You are the commander of your civilisation's space force, tasked with leading your people’s expansion across the stars of the galaxy. As the head of your civilisation, you must defend, explore, and expand your empire.
Be patient — this is a game designed for the long term.
Starting from the 5th turn (around 5 weeks of gameplay), available actions start to increase.
From the 10th turn, your civilization’s true expansion begins.
Around the 20th turn, the pace of the game accelerates significantly.
The early turns are quick and relatively simple — they mainly serve to lay the foundation for your future progress.
These are not the most exciting stages, but they are crucial.
Exploration with frigates is essential if you want to build a powerful civilization.
The game evolves regularly, especially in terms of graphics.
The latest videos let you see the most recent updates.
Some key concepts to understand | ||
---|---|---|
Abbreviation / Acronym | Meaning | Explanation |
LY | Light-Year | 1 light-year corresponds to 1 square on the map. |
IP | Industrial Point | IPs represent the industrial capacity of planets and stars and are used to build structures, ships... |
Mouseover information on blue dotsUnderlined text |
Popup-style information | Many terms, including those on the game map, are underlined with small subtle blue dots. Hovering the mouse over the underlined text displays various pieces of information or explanations. |
vazozu | Quick link | Underlined names (often stars) allow direct access to the star’s details. |
P | Configured star | After 350 years of expansion, a star can be configured for automatic management each turn |
R | Access to the rule | Allows access to the rule on the correct page without much searching |
V | Access to a video | Allows access to a demonstration video |
Game map | witching between the Fleet or Planet menu and the Dial (and vice versa) allows for quick navigation between the extended map with the selected planet always centered and the Fleet or Planet | |
Research Investment | A star can invest a maximum of 40 IP per research (speed, weaponry, etc.). The total investment over 10 years cannot exceed 300 IP. When entering orders, a check is performed. It is not possible to evolve by more than 1 level per turn even if the investment allows it. |
|
Game Turn | One game turn equals 10 years. The civilization’s timeline displays the major events since the beginning. | |
Abbreviations displayed above the star to manage and on the map for some | ||
⬨ | Space Gate | Massive space structures enabling ship jumps to stars equipped with them. |
O | Space Shield | Planetary defense shield against fleet attacks. The shield strengthens the defenses of planets around a star |
> | Space Cannon | Fires from one star toward another star or a fleet |
҂ | Space Radar | Detects stars and fleets up to 11 LA |
T | Teleporter | Ground structure for teleporting minerals and industrial products |
※ | Jammer | Counters espionage from type E spy frigates |
☼ | Solar Well | Gigantic megastructure built around a star to harvest its energy as radiation |
Ѻ | Planetary Ring | A planetary ring is a massive ring-shaped structure orbiting a planet |
Back to summary |
Industrial Capacity per turn in IP (Industrial Point) | |||
---|---|---|---|
Abbreviation | Title | Capacity | Note |
IND | 1 industry | 1 IP per industry |
One industry produces 1 IP, 2 IP if the planet has minerals, 3 IP if the planet is rich in minerals.
The maximum number of industries is 1 industry per population. With Advanced Industrial Technology: 1.5 × population; with Robotic Industry: 2 × population; with Advanced Robotic Industry: 3 × population. |
POP | Population | 1 IP per population on a planet | Population growth depends on the planet type: 15% on a terrestrial planet, 10% on a semi-terrestrial planet, 5% on a barren planet. |
IPd | Industrial Product | 1 IP per industrial product |
The production and storage of industrial products (IPd) depends on the civilisation's progress.
The IPs generated by industrial products are added to the star's industrial points. Industrial products can be teleported to another star. |
IPs from populations and industries not used during a turn are lost.
