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.
This is not an instant-action game or a simplified mobile experience. You prepare your orders, plan your strategies, develop your worlds, then the universe evolves during the turn calculation.
The game rewards careful planning, strategic thinking, gradual expansion, and the intelligent management of a complex galactic empire.
conquetedesetoiles.fr fully embraces its identity: a deep, demanding and constantly evolving space strategy game, inspired by classic wargames and science-fiction universes.
The essential information and explanations are displayed directly throughout the game's various screens to guide you step by step.
You will naturally discover the game's mechanics as your civilization progresses. Detailed rules, demonstration videos, and beginner guides remain available at any time if you wish to explore specific aspects in greater depth.
Conquering a star is about far more than winning a single battle. Every star is protected by several successive layers of defense: orbiting ships, the space shield, and finally the planetary defenses. A star can only be conquered once all planetary defenses have been neutralized.
Damage inflicted on these defensive layers persists between battles. As a result, a star can be gradually weakened over multiple turns, sometimes by several different civilizations attacking in succession.
Military campaigns therefore become true strategic operations: preparing an invasion, exploiting the weaknesses created by previous conflicts, or choosing the right moment to launch the final assault are all key parts of the game.
IP production, population, industries and Industrial Products.
IP costs for ships, defenses, infrastructures and megastructures.
Planet types, population, industries and minerals.
Unlocks, new fleets, ranks and automation features.
Ships, missiles, firepower and defense.
Rich minerals, Tellure, Erdividium and extraction.
Fleet movement, Space Gates, space jumps and wormholes.
Unlock combat ships and improve armor.
Missiles, space cannons and shields.
Sterile planets, industries, teleportation, Solar Wells and Planetary Rings.
Radar range, detection and jamming.
Exploration and espionage frigates and their capabilities.
Efficiency bonuses, firing accuracy and combat improvements.
Development of planet-specific military capabilities.
Cost, attack power and defensive capability of military units.
| Basic Concepts | ||
|---|---|---|
| Abbreviation | Meaning | Description |
| LY | Light-Year | One Light-Year corresponds to one square on the map. |
| IP | Industrial Point | Industrial Points (IP) represent the industrial capacity of planets and stars and are used to construct structures, ships, and more. |
| IPd | Industrial Products |
Each Industrial Product generates 1 IP. Industrial Products are added to a star's available IP and can be teleported to another star. After 200 years of existence, a civilization can manufacture and store Industrial Products (IPd). Unused IP on a star can be converted into IPd, up to a maximum of 10% of the total available IP. What are IPd used for? IPd allow you to store part of your industrial capacity for future use. For example, if an infrastructure is too expensive to be built in a single turn on a star, the star can manufacture IPd over several turns and then use them to increase the available IP when construction begins. This makes it possible to build infrastructures that would otherwise exceed the star's immediate production capacity. |
| MIC | Maximum Industrial Capacity |
It is calculated from the types of planets, their mineral richness, and the number of planets orbiting the star. The higher the MIC, the more valuable the star is for development. Bonuses provided by Solar Wells and Planetary Rings are not included in this calculation. A Solar Well or a Planetary Ring can therefore increase a star's industrial capacity beyond its MIC. |
| Research Investment |
A star can invest up to 30 IP in each research field (propulsion, weapons, etc.). The total investment over a 10-year turn cannot exceed 300 IP. A validation is performed when orders are entered. Even if the investment would allow it, it is not possible to gain more than one research level per turn. |
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| Game Turn | One game turn represents 10 years. The civilization timeline displays the major events that have occurred since the beginning of your adventure. | |
| Back to Summary | ||
| Industrial Capacity per Turn (Industrial Points) | ||
|---|---|---|
| Category | Capacity | Notes |
| Industry | 1 IP per industry |
An industry produces 1 IP, 2 IP if the planet contains minerals, and 3 IP if it contains rich minerals.
The maximum number of industries is 1 industry per population. With Advanced Industrial Technology, this increases to 1.5 × population; with Robotic Industry, 2 × population; and with Advanced Robotic Industry, 3 × population. |
| 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, and 5% on a sterile planet. |
| Industrial Products | 1 IP per Industrial Product |
The ability to manufacture and store Industrial Products (IPd) depends on your civilization's progression.
IP generated by Industrial Products is added to the star's Industrial Points. Industrial Products can also be teleported to another star. |
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Unused IP generated by population and industries is lost at the end of each turn.
IP represents the industrial production capacity available over a 10-year period. The construction of Colony ships and industries depends on the IP generated by each individual planet. All other constructions and research investments depend on the total IP generated by all planets orbiting the star, together with any available Industrial Products. |
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| Back to Summary | ||
| Construction Table (Industrial Points) | |||
|---|---|---|---|
| Abbreviation | Item | Cost | Notes |
| Ship Construction | |||
| CHA | 1 Fighter | 3 IP | Construction limit: 50 Fighters per star |
| CORV | 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. |
| CUI | 1 Battleship | 90 IP | Construction limit: 10 Battleships per star To build a battleship, a battleship space dock is required. |
| NAV | 1 Shuttle | 4 IP |
A shuttle allows you to explore a planet to discover its type and mass. If the planet is uninhabited, a measured risk may exist during this exploration.
