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@starfederation.ru) 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 2 hours to 10 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 10 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""
Moscow
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 only:

Rating Partner Referral
100 100 IG 50 IG
500 500 IG 250 IG
1000 1 000 IG 500 IG
2500 2 500 IG 1 250 IG
5000 5 000 IG 2 500 IG

When your Referral reaches 5 000 pts. rating: You will receive 9 100 IG.
Your Referral will receive 4 550 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.
  • Eight 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.

But first things first.

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:


Universe Map:


Empire Overview:


Fleet Management:


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
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 24 to 48 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 24 to 48 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.

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 2 to 5 days. If the System has not been researched during this time, it is destroyed. Bonuses for fields and the System research are not awarded. Flights to such Systems are allowed for players whose Mother System is located in the same Galaxy.
Galaxies

Star Federation Galaxies

Galaxies are deep space objects, sprawling cosmic systems of dust, gas, and many stars.
Star Federation Galaxies are distinguished by the presence of a large number of star systems and asteroid fields. Galaxies’ development and expansion can occur continuously. New Stars are born inside them daily. Galaxies’ evolution models differ. For example, the latest galaxies found are spiral.

There is a Black Hole in the center of each Galaxy. With special equipment on-board of the fleet spaceships (Gravity Computer) fleets can cover huge distances between different Galaxies in one Space Jump. In each Galaxy, at the center of the Black Hole, there is always a certain number of asteroid fields that appear periodically (after the complete depletion of the previously appeared ones only).

Galaxy Types

1. Ethnogalaxies - new Stars are born (or were born) in these Galaxies, denoting objects of colonization by new Lords. Macroplanets are located at distances remote from the center of these Galaxies (from 1000 light-years and more). These Macroplanets can be called "bonuses" as they provide bonuses to certain planetary metrics (e.g., production or science growth).
The Ethnogalaxy in which rookies appear is called active. An Ethnogalaxy in which rookies no longer appear is called inactive.

Ethnogalaxies in which rookies are currently being born are marked with a Rookie icon.

On distant planets in active Ethnogalaxies, players whose Mother System is located in another Galaxy are prohibited from building Orbital bases.

Main characteristics:
- Resources availability - average.
- Max Planet size - 2000 (+ 25% for phosphorus planets, + 25% for planets in distant systems).
- Most planets are medium-sized with varying atmosphere.
- Borg (NPC) behavior is the least aggressive.
- Max artifacts’ level available - 200.
- Security status that increases during an attack by 1,5 times.

There are currently five Ethnogalaxies in the Star Federation:

  • Anaette. Center coordinates: [25000 - 5000]:0

  • Calliote. Center coordinates: [5000 - 15000]:0
  • Quatrum. Center coordinates: [25000 - 25000]:0
  • Jerenfar. Center coordinates: [10000 - 45000]:0
  • Sigvantre. Center coordinates: [40000 - 10000]:0

2. Eleutherogalaxies are free, independent Galaxies in which parity is maintained between the races of the Federation and the Borg. The territories of these Galaxies are considered common. None of these races have the undeniable advantage of owning and colonizing these territories. The Eleutherogalaxies’ development cycle is slower relative to the Ethnogalaxy. New Star Systems appear infrequently.

Main characteristics:
- Resources availability - high content of rare earth minerals and crystals in asteroid fields.
- Max Planet size - 3000 (+ 25% for phosphorus planets, + 25% for planets in distant systems).
- Dominant planets - are featured by asteroid fields and large phosphorus planets. In addition to the phosphorous planets, the Neokora and Demetra Galaxies also contain large racial planets. Distant "bonus" planets are presented, too.
- Borg (NPC) behavior is moderately aggressive.
- Max artifacts’ level available - 300.
- Security status - decreases 2 times during an attack.

There are currently three Eleutherogalaxies in the Star Federation:

  • Pandora. Its center coordinates: [55000 - 45000]:0
  • Neokora. Its center coordinates: [20000 - 16000]:0
  • Demetra. Its center coordinates: [59000 - 3000]:0

3.Xenogalaxies - these Galaxies belong to the hostile Borg race. While in these territories, the Federation Races are guests. And these guests are uninvited. In such Galaxies, Lords are constantly attacked by their masters. However, the advantages of being inside these territories are undeniable and outweigh all the disadvantages. It is recommended that such attempts be made by Lords who are steady on their feet or have tangible Alliance support.

Main characteristics:
- Resources availability - high content of ores, minerals, and rare earth minerals. Crystals not found.
- Max Planet size - 5000 (+50% for phosphorus planets).
- Dominant planets - currently dominated by phosphorus planets ranging in size from 2000 to 5000 areas, which are mainly inhabited by Borg. Asteroid fields with the exception of those located near the Black Holes can regenerate.
- Borg (NPC) behavior is very aggressive.
- Max artifacts’ level available- 500 pts..
- Federation rules related to security status and pirate rating do not apply in this Galaxy.

There is currently one Xenogalaxy in the Star Federation:

  • Minax. Its center coordinates: [7500 - 57500]:0
Nebulae

Star Federation Nebulae

A nebula is a cloud of dust-and-gas floating in the Universe.
Nebulae in the Star Federation system are distinguished by the presence of Star Systems and free asteroid fields. New Nebulae are available to Lords as they are discovered by the Star Federation's Deep Space Intelligence Service. The Nebulae average size is several dozen Star Systems and several free asteroid fields. Nebulae do not expand.

Nebulae and Galaxies main characteristics and difference between them:

- Black Holes do not exist there. Jumping directly into the center of the Nebula is impossible.
- Hypertransition cannot be done. You cannot build a Hypergate in the Nebula zone. Due to the strong gravitational field distortion in the Nebula, it also becomes impossible to use the Ancient's "Transition Point Generator" Device, therefore the fleet equipped with this device will not be able to make the transition directly either to or from the Nebula. Fast travel to the Nebula can only be achieved by using the Ancients' "Singularity Generator" device.
- Dark Matter (NPC) - is a resource that can only be mined in Nebula space.

