Produced at the Armory.

    MPC-X1
    It is an X1-class missile launcher for long-range light missiles. The “Accuracy” parameter specifies the probability of each missile hitting the target provided that the enemy's spacecraft has no anti-missile systems. The missile launcher uses X1-class ammunition (missiles) of any race and any level to fire. The missiles must be stored in the spaceship’s hold. The accuracy of the rocket launcher in a particular battle depends on the distance of the shot, and the level of the missile being fired. The closer the distance, the higher the accuracy, the parameters indicate the accuracy at the maximum distance. When installing several RPUs in a ship, each new RPU increases the accuracy of all RPUs by 1% of the basic accuracy, but not more than 100%.. The higher the level of the rocket released from the RPU relative to the RPU level, the lower the accuracy. You can calculate the accuracy with which the ROC will launch a rocket in "Organizer".

    Produced at the Ammo Factory.

    MPC-X2
    This is an X2-class missile launcher designed for medium long-range missiles. Its "Accuracy" parameter specifies the probability of each missile hitting the target, provided that the enemy spacecraft does not have anti-missile systems. The missile launcher uses X2-class ammo (missiles) of any race and any level to fire. Missiles must be stored in the spaceship’s hold. The accuracy of the rocket launcher in a particular battle depends on the distance of the shot, and the level of the missile being fired. The closer the distance, the higher the accuracy, the parameters indicate the accuracy at the maximum distance. When installing multiple rocket launchers in a ship, each new rocket launcher increases the accuracy of all RPUs by 1% of the basic accuracy, but not more than 100%. The higher the level of the rocket released from the RPU relative to the RPU level, the lower the accuracy. You can calculate the accuracy with which the ROC will launch a rocket in "Organizer".

    Produced at the Ammo Factory.

    MPC-X3
    This X3-class missile launcher is designed for heavy ultra-long-range missiles. Its "Accuracy" parameter specifies the probability of each missile hitting the target provided that the enemy spacecraft does not have anti-missile systems installed. It uses X3-class ammo (missiles) of any race and any level to fire. Missiles must be stored in the spaceship’s hold. The accuracy of the rocket launcher in a particular battle depends on the distance of the shot, and the level of the missile being fired. The closer the distance, the higher the accuracy, the parameters indicate the accuracy at the maximum distance. When installing multiple rocket launchers in a ship, each new rocket launcher increases the accuracy of all RPUs by 1% of the basic accuracy, but not more than 100%. The higher the level of the rocket released from the RPU relative to the RPU level, the lower the accuracy. You can calculate the accuracy with which the ROC will launch a rocket in "Organizer".

    Produced at the Missile Launcher Factory.

    Torpedo Launcher
    The device allows the ship to release torpedoes to destroy super-large ships. The final accuracy of each torpedo hit depends on the ratio of speeds during the attack of the attacking and the attacked fleet, the ratio of the signatures of the torpedo and the attacked ship, the difference in the levels of the torpedo and torpedo and the distance of the shot. You can calculate the accuracy with which the Torpedo Tube will release a torpedo in "Organizer".

    The anti-missile system does not affect the accuracy of the torpedo attack

    Produced on Rocket Launcher Factory.

    Planetary Destroyer
    It allows a spaceship equipped with a Planetary destroyer to annihilate unpopulated planets turning them into asteroid fields. The planet annihilation rate depends on the destroyer’s level. It can only be installed in the Leviathan hull or the Battle Platform at the Orbital Base.

    In battle, the Planetary destroyer shoots evenly at all spaceships at the selected target range.

    Produced at the Armory.

    Bombing Device
    This device allows spaceships to bombard planets with various types of bombs. Bombs must be stored in the hold of the spaceship that is bombing. The bombing is carried out according to the same principle as the battle. It comes in cycles. The cycle duration is 5 minutes. The number of cycles is set in the command specified in the flight list. If there are no fleets of other players or the bombing object has not been destroyed earlier, then the bombardment ends at the specified cycle. The number of bombs released by this device per cycle depends on the number of bombing devices installed on the spacecraft.

    It is possible to bombard the planets of players while being in the current 'War' relationship only.

    If there are fleets of other players in the battle, the bombardment will continue until the fleets of such players leave the battle or are destroyed.

    The max bombing efficiency is achieved when bombing takes place from 29-30 positions and decreases when distancing from it.

    "Bombing accuracy (%)" parameter affects the total calculated attack power in the same way as the Beam weapon does.

    Produced at the Missile Launcher Factory.

    Laser Turret
    This is the Federation Science Center development that allows to additionally place two lasers (light or heavy).

    The main problem was a double increase in the energy supply through the existing power communications. It was solved thanks to the discovery of "Force communicators" in the Minax galaxy. Unfortunately, the "Information communicator" discovered along was stolen by pirates during an attack on a scientific expedition. Today it is used to design pirate control rooms.

    This tech is recognized by the Federation Council as dangerous. To protect against pirates, it is provided to military powers that have taken an oath of nondisclosure only, regardless of all other agreements (incl. agreements concluded between Alliance members).

    Produced in Industrial Complex.

    Gun Tower
    This is a Federation Science Center' military laboratory unique development intended for light and heavy spaceships. It makes it possible to place two additional weapons (plasma, kinetic, or ionic).

    It is based on the Forerunner's "Power communicator", which doubled the capabilities of the spaceship’s hull weapon systems.

    The noticeable increase in the firepower of spacecraft has generated interest from pirates and forced the Federation Council to pass a law limiting this technology. Access to this tech is provided only to the leading military powers, whose heads have taken an oath of nondisclosure. Many protests from the Alliance was sparked by the fact that this oath does not allow this technology to be made available to all members.

    Produced in Industrial Complex.

    Missile Turret
    This combat module is based on Forerunners’ technology. It can accommodate two additional missile installations of any type.

    It was developed in the Federation Science Center military laboratories and is based on the "Force communicator" discovered in the Minax galaxy. It doubles the energy supply to the missile slot, providing everything needed for target detection and launch.

    The missile turret has significantly increased the spacecraft's firepower. Therefore, for security reasons, the Federation Council limited its use, making it available to states with high experience in resolving military conflicts only. The adopted law prohibits the transfer of this technology to any other states, including Alliance members.

    Produced in Industrial Complex.

    Steel Plate
    This plate is made of steel. It is perfect for light and medium spacecraft.

    Produced at the Foundry.

    Anti-laser Coating
    Anti-laser Coating reduces the damage done by laser weapons. It increases the mass and volume of the entire spacecraft.

    When multiple coatings are installed in a ship (combat platform), the `reduced efficiency` parameter is calculated as the arithmetic mean of the `reduced efficiency` parameter of each installed coating.

    Produced at the Foundry.

    Titanium Plate
    This plate has a special structure of weighted titanium, and with plastic deformation, it hardens. It is vulnerable to “Hurrican-X1” missiles, though.

    Produced at the Foundry.

    Composite Armor
    This is a composite armor. Its protection is provided by several layers of composite materials that evenly scatter damage over the entire area. It is lightweight and not expensive. Great for small spaceships. “Hurricane-X1” missiles were able to significantly reduce its effectiveness.

    Produced at the Foundry.

    Nanoplate
    This is the latest achievement in the nanotechnology field. Properly placed nano-fibers can evenly distribute damage throughout the spacecraft’s hull and absorb the most damage. It is quite expensive to manufacture, but it can save your spaceship in the most extreme conditions. Moreover, it is very compact.

    Produced at the Foundry.

    Fiberconcrete
    This is high tech armor. When in development, a particularly strong solution of concrete and titanium fiber is used. This armor is very heavy, bulky but provides the spaceship with amazing durability. It is perfect for heavy spaceships as well as for orbital fortresses. This type of armor has poor defenses against Harp-X3 class missiles. Due to their reinforced warhead, they easily penetrate fiber-reinforced concrete and cause extensive hull deformation.

    Produced at the Foundry.

    Magnetic Shield
    This shield creates a magnetic field around the spacecraft that absorbs the energy from the plasma cannons. The spacecraft is not damaged. The amount of energy absorbed depends on the level and number of installed shields and the damage level of the spacecraft. Shields are restored instantly when the fleet enters the Repair Shops. It should be borne in mind that when there is a lack of fuel in battle, shields stop absorbing the shot energy.

    Produced by the Energy Shield Factory.

    Gravity Shield
    Gravity Shield is specially designed for battles against Kinetic Cannons. Thanks to its long-wave protective field, it is capable of breaking and reflecting cluster projectiles at a sufficient distance.

    Produced at the Energy Shield Factory.

    Neutron Shield
    Due to the anti-ionization of space inside the field, this shield effectively absorbs the ionized clots of matter scattered around the spacecraft (released by the Ion Cannon). The protective field transformation generator has a large supply of energy and allows to multiply the spaceship’s protection.

    Produced at the Energy Shield Factory.

    Energy Deflector
    This is the Velid scientists’ achievement that allowed to significantly increase spaceship's hull durability and reduce damage from the Planetary Destroyer. The Energy Deflector has long been a closely hidden Velids secret, owing to the efforts of one of the genius scientists who managed to combine Glarg technology with Velid armor.

    Glarg’s advantage in building energy shields has long been for the Velids, as one leading military leader put it, "A disgrace to the race." An attempt to create something similar to the Glargs’ shields over centuries has not brought noticeable success. In the end, it was decided to curtail development in this area and start implementing an ambitious and adventurous project proposed by one of the young engineers. It is about generating protection from the Planetary Destroyer. The main difficulty was to generate counteraction to the powerful plasma flow created in the destroyer using a controlled thermonuclear reaction and directed to the target (planet or spacecraft). Unlike the Plasma Cannon, which emits energy pulses and forms plasma at the end-point, the Planetary Destroyer forms a plasma clot in its energy field and directs it to the target. The existing protective equipment could not properly counteract the plasma clot. Therefore, the main development issue was to disperse part of this clot and prevent it from reaching the spaceship’s hull.

    This goal was achieved thanks to the "Magnetic Armor" - a protective layer that combines the technologies of nanoplates, titanium sheets, and some other protection components equipped with Glargs’ magnetic shields. Due to the presence of energy and a directed magnetic field, deflector armor deflects part of the plasma flow and takes a significant part of the damage. It also increases the overall hull's durability, providing resistance to other types of weapons.

    Unfortunately, the Velid scientist himself tragically died while testing the first Deflector samples. His work for many years was completed by his students. According to the scientist's testament, the Energy Deflector tech should be provided only to the Star Federation states "that proved their military prowess and gained glory in battles”.

    When installing multiple deflectors in a ship (combat platform), the `efficiency reduction` parameter is calculated as the arithmetic mean of the `efficiency reduction` parameter each installed deflector.

    Produced at the Energy Shield Factory.

    Panel Platform
    This is one of the most amazing Alliance military laboratories devs allowing to add three slots to the spaceship’s hull to accommodate any type of shields (magnetic, gravitational, and neutron). Since the beginning of the space war era, the hull's capabilities have made it possible to install multiple shields in existing slots. However, the problem was to ensure the supply of the required energy from the reactor to the device. With the advent of the Forerunners’ “Power Communicator” this problem was solved. This technology is also provided exclusively to highly militarized states.

    Produced in Industrial Complex.

    Arrow-X1
    This is a lightweight, versatile X1-class missile designed to destroy small ships from long range.

    Produced at the Ammo Factory.

    Lightning-X1
    This missile has a special warhead designed to destroy ships with anti-laser masking shield.

    Produced at the Ammo Factory.

    Hurricane-X1
    This is a heavy X1-class missile designed to destroy ships protected by steel plates.

    Produced at the Ammo Factory.

    Storm-X2
    This is a medium all-purpose missile of the X2-class, designed to destroy medium spaceships from long range.

    Produced at the Ammo Factory.

    Tornado-X2
    This is an X2-class medium missile designed to destroy medium spaceships from long range. It has a reinforced warhead capable of breaking composite armor.

    Produced at the Ammo Factory.

    Quill-X2
    This is an X2-class medium missile designed to destroy medium spaceships from long range. It has a reinforced warhead capable of breaking titanium plates.

    Produced at the Ammo Factory.

    Valkyrie-X3
    It is a heavy, versatile X3-class missile designed to destroy large spaceships from ultra-long range. It has a reinforced warhead against ships with nanoplates installed.

    Produced at the Ammo Factory.

    Harp-X3
    It is a heavy, versatile X3-class missile designed to destroy large spaceships from ultra-long range. It has a concrete warhead effective against fiber-reinforced spaceships.

    Produced at the Ammo Factory.

    Gorgon-X3
    This is a heavy, versatile X3-class missile designed to destroy ultra-large spaceships from ultra-long range. It has a reinforced warhead against ships equipped with energy deflectors.

    Produced at the Ammo Factory.

    Thermonuclear Torpedo
    This torpedo perfectly fits against super-heavy spaceships.

    Produced at the Ammo Factory.

    Proton Torpedo
    This torpedo perfectly fits large spaceships and has an advantage against Leviathan-class spacecraft.

    Produced at the Ammo Factory.

    Gravity Torpedo
    This torpedo is a super powerful weapon against Orbital Fortresses.

    Produced at the Ammo Factory.

    Thermonuclear mine
    Mines installed at coordinates in space or in the orbits of planets cause damage to the fleet that arrives at the coordinates, flies away from the coordinates or finishes (starts) executing a command on coordinates and the total volume of the fleet is greater than the mine signature parameter. Cannot damage the fleet by more than 90%. At the same time, all mines that meet the conditions explode, regardless of whether they cause damage or not.

    It can be installed in the orbits of planets or in outer space with the help of ships equipped with a mine lock. The time during which mines are active is 24 hours for the orbits of planets (asteroid fields), for open space, the time of activity is inversely proportional to the square of the distance to the nearest star. If the mine activity time is less than a minute, then the mine cannot be installed.

    The Federation prohibits the installation of mines in the orbits of inhabited planets (bases). After the expiration of the activity time, the mines disappear.

    Mines can be set to explode when any fleet of the fleet with the specified number, the fleet of the specified player, the fleet of the specified alliance appears. At the same time, the surveillance means should allow determining the presence of the fleet, the number of the fleet, the owner of the fleet, respectively, at the coordinates on which the mines are installed. And the signature of the mine should be less than the volume of the fleet.

    • Minefields do not affect Borg fleets
    • Minefields do not affect the fleets of players with whom a peace treaty has been concluded

    Produced on Ammo Factory.

    Tachyon mine
    Installed at coordinates in space or in orbits, they activate a stream of tachyons directed at a fleet that arrives at the coordinates, flies away from the coordinates or finishes (starts) executing a command at the coordinates and the total volume of the fleet is greater than the mine signature parameter. The flow of tachyons blocks the control of the fleet, and the fleet enters a stasis state for a certain time, but not more than 24 hours at the coordinates where the mines were activated.

    In a state of stasis:

    • You can not give commands to the fleet, even if the fleet was attacked. < li>Fleet masking in the stasis state does not work, the exception is the zero field generator.
    • The fleet can be boarded and attacked
    • In combat, all fleet systems work normally, except that you can not give commands.
    The time for which the fleet remains in stasis depends on the number of the fleet's crew and the power of the mine attack. if the stasis time is less than a minute, the fleet ignores the mine attack.

    It can be installed in the orbits of planets or in outer space with the help of ships equipped with a mine lock. The time during which mines are active is 24 hours for the orbits of planets (asteroid fields), for open space, the time of activity is inversely proportional to the square of the distance to the nearest star. If the mine activity time is less than a minute, then the mine cannot be installed.

    The Federation prohibits the installation of mines in the orbits of inhabited planets (bases). After the expiration of the activity time, the mines disappear.

    Mines can be set to explode when any fleet of the fleet with the specified number, the fleet of the specified player, the fleet of the specified alliance appears. At the same time, the surveillance means should allow determining the presence of the fleet, the number of the fleet, the owner of the fleet, respectively, at the coordinates on which the mines are installed. And the signature of the mine should be less than the volume of the fleet.

    • Minefields do not affect Borg fleets
    • Minefields do not affect the fleets of players with whom a peace treaty has been concluded

    Produced on Ammo Factory.

    Gravity mine
    Installed at coordinates in space or in orbits activate a gravitational funnel, for a fleet that arrives at the coordinates, flies away from the coordinates or finishes (starts) executing a command at the coordinates and the total volume of the fleet is greater than the mine signature parameter. The activated gravity funnel throws the fleet in a state of drift to a certain distance from the activation point but no further than the weighted average distance of the anomaly of activated mines. When entering the funnel, the fleet does not consume fuel. The minimum distance to which a fleet can be thrown depends on the parameter Mine attack power and the mass of the fleet.

    It can be installed in the orbits of planets or in outer space with the help of ships equipped with a mine lock. The time during which mines are active is 24 hours for the orbits of planets (asteroid fields), for open space, the time of activity is inversely proportional to the square of the distance to the nearest star. If the mine activity time is less than a minute, then the mine cannot be installed.

    The Federation prohibits the installation of mines in the orbits of inhabited planets (bases). After the expiration of the activity time, the mines disappear.

    Mines can be set to explode when any fleet of the fleet with the specified number, the fleet of the specified player, the fleet of the specified alliance appears. At the same time, the surveillance means should allow determining the presence of the fleet, the number of the fleet, the owner of the fleet, respectively, at the coordinates on which the mines are installed. And the signature of the mine should be less than the volume of the fleet.

    • Minefields do not affect Borg fleets
    • Minefields do not affect the fleets of players with whom a peace treaty has been concluded

    Produced on Ammo Factory.

    Neutron Bomb
    This bomb is capable of destroying the entire planet’s population. Also, when bombarded, it can reduce the number of planetary sites but by no more than 100 units per cycle. Population annihilation does not affect security status.

    The total estimated attack power of this bomb is influenced by "Bombing accuracy (%)" parameter with which the bombing is carried out as well as the specific in-battle location.

    Produced at the Ammo Factory.

    Bunker Bomb
    This bomb is capable of destroying the contents of the planet's warehouses. The destruction of the warehouses’ contents does not affect the security status. Some of the contents destroyed during the bombardment may drop out as fragments and, at the end of the battle, be collected by spaceships with Fragments Collector module installed or by an archaeological spaceship.

    The total estimated attack power of this bomb is influenced by "Bombing accuracy (%)" parameter with which the bombing is carried out as well as the specific in-battle location.

    Produced at the Ammo Factory.

    Thermonuclear Bomb
    This bomb is capable of destroying all planetary structures, even colonies. When the colony is destroyed, the planet becomes uninhabited, and all the warehouse contents are destroyed.

    When the player's buildings are destroyed, the player who started the planetary bombardment the security status and Federation rating are reduced proportionally to the destroyed building’s rating regardless of the security status and pirate rating of the planet’s owner. This rule does not apply to the Borg planets bombardment.

    The total estimated attack power of this bomb is influenced by "Bombing accuracy (%)" parameter with which the bombing is carried out as well as the specific in-battle location.

    Produced at the Ammo Factory.

    Training Potential
    Agent production rate depends on the training potential.
    Сounterespionage
    This parameter means the power with which the planet is opposed to enemy agents carrying out missions. The higher this parameter, the longer the mission lasts and the lower the probability of its successful completion.
    Agent Exposal
    Every hour this parameter is deducted from the “Stealth” parameter of agents who were sent to the planet and abandoned there. When the "Stealth" parameter reaches 0 points, the agent is considered exposed and disappears.
    Merchant Fleet Speed Increase (%)
    This parameter indicates the fleet’s speed increase depending on the Navigation Center level.
    Storage Capacity Increase (%)
    This parameter indicates the storage capacity increase of the planet or a base.
    Radar Power Increase (%)
    This parameter indicates Radar Power increase depending on the Phase Amp level.
    Masking Power Increase (%)
    This parameter indicates the masking power increase depending on the Phase Amp level.
    Loyalty Increase (%)
    This parameter indicates the decrease in negative loyalty caused by negative Security Status.
    Anomaly Detection Range (L.Y.)
    This parameter indicates the distance from your planet (with an anomaly detector installed) at which gravitational anomalies can be detected.
    Counterintelligence Efficiency (%)
    This parameter indicates the Counterintelligence Center officers’ efficiency increase.
    Matter Compression
    It means the gas-and-dust cloud mass when born Star is compressed.
    Max. productivity from culture (+%)
    Increasing the maximum possible productivity from the culture of colonies (bases).
    Artifact
    This is an artifact of an incompletely understood physical nature. With the help of spacecraft with the Archeology Module installed, it is found on planets and asteroid fields. Its properties and contents are investigated in the Archaeological Center. Investigation results are unpredictable.
    Psi implant
    A neural biochip implanted in fleet commanders or installed in robot colony managers and allowing them to acquire and improve additional skills. As a rule, it is found during the study of artifacts. To train the first additional skill, a zero-level implant is required, for the second skill, a first-level implant, etc., the race of the implant must match the race of the commander. To improve skills, you can use implants of any level. The skill gain depends on the parameter `psi factor`. One implant cannot improve skill one by more than 1%.
    Neural Robot
    A bio-cybernetic organism created by the borgs on the basis of organic technology is able to connect to the main control networks of any colony and optimize control processes in accordance with the programs embedded in its neural network. Each robot requires daily maintenance, which is paid automatically every day. In case of a shortage of IG for the maintenance of the robot, the robot ceases to function and gradually loses skills. To resume normal operation of the robot, you need to pay the entire debt for its maintenance.

    You can connect the robot robot to planet management in the Management - Other - Advanced tab, in the planet management window.

    Neural robot skills

    Using psi implants, you can teach the robot certain skills. A level 0 robot can be trained in 7 skills. You can add 8 and subsequent skills for every 50 levels of the robot. To add the first skill, the psi implant 0ur is used, the second psi implant 1ur. etc. The maximum number of skills is 22. You can develop skills with the help of psi implants of any level, adding them to the skill. In this case, the robot must be located in a warehouse or in the management of the planet (base) owned by the owner of the robot and the added psi implants must be located in the warehouse of the planet. As soon as the sum of the psi-factors of the added implants exceeds the necessary to increase the level, the robot's skill will improve and its level will increase. The maximum value of skill improvement is 250% Below are the skills:

    SkillMaintenance Lv. per monthper levelBonus
    Efficiency of planetary buildings15 IG / 50 000 CR1%-
    Increases the efficiency of the selected planetary construction
    Efficiency of orbital modules15 IG / 50 000 CR1%-
    Increases the efficiency of the selected orbital module
    Efficiency of spacebase modules15 IG / 50 000 CR1%-
    Increases the efficiency of the selected spacebase module

    Energy
    Energy is necessary to support all the processes that occur on the planet. With its shortage, the production process and population growth slow down.

    With significant energy shortages on Colonies with Energy Domes built, a crisis is possible. Further survival is possible if the capacity of Power Plants supplying energy from orbit constantly increases only.