IPs represent the industrial capacity over 10 years. The construction of Colony ships and industries depends on the number of IPs provided at the planet level. All other constructions or investments depend on the number of IPs provided by all the star's planets and industrial products. |
|||
Back to summary |
Construction Table in IP (Industrial Point) | |||
---|---|---|---|
Abbreviation | Title | Coût | Note |
Ship Construction | |||
FI | 1 Fighter | 3 IP | Construction limit: 50 Fighters per star |
AFI | 1 Corvette | 10 IP | Construction limit: 50 Corvettes per star |
DES | 1 Destroyer | 30 IP | Construction limit: 20 Destroyers per star To build a destroyer, a battleship space dock is required. |
CRO | 1 Cruiser | 60 IP | Construction limit: 20 Cruisers per star To build a cruiser, a battleship space dock is required. |
DS | 1 Battleship | 90 IP | Construction limit: 10 Star Battleships per star To build a battleship, a battleship space dock is required. |
NAV | 1 Shuttle | 4 IP |
A shuttle allows planetary exploration to discover its type and mass. If the planet is uninhabited, there may be a measured risk during exploration.
Construction limit: 50 Shuttles per star |
FxxxT1 | 1 Frigate type T1 | 10 IP |
Construction limit: 10 frigates per civilization
See Research on autonomous exploration ships |
FxxxT2 | 1 Frigate type T2 | 20 IP |
Construction limit: 10 frigates per civilization
See Research on autonomous exploration ships |
FxxxT3 | 1 Frigate type T3 | 30 IP |
Construction limit: 10 frigates per civilization
See Research on autonomous exploration ships |
FxxxT4 | 1 Frigate type T4 | 40 IP |
Construction limit: 10 frigates per civilization
See Research on autonomous exploration ships |
FxxxE1 | 1 Frigate type E1 | 100 IP |
Construction limit: 10 frigates per civilization
See Research on autonomous exploration ships |
FxxxE2 | 1 Frigate type E2 | 150 IP |
Construction limit: 10 frigates per civilization
See Research on autonomous exploration ships |
FxxxE3 | 1 Frigate type E3 | 200 IP |
Construction limit: 10 frigates per civilization
See Research on autonomous exploration ships |
Construction related to planets orbiting stars | |||
COL | 1 Colony | 1 IP |
1 colony ship built removes 1 population from the planet. This colony can then be used to deploy population on a new or existing planet you own.
Construction limit: 30 Colony ships per planet per turn The Colony ship is single-use. When 5 populations are transferred to a planet, the 5 ships are destroyed. |
IND | 1 Industry | 2 IP |
See technology research to know the maximum number of industries per planet. Initially, the limit is 1 industry per population.
Construction limit: 30 industries per planet per turn |
Mi | 1 Missile Base | 2 IP | Construction limit: 50 Missile Bases per star 1 Missile Base is equivalent to 1 Fighter in attack power |
AMI | 1 Advanced Missile Base | 5 IP | Construction limit: 50 Advanced Missile Bases per star 1 Advanced Missile Base is equivalent to 1 Corvette in attack power |
Construction of space structures | |||
DDE | 1 Destroyer Dock | 60 IP | Construction limit: 20 docks per star A destroyer dock is required to build one destroyer each turn. |
DCR | 1 Cruiser Dock | 120 IP | Construction limit: 20 docks per star A cruiser dock is required to build one cruiser each turn. |
DCU | 1 Battleship Dock | 180 IP | Construction limit: 10 docks per star A battleship dock is required to build one battleship each turn. |
RAD | Space Radar | 100 IP | Construction limit: 1 space radar per star
By default, a star can detect fleets up to 3 light-years. With a space radar, detection extends to 5 light-years. The Space Radar technology can extend detection up to 11 light-years. |
BP1 | Space Shield | 200 IP | One shield per star Shield strength is 1000 at construction and decreases with attacks. |
BP2 | Space Shield 2 | 800 IP |
One shield per star Shield strength is 1500 at construction and decreases with attacks. Requires a solar well to power the shield. |
CS | Space Cannon | 250 IP | Construction limit: 1 space cannon per star Firing power depends on the amount of fuel used. Tellure mineral is required and consumed as fuel. |
PO | Space Gate | 400 IP | Construction limit: 1 space gate per star Spatial Jump technology is required to create a space gate at a star. |
TLP | Teleporter | 250 IP |
Construction limit: 1 teleporter per star Structure for teleporting minerals or industrial products. Teleportation technology required. Allows teleportation from one star to another, for example to supply a star's space cannon with minerals. Allows teleportation of industrial products between stars. |
BR1 | Space Jammer E1 | 250 IP | Construction limit: 1 jammer per star Counters espionage from type E spy frigates. See research on radar and jammer ranges for more information. |