Nebula types

1. Eleutheronebula (I type) is the most peaceful object. This is a large number of planets (incl. Racial (not phosphorus) ones) unoccupied by the Borg. The max artifacts’ size is 2000. The max planet’ size is 6000 (+ 25% for phosphorus planets).

2. Eleutheronebula (II type) is where Borg predominance is average. This is a small number of Racial planets. The max artifacts level is 4000. The max planet size is 7000 (+ 25% for phosphorus planets).

3.Xeno Nebula is a Borg property. These are huge phosphorus planets colonized by the Borg. The max artifacts level is 6000. The max planet size is 10000 (+ 50% for phosphorus planets). Similar to the Xenogalaxies, Borg attacks Lords with HORROR-class fleets (P, R, X).

To locate a previously unknown Nebula, a fleet should use the following command: Search Ops.

Star Systems

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. In the second case, a corresponding notification appears in the Federation (Chat) about when and in which Galaxy a new Star appeared. E.g., The Federation Deep Space Exploration Service reports that a new Star has been discovered in the Quatrum galaxy.

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. If a player destroys the Star System completely, then the Federation issues a reward for clearing space from fragments. Bonus.
The bonuses size depends on the distance of the Star system from the center of the Galaxy:

  • The further the system is from the center of the Galaxy, the lower the bonus.
  • For Systems next to holes, a bonus is given that would be given if this System was as far from the Galaxy center as possible.
  • For Systems with bonus planets far from the Galaxy center, there are twice as many bonuses, as if these System were closest one.

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

Star Federation Planets is the main in-game object intended for colonization. The Colonies’ infrastructure develops on the surface of the planets and in their orbits. Planets are an inexhaustible source of a small amount of resources. Unlike asteroid fields, the resources on planets are not very abundant, but they are renewable.
Planets can be divided into several types, depending on the atmosphere:

  • Oxygen is the native Helion atmosphere.
  • Sulfur is the native Velid atmosphere.
  • Carbon dioxide is Thormal native atmosphere.
  • Methane is the native Zect atmosphere.
  • Hydrogen is the native Glarg atmosphere.
  • Ammonia is the native Astox atmosphere.
  • Vacuum is a native Maroon atmosphere (or rather its absence). However, Maroon can settle on planets with any atmosphere type.
  • Phosphorus is the native Borg atmosphere.

Besides, planets can be conventionally divided by size:

  • Small planets contain from 50 to 400 areas. Such planets contain the largest amount of minerals and rare minerals. They are considered the least suitable for colonization due to the small sites’ supply needed 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, there is an alternative opinion according to which many small planets with renewable resources and well-organized logistics can become a permanent and predictable source of resources.
  • Medium planets contain from 400 to 1000 sites. They are more suitable for colonization, especially if the number of sites tends to the “upper border” and at the same time the planet is "Racial" (the atmosphere suits the colonizer). There are not very many minerals on such planets. The ore reserves are average.
  • Large planets contain more than 1000 sites. A Racial planet of this size cannot be found within galaxies. "Bonus" planets are located only on the far borders of Galaxies. They are also located in the Nebulae. Therefore, the Phosphorus planets (planets with the Borg atmosphere) can be correlated to the large planets in the Ethnogalaxies. Like everything belonging to the Borg, these planets are better than the Racial ones. There are no special resources on them. Due to their size, they contain about one and a half times more common ores than other planets.

The number of sites on the planet can be increased by activating artifacts (one of the random results of opening an artifact is adding several sites to the planet on which it is opened); receiving bonuses for the destruction of asteroid fields, Star systems, and Borg fleets as well as in the form of random bonuses when buying an in-game Currency.

By type:

  • Racial planets are with any atmosphere except Phosphorus.
  • Phosphorus planets are large planets with a phosphorous atmosphere. In addition to size, a distinctive feature of such planets is that during archaeological excavations, among standard artifacts, the player can locate Ancient’s Devices.
  • Bonus planets are large and small racial planets located on the outskirts of Ethnogalaxies or in the Nebulae with preset bonuses (e.g., intended for science, production, or population). For example, on planets that contain a 50% science bonus, the development of scientific potential will be one and a half times higher than on any ordinary planet. When colonizing such planets, it should be borne in mind that with the growth of the Galaxy, the planets will sooner or later merge with the space of the entire Galaxy.

Planet Annihilation

Each planet with no objects (Bases, Colonies) can be destroyed by turning into an asteroid field. Destruction is carried out by a spaceship (or spaceships) with an installed "Planetary Destroyer" combat module using the "Planet Destruction" command in the fleet’s flight list. This module is capable of carrying a Leviathan-class spaceship only. The planet’s destruction duration depends on its size as well as on the power of the Planetary Destroyer used. After the destruction, the planet remains in the place of an asteroid field, ready for further evolution & 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 remains the same. Destroyed planets cannot be restored.

Asteroid Fields

Asteroid Fields

Asteroid Fields are the primary well of resources in the Star Federation Universe.
Asteroid Fields contain all the basic resources from the simplest ores to crystals. Moreover, there are more minerals in these fields than on the planets. Only crystals are contained in these fields, while they are completely absent on other planets. The number and structure 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 spaceships with the "Geological exploration" command enabled.
The mining is carried out by fleets of specialized spaceships with drilling modules of various types installed, depending on the tasks. To force the fleet for mining, use "Refinery" command.

Asteroid Field types

  • Ordinary fields are asteroid fields located in the Star Systems of Ethno- and Eleutherogalaxies. On such fields there is a limited supply of various resources as well as a certain number of artifacts.

  • Fields in asteroid systems are fields of asteroids located in periodically appearing Star Systems, in which asteroid fields are located only. Such systems appear in Galaxies near Black Holes; in Nebulae (in an arbitrary place inside the Nebula), in quadrants of which there is at least one rookie player; in Federation quadrants, which are not rookies' quadrants. Each type of such a System has its own characteristics (read Asteroid Systems section).

  • Renewable Fields are asteroid fields capable of self-healing. Such fields may be found in the Minax galaxy only.