    Storage Capacity
    This is the mass of the total goods that can be placed on the planet. The planet' and the Orbital Base' storage capacity are the same. To increase the capacity, the player needs to build Warehouses. Production is suspended if the Warehouses are filled. Under the condition of overloaded Warehouses, the goods stored there are gradually plundered or become unusable.
    Trade Warehouse Capacity
    This is the total goods' and (or) spaceships' mass that can be placed for sale or a pickup in a Trade Center. All goods purchased from you in a Trade Center are kept in Trade Warehouses until they are taken out.
    Trade Rooms
    This parameter indicates the number of population units (incl. Agents) that can be placed in a Warehouse.
    Return Materials (%)
    The percentage of goods and materials returned when recycled.
    Exploration Potential
    This parameter indicates the exploration capacity of a planet or a module. The larger this parameter, the faster geological exploration is carried out and the higher the chance of discovering new lodes of minerals on the planet.
    Merchant Spaceships
    The number of spaceships in the planet's merchant fleet. The Merchant fleet automatically delivers goods purchased by the player in the Trade Center. The Merchant fleet cannot be attacked by other players.
    Trade Rates
    The number of trade offers (lots) that can be displayed in the Trade Center.
    Radar Power
    This parameter indicates the power of Radar Stations installed in Orbital Bases and on spacecraft.
    Loading Potential
    The loading speed or the amount of mass to be loaded per hour.
    Production Capacity
    This parameter indicates the production capacity that is required to produce any component.
    Influence Range (vol.)
    Distance from your planet allowing other players to view player's bets in the Trade Center.
    Viewing Range (L.Y.)
    Shows the Observatories’ range.
    Maintenance cost (%)
    This parameter means a decrease or increase in the spaceships' operating cost.
    Production Increase (%)
    This parameter indicates the percentage increase in the productivity of drilling and mining enterprises.
    Revenue Increase (%)
    Percentage by which CR's income increases.
    Corruption Reduction (%)
    This parameter shows by what percentage the corruption on the colony or the base is reduced.
    Corruption Decrease (pop.)
    Indicates the number of the planet's population not subject to corruption.
    Range Increase (%)
    Archival Potential Increase (%)
    Repayment Amount (%)
    Jump Thruster Сharge
    Search Range (L.Y.)
    Archaeological Potential
    Masking Level
    This parameter indicates the level of object’s masking at which a radar with a power equal to this value cannot identify this object.
    Need in Materials (%)
    Boarding Potential
    This parameter denotes the possible cargo mass per hour that can be loaded (stolen) by the spaceship during the “Boarding” command execution.
    Devices of Ancients
    This parameter indicates max number of Ancient’ Devices that a Colony can use.
    Gravity Funnel (L.Y.)
    All spaceships that fall into this gravity funnel are transferred to the funnel center coordinates but they lose most of their fuel. This anomaly do not affect spaceships that are near a large mass accumulation such as the Star System.
    Gravity Funnel (Fleet Mass)
    This is the min fleet mass that a fleet must obtain to fall into a gravity vortex.
    Hyperspace Trap (L.Y.)
    All spaceships that fall into the Hyperspace Trap are transferred to the fleet’s coordinates that are closest to the hyperspace exit point. They then drift, awaiting further instructions from the Command Center.
    Housing Stock
    It represents several buildings necessary to support the planets’ and Orbital Bases’ population vitality. With a shortage of housing stock, population growth stops.
    Workers
    Mortality (%)
    This indicator represents a mortality increase due to environmental pollution.
    Birth Rate (%)
    This indicator represents a fertility increase as a result of health care and living conditions improved quality.
    Housing Stock increase (%)
    This parameter indicates cities' and residential modules' housing stock increase.
    Colony Culture + (%)
    This parameter indicates the cultural level of all colonies increases by a certain percentage.
    Loyal Population
    The part of the population who are convenient with your type of reign regime (see the Manual - "Loyalty").
    Population Loyalty (%)
    The part of the population increases considering those who are convenient with your type of reign regime. This parameter shows such increase rate (see the Manual - "'Loyalty").
    Protected Population
    The part of the population that is not subject to revolutionary sentiments. It reduces the percentage of its spread but by no more than 90%.
    Culture
    This is the culture level of the colony. The higher this parameter, the more cultured the colony’ population. The level of culture increases the productivity of planetary buildings in proportion to the number of population (the more population, the less productivity increases) but not more than 50%. The alliance's control over the territories of the quadrants depends on the level of culture. Science buildings increase the culture level.
    Performance Improvement (%)
    This parameter indicates an increase in the productivity of planetary buildings and base modules in percentage terms. As a rule, this indicator depends on the level of the planet’s culture. Productivity is increased for planets and bases of alliance members in the quadrant controlled by the Alliance.
    Planetary Platforms
    These platforms are used for on-planet construction. Depending on the level of development, each building occupies a certain planet's area (territory).
    Orbital Sites
    These sites are used to build Orbital Base modules. Their number depends on the Orbital Base level.
    Construction Potential
    It represents the construction industry power. The higher this parameter, the faster buildings are built on the planet.
    Orbital Potential
    The Orbital Base's construction industry power. The higher this parameter, the faster modules are built on the Orbital Base.
    Construction Queue
    The number of building tasks that can be completed on the planet simultaneously.
    Orbital Queue
    The number of module construction tasks that can be performed on the Orbital Base simultaneously.
    Shipbuilding Potential
    Construction Queue (SC)
    This is the number of possible shipbuilding tasks that can be simultaneously completed on the planet.
    Hangar volume
    This parameter means the available number of spaceships that can be at the base at the same time.
    Scientific Potential
    It is the number of science points used for research. The total scientific potential is the sum of all your planets’ scientific potentials.

  • For the successful evolution growth of your civilization, you need to constantly improve buildings and spaceships. To do this, you have to research new technologies. The higher the tech level, the more scientific potential and time it takes to study. It is important not to forget to increase the Scientific Potential of each of your planets.

  • Scientific Potential that is used in research is the sum of all your Colonies’ scientific potential. To increase it, colonize new planets, increase the population, build and improve Science Labs. Research Center and Science Academy.

  • Scientific Potential that the planet produces can be viewed on the left side of the Planet Management section.

    The first column is the amount of planet’s Scientific potential. The second column is the number of bursts of science that the planet brings. More detailed info available in Management - Miscellaneous tab.
  • Research Queue
    This is the number of research studies that can be performed simultaneously. The total number of research is the sum of the research queues for all of your planets.

    You can increase the number of Research Queues by building Science Academy on each new Colony or by purchasing the "Increase the Research Queue"

    Population Scientific Potential
    This is the number of unit's Scientific Potential per population unit.
    Scientific Capacity Increase (%)
    Percentage by which the planet’s scientific potential increases.
    Project Potential
    The speed of a spaceship project development depends on the Project Potential.

    This parameter increases via Design Office.

    Design Queue
    This parameter means the number of spacecraft projects that can be simultaneously designed.

    You can increase the number of Design Queues by building or improving Design Office on each new colony or by purchasing the "Increase Design Queue" technology in section^ Trade Operations - The Federation - Buy Technologies

    Projects
    This parameter means the number of spaceship projects that player can own at the same time.

    It depends on Design Office level.

    Fleets
    Max number of fleets a Spacebase can control.
    Spaceships In Fleet
    Max possible number of spaceships in the fleet that the base controls.
    Defense Fleet Spaceships
    This parameter indicates the max possible number of spaceships in the base's defense fleet.
    Spaceships In Fleet
    Max possible number of spaceships in the hangar. If there are more ships in the hangar, then the maintenance of each ship is increased.
    Recycling queue
    The number of types of spacecraft components that can be queued for disposal
    Teams in Flight Sheet
    Max possible number of teams on the fleet’s command list that the base controls.
    Agent
    This is an agent who carries out major reconnaissance missions on another planet. An agent or a group of agents must be landed on the planet to complete missions. All planted agents are controlled at the espionage center. The higher the "Stealth" indicator, the longer the agent will not be able to detect enemy counterintelligence. The higher the "Agent's potential" parameter, the faster missions are completed and the higher the probability of their successful completion.
    Population
    Currency reserves and production depend on the planet’s population.
    Counterspy
    This is an agent who allows to counter enemy agents or hinder the work of the counterintelligence service after he has become abandoned. For the counterintelligence officer to be able to carry out work to counter enemy agents, he must be located in the planet’s warehouse. The total indicators are displayed in the Counterintelligence Center (if this center exists on the planet); or in the Colony or Orbital Base (if there is no Colony) or in the Spacebase management center.
    Spy
    This is an agent who carries out espionage missions on another planet. An agent or a group of agents must be landed on the planet to complete missions. All planted agents are controlled at the espionage center. The higher the "Stealth" parameter, the longer the agent will not be able to detect enemy counterintelligence. The higher the “Agent's potential” parameter, the faster missions are completed and the higher the probability of their successful completion.

    It is forbidden to perform spy missions on rookie’s planets, unless the spy owner is a rookie, too. It is also forbidden to perform spy missions on non-rookies’ planets if the spy owner is a rookie, too.

    Saboteur
    This is an agent who carries out sabotage missions on another planet. An agent or a group of agents must be landed on the planet to complete missions. All planted agents are controlled at the espionage center. The higher the "Stealth" indicator, the longer the agent will not be able to detect the enemy counterintelligence. The higher the "Agent's potential" parameter, the faster missions are completed and the higher the probability of their successful completion.

    It is forbidden to carry out sabotage missions on rookie’s planets, if the owner of the spy is not a rookie, too. It is also forbidden to carry out sabotage missions on non-rookies’ planets if the spy owner is a rookie, too.

    Saboteurs cannot destroy Orbital bases, Spacebases as well as buildings, structures the improvement of which requires in-game currency (IG).

    Fleet Commander
    Increases some parameters of fleets. Each fleet commander requires the payment of a daily salary, which is paid automatically every day. With a daily payment, the salary of each commander is divided by 30 and rounded up. If there is a shortage of IG to pay the commander's salary, the commander goes to the service of the Federation and can be redeemed from the Federation at the rate of 100 IG for each commander level. Within a month after the commander's transfer to the service of the federation, only the former owner can redeem it. At the end of the month, each player has the right to redeem. Frozen accounts do not pay salaries to commanders.

    Basic skills of commanders After creating a commander in the school of commanders, the commander has seven basic skills that can be developed. At the same time, the skills that correspond to the 125% and 150% racial bonuses are developed by 5% and 10%, respectively. You can develop these and other skills both in the process of fleet management and by teaching the commander at the school of commanders. The following are the basic skills:

    SkillMaintenance Lv. per monthper levelBonus
    Speed10 IG / 50 000 CR5%Production
    Increases fleet speed in all modes except battle.
    In-battle Speed10 IG / 50 000 CR5%War
    Increases the speed of each fleet ship in battle.battles.
    Resources Extraction10 IG / 50 000 CR5%Resources Extraction
    Increases the power of drills when extracting resources on asteroid fields.
    Fuel Consumption10 IG / 50 000 CR5%Science
    Reduces fleet fuel consumption in all modes. The consumption is calculated according to the formula: R / ( 1 + P / 100 ), where R is the fuel consumption of the fleet, P is the percentage of reduction in consumption.
    Excavations10 IG / 50 000 CR5%Espionage
    Increases the archaeological and boarding potential of the fleet.
    Building10 IG / 50 000 CR5%Population
    Increases the potential of the fleet in the construction of bases, installation and repair work, the creation of planets, star systems, asteroid fields.
    Loading Works10 IG / 50 000 CR5%Trading
    Increases the loading capacity of the fleet during loading operations and collecting debris in battle. Increases the speed of instalation mines .

    Additional skills of commanders

    The commander can be trained in additional skills using psi implants. You can add a new additional skill for every 50 commander levels. To add the first additional skill, the psi-implant 0ur is used, the second psi-implant 1ur. etc. The maximum number of additional skills is limited and is 6 * (arithmetic mean of race bonuses / 100). I.e., for a racial commander no more than 6, for a Federation commander - 9, for a Borg commander - 15. You can develop additional skills with the help of psi implants of any level, adding them to an additional skill. At the same time, the commander must be in the warehouse of the planet (base) belonging to the owner of the commander, or in the management of the fleet, which is in orbit of the base belonging to the player (planet), and the added psi implants must be in the warehouse of the planet. As soon as the sum of the psi-factors of the implants added exceeds the amount needed to level up, the commander's skill will improve and the commander's level will increase. The maximum value of the skill improvement corresponds to the racial bonus or, if there is no bonus, the arithmetic mean of the race bonuses. Additional skills are listed below:

    SkillMaintenance Lv. per monthper levelBonus
    Atack power12 IG / 60 000 CR1%-
    Increases the attack power of the selected weapon.
    Accuracy of launchers15 IG / 75 000 CR1%-
    Increases the accuracy of selected launchers.
    Ships MDS15 IG / 75 000 CR1%-
    Increases the parameter `Missile Deflection %` for each ship of the fleet that has a MDS.
    Masking, Radar, Overview Range12 IG / 60 000 CR1%-
    Increasing the parameters of surveillance and fleet stealth.
    Range of traps12 IG / 60 000 CR1%-
    Increases the radius of action of hyperspace traps and the director of gravitational interference.
    Сconstruction time12 IG / 60 000 CR1%-
    Reduces the construction time, the creation of star systems, the creation of planets, the creation of the atmosphere.
    Shield power12 IG / 60 000 CR1%-
    Reduces the time of construction, creation of star systems, creation of planets, creation of the atmosphere. The minimum time is calculated by the formula min / (1 + S / 100), where min is the minimum time, S is the skill level as a percentage
    Jump accuracy12 IG / 60 000 CR1%-
    Reduces the deviation from the jump point when jumping with Jump engines. The final accuracy is calculated by the formula: J / (1 + S / 100), where J is the maximum deviation from the jump point, S is the skill level as a percentage.
    Scaning range50 IG / 250 000 CR10%-
    Increases the radius of scanning ships with radar and tachyon scanner to obtain complete information about ships (composition of projects, availability of devices, contents of holds, etc.) as a percentage of the base (1 St.)
    Marauder15 IG / 75 000 CR1%-
    Increases the probability of falling debris and ancient devices in battle. If there are several fleets of collectors, the probability is calculated as a weighted average of the skills of the commanders and the loading capacity of the fleets. Also, a fleet with a commander who has this skill has priority when collecting debris, the higher the skill level, the higher the priority. The probability of falling debris is calculated by the formula: 100 - 100 * ( 100 - F ) / ( 100 + N ) , where F is the probability of loss, N is the weighted average value of Marauder skills in fleets with loading potential. In battles involving Borg, the Marauder skill does not affect the collection of debris and devices of the ancients.
    Pilot15 IG / 75 000 CR1%-
    Allows you to detect mines and avoid undermining the fleet by maneuvering. The probability of detecting an explosion is calculated by the formula ( 100 - 100 / ( 1 + N / 100) ) %, where N is the commander's skill as a percentage. When mines are detected, the fleet sends a corresponding message and continues to execute the command sheet.
    Master of Logistics12 IG / 60 000 CR1%-
    Increases the capacity of holds, the number of cabins, the volume of hangars and the capacity of fleet hangars.

    The rate of improvement of skills and the requirements for the psi factor for the skills of each commander are different and may vary significantly.

    Climate Processor
    This Ancients’ device increases the planet's housing stock by influencing its climate. It’s a well-known fact that a modern city is a completely closed system that requires external energy to maintain its work. However, even modern protection techniques are unable to overcome the growth restrictions imposed by the harsh climate of most planets. Hot and icy deserts, earthquakes, volcanoes, typhoons, hurricanes, and other natural disasters force to restrict the growth of cities, build smaller, but more reliable buildings. The climate processor creates "optimal zones" that are suitable for the construction and reliable operation of any structure. Unfortunately, it was not possible to establish a mechanism for influencing the climate, and also to answer the question - where does the hurricane energy extinguished by this Device go. A 250% effect was registered from the simultaneous use of the Climate Processor with Influence Matrix and Cultural Artifact.
    Can be used
    On Planets
    Coherent Resonator
    Increases laser weapons power.
    Can be used
    In Fleet
    On Planets
    Command Processor
    One of the most amazing Forerunner devices, which, when installed in the command module, is able to partially take over the functions of an entire orbital command center. At the same time, they do not in any way replace the work of the command center itself, which forms the fleet and coordinates the action of ships. According to the latest data, the Command Processor enters into two-way contact with the orbital command center and takes over part of its functions for synchronizing fleet ships. Thanks to this, it is possible to significantly increase the number of ships in the fleet without compromising management efficiency. This indicator, as is known, is one of the main problems of modern command centers, in which the process of synchronizing the control of fleet ships occupies the lion's share of the power of computing devices. Additionally, if there are ancients devices in the fleet that affect the speed of the fleet in various modes, it allows you to redistribute the energy of the engines of the fleet ships in such a way that the fleet moves with the weighted average speed of all ships, and not with the speed of the slowest ship.
    Can be used
    In Fleet
    On Planets
    Computing Cluster
    This Forerunners' device increases the efficiency of design offices and provides an increase in project potential. It conventionally refers to computing systems although there are assumptions that the Forerunners performed other tasks. As a result of research, it was recorded that this device was automatically connected to the Design Office Network to perform tasks to optimize the processing and data exchange. Unfortunately, many solutions and calculation methods used by this device cannot be implemented in modern Docks, which reduces the overall effect of its installation by 20%. There is also an increase in the overall efficiency when used together with other computing Devices (Neural Computer, Neural Network, and Data Warehouse).

    This device combines in a single information cluster the Design Office computer technology and the unused capacities of other planetary systems, freely bypassing all modern defenses. These can be computers of enterprises, medical institutions, and even personal computers connected to the planetary network. At the same time, the optimal distribution of functions takes place in such a way that the use of capacities is practically invisible for users of forcedly connected information systems and is not recorded by any of the protocols.

    Can be used
    On Planets
    Cultural artifact
    According to the cultural elite of society, this amazing Artifact is the most valuable of all discovered Devices. This is a real treasury of cultural achievements of the Forerunners’ ancient civilization, containing billions of texts, images, models of sculptures, and others not even perceived by the senses samples of another culture. This Cultural Artifact does not affect the population directly. But if you install it in the Control Center Adapter, then it will create its exposition in the planet’s Cultural Center, after which certain samples of the Forerunner’s culture will appear at different intervals. Such a significant event does not leave indifferent the cultural community of the entire Federation, enhancing the planet’s role and contributing to its noticeable cultural growth. This Device’s operation effect is significantly enhanced if the Matrix and the Climate Processor are installed. Through the influence on population consciousness, the Influence Matrix enhances the effect of cultural events, and the Climate Processor expands the housing stock, which contributes to an even greater pilgrimage of various groups, collectives, and the planet’s admirers.
    Can be used
    On Planets
    Data Warehouse
    According to scientists, this Forerunners' device contains data on all devices and artifacts of their civilization and the Borg civilization. When installed in the Control Center Adapter, it connects to the Archaeological Center computing system and optimizes it, providing a 20% increase in its archaeological potential. Also, a 500% increase in the performance of this device was recorded when used together with other computing Devices (Neural Computer, Neural Network, and a Computing Cluster).

    The question remains unclear - what prevents the receipt of detailed information contained in the Storage? There are versions that the reason is incompatibility with the modern computing centers architecture, a restraining program, or complete data format incompatibility contained in the Storage. However, this device partially fulfills its functions, providing "tips" to archaeologists, adjusting the research program in the right direction.

    Can be used
    On Planets
    Gravitational Initiator
    This is a truly incredible Ancients' device that allows generating an entire Star System. After a successful experiment, the delight of the scientists was so enormous that they wanted to name this device the “Divine Creator”. However, due to the outbreak of disputes between the religious movements of all the Federation races, they decided to name it the Gravitational Initiator. When this device is placed in the middle of a gas-and-dust cloud and is exposed to the fleet's mass generators, it is activated and creates a powerful gravitational field, which triggers the Star system formation. The nearest volumes of gas and dust form a Star. Its center becomes the Gravitational initiator, and the rest of the matter begins to gather in asteroid fields and small planetoids, which collide with each other and collapse. Unfortunately, full-fledged planets are not formed. According to the theory, this does not happen due to the non-evolutionary Star System formation with the help of this device, which is why some criteria for the generation of the large planets are not met.

    This Ancients' device allows generating an entire Star System. After its birth, this device disappears even if it is owned.

    Can be used
    Gravity Beam
    It neutralizes the phase accelerator by 90% or reduces all spaceships’ speed in the beam-held fleet. If there is a Phase Accelerator in the fleet held by the beam, then the speed of such a fleet does not change. The fleet affected by the beam is indicated during the battle. It can be installed in fleets and bases.

    In the event of automatic combat, the fleet is selected at random.

    Can be used
    In Fleet
    On Planets
    Gravity Converter
    Being at a short distance from the star creates a gravitational field capable of directing coronal ejections of the star's matter to a given point in the star system. It is used together with a mass generator to create asteroid fields.
    Can be used
    Gravity Field
    This Ancients' device creates a toroidal gravitational field around the flying fleet that counteracts the influence of other gravitational fields. When flying past a gravitational trap, the fleet command detects it by the gravitational screen oscillation and conducts an evasion maneuver, which makes it possible to avoid harmful effects (about 50%). However, if this maneuver is unsuccessful, then this device will weaken the effect of the trap and save about half of the fuel. When combined with Zero Field Generator, the fleet is displaced for a few seconds in Outer Universe and the evasion maneuver is not that complex.
    Can be used
    In Fleet
    Hyperspace Accelerator
    This is one of the Ancients (Forerunners) devices related to the space transformation system group. During the research, a persistent 20% effect of accelerating the spaceship flight in hyperspace was discovered. As with other Forerunners’ navigation devices, the hyper accelerator is completely unaffected by all the known warp effects traditionally used by commanders to speed up the fleet’s flight. In this regard, there is a hypothesis about the use of physical phenomena by the Forerunners’ device of other space-time continua. There is also a hypothesis that this device was originally designed to work in a different space, and the effect of accelerating movement in the warp is only a small side-effect. As one of the Gelion-scientist aptly put it: "We have perfectly adapted the super processor for solving math problems in the first grade of the mentally retarded school".

    This hypothesis explains the amazing Borg fleets’ speed that can send reinforcements to the coordinates of battles almost instantly. However, the fact that the Borgs use conventional, albeit more efficient, hyperdrives leads to the assumption that existing power devices are capable of moving the spaceship in another space. The only problem is setting them up. When other devices of the group (Navigation processor, Velocity transducer, and Molecular transducer) are installed in the command module together, the hyperspace accelerator efficiency increases by 250%.

    Can be used
    In Fleet
    On Planets
    Hyperspace Analyzer
    Hypertransmission is not just a spaceship’s flight but an exit into subspace. It is an aggressive and poorly studied environment. The hyperspace analyzer can capture the subtle vibrations of this environment and detect anomalies caused by hyperspace traps against the background of hyper gate signals, which allows avoiding traps with a 50% probability. When combined with the Zero Field Generator, the fleet is displaced in the Outer Universe for a few seconds and using a temporal shift bypasses any detected traps.

    It analyzes hyperbeacon signals allowing to detect in 50% cases false signals that are generated by the Hypertrap.

    When combined with Zero Field Generator, the fleet ignores Hypertraps entirely.

    Can be used
    In Fleet
    Influence Matrix
    This is a Forerunners’ Device that makes any loyalty program effective. When installed in the Control Center Adapter, it multiplies the action of the programs promoted by the Center, making the entire population of the planet law-abiding. The reason for such an amazing effect remains unclear regardless of the remoteness of the Colonies Congress, the entertainment centers, race, and mentality. It was possible to establish that it is not about the hypnotic suggestion. Neither has the effect of any physical or telepathic fields been found. Scientists have yet to establish the reason for this amazing effect but the creatures who developed and used this Device practiced totalitarian control over society. Many well-known human rights activists and cultural figures oppose the use of this Device, which, unfortunately, does not prevent governments from using it for their purposes.

    Using this device increases the planet’s or base’s loyalty by 100%. Since the value of the “Loyalty” parameter cannot be negative, it will always be at least 100% on a planet with an influence matrix.

    Can be used
    On Planets
    Logistics Processor
    This Ancients (Forerunners) Device significantly accelerates the work of assembly complexes of high-tech equipment. Among other things, it speeds up the production modules for completing the hulls of spaceships. During the tests, a 15% increase in the production capacity of enterprises was noted. In combination with two other Devices that accelerate the operation of production plants (Production Optimizer and Processor, Logistic Processor), it increases its efficiency by 100%.

    This device’s operational principle is to optimize the assembly process logistics - planning, management, and control of the micro and macro components of future modules movement in the production system. In particular, the input control unit software is being re-flashed. This speeds up the verification and screening process of microchips. However, according to reports from IT specialists, this device downloads programs that cannot be run on modern equipment. Scientists hope this will bring them closer to understanding the process of assembling the components of Borg modules and reveal the secret of their amazing efficiency.

    Can be used
    On Planets
    Magnetic Condenser
    This Ancients' Device belongs to the Transformation Complex. When connected to a Matter Transformer, it analyzes the raw materials and acts on them with alternating magnetic fields during processing. At the same time, the secrets of this sequence algorithm and the power source have not yet been solved. These processes make it possible to divide positive and negative ions among themselves on a virtuoso level, which increases the production speed of ores and minerals. It allows the rare minerals synthesis, the structure of which is much more complex. When combined with the Quantum Press, it influences particles at the quantum level, acting on their spin with a magnetic field. It is a treasure trove of scientific information for Federation researchers.
    Can be used
    On Planets
    Manufacturing Optimizer
    This Ancients’ Device increases the productivity of technological lines that produce simple materials (rolled metal, building materials, reinforced concrete, polymers, etc.). After installing it in the Control Center Adapter, it optimizes the operation of production modules and increases their efficiency. As a result of the tests, a 100% increase in efficiency was noted when combined with other Forerunners’ Devices, namely with the Production and Logistics processors.

    The effect of productivity increase is achieved by re-flashing the control systems of technological lines as well as by reducing the percentage of rejects at the suitable product output. However, the loading of unique programs for the materials’ production unknown to modern science was also noted. The only question is what equipment and resources the Forerunners used. It is speculated that these materials provide the amazing durability of Borg hulls.