BR2 | Space Jammer E2 | 400 IP | Construction limit: 1 jammer per star Counters espionage from type E spy frigates. See research on radar and jammer ranges for more information. |
BR2 | Space Jammer E3 | 700 IP | Construction limit: 1 jammer per star Counters espionage from type E spy frigates. See research on radar and jammer ranges for more information. |
PUI | Solar Well | 3 x planetary mass in IP |
Construction limit: 1 solar well per star
Gigantic megastructure built around a star to collect its energy as radiation. This energy is then converted into a usable form, such as powering advanced civilizations (increases maximum population by 10%) or powering other advanced technologies (shield 2). |
Construction of a planetary ring
V
Voir la vidéo
|
|||
ANN | Planetary Ring | 6 x mass of the largest planet in IP |
Construction limit: 1 planetary ring per star
A planetary ring is a massive ring-shaped structure that orbits around a planet. The ring is built around the largest planet of the star. It is divided into modules to be built to house populations and industries. The number of modules depends on the mass of the largest planet and may vary from 6 to 12. Once the ring is built, you can construct 2 modules every 10 years. Each ring generates 2 IP per module, whether it is built or not. For example, a ring with 10 available modules will generate 20 IP every 10 years. The ring is managed like a planet: you can build industries there (to be placed in industrial modules) or transfer population from the planet sharing the same orbit. In addition to the base income, the ring produces 1 IP per population unit present in the constructed modules, and 1 IP per active industry. An explanatory video details the full operation and construction steps of a ring. |
ANP | Habitation Space Module | Included in the ring cost |
The module is built on the planetary ring.
It can hold 5 population (50 million) to be transferred from the planet sharing the ring's orbit, and will generate 5 IP every 10 years and a 15% growth rate as with terrestrial planets (if the population is not at its maximum). |
ANP | Industrial Space Module | Included in the ring cost |
The module is built on the planetary ring.
It can hold 20 industries to be constructed, which will generate 20 IP every 10 years. |
In some cases (planet with high mass and rich in minerals, if it exists), the industrial capacity (industry + population) may exceed the construction capacity in one turn (10 years). | |||
In some cases (planet with low mass and no minerals), the industrial capacity (industry + population) will not allow construction of high-cost structures.
However, these planets remain useful for developing the civilization's population. |
|||
Back to summary |
Rules on Planets | ||||
---|---|---|---|---|
Planet type or characteristic | Abbreviation | Population | Industry | |
Type | Terrestrial | TE |
Population increases by 15%. The calculation rounds down values halfway.
A minimum of 4 population is needed to increase by 1 every 10 years (4 pop x 1.15 = 4.6 rounded to 5) |
One industry max per population. Technology research allows increasing the number. |
Type | Semi-Terrestrial | MTE |
Population increases by 10%
A minimum of 6 population is needed to increase by 1 every 10 years (6 pop x 1.10 = 6.6 rounded to 7) |
One industry max per population. Technology research allows increasing the number. |
Type | Sterile | ST |
Not colonizable unless you have level 1 technology research.
Population increases by 5% A minimum of 11 population is needed to increase by 1 every 10 years (11 pop x 1.05 = 11.55 rounded to 12) |
One industry max per population. Technology research allows increasing the number. |
Characteristic | Mineral | MI | One industry yields 2 industrial points per turn. | |
Characteristic | Rich Mineral | RMI | One industry yields 3 industrial points per turn. | |
Other characteristics | Abbreviation | Advantage | Technology | |
Characteristic | Tellure | TEL |
Mineral extraction is possible via shuttles on uncolonized stars and via industries on colonized stars.
The amount extracted depends on the mineral rate. |
Mineral research technology is required to discover Tellure.
Space cannons use Tellure. |
Characteristic | Erdividium | ERD |
Mineral extraction is possible via shuttles on uncolonized stars and via industries on colonized stars.
The amount extracted depends on the mineral rate. |
Mineral research technology is required to discover Erdividium.
Fleets use Erdividium to perform space jumps. |
Combinations are possible. For example, a planet may be Semi-Terrestrial (MTE) and have Mineral (MI). In this case, population growth follows the Semi-Terrestrial rule, and industries follow the Mineral rule.