Asteroid Fields Destruction

After recycling (extraction of all resources) process, the asteroid field disappears. Moreover, artifacts are not added to the field mass. That is, even if there were artifacts on the field but they were not extracted before all the resources were recycled, then such a field will still disappear. If a player destroys an Asteroid Field, then the Federation gives such a player a reward for clearing space from fragments. Bonus Bonuses in Ethnogalaxies, in which rookie players appear are given to those whose Mother System is located in this Galaxy only.
The bonus size depends on the distance of the Star system from the center of the Galaxy:

  • The further from the center of the galaxy the System, in which the asteroid field is destroyed, is, the less the bonus.
  • For Asteroid Fields in Systems with bonus planets remote from the center of the Galaxy, bonuses are given twice as much, as if the System with the destroyed Asteroid Field were closest to the center of the Galaxy.
  • Bonuses are not issued for Asteroid 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.

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 10 000 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.

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 10 000 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.

  • “Recycling”, “Excavation”, “Destroy the Planet”, patrol mode with the “Attack All” option enabled, “Build an Orbital base”, fleet commands are only available to rookies with a Mother System in this Galaxy or players with a Mother System in this quadrant.
  • 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 100 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. During this time, you can freely manage your Account and cancel the freezing process.

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.
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%.
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.
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 Universe’s territory is divided into 64x64 light-year quadrants. Alliances can control one or more quadrants at the same time.
The quadrant is considered controlled by the Alliance if the multiplication sum of the population (max number of Colony population during the day) and the cultural level of the Alliance Colonies in the quadrant are the largest of all the Alliances and players inhabiting this quadrant.
If the highest population number and level of culture have players who are not part of any Alliance, then the quadrant is considered the Federation territory.

The Alliance in control of a quadrant receives bonuses in that quadrant. The quality and number of bonuses is determined by the Alliance paradigms.

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

  • Increase in productivity by a percentage equal to the ratio of the level of culture to the total quadrant population (hereinafter - the level of productivity) but not more than 100%. Performance is improved for:
    1. Planetary buildings and modules of Orbital bases and Space bases.
    2. Fleets that mine ore in asteroid fields.
    3. Fleets engaged in archaeological excavations.
    4. Fleets engaged in loading and construction works.
  • Each Federation quadrant adds 25% of its performance boost to the performance boost of its neighboring Federation quadrant.
  • Payments will be equal to the level of productivity from the amount of taxes collected from trade transactions (e.g., sales through a Trade Center, goods & spaceships pickup, goods & spaceships transfer to Colonies) that were made on planets 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 dominant influence of one or another Alliance or Federation, and in parallel with it, the quadrant can also be the Rookie quadrant . The Rookie quadrant is the quadrant in which more than half of the Mother Systems are Rookies' Mother Systems, which have a lifespan of less than 90 days. The calculations do not take into account Rookies’ Home Systems whose Accounts are frozen. These quadrants have some distinctive features:

  • In the quadrant where there is at least one Rookie's Mother System, Star Systems with asteroid fields periodically appear. Only rookies and players whose Mother System is located in the same quadrant have access.
  • The following fleet commands:
    “Recycle”, “Excavation”, “Destroy Planet”, patrol mode with the “Attack All” option enabled, “Build an Orbital Base” are only available to Rookies with a Mother System in this Galaxy or to players with a Mother System in this quadrant.
  • 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.

    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
    Security Status indicates the player's aggressiveness. A positive value of the Security Status indicates that the player is pursuing a peaceful policy. Its negative value indicates the player’s aggressiveness. It affects the Colonies’ loyalty. The more peaceful your policy is, the safer Colonies’ inhabitants feel.

    Each player (or Alliance) who has not declared war on anyone gets 0.005 pts. to the Security Status.

    Security Status reduces if:

    • Players when destroying spaceships (Bases) in battle are at war state. At the same time, for a player who is not the initiator of the war, the Security Status is reduced by half.
    • The player has lost his spaceships (bases) and he is the battle initiator (“Attack” command, patrol in “Attack all” mode, base in “Attack all” mode).
    • The player bombarded the planet with thermonuclear bombs (excl. Borg planets’ bombardment).
    • For the player, the fleet that the boarding comand uses (for at least 0.01 and no more than -0.1 per boarding). Except for boarding quest fleets.

    The number of points deducted from a player's Security Status depends on:

    • Values and the number of destroyed spaceships (buildings, bases) of the player.
    • Player’s Rating Relationship: the higher the rating of the player whose spaceships are destroyed concerning the rating of the player who destroyed his spaceships, the more negative points. When destroying Borg spaceships or when Borg captures player’s spaceships, the player rating ratio is not taken into account.
    • Galaxies in which the battle takes place.

    Galaxy Ratio depends on the type of Galaxy in which the battle takes place. For each Galaxy, the following ratio applied:

    • 1 for Ethnogalaxies;
    • 0.5 or Eleutherogalaxies (Eleuthero nebulae);
    • 0.1 for Xenogalaxies (Xeno nebulae).

    "Attack type" ratio depends on the battle-start scenario:

    • 1 if spaceships are destroyed in “War” mode.
    • 2 if the attack was initiated with the “Attack” command.
    • 0.25 if the attack was initiated by the fleet on patrol with “Attack All” mode enabled.
    • 0.1 if the attack was initiated by a base with the “Attack All” mode 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.

    With a positive Pirate Rating, the amount by which the player can sell resources and materials to the Federation decreases. With a negative Pirate Rating, this amount increases.

    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.
    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.

    Borg Watch Facilities are able to locate any fleet.

    Borg

    Борги

    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 “Zero Field Generators” and 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.
    • Excourt (EXCOURT) are escort fleets that come to the aid of all other fleets during the battle under several conditions, the details of which are in the corresponding Manual section. These are very powerful and numerous fleets, which should be avoided in every possible way since with a high degree of probability in the absence of the possibility of immediate retreat such a fleet will destroy the player's fleet.

    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

    Borg fleets patterns in different Galaxies

    At the moment there are three types of Galaxies:

    • Ethnogalaxies are Galaxies in which new players appear (appeared).
    • Eleutherogalaxies.
    • Xenogalaxies.

    Depending on the Galaxy type, the behavior patterns of patrols and other Borg fleets located in the territory of this Galaxy differ.