Construction limit: 50 Shuttles per star |
| FxxxT1 | 1 Type T1 Frigate | 10 IP |
Construction limit: 10 frigates per civilization
See Research on autonomous exploration ships |
| FxxxT2 | 1 Type T2 Frigate | 20 IP |
Construction limit: 10 frigates per civilization
See Research on autonomous exploration ships |
| FxxxT3 | 1 Type T3 Frigate | 30 IP |
Construction limit: 10 frigates per civilization
See Research on autonomous exploration ships |
| FxxxT4 | 1 Type T4 Frigate | 40 IP |
Construction limit: 10 frigates per civilization
See Research on autonomous exploration ships |
| FxxxE1 | 1 Type E1 Frigate | 100 IP |
Construction limit: 10 frigates per civilization
See Research on autonomous exploration ships |
| FxxxE2 | 1 Type E2 Frigate | 150 IP |
Construction limit: 10 frigates per civilization
See Research on autonomous exploration ships |
| FxxxE3 | 1 Type E3 Frigate | 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 |
Each Colony ship built removes 1 population from the planet. This Colony can be used to settle population on a new planet or on one of your own planets.
Construction limit: 30 Colony ships per turn per planet The Colony ship can only be used once. When 5 population are transferred to a planet, the 5 ships are destroyed. |
| IND | 1 Industry | 2 IP |
See technology research to determine the maximum number of industries on a planet. Initially, the limit is 1 industry per population.
Construction limit: 30 industries per turn per planet |
| MIS | 1 Missile Base | 2 IP | Construction limit: 50 Missile Bases per star 1 Missile Base is equivalent to 1 Fighter in terms of 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 terms of attack power |
| Construction of Space Objects | |||
| 1 Destroyer Space Dock | 60 IP | Construction limit: 20 docks per star A destroyer space dock is required to build one destroyer each turn. |
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| 1 Cruiser Space Dock | 120 IP | Construction limit: 20 docks per star A cruiser space dock is required to build one cruiser each turn. |
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| 1 Battleship Space Dock | 180 IP | Construction limit: 10 docks per star A battleship space dock is required to build one battleship each turn. |
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| ҂︎ | Space Radar | 100 IP | Construction limit: 1 space radar per star
By default, a star can detect fleets up to 3 Light-Years away. With a space radar, fleet detection range increases to 5 Light-Years. Space Radar technology can extend fleet detection range up to 11 Light-Years. |
| O︎ | Space Shield | 200 IP | One shield per star The shield strength is 1000 when built. Its strength decreases when attacked. |
| O︎ | Space Shield 5 | 500 IP |
One shield per star The shield strength is 5000 when built. Its strength decreases when attacked. Requires a Solar Well to power the shield. |
| O︎ | Space Shield 10 | 1000 IP |
One shield per star The shield strength is 10000 when built. Its strength decreases when attacked. Requires a Solar Well to power the shield. |
| O︎ | Space Shield 15 | 1500 IP |
One shield per star The shield strength is 15000 when built. Its strength decreases when attacked. Requires a Solar Well to power the shield. |
| >︎ | Space Cannon | 250 IP | Construction limit: 1 space cannon per star Shot power depends on the amount of fuel used. Tellure-type mineral is required and used as fuel. |
| ◊︎ | Space Gate | 400 IP | Construction limit: 1 Space Gate per star Space Jump technology is required to create a Space Gate at star level. |
| T | Teleporter | 250 IP |
Construction limit: 1 Teleporter per star Teleportation structure for minerals or Industrial Products. Teleportation technology required. Allows minerals to be teleported from one star to another, for example to fuel a star's space cannon. Allows Industrial Products to be teleported from one star to another. |
| ※︎ | Space Jammer E1 | 250 IP | Construction limit: 1 jammer per star Allows you to counter espionage by type E espionage frigates. See research on the range of space radars and space jammers for more information. |
| ※︎ | Space Jammer E2 | 400 IP | Construction limit: 1 jammer per star Allows you to counter espionage by type E espionage frigates. See research on the range of space radars and space jammers for more information. |
| ※︎ | Space Jammer E3 | 700 IP | Construction limit: 1 jammer per star Allows you to counter espionage by type E espionage frigates. See research on the range of space radars and space jammers for more information. |
| ☼︎ | Solar Well | 3 × planet mass in IP |
Construction limit: 1 Solar Well per star
A gigantic megastructure built around a star to collect its energy as radiation. This energy is then converted into a usable form, such as a power source for advanced civilizations (increasing the maximum population on a planet by 10%) or to power other advanced technologies (shield 2). |
| 🌐︎ | Command Center | 500 IP |
Planetary Command Center allowing ship movements to be controlled within a radius of 5 Light-Years around the equipped star.
Ships can move between stars without joining a fleet thanks to an ultra-fast quantum communication system. |
| 🌐︎ | Command Center | 800 IP |
Planetary Command Center allowing ship movements to be controlled within a radius of 7 Light-Years around the equipped star.
Ships can move between stars without joining a fleet thanks to an ultra-fast quantum communication system. |
| ⬛︎ | Bridgehead | 700 IP |
Planetary Bridgehead allowing space attacks to be launched within a radius of 5 Light-Years.
Allows a neighboring star to be struck without a fleet thanks to a reinforced quantum communication system and gravimetric tactical projection. |
| ⬛︎ | Bridgehead | 1000 IP |
Planetary Bridgehead allowing space attacks to be launched within a radius of 7 Light-Years.