For example, a planet can be rich in minerals and have both Tellure and Erdividium. A star may have one or more planets represented by orbit numbers to distinguish them. |
||||
Each planet of a star is managed independently in terms of population and industrial capacity.
Planetary and space defenses are shared by all planets of the star. |
||||
Back to summary |
Civilization Progression | |
---|---|
Events | Civilization Progress |
150 years of space travel (15 actual turns played) |
The civilization has gained experience in space travel. A second command post can be managed by the civilization’s commander. A new fleet is available at the capital star of the civilization. |
200 years of industrial production (20 actual turns played) |
The civilization has gained experience in manufacturing and storing industrial products (IPd). Industrial products can be teleported to another star. IPds can increase a star’s construction capacity when used. |
200 years of star management (20 actual turns played) |
The number of planets to manage is significant; the civilization has gained administrative experience. In the star management interface, automatic calculation of population and industry management on the displayed star is offered to save time ("Manage" button). The automatic calculation considers population transfers, industry construction, and Colony ships. It is a proposal that can be modified. |
250 years of fleet management (25 actual turns played) |
The civilization has gained experience in spatial fleet management. In star management, automatic movement of all Colony ships from all accessible stars to the selected Fleet is offered to save time ("Manage" button). The calculation takes into account movements already entered manually toward other fleets. |
280 years of existence (from the 28th actual turn played) |
Astronomical discovery. |
300 years of star management (30 actual turns played) |
The number of planets to manage is even greater; the civilization has implemented advanced management software. In the star management interface, automatic calculation of population and industry management for all my stars is offered to save time ("Manage" button). The automatic calculation considers population transfers, industry construction, and Colony ships. It is a proposal that can be modified. Stars that have already carried out one of these orders manually or automatically will not be included. It is therefore possible to run the calculation at any time. |
350 years of star management (35 actual turns played) |
The number of planets to manage is even greater; the civilization has access to an advanced management tool. In the star management interface, it is possible to configure autonomous management of stars. Management orders will be pre-filled automatically each turn ("Configure" button). The configuration takes into account, in the following order: population transfers between orbits, construction of industries and Colony ships, then investment in research, defense, and armament. Only space structures and Frigates are not included. The pre-filled orders can be modified to adjust the proposal or to manually include the construction of space structures or Frigates. This configuration is particularly useful for older stars, while retaining manual control over the most recent or strategically important stars. A simulation is available to preview the result of the configuration on the displayed star. |
A new fleet is permanently created (maximum of 3 fleets) | A dial is considered colonized when at least 50% of its stars are colonized and the planets in those stars have an average population of at least 50% of their mass. |
A civilization can have a maximum of 3 fleets. With 2 fleets, the commander becomes Vice Admiral. With 3 fleets, the commander becomes Admiral. One star is added to the hero’s rank for each colonized dial starting from the second. |
|
Back to summary |
Mineral Research | |||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Level | Abbreviation | Name | Usage | Cost | |||||||||||||||||||||||||||||||||||||||||||||||||
For a planet with minerals, one industry produces 2 industrial points per turn | |||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | RMI | Rich in Minerals | Discovery and display of planets with rich minerals. One industry produces 3 industrial points per turn. |
100 IP | |||||||||||||||||||||||||||||||||||||||||||||||||
2 | TEL | Tellure |
Discovery and display of planets with Tellure. Extraction possible with shuttles of Tellure mineral, required for space cannon firing if the Space Cannon has been discovered (Space Defense Research). |
200 IP | |||||||||||||||||||||||||||||||||||||||||||||||||
3 | ERD | Erdividium |
Discovery and display of planets with Erdividium. Extraction possible with shuttles of Erdividium mineral, required for spatial jumps (Movement Research). |
300 IP | |||||||||||||||||||||||||||||||||||||||||||||||||
Tellure and Erdividium minerals can be stored either in fleets or in stars. To teleport minerals between fleets and stars, the technology "Mineral Teleportation - Discovery of the Teleporter" (Technology Research) must be discovered and the star must build a teleporter. | |||||||||||||||||||||||||||||||||||||||||||||||||||||
A colonized planet with Tellure or Erdividium will automatically extract minerals based on its industrial capacity and the mineral rate.