    Borg Behavior in Ethnogalaxies


    Borg Patrols do not fly to planets and asteroid fields where the player’s fleets are located.
    Borg Patrols do not fly to inhabited planets and planets with Orbital bases or Spacebases.
    Borg Miners and Archaeologists do not fly to asteroid fields where the player’s fleets are in “Patrol” mode.

    Borg Behavior in Eleutherogalaxies


    Borg Patrols fly to any planets and asteroid fields regardless of the player's fleets.
    Borg Patrols do not fly to inhabited planets and planets with Orbital bases or Space bases.
    Borg Miners and Archaeologists fly to any asteroid field regardless of the player's fleets.

    If the Borg arrives at the coordinates where the player's fleet is already located, the battle begins not at the moment of arrival, but at the time of any action by the player's fleet (e.g., when switching the “Recycle” to "Flight" command)

    Borg Behavior in Xenogalaxies


    Borg Patrols fly to any planets and asteroid fields regardless of the player's fleets.
    Borg Patrols do not fly to inhabited planets and planets with Orbital bases or Space bases.
    Borg Miners and Archaeologists fly to any asteroid field regardless of the player's fleets.
    Player’s fleets attacked by Borg HORROR-R.
    Player’s Orbital bases attacked by Borg HORROR-P and HORROR-X.

    War against Borg
    If Lord's policy towards the Borg is aggressive enough (e.g., destroying Borg spaceships that are on patrol or excavating & refining; destroying fleets attacking players in Xenogalaxies, destroying Orbital Bases and Colonies, or completing Federation missions to destroy the fleets and space bases of the Borg), then sooner or later Borg will declare war on such a Lord.

    The declaration of war frequency depends on the rating and the number of Lord’s spaceships, bases, and Borg colonies destroyed during the absence of war. When signing a Peace Treaty, Borg “forgets” about the damage done by the Lord.

    • When the Lord is at war with the Borg, the Borg periodically sends fleets (WAR and RAIDER class spaceships) to attack the Lord's bases and fleets. The longer the war goes on, the more often the Borg attacks the player's objects.
    • If the Borg declares war, then the first attacks of its military fleets take place no earlier than 12 hours after the declaration of war.
    • The Lord can declare a war on the Borg also. In this case, the Borg attacks within an hour after the war is declared.

    The war with the Borg can be ended by offering a Peace Treaty. If the Borg accepts it, then a Peace Treaty will be concluded between the Lord and the Borg, and the war will end.

    • If the war initiator is Borg, then it can, at its own discretion, accept the Peace Treaty immediately after the attacks of its fleets in case of causing significant damage to Lord or not earlier than 24 hours after the declaration of war. Peace offered by the Borg will not be rejected if it is sent after the arrival of one of the military fleets and is accepted immediately as the Borg considers it possible to accept (more than a day must pass after the declaration of war or the player should suffer significant damage (in Borg opinion).
    • If the initiator of the war is Lord, then the Borg can conclude a Peace Treaty only a day after the war is declared. At the same time, the peace offered by the Borg will not be rejected if it is sent after the arrival of one of the military fleets and is accepted immediately as the Borg considers it possible to accept (more than a day must pass after the war is declared).
    • A Peace Treaty with Borg cannot be effective for more than 1 day.

    If the Borg military fleets attack the player and the player did not offer the Borg a Peace Treaty, then a Peace Treaty with the player will be automatically concluded for 2 days. And the war will end.

    EXСOURT class Fleets

    EXСOURT class fleets

    These fleets arrive in an ongoing battle with the Borg if the sum of the combat ratings (CR) of ALL fleets (at the time of their entry into battle) attacking the Borg (Borg enemies) in this battle is twice the sum of the combat ratings of ALL Borg fleets (by the moment they entered the battle).

    It should be considered that the CR of fleets that left the battle and then re-entered will be doubled.

    It should be considered that if a battle goes on a planet with an Orbital Base, then the Orbital Base CR and CR of combat platforms installed on it are also taken into account. These are separate quantities. The CR of combat platforms is not included in the CR of the combat base. They are calculated separately.
    By default, Borg enemies are all players who are in a war status with it as well as players who have an Endorsement Pact (of any kind, including through a chain of such agreements between players) with the player(s) who first entered against Borg into the current battle.

    To avoid confusion with the statuses of treaties, the Federation recommends that you always take into account CR of all players who enter the battlefield as much as possible. Players rarely remain completely neutral in battles against Borg.

    Any number of such fleets can enter the battle. Moreover, the fleets enter the battle gradually from cycle to cycle (in one cycle, several fleets can enter at once). After the appearance of the first EXCOURT-class fleet in battle, a doubling of the Borg fleets’ CR is no longer a prerequisite for the arrival of the next EXCOURT fleet (in such cases, the EXCOURT fleet will necessarily arrive but it can also arrive if the Combat Rating was not exceeded).

    The arrival of an EXCOURT class fleet into battle is likely (the percentage tends to 100%) but not required.

    If the rating was exceeded when the battle starts, then the EXCOURT fleet with a high degree of probability will appear already in the first cycle (but it may not necessarily appear later).

    The fleet power depends on the military rating of the players participating in the battle; combat rating of all fleets participating in the battle, excluding Borg fleets; the relationship between the combat ratings of the enemy Borg fleet and Borg fleets rating; the arithmetic mean of the Borg dissatisfaction coefficient (BDC) for each player participating in the battle and the battle cycle (the longer the cycle, the stronger the fleet).

    Within the specified CR, the fleet structure may change without notifying players.

    Ancients’ Devices:

    Depending on each fleet capacity, it may contain Ancients ’Devices. With a combat rating of over 1000 pts. the fleet may contain all the Ancients' Devices that can be installed but not more than the max number possible for this fleet. All installed Ancients' Devices are personal.

    All devices installed in the fleet are active.

    When battle ends, the fleet departs.

    HORROR class fleets

    HORROR class fleets

    These fleets attack Lords who are located and live in Xenogalaxies.

    • HORROR-P class fleets periodically attack a randomly selected Orbital Base (Spacebase) located in the Minax galaxy. An attack can occur no earlier than 24 hours after the last one. As a rule, fleet capacity is not less than 100 pts. and does not exceed 500 pts. of Combat Rating and depends on the player's military rating. The fleet will attack for 5-10 cycles. After the 10th cycle, the fleet retreats.