    Can be used
    On Planets
    Mass Modulator
    This modulator increases the storage capacity of colonies, orbital bases, and space bases. It is not known for certain why this Ancients’ device got its title. But, as with any technique that has come down to us from the Ancients, its operation principle seems very vague and complicated to the Federation scientists. Its effect on warehouse logistics was determined by coincidence. Scientists have been carrying out various tests and experiments for a long time on the first sample of this device, and, despite all their attempts, could not determine its purpose. Therefore, it was sent to the warehouse. After some time, unusual requests and commands from an unknown sender began to come to the warehouse network of the scientific base. Surprised scientists decoded the information received and were very amazed. It turned out that it contains recommendations and new schemes for warehouse logistics storage and optimization. Using the information received, the actual storage capacity increased by 25%. Soon, the station scientific staff determined that the requests came from a sample of the Ancients' technology they had recently sent to the warehouse. This device, finding itself in the conditions for which it was created, was activated and remotely connected to the base network. Resuming research, the scientists found that using this device in combination with the Trading Processor and Volume Modulator works 2 times more efficiently.
    Can be used
    On Planets
    Mineral Detector
    This Ancients’ Device is a part of the Mining Facility presented as a group of five devices needed to optimize the mining fleet. It can be installed in the Command Center and provides an increase in the production of all minerals by fleet spaceships up to 20%. It interacts with the Spectrum Analyzer to increase mining efficiency by 150%.

    In the course of the research, it was established that the Mineral Detector reflashes the MD-2 drilling module rock analyzer blocks, which increases the accuracy and efficiency of sampling the useful rock from the total volume. Particularly remarkable and inexplicable is the fact that this device loads the optimal drill trajectory even before the scanners provide information about the power and direction of the veins. Accordingly, the time for the formation analysis is reduced, which is even more noticeable when the Detector combines with the Spectral Analyzer. According to some scientists, the Detector repeats the functions of modern geological exploration modules but significantly exceeds their capabilities. The problem is that the information received by this device is not transmitted to external devices and is used exclusively for organizing the drill.

    Can be used
    In Fleet
    On Planets
    Molecular Converter
    This Ancients’s Device is a part of a space transformation system group. However, in this case, it is about the matter transformation. When using fuel of any type in any engine or reactor and any flight mode, this device provides 10% economy. Like other devices of this group, it significantly increases the efficiency when installed together in a Command module with a Navigation Processor, Hyper-accelerator, and Speed Synchronizer. A feature of collaboration is a fivefold saving effect. This is achieved by the transducer and optimization of the fleet spaceship movement trajectory thanks to the effects of other devices.

    As a result, it was found that the Molecular Converter reflashes the control unit systems for the fuel preparation process in engines and reactors, using the existing systems for converting the molecular fuel structure. Due to this, a completely different fuel material is obtained, which is suitable for use in Power plants, but with higher efficiency. As a result, power control units are forced to reduce the consumption of more energy-intensive fuel. There is a hypothesis that the Molecular Converter is designed to work with another type of fuel and can create it from crude ore, replacing the need in the Fuel Plant. At this stage, it was not possible to experimentally prove this due to the lack of data on what type of fuel the Forerunners’ Converter was originally oriented to.

    Can be used
    In Fleet
    On Planets
    Molecular Filter
    This is a Forerunners’ Device that reduces the need for ores and Helium-3 needed to produce materials. When installed simultaneously in the Control Center Adapter of the Ore Purifier, Mineral Detector, and Quantum Filter (devices that affect the ore and minerals extraction & processing), the effect is increased by 100%.

    The principle of this device is based on improving the operation of molecular filters used in industrial plants for the separation of elements from crude ores. Same time, Helium-3 is saved due to the reduction in the consumption of poly element ore in the production of fusion fuel. With the help of the communication system of the Control Center, this device re-flashes the control units of molecular filters of all industrial enterprises and increases their efficiency. However, the capabilities of this device are limited by modern equipment capabilities, which follows from the hypothesis of one of the leading Zect scientist that the Molecular Filter is used for other purposes. It is designed to ensure the system operation for changing the matter molecular structure and its synthesis.

    Can be used
    On Planets
    Navigation Processor
    This is a Forerunners Device that is part of the space transformation system group presented as four devices that accelerate and optimize the engine compartment of spaceships in the fleet. The navigation processor got its name from the optimization of the spaceship's route when moving in the intersystem and interstellar space. Once activated, it has a permanent effect of increasing speed by 25%, which is explained by the choice of the best route for each of the spaceships in the fleet. This effect was also known earlier when through the “brain-computer” interface the fleet commander directly connected to the computing center and directed the choice of the optimal route using certain astrophysical phenomena to accelerate the flight (gravitational fields, star storms, etc.).

    The main Navigation Processor mystery is its almost complete non-susceptibility to the physical phenomena of three-dimensional space while achieving a very noticeable effect. It is not known how it can accelerate the spacecraft movement in the environmental absence or non-physical environment. According to the hypothesis, this processor uses the physics of other space-time continua. It is much simpler and cheaper to operate than the expensive “brain-computer” interface. Combined with other devices in the group (Hyperspace Accelerator, Speed Synchronizer, and Molecular Transducer), it doubles its efficiency.

    Can be used
    In Fleet
    On Planets
    Neural Computer
    This Forerunner’s device is a powerful computer-generated by bioplasma and inorganic microchips synthesis. When installed in the Control Center Adapter, it connects to all planet’s networks and amplifies the power of computers in scientific laboratories, accelerating the solution of any tasks they face. On average, it provides a 25% effect of increasing the scientific potential of laboratories. It also doubles the efficiency when using this device in conjunction with the Neural Network, Computing Cluster, and Data Warehouse. Before the Federation Council allowed operating the Neural Computer, supporters had to endure long arguments with opponents. The main argument against was the lack of knowledge concerning the supercomputer. Undoubtedly, it directed the work of scientific Forerunners’ centers (not only) but it is not known what its additional functions are. There are even extravagant hypotheses that the biological part of the computer is created from the Forerunner’s brain (volunteer or criminal). The permission to use it became possible only thanks to the military patronage that renounced the humanitarian principles.
    Can be used
    On Planets
    Neural Network
    This Forerunners' Device is analogous to the Neural Computer. However, it is adapted to the Scientific Centers’ and Research Centers’ activities. It represents the synthesis of a biological substance with electronic components. As one knows, the planets owe a significant part of their scientific potential to the operation of numerous scientific centers where the disabled population participates in solving the problems facing modern science. To coordinate the work of hundreds, if not thousands of such centers scattered across the planet, there is an information network. This device takes control of the network, enhances its efficiency, speed, and quality of data exchange. It helps to optimally distribute tasks among millions of users, collects and processes the result. In general, it provides a 20% effect of increasing the Research Centers scientific potential. A 250% increase in this device’s efficiency in combination with the Neural Computer, Compute Cluster, and Data Warehouse also recorded.
    Can be used
    On Planets
    Optical corrector
    This device, when connected to the control center, re-flashes the working lines of the recycling factories, thanks to which the optical sensors on the recycling lines are able to detect the parts richest in rare minerals in the recycled product. And then send them for finer processing to extract rare minerals. Due to the imperfection of the recycling lines of the Federation, the return of rare minerals is only 25% From the "return of materials" index of the recycling factory, but when the optical corrector is combined with a radiation reducer the indicator increases to 50% due to better search for rare minerals in processed products.
    Can be used
    On Planets
    Ore Cleaner
    This is one of the Forerunners Devices that belong to the Mining Complex presented as a group of five devices that optimize the mining and exploration process. This device can be installed in the Command Center. It provides an increase in the production of all major types of ores by 25%. This device works with the Spectrum Analyzer to deliver a 100% efficiency increase. The Purifier principle is similar to the Molecular Converter, which optimizes the engine or reactor fuel structure. This device reflashes the MD-1 Drilling Rigs' software forcing the molecular ore refining unit to perform an additional operation with waste rocks, extracting an additional resource. Besides, the individual rock materials’ molecular transformation into mined ore is noted in this process. According to leading Zect scientists, the Purifier's performance is limited by the technical capabilities of today's rigs, which cannot run all the programs of the Forerunners’ device.
    Can be used
    In Fleet
    On Planets
    Particle Detection Device
    This is one of the Forerunner’ Devices that is included in the Mining Complex. It can be installed in the Command Module, which increases the production of all rare minerals by the mining fleet spaceships up to 20%. Like other devices in the group, it interacts with the Spectrum Analyzer, which provides an increase in production volumes in the same period by 150%.

    It is known that the operation of the existing laser module intended for rare minerals extraction is based on the evaporation and filtration of rocks, with the release and crystallization of the required components. The effect of the Particle detection device's provides three actions at once:

    1. Re-flashing the laser drill rock analyzer unit. This increases the drill precision and the efficiency of the laser beam path.
    2. Obtaining a higher elimination percentage of the evaporated rock and, accordingly, the yield of the final resource.
    3. Increases the laser beam power.

    The most surprising is the fact that the laser power is increased while maintaining its original power consumption parameters. It is hypothesized that the Particle detection device takes additional energy from sources that are outside of our space-time continuum.

    Can be used
    In Fleet
    On Planets
    Phase Accelerator
    It is one of the most mysterious, amazing, and valuable Forerunners’ Devices found in the Minax galaxy. During its study an inexplicable effect was revealed - the spaceship’s ability to instantly leave the battle when trying to move to the most distant lines (to conditional positions – “0” and “30”). There was no scientific explanation for this effect. This device is triggered instantly, removing the entire fleet from battle in the next conditional cycle when the command to move to the exit is given. The main hypothesis is that a change in the space-time continuum, in which other physical laws operate, affects this device. Once installed in the fleet’s Command module, it calculates the parameters of the battle, evaluates the tactics, and is unmistakably activated at the moment when it is necessary to leave the battle, and not to retreat to the max distance. This assessment is made under the system of dividing the battlespace into sector-positions adopted by the Federation. This once again suggests that the foundations of military science of all races at one time were borrowed from the Borg’s spaceships carriers of information concerning the combat control system.

    Allows the fleet to leave the battlefield from any position, provided that the gravity beam does not act on the fleet. To do this, it is enough to set the position to which the fleet should move to 0 for Attacking fleets and 30 for fleets in Defense.

    Neutralizes the effect of the Gravitational beam. If a gravity beam acts on the fleet, then the fleet speed does not change, but the fleet will be able to leave the battle only from 0 positions for Attacking fleets and 30 for fleets in Defense.

    When used in an Orbital Base, it is active for every planet owner's fleet in the “Defense” position.

    Can be used
    In Fleet
    On Planets
    Phase Destructor
    This Ancients' Device relates to the protective complex and reduces torpedoes damage. It creates powerful phase fields around the fleet spaceships. In other words, these fields deform and crush objects entering the affected area. During testing, Federation scientists found that due to the high missiles speed the phase fields do not have time to inflict serious damage but much slower torpedoes, used only at close range, move much longer in that environment. The deformation process leads either to premature detonation or to the blast wave scattering that increases spaceships’ durability when fired by torpedoes that cannot be evaded. Since this device was discovered in the remnants of Orbital stations that collapsed on phosphorus planets, it is assumed that the Ancients used it as a defense against asteroids. Unfortunately, an operating sample of the Amp System has not yet been found.
    Can be used
    In Fleet
    On Planets
    Planetary Initiator
    This Ancient’s device allows creating an entire planet from an asteroid field. When the planet is created, this device vanishes even if it is owned.
    Can be used
    Power Converter
    Converts excess energy on the planet into productivity, or increases productivity gains if an increase in productivity gains gives more productivity than an increase in productivity. The maximum increase in productivity is 25%, the maximum increase in productivity improvement (including promotion from culture, control center, rank, quadrant, etc.) is 10%.

    This is an unusual Ancients' Device. Its operation principle has not yet been understood. Initially, it was not known what it does, since connecting to different systems did not provide tangible benefits. However, in the course of experiments, it was found that it can absorb very large amounts of energy, and therefore it was integrated into the general energy of the planet. The result amazed the Federation scientists since this device began to use excess energy, regulate and redirect its flows between consumers, repaying losses, responding promptly to the slightest changes in the network, which significantly increased most industries efficiency. Some scientists suggest that its reaction rate is based on the quantum information transfer between consumers and this device. However, this theory has not yet been confirmed.

    Power Converter performance boost does not affect the planet's energy complex.

    Can be used
    On Planets
    Production Processor
    This Forerunners’ Device increases the high-tech materials’ production. It is nanofibers, thermonuclear fuel, complex alloys, etc. After its installation in the Planetary Control Center Adapter, the operation of enterprises’ production modules is optimized, and the efficiency of all production operations is increased. Practical tests have shown a 200% increase in efficiency when used in conjunction with other Forerunner Devices (Production Optimizer and Logistics Processor).

    Such an effect of increasing productivity is provided by greater accuracy when performing delicate operations (eq, when spinning nanofibers or in the process of thermonuclear fuel fusion). It was noticed that this effect exceeds the physical capabilities of the available control devices (eq, the dosage of additives when melting steel or aluminum alloys is performed with an accuracy of less than one gram per thousand tons of melting). All this speeds up the production process, but it raises the question - what materials are produced with such high precision, and isn't this the secret of the amazing qualities of the Borg hulls, such as initiative in battle or increased mining potential.

    Can be used
    On Planets
    Proton Deflector
    This Ancients' Device provides an increase in the power of all types of energy shields. During the battle, it intercepts control over the shield modules’ energy distribution system and redirects power flows to locally increase the power of the shields in the zone of destruction by enemy weapons, which allows on average to increase the efficiency of absorbing damage by energy shields (up to 25%) for the same charge. When installed in combination with the Tachyon Suppressor and Phase Destructor, this device can increase the shields’ effectiveness by another 25% due to shield fields wave resonance generation of the suppressor and destructor. The similarity of the parameters of the fields generated by these devices provides resonance. It explains by the fact that these devices were originally used by the Ancients as a single module for increasing the effectiveness of protective systems. There is a theory that in this configuration, this complex allowed achieving at least a twofold increase in protective characteristics, but the Federation scientists did not manage to achieve the theoretically needed 100% synchronization due to insufficient Command Module computing power.
    Can be used
    In Fleet
    On Planets
    Proton Diffuser
    Increases beam weapons power.
    Can be used
    In Fleet
    On Planets
    Quantum Field
    Spreads the effect of the deflector station in battle (increased shield power, increased missile deflection) to all friendly fleets (fleets with which the owner of the deflector station has an active mutual assistance agreement) that are in the "Defense" position.

    If the fleet has flagships in its composition, then the maximum value of the parameters `Increase in fleet parameters (%) is used`, `Increase in the parameters of the defense fleet(%)`.

    Can be used
    On Planets
    Quantum analyzer
    Allows you to recycling artifacts into high-tech materials. Increases the recycling queue and the percentage of materials returned.
    Can be used
    On Planets
    Quantum Filter
    This Forerunner’s device reduces the need for minerals in the materials’ production in industrial plants. In the course of the research, an increase in the effect of 200% was recorded when it was simultaneously installed in the Planetary Control Center Adapter of the Ore Purifier, Mineral Detector, and Molecular Filter.

    This device re-flashes the mineral ore purification system quantum filters increasing the yield of pure substances. However, such a high cleaning effect remains incomprehensible when the extraction exceeds the volume of extracted substances in minerals. Also, the increase in production by 300% is not clear if it is combined with other devices. It is hypothesized that the Quantum Filter uses the existing production capacity to molecularly convert individual substances into pure material like the Ore Purifier and some other devices. The capabilities of this device are limited by the modern equipment capabilities. If properly maintained, it is capable of a larger matter synthesis.

    Can be used
    On Planets
    Quantum Press
    This Ancients' Device is used in a modern converting complex. Since the transformation of one substance into another is a very complex nuclear-chemical process, it has insurmountable technical barriers at the current level of Federation technologies evolution. However, this device makes it possible to overcome these barriers using processes at the quantum level. The main effect it creates is pressurizing the core, bringing it into a state with which Federation technologies can operate. Hence its name. It allows to create and break down crystals, and also facilitate and accelerate the rare minerals synthesis. Combined with the Magnetic Capacitor, it reaches its peak.

    This device allows crystals to be synthesized and split in the Matter Transformer. It increases the “Conversion to rare minerals” rate, too.

    Can be used
    On Planets
    Radiation Detector
    This Ancients device is a part of the Mining Facility presented by a group of five devices that optimize mining fleets. It can be installed in the Command Module, providing an increase in the effect of increasing the production of all crystals by the mining fleet spaceships up to 50%. It interacts with the Spectral Analyzer providing a 100% increase in crystal production.

    Scientists have established that the Radiation Detector is based on re-flashing the rock analyzer unit in the plasma drills of the mining fleet, which significantly increases the accuracy. The technology of modern crystal mining consists of two main operations. First, the determination of the radiation background of the asteroid rock to search for the most optimal direction of production and, in fact, the production itself. In this process, the rock is evaporated by superhigh-temperature plasma, followed by the capture and crystallization of the required substances. The radiation detector increases the accuracy and sensitivity of the analyzer by the magnitude and, accordingly, the efficiency of the entire mining process. However, there is a hypothesis that this device detects other radiation unknown to science. This explains the fact that this device sets the correct trajectory of the drill in the complete absence of radiation when the weak radioactive field of crystals is screened by the superdense layer of rocks.

    Can be used
    In Fleet
    Radiation reducer
    When connected to the Control Center, this device re-flashes the recycling factories operating lines due to which the optical sensors on the recycling lines become able to detect those parts in the recycled products that are the richest in rare minerals. And then it transfers them for finer processing to extract rare minerals. Due to the imperfection of the Federation's recycling lines, the return of rare minerals is only 25% from the Recycling Factory "Return of materials" parameter. However, when an optical corrector is combined with a Radiation reducer, this indicator increases to 50% due to a better search for rare minerals in processed products.
    Can be used
    On Planets
    Singularity Generator
    This is an Ancients’ Device that allows a fleet to instantly jump to anywhere in the Universe once a day. This device works on a principle similar to jumping through black holes in the centers of galaxies. Since Black Holes are interconnected, a transition through a wormhole is possible. The Singularity Generator creates a wormhole associated with a specific point ignoring distances. The fleet needs gravity computers to indicate exit coordinates and stabilize the wormhole transition. Besides, the Federation scientists managed to use this device to transfer the space base without interrupting the charging of the Space Jump module. Due to its operation, it is possible to save fuel and to record jump accuracy up to 2 light-years. Unfortunately, this device is not used for its intended purpose and some of its elements become unusable. Therefore, it is not possible to use this device in the future.
    Can be used
    In Fleet
    Spectral Analyzer
    This is the Ancients’ Device from the Mining Complex. It optimizes the exploration module. It is installed in the Command module and accelerates the operation of all exploration systems for spacecraft in the fleet by 50%. It interacts with all devices of its group - with the Mineral detector, Particle detection device, and Radiation detector, increasing their efficiency by 250%. It also increases the Ore Purifier efficiency by 200%.

    The operation principle of modern geological prospecting modules is based on spectral analysis of rocks located on asteroids and planets. The first research results of this Forerunners’ Device gave scientists reason to believe that its action is based on optimizing the spectrum analysis process by flashing the corresponding module blocks. Based on this, the Forerunners’ Device got its name - Spectral Analyzer. However, according to some scientists, it does not reflect the true principle of its work. At one time, the fact of the mineral deposits discovery was recorded even when they were completely absent from the spectral analysis data. This was subsequently confirmed in the mining process. This gives some scientists reason to believe that, like many other Forerunner devices, the Analyzer detects radiation unknown to science. However, the facts that confirm this are not enough to change its name.

    Can be used
    In Fleet
    On Planets
    Speed Synchronizer
    This is the third of the four Forerunner devices, which is part of the space transformation system group. When used, the flight fleets’ speed during battles is increased by 20%. As in the case with other devices of this group, the Speed Synchronizer significantly increases the efficiency (by 150%) when the Navigation Processor, Hyper-accelerator, and Molecular Converter devices are installed in the command module together.

    The Synchronizer works in the same way as the Navigation Processor. It chooses the optimal route of movement in three-dimensional space. However, it completely ignores the available physical phenomena (eq, gravitational fields) to optimize the route. In the scientific community, there is an opinion that the synchronizer uses physical phenomena of other space-time continua. In terms of practical application, the Speed Synchronizer is much easier and cheaper to operate than the expensive “brain-computer” interface used by commanders. Besides, let’s not talk about the high costs of training and maintaining specialists who can effectively use this interface.

    Can be used
    In Fleet
    On Planets
    Tachyon detector
    Increases the viewing radius and radar power of the fleet, colony, and base by 25%. Increases its efficiency twice in the presence of a tachyon scanner and a zero-field detector.
    Can be used
    In Fleet
    On Planets
    Tachyon Modulator
    This modulator increases the fleet’s archaeological potential by 25% and reduces the excavation time by 25% (including the min time). Provided that the fleet has a "Tachyon Scanner", the effectiveness of this device is doubled. Excavation time is reduced by 50% and archaeological potential is increased by 50%.

    Excavation time with Tachyon Modulator installed can be less than an hour..

    Can be used
    In Fleet
    Tachyon Scanner
    Like other Ancients’ Devices, the Tachyon Scanner is widely used on the Federation’s fleets and planets. Its principle is not understood until today. Presumably, this device emits a directed beam of tachyons - hypothetical particles that affect the flow of time. That is why tachyon radiation spreads instantly, and information from the scanner comes without any delays. Since modern science cannot confirm the tachyons’ existence, there is no protection against scanning.

    This allows a fleet or a colony equipped with a Tachyon Scanner to view the fleets’ structure (incl. spaceships’ projects, holds, etc.) within a radius of 1 light-year from the location of the fleet or a colony. It completely ignores the fleet’s or colony’s camouflage.

    Can be used
    In Fleet
    On Planets
    Tachyon Suppressor
    This Ancients' Device used to strengthen the fleet’s protection from enemy missiles. It uses directional tachyon beams to coordinate and enhance the fleet's anti-missile systems power. Since tachyons transmit information faster than any other, it helps to avoid interference errors and eliminates the negative interference overlap from different systems during missile bombing when the interference blasts. This significantly increases anti-missile systems efficiency. When combined with other protective devices, it enters into resonance and begins to transmit false information to the missiles’ computer units, increasing the chance of them getting off the flight trajectory.
    Can be used
    In Fleet
    On Planets
    Tachyon Target Indicator
    Increases missiles and torpedoes power.
    Can be used
    In Fleet
    On Planets
    Trade Processor
    When connecting to the planet's internal network, an orbital or space base, this Ancients' Device significantly optimizes Trade warehouses’ logistics. The optimization methods that the Trading processor uses are very complex and little-studied by the Star Federation scientists but the fact of its effectiveness remains unchanged. It is noticed that during the operation of this device up to 10% of the previously inefficiently used volume of commercial warehouses is freed. In combination with Mass Modulator and Volume Modulator, the total efficiency increases 5 times. It increases the capacity of Trade warehouses at Orbital Bases and Spacebases.
    Can be used
    On Planets
    Transition Point Generator
    This Forerunners' Device is designed to be installed in the Fleet Command Module. Provides control over fleet navigation systems of over three-dimensional space while in warp mode, which makes it possible to determine its real coordinates and exit the hyper mode at any point in ordinary space. The modern hyper engine performs three main functions: creating a tunnel in a different space-time continuum; movement along this tunnel, and getting access to three-dimensional space. One of the problems is determining the coordinates for exiting the warp mode. To solve it, hyper gates were created, which are massive structures that consume a huge amount of energy to generate a warp signal with information about the gate coordinates. According to this signal, the spaceships are oriented in the hyper mode and, as sometimes happens, when it disappears, they are forced to return to three-dimensional space. The jump point generator makes activated hyper gates unnecessary, but unfortunately, the rarity of this device makes it impossible to equip all fleets.
    Can be used
    In Fleet
    Volume Modulator
    This Ancients' Device is a part of a warehouse setting. After installing the Volume Modulator in the Control Center of the planet or a space base, it connects to the navigation mooring systems and calculates the optimal trajectories and schemes for placing spaceships in the inner space of hangars. It calculates their movement in the outer docking area as well. This allows up to 20% max possible total volume of spaceships accommodated in hangars increase. Installing the rest of the set in the Control Center makes it possible to further optimize the spacecraft’s distribution among the docking ports of the warehouse loading system, which ensures an increase in the actual capacity of hangars by another 30%.
    Can be used
    On Planets
    Zero Field Detector
    Allows a fleet or a planet with a detector installed to detect planets, bases and fleets hidden by a zero field. The radius within which objects hidden by the zero field can be detected is equal the square root of the radius of the fleet (planet) survey. It also allows fleets with a detector installed to fly to such planets or bases.
    Can be used
    In Fleet
    On Planets
    Zero Field Generator
    This is one of the most amazing Ancients’ Devices that completely removes the planet from the screens of all existing devices of all types (regardless of radius, mass, type, and other parameters) belonging to all civilizations without exception. Including the members of the Alliance that covers the whole state. Moreover, this Device takes control of all electronic systems and completely removes information from all databases of all worlds. Because of this, the planet is not visible on Star charts, and the only possible information is the memory of navigators and rare paper media. The only exceptions are the planet owner's spaceships and the merchant fleets of all civilizations in Star Federation. Surprisingly, it is not about the data erasure and the masking field’s action but the physical movement of the planet beyond the three-dimensional continuum into “zero” space. There is an assumption that it is about moving along the coordinates of time for thousandths of a second into the past or future. This explains the physical impossibility of approaching the planet for spaceships not assigned to the owner's command centers. It also explains the disappearance of info about the planet in all databases. This is because information about a planet that does not exist in real-time and space that conflicts with machine logic and is classified as an error that must be erased.