Shuttles on extraction missions will be able to extract minerals in volumes depending on the number of shuttles and the mineral rate. Extraction is only possible on discovered stars other than your own. Extraction on a star of another civilization is possible. |
|||||||||||||||||||||||||||||||||||||||||||||||||||||
Back to summary |
Fleet Movement Speed Research | |||
---|---|---|---|
Lvl | Title | Development | Cost |
Discovery of the Variable Specific Impulse Magnetoplasma Rocket (VASIMR) A type of plasma space propulsion. It uses variable electromagnetic fields and radiation (no electrodes) to heat, ionize and accelerate a gas (hydrogen, argon or helium). |
|||
1 | Movement: 4 LY Radar range: 4 LY |
Speed 0.4 C (40% of light speed) Ships can travel 4 light-years per 10 years (1 turn) from the fleet command post. |
30 IP |
2 | Movement: 5 LY Radar range: 5 LY |
Speed 0.5 C Ships can travel 5 light-years from the fleet command post. |
60 IP |
3 | Movement: 6 LY Radar range: 6 LY |
Speed 0.6 C Ships can travel 6 light-years from the fleet command post. |
120 IP |
4 | Movement: 7 LY Radar range: 7 LY |
Speed 0.7 C Ships can travel 7 light-years from the fleet command post. |
220 IP |
Discovery of Quantum Entanglement Technological devices enabling instantaneous travel between distant points in the universe using quantum entanglement. Quantum entanglement is a fascinating phenomenon in which two particles (or quantum systems) become tightly correlated in a way that defies classical physics. Entanglement occurs when particles are created or interact so that the quantum state of one is directly related to the other, regardless of distance. |
|||
5 | Space Jump and Space Gate |
This military discovery allows the construction of massive space structures (gates) on stars, enabling ships to jump to those stars. Ships are equipped with a device to trigger quantum entanglement. The fleet can travel to any of its stars that has a space gate, regardless of distance. Erdividium mineral is required for a space jump. |
400 IP |
Discovery of Wormholes Wormholes, also known as Einstein-Rosen bridges, are theoretical solutions to Einstein's general relativity equations. They represent shortcuts through spacetime that could connect two distant points in the universe. Unlike classical space travel, which involves moving across space, wormholes offer the possibility to "fold" spacetime, creating a shortcut for instantaneous travel. |
|||
6 | Wormhole |
This military discovery allows travel through wormholes. First, astronomers must be able to detect wormhole locations. A fleet entering a wormhole is transported to another point in the galaxy through a connected wormhole. Travel is bidirectional. All wormholes are interconnected. |
1500 IP |
From the fleet command post, the fleet can travel to all stars within the listed number of light-years. Ships built on a planet can only move to the fleet if within the fleet's movement range. Travel occurs from one star to another of the same civilization that has a space gate. Consumption of Erdividium is 1 ton per light-year traveled. With the Space Jump technology, the fleet can travel to a space gate on its star without distance limit. A distant fleet can thus return to its star in 10 years (1 turn) regardless of distance. |
|||
Radar range equals fleet movement range. Radar coverage is shown in a different color on the map. To simplify the map, a 4 LY range means the fleet can see and move within a 4 x 4 LY square. The actual distance between the fleet and a star in this square may exceed 4 LY. All fleets will be visible. |
|||
Back to summary |
Warship Research | ||||
---|---|---|---|---|
Lvl | Abbreviation | Title | Development | Cost |
1 | CHA | Fighter | Combat ship. Equivalent to a missile base. Can stay at the star or join the commander's fleet. |
30 IP |
2 | COR | Corvette | Combat ship. Equivalent to an advanced missile base. Can stay at the star or join the commander's fleet. |
60 IP |
3 | DES | Destroyer | Combat ship and construction dock. Can stay at the star or join the commander's fleet. | 150 IP |
4 | CRO | Cruiser | Combat ship and construction dock. Can stay at the star or join the commander's fleet. | 250 IP |
5 | CUI | Battleship | Combat ship and construction dock. Nothing more powerful or equivalent. Can stay at the star or join the commander's fleet. |
400 IP |