    • HORROR-Rclass fleets periodically attack a player's random fleet in the Minax Galaxy outside inhabited planets (players’ Orbital bases and Colonies) including attacks on free coordinates in space. An attack can occur no earlier than 24 hours after the last attack. As a rule, fleet’s capacity is not less than 100 pts. and does not exceed 500 pts. of Combat Rating and depends on the player's military rating. The fleet will attack for 5-10 cycles. After the 10th cycle, the fleet retreats. The fleet does not attack fleets that it cannot inflict damage (inflicting damage, interrupting a recycle process or excavation cycle, etc.). The fleet does not attack fleets in which Ancients' "Zero Field Generator" is activated.

    • HORROR-X class fleets periodically attack any player's random Orbital base (Spacebase) if it is located in the Minax Galaxy. The attack occurs once every 12-24 hours. The fleet’s Combat Rating depends on the base Combat Rating and Combat Rating of all fleets in the given orbit (coordinates). Besides, it is less dependent on the military rating of the attacked player (for calculations, a min rating of 1000 pts. is taken into account) and to a greater extent on the Borg Discontent Coefficient (BDC) of the attacked player. The min Combat rating of the fleet for each attack equals to (100 * KNB 0.3) ± 20%. The fleet attacks all 30 cycles. This fleet arrives when the player is online only.

    Key Features:

  • Fleets do not fly to Orbital bases and Spacebases on which the Ancients' "Zero Field Generator" device (AD) is activated.

  • Fleets do not fly to the battle coordinates.

    AD in HORROR-X class fleets:

    Depending on the capacity of each fleet, may be equipped with AD. With a Combat Rating of over 1000 pts. these fleets are equipped by all ADs that can be installed but not more than the max number possible. The part of ADs is not personal. The number and structure of non-personal ADs depends on the fleet Combat Rating:

    • (1 000 -10 000) The fleet contains 1 non-personal AD that is valued up to 100 000 IG.
    • (10 000 - 25 000) The fleet contains 2 non-personal ADs that are valued up to 400 000 IG.
    • (25 000 - 50 000) The fleet contains 3 non-personal ADs that are valued up to 900 000 IG.
    • (Over 50 000) The fleet contains 4 non-personal ADs that are valued up to 100 000 IG.
    All other ADs are personal.

    ADs installed in the fleet are active.

    The fleet structure with Combat Rating specified may change without notifying players.

    If there are no other Borg fleets in the battle, then the EXCOURT class fleets will not arrive, provided that there is only one fleet of this type in the battle. In other words, if two or more HORROR class fleets are involved in the battle then the arrival of an EXCOURT class fleet is possible. When the battle ends, the fleet departs.

  • RAIDER class fleets
    RAIDER class fleets

    Targets to attack

  • Coordinates or orbits in which the fleet(s) of players at war with the Borg are present. The fleet can fly to Orbital Bases, Spacebases, and Colonies of other players but only the fleets of the attacked player and his Allies will be attacked.
  • Fleets do not arrive at the Federation Spacebases.
  • Fleets do not fly to Colonies, Orbital bases, and Spacebases on which the "Zero Field Generator" AD is activated and to the main planet as well.
  • Fleets do not attack fleets in which the "Zero Field Generator" AD is activated.
  • A fleet can arrive at the coordinates where the battle is taking place if the attacked player's fleets are or were in it.
  • The fleet does not attack fleets that it cannot inflict damage (inflicting damage, interrupting a recycle process or excavation cycle, etc.). Besides, this fleet does not attack fleets whose rating is significantly lower than the rating of a RAIDER class fleet with a minimum CR.

    Arrival period

  • The fleet arrives when the player is online only or if the battle with the previous fleet is not over regardless of whether the player is online or not.
  • If the war initiator is a player (the player has declared war against Borg), then the first time a WAR and/or RAIDER class fleets attack within two hours after the declaration of war as a rule.
  • If the war initiator is Borg (Borg has declared war on the player), then the first arrival of the WAR and(or) RAIDER class fleets is no earlier than 12 hours after the declaration of war.
  • The next arrival interval of each fleet depends on the war duration. The longer the war is; the more often attacks will occur (by the end of the first day, the arrival interval may be less than 1 hour; by the end of the second day, it may be less than 10 minutes).
    In a prolonged war, a situation may arise when the fleet’s arrival period will be reduced to 10 minutes. At the same time, the next RAIDER class fleet may enter the battle with the previous fleet of the same class.

    Key Features:

  • Fleets do not fly to Orbital bases and Space bases on which the "Zero Field Generator" AD is activated and to the main planet as well.

  • Fleets can fly to the base where the battle takes place.

  • Fleets do not arrive at Federation Spacebases.

    Power and number of fleets
    There can be any number of arriving fleets but they arrive in the first cycle except special cases (read below).

    Fleets power depends on the sum of the combat rating of the fleets and bases located on the attacked coordinates (regardless of their affiliation); Borg dissatisfaction coefficient (BDC); and, as a rule, the attacking fleet CR that is approximately equal to the BDC, but not less than the min one.
    The min CR of the attacking fleet depends on the player's max military rating and the war duration. On the first day of the war, it is approximately the square root of the military rating but not less than 100 pts.

    The fleet uses an outpost in battle.

    The fleet structure with the specified CR is a subject to change without notifying players.

    If the Borg fleet’s CR is 2 times higher, then the EXCOURT class fleet may arrive.

    Ancient’s Devices:

    Depending on the power of each fleet, it may be equipped with Ancients’ Devices. With a combat rating of over 1000 pts. the fleet contains all ADs that can be installed in the fleet but not more than the max number possible. A part of ADs is not personal. The number and composition of non-personal ADs depends on the fleet Combat Rating:

    • (1 000 -10 000) The fleet contains 1 non-personal AD that is valued up to 100 000 IG.
    • (10 000 - 25 000) The fleet contains 2 non-personal ADs that are valued up to 400 000 IG.
    • (25 000 - 50 000) The fleet contains 3 non-personal ADs that are valued up to 900 000 IG.
    • (Over 50 000) The fleet contains 4 non-personal ADs that are valued up to 100 000 IG.
    All other ADs are personal.