    A Zero field generator hides the fleet on the Star Map even if it drifts. In this case, the fleet can only be detected with a Zero Field Generator.
    The fleet can be attacked using the “Attack” command.
    The fleet can be attacked in the "War" mode if it meets at the same coordinates with the fleets of other players with whom the owner of the fleet has this mode activated. The same happens when the player's fleet is located at the coordinates where the battle takes place.
    Borg fleets, colonies and bases ignore the presence of the Zero Field Generator. The fleet can be attacked when the "War" mode is on if it meets on the same coordinates with the fleets of the players with which the owner of the fleet has this mode activated. The same happens when the player's fleet is located at the coordinates where the battle is taking place.
    Borg fleets of the RAIDER or HORROR-R class do not attack fleets equipped with a Zero Field Generator, provided that there are no other fleets at the coordinates where the fleet is located to attack.

    Can be used
    In Fleet
    On Planets
    Metallurgical Plant
    Produces metals & alloys needed for the buildings’, spaceships’ construction, and the production of the components. The production process is highly polluting.
    Construction Materials Factory
    This factory produces materials and goods needed for the buildings’ construction.
    Tech Center
    Tech center produces high-tech materials.
    Chemical Plant
    This plant produces materials based on chemical technology. The production process is very polluting for the environment.
    Fuel Plant
    It produces the fuel needed for Power Plants and spacecraft.
    Power Dome
    Allows generating planets with a non-native atmosphere. It consumes a lot of energy. With a lack of energy, the production of the planetary buildings is significantly reduced.
    Colony
    This is the main building of any planet. In auto mode, it extracts a small number of resources, materials, and energy that are necessary for its development. The Colony’s life support system allows keeping the min number of colonists. If there is no Colony on the planet, then buildings cannot be built. On an uninhabited planet, the construction of a Colony starts from an Orbital base. Colonizing a planet requires registration in the Federation database. Registration cost for one planetary platform is equal to 10 IG but not more than 50 000 IG.
    Colonies Congress
    This is the Colonies’ and Orbital bases’ Control center. Increasing the level of Congress allows building another Colony and Orbital base. The max number of Colonies equals to 1 + (Congress Colony level + 1). The max number of Orbital bases equals to 1 + (Congress Colony level + 1) + (Number of colonies equipped with a Spaceport and Orbital Base).

    The max number of Colonies and Orbital bases depends on the Colonies Congress power.

    Warehouse
    This is a set of buildings that make possible storing manufactured products. The more Warehouses on the planet, the more goods can be stored.
    If there is not enough room in the Warehouse, the production stops.
    If the warehouse is full, then the surplus products may be stolen or become unusable over time.
    Colonial Administration
    This is your representative office in remote colonies. It is the control center that increases the nearby colonies’ population loyalty and reduces the number of the population dissatisfied with the remoteness from the Control centers.

    The Federation forbade its members to build Colonial Administrations of one civilization 200 light-years apart. The reason are frequent disputes between officials about certain territories’ jurisdiction, which in the past led to large conflicts.

    Cultural Center
    Increases the planet’s cultural level and Planetary buildings efficiency. The performance of the Cultural Center itself is equal to half of the percentage of the Federation's productivity increase in the quadrant where the colony is located, if the player is not a member of any alliance. If the player is a member of an alliance, then the performance of the cultural center is determined by the paradigms of the alliance.
    Control Center
    This is the Planetary computing complex that simultaneously serves as an educational and cultural center. It is adapted to the Forerunners’ Devices. Control Center is equipped with modern systems for managing and optimizing production, improving logistics & other economic processes. This ensures an increase in the efficiency of all planetary production complexes. At the same time, in the Control Center projects for the control and management of mass consciousness, patriotic youth training, and other loyalty programs are being implemented as well as cultural events.

    The "Heart" of this Center is considered to be the Adapter. This is a replica of the Planetary Device, recreated by scientists, found during excavations on phosphorus planets. It made it possible to use the Ancients’ devices on the planets. Moreover, it can be both purely "planetary" devices and "dual-purpose" devices installed in the spacecraft command module. In the course of the research, a significant increase in the effect of the operation of such devices was observed with the simultaneous installation of some combinations.

    The performance of the Control Center itself is equal to half of the percentage of the Federation's performance increase in the quadrant where the colony is located, if the player is not a member of any alliance. If the player is a member of an alliance, then the performance of the Control Center is determined by the paradigms of the alliance.

    The IG amount needed for the Control Center construction and improvement is calculated by the following formula: P*IG/2000, where “P” is the max possible number of planet’s platforms, “IG” is the IG amount specified in the Manual.

    Security Center
    It reduces the number of disloyal population and negative security status.
    Bunker
    A complex of buildings that reduces bomb damage. The "Efficiency reduction" parameter is based on the calculation of 2000 sites. If there are more sites on the planet, then the parameter is calculated using the formula: min("Decrease in efficiency", "Decrease in efficiency" * B * 2000 / S ), where B is the number of buildings "Bunker", S is the number of sites on the planet.
    Construction Plant
    This plant increases the planet’s building potential. Each factory built adds 1 slot to the construction queue. The player who builds the Building Plant first receives a bonus from the Federation - a free monthly Builders Guild Guild membership.
    Health Care Center
    It improves the life-quality of the population and the birth rate on the planet.
    Cities
    Cities provide your planet’s population with housing and living needs. The more cities on the planet, the more population.
    Bank
    The Bank increases income from each unemployed colony’ resident.
    Entertainment Center
    Increases the part of the colony’s population loyalty. Loyalty increase percentage is the ratio of the loyal population to the planet's total population.
    Police Department
    Reduces the percentage of rebel mood spread but by no more than 90%. The percentage reduction in the spread rate of rebel mood is the ratio of the protected population to the planet's total population. It also makes loyal a part of the colony’s population. Loyalty increase percentage is the ratio of the loyal population to the total population of the planet. It makes a part of the planet's population not subject to corruption and reduces corruption by a percentage equal to 100*“Corruption reduction (pop.)”/ “Population”.
    Intelligence Agency
    Trains agents for intelligence activities on other planets. The number of agents that can be simultaneously produced is equal to the number of corresponding Intelligence Agencies on the planet but not more than the number of agent types that can be controlled.
    Counterintelligence Center
    Interferes with the intelligence activities of another player’s agents. The "Agents’ Disclosure" parameter depends on the planet’s population. The larger the population, the less its total value will be. It interferes with the intelligence activities of foreign agents. The total value is calculated as C/max(p1, p2, p3, p4), where “C” is the number of Counterintelligence officers and the Counterintelligence Center agents’ disclosed; “p1” is the max population for the current day; “p2” is the housing stock; “p3” - the need for workers; "p4" - the housing stock max value per day.
    Observatory
    This is a profile scientific structure that is used to observe astronomical phenomena. The Star Map range depends on the Observatory level.
    Spaceport
    Spaceport allows building an Orbital Base and Orbital Base Modules. The speed of the Orbital Module building process depends on its level.
    Exploration Station
    Allows you to get information about the composition and quantity of resources on the planet. Also, with the help of geological surveys, it increases the recovery of each resource on the planet, but not by more than half of the maximum possible amount of resource for the planet. The coefficient of increase in resource replenishment depends on the size of the planet, the geological exploration potential of the station and on the planet itself.

    Also, the station, through the introduction of new technologies for the search for minerals, increases the current level of resource extraction.

    No more than once every 12 hours and no less than once a week (the interval depends on the parameters of the planet and the level of the Exploration Station), geological exploration of the planet can be carried out at the exploration station using ancient devices (Ore Cleaner, Mineral Detector, Particle Catcher and Spectral Analyzer), increasing the maximum reserve of resources and their replenishability. The field of geological exploration used devices of the ancients become unusable and are destroyed.

    Resource Base
    This complex extracts main ores from the planet’s subsurface.
    Mining and Processing Plant
    This plant extracts basic minerals from rocks.
    Mines
    Rare minerals are collected in the mines. These mineral’ deposits are located deep below the planet’s surface.
    Solar Power Plant
    The Solar Power Plant extracts energy from the Starlight. This is the cheapest and eco-friendliest way to generate energy. The need for huge areas on the planet's surface is the main Solar Power Plant’ disadvantage. Its productivity depends on the planet’s remoteness from the Star. The closer the planet, the more energy Solar Power Plant produces. The table below shows energy production rates for a planet located in Orbit-5.
    Thermal Power Plant
    Thermal Power Plant generates energy by burning hydrocarbons. The production process is very polluting for the environment. The main advantage of this power generation method is that the raw ore can be used as a raw material.
    Nuclear Power Plant
    It produces energy from nuclear fuel. In the energy production process, it practically does not pollute the environment but radiation leaks are possible, which have a detrimental effect on the planet’s population. The higher the Nuclear Power Plant level, the less the radiation leakage probability.
    Thermonuclear Power Plant
    In the thermonuclear fusion process, this power plant produces energy from thermonuclear fuel. It is an eco-friendly, efficient way to generate energy. However, it is not cheap. Due to the thermonuclear reaction complex control system, power plants can malfunction that may lead to an explosion.
    Recycling Factory
    Allows recycling unneeded or obsolete modules into materials. The number of materials returned depends on the Recycling Factory level and is determined by the "Return of materials (%)" parameter.
    • If the planet has the following enabled Ancients' devices - Optical corrector, Radiation reducer, Recycling Factory also fetches and restores part of rare minerals and crystals.
    • The min disposal time for each SC component is 1 minute.
    • When canceling the recycling process, all recent recycled components vanish.
    Engine Factory (SC)
    This factory produces spacecraft engines. The number of engines simultaneously produced corresponds to the number of factories built on the planet. This indicator cannot be higher than the number of module types that a factory can produce. The higher the factory level, the faster the production process.

    The minimum production time for each SC component is 1 minute.

    Power Reactor Plant
    It produces spacecraft reactors. The number of reactors that can be simultaneously produced corresponds to the number of factories on the planet. This number cannot exceed the number of modules that this plant can produce. The higher the level of the plant, the faster the products are produced.

    The minimum production time for each SC component is 1 minute.

    Industrial Complex
    It manufactures SC modules. The number of simultaneously produced modules corresponds to the number of complexes located on the planet. This number cannot exceed the number of modules this complex produces. The higher the Plant level; the faster the production process.

    The minimum production time for each SC component is 1 minute.

    Drilling Rig Factory
    It produces installations intended for minerals search & extraction in Asteroid Fields. The number of simultaneously produced modules corresponds to the number of factories located on the planet. This number cannot exceed the number of module types that a factory can produce. The higher the Factory level, the faster the production process.

    The minimum production time for each SC component is 1 minute.

    Precision Instrument Plant
    It produces high-tech spacecraft modules. The number of simultaneously produced modules corresponds to the number of factories located on the planet. This number cannot exceed the number of module types that this Plant can produce. The higher the Plant’s level, the faster the production rate.

    The min production time for each SC component is 1 minute.

    Armoury
    Manufactures energy spaceship weapons. The number of simultaneously produced components corresponds to the number of factories located on the planet. This number cannot exceed the number of component types that an Armoury can produce.

    The min production time for each SC component is 1 minute.

    Foundry
    Manufactures spaceship armor plates. The number of simultaneously produced components corresponds to the number of factories located on the planet. This number cannot exceed the number of component types that a Foundry can produce.

    The min production time for each SC component is 1 minute.

    Power Panel Plant
    Manufactures spacecraft shields. The number of simultaneously produced components is equal to the number of factories on the planet. This number cannot exceed the number of component types that a Power Panel Plant can produce.

    The min production time for each SC component is 1 minute.

    Missile Plant
    Produces spacecraft missile launchers. The number of simultaneously produced components is equal to the number of factories located on the planet. This number cannot exceed the number of component types that Missile Plant can produce.

    The min production time for each SC component is 1 minute.

    Ammo Factory
    Produces spacecraft ammo. The number of simultaneously produced components is equal to the number of factories located on the planet. This number cannot exceed the number of kinds of components that Ammo Factory can produce.

    The min production time for each SC component is 1 minute.

    Borg Industrial Center
    This huge structure is larger and more expensive than any other component. At its production facilities, the Borg production line has been partially recreated and the possibility of producing components for spacecraft of this race has been established. The level of produced components does not exceed the level of "Borg Technologies" research and the available level of tech needed for production.

    The construction and operation of this Industrial Center is possible if two important conditions are met. The first one is the Energy Foundation construction (a massive underground structure made of unknown material, extending tens of kilometers under the planet). The Energy foundation can be connected to the planet's energy grid, and it will become a converter and distributor of energy between all central systems. Unfortunately, with the current level of tech development, it is impossible to implement. Without energy, this structure quickly decays and therefore can only be used on planets recently captured from the Borg.

    The second condition is the program code. At irregular intervals, it is required by the Center's Control system, which is based on Borg biotechnological material. This code is transmitted from the Federation Science Center. In its absence, the activity of all control systems ceases. This is a condition for securing the Borg Technology Nonproliferation Treaty, which is concluded by the planet's owner and the Federation. The state that has conquered the planet from the Borgs has the right to use this Center. The Industrial Center management system stops working when the owner changes (due to conquest or sale).

    The Borg Industrial Center can only be built on a planet in xenogalaxies, a xenonebulies, on which there was a Borg colony before and only by players who were the first to build a colony on it after the destruction of the Borg colony. If such a colony is sold, the buyer will not be able to build on it The Borg Industrial Center, but can use an already built center.

    Borg Standardization Center
    It allows the production of components of the Borg race of the same type and the same level made from Borg race components of the same type but of different levels.

    This is the max level Borg Standardization Center can produce. It is equal to the arithmetic mean of all components that are involved in production but cannot exceed the level of research for this type of component.

    The number of components produced depends on the selected level but cannot exceed the number of components that are involved in production divided by Standardization Quotient.

    The Borg Standardization Center can only be built on a planet in Xenogalaxies, Xenonebulies, on which there was previously a Borg colony and only by players who were the first to build a colony on it after the destruction of the Borg colony. If such a colony is sold, the buyer will not be able to build a Borg Standardization Center on it , but can use an already built center. Component production cannot be canceled.

    Science Laboratory
    It conducts scientific research that makes possible to increase the planet’s scientific potential. The scientific potential generated by each laboratory increases with each laboratory built and is calculated by the formula: SP + SP * log( x * p ) where SP is the scientific potential of the laboratory, x is the number of laboratories, p is the number of sites occupied by each laboratory.
    Research Center
    Research Center involves the unemployed population for scientific research. Each Research Center level increases the scientific potential per population unit.
    Science Academy
    Science Academy increases the Colony’ scientific potential and adds one slot to the research queue.
    Design Office
    Allows designing ships, using a part of the planet's scientific potential, which is generated by the Scientific Laboratories. The max possible number of projects, the speed of project creation, and the number of simultaneously designed projects depend on the Design Office (DO) level. The DOs’ design potential built on different planets is summed up.
    Archaeological Center
    It researches artifacts using some of the planet's scientific potential generated by the Science Laboratories. The result of such research is unpredictable. Research time and results depend on the artifact level and the Archaeological Center level. The minimum research time for an artifact is 1 min.
    Spacebase
    It is built on unoccupied arbitrary space coordinates no closer than 50 light-years from Black Holes. Construction is carried out via spaceships with a building module (similar to the Orbital Base) installed. Remoteness from Colonial centers does not affect the Spacebase population loyalty.

    During battles, Spacebase may be destroyed.
    All Orbital Modules perform worse when dealing with damage to the Spacebase. The quality of their work is proportional to the damage done.

    Alliance Warehouse
    It adds storage room to the Spacebase and allows Alliance members who own it to use the spaceship's hold commands the same way as from their planets. If the Spacebase owner leaves the Alliance, then the added storage room will be zero.
    Altar
    It increases the Colonies’ culture by a certain percentage to the Colonies located in the quadrant. If an altar is built on the spacebase and it is not active and there is another active altar of the player or alliance in the quadrant, then the culture of altars with an inactive altar develops. There may be several altars of one player or alliance in one quadrant, while a particular colony (cosmobase) takes into account only the altar closest to it.

    In order for the altar to increase the culture of the colonies, it needs to be activated. An inactive Altar increases the culture only at the cosmobase where it is built.

    There can be several Altars of the same player or Alliance in one quadrant. In this case, a specific Colony (Spacebase) takes into account only the Altar closest to it.

    The active Altar blocks the Space Base masking field and the Masking Field Generator. Spacebase cannot perform the Space Jump while an Altar is active.

    When the Zero Field Generator is enabled on a base with an Altar, only its owner can use it.

    Science Center
    Science Center increases the efficiency of scientific buildings on the colonies of its owner and on the colonies of the Alliance members (where the owner is a member) located in the quadrant by a certain percentage.

    There may be several Science Centers of the same player or Alliance located in one quadrant. In this case, a specific Colony (Spacebase) takes into account only the Scientific Center nearest to it.

    The active Science Center blocks the Space Base masking field and the Masking Field Generator. Spacebase cannot perform the Space Jump while the Science Center is active.

    When the Zero Field Generator is enabled on a base with the Science Center, only its owner can use it.

    Jump Thruster
    It allows the Spacebase to jump to any point in space along with the fleets that are in the Spacebase orbit.

    The Space Jump can only be done when the Jump Thruster has accumulated enough energy for a Space Jump. The "Jump Thruster Сharge" parameter indicates the Spacebase’ Jump module charge hourly rate. When this number becomes greater than or equal to the Spacebase volume, the player can perform a Space Jump. The min Jump Thruster charging time is 10 days.

    The Space Jump can be done without waiting for the Jump Thruster to charge via the Singularity Generator, which is located in the Spacebase Warehouse. When Space Jump is done, the Singularity Generator will vanish. Fuel consumption during such a jump will decrease by 2 times, and its accuracy will increase to 2 light-years (the coordinates of the nearest exit will be less than 2 light-years from the target point). Jump module charge will not be interrupted.

    Fleets that are in orbit can jump along with the Spacebase. The total number of fleets (incl. fleets located in spaceship hangars) should not exceed the free volume of the base Hangars.

    If the Spacebase has enabled Hypergates, Outpost, Citadel, then they should be disabled before the Space Jump is done.

    The Space Jump cannot be performed if the Spacebase merchant fleets are in space or if there are incompleted trade orders or other merchant fleets are flying to the Spacebase.

    Outpost
    It increases the weapon power of the fleets and bases of Outpost’s owner and Alliance members with whom the owner is in the same quadrant where the battle takes place.

    There can be several Outposts of the same player in one quadrant. In such cases, the active Outpost closest to the place of the battle is taken into account in the battle only.

    For an Outpost to increase the power of a player's weapons, fleets, and bases in-battle it must be active when the battle starts.

    An active Outpost is blocking the Spacebase masking shield and the Masking Field Generator. Spacebase cannot perform a Space Jump while an Outpost is active.

    When the Zero Field Generator is enabled on the Spacebase, only its owner can use the Outpost.

    The weapon parameter 'Efficiency increase (%)' is based on the assumption that it is set to 100% for a specific weapon and to 0% for the rest.

    Borg fleets (eq, WAR, RAIDER, HORROR, EXCOURT) and bases use Outposts that are located in subspace. The level of such outposts depends on the average level studied and currently amounts from 0 before 3 957 136, depending on the location in the universe (for more information about the levels of Borg outposts, see Borg in various Galaxies ).

    The Outpost presence does not affect the fleets and bases Combat Ratings.

    Citadel
    Increases the durability and effectiveness of the defense modules of the player’s Orbital Base and Spacebase or Alliance members located in the quadrant.

    There may be several Citadels of the same player or Alliance located in one quadrant. In this case, the specific Spacebase takes into account only the nearest Citadel.

    If the Spacebase uses the Citadel in battle, then its parameters cannot be changed.

    For a Citadel to increase the durability and effectiveness of defense modules, it must be active at the start of the battle.

    An active Citadel blocks the Spacebase masking field and the Masking Field Generator. The Spacebase cannot perform Space Jump while the Citadel is active.

    When the Zero Field Generator is enabled on a base with a Citadel, only its owner can use it.

    Parameters such as "Increased efficiency + (%)", "Increased durability + (%)", "Increased durability +" are given on the basis that for a particular module they are set to 100% and for the rest by 0%.

    Citadel affects the Spacebase’ Combat Rating.

    During repairs, the durability provided by the Citadel is not considered. In other words, the repair time is calculated based on the durability of the base modules, excluding the Citadel.

    Space Pier
    It expands the Orbital Hangar volume at the Spacebase.

    Without an Orbital Hangar, it doesn't operate.

    Trade Station
    It allows all Lords of a Colony or a Spacebase (that fall under the influence of a Trade Center located on a Spacebase with an established Trade Station) to place Trade Bids in the Trade Center. Trade Bids are made using the "Place a Trade Bid" command. The Trade Station owner receives a commission when selling a bid. If the bid is canceled (if it has not been sold within 7 days), the goods will be automatically disposed of. The player cannot pick up a bid.
    Matter Converter
    It converts some natural resources (ore and minerals) into other natural resources (ore and minerals). Mass conversion quotient indicates how many resource units of one kind are needed to make conversion to a resource unit of another kind.

    Conversion of rare minerals requires an Ancients' "Magnetic Capacitor" device installed.

    To convert crystals, the Ancients' "Quantum press" device installation is required..

    Gravity Accumulator
    It produces gravitational fuel.
    Processing Center
    Processing Center is built at the Spacebase. It produces all kinds of materials & goods. Besides, it increases storage capacity to ensure continuous production.
    Orbital Base
    The Orbital Base’s hull is equipped with a sufficient life support system. It emulates favorable conditions for all the necessary installation works and allows upgrading Orbital Base modules. Each level increases the size of the assembly areas for building modules and increases the base efficiency. The planet and the Orbital base share a common warehouse and energy space.

    This base can be destroyed during the battle.
    All Orbital modules perform worse when damaged. Efficiency decrease is proportional to the damage done.
    When colonizing other planets, keep in mind that the newly built base has no population.
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    Orbital Warehouse
    This orbital module provides storage of goods produced in the planet's orbit. The more Warehouses on the planet, the more goods can be stored.
    If there is not enough room in the warehouse, then the production stops.
    When the Warehouse is full, surplus products stolen or become unusable in time.
    Hypergates
    It allows Hyperspace transitions via Hyper Engines. Hyper-transition is carried out from any point in space to the point where the Hypergates are installed. During the Hypertransition process, it is impossible to order the fleet any commands. Due to the hyperspace nature, it is impossible to build Hypergates at a distance closer than 30 light-years.

    Hypergates can be disabled, preventing other players from using them. In this case, owners and those players with whom the owner has the “Sharing Hypergates” agreement can use Hypergates only.

    If the Radar Power is less than the planet’s (base’s) masking level, then the disabled Hypergates are not visible on the Star Map and in the Star System information section.

    Visible but disabled Hypergates are shown on the Star Map in red squares around the Star System. Activated Hypergates are indicated by a blue square.

    Orbital Observatory
    It increases by a certain percentage the Planetary observatory’ or Space base’ Star Map viewing range.
    Radar Station
    It allows receiving information on fleets, colonies, and bases that are within the planet's Observatory Range. The quality of information gathered about fleets depends on the Radar Power. The information quality is determined by the following formula: Ml/Rp = Q, where "Ml" is the min in-fleet spaceships’ masking level, “Rp” - radar power, “Q” - information quotient:

    Considering fleets:

    • If K = 1, then the fleet will be visible on the Star Map.
    • If K <1, then the fleet’s title will be disclosed.
    • If K <= 0.95, then the fleet’s owner will be disclosed.
    • If K <= 0.9, then not only the location and state of the fleet will be disclosed but the information related to the fleet’s structure (spaceship project names and their number) will also be available.

    The Radar Station will report information on fleets that flyby close to the planet.