Allows a neighboring star to be struck without a fleet thanks to a reinforced quantum communication system and gravimetric tactical projection. |
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Construction of a Planetary Ring
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| ▬︎ | Planetary Ring | 6 × mass of the largest planet in IP |
Construction limit: 1 Planetary Ring per star
A Planetary Ring is a massive ring-shaped structure orbiting a planet. The ring is built around the largest planet in the star system. It is divided into modules to be built in order to house populations and industries. The number of modules depends on the mass of the largest planet and can vary from 6 to 12. Once the ring has been built, you can build 2 modules every 10 years. Each ring generates 2 IP per module, whether the module is built or not. For example, a ring capable of hosting 10 modules will generate 20 IP every 10 years. The ring is managed like a planet: you can build industries there by placing them in industrial modules, or transfer population to it from the planet sharing the same orbit. In addition to its base output, the ring produces 1 IP per population unit present in built modules, as well as 1 IP per active industry. An explanatory video details the full mechanics and construction steps of a ring. |
| Space Habitat Module | Included in the ring cost |
The module is built on the Planetary Ring.
It can hold 5 population units (50 million), transferred from the ring's planet, generating 5 IP every 10 years and growing by 15%, as on terrestrial planets, provided the population has not reached its maximum. |
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| Space Industrial Module | Included in the ring cost |
The module is built on the Planetary Ring.
It can contain 20 industries to be built, generating 20 IP every 10 years. |
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| In some cases, such as a planet with high mass and rich minerals if one exists, industrial capacity from industry and population may exceed what can be built in a single turn of 10 years. | |||
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In some cases, such as a low-mass planet without minerals, industrial capacity from industry and population will not allow very expensive constructions to be built.
However, these planets remain useful for developing your civilization's population. |
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| Back to Summary | |||
| Planet Rules | ||||
|---|---|---|---|---|
| Planet Type or Characteristic | Abbreviation | Population | Industry | |
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Terrestrial | TE |
Population increases by 15%. Values exactly halfway between two integers are rounded down.
A minimum of 4 population is required to gain 1 additional population every 10 years (4 pop × 1.15 = 4.6, rounded up to 5). |
Maximum of 1 industry per population. Technology research can increase this number. |
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Semi-Terrestrial | MTE |
Population increases by 10%.
A minimum of 6 population is required to gain 1 additional population every 10 years (6 pop × 1.10 = 6.6, rounded up to 7). |
Maximum of 1 industry per population. Technology research can increase this number. |
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Sterile | ST |
Cannot be colonized unless Industrial Technology level 1 has been researched.
Population increases by 5%. A minimum of 11 population is required to gain 1 additional population every 10 years (11 pop × 1.05 = 11.55, rounded up to 12). |
Maximum of 1 industry per population. Technology research can increase this number. |
| Characteristic | Minerals | MI | An industry generates 2 Industrial Points per turn. | |
| Characteristic | Rich Minerals | RMI | An industry generates 3 Industrial Points per turn. | |
| Other Planet Characteristics | ||||
| Characteristic | Abbreviation | Benefit | Technology | |
| Characteristic | Tellure | TEL |
Mineral extraction is possible with shuttles on uncolonized stars and with industries on colonized stars.
The quantity 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 with shuttles on uncolonized stars and with industries on colonized stars.
The quantity extracted depends on the mineral rate. |
Mineral Research technology is required to discover Erdividium.
Fleets use Erdividium to perform space jumps. |
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Combinations are possible. For example, a planet can be Semi-Terrestrial (MTE) and contain Minerals (MI). In this case, population growth follows the Semi-Terrestrial rules, while industries follow the Mineral rules.
For example, a planet can contain rich minerals and also have Tellure and Erdividium. A star can have one or more planets, represented by orbit numbers to distinguish them. |
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Each planet orbiting a star is managed independently in terms of population and industrial capacity.
Planetary and space defenses are shared by all planets of the star. |
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| Back to Summary | ||||
| Civilization Progression | |
|---|---|
| Milestone | Civilization Progression |
| 60 years of fleet management (6 turns actually played) |
Your civilization has gained experience in fleet management. In the Star Management screen, an option is available to automatically transfer all Colony ships from every accessible star to the selected fleet, saving valuable time ("Manage" button). Existing transfers already entered manually to other fleets are taken into account. |
| 100 years of space travel (10 turns actually played) |
Your civilization has gained experience in interstellar travel. A second Command Center can now be managed by the civilization's commander. A new fleet becomes available at your civilization's capital star. |
| 120 years of existence (12 turns actually played) |
A major astronomical discovery. |
| 150 years of star management (15 turns actually played) |
As the number of planets under your control increases, your civilization develops advanced management software. In the Star Management screen, you can automatically calculate population and industry management for all your stars at once ("Manage" button). The automatic calculation includes population transfers, industry construction and Colony ship production. The proposed orders can still be modified. Stars that already have manual or automatic orders entered are ignored, allowing the calculation to be launched at any time. |
| 180 years of industrial production (18 turns actually played) |
Your civilization has acquired the expertise required to manufacture and store Industrial Products (IPd).