    ADs that the fleet is equipped by are active.

    When the battle ends, the fleet departs.

  • WAR class fleets

    WAR class fleets

    Attack Targets

    Any Colonies, Orbital Bases, or Spacebases of players that are at war with the Borg.

    Arrival period

  • The fleet arrives when the player is online only or if the battle with the previous fleet is not over regardless of whether the player is online or not.
  • If the war initiator is a player (the player has declared war against Borg), then the first time a WAR and/or RAIDER class fleets attack within two hours after the declaration of war as a rule.
  • If the war initiator is Borg (Borg has declared war on the player), then the first arrival of the WAR and(or) RAIDER class fleets is no earlier than 12-14 hours after the declaration of war.
  • The next arrival interval of each fleet depends on the war duration. The longer the war is; the more often attacks will occur (by the end of the first day, the arrival interval may be less than 1 hour; by the end of the second day, it may be less than 10 minutes).

    Key Features:

  • Fleets do not fly to Orbital bases and Space bases on which the "Zero Field Generator" AD is activated and to the main planet as well.

  • Fleets can fly to the base where the battle takes place.

  • Fleets do not arrive at Federation Spacebases.

    Power and number of fleets
    There can be any number of arriving fleets but they arrive in the first cycle except special cases (read below).

    Fleets power depends on the sum of the Combat Rating of the fleets and bases located on the attacked coordinates (regardless of their affiliation); Borg dissatisfaction coefficient (BDC); and, as a rule, the attacking fleet’ CR that is approximately equal to the BDC, but not less than the min one.
    The min CR of the attacking fleet depends on the player's max military rating and the war duration. On the first day of the war, it is approximately the square root of the military rating but not less than 100 pts.

    The fleet structure with the specified CR is a subject to change without notifying players.

    When the base and all fleets that were on the coordinates of the planet where the fleet arrived are destructed, the bombardment of the planet will begin. If there were no fleets and a base on the planet, then the fleet will begin bombarding the planet immediately on arrival. The bombardment duration is 5-15 cycles.

    In prolonged war, a situation may arise when the fleet’s arrival period will be reduced to 10 minutes. At the same time, the next WAR class fleet may enter the battle with the previous fleet of the same class (there will be many such fleets with a prolonged battle).

    The fleet uses an outpost in a battle.

    The fleet structure with the specified CR is a subject to change without notifying players.

    If the Borg fleet’s CR is 2 times higher, the EXCOURT class fleet may arrive.

    Ancient’s Devices:

    Depending on the power of each fleet, it may be equipped with Ancients’ Devices. With a combat rating of over 1000 pts. the fleet contains all ADs that can be installed in the fleet but not more than the max number possible. A part of ADs is not personal. The number and composition of non-personal ADs depends on the fleet combat rating:

    • (1 000 -10 000) The fleet contains 1 non-personal AD that is valued up to 100 000 IG.
    • (10 000 - 25 000) The fleet contains 2 non-personal ADs that are valued up to400 000 IG.
    • (25 000 - 50 000) The fleet contains 3 non-personal ADs that are valued up to 900 000 IG.
    • (Over 50 000) The fleet contains 4 non-personal ADs that are valued up to 100 000 IG.
    All other ADs are personal.

    ADs that the fleet is equipped by are active.

    If the fleet is not destroyed and all the fleets (bases) of the players are destroyed or left the battle when it ends, then the fleet patrols the coordinates of the battle for a while. For the destruction of a WAR class fleet, the Federation awards bonuses in proportion to the Combat Rating of the destroyed fleet.

  • Colonies and Bases
    There are lots of Borg Colonies and Orbital bases in the Universe. Players can destroy Orbital Bases and Borg Colonies. When the Colony is destroyed, the player can build his own Colony on the planet, while he will be able to gain access to some of the Borg technologies. Orbital bases and Colonies have different defenses and structures depending on the Galaxy type.

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

    Ethnogalaxies

    There are Borg Orbital bases above planets with a phosphorus atmosphere only. The Orbital Base level depends on the planet’s size. The defense of such bases consists of simple combat platforms with various weapons.

    Eleutherogalaxies

    There are Borg Orbital bases on phosphorus planets (if the planet is less than or equal to 2000 pts.) and Colonies with Orbital bases on phosphorus planets (if the planet is more than 2000 pts.). The Orbital Base level depends on the planet’s size. The defense of such bases consists of simple or heavy, laser, missile, weapon combat platforms with various weapons installed (in 50% of cases). On planets in distant systems, Borg uses heavy combat platforms instead of simple combat platforms. With a 50% probability, on planets in distant systems, a defense fleet can also be encountered.

    Xenogalaxies

    There are Colonies with Orbital bases on phosphorus planets. The Orbital Base level depends on the planet’s size. The defense of such bases consists of heavy, laser, missile, and battle gun platforms with various weapons installed. Colonies located on planets larger than 4000 sites may have a defense fleet.

    Nebula

    Colonies with Orbital bases on planets with any atmosphere are there. The Orbital Base level depends on the planet’s size. The defense of such bases consists of heavy, laser, missile, and battle gun platforms with various weapons installed. All Colonies may have a Defense Fleet.

    Borg Orbital Bases and Borg Colonies are rebuilt no more than once every 36 hours. The time after which the base can be rebuilt is indicated in the Orbital Base Information section. Such information can be obtained during the battle by clicking on the base icon in the battle log.

    Borg defense fleet structure changes during Orbital Base or Colony rebuilding. It may contain new spaceships, so the player shouldn't rely on it to be like other Colonies and bases before attacking.

    In battle the Orbital Base and defense fleet use an outpost.

    Ancients’ Devices:

    Each Orbital Base has one non-personal Ancients' Device that can be installed on a planet. If there is a Colony on the planet besides the Orbital Base, then this Colony contains additional non-personal Ancients' Devices. The structure and number of non-personal Ancients' Devices are determined by the Orbital Base Battle Rating.