Improvement of ballistic armor This type of armor is designed to withstand impacts from projectiles, such as bullets or missiles. It is often made from durable materials like metal alloys or reinforced polymers. |
||||
6 | BL10 | Armor | Armor for combat ships. Increases protection against fire. +10% defense. For example, a battleship's defense increases from 100 to 110. |
400 IP |
Discovery of energy armor This type of armor is designed to absorb or deflect energy radiation, such as lasers, particle beams, or energy discharges. It may be made of special materials capable of dispersing or absorbing energy from attacks. |
||||
7 | BL20 | Armor | Armor for combat ships. Increases protection against fire. +20% defense. For example, a battleship's defense increases from 100 to 120. |
600 IP |
8 | BL30 | Armor | Armor for combat ships. Increases protection against fire. +30% defense. For example, a battleship's defense increases from 100 to 130. |
800 IP |
9 | BL40 | Armor | Armor for combat ships. Increases protection against fire. +40% defense. For example, a battleship's defense increases from 100 to 140. |
1200 IP |
Back to summary |
Planetary or Space Defense Research | |||||
---|---|---|---|---|---|
Lvl | Abbreviation | Title | Development | Cost | |
1 | Mi | Missile Base | Planetary weaponry. Equivalent to a Fighter. | 30 IP | |
2 | AMi | Advanced Missile Base | Planetary weaponry. Equivalent to a Corvette. | 100 IP | |
3 | CS | Space Cannon |
Allows firing at a distance of 4 to 7 LY from its star (same as fleet movement range).
Tellure mineral is required to fire. Shuttles must explore, extract, and teleport Tellure to the star. Teleportation technology is required. Shuttles can detect and extract Tellure. Some frigate types can detect it (see Autonomous Exploration Ship Research). |
200 IP | |
4 | BP1 | Space Shield 1 |
Space defense. The shield boosts the defense of a star’s planets. Shield strength is 1000.
Repair cost is 1 IP per 5 strength points. Shield mechanics: If a star has a shield, it can intercept between 80% and 100% of its strength value in incoming fire. For example, a 1000-strength shield can intercept between 800 and 1000 shots. Shield damage equals 10% of incoming shots after defensive ships are destroyed. A shield can be destroyed. A 1000-strength shield requires 10,000 shots to be destroyed (e.g., 200 battleships at 50% effectiveness or 332 cruisers). The shield can be repaired via space constructions. Repair cost: 1 IP per 5 strength points. Partial or full repairs are possible. Repairs occur during the construction phase, after battles. The shield may therefore be attacked again before repairs. |
400 IP | |
5 | BP2 | Space Shield 2 |
Space defense. The shield boosts the defense of a star’s planets. Shield strength is 1500.
A Solar Well is required to power the shield. Repair cost: 1 IP per 2 strength points. |
1200 IP | |
Back to summary |
Industrial Technology Research | ||||
---|---|---|---|---|
Lvl | Title | Development | Cost | |
1 | Sterile Planet | Allows colonization of sterile planets. | 30 IP | |
2 | Advanced Industrial Technology | Industry construction is normally limited to 1 industry per population. This tech allows up to 1.5 industries per population. | 60 IP | |
3 | Robotic Industry | Allows up to 2 industries per population. | 90 IP | |
4 | Advanced Robotic Industry | Allows up to 3 industries per population. | 180 IP | |
Discovery of Teleportation Teleportation is based on advanced scientific principles such as energy field manipulation or spacetime curvature, to open portals or tunnels enabling instantaneous travel. |
||||
5 | Mineral or Industrial Product Teleportation Teleporter Discovery |
This discovery allows building a mineral and industrial product (IP) teleporter.
The teleporter enables teleportation of minerals from fleet to stars, or between stars. It also allows teleporting industrial products between stars. A teleporter must be built on both departure and arrival stars. The fleet is automatically equipped with a mineral teleporter. |
300 IP | |
Discovery of Solar Wells A solar well is a technological installation designed to capture energy emitted by a star. These giant megastructures convert stellar radiation into usable energy to power advanced civilizations or technologies. |
||||
6 | Solar Well |
Unlocks construction of a solar well. A solar well improves life conditions and increases max population by 10% on a planet.