Industrial Products can be teleported to another star and later converted into Industrial Points to increase a star's construction capacity. |
| 200 years of star management (20 turns actually played) |
As your empire expands, your civilization gains access to an advanced management system. In the Star Management screen, you can configure autonomous management for your stars. Management orders will then be automatically pre-filled each turn ("Configure" button). The configuration processes actions in the following order: population transfers between orbits, industry and Colony ship construction, followed by investments in research, defense and weapons. Only space structures and frigate construction are not included. The proposed orders remain fully editable, allowing you to modify them or manually add space structures and frigates. This feature is particularly useful for older stars, while allowing you to retain full control over your newest or most strategically important systems. A simulation is available to preview the result of the configuration for the currently displayed star. |
| A new fleet is permanently unlocked (maximum of 3 fleets) | A quadrant is considered colonized when at least 50% of its stars have been colonized and the planets within those stars have an average population of at least 50% of their planetary mass. |
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A civilization can command a maximum of 3 fleets.
With 2 fleets, the commander is promoted to Vice Admiral. With 3 fleets, the commander becomes an Admiral. An additional hero star is awarded for each colonized quadrant, starting with the second quadrant. |
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| Back to Summary | |
| Mineral Research | ||||
|---|---|---|---|---|
| Level | Abbreviation | Name | Purpose | Cost |
| On a planet containing minerals, each industry generates 2 Industrial Points per turn. | ||||
| 1 | RMI | Rich Minerals |
Discover and display planets containing rich minerals.
Each industry generates 3 Industrial Points per turn. |
100 IP |
| 2 | TEL | Tellure |
Discover and display planets containing Tellure.
Shuttles can extract Tellure, the mineral required to fire Space Cannons once the Space Cannon technology has been researched (Defense Research). |
200 IP |
| 3 | ERD | Erdividium |
Discover and display planets containing Erdividium.
Shuttles can extract Erdividium, the mineral required for Space Jumps once the corresponding technology has been researched (Propulsion Research). |
300 IP |
| Tellure and Erdividium can be stored either in fleets or on stars. To teleport minerals between a fleet and a star, the Mineral Teleportation technology (Technology Research) must be discovered, and the destination star must have a Teleporter. | ||||
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A colonized planet containing Tellure or Erdividium automatically extracts these minerals according to its industrial capacity and mineral richness.
Shuttles assigned to extraction missions can also mine these minerals, with the amount extracted depending on the number of shuttles and the mineral richness. Extraction is only possible on discovered stars other than your own. Mining on stars belonging to other civilizations is also possible. |
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| Back to Summary | ||||
| Fleet Propulsion Research | |||
|---|---|---|---|
| Level | Technology | Development | Cost |
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Discovery of the Variable Specific Impulse Magnetoplasma Rocket (VASIMR)
A plasma propulsion system using variable electromagnetic fields and radiation (without electrodes) to heat, ionize, and accelerate a gas such as hydrogen, argon, or helium. |
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| 1 | Movement Range: 4 LY Radar Range: 4 LY |
Speed: 0.4 C (40% of the speed of light) Ships can travel up to 4 Light-Years in 10 years (1 turn) from the fleet's Command Center. |
30 IP |
| 2 | Movement Range: 5 LY Radar Range: 5 LY |
Speed: 0.5 C Ships can travel up to 5 Light-Years from the fleet's Command Center. |
60 IP |
| 3 | Movement Range: 6 LY Radar Range: 6 LY |
Speed: 0.6 C Ships can travel up to 6 Light-Years from the fleet's Command Center. |
120 IP |
| 4 | Movement Range: 7 LY Radar Range: 7 LY |
Speed: 0.7 C Ships can travel up to 7 Light-Years from the fleet's Command Center. |
220 IP |
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Discovery of Quantum Entanglement
Technological devices that allow instantaneous travel between distant locations in the universe through quantum entanglement. Quantum entanglement is a fascinating phenomenon in which two particles (or quantum systems) become linked in a way that defies classical physics. When two particles are created or interact, the quantum state of one becomes directly connected to the state of the other, regardless of the distance separating them. |
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| 5 | Space Jump & Space Gate |
This military breakthrough makes it possible to build Space Gate megastructures around stars, allowing ships to jump directly to those stars.
Ships are equipped with devices capable of triggering quantum entanglement. A fleet can instantly travel to any of its own stars equipped with a Space Gate, regardless of the distance. Erdividium is required to perform a Space Jump. |
400 IP |
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Discovery of Wormholes
Wormholes, also known as Einstein-Rosen bridges, are theoretical solutions to Albert Einstein's equations of General Relativity. They represent passages through space-time that could connect two distant locations in the universe. Unlike conventional space travel, which requires crossing vast distances, wormholes effectively "bend" space-time, creating shortcuts that allow instantaneous travel between two points. |
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| 6 | Wormholes |
This military breakthrough allows fleets to travel through wormholes.
Before they can be used, astronomers must first locate and identify wormholes. Entering a wormhole transports a fleet to another location in the galaxy. The fleet emerges from the wormhole linked to the one it entered. Travel is bidirectional. Every wormhole is connected to another wormhole. |
1500 IP |
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From the fleet's Command Center, ships can travel to any star within the maximum range shown above.
Ships built on a planet can only join their fleet if that fleet is within the maximum movement range. A Space Jump allows travel between two of your own stars equipped with Space Gates. The Erdividium cost is 1 ton per Light-Year traveled. Once Space Jump technology has been researched, a fleet can return to any of its own stars equipped with a Space Gate regardless of the distance. A fleet operating on the far side of the galaxy can therefore return home in a single turn (10 years). |
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Radar range always matches fleet movement range and is displayed on the map using a dedicated color.