    • (0 - 10000) The Colony additionally contains 1 non-personal AD valued up to 100 000 IG.
    • (10 000 - 25 000) The Colony additionally contains 2 non-personal ADs valued up to 400 000 IG.
    • (25000 - 50 000) The Colony additionally contains 3 non-personal ADs valued up to 900 000 IG.
    • (Over 50 000) The Colony additionally contains 4 non-personal ADs valued up to 100 000 IG.
    All Colonies possess all military Ancients' Devices, Phase Booster, and Gravity Beam.

    All installed devices are active.

    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 oxyden
    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%
    Federation
    Federation is a supranational structure. It was founded in 4018 and unites representatives of all races, alliances, and states. Federation regulates economic, political, cultural, military, and other relationships between its entities. Additionally, it provides economic support to the developing worlds, performs police and other missions that are aimed at maintaining peace and order in the whole Universe.

    Evolution stages

    Star Federation was founded as a result of long wars spawned by expansionary waves of individual races. The final decision to create a global government was not that easy. However, this was the only way to end mutual annihilation in destructive large-scale wars when neither of the races managed to achieve an advantage. As a result, a Council, executive bodies, a Science Center, and other institutions were created which united the best minds of all races. The major Federation achievement is the Military Code. It limits the waging of wars and gives developing worlds a chance of survival. With minor changes, this Code still exists today. Even those Worlds that solve their economic problems with the help of pirate raids strictly follow its rules.

    Further race expansion is one of the threats to Federation’s existence. It leads to setting up numerous colonies well-developed militarily and economically. As a result, a series of wars for independence broke out, hundreds of states were formed that were not their Metropolises and Federation Council since the former had an overwhelming majority of votes. As a result, former colonies began to merge into their federations and confederations. Soon they were ready to completely oust the Federation from the political, economic, and military space. Only the great diplomats of the time were able to solve this and persuade the Metropolis to abandon their ambitions. All new states received equal membership in the Council. Each planet that declared its independence and ready to recognize the Federation laws automatically became an equal entity. At present, Metropolises have lost their influence in the Council.

    Over time, Alliances appeared - interracial alliances, united based on economic, military, and cultural interests of individual states. This became the second challenge for the Federation for after a while they could completely replace it with themselves. However, this was solved by creating certain economic and military mechanisms that make separation from the SF’ enclave inexpedient and very dangerous. In particular, these mechanisms covered access to Borg spaceships or the global transport network, the existence of which allows almost instantaneous export of surplus products sold to the Federation and the delivery of resources acquired from it.

    Science and Diplomacy

    There is an opinion that uniform technological standards and contact with the Borg race are SF main achievements. Indeed, with the help of Borg technologies, Federation Science Center has developed a single technical standard for all races. It ensured full compatibility of protection components, weapons, and support systems. It also made it possible to equip transport and combat ships with modules of all races, including Borg equipment. Glargs protested against this innovation one time. They hoped that their technologies would become the basis for a new standard.

    The established contact with individual Borg clans is considered an important diplomatic victory for the Federation. After all, this made it possible to significantly increase the capabilities of its fleet and start selling ships to its members. However, one of the Federation’s major secrets is how they managed to achieve this and for what goods Borg will exchange their spaceships and components.

    Main race characteristics
    Atmosphere oxyden
    Resources Extraction 150%
    Trading 150%
    Production 150%
    Population 150%
    Science 150%
    Espionage 150%
    War 150%
    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
    When the Information Treaty becomes effective, all available Star Map visibility radiuses of all allies' Observatories are shared. In addition, all records afflicting allies' Star systems become accessible. When signed, parties are obliged to register the Information Treaty 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. 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.
    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.

    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.

    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. Unfortunately, the Adapter's capabilities do not allow installing Command Processor and devices that affect fleet speed & fuel consumption. 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 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.

    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.

    This station allows receiving information on the composition and amount of resources on the planet. In 50% of cases (Miners guild increases this percentage), new deposits of all minerals stored on the planet become available. The number of new deposits does not exceed 0.1% to 1% of the max possible amount for each planet. The rate at which planetary resources' report is received and the rate at which new deposits can be found depend on the "Exploration Station" parameter level. In addition to the exploration report, this station increases the current level of resource extraction through new technologies providing minerals extraction.

    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 planets captured from the Borg and located in the xenogalaxies.

    A Borg colony is considered conquered if a Colony is built there. If it is bought or sold, the Colony will not be considered conquered.

    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.

    This is the "Borg Standardization Center". It can only be built on captured Borg planets located in Xenogalaxies.

    A Borg Colony is conquered if a Colony is built there. If a Borg Colony is bought or sold, it will not be considered captured.

    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.
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    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.

    For each combat platform, it increases the shields and missiles deflection parameters in proportion to the number of installed types of Combat Platforms on the base. Also increases shield and missile deflection parameters for defence 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 inversely proportional to the square root of the distance to the Colonies located in the quadrant. It also improves the culture level of each Spacebase located in the quadrant in inverse proportion to the square root of the distance to this Spacebase.

    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.

    The "Culture", "Colony culture + (%)" parameters are given on the basis that 100% is set for a specific parameter and 0% for the rest.

    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.

    The calculations for an "Efficiency Increase + (%)" parameter presented consider that for a particular building it is set to 100% and for others at 0%.

    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. Such Outposts level is equal to the max studied in a 1:1 ratio.

    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 ур.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 ур.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 ур.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 ур.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 ур.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 ур.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 ур.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 ур.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 ур.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 ур.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 ур.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 ур.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 ур.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 ур.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 ур.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 ур.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 ур.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 ур.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 ур.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 ур.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 ур.0.

    This device uses gravitational fuel to generate energy.

    Produced at the Power Reactor Factory.

    Radiation Converter
    Allows to produce

    Radiation Converter ур.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 ур.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 ур.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 ур.0.

    This reactor uses a fusion reaction to generate energy.

    Produced at the Power Reactor Plant.

    Shield Restorer
    Allows to produce

    Shield Restorer ур.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 ур.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 ур.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 ур.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 ур.0.

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

    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 ур.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 ур.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 ур.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 ур.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 may generate a trap until 15:00 the previous one vanished.