For example, a planet with mass 100 has a max population of 100 (1 billion). With a solar well, this rises to 110. The energy also enables the use of stronger planetary shields. The cost depends on the mass of the planet(s) of the star. |
1000 IP | |
Planetary Ring A planetary ring is a massive ring-shaped structure orbiting a planet. Made from advanced materials, it is large enough to house populations and industries. Planetary rings serve as massive space colonies, housing cities, industries, farms, residences, and infrastructure. |
||||
7 | Planetary Ring |
Unlocks the ability to build a planetary ring.
Two module types are available: habitation (for population) and industrial. |
2000 IP | |
Back to summary |
Research on Space Radar and Jamming Technology | |||
---|---|---|---|
Lvl | Title | Development | Cost |
1 | Radar range of 7 LY | All fleets will be visible within 7 light-years of the star (map size in planet and fleet management). | 100 IP |
2 | Radar range of 9 LY | All fleets will be visible within 9 light-years of the star. | 300 IP |
3 | Radar range of 11 LY | All fleets will be visible within 11 light-years of the star. | 500 IP |
Discovery of Jamming Radar Jamming devices and technologies are designed to disrupt or prevent standard radars from detecting specific objects or targets. Jamming radars work by intentionally emitting electromagnetic signals in the same frequency band as enemy radars. These signals interfere with reflected signals from the target, making detection difficult for enemy systems. |
|||
4 | Jammer E1 | Prevents an E1 spy frigate from detecting defending ships if the star has a level E1 space jammer. | 600 IP |
5 | Jammer E2 | Prevents an E2 spy frigate from detecting defending ships and space structures if the star has a level E2 space jammer. | 900 IP |
6 | Jammer E3 | Prevents an E3 spy frigate from detecting defending ships, space structures, and missile defenses if the star has a level E3 space jammer. | 1200 IP |
The investment per star cannot exceed 30 IP per turn. The radar range of a star is represented on the map with a slightly lighter color. A space radar must be constructed. All fleets will be visible. |
|||
The jammer counters espionage from type E spy frigates. Example behavior with Jammer E1 vs E2 frigate: the E2 frigate will only detect defending ships instead of ships and space structures. Example behavior with Jammer E1 vs E3 frigate: the E3 frigate will detect defending ships and space structures, but not missile defenses. |
|||
Back to summary |
Research on Autonomous Exploration and Espionage Frigates | ||||
---|---|---|---|---|
Lvl | Abbreviation | Title | Development | Cost |
1 | FxxT1 | Frigate Type T1 | Movement of 4 light-years. Defense 10. The frigate detects all characteristics of the star it is located at. It remotely detects the number and type of planets of a star but not mass or minerals. Radar range: 4 light-years. |
50 IP |
2 | FxxT2 | Frigate Type T2 | Movement of 5 light-years. Defense 20. The frigate detects all characteristics of the star it is located at. It remotely detects the number, type, and mass of a star but not minerals. Radar range: 5 light-years. |
80 IP |
3 | FxxT3 | Frigate Type T3 | Movement of 6 light-years. Defense 40. The frigate detects all characteristics of the star both locally and remotely. Radar range: 6 light-years. |
110 IP |
4 | FxxT4 | Frigate Type T4 | Movement of 7 light-years. Defense 80. The frigate detects all characteristics of the star both locally and remotely. Radar range: 7 light-years. |
200 IP |
5 | FxxE1 | Frigate Type E1 | Movement of 5 light-years. Defense 80. Radar range for espionage: 5 light-years. Detects all characteristics of the star both locally and remotely. Can spy on a star within its radar range and reveal the list of ships at the star and the presence of a space shield. |
500 IP |
6 | FxxE2 | Frigate Type E2 | Movement of 6 light-years. Defense 100. Radar range for espionage: 6 light-years. Detects all characteristics of the star both locally and remotely. Can spy on a star within its radar range and reveal the list of ships, and the presence of space objects (shield, cannon, radar, teleporter, portal). |
800 IP |
7 | FxxE3 | Frigate Type E3 | Movement of 7 light-years. Defense 120. Radar range for espionage: 7 light-years. Detects all characteristics of the star both locally and remotely. Can spy on a star within its radar range and reveal the list of ships, the presence of space objects (shield, cannon, radar, teleporter, portal), and the number of defense missiles. |