    Considering Colonies and Bases:

    • If K <= 1, then the colony’s owner, the Space base, and its owner will be visible on the Star Map.
    • If K <= 0.9, then the information about the colony and(or) base presence will be visible.
    Masking Field Generator
    The masking level depends on the planet’s size and is calculated by the following formula: ml*ml / s, where “ml” is the module masking level, “s” is the planet’s size (the number of built platforms in the Orbital Base (in case of the colony’ absence) or the number of built platforms on the Spacebase). If the planet has a Colony and an Orbital Base, then the planet’s size ("s") required for the calculation is determined by their max size. If the masking level exceeds another player's Radar Station power at the planet's location, then the planet's owner name and the presence of a Colony or an Orbital base will not be visible to the other player. In addition, regardless of the current fleet’s state, the Masking Field Generator generates an additional masking field around all of the planet owner's spaceships in orbit.
    Phase Amp
    It increases Radar station and Masking Field power.
    Anomaly Detector
    It detects the gravitational anomalies and Hypertraps' appearance within its range. When an anomaly or Hypertrap is located, the Detector owner receives a message.
    Residential Module
    This Orbital Base Residential Module allows a large population to be moved to the planet's orbit.
    Logistics Center
    It increases Warehouses and Trade Warehouses capacity.
    Orbital Casino
    Increases the loyalty of the Planet's and the Orbital Base’s population.
    Commander School
    It allows to train and educate Fleet Commanders. The number of simultaneously trained and training commanders cannot exceed the number specified in the "Training queue" parameter.

    The Fleet Commander's training cannot be canceled.
    Commander training can be canceled at any time. When the training is canceled, skills learned are saved.

    Rescue Service
    Rescue Service is engaged in the rescue of commanders, whose fleet was destroyed in battle.
    For the commander to be saved, the battle must take place within the Rescue Service viewing range. The rescued commander moves to the Commander Rescue Service closest to the battlefield.
    The rescued commander can be redeemed by the player (owner) within 30 days of the rescue. The ransom is paid to the Federation. In turn, the Federation pays the owner of the Rescue Service a certain percentage of the ransom amount, which depends on the Rescue Service level.
    If the commander was not ransomed, then he moves to the Rescue Service owner.
    If the rescued commander belongs to the Rescue Service owner, then he is automatically transferred to the planet's Warehouse where the Rescue Service is located.
    For each commander level, the ransom amount is equal to 100 IG.
    Orbital PSS
    Orbital Power Supply System (PSS) is located outside the planet's atmosphere, so its efficiency surpasses the Planetary PSS. Its performance depends on the planet's distance from the Star. The closer the planet is; the more energy is generated. The table shows the energy production rate of the planet located in Orbit-5.
    Orbital Thermonuclear Reactor
    It generates energy from fusion fuel. At the same time, it does not possess the disadvantages of planetary Thermonuclear Power Plants.
    Orbital Gravity Reactor
    It generates energy from gravitational fuel. This is the wreath of energy evolution.
    Deflector Station
    adds to each type of combat platforms the parameters of shields and missile deflections in proportion to the number of combat platforms of each type and inversely proportional to the base volume of the combat platform, the smaller the volume, the smaller the added values (the values for a heavy combat platform are given in the reference). Also increases the parameters of shields and missile deflections for the defense fleet.
    Defense Center
    When the battle starts, it allows creating a defense fleet from spaceships previously placed in the Defense Center with a signature of at least 40,000 pts. During the battle, spaceships take fuel and ammunition from the planet's Warehouse. The fragments collected during the battle are also placed in the planet's Warehouse. In such cases, Ancient's devices and commander cannot be installed or moved into the fleet. When the battle ends, the fleet returns to the Hangars of the Defense Center.

    A commander can be placed in the Defense Center, who during the battle will control the defense fleet.When a base is destroyed, such a commander dies along with the base.

    The player can specify the starting position of spaceships in the Defense fleet between “30” and “25”.

    The Defense fleet cannot leave the battle.

    Damaged spaceships of the Defense Fleet together with the Orbital Base are repaired at the Repair Workshops. Besides, damaged spaceships cannot be removed from the hangars of the Defense Center and placed in the Orbital Hangar.

    Ancients' devices installed in the planetary administration increase the weapon power, in-battle speed, and fuel consumption. They also reduce damage and affect the defense fleet just like any other fleet.

    Combat Platform
    Engages in combat when attacking the Orbital Base. Any player cannot fire on the Orbital base until all combat platforms have been destroyed. It has two slots for modules, weapons, and protection. No additional energy is required. Besides, no workers are required to ensure the operability of the installed components. Such significant optimization is possible due to the latest military developments in the cybernetics field and neural networks evolution. The platform's personnel are capable of servicing even the most complex modules and the most powerful weapons without the involvement of an additional crew, whose presence is mandatory to service these components on spacecraft. Fully autonomous power plants can dispense with the export of energy from the Orbital Base or planet. The min power supply needed is required only for the platform life support, its technicians, and personnel. Unfortunately, such technologies can only be used on platforms associated with planets’ natural magnetic fields. They are not available today.

    The max number of combat platforms that can be built on a base cannot exceed 10% of the base' Orbital sites number.

    When a Combat Platform deals with 100% damage in battle, it is deactivated. In this case, from 50% to 90% of its components installed will be destroyed, and some of them will fall into fragments. If the Orbital Base was not destroyed during the battle, the Combat Platform can be repaired.

    Laser Combat Platform
    Engages in combat when attacking the Orbital Base. Any player cannot fire the Orbital base until all Combat Platforms have been destroyed. No additional energy is required. Besides, no workers are required to ensure the operability of the installed components in the slots. Such significant optimization is possible due to the latest military developments in the cybernetics field and neural networks evolution. The platform's personnel are capable of servicing even the most complex modules and the most powerful weapons without the involvement of an additional crew, whose presence is mandatory to service these components on spacecraft. Fully autonomous power plants can dispense with the export of energy from the Orbital Base or planet. The min power needed is required for the platform life support, its technicians, and personnel only. Unfortunately, such technologies can only be used on platforms associated with planets’ natural magnetic fields. They are not available today.

    The max number of Combat Platforms that can be built on a base cannot exceed 10% of the base Orbital sites number.

    When a Combat Platform deals with 100% damage in battle, it is deactivated. In this case, from 50% to 90% of its components installed will be destroyed, and some of them will fall into fragments. If the base was not destroyed during the battle, the battle platform can be repaired.

    Gun Combat Platform
    Engages in combat when attacking the Orbital Base. Any player cannot fire the Orbital base until all Combat Platforms have been destroyed. No additional energy is required. Besides, no workers are required to ensure the operability of the installed components in the slots. Such significant optimization is possible due to the latest military developments in the cybernetics field and neural networks evolution. The platform's personnel are capable of servicing even the most complex modules and the most powerful weapons without the involvement of an additional crew, whose presence is mandatory to service these components on spacecraft. Fully autonomous power plants can dispense with the export of energy from the Orbital Base or planet. The min required power supply is required only for the platform life support, its technicians, and personnel. Unfortunately, such technologies can only be used on platforms associated with planets’ natural magnetic fields. They are not available today.

    The max number of Combat Platforms that can be built on a base cannot exceed 10% of the base Orbital sites number.

    When a Combat Platforms deals with 100% damage in battle, it is deactivated. In this case, from 50% to 90% of its components installed will be destroyed, and some of them will fall into fragments. If the base was not destroyed during the battle, the battle platform can be repaired.

    Missile Combat Platform
    Engages in combat when attacking the Orbital Base. Any player cannot fire the Orbital base until all Combat Platforms have been destroyed. No additional energy is required. Besides, no workers are required to ensure the operability of the installed components in the slots. Such significant optimization is possible due to the latest military developments in the cybernetics field and neural networks evolution. The platform's personnel are capable of servicing even the most complex modules and the most powerful weapons without the involvement of an additional crew, whose presence is mandatory to service these components on spacecraft. Fully autonomous power plants can dispense with the export of energy from the Orbital Base or planet. The min required power supply is required only for the platform life support, its technicians, and personnel. Unfortunately, such technologies can only be used on platforms associated with planets’ natural magnetic fields. They are not available today.

    The max number of Combat Platforms of any kind that can be built on a base cannot exceed 10% of the base Orbital site’s number.

    When a Combat Platform deals with 100% damage in battle, it is deactivated. In this case, from 50% to 90% of its components installed will be destroyed, and some of them will fall into fragments. If the base was not destroyed during the battle, the battle platform can be repaired.

    Heavy Combat Platform
    Engages in combat when attacking the Orbital Base. Any player cannot fire on the Orbital base until all Combat Platforms have been destroyed. No additional energy is required. Besides, no workers are required to ensure the operability of the installed components in the slots. Such significant optimization is possible due to the latest military developments in the cybernetics field and neural networks evolution. The platform's personnel are capable of servicing even the most complex modules and the most powerful weapons without the involvement of an additional crew, whose presence is mandatory to service these components on spacecraft. Fully autonomous power plants can dispense with the export of energy from the Orbital Base or planet. The min required power supply is required only for the platform life support, its technicians, and personnel. Unfortunately, such technologies can only be used on platforms associated with planets’ natural magnetic fields. They are not available today.

    The max number of Combat Platforms that can be built on a base cannot exceed 10% of the base Orbital sites number.

    When a Combat Platform deals with 100% damage in battle, it is deactivated. In this case, from 50% to 90% of its components installed will be destroyed, and some of them will fall into fragments. If the base was not destroyed during the battle, the battle platform can be repaired.

    Orbital Hangar
    This orbital module stores spaceships that are not used in fleets. The number of spaceships is limited by the Hangar’s size. By improving automation technologies, raising the Hangar level reduces the cost of maintaining preserved spaceships. All spaceships built in the Orbital Dock are automatically moved in the Hangar. When the Orbital base with the Hangar is destroyed, all stored spaceships are destroyed too.
    Orbital Dock
    This orbital module allows building spaceships. The number of spaceships under construction at the same time is equal to the Orbital docks’ number. Each unit built will automatically move to the Spaceship Hangar. If there is not enough room, the built ship will remain in the Dock until this problem is fixed.
    Repair Shops
    Repairs damaged spaceships. The amount of materials required for repairs depends on the spacecraft damage level, the number of materials required to build the spaceship's hull, and all the component materials that increase durability. The higher the level of the Repair Shops, the fewer materials are needed for repairs. The production capacity of each Repair Shop indicates how much durability will be restored per hour.
    Command Center
    Command Center manages fleets. The higher the Command Center level, the more fleets it can manage.

    In case of a lack of energy on the planet, the power of the controlled fleet is reduced.

    The first player to build the Command Center will receive a bonus from the Federation - a free monthly Pilots Guild Guild membership.

    Navigation Center
    It increases merchant fleet's speed.
    Trade Center
    Trade Center provides trading with other players. The number of planets (Influence range) that will know your trade offers (Rates) depends on the Trade Center level; the number of trade offers (Bids) that can be made from the planet; the number of spaceships in the merchant fleet.

    The player who builds the Trade Center first receives a bonus from the Federation - a free monthly Traders Guild membership.

    Trade Warehouse
    Trade Warehouse stores products and goods that have been put up for auction or awaiting shipment.
    Helium Isotope Enricher
    Extracts Helium isotopes in the planet’s orbit. Its performance depends on the planet's remoteness from the Star and on the number of planets equipped with Enrichers belonging to one player in one Star system. The further the planet is from the Star; the more Helium-3 is produced. The more planets with Enricher in one Star system, the greater the production. Manual contains parameters of the Enricher located in the Orbit-5, provided that it is the only one in the whole Star System.
    Dark Matter Extractor
    It produces dark matter. It is being built at Orbital bases located in Nebulae. Its total production rate depends on the number of extractors the player (Alliance) has located in one Nebula, and on the planet's size. The larger the planet, the greater the output (according to the Manual, the planet’s size needed is 5000 pts.).
    LT-1
    Lightweight and perfect intelligence spacecraft. Capacity: minimal.
    LT-2
    Next step in light aircraft evolution: increased capacity with two engines installed. Perfect for intelligent interstellar flights and small batches transportation.
    LT-3
    This is a modified third-class spacecraft. In time advanced shipbuilding allowed to improve its efficiency by mounting an additional module.
    T-1
    With nuclear engines invented, spaceflight efficiency significantly improved. Large spaceships gained popularity for their capacity in comparison with light spacecraft. Though, more cargo demanded another engine mounted. On the other hand, issues of transport and cargo security has arisen. The solution allowing to prevent attacks was to mount additional safety modules and a small gun that can blast weak single targets.
    T-2
    In time the need to extract more resources on asteroid fields tremendously raised. Next came a necessity to mount a new processing module. With four identical modules, this spaceship is perfect for gathering resources on fields located nearby from Colonies. Moreover, engineers solved protection issues by adding two platforms intended for safety modules on spaceships of this class.
    T-3
    This spacecraft is the latest in series. With an improved safety systems, increased cargo delivery speed, and another engine added, it is perfect for extracting resources from distant fields.
    HT-1
    A first-class heavy transporter with a large hold, increased efficiency, and improved armor. Perfect for asteroid field' cultivation and research on enemy territories.
    HT-2
    A second class heavy transporter is the next step in spaceship building evolution. This mammoth can handle the universe's hostile environment and extract lots of raw materials.
    HT-3
    A third class heavy transporter produced to deliver cargo over long distances. Such a decision made for safety measures - long-distance flights make any fleet vulnerable to space pirates. This lightweight spacecraft provides double reinforced base armor and the ability to mount additional modules that turn it into an independent combat unit able to stand in any battle.
    Space Carrier
    This spacecraft is capable of transporting heavy spaceships over long distances. If a hangar is installed in its hull, then larger spaceships can be carried there. It is also possible to place fleets with hangars belonging to the owner or a player with whom an Endorsement Pact or an agreement with the Federation has been signed. Fleets that got other fleets in their hangars cannot be placed in the Space carrier's hangar. The [Move in hangar] command is used to place the fleet in the hangar, while the [Remove from hangar] command allows to remove the fleet. It can also be done using the "Hold" tab in the Fleet management section.
    Mercury
    Mercury’s hull has been specially designed and optimized to carry heavy cargo. This spaceship is a monster of trade, it has a huge hold and a large number of engines.
    Hephaestus
    Hephaestus's hold is truly enormous and its hull has been specially designed and optimized for mining in asteroid fields full of minerals or for archaeological excavations. The large payload turns it into a monster, indispensable for resource extraction or archaeological research.
    Airfighter
    This airfighter is transferred to the battlefield by carriers. Its lightweight unprotected construction without any additional upgrades provide reaching max speed fast in battle and an ability to perform opening volley before major enemy forces' appearance. Its small size allows escaping heavy enemy weaponry hits. It is vulnerable to light weapons, though.
    Heavy Fighter
    This type of spacecraft is the most common and effective against heavy weaponry. It is able to instantly catch any enemy in battle and cope with encirclement with minimal losses. Its minimal capacity makes it better protected from light weapons and effective against enemy heavy spaceships in battle.
    Strike Fighter
    This space warship intended to strike and assault. Perfect for fleet support and targeting heavy fire on the battlefield. With correct calibration, it is invulnerable to enemy missiles. You may equip it with first-class missile launchers.
    Torpedo Bomber
    This spacecraft is perfect for torpedo attacks.
    Corvette
    The first light spacecraft carrier providing good combat performance and protection. Most popular among space pirates. Can cover fighter units on the battlefield. Its practicality and ability to mount three engines with different thrust at once provide ultra speed in any corner of the Universe.
    Frigate
    In comparison with Corvette spacecraft, it is heavier and slower. In addition to major equipment, the masking device that provides invisible fighters' transfer to your fleet's destination may be easily mounted aboard. Extremely popular among space pirates that mask frigates as boarding stealths able to escape any enemy forces.
    Destroyer
    Heavy missile fire of this spacecraft can effectively reduce enemy numbers when the battle starts. If the planet is under siege, it may play the role of a bomber. It is lightfast in defense to enemy forces appearance providing suppressing fire and destroying those who want to retreat. In time scientists started to combine its equipment. Still, there are lots of missile destroyers furrow the Universe.
    Ghost
    Ghost is the pirate laboratory' technology. This spaceship was developed on the basis of the legendary analogous Forerunner spaceship which was used many millennia ago for intelligence means and enemy communications sabotage. During excavations, Federation scientists discovered a relatively solid body of the original sample but, unfortunately, during transportation, the Carrier with the Ghost aboard was intercepted by pirates, and subsequently became the object of research by pirate research centers. The result of these events is the appearance of the Ghost, a spaceship with a "smart" hull, capable of self-camouflage, and possessing a unique communications system that allow mounting a huge number of boarding modules, additional camouflage & detection systems, and universal modular compartments. Among others, Ghost has a spacious hold, high maneuverability, and excellent armor that any spacecraft of this class can envy. However, for all these advantages, it was necessary to abandon the universal weapons module characteristic of traditional combat spaceships. In fact, Ghost's capabilities are limited by lasers and missile systems installation. It is not surprising that pirates keep the secret of Ghost development and allow access to this tech to trusted members of the criminal community only. These tech owners are prohibited from sharing it with anyone, even members of their Alliances under the threat of their own planets’ complete annihilation.

    The decrease in accuracy for each fleet ship is calculated by the formula: S / (N 0.9 ), where S is the sum of the parameters of the decrease in accuracy of all the ghosts entering the fleet, N is the number of ships in the fleet. The accuracy of hits cannot be reduced by more than 25%

    The masking increase for each fleet ship is calculated by the formula: S / (N 0.9 ), where S is the sum of the masking increase parameters of all the ghosts in the fleet, N is the number of ships in the fleet. Мasking increases for all fleet modes except battle

    Light Cruiser
    The first in middle-class space cruiser series. It provides perfect speed, Destroyers' initiative, and heavy spaceship' combat performance ratio. It's survivability, mass, dimensions, on-board weaponry, and security systems characteristics may be upgraded. The additional engine may be mounted as well. Its initiative rate is much to be desired, though. On the other hand, the light cruiser is still popular among space pirates and fleet commanders of all races due to its speed.
    Cruiser
    Here is the next step in weaponry evolution that was marked by defense systems and firepower enhancements. In an attempt to solve advance issues engineers had to decrease speed and initiative indicators. The first such "victim" was the Cruiser's hull. For the sake of 2 weapon modules and a protection module, scientists had to abandon the installation of an additional engine. All this was more than offset by durability, protection and enormous combat power, which were first experienced by pirates and other fans of small maneuverable ships. In time, the appearance of the Cruisers overturned all warfare principles, led to pirate fleets' enlargement in numbers and forced many filibusters to reconsider their old concepts of "hulking trough".
    Heavy Cruiser
    The successful experience of creating space Cruisers boosted further spaceship evolution. The Heavy Cruiser put a logical point in this series. Designers were able to significantly improve its firepower and protection indicators as well as increase its size and hull's vitality. The large size of the latter made it possible to install two additional modules for weapons, protection, and auxiliary equipment. However, despite these tricks, it was not possible to add more than one engine compartment. The result is a relatively slow but very powerful multipurpose spaceship that is capable of performing many tasks in the farthest corners of the Universe.
    Raider
    Fast cruiser, for missile and torpedo attacks. Increases the accuracy of the RPU and torpedo tubes of ships that are part of the fleet.

    The increase in accuracy for each missile launcher and torpedo tube is calculated by the formula: S / (N 0.9 ), where S is the sum of the parameters of the increase in accuracy of all raiders included in the fleet, N is the number of ships in the fleet.

    Battlecruiser
    Between the supporters of the «maneuverable combat» and «firestorm» theorists, there are still some disputes over whether it is worth paying more attention to the engine compartment. The reason is the further expansion of the controlled part of the Universe and the gradual increase in the range of routes. The «heavy» series of space warships announced in 7042 put an end to these. It was pioneered by a Battlecruiser with increased protection, versatility, and an extended engine compartment. In the Third Helion-Velid War, these cruisers proved the enormous capabilities of the new corps and forced designers of all races to continue Heavy Cruiser series evolution.
    Battleship
    The predatory cigar-shaped form of this spaceship has long been a symbol of the Space Fleet of all races. It is the epitome of immense power and efficiency. Developing the battle cruiser project, designers tried not to forget about its engine, weapons, and auxiliary equipment, paying max attention to protection. They doubled its durability and number of compartments intended for additional protective systems. However, speed and initiative of this spaceship suffered. But this was a small sacrifice compared to all the advantages of the new project which was able to successfully resist Borg and exclude from the agenda some issues with those pirates who remained loyal to the "romance" of small speed vessels.
    Leviathan
    Intensive battles and clashes with Borg demonstrated that fleets of all races got lack of firepower. This fact made scientists speculate on creating a more powerful spacecraft. After years of research and heated debates, Leviathan was created. It is a real monster of the heavy fleet. Its hull has tremendous durability, while designers decided to pay more attention to weapon systems and its engine compartment. Moreover, protective and support systems have been slightly expanded. The result is a super-powerful and super-heavy spacecraft with good speed capable of performing any tasks. It can be both a carrier and a strike ship. Theorists are still debating whether Leviathan is an end of a heavy series or a bright start to produce a new line of super-heavy spaceships.
    Orbital Fortress
    It was Leviathan spacecraft that proved the inconsistency of the existing protective systems defending inhabited planets and asteroid fields. Therefore, scientists had to search for an adequate answer in a hurry. Rumors has that not only Borg contributed to this but also pirates of the "new wave" who began to actively use Leviathans in their missions. The result was the Orbital Fortress development. It is powerful, clumsy, has min speed and max protection but its firepower and versatility indicators clearly suffered. In terms of the weapons number, Orbital Fortress is almost twice as low as the Leviathan and almost 4 times surpasses it in durability, has its own protective fields and anti-missile defense systems. It is impractical to use the Orbital Fortress for long-range and short-range raids since the power of all engine compartments do not allow it to move fast.
    Flagship
    The Flagship is the supreme achievement of the Federation scientists. Its hull combines all modern techs with the unique techs of the Forerunners. The Flagship is an amazing combination of power and agility. Its combat maneuver capabilities exceed Light cruiser capabilities, and its hull armor and the ability to install additional engines, modules, and protection elements exceed the capabilities of a Battleship of a similar level and are only slightly inferior to the Leviathan. Taking into account the presence of integrated shield platforms and weapon bays, Flagship significantly surpasses the previous space warships’ capabilities. Flagship’s hull has its own command module which increases the speed of other spaceships in the fleet and allows Forerunner' Devices installation. In addition to the built-in command module, a combat computing system is integrated into the Flagship, which increases the efficiency of shields and PRS of fleet ships. The increase in efficiency is calculated using the formula S / pow( N, 0.9 ), where S is the sum of the increase in efficiency of all flagships in the fleet, N is the number of ships in the fleet According to unverified data, quantum computer elements that were found in the Minax galaxy on the former Forerunner planets were used to create Flagship. This spacecraft' architecture includes special closed blocks that optimize the protection and control systems. At the last stage of construction, the Federation's scientists delivered and installed these blocks. However, in order to maintain secrecy, access to this technology opened only to states with solid combat experience that are able to resist theft and seizure attempts. It is also prohibited to transfer this technology to third parties, including Alliance members.
    Activate Gravity Interference

    Command: "Activate Gravity Interference"

    Annihilate the Planet

    Scope

    This command allows to annihilate a planet on which there are no objects (bases, colonies) located. When performed, the annihilated planet turns into an asteroid field.

    Required modules

    To execute this command, the fleet must obtain a spaceship of the Leviathan class equipped with Planetary Destroyer combat module.

    Fuel consumption

    This command requires fuel. The projected fuel consumption and fuel type are specified in “Execution Parameters” – “Flight Control” section.
    If the fleet has several spacecraft projects at once, then the fuel consumption is carried out sequentially, starting with the first spaceship in the list. In other words, the very first spaceship’s hold is emptied first, then the second spaceship’s, and further down the list.

    Additional information

    Command duration depends on the annihilated planet size and the parameters of the Planetary Destroyers installed on the fleet’s spaceships. Read more in Manual - Planetary Destroyer.

    Restrictions

    Only players with a "home" system in this quadrant can destroy planets in the beginner quadrants

    Only players with a "home" system in this galaxy can destroy planets in "open" ethno-galaxies

    Attack

    Command: "Attack"

    Boarding
    Scope

    This command allows player to loot fleets that drift in outer space, in the orbits of inhabited planets or in asteroid fields.

    Required modules

    This command is available to fleets that have spaceships equipped with Boarding Module.

    Fuel consumption

    To perform this command fuel is required. The projected fuel consumption and fuel type are specified in “Execution Parameters” – “Flight Control” section.
    If the fleet has several spacecraft projects at once, then the fuel consumption is carried out sequentially, starting with the first spaceship in the list. In other words, the very first spaceship’s hold is emptied first, then the second spaceship’s, and further down the list.

    Additional information

    Note that lots of goods may be stolen during the boarding from the hold of the fleet that is being robbed. Read more in Manual - Boarding Module.

    "Boarding" command efficiency depends on the parameters of the Boarding modules installed on the fleet’s spaceships.

    You are unable to activate “Boarding” command if your surveillance equipment cannot locate the target fleet.