For simplicity, a radar range of 4 LY means the fleet can detect and move within a 4 × 4 LY square. The actual distance between the fleet and a star located inside this square may therefore be greater than 4 Light-Years. All fleets are always visible. |
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| Back to Summary | |||
| Warship Research | ||||
|---|---|---|---|---|
| Level | Abbreviation | Name | Development | Cost |
| 1 | CHA | Fighter | Combat ship. Equivalent to a Missile Base. Can remain stationed at a star or join the commander's fleet. |
30 IP |
| 2 | COR | Corvette | Combat ship. Equivalent to an Advanced Missile Base. Can remain stationed at a star or join the commander's fleet. |
60 IP |
| 3 | DES | Destroyer | Combat ship and construction dock. Can remain stationed at a star or join the commander's fleet. | 150 IP |
| 4 | CRO | Cruiser | Combat ship and construction dock. Can remain stationed at a star or join the commander's fleet. | 250 IP |
| 5 | CUI | Battleship | The ultimate combat ship. No more powerful equivalent exists. Can remain stationed at a star or join the commander's fleet. |
400 IP |
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Ballistic Armor Improvements
This type of armor is designed to withstand impacts from projectiles such as bullets and missiles. It is generally made from highly resistant materials, including advanced metal alloys and reinforced polymers. |
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| 6 | BL10 | Armor | Armor improves the protection of combat ships against enemy fire. +10% Defense. For example, a Battleship's defense increases from 100 to 110. |
400 IP |
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Discovery of Energy Armor
This type of armor is designed to absorb or deflect energy-based attacks such as laser beams, particle beams, or energy discharges. It is made from advanced materials capable of dispersing or absorbing incoming energy. |
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| 7 | BL20 | Armor | Armor improves the protection of combat ships against enemy fire. +20% Defense. For example, a Battleship's defense increases from 100 to 120. |
600 IP |
| 8 | BL30 | Armor | Armor improves the protection of combat ships against enemy fire. +30% Defense. For example, a Battleship's defense increases from 100 to 130. |
800 IP |
| 9 | BL40 | Armor | Armor improves the protection of combat ships against enemy fire. +40% Defense. For example, a Battleship's defense increases from 100 to 140. |
1200 IP |
| Back to Summary | ||||
| Planetary and Space Defense Research | ||||
|---|---|---|---|---|
| Level | Abbreviation | Name | Development | Cost |
| 1 | Mi | Missile Base | Planetary weapon system. Equivalent to one Fighter. | 30 IP |
| 2 | AMi | Advanced Missile Base | Planetary weapon system. Equivalent to one Corvette. | 100 IP |
| 3 | CS | Space Cannon |
Allows long-range fire at targets located 4 to 7 LY from the star (the same range as fleet movement).
Tellure is required as ammunition. Shuttles must first explore for Tellure deposits, then extract the mineral before it can be teleported to the star. Teleportation technology is required. Shuttles are capable of detecting and extracting Tellure. Depending on their type, frigates can also detect Tellure (see Autonomous Exploration Ship Research). |
250 IP |
| 4 | BP1 | Space Shield 1 |
Space defense. The shield reinforces the defense of all planets orbiting the star. Shield 1 has a strength of 1,000.
Repair cost: 1 IP per 5 shield strength points. Shield mechanics: If a star has a shield, it intercepts between 80% and 100% of its current strength in incoming enemy fire. For example, a shield with a strength of 1,000 intercepts between 800 and 1,000 shots. The shield suffers damage equal to 10% of the attacking fire remaining after the shots required to destroy the defending ships have been deducted. A shield can therefore be destroyed. For example, a shield with a strength of 1,000 must absorb 10,000 shots before being destroyed. This is roughly equivalent to the firepower of 200 Battleships firing at 50% efficiency, or 332 Cruisers. The shield can be repaired in the star's Space Construction screen. Repairs cost 1 IP per 5 shield strength points for a Space Shield 1. Repairs may be partial or complete. Repairs are performed during the construction phase, after combat resolution. The shield may therefore be attacked again before repairs are completed. |
400 IP |
| 5 | BP5 | Space Shield 5 |
Space defense. The shield reinforces the defense of all planets orbiting the star. Shield 5 has a strength of 5,000.
A Solar Well is required to power the shield. Repair cost: 1 IP per 10 shield strength points. |
1200 IP |
| 6 | BP10 | Space Shield 10 |
Space defense. The shield reinforces the defense of all planets orbiting the star. Shield 10 has a strength of 10,000.
A Solar Well is required to power the shield. Repair cost: 1 IP per 10 shield strength points. |
2500 IP |
| 7 | BP15 | Space Shield 15 |
Space defense. The shield reinforces the defense of all planets orbiting the star. Shield 15 has a strength of 15,000.