1200 IP |
The investment cannot exceed 30 IP per star per turn. The frigate is an autonomous and highly specialized exploration ship that can move without fleet command support. A frigate moves from star to star and transmits information about the star. |
||||
Back to summary |
Research in Electronics and Artificial Intelligence | |||
---|---|---|---|
Lvl | Title | Development | Cost |
Upgrade of fleet command post onboard computers These computers are used to analyze data from sensors, assess combat tactics, and calculate optimal combat solutions based on various factors such as enemy position, ship capabilities, and mission objectives. |
|||
1 | Efficiency +5 | The accuracy of ship fire increases by 5 points and is added to the fleet commander’s experience. | 300 IP |
2 | Efficiency +10 | The accuracy of ship fire increases by 10 points and is added to the fleet commander’s experience. | 500 IP |
Discovery of Biocomputers (biological computers) These systems use biological components such as living cells or proteins to perform computational tasks. They exploit unique properties of biological systems, like cell interaction and communication, to solve complex problems. |
|||
3 | Efficiency +15 | The accuracy of ship fire increases by 15 points and is added to the fleet commander’s experience. | 800 IP |
Discovery of Quantum Computers Photonic computing is a field that focuses on using light (photons) to perform calculations. Unlike classical computing using electrical circuits, photonic computing leverages the properties of light to carry out operations. Its main advantage is potentially much higher processing speeds due to the speed of light, and reduced energy loss as photons do not interact with each other. |
|||
4 | Efficiency +25 | The accuracy of ship fire increases by 25 points and is added to the fleet commander’s experience. | 1500 IP |
Fire accuracy applies to ships (excluding frigates and missiles). Accuracy also depends on the fleet commander’s experience for fleets, and star experience for missiles. For fleets: - With an experience of 100, accuracy ranges between 52–55%. A battleship would hit 52 to 55 times out of 100 shots. - With 200 experience: 54–60%. With 400 experience: 58–70%, etc. - With level 2 in shooting accuracy research (+10) and 100 experience: 62–65%. With 200 experience: 64–70%. - Maximum possible accuracy is between 90–100%. - The farther the attack is from the command post, the lower the accuracy: −1 point of efficiency per light-year of real distance between the command post and the target. |
|||
Back to summary |
Ship and Missile Characteristics | |||
---|---|---|---|
Ships | Cost | Defense | Attack |
Planet-based Missiles | |||
Missile | 2 | 3 | 5 |
Advanced Missile | 5 | 7 | 10 |
Warships in a Fleet | |||
Fighter | 3 | 3 | 5 |
Corvette | 10 | 7 | 10 |
Destroyer | 30 | 30 | 20 |
Cruiser | 60 | 60 | 60 |
Battleship | 90 | 100 | 100 |
Autonomous Exploration or Espionage Ships | |||
Frigate T1 | 10 | 10 | 10 |
Frigate T2 | 20 | 20 | 20 |
Frigate T3 | 30 | 30 | 30 |
Frigate T4 | 40 | 40 | 40 |
Frigate E1 | 100 | 100 | 50 |
Frigate E2 | 150 | 150 | 60 |
Frigate E3 | 200 | 200 | 80 |
A fleet can fire multiple salvos at ships. A ship that fires *x* times will also receive *x* return shots from the attacked ship. However, against stars and planets, only one salvo is possible. | |||
A frigate can defend by firing back but cannot initiate an attack. A Type 2 Frigate receiving 3 salvos could theoretically fire 3 x 20 shots and destroy 2 destroyers or a cruiser. To limit damage, it’s better to fire once with many ships than many times with few ships. However, to ensure destruction, multiple salvos are more effective. After each salvo, depending on damage received, the number of available shots decreases. |
|||
Fire efficiency depends on the commander's experience, except for frigates. With 100 experience: 52–55%, with 200: 54–60%, with 400: 58–70%, etc. Every battle grants experience — even sometimes to the loser. A ship whose defense is more than 50% damaged in battle is destroyed. |
|||
Efficiency can be improved through investment in electronics. Defense can be improved through armament (armor) research. | |||
Back to summary |