    The minimum boarding time is 1 minute. The maximum boarding time is 1 hour.

    After the boarding is completed, the fleet that was boarded goes into flight mode from the battlefield and flies away from the boarding site for 5-10 St. L.

    ”Boarding” command cannot be used while the command sheet performed in cycles.

    When "Boarding" command is enabled, the fleet’s owner is awarded 0.001 pts. of pirate rating.

    ”Boarding” command cannot be canceled.

    Bomb the Planet
    Scope

    "Bomb the Planet" command allows fleet to bomb ground targets on other players’ planets.
    You can destroy the population, warehouses’ contents as well as buildings.

    Required modules

    This command is available to all fleets that possess spaceships equipped with Bombing Device module.

    Fuel consumption

    This command requires fuel. The projected fuel consumption and fuel type are specified in “Execution Parameters” – “Flight Control” section.

    Additional information

    Bombing goes in cycles, just like the battle.

    Bombing cycle duration is 5 minutes. The number of cycles is set in the flight list command. For more information on bombing principles read Manual - Bombing Device.
    You can bomb a planet for a specified number of cycles (provided that other players’ fleets will not participate in the battle).

    The type of targets hit (population, warehouses contents, buildings) as well as damage done depend on the type and power of the bombs used. Read more in Manual - Neutron Bomb, Bunker Bomb, Thermonuclear Bomb.

    Planet bombing is possible for planets where there is no Orbital Base (it was not built, wasn’t dismantled, or was destroyed during hostilities at the planet’s coordinates prior to bombing) only.

    Don't forget to load bombs in the holds of spaceships that are supposed to bomb. Each spaceship uses bombs from its own hold only.

    When bombing a planet, your fleet will be in battle at position “25” in the same place as neutral fleets. If neutral fleets are in orbit, then the planet will be at position “30”.

    Only the player who initiated the bombing is able to perform it. The further the distance from the bombing spaceships, the less damage bombs do.

    Building
    Scope

    This command allows the fleet to build objects in space, namely Orbital bases and Spacebases.

    Required modules

    This command available to the fleet if Building Module is installed on at least one spaceship.

    Fuel consumption

    This command execution requires fuel. The estimated fuel consumption and fuel type are reflected in the “Flight Control” - “Execution Parameters” section.
    If there are several spaceships in the fleet at once, then the fuel consumption is carried out sequentially for all fleet spaceships starting with the first in the list. In other words, first spacecraft’s hold is emptied first, then the one that follows, etc.

    Additional information

    This command duration depends on the fleet’s Orbital Potential (parameters and the number of Building Modules installed on the fleet spaceships). Read Manual - Building Module section for details.
    Orbital potential and the potential of all in-fleet spacecraft are summed up.

    The fleet can execute this command if there are enough resources, materials, and fuel in the fleet's spaceship holds to build the required facility.

    Fleet Commander can be trained or purchased from the Trade Center. He can be assigned to the fleet then. During construction, he will increase his “Construction” skill, which increases the Construction Speed by the specified percentage.

    Create a Asteroid Field
    Scope of application

    Creates an asteroid field in a selected free orbit in a star system.

    Required modules

    To be able to create an asteroid field, a module must be installed on one of the ships that make up the fleet Mass Generator, and also in the hold of the fleet there should be a device of the ancients Gravity converter, which disappears after the creation of the asteroid field.

    Fuel consumption

    Requires fuel to perform. The projected fuel consumption and type are reflected in the Flight Control, Execution Parameters section.
    If there are several ship projects in the fleet, then consumption is carried out sequentially by ships of the fleet, starting from the top in the list. That is, the hold of the upper project is emptied first, then the one following it, etc.

    Parameters for creating an asteroid field

    The size of the asteroid field depends on the location of the star system, the number of fields that have already been created in this system (the more asteroid fields have been created, the smaller the asteroid field will be). The creation time depends on the fleet parameter "Compression of matter" - the higher this parameter, the faster the field will be created and the number of fields that have already been created in this system (the more asteroid fields have been created, the longer the asteroid field will be created). The minimum time to create a field is 6 hours.

    Restrictions

    1. You cannot create asteroid fields in the same system at the same time.
    2. Asteroid fields cannot be created in asteroid systems of class A_, AN_, AF_. You cannot create asteroid fields in nebulae.
    3. You cannot create asteroid fields in systems where your orbital base or colony does not exist.
    Create a Planet
    Scope

    With this command, you can create a planet from an asteroid field.

    Required modules

    To create a planet via this command, one of the fleet’s spaceships must be equipped with Mass generator module. Moreover, there should be Planetary Initiator mounted in the fleet’s hull that vanishes when the planet is created.

    Fuel consumption

    This command requires fuel. The projected fuel consumption and fuel type are specified in “Execution Parameters” – “Flight Control” section.
    If the fleet has several spacecraft projects at once, then the fuel consumption is carried out sequentially, starting with the first spaceship in the list. In other words, the very first spaceship’s hold is emptied first, then the second spaceship’s, and further down the list.

    New planet parameters

    The planet’s size is calculated by the formula: (√ m)/MTC, where “m” is the asteroid field mass, “MTC” is the matter transformation coefficient of the Mass Generator. The planet’s size cannot be greater than the max size available for the planets of that location in the universe (galaxy, nebula, intergalactic systems) where the field is. In this case, there’ll be no atmosphere on the created planet (vacuum).

    Limits

    1. You cannot create planets in asteroid systems that are near Black Holes.
    2. You cannot create planets in Nebulae.
    3. During planet creation, you cannot recycle and excavate Asteroid Field from which this planet is created.
    Create a Star System
    Scope

    This command allows to create a Star System from a Gas-and-dust cloud.

    Required modules

    To create a Star System via this command, one of the fleet’s spaceships must be equipped with Mass Generator module. There should also be installed Gravity Initiator in the fleet’s hull that vanishes when Star System is created.

    Fuel consumption

    This command requires fuel. The projected fuel consumption and fuel type are specified in “Execution Parameters” – “Flight Control” section.
    If the fleet has several spacecraft projects at once, then the fuel consumption is carried out sequentially, starting with the first spaceship in the list. In other words, the very first spaceship’s hold is emptied first, then the second spaceship’s, and further down the list.

    New Star System parameters

    New Star System will consist of asteroid fields only. The number of asteroid fields in this system will be equal to the max number for the place or region where the cloud (galaxy, space) is located.

    Features

    1. The first day after the gas-and-dust cloud detection, the player who discovered it can create new Star System in this area only.
    2. In the process of a new Star System creation system the gas-and-dust cloud cannot vanish.
    3. Time needed to create a new Star System depends on "Compression of matter" parameters sum of all spaceships that are a part of the fleet.
    Disband
    Drift
    Scope

    This command instructs the fleet to drift in certain coordinates. During the drift, the fleet does not perform any functions, the spaceships that are part of the fleet do not work and, accordingly, do not consume either fuel or energy. The fleet just stops at the specified coordinates. Combat Rating consumption continues, though. Spaceship crew stop consuming in-game currency when the spaceships are stored in the planets’ hangars only.

    Fuel consumption

    No fuel required.

    Additional information

    In “Drift” mode all fleets that are outside the orbits of inhabited planets can be boarded by other players. Note that leaving valuable fleets in open space in this mode is unsafe.

    Drop Agents

    Command: "Drop Agents"

    Drop All Agents

    Command: "Drop All Agents"

    Excavations

    Scope

    This command is used to research & perform excavation works on planets and asteroid fields. As a result, Artifacts, modules from destroyed or crashed spaceships, resources, and materials can be found.

    Required modules

    This command is available to fleets that include spaceships with Archeology Module installed.

    Fuel consumption

    This command requires fuel. The projected fuel consumption and fuel type are specified "Execution parameters" - "Flight control" section.
    If the fleet has several spacecraft projects at once, then the fuel consumption is carried out sequentially, starting with the first spaceship in the list. In other words, the very first spaceship’s hold is emptied first, then the second spaceship’s, and further down the list.

    Additional information

    This command is executed in cycles. The number of cycles can be set when adding a command. The execution duration depends on the Excavation cycles number and the fleet’s Archaeological potential.
    Min execution time for one cycle is 10 minutes.

    Archaeological potential is an indicator that shows the total archaeological values’ mass you can find per cycle. It is important to consider that if your fleet or spacecraft does not have enough capacity, then what archaeologists could not load will return as archaeological values.

    Archaeological potential affects excavation time. The greater the archaeological potential, the faster archaeological excavations will occur but not faster than one hour. The dependence of the excavation period on the archaeological potential is not linear.

    All fleet’s spacecraft’ archaeological potential is summed up.

    The excavating fleet’s hold is shared for loading artifacts. The player can add to the fleet a spaceship with a large set of archaeological modules but with a small hold and a spaceship with one archaeological module but with a large hold. In this case, they will have a common archaeological potential. So, the archaeological potential of all modules will be taken into account. However, loading will be performed into the spacecraft with a large hold. The presence of at least one archaeological module in the spacecraft is required. This is necessary so that artifacts can be loaded during excavation works.

    You can train or purchase Fleet Commander in the Trade Center and assign him to the fleet then. During archaeological excavations, he will increase his skill in archeology, which, in turn, increases the archaeological potential by a specified percentage.

    Fast repair

    Command: "Fast Repair"

    This command allows to repair damaged fleet’s spaceships in an instant.
    Fast Repair is available on the Federation bases only.

    Fast Repair is available for an in-game currency (IG) only.

    Flight

    Command: "Flight"

    Scope

    When this command is executed, the fleet is moved from the point at which it is currently located to the target point. In this case, the travel time depends on the distance and estimated time for the corresponding flight type.

    In flight mode, the fleet will move either at interstellar speed or at the allowed speed of flight in the System. The speed indicators can be viewed in spaceships’ projects that are a part of the fleet.

    Required modules

    To execute this command, all fleet spaceships must be equipped with following engines: Jet, Electromagnetic Sail, Nuclear, Gravity, or Photonic.

    Fuel consumption

    This command requires fuel. The expected consumption and fuel type are in the “Flight Control” - “Execution Parameters” section.
    If there are several different spaceships in the fleet at once, then the fuel consumption is carried out sequentially for all fleet spaceships, starting with the first in the list. In other words, the first spacecraft’s hold is emptied first, followed by the next one, etc.

    Additional information

    The minimum time for command execution is 10 seconds. That is, if the fleet spends 5 seconds on a flight, then it will fly for 10 seconds. If it spends 11 seconds, the flight will last 11 seconds.

    Fleet speed is calculated based on the slowest spaceship.

    The spaceship speed depends on its load capacity and ranges from “Max Speed” to “Min Speed” depending on the contents of the spaceships' holds (incl. fuel).

    All speeds are presented in light years/hours.

    If the flight takes place within the same Star System without leaving it, the “Flight” command will calculate the flight time as the ratio of distance to the spacecraft speed for “System Flight”. One orbit in the System is equal to 1 light-year.
    If the flight takes place into a neighboring orbit, the distance will be equal to 1 light-year. If to orbit through one, then two light-years, etc. If the same spacecraft is flying into another Star system or into open space, then the "Interstellar flight" speed indicators will be used to calculate the travel time.

    With rare exceptions, this type of travel is not advisable for long-distance flights and flights to other galaxies. In fact, distances between galaxies reach tens of thousands of light-years. It takes a very long time to fly there without activating special modes.

    Fleet Commander can be trained or purchased at the Trade Center and then assigned to the fleet. While flying, it will increase “Flight Speed” skill, which increases the fleet speed by the specified percentage.

    Generate Atmosphere
    Scope

    With this command, you can create a selected atmosphere on a planet where there is no atmosphere at all (vacuum).

    Required modules

    To generate an atmosphere via this command, one of fleet’s spaceships should be equipped with Mass Generator module. There should also be installed Climate Processor in the fleet’s hull that vanishes when atmosphere is generated. When generating an atmosphere, the following Ancient’s Devices should also be installed in the fleet’s hull:

    1. Ore Cleaner - adds 50% to the maximum amount of ores on the planet.
    2. Mineral detector - adds 50% to the maximum amount of minerals on the planet.
    3. Particle catcher - 50% of the maximum amount of rare minerals on the planet.
    4. Spectrum analyzer - adds 50% to the recovery of all types of resources on the planet.
    When all four specified Ancient's Devices are used simultaneously, their parameters are doubled. When the atmosphere is generated, these devices vanish.

    Fuel consumption

    This command requires fuel. The projected fuel consumption and fuel type are specified in “Execution Parameters” – “Flight Control” section.
    If the fleet has several spacecraft projects at once, then the fuel consumption is carried out sequentially, starting with the first spaceship in the list. In other words, the very first spaceship’s hold is emptied first, then the second spaceship’s, and further down the list.

    Generate Hypertrap

    Command: "Generate Hypertrap"

    Geological Exploration

    With this command, the player can perform geological exploration of planets and asteroid fields. Upon its execution, the fleet sends a message to the owner with a report on the composition of resources at the investigated object.

    This command is available to fleets whose spaceships have an Exploration module installed .

    This command execution speed depends on the parameters of the Exploration module equipped in the in-fleet spaceships (read Manual - Exploration module).

    Hypertransfer

    Command: “Hypertransfer”

    Scope

    This flight mode is based on Hypergates beacons. The flight carries out from any point in space to the coordinates of active Hypergate. Typically, the flight between Hypergates is faster than at interstellar speeds. Hypergates are built at Orbital Bases and Spacebases. All Federation Spacebases are equipped with a Hypergate.

    Required modules

    The “Hypertransfer” command is available for fleets in which all spaceships are equipped with a Hyper Engine extra engine.

    If at least one spaceship in the fleet is not equipped with Jet Thruster, then this command will be unavailable.

    Fuel Consumption

    This command requires fuel. The projected consumption and fuel type are presented in the “Flight Control” - “Execution Parameters” section.
    If there are several different spaceships in the fleet, then fuel consumption is carried out sequentially for all spacecraft, starting with the first in the list. In other words, first, the hold of the first spacecraft is emptied, then the one that follows, etc.

    The Jet Thruster consumes thermonuclear fuel regardless of the fuel type that is required for the operation of the reactors that ensure the operability of all other systems of the spacecraft.

    Additional information

    The min execution time for this command is 10 seconds. E.g., if the fleet spends 5 seconds on a flight, then it will fly for 10 seconds. If it spends 11 seconds, it will fly 11 seconds.

    It is impossible to interrupt the execution of the "Hypertransfer" command in the command sheet.

    As with the "Flight" command, the flight time calculation depends on the min/max speeds of spaceships in the fleet and their loading capacity. In spacecraft designs, this speed is reflected as "Flight in hyperspace". Fleet speed will be calculated based on the slowest spaceship.

    Hypertransfer is also available to fleets with Ancients’ Jump Point Generator Device set in the command module. With this generator, the fleet can move without the Hypergate coordinates known to any point in the Universe.

    Fleet Commander can be trained or purchased from the Trade Center and assigned to the fleet. While flying, it will increase “Flight Speed” skill, which increases the speed of the fleet by the specified percentage.

    Installation of mines
    Installation works

    Command: "Installation Works"

    Scope

    During construction works, this command allows adding the fleet’s Orbital Potential to the Orbital Potential of the base.

    Required modules

    This command becomes available for the fleet if Building Module is installed on at least one spaceship in the fleet.

    Fuel consumption

    This command requires fuel. The projected consumption and fuel type information is in the “Flight Control” - “Execution Parameters” section.
    If there are several different spaceships in the fleet, then the fuel consumption is carried out sequentially for all in-fleet spacecraft, starting with the first in the list. In other words, first, the hold of the first spacecraft is emptied, then the one that follows, etc.

    Additional Information

    The duration of this command depends on the Orbital potential of the fleet (parameters and the number of Building Modules installed on the fleet spaceships). Read the Manual's Building Module section for details.
    The orbital potential and the potential of all spaceships in the fleet are summed up.

    Load All

    The "Load All" command

    Scope

    The "Load All" command is designed to upload a group of products from their planets or alliance warehouses via the flight list.

    Required modules

    The command is available to any fleets, installation of special modules on fleet ships is not required.

    Fuel consumption

    Does not require fuel to perform.

    Additional information

    The command execution time depends on the number of items loaded into the hold and is approximately 1 second for every 10 items, but not less than 1 second.

    When you select this command in the flight list, you will be offered fields in which you need to select the ship project in which the goods will be loaded, the category of goods and (or) the type of goods, race, level and quantity that you want to load into the fleet, while only the category or type of goods is required to specify. If the option "Distribute to all ships of the fleet" is set, then the cargo will be evenly distributed to all ships, if possible. If this option is not specified, the cargo will be loaded sequentially from the first ship in the list.

    Load Hold

    The command "Load Hold"

    Scope

    The "Load into the hold" command is designed to load goods from their planets or alliance warehouses via the flight list.

    Required modules

    The command is available to any fleets, installation of special modules on fleet ships is not required.

    Fuel consumption

    Does not require fuel to perform.

    Additional information

    The command is executed instantly when its turn comes in the flight list. If there are several "Load into hold" commands in a row in the flight data sheet, then the execution time of such a group of commands is approximately 1 second for each command.

    When you select this command in the flight list, you will be offered fields in which you need to select the ship project into which the goods will be loaded, the type of goods, race, level and quantity that you want to load into the fleet. You can also set the possibility of stopping the team if there is not enough goods in the warehouse (the option "Stop when there is a shortage in the planet's warehouse"). If the option "Distribute to all ships of the fleet" is set, then the cargo will be evenly distributed to all ships, if possible. If this option is not specified, the cargo will be loaded sequentially from the first ship in the list.

    Move to Hangar

    Command: "Move to Hangar"

    No Command
    Scope of application

    The Flight Management tab in the Fleet Management window is a tool for managing fleet actions. The upper part of the window is designed to create, fill in and edit a list of fleet commands, the set of which eventually makes up the "Flight List" of the selected fleet.

    "No command" - the value of each subsequent line of the Flight List, which is set by default.

    When you click on the arrow in the left part of the "No command" field in the "Command" column, you proceed to select the command for the current line of the Flight List.
    - The "Parameters" column is individual for each team from the list, depending on its purpose.
    - The "Time" column reflects the duration of execution of the selected command.
    - The "Actions" column includes a sequence of command control buttons in the process of compiling the Flight List: Add-Save-Delete. To add each subsequent command, respectively, you need to click the "add" button, after which another line with the value "No command" will appear under the currently installed command.

    Patrol

    Command: "Patrol"

    Scope


    Main scope – Star Map overview and intelligence activities.
    This command allows patrolling a specific location in space. It indicates the fleet presence at that location. It also allows receiving information on fleets that fly by. When the additional option "Attack all" is activated, the fleet on patrol starts the battle, similar to using the "Attack" command.
    Fleet on patrol in Ethnogalaxies can be used to prevent Borg fleets from spawning on patrol coordinates. Borg patrols do not arrive at coordinates in the Ethnogalaxies where another fleet is located. Besides, Borg mining ships and archaeologists arrive at the coordinates where the fleets with the "Patrol" mode activated are located.

    Required modules

    To use this command, engines must be installed on all spaceships in the fleet. The fleet consumes fuel, energy, and CR when this command is enabled.

    If the "AstroScanner" module is installed on the fleet spaceships, then in Patrol mode it allows them to view the entire Star Chart within the AstroScanner range (read the Manual on this module in AstroScanner section).

    If AstroScanner and Spaceship Radar are installed on the fleet spaceships and “Spaceship Radar” module is activated, then the fleet in Patrol mode can receive additional information about fleets and objects within the AstroScanner range (read the Manual on this module in Ship Radar.

    If Ancients' devices are installed on the fleet spaceships, then the fleet can receive additional information (read the Manual on Ancients' devices in Tachyon Scanner and Zero Field Detector.

    Fuel consumption

    To execute this command, fuel is required in accordance with the in-fleet spaceship project parameters. The predicted fuel consumption and type of fuel are reflected in the “Flight control” - “Execution parameters” section.
    If the fleet has several spacecraft projects at once, then the fuel consumption is carried out sequentially, starting with the first spaceship in the list. In other words, the very first spaceship’s hold is emptied first, then the second spaceship’s, and further down the list.

    Additional information

    When executing the “Patrol” command, the player can enable the additional “Attack all” mode. In this case, the fleet will attack all fleets that are on the same coordinates, regardless of the actual weapons presence. The battle starts fleet with the “Attack All” mode activated.

    Pick Up Agents

    Command: "Pick Up Agents"

    Pick Up All Agents

    Command: "Pick Up All Agents"

    Pick up Cargo

    Command: "Pick up Cargo"

    Scope

    "Pick up cargo" command is intended for automatic loading through the flight sheet of goods put up for pickup by other players.

    Required modules

    This command is available to all fleets. Installation of special modules on the fleets spaceships is not required.

    Fuel consumption

    This command does not require fuel.

    Additional Information

    This command is executed instantly upon the arrival of its turn in the flight list.

    When this command is selected in the flight list, the player will be offered a field in which he needs to select the cargo that the player wants to pick up. The choice of cargo is available by clicking on the arrow on the right side of the field. If the player plans to pick up the rest of the cargo by another fleet, or all the goods do not fit into the hold, then he can select either all positions or only a part.

    This command should be executed during "Transfer Federation Goods" Federation mission. Upon accepting this mission, the Federation will expose the goods for pickup. With the help of the "Pick Up Cargo" command the player will be able to load the cargo into the hold. The "Load" command will not work in this case since goods are offered by another player.

    Place a Trade Bid

    Command: "Place a Trade Bid"

    Purchase Fuel

    Command: "Purchase Fuel"

    Scope

    This command allows the fleet to purchase fuel from Federation bases.

    Required modules

    No extra modules needed to perform this command.

    Fuel consumption

    No fuel needed to perform this command.

    Additional information

    You can purchase the fuel from the Federation bases for in-game currency (IG) under rates related to each fuel type.

    Refinery

    Scope

    With the help of this command, resources are extracted from asteroid fields. The composition of the extracted resources depends on their availability in the field and the types of drilling rigs installed in the ships of the fleet.

    Required modules

    The team is available to fleets that include ships with recycling modules in their projects.

    Fuel consumption

    Requires fuel to perform. The projected fuel consumption and type is reflected in the Flight Control, section Execution Parameters. Fuel consumption is calculated based on the time that the fleet spends in processing mode.
    If there are several ship projects in the fleet, then consumption is carried out sequentially by fleet ships, starting from the top in the list. That is, first the hold of the upper project is emptied, then the next one after it, etc.

    Additional information

    • Each ship project that is part of the fleet stores the extracted resources only in the holds of the ships of its project.
    • For each type of resources that the fleet extracts, you can set the priority of extraction.
    • The processing process is conditionally divided into processing cycles, the time of each cycle is 5 minutes (the cycle time can be reduced to 1 minute using the ancient Spectral Analyzer device). At the end of each cycle, the fleet loads the resources extracted on the field into the ships and sends a report. If the field is not dug out and the free space in the hold has not run out, the fleet begins the next cycle.
    • The duration of the command execution depends on the total number of processing modules in the fleet, the composition of resources and the set priorities for resource extraction. Initially, the processing duration is calculated based on the time it takes the fleet to fully fill the hold with resources, in accordance with the established production priorities, provided that there are an infinite number of resources on the field.
    • When the recycling command is executed cyclically, the fleet takes an equal mass of resources from each asteroid field (Fleet capacity / number of "recycling" commands in the command sheet).
    Remove All from Hangar

    Command: "Remove All from Hangar"

    Remove from Hangar

    Command: "Remove from Hangar"

    Repair

    Command: "Repair"

    Scope

    This command allows to repair fleet’s damaged spaceships.
    Repair can be performed at orbital bases and space bases with built Repair shops.

    Command execution time depends on the Repair Shops’ production capacity. The higher the production potential, the more spaceship's durability restored per hour. Read more in Manual -Repair Shops.

    Required modules

    No modules required.

    Required modules

    No modules consumed.

    To successfully execute "Repair" command in the Warehouses located on the Planet/Base, player must obtain a sufficient amount of resources and materials required.

    Additional information

    It is possible to speed up the fleets’ repair by paying bonuses to workers. All the necessary materials that are not enough in the planet's Warehouse will be automatically purchased from the Federation in the amount needed.
    To speed up a repair use Repair Shops management section or the fleet command list when the “Repair” command is executed.

    Repair Works
    Search Ops

    Scope

    Searches for objects in outer space.

    In interstellar flight mode, from the point of departure to the point of destination, the search fleet scans the space within the viewing radius of the astroscanner. The search is performed no more than once every 5 minutes for objects (intergalactic star systems, Gas and dust clouds, nebulae, etc.) and no more than once an hour for artifacts (when using the appropriate tachyon modulator and tachyon scanner devices, this time may be reduced). only if the fleet has flown from the point of the last search or from the point of departure a distance greater than a quarter of the viewing radius. When objects are detected, appropriate messages are sent to the fleet owner.