A Solar Well is required to power the shield. Repair cost: 1 IP per 10 shield strength points. |
3500 IP |
| Back to Summary | ||||
| Industrial Technology Research | ||||
|---|---|---|---|---|
| Level | Technology | Development | Cost | |
| 1 | Sterile Planet Colonization | Allows sterile planets to be colonized. | 30 IP | |
| 2 | Advanced Industrial Technology | Industry construction is normally limited to 1 industry per population. This technology increases the limit to 1.5 industries per population. | 60 IP | |
| 3 | Robotic Industry | This technology increases the limit to 2 industries per population. | 90 IP | |
| 4 | Advanced Robotic Industry | This technology increases the limit to 3 industries per population. | 180 IP | |
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Discovery of Teleportation
Teleportation relies on advanced scientific principles, such as the manipulation of energy fields or the curvature of space-time, to create portals or tunnels allowing instantaneous transportation. |
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| 5 | Mineral & Industrial Product Teleportation Discovery of the Teleporter |
This breakthrough allows the construction of Teleporters for minerals and Industrial Products (IPd).
A Teleporter allows minerals to be transported from a fleet to a star, or from one star to another. It also allows Industrial Products to be teleported from one star to another. A Teleporter must be built on both the origin and destination stars. Fleets are automatically equipped with a mineral Teleporter. |
300 IP | |
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Discovery of Solar Wells
A Solar Well is a technological installation designed to capture the energy produced by a star. Solar Wells are gigantic megastructures built around stars to harvest their radiant energy. This energy is then converted into a usable power source for advanced civilizations and for powering other advanced technologies. |
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| 6 | Solar Well |
This technology allows the construction of a Solar Well.
A Solar Well improves the quality of life for the population and increases the maximum population of every planet in the system by 10%. For example, if a planet has a mass of 100, its maximum population is normally 100 (1 billion inhabitants). With a Solar Well, the maximum population increases to 110. The energy generated by a Solar Well also enables the construction of more powerful Space Shields. The construction cost depends on the total mass of the planets orbiting the star. |
1000 IP | |
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Planetary Ring
A Planetary Ring is a massive ring-shaped structure orbiting a planet. It is generally built from advanced materials and is large enough to accommodate populations and industries. Planetary Rings serve as enormous space colonies capable of supporting large populations. They can contain cities, industries, agricultural facilities, residential habitats, and all the infrastructure required for long-term habitation. |
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| 7 | Planetary Ring |
This technology unlocks the construction of Planetary Rings.
Two module types are available: Habitat Modules for population and Industrial Modules. |
2000 IP | |
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Ark
The Ark is a major strategic vessel designed to accelerate and organize the large-scale expansion of a civilization. |
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| 8 | Ark TL (Technical Limit) |
Maximum capacity: 1,500 population
Maximum offensive capacity: 10,000 |
3000 IP | |
| 9 | Ark NL (No Technical Limit) | Thanks to advanced technology, the Ark becomes completely self-sufficient (food production, air recycling, energy management, etc.), allowing it to support an almost unlimited population. | 4000 IP | |
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Colonize stars within the Ark's movement range. Up to 4 colonizations per turn. Quickly identify the most valuable planets (mass, minerals, MIC, etc.). Standard star-to-star movement. Long-range Space Jumps between stars equipped with Space Gates. Space Jumps require Erdividium, stored aboard the Ark. Transfer population from the planets orbiting the Ark's star. Priority is given to the most populated planets. Population carried by Colony ships can also be transferred. Colony ships from other stars can be brought in by fleets to accelerate population transfer. A Command Center can be used to move ships without requiring a fleet. One Ark construction order per turn. Maximum of 3 Arks per civilization. Ark characteristics can be freely configured before validation. Construction progresses through investment: - only by the planets orbiting the Ark's star - using IP (Industrial Points) or IPd (Industrial Products) - investment capped at 1,500 IP The Ark is defenseless while under construction. If attacked, the Ark's defense level may decrease. The shield can be repaired. Repairs and defensive investments are carried out exclusively by the planets orbiting the Ark's star. Configurable exploration and espionage modules. Advanced star reconnaissance: - planetary characteristics - industrial capabilities - presence of infrastructures or strategic assets An essential tool for long-term strategic planning. |
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| Space Radar & Jamming Research | |||
|---|---|---|---|
| Level | Technology | Development | Cost |
| 1 | 7 LY Radar Range | All fleets become visible within 7 LY of the star (map size in Star and Fleet Management). | 100 IP |
| 2 | 9 LY Radar Range | All fleets become visible within 9 LY of the star. | 300 IP |
| 3 | 11 LY Radar Range | All fleets become visible within 11 LY of the star. | 500 IP |
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Discovery of Radar Jamming
Radar jamming technologies are designed to disrupt or prevent conventional radar systems from detecting specific objects or targets. Jamming systems operate by deliberately transmitting electromagnetic signals on the same frequency bands as the enemy radar. These signals interfere with the echoes reflected by the target, making detection much more difficult. |
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| 4 | E1 Jammer | An E1 Space Jammer prevents an E1 espionage frigate from detecting the defensive ships stationed at a star. | 600 IP |
| 5 | E2 Jammer | An E2 Space Jammer prevents an E2 espionage frigate from detecting both the defensive ships and the space structures of a star. | 900 IP |
| 6 | E3 Jammer | An E3 Space Jammer prevents an E3 espionage frigate from detecting the defensive ships, space structures, and missile defenses of a star. | 1200 IP |
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Research investment is limited to 30 IP per turn for each star.
The radar coverage of a star equipped with a Space Radar is displayed using a slightly lighter color than the map background. A Space Radar must be constructed before these bonuses become available. All fleets are always visible. |
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Space Jammers counter the espionage capabilities of E-class frigates.
Example: when an E2 espionage frigate scans a star protected by an E1 Space Jammer, it will detect only the defensive ships instead of both the defensive ships and the space structures. Likewise, when an E3 espionage frigate scans a star protected by an E1 Space Jammer, it will detect only the defensive ships and the space structures instead of detecting the defensive ships, space structures, and missile defenses. |
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| Back to Summary | |||
| Exploration & Espionage Frigate Research | ||||
|---|---|---|---|---|
| Level | Abbreviation | Name | Development | Cost |
| 1 | FxxT1 | T1 Frigate |
Movement range: 4 LY. Defense: 10.
The frigate detects all characteristics of the star it is orbiting. At long range, it can detect the number of planets and the planet types of a star, but not their mass or minerals. Radar range: 4 LY. |
50 IP |
| 2 | FxxT2 | T2 Frigate |
Movement range: 5 LY. Defense: 20.
The frigate detects all characteristics of the star it is orbiting. At long range, it can detect the number of planets, their types, and their masses, but not their minerals. Radar range: 5 LY. |
80 IP |
| 3 | FxxT3 | T3 Frigate |
Movement range: 6 LY. Defense: 40.
The frigate detects all characteristics of the star it is orbiting and of stars within radar range. Radar range: 6 LY. |
110 IP |
| 4 | FxxT4 | T4 Frigate |
Movement range: 7 LY. Defense: 80.
The frigate detects all characteristics of the star it is orbiting and of stars within radar range. Radar range: 7 LY. |
200 IP |
| 5 | FxxE1 | E1 Frigate |
Movement range: 5 LY. Defense: 80.
The frigate detects all characteristics of the star it is orbiting and of stars within radar range. Radar range: 5 LY. The frigate can spy on any star within its radar range and reveal the list of defending ships and the presence of a Space Shield. Espionage range: 5 LY. |
500 IP |
| 6 | FxxE2 | E2 Frigate |
Movement range: 6 LY. Defense: 100.
Espionage range: 6 LY. The frigate detects all characteristics of the star it is orbiting and of stars within radar range. Radar range: 6 LY. The frigate can spy on any star within its radar range and reveal the list of defending ships as well as the presence of Space Structures (Space Shield, Space Cannon, Space Radar, Teleporter, Space Gate). Espionage range: 6 LY. |
800 IP |
| 7 | FxxE3 | E3 Frigate |
Movement range: 7 LY. Defense: 120.
Espionage range: 7 LY. The frigate detects all characteristics of the star it is orbiting and of stars within radar range. Radar range: 7 LY. The frigate can spy on any star within its radar range and reveal the list of defending ships, the presence of Space Structures (Space Shield, Space Cannon, Space Radar, Teleporter, Space Gate), and the number of missile bases defending the star. Espionage range: 7 LY. |
1200 IP |
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Research investment is limited to 30 IP per turn for each star.
A frigate is a highly specialized autonomous exploration vessel capable of operating independently without fleet command support. Frigates travel from star to star and transmit reconnaissance data about the systems they explore. |
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| Back to Summary | ||||
| Electronics & Artificial Intelligence Research | |||
|---|---|---|---|
| Level | Technology | Development | Cost |
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Enhanced Fleet Command Center Computers
These onboard computer systems analyze sensor data, evaluate combat tactics, and calculate the optimal combat solutions based on factors such as enemy position, ship capabilities, and mission objectives. |
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| 1 | Accuracy +5 | Ship firing accuracy is increased by 5 percentage points and is added to the Fleet Commander's experience bonus. | 300 IP |
| 2 | Accuracy +10 | Ship firing accuracy is increased by 10 percentage points and is added to the Fleet Commander's experience bonus. | 500 IP |
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Discovery of Biocomputers
These systems use biological components such as living cells or proteins to perform computational operations. They exploit the unique properties of biological systems, including the ability of cells to interact and communicate, in order to solve highly complex problems. |
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| 3 | Accuracy +15 | Ship firing accuracy is increased by 15 percentage points and is added to the Fleet Commander's experience bonus. | 800 IP |
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Discovery of Quantum Computers
Photonic computing is a field of research focused on using light (photons) instead of electrical currents to perform computational operations. Unlike conventional electronic computing, photonic computing exploits the unique properties of light to process information. One of its greatest advantages is its ability to perform calculations at speeds far beyond those achievable with traditional electronic systems. Since photons travel much faster than electrons and do not interact with one another in the same way, photonic computing also greatly reduces heat generation and energy loss. |
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| 4 | Accuracy +25 | Ship firing accuracy is increased by 25 percentage points and is added to the Fleet Commander's experience bonus. | 1500 IP |
| 5 | Accuracy +35 | Ship firing accuracy is increased by 35 percentage points and is added to the Fleet Commander's experience bonus. | 2500 IP |
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Accuracy bonuses apply to all combat ships, but not to frigates or missile bases.