    Required modules

    To be able to perform a Search Operation on one of the ships that make up the fleet, the following modules must be installed Astroscanner, Ship's radar, Neutron modulator.

    Fuel consumption

    Requires fuel to perform. The projected fuel consumption and type are reflected in the Flight Control, Execution Parameters section.
    If there are several ship projects in the fleet, then consumption is carried out sequentially by ships of the fleet, starting from the top in the list. That is, the hold of the upper project is emptied first, then the one following it, etc.

    Objects that can be detected during command execution

    1. Intergalactic star Systems - when such a system is detected, a message is sent to the fleet owner indicating the name and coordinates of the system. The found system will appear in the Federation database no earlier than one day after the discovery. Only the owner of the fleet who discovered this system can see the found system on the star map and fly to it during the day, after detection. The greater the power of the radar and the viewing radius of the astroscanner, the higher the probability of detecting such a system.
    2. Gas and Dust clouds - are detected in intergalactic space or within galaxies, excluding the zone of distant systems, i.e. the detection boundary is the simplest star farthest from the center of the galaxy. When a cloud is detected, a message is sent to the fleet owner indicating the name and coordinates of the system. The found cloud will appear in the Federation database no earlier than a day after discovery. Only the owner of the fleet who discovered this cloud can see the found cloud on the star map and create a star within a day after detection. The greater the power of the radar and the viewing radius of the astroscanner, the higher the probability of detecting such a system. But it should be taken into account that the cloud can be detected at any point of the astroscanner. If you need to locate the system as close as possible to the search fleet, you should install an astroscanner with a smaller viewing radius. If a player finds a gas-dust cloud within a galaxy, the player will be able to find another gas-dust cloud in the same galaxy no earlier than a week later. When searching for gas and dust clouds inside galaxies, the probability of finding them is inversely proportional to the number of fleets of the player (alliance) that carry out a search operation in the same quadrant.
    3. Nebulae - are detected in intergalactic space. When a nebula is detected, a message is sent to the owner of the fleet indicating the name and coordinates of the nebula. The found nebula will appear in the Federation database immediately after detection. The greater the power of the radar and the viewing radius of the astroscanner, the higher the probability of detecting a nebula.
    4. Artifacts - are detected in intergalactic space or within galaxies. In order to discover an artifact, at least one ship of the fleet must have archaeological potential in the search operation mode. Artifacts can only be loaded into ships with archaeological potential in the search operation mode. Artifacts with a level of more than 20,000 can be found in intergalactic space. Within galaxies, artifacts can be found with a level from the maximum level for the galaxy to the 20,000 level. The higher the archaeological potential, the more often artifacts will be found, the frequency of finding is also influenced by the devices of the ancients used in archaeological excavations. The larger the viewing radius, the greater the probability of detecting an artifact. The higher the radar power, the more likely it is to detect a higher-level artifact. The fleet must also have sufficient archaeological potential and capacity to detect and load high-level artifacts into the hold.
    Space Jump

    Command: "Space Jump"

    Scope

    This flight mode allows the fleet to instantly move from one point in space to another.

    Before jumping with Jump Thrusters activated, the fleet needs some time to prepare for the space jump. This period depends on the engines installed in the fleet’s spaceships and the fleet’s mass. The min time needed to prepare for Space Jump is 5 minutes. The jump itself consumes fuel, similar to Patrol mode.

    When jumping through a black hole or with Singularity Generator activated, no training is required.

    Required modules

    To perform Space Jump, all fleet’s spaceships must be equipped with Gravity Computer.

    Fuel Consumption

    This command requires fuel. The projected fuel consumption and fuel type are specified "Execution parameters" - "Flight control" section.
    If the fleet has several spacecraft projects at once, then the fuel consumption is carried out sequentially, starting with the first spaceship in the list. In other words, the very first spaceship’s hold is emptied first, then the second spaceship’s, and further down the list.

    Additional information

    There are two ways to perform the Space Jump command.

    • Space Jump between galaxies. The center of each galaxy is the Black Hole. This is a kind of door to any other galaxy. After reaching the Black Hole, you can order the fleet “Space Jump” command and it will instantly move to the galaxy indicated in the Destination. If necessary to move from Calliota, Space Jump starts strictly at the Black Hole coordinates (e.g., at [5000 - 15000]:0 coordinates or at Calliota:0). Target destination depends on the calculated accuracy of the Gravity computers installed in the fleet’s spaceships. When Space Jump is done, the fleet enters the center of the galaxy but not exactly at the Black Hole coordinates but with a spread allowed by the Gravitational Computer.
      Space Jump accuracy and the approximate exit radius are indicated in the ”Space Jump” - ”Space Jump Accuracy (l.y.)” spacecraft’s project section.
      Gravity Computer like the Hyper Engine consumes thermonuclear fuel, regardless of the fuel that is required for the reactors that ensure spacecraft’s all other systems operation.
      When exiting too close to the Black Hole, the fleet can fall into a gravitational anomaly and move along arbitrary coordinates near any other Black Hole. Some of the fuel will be lost during the movement.

    • In addition to the Gravity Computer Space Jump from any point in space to any other point requires a Jump Thruster. Jump Thruster runs on gravitational fuel, regardless of the fuel required for the reactors to power all other spacecraft’s systems. These thrusters take some time to recharge. Space Jump is impossible while reloading. When the Space Jump is done, the fleet does not fall exactly to the specified coordinates but with the spread allowed by the Gravity Computer.
      Space Jump accuracy and the approximate exit radius are indicated in the ”Space Jump” - ”Space Jump Accuracy (l.y.)” spacecraft’s project section.
      Just like the Hyper Engine, the Gravity Computer consumes thermonuclear fuel regardless of the fuel that is required for the reactors that ensure the operation of all other spaceship systems.
      When exiting a Space Jump too close to the Black Hole, the fleet can fall into a gravitational anomaly and move along arbitrary coordinates near any other Black Hole, losing some of its fuel in the process.

    If on the command list the following command is “Flight” or “Hyperjump”, then after Space Jump is done the fleet will execute these commands without checking for hostile fleets or fleets on patrol with the “Attack All” option activated on the Space Jump’s target coordinates.

    Space Jump is also available to fleets with Singularity Generator Ancient’s Device installed in the command module. With the Singularity Generator, the fleet can jump like a fleet with Jump Thrusters installed. However, the fleet does not need gravity fuel to move. One such Generator is enough to make the fleet perform a Space Jump. The Singularity Generator will also require time to recharge after jumping.

    Unload

    Command: "Unload"

    Scope

    Using the flight sheet, the "Unload" command allows unloading cargo from the fleet’s hold bypassing manual unloading through the "Hold" tab.

    Required modules

    This command is available to any fleet. No special modules are required.

    Fuel consumption

    To activate this command no fuel is required.

    Additional information

    This command is executed instantly at its turn in the flight list.

    In this case, the fleet’s hold is a single whole without division into spaceships and their projects.
    When this command is selected, a list and the amount of cargo in the hold will appear in the flight sheet. In manual mode, it is necessary to enter the amount of cargo planned for unloading when executing this command in a window next to each item.

    This command is convenient when creating a flight sheet from several positions. For example, if a player is loaded on one of his planets and wants to take part of the cargo to his other planet, and some to the third & return, then this command will be located in the middle of the flight sheet, consisting of: “Flight” - the first planet coordinates - “Unload”; “Flight” - the second planet coordinates - “Unload”; “Flight” - planet N coordinates - “Unload”; "Flight" - return to the starting point commands.

    When using the "Unload" command, it is important to correctly distribute positions and quantities of unloaded goods. If the flight is designed for several points, then when drawing up the flight sheet, the player must not forget that there should be enough fuel to execute subsequent commands, or not to unload the cargo at intermediate points, or carefully calculate the remainder of the cargo in the hold after each unloading.

    Unload (mission)
    Unload all

    Command: "Unload All"

    Scope

    This command is used to unload all cargo from the fleet’s holds. The main difference from the “Unload” command is that there is no need to manually register the quantity of unloaded goods. If at some stage of the Flight Sheet execution it is necessary to empty the holds completely, then when this command is activated, the fleet will unload up to the last unit of the selected cargo.

    Required modules

    This command is available to any fleet. No special modules are required.

    Fuel consumption

    This command does not require fuel to be executed.

    Additional Information

    The choice of the goods that must be completely unloaded from the fleet is carried out when adding a command by marking the cargo in the appropriate field.
    Goods with the corresponding "Marker" will be unloaded, while goods without the "Marker" will remain in the fleet’s hold. For example, it is convenient to draw up flight sheets for fleets that extract resources from asteroid fields. The fleet can carry out mining, then unload it on the planet without the player’s participation since sometimes it is not known in advance how much, what resources will be mined, and how much time it needs to be unloaded from the holds to the warehouse.
    The choice for unloading specific cargo is convenient when it is necessary to distribute different cargo at different points, and the capacity of transport ships allows loading a large number of goods. Or, when you need to unload everything but leave the fuel needed for the return flight or for further execution of a more complex flight sheet in the hold.

    Unload to Fleet

    Command: "Unload to Fleet"

    Traders Guild
    Traders Guild was founded by the free Federation traders. Its mission is to encourage trade between Guild members and other players. Each Guild member has the following benefits:
    • Trade Center influence range is increased by 20%.
    • Trade Warehouse volume is increased by 20%.
    • A number of bids in the Trade Center is increased by 10.
    • Trade fleets speed is increased by 10%.
    • Ability to unload goods & products onto other non-rookie players’ planets.
    • Ability to view all trading bids of other Guild members.
    • Ability to remove bids one month after the last sale.
    • Trade rating is increased by 20%.
    • The number of tasks not accepted for execution 10

    Monthly membership fee for this Guild is 1 000 IG.

    Players who have builtTrade Center first time get a month of free Traders Guild membership.

    Guild Players:925
    Pilots Guild
    Pilots Guild was founded by the Federation. Its mission is to assist Guild members in spaceflights, which are sometimes very difficult and even dangerous. Each Guild member has the following benefits:
    1. Fleet speed in all modes except battle is increased by 10%.
    2. The max number of fleets for all Command Centers is increased by 2.
    3. The max number of fleet spaceships for all Command Centers is increased by 10.
    4. The max number of commands in the fleet flight list for all Command Centers is increased by 5.
    5. Increasing the maximum number of saved flight data sheets up to 500.
    6. Guild Members gain access to the Federation Navigation Databases and Hypergate Databases. This allows Hypertransitions and Gravity Jumps to be calculated automatically, knowing the flight target point only.

    Monthly membership fee for this Guild is 1 000 IG.

    Players who have builtCommand Center first time get a month of free Pilots Guild membership.

    Guild Players:1 291
    Miners Guild
    Miners Guild was founded by the Federation. Its mission is to support Guild members when mining on planets and asteroid fields. Each Guild member has the following benefits:
    1. Extraction of all ores on planets and asteroid fields is increased by 10%.
    2. Exploration potential of all fleets is increased by 30%.
    3. Exploration potential of all stations is increased by 50%.

    Monthly membership fee for this Guild is 1 000 IG.

    Players who have built Exploration Station first time get a month of free Miners Guild membership.

    Guild Players:931
    Mercenaries Guild
    Mercenaries Guild was founded by the Federation. Its mission is to support Guild members in combat. Each Guild member has the following benefits:
    1. The "Attack" command for rookies and members of the Independent Worlds Guild is disabled.
    2. Any spacecraft in-battle speed is increased by 10%.
    3. Any weapon power is increased by 10%.
    4. Ability to view completed battles logs of other players (excl. Borgs) who are Guild members.
    5. Ability to gather fragments in the battle even if the fleet retreats.

    Monthly membership fee for this Guild is 2 500 IG.
    Guild Players:230

    Scientists Guild
    Scientists Guild was founded by the Federation. Its mission is to support Guild’s members in exploration & research. Each Guild member has the following benefits:
    1. Scientific potential is increased by 10%.
    2. Research queue is increased by 1.
    3. Design potential is increased by 15%.
    4. Archaeological Center potential is increased by 20%.
    5. Ability to provide with tasks for researching a specific technology several levels ahead.

    Monthly membership fee for this Guild is 1 000 IG.

    Players who have builtScience Academy first time get a month of free Scientists Guild membership.

    Guild Players:1 594
    Independent Worlds Guild
    The Guild of Independent Worlds was created by the Federation to help develop overlords who do not want to join any alliance. The guild can be joined by overlords who are not beginners or whose rating is over 1000 and are not members of any alliance.

    Membership in the Guild of Independent Worlds cannot be terminated prematurely

    Guild members are provided with the following opportunities:

    1. Additional scientific potential equal to half of the geometric mean of the sum of the scientific potentials provided by other members for use in the guild, and the scientific potential of the player provided by them for the guild (configurable in the research window, by default the entire scientific potential). At the moment, the total scientific potential of the guild members is 23 661 302 616 Trln. You will be added: 0
    2. Additional design potential equal to half of the geometric average of the sum of the design potentials provided by other members for use in the guild and the player's design potential provided by them for the guild (configurable in the ship projects window, by default the entire design potential is used potential). At the moment, the total project potential of the guild members is 371 012 853 731. You will be added: 0
      The value of the guild's project potential is updated once a day.
    3. A general overview of the star map for all guild members (an information exchange agreement automatically applies between guild members).
    4. A ban on declaring war by other overlords.
    5. A ban on attacking the orbital bases and spacebases of guild members (Excluding xenogalactics, xeno-fogs and Borg).
    6. A ban on attacking fleets of guild members in Federation quadrants and free quadrants within galaxies (Excluding xeno-galaxies, xeno-fogs, Borg and fleets on patrol with the option to attack all).
    7. The ban on boarding fleets of guild members in the Federation quadrants.
    8. The "Attack all" option for fleets of other players on patrol in the Federation quadrants is ignored (excluding xeno-galaxies, xeno-fogs and Borg).
    Guild members are prohibited from:
    1. Declare war on other overlords.
    2. Use the fleet command to "Attack", regardless of membership in the mercenary guild.
    3. Use the "Attack All" option when patrolling outside the Federation quadrants and their bases (for xeno-fogs and xeno-galaxies).
    4. To use the command of the fleet "Boarding", "Setting the grave. interference", "Hyper trap generation" (with the exception of Federation tasks, xeno-fogs and xeno-galaxies).
    5. To unload goods on the planets of other overlords (with the exception of merchant fleets), regardless of membership in the "Trade Guild" and concluded trade agreements.
    6. To transfer goods (except fuel) to the fleets of other overlords, regardless of membership in the "Trade Guild" and concluded trade agreements.
    7. To be a member of any alliance.
    8. Have active mutual assistance agreements with other overlords.
    9. Conduct combat operations on orbital bases, space bases and in the orbits of inhabited planets (with the exception of Borg bases and colonies, xenogalactics, xeno-nebulae )

    The membership fee is 5 000 IG per month.

    Guild Players:397
    Spies Guild
    Spies Guild was founded by the Federation. Its mission is to support Guild members in intelligence and espionage.

    Each Guild member has the following benefits:

    1. Advanced search for asteroid fields, planets, and Spacebases (the search is available in the Star Map section).
    2. Time needed for an Agent to complete missions is reduced by 50%.
    3. Radar station power and the Observatory range is increased by 10%.
    4. Agent training speed is increased by 20%.

    Monthly membership fee for this Guild is 3 000 IG.

    Players who first built Radar Station, get a month of free guild membership.
    Guild Players:538

    Industrial Guild
    Industrial Guild was founded by the Federation. Its mission is to support Guild members in the spacecraft building & construction.

    Each Guild member has the following benefits:

    1. Production potential of all buildings and base modules is increased by 10%.
    2. Materials production is increased by 10%.
    3. Spaceship building potential of orbital Docks is increased by 15%.
    4. Warehouse capacity is increased by 20%.
    5. There are no industrial rating penalties for recycling the components.

    Monthly membership fee for this Guild is 1 000 IG.
    Guild Players:672

    Builders Guild
    Builders Guild was founded by the Federation. Its mission is to assist Guild members in the Planetary Buildings and Orbital Base modules building. Each Guild member has the following benefits:
    1. Construction and orbital potential of all planets is increased by 10%.
    2. Ability to construct multiple buildings or orbital modules at once.
    3. Ability to upgrade buildings or orbital modules by several levels at once.
    4. Ability to dismantle several buildings or orbital modules at once.

    Monthly membership fee for this Guild is 1 000 IG.

    Players who have builtConstruction Plant first time get a month of free Builders Guild membership.

    Guild Players:1 543
    Anarchy
    Features

    Is set by Default in new Alliances. Is set during "Form of Government" paradigm shift due to lack of funds to pay Alliance Tax. No Alliance Management involved (any actions related to Alliance are impossible; all Alliance rights are disabled for all positions, except for `Viewing Alliance Member Relationships`, `Downloading from Alliance Warehouse`, `Chat Moderator`, 'Sale and transfer of colonies and bases to non-Alliance members` rights). If Anarchy has arisen due to lack of funds, then the following actions are available: “Transfer money to Alliance”. At the same time, paradigm may be restored at 4:00 Moscow time only.

     

    Alliance Head

    If Alliance Head account is deleted, frozen or inactive for a month, then his powers are automatically transferred to randomly selected active Alliance member.

     

    Bonuses and Penalties

    No Bonuses and Penalties.

     

    Relations between Alliance members

    Peace Treaty

     

    Overview

    Alliance members cannot change visibility settings for authorized Alliance members.

     

    Paradigm content (days): 5 IG

     

    Maintaining paradigm daily costs for each Alliance Member: 5 IG.

    Monarchy
    Alliance Head

    Alliance Head can voluntarily resign, transferring his rights to any Alliance member. If Alliance Head account is deleted, frozen or inactive for a month, then his powers are automatically transferred to member who joined Alliance earlier.

     

    Bonuses and Penalties

    A certain loyalty percentage is added (subtracted) to each Alliance member’s Colony, depending on Alliance members’ number. Max loyalty: 75% achieved with 5 Alliance members.

    • -25% to Security Status shift.
    • +10% to Police HQ performance.
    • +10% to Security Centers performance.
    • +10% to Counterintelligence Centers performance.
    • +10% to Agent Potential.
    • +10% to Agents & Commanders training.
    • +5% to Radar Stations, Masking Generators, Observatories, and fleets.
     

    Science

    Each Alliance member gets SP equal to geometric mean of total Alliance members’ SP (excl. Alliance member’s SP) and Alliance member’s SP.

     

    Relations between Alliance members

    • Peace Treaty
    • Hypergate Agreement
    • Information Treaty
     

    Overview

    Alliance members are prohibited from masking planets & fleets visibility to authorized Alliance members.

     

    Maintaining paradigm daily costs for each Alliance Member: 10 IG.

    Republic
    Alliance Head

    Alliance Head is elected by all Alliance members. Specific weight of each Alliance member is proportional to his max rating. Alliance Head re-election or extension of his powers takes place once a month on the 1st day. Voting procedure is secret. Elected Alliance Head is the player for whom, as of the first day of month, the majority of Alliance members voted according to each member’s specific weight. Alliance Head cannot transfer his powers to another player.

     

    Bonuses and Penalties

    A certain percentage is added (subtracted) to each Alliance member’s Colony, depending on Alliance members’ numbers. Max loyalty: 50% achieved with 25 Alliance members.

    • 50% to Security Status shift.
    • +10% to Orbital Casino performance.
    • +10% to Entertainment Centers performance.
    • -10% to Counterintelligence Centers performance.
    • -10% to Agent potential.
    • -10% to Agents & Commanders training.
    • -5% to Radar Stations, Masking Generators, Observatories, and fleets.
     

    Science

    Each Alliance member gets access to Alliance’s researched fields. Research level is defined as arithmetic average between max level studied by Alliance and Alliance member research level.

     

    Relations between Alliance members

    • Peace Treaty
    • Hypergate Agreement
    • Information Treaty
     

    Overview

    Alliance members are allowed to hide planets, fleets and relationships visibility to authorized Alliance members.

     

    Maintaining paradigm daily costs for each Alliance Member: 25 IG.

    Dictatorship
    Alliance Head

    Alliance Head can voluntarily resign, transferring his rights to any Alliance member. If Alliance Head account is deleted, frozen or inactive for a month, then his powers are automatically transferred to member with highest max rating. Alliance Head can be resigned if more than 50% of Alliance members are dissatisfied with his policies. In this case, Alliance Head powers are automatically transferred to Alliance member with highest max rating. Approval or disagreement procedure with Alliance Head policy is secret.

     

    Bonuses and Penalties

    A certain percentage is added (subtracted) to each Alliance member’ Colony, depending on Alliance members’ numbers. Max loyalty: 125% achieved with 20 Alliance member.

    • -50% to Security Status shift.
    • +25% to Police HQ performance.
    • +25% to Security Centers performance.
    • +25% to Counterintelligence Centers performance.
    • +25% to Agent Potential.
    • +25% to Agents & Commanders training.
    • +10% to Radar Stations, Masking Generators, Observatories, and fleets.
     

    Science

    • Each Alliance member gets access to Alliance’s researched fields. Research level is defined as arithmetic average between max level studied by Alliance and Alliance member research level.
    • Each Alliance member gets SP equal to half geometric mean of the total Alliance members’ SP (excl. Alliance member SP) and Alliance member SP.
     

    Relations between Alliance members

    • Peace Treaty
    • Hypergate Agreement
    • Information Treaty
     

    Overview

    Alliance members are prohibited from hiding planets, fleets & relationships visibility from authorized Alliance members.

     

    Maintaining paradigm daily costs for each Alliance Member: 40 IG.

    Democracy
    Alliance Head

    Alliance Head is elected by all Alliance members. Any Alliance member can be elected as Alliance Head. Each Alliance member’s decision is equal. Voting procedure is secret. Alliance Head re-election or extension of current Alliance Head holds once a month on the 1st day. Elected Alliance Head is the player for whom, as of the first day of the month, the majority of Alliance members voted. If Alliance Head gets less than 50% support, then he cannot shift paradigms. Alliance Head cannot transfer own powers to another player.

     

    Bonuses and Penalties

    Certain percentage is added (subtracted) to each Alliance member’s Colony, depending on Alliance members’ number. Max loyalty: 100% achieved with 50 Alliance members.

    • 100% to Security Status shift.
    • +25% to Orbital Casino performance.
    • +25% to Entertainment Centers performance.
    • -25% to Counterintelligence Centers performance.
    • -25% to Agent potential.
    • -25% to Agents & Commanders training.
    • -10% to the means of surveillance and camouflage of colonies, bases, fleets.
     

    Science

    Each Alliance member gets access to Alliance’s fundamental researched fields.

     

    Relations between Alliance members

    • Peace Treaty
    • Hypergate Agreement
    • Information Treaty
     

    Overview

    Alliance members are allowed to hide planets & fleets visibility from authorized Alliance members.

     

    Maintaining paradigm daily costs for each Alliance Member: 50 IG.

    Community
    Sets by Default in new Alliances. Sets during “Social Order” paradigm shift due to lack of funds to pay the Alliance Tax.
     
    Bonuses and Penalties
  • +1% to all Colonies & Spacebases performance.
  • +1% to fleets performance when excavating and mining in Alliance quadrants.
  • -5% to all Colonies & Spacebases loyalty.
  • +5% to all Colonies & Spacebases corruption level.
     

    Maintaining paradigm daily costs for each Alliance Member: 5 IG.

  • Feudalism
     
    Bonuses and Penalties
    • +15% to performance of Colonies, Orbital Bases, and Spacebases located in Alliance quadrants.
    • +15% to loyalty in all Colonies, Orbital Bases, Spacebases located in Alliance quadrants.
    • +15% to fleets that mine or excavate in Alliance quadrants.
    • -5% to corruption level of Colonies, Orbital Bases, and Spacebases located in Alliance quadrants.
    • +10% to corruption level of Colonies, Orbital Bases, Spacebases & Bases not located in Alliance quadrants.
    • -10% to loyalty in all Colonies, Orbital Bases, Spacebases not located in Alliance quadrants.
    • -5% to performance of Colonies, Orbital Bases, Spacebases that not located in Alliance quadrants.
    • -5% to fleet performance when excavating and mining outside Alliance quadrants.
     

    Maintaining paradigm daily costs for each Alliance Member: 15 IG.