Combat accuracy also depends on experience: Fleet Commander experience for fleets, and Star experience for missile defenses. For fleets: - For example, with 100 experience, firing accuracy ranges from approximately 52% to 55% (a Battleship will hit its target with 52 to 55 shots out of every 100 fired). With 200 experience, accuracy ranges from approximately 54% to 60%. With 400 experience, it ranges from approximately 58% to 70%. - With Level 2 Accuracy Research (+10) and 100 experience, firing accuracy increases to approximately 62% to 65%. With 200 experience, it ranges from approximately 64% to 70%. The maximum possible accuracy ranges between 90% and 100%. - The farther the target is from the Fleet Command Center, the lower the firing accuracy: -1 percentage point of accuracy for each actual Light-Year separating the Fleet Command Center from the target. |
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| Back to Summary | |||
| Planetary Military Research | |||
|---|---|---|---|
| Level | Technology | Development | Cost |
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Command Center
The Level 5 Planetary Command Center coordinates the movement of spacecraft within a radius of 5 Light-Years around the equipped star. Thanks to this technology, ships can now travel directly from one star to another without having to join a fleet. |
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Technological Principle
This breakthrough is based on an ultra-fast quantum communication system capable of instantly synchronizing ship signals and trajectories, even across distances of several Light-Years. A network of gravimetric beacons projected from the Command Center maps the surrounding space and predicts ship movements, ensuring optimal and secure coordination. |
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Strategic Impact
• Provides mobility independent of fleets, allowing isolated ships to operate autonomously. • Strengthens territorial control within a 5 LY radius. • Introduces rapid interstellar logistics, reducing reinforcement and colonization times. |
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| 1 | CC 5 |
Planetary Command Center that controls ship movements within a radius of 5 Light-Years around the equipped star.
Ships can travel directly between stars without joining a fleet thanks to an ultra-fast quantum communication system. |
1500 IP |
| 3 | CC 7 |
Planetary Command Center that controls ship movements within a radius of 7 Light-Years around the equipped star.
Ships can travel directly between stars without joining a fleet thanks to an ultra-fast quantum communication system. |
2500 IP |
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Forward Base
The Level 5 Planetary Forward Base allows space attacks to be launched directly from an equipped star against targets located up to 5 Light-Years away. This revolutionary capability enables rapid strikes against neighboring systems without deploying an entire fleet. |
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Technological Principle
This breakthrough extends the ultra-fast quantum communication system originally developed for the Command Center. Combined with a gravimetric tactical projection network, Forward Bases can: • Detect, target, and lock enemy coordinates at long range, • Guide fighter squadrons, bombers, and specialized weapons, • Synchronize defensive and offensive fire without delays caused by distance. |
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Strategic Impact
• Increased local offensive capability with rapid strikes within a 5 LY radius. • Makes it possible to attack neighboring stars without deploying a fleet, ideal against heavily defended systems. • Adds a new tactical dimension, turning an equipped star into a true forward operating base. |
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| 2 | FB 5 |
Planetary Forward Base capable of launching space attacks within a radius of 5 Light-Years.
Allows neighboring stars to be attacked without a fleet thanks to an enhanced quantum communication system and gravimetric tactical projection. |
2000 IP |
| 4 | FB 7 |
Planetary Forward Base capable of launching space attacks within a radius of 7 Light-Years.
Allows neighboring stars to be attacked without a fleet thanks to an enhanced quantum communication system and gravimetric tactical projection. |
3500 IP |
| Back to Summary | |||
| Ship & Missile Characteristics | |||
|---|---|---|---|
| Ship or Missile | Cost | Defense | Attack |
| Planetary Missile Defenses | |||
| Missile Base | 2 | 3 | 5 |
| Advanced Missile Base | 5 | 7 | 10 |
| Warships Assigned to Fleets | |||
| Fighter | 3 | 2 | 3 |
| Corvette | 10 | 7 | 10 |
| Destroyer | 30 | 30 | 20 |
| Cruiser | 60 | 60 | 60 |
| Battleship | 90 | 100 | 100 |
| Autonomous Exploration & Espionage Ships | |||
| T1 Frigate | 10 | 10 | 10 |
| T2 Frigate | 20 | 20 | 20 |
| T3 Frigate | 30 | 30 | 30 |
| T4 Frigate | 40 | 40 | 40 |
| E1 Frigate | 100 | 100 | 50 |
| E2 Frigate | 150 | 150 | 60 |
| E3 Frigate | 200 | 200 | 80 |
| A fleet may fire several volleys at enemy ships. A ship that fires x volleys will also receive x return volleys from the defending ships. However, during attacks against stars and planets, only a single volley may be fired. | |||
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A frigate can defend itself by returning fire, but it cannot initiate an attack.
An example: a T2 Frigate receiving three volleys from an attacking ship can theoretically return fire with 3 × 20 shots, enough to destroy two Destroyers or one Cruiser.
To minimize losses, it is generally better to fire a single volley with many ships rather than several volleys with only a few ships. Conversely, firing multiple volleys increases the chances of destroying enemy ships. After each volley, surviving firepower is reduced according to the losses sustained. |
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Combat accuracy depends on the Fleet Commander's experience, except for frigates.
With 100 experience, accuracy ranges from approximately 52% to 55%. With 200 experience, it ranges from approximately 54% to 60%. With 400 experience, it ranges from approximately 58% to 70%.
Every battle grants experience, even to the losing side in some cases. A ship whose defense is reduced by more than 50% during combat is destroyed. |
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| Accuracy can be improved through Electronics & Artificial Intelligence Research. Defense can be improved through Warship Research (Armor upgrades). | |||
| Back to Summary | |||