    Centralization
     
    Bonuses and Penalties

    • +25% to loyalty of Colonies & Orbital Bases in Systems where Colonial Administration or Colonies Congress are located.
    • +25% to performance of Colonies & Orbital Bases in Systems where Colonial Administration or Colonies Congress located.
    • -20% to corruption in Colonies & Orbital Bases in Systems where Colonial Administration or Colonies Congress are located.
    • +5% to Spacebase loyalty.
    • +5% to Spacebase performance.
    • -5% to Spacebase corruption level.
    • +50% to Colony with Colony Congress performance.
    • +5% to fleet performance when excavating and mining in Alliance quadrants.
    • +15% to Colonial Administration.
    • +25% to Colony Congress.
    • -10% to performance in Colonies & Orbital Bases in Systems where no Colonial Administration or Colony Congress built.
    • +15% to corruption on Colonies & Orbital Bases in Systems where no Colonial Administration or Colony Congress built.
    • -15% to loyalty in Colonies & Orbital Bases in Systems where no Colonial Administration or Colony Congress built.
     

    Maintaining paradigm daily costs for each Alliance Member: 25 IG.

    Capitalism
     
    Bonuses and Penalties

    • +15% to all Colonies, Orbital Bases, and Spacebases performance.
    • +10% to fleets that mine or excavate in Alliance quadrants.
    • +5% to fleets that mine or excavate outside Alliance quadrants.
    • +5% to Research Centers.
    • +5% to Banks.
    • +20% to all Colonies, Orbital Bases, and Spacebases performance.
    • -20% to all Colonies, Orbital Bases, and Spacebases loyalty.
     

    Maintaining paradigm daily costs for each Alliance Member: 50 IG.

    Communism
     
    Bonuses and Penalties

    • +10% to all Colonies, Orbital Bases, and Spacebases performance.
    • +20% to fleets that mine or excavate in Alliance quadrants.
    • +10% to fleets that mine or excavate outside Alliance quadrants.
    • +25% to Labs.
    • +5% to Science Academy.
    • +10% to all Colonies, Orbital Bases, and Spacebases loyalty.
     

    Maintaining paradigm daily costs for each Alliance Member: 60 IG.

    Free Market
    Relations between Alliance members
    No relations involved.

    Trade fee
    At least 5% and no more 20% - Trade fee alliance.

    Performance
    The increase in productivity in the quadrants in which the alliance has influence is equal to the ratio of the culture of the alliance to the population of the alliance colonies of the alliance and is proportional to the percentage of influence in the quadrant. But no more than 50% and no less than 5%. Each Alliance quadrant that is nearby adds 2.5% to quadrant's performance. Nearby quadrants are quadrants that have common boundaries. Max possible percentage increase in quadrant’s performance is 60%.

    Fleet performance
    Increase the productivity of fleets in the processing, excavation, construction, creation of a planet (atmosphere, asteroid field, star system), loading, installation, repair work in the alliance quadrants by % of the productivity of the quadrant.

    Construction and Production
    From +50% up to -95% to SC production speed, spaceships building & design speed, orbital modules and planetary structures construction speed, depending on tech level studied by Alliance member and production (construction) level of goods (buildings). It is calculated by following formula: pmin + (pmax - pmin)*max(1.0, min(player_level, build_level) ^ 1.5) / max(1.0, build_level) ^ 1.5. Where: pmin, pmax is min & max percentage, player level is tech level researched by the player, build_level is production (building) level.

    Bonuses and Penalties

    • +5% to materials production.
    • +5% to Colonies & fleets loot.
    • +5% to Banks.
    • +5% to Warehouses, Trade Warehouses, Alliance Warehouses, Orbital Hangars, and Space Docks.
     

    Maintaining paradigm daily costs for each Alliance Member: 10 IG.

    Planned Economy
    Relations between Alliance members
    Trade Agreement

    Trade fee
    At least 10% and no more 40% - Trade fee alliance.

    Performance
    The increase in productivity in the quadrants in which the alliance has influence is equal to the ratio of the culture of the alliance to the population of the alliance colonies of the alliance and is proportional to the percentage of influence in the quadrant. But no more than 50% and no less than 10%. Each Alliance quadrant that is nearby adds 5% to quadrant's performance. Nearby quadrants are quadrants that have common boundaries. Max possible percentage increase in quadrant’s performance is 70%.

    Fleet performance
    Increase the productivity of fleets in the processing, excavation, construction, creation of a planet (atmosphere, asteroid field, star system), loading, installation, repair work in the alliance quadrants by % of the productivity of the quadrant.

    Construction and Production
    From +100% up to -96% to SC production speed, spaceships building & design speed, orbital modules and planetary structures construction speed, depending on tech level studied by Alliance member and production (construction) level of goods (buildings). It is calculated by following formula: pmin + (pmax - pmin)*max(1.0, min(player_level, build_level) ^ 1.4) / max(1.0, build_level) ^ 1.4. Where: pmin, pmax is min & max percentage, player level is tech level researched by the player, build_level is production (building) level.

    Bonuses and Penalties

    • +100% to Colonial Administration, Colonies Congress, Control Centers.
    • +10% to materials production.
    • +10% to Colonies & fleets loot.
    • +10% to Warehouses, Trade Warehouses, Alliance Warehouses, Orbital Hangars, and Space Docks.
    • -25% to Entertainment Centers.
    • -25% to Orbital Casinos.
    • -10% to Banks.
     

    Maintaining paradigm daily costs for each Alliance Member: 25 IG.

    Protectionism
    Relations between Alliance members
    Trade Agreement

    Trade Fee
    25% - Trade Fee of Alliance

    Sales Tax
    No Sales Tax is set when purchasing in TC, IG Transfer & during goods transfer for pickup by Alliance members.

    • -75% to Sales Tax set when spaceships, Colonies, and Spacebases transfer goods to Alliance members.
    Unloading goods on Colonies and Spacebases of non-alliance members is prohibited, regardless of effective Trade Agreements and Trade Guild membership.

    Performance
    The increase in productivity in the quadrants in which the alliance has influence is equal to the ratio of the culture of the alliance to the population of the alliance colonies of the alliance and is proportional to the percentage of influence in the quadrant. But no more than 50% and no less than 15%. Each Alliance quadrant that is nearby adds 15% to quadrant's performance. Nearby quadrants are quadrants that have common boundaries. Max possible percentage increase in quadrant performance is 80%.

    Fleet performance
    Increase the productivity of fleets in the processing, excavation, construction, creation of a planet (atmosphere, asteroid field, star system), loading, installation, repair work in the alliance quadrants by % of the productivity of the quadrant.

    Construction and Production
    From +100% up to -96% to SC production speed, spaceships building & design speed, orbital modules and planetary structures construction speed, depending on tech level studied by Alliance member and production (construction) level of goods (buildings). It is calculated by following formula: pmin + (pmax - pmin)*max(1.0, min(player_level, build_level) ^ 1.4) / max(1.0, build_level) ^ 1.4. Where: pmin, pmax is min & max percentage, player level is tech level researched by the player, build_level is production (building) level.

    Bonuses and Penalties

    • +150% - to the Colonial Administration, the Congress of Colonies, the Control Center in the quadrants of the Alliance.
    • +15% to materials production in Alliance quadrants.
    • +15% to Colonies & fleets loot in Alliance quadrants.
    • +15% to Banks in Alliance quadrants.
    • +15% to volume of Warehouses, Trade Warehouses, Alliance Warehouses, Orbital Hangars, and Space Docks in Alliance quadrants.
    • -10% to materials production located not in Alliance quadrants.
    • -10% to Colonies & fleets loot located not in Alliance quadrants.
    • -10% to Banks located not in Alliance quadrants.
    • -10% to volume of Warehouses, Trade Warehouses, Alliance Warehouses, Orbital Hangars, and Space Docks located not in Alliance quadrants.
     

    Maintaining paradigm daily costs for each Alliance Member: 40 IG.

    Innovative Economy
    Relations between Alliance members
    Trade Agreement

    Trade fee
    At least 20% and no more 60% - Trade fee alliance.

    Performance
    The increase in productivity in the quadrants in which the alliance has influence is equal to the ratio of the culture of the alliance to the population of the alliance colonies of the alliance and is proportional to the percentage of influence in the quadrant. But no more than 75% and no less than 20%. Each Alliance quadrant that is nearby adds 20% to quadrant's performance. Nearby quadrants are quadrants that have common boundaries. Max possible percentage increase in quadrant’s performance is 120%.

    Fleet performance
    Increase the productivity of fleets in the processing, excavation, construction, creation of a planet (atmosphere, asteroid field, star system), loading, installation, repair work in the alliance quadrants by % of the productivity of the quadrant.

    Construction and production
    From +200% up to -98% to SC production speed, spaceships building & design speed, orbital modules and planetary structures construction speed, depending on tech level studied by Alliance member and production (construction) level of goods (buildings). It is calculated by following formula: pmin + (pmax - pmin)*max(1.0, min(player_level, build_level) ^ 1.2) / max(1.0, build_level) ^ 1.2. Where: pmin, pmax is min & max percentage, player level is tech level researched by the player, build_level is production (building) level.

    Bonuses and Penalties

    • От +50% до +135% - Центрам управления, Культурным центрам (процент равен проценту производительности в квадранте но не менее 50%).
    • +50% - to the Colonial Administration, the Congress of Colonies, Management Centers.
    • +10% to materials production.
    • +10% to Colonies & fleets loot.
    • +10% to Banks.
    • +10% to Research Centers.
    • +25% to Laboratories.
    • +10% to Warehouses, Trade Warehouses, Alliance Warehouses, and Hangars volume.
     

    Maintaining paradigm daily costs for each Alliance Member: 60 IG.

    Technocracy
    Relations between Alliance members
    Trade Agreement

    Trade fee
    At least 25% and no more 80% - Trade fee alliance.

    Performance
    The increase in productivity in the quadrants in which the alliance has influence is equal to the ratio of the culture of the alliance to the population of the alliance colonies of the alliance and is proportional to the percentage of influence in the quadrant.. But no more than 100% and not less than 25%. Each Alliance quadrant that is nearby adds 25% to quadrant's performance. Nearby quadrants are quadrants that have common boundaries. Max possible percentage increase in quadrant performance is 200%.

    Fleet performance
    Increase the productivity of fleets in the processing, excavation, construction, creation of a planet (atmosphere, asteroid field, star system), loading, installation, repair work in the alliance quadrants by % of the productivity of the quadrant.

    Construction and Production
    From +250% up to -99% to SC production speed, spaceships building & design speed, orbital modules and planetary structures construction speed, depending on tech level studied by Alliance member and production (construction) level of goods (buildings). It is calculated by following formula: pmin + (pmax - pmin)*max(1.0, min(player_level, build_level) ^ 1.1) / max(1.0, build_level) ^ 1.1. Where: pmin, pmax is min & max percentage, player level is tech level researched by the player, build_level is production (building) level.

    Bonuses and Penalties

    • From +25% to +200% - Control centers (the percentage is equal to the percentage of productivity in the quadrant).
    • +15% to materials production.
    • +15% to Colonies & fleets loot.
    • +15% to Banks.
    • +25% to Research Centers.
    • +10% to Laboratories.
    • +15% to Warehouses, Trade Warehouses, Alliance Warehouses, and Hangars volume.
     

    Maintaining paradigm daily costs for each Alliance Member: 90 IG.

    Neutrality
    Is set by Default in new Alliances during "War" paradigm shift due to lack of funds to pay Alliance Tax.

    Relations between Alliance members
    No relations involved.

    Military Action

    • +5% to damage done by all types of weapons during battles in Alliance quadrants.
    • +5% to battle speed in Alliance quadrants.

    It is forbidden to change military doctrine without revolution if the Alliance or its members are at war.

     

    Maintaining paradigm daily costs for each Alliance Member: 10 IG.

    Defense Doctrine
    Relations between Alliance members
    Endorsement Pact

    Military Action

    • +10% to damage done by all types of weapons during battles in Alliance quadrants.
    • -5% to damage done by all types of weapons during battles outside Alliance quadrants.
    • +10% to battle speed in Alliance quadrants.
    • -5% to battle speed outside Alliance quadrants.

    Security Status

    • -50% to Security Status decrease during battles in Alliance quadrants.
    • +100% to Security Status decrease during battles outside Alliance quadrants.

    Espionage

    • +10% to intelligence & counterintelligence Agents, Spies, Saboteurs, and Counterintelligence Centers in Alliance quadrants.
    • -25% to intelligence & counterintelligence Agents, Spies, Saboteurs, and Counterintelligence Centers outside Alliance quadrants.

    Building

    • +25% to Orbital Bases & Spacebases defense modules building in Alliance quadrants.
    • -10% to Orbital Bases & Spacebases defense modules building outside Alliance quadrants.

    Production

    • +10% to defense components production.

    Science

    • +25% to defense modules & base modules research.

    Fleet Structure

    • +25% to armed spaceships maintenance in Alliance quadrants.

    Buildings

    • +10% to Deflector Station located in Alliance quadrants.
    • +10% to Defense Center located in Alliance Quadrants.
    • +10% to Repair Shops, fleets in repair mode located in Alliance quadrants.
    • +25% to Citadel located in Alliance quadrants.

    Loyalty

    Defense Combat Rating of base located in Alliance quadrant increases Colony & base loyalty by certain percentage. Loyalty rate equals to Defense Combat Rating square root.

    It is forbidden to change military doctrine without revolution if the Alliance or its members are at war.

     

    Maintaining paradigm daily costs for each Alliance Member: 25 IG.

    Expansionism
    Relations between Alliance members
    Endorsement Pact

    Military Action

    • +10% to damage done by all types of weapons during battles outside Alliance quadrants.
    • +10% - to battle speed outside Alliance quadrants.

    Security Status

    • -50% to Security Status decrease during battles outside Alliance quadrants.
    • +50% to Security Status decrease during battles in Alliance quadrants.

    Espionage

    • +10% to intelligence & counterintelligence Agents, Spies, Saboteurs, and Counterintelligence Centers outside Alliance quadrants.

    Building

    • +25% to Orbital Bases & Spacebases defense modules building outside Alliance quadrants.
    • +10% to armed spaceships building.

    Production

    • +10% to weapons & ammo production.

    Science

    • +25% to weapons, ammo, base defense modules research.
    • +10% to armed spaceships design.

    Fleet Structure

    • -25% to armed spaceships maintenance outside Alliance quadrants.

    Buildings

    • +25% to Outposts located outside Alliance quadrants.
    • +10% to Deflector Station, Defense Center located outside Alliance quadrants.
    • +10% to Repair Shops & fleets in repair mode.

    Loyalty

    Defense Combat Rating of base located in Alliance quadrant increases Colony & base loyalty by certain percentage. Loyalty rate equals to Defense Combat Rating square root (updates no more than once an hour).

    It is forbidden to change military doctrine without revolution if the Alliance or its members are at war.

     

    Maintaining paradigm daily costs for each Alliance Member: 50 IG.

    Militarism
    Relations between Alliance members
    Endorsement Pact

    Military Action

    • +50% to in-battle Loading Potential.
    • +10% to damage done by all types of weapons during battles.
    • +10% to armed spaceships battle speed.
    • -10% to unarmed spaceships battle speed.

    Security Status

    • -50% to Security Status hourly increase.
    • -50% to Security Status decrease when armed spaceships are destroyed.
    • +100% to Security Status decrease when unarmed spaceships are destroyed.

    Espionage

    • +10% to intelligence & counterintelligence Agents, Spies, Saboteurs, and Counterintelligence Centers.

    Building

    • +10% to Orbital Bases & Spacebases defense modules building.
    • +25% to armed spaceships building.
    • -25% to unarmed spaceships building.

    Production

    • +10% to weapons, defense components & ammo production.

    Science

    • +15% to military hulls, weapons, defense, ammo, defense base modules research.
    • +25% to armed spaceships design.
    • -25% to unarmed spaceships design.

    Fleet Structure

    • -15% to armed spaceships structure.
    • +25% to unarmed spaceships structure.

    Buildings

    • +15% to Outposts & Citadel.
    • +10% to Deflector Station, Defense Center, Repair Shops, fleets in Repair mode.

    Loyalty

    Alliance members’ fleet Defense Combat Rating on orbit or base increases Colony & base loyalty by certain percentage. Loyalty rate equals to Combat Rating square root (updates no more than once an hour).

    It is forbidden to change military doctrine without revolution if the Alliance or its members are at war.

     

    Maintaining paradigm daily costs for each Alliance Member: 90 IG.

    Pacifism

    Relations between Alliance members
    Endorsement Pact
    Endorsement Pact cannot be entered into with other Alliances, players

    Trade
    Unloading goods on Colonies and Spacebases of non-alliance members is prohibited, regardless of effective Trade Agreements and Trade Guild membership.

    Military Action

    • Unable to declare wars on other Alliances and players (incl. Borg).
    • This Alliance and its members cannot be declared war (incl. Borg).
    • When paradigm goes into effect, all wars are canceled.
    • Unable to attack Alliance members’ Orbital bases & Spacebases (excl. Xenogalaxy, Xeno Nebula)
    • Prohibition on the attack of Alliance member fleets by other players in Alliance quadrants, Federation quadrants and free quadrants within galaxies and nebulae (Excluding xenogalactics, xeno-nebulies).
    • Unable to use “Attack” command regardless of Mercenary Guild membership (excl. Xenogalaxy, Xeno Nebula).
    • It is forbidden to put the fleet on patrol with the `attack all` option outside the alliance quadrants (excl. Xenogalaxy, Xeno Nebula).
    • Alliance member fleets ignore hyper traps and gravitational anomalies in Alliance quadrants.
    • Use the command of the fleet "Boarding" (with the exception of Federation tasks), "Setting the grave. interference", "Hyper trap generation" (excl. Xenogalaxy, Xeno Nebula).
    • -25% to damage done by all types of weapons in battles.
    • -25% to armed spaceships battle speed.
    • +50% to unarmed spaceships battle speed.

    Security Status

    • +100% to Security Status hourly increase.
    • +100% to Security Status decrease when destroying armed spaceships.

    Espionage

    • +25% to Counterintelligence Agents & Counterintelligence Centers.
    • +10% to Intelligence Agents & Spies.
    • -25% to Saboteurs.

    Building

    • -25% to Orbital Bases & Spacebases defense modules building.
    • -50% to armed spaceships building.
    • +50% to unarmed spaceships building.

    Production

    • -50% to weapons, defense components, ammo production.
    • +25% to other components production.

    Science

    • -50% to military hulls, weapons, defense, ammo, defense base modules research.
    • -50% to armed spaceships design.
    • +50% to unarmed spaceships design.

    Fleet Structure

    • +50% to armed spaceships structure.
    • -50% to unarmed spaceships structure.

    Loyalty

    Alliance members’ fleet Combat Rating & Defense Combat Rating on orbit or base decreases Colony & base loyalty by certain percentage. Loyalty rate equals to Combat Rating square root (updates no more than once an hour).

    Admission to the alliance of new members who are at war is possible no earlier than a day after the application is submitted.

    It is forbidden to change military doctrine without revolution if the Alliance or its members are at war.

     

    Maintaining paradigm daily costs for each Alliance Member: 140 IG.

    Conservatism
    Is set by Default in new Alliances during "Ideology" paradigm shift due to lack of funds to pay Alliance Tax.
     
    Buildings
    • +5% to Archaeological Centers.
    • +5% to Design Offices.
     

    Maintaining paradigm daily costs for each Alliance Member: 5 IG.

    Fundamentalism
     

    Military Action

    • +10% to damage done by all types of weapons to spaceships and player bases that are Alliance members under Democracy form of government.

    Science

    • Ability to acquire fundamental research field while researching an Artifact.

    Buildings

    • +10% to Design Offices located in Alliance quadrants (+20% if form of government is Monarchy).
    • +10% to Archaeological Centers located in Alliance quadrants (+20% if form of government is Monarchy).
    • +10% to Altars located in Alliance quadrants (+20% if form of government is Monarchy).
    • +10% to Police HQ (+25% if form of government is Monarchy).
    • -5% to Design Offices located outside Alliance quadrants.
    • -5% to Archaeological Centers located outside Alliance quadrants.
    • -5% to Altars located outside Alliance quadrants (+10% if form of government is Monarchy).
    • -10% to Entertainment Centers & Orbital Casinos.
     

    Maintaining paradigm daily costs for each Alliance Member: 15 IG.

    Liberalism
     

    Military Action

    • -10% to damage done by all types of weapons to spaceships and player bases that are Alliance members under Democracy form of government.

    Science

    • Artifact research may reduce design time.
    • Each Alliance member gets access to Alliance fundamental research fields. Research level is defined as geometric mean between max research level reached within Alliance and Alliance member research level.

    Buildings

    • +10% to Design Offices (+20% if form of government is Republic).
    • +10% to Archaeological Centers (+20% if form of government is Republic).
    • +10% to Science Centers (+20% if form of government is Republic).
    • +25% to Entertainment Centers & Orbital Casinos.
    • -25% to Police HQ.
     

    Maintaining paradigm daily costs for each Alliance Member: 30 IG.

    Nationalism
     

    Military Action

    • +5% to damage done by all types of weapons to spaceships and player bases whose race is different from Alliance member race (+10% if form of government is Dictatorship).
    • -5% to damage done by all types of weapons to spaceships and player bases whose race matches Alliance member race (0 if form of government is Dictatorship).

    Science

    • Each Alliance member gets SP equal to the geometric mean of total Alliance members’ SP (excl. Alliance member SP) and Alliance member SP.
    • Each Alliance member gets access to Alliance fundamental research fields. Research level is defined as geometric mean between max research level reached within Alliance and Alliance member research level.

    Buildings

    • +25% to Design Offices located in Alliance quadrants.
    • +25% to Archaeological Centers located in Alliance quadrants.
    • +25% to Altars located in Alliance quadrants.
    • +25% to Police HQ (+50% if form of government is Dictatorship).
    • -10% to Design Offices located outside Alliance quadrants.
    • -10% to Archaeological Centers located outside Alliance quadrants.
    • -10% to Altars located outside Alliance quadrants (+20% if form of government is Dictatorship).
     

    Maintaining paradigm daily costs for each Alliance Member: 50 IG.

    Noocraсу
     

    Science

    • Each member of the alliance is added a project potential equal to half of the geometric mean of the total project potential of the alliance members (excluding the project potential of the alliance member) and the alliance member.
    • Each Alliance member gets access to Alliance fundamental research fields. Research level equals to most studied within Alliance.
    • +10% to science buildings & fundamental sciences research.

    Buildings

    • +25% to Design Offices (+50% if military doctrine is Pacifism).
    • +25% to Archaeological Centers (+50% if military doctrine is Pacifism).
    • +25% to Science Centers (+50% if military doctrine is Pacifism).
    • -25% to Altars (0 if military doctrine is Pacifism).
     

    Maintaining paradigm daily costs for each Alliance Member: 80 IG.

    Scientific capacity increase (+)
    Increases scientific capacity and speeds up new techs research.
    Scaling up research queue (+)
    Expands the number of research queues available to your civilization and increases simultaneous research potential.
    Scientific capacity increase (%)
    Increases scientific capacity and speeds up new techs research by certain percentage.
    Building capacity increase (+)
    Increases building capacity of the selected planet and speeds up planetary structure construction.
    Scaling up building queue (+)
    Scales up the number of building queues on the selected planet and allows building more structures at once.
    Orbital capacity increase (+)
    Increases the orbital potential of the selected planet and speeds up the construction of orbital modules. To activate this technology, there should be at least one orbital queue on the planet.
    Scaling up orbital queue (+)
    Expands the number of orbital queues on the selected planet and allows building more orbital modules at once. To activate this technology, there should be at least one orbital queue on the planet.
    Project capacity increase (+)
    Increases project capacity and allows designing more advanced spaceships in a reasonable period. To activate this technology, you must build at least one Design Bureau.
    Scaling up project queue (+)
    Expands the number of spaceship project queues and allows designing more units at once. To activate this technology, you must build at least one Design Bureau.
    Project power increase (%)
    Speeds up project power and reduces period needed to design spaceships by certain percentage. To activate this technology, you must build at least one Design Bureau.
    Components production (SC)
    Increases production power of Factories and Plants that manufacture spaceship components on the selected planet.
    Materials production
    Increases the number of materials and fuel produced on the selected planet (Spacebase).
    Warehouse capacity increase (+)
    Increases Warehouses capacity on the selected planet (Spacebase).
    Warehouse capacity increase (%)
    Increases Warehouses capacity on the selected planet (Spacebase) by certain percentage.
    Shipbuilding power increase (+)
    Increases shipbuilding power on the selected planet (Spacebase).
    Shipbuilding power increase (%)
    Increases shipbuilding power on the selected planet (Spacebase) by certain percentage.
    Hangar capacity increase (+)
    Increases Orbital Hangar capacity on the selected Spacebase.
    Hangar capacity increase (%)
    Increases orbital hangar capacity on the selected Spacebase by certain percentage.
    matter converter power increase (%)
    Increasesmatter converter power on the selected Spacebase by certain percentage.