    Player cannot generate hypertrap on planetary orbits and space bases.

    Produced at the Precision Instrument Plant.

    Mass Generator
    Allows to produce

    Mass Generator ур.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.

    You cannot generate planets on asteroid fields in systems that spawn near black holes.
    You cannot generate planets on asteroid fields in nebulae.

    Produced in the Industrial Complex.

    Operating Bay
    Allows to produce

    Operating Bay ур.0.

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

    Produced in Industrial Complex.

    Gravity Computer
    Allows to produce

    Gravity Computer ур.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 ур.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 ур.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 ур.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.

    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 ур.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 ур.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.

    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 ур.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 ур.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 ур.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 ур.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 ур.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.

    Produced at the Precision Instrument Plant.

    Large Cargo Bay
    Allows to produce

    Large Cargo Bay ур.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 ур.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 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.
    The fleet may generate a funnel no earlier than 10:00 after stopping the previous funnel generation.

    The Federation forbids generating a gravity funnel in rookies’ quadrants.

    Produced at the Precision Instrument Plant.

    Neutron Modulator
    Allows to produce

    Neutron Modulator ур.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 ур.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 ур.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 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 ур.0.

    The radar allows receiving information about fleets in the range of the spaceship's observatory while on patrol. The usefulness of info about fleets depends on the radar power. 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 ур.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 ур.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 ур.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 ур.0.

    It allows firing torpedoes to destroy super-heavy spaceships. The final hitting accuracy of each torpedo depends on the velocities ratio during the attack of the attacking and attacked fleets. It is calculated by the formula: Oa = A1 * s1/max (1, s2) where:
    “Oa” is the overall accuracy.
    “A1” is the initial torpedo attack accuracy.
    "S1" - the speed of the attacking spaceships (the current spaceships’ speed is calculated in a specific battle cycle).
    “S2” - the speed of the attacked ships (calculated by the current spaceships’ speed in a specific battle cycle).

    The missile defense system does not affect the torpedo attack accuracy.

    Produced at the Missile Launcher Factory.

    Inertial Laser
    Allows to produce

    Inertial Laser ур.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 ур.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 ур.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 ур.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 ур.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 ур.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 ур.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.

    Produced at the Ammo Factory.

    MPC-X2
    Allows to produce

    MPC-X2 ур.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.

    Produced at the Ammo Factory.

    MPC-X3
    Allows to produce

    MPC-X3 ур.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.

    Produced at the Missile Launcher Factory.

    Bombing Device
    Allows to produce

    Bombing Device ур.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 ур.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 ур.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 ур.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 ур.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 ур.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 ур.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”.

    Produced at the Energy Shield Factory.

    Steel Plate
    Allows to produce

    Steel Plate ур.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 ур.0.

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

    Produced at the Foundry.

    Composite Armor
    Allows to produce

    Composite Armor ур.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. “Tornado-X2” missiles were able to significantly reduce its effectiveness.

    Produced at the Foundry.

    Titanium Plate
    Allows to produce

    Titanium Plate ур.0.

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

    Produced at the Foundry.

    Nanoplate
    Allows to produce

    Nanoplate ур.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 ур.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 ур.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 ур.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 ур.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 ур.0.

    This torpedo perfectly fits against super-heavy spaceships.

    Produced at the Ammo Factory.

    Proton Torpedo
    Allows to produce

    Proton Torpedo ур.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 ур.0.

    This torpedo is a super powerful weapon against Orbital Fortresses.

    Produced at the Ammo Factory.

    Arrow-X1
    Allows to produce

    Arrow-X1 ур.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 ур.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 ур.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 ур.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 ур.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 ур.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 ур.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 ур.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 ур.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 ур.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 ур.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 ур.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. 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.

    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.

    Raider is a fast cruiser perfect for missile attacks.

    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 ур.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 ур.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 ур.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 ур.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.

    The fleet commander is able to increase some fleet’s parameters. Each fleet commander is paid a salary on the first day of each month. The "Consumption" parameter contains the salary for each level of the commander. If there is not enough IG to pay wages, the commander is wasted. In the process of managing the fleet, the commander acquires the following skills:

    • Flight speed increases flight speed in any mode except battle.
    • Battle speed increases in-battle speed.
    • Extraction increases extraction speed.
    • Excavations increases excavation speed.
    • Building increases building speed and orbital potential during installation works.
    • Loading operations increases loading process.
    • Fuel consumption reduces fuel consumption in all modes.

    For each non-racial skill, the maximum boost is 100%. Race specializations:

  • Maroon - 150% 'Building' skill; 125% "Loading Operations" skill.
  • Gelion - 150% 'Flight speed' skill; 125% "In-Battle Speed" skill.
  • Thormal- 150% 'Loading operations' skill; 125% "Fuel Consumption" skill.
  • Astox - 150% 'Excavation' skill; 125% "Mining" skill.
  • Glarg - 150% 'Fuel consumption' skill; 125% "Building" skill.
  • Zect - 150% 'Mining' skill; 125% "Flight Speed" skill.
  • Velid - 150% 'In-Battle Speed' skill; 125% "Excavations" skill.
  • 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.
    7. Getting additional IG when rookie rank gets higher.
    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.

    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 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.
    The fleet may generate a funnel no earlier than 10:00 after stopping the previous funnel generation.

    The Federation forbids generating a gravity funnel in rookies’ quadrants.

    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 may generate a trap until 15:00 the previous one vanished.

    Player cannot generate hypertrap on planetary orbits and space bases.

    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.

    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.

    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.

    You cannot generate planets on asteroid fields in systems that spawn near black holes.
    You cannot generate planets on asteroid fields in nebulae.

    Produced in the 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, and astroscanners).

    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 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 usefulness of info about fleets depends on the radar power. 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.

    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.

    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.

    Produced at the Missile Launcher Factory.

    Torpedo Launcher
    It allows firing torpedoes to destroy super-heavy spaceships. The final hitting accuracy of each torpedo depends on the velocities ratio during the attack of the attacking and attacked fleets. It is calculated by the formula: Oa = A1 * s1/max (1, s2) where:
    “Oa” is the overall accuracy.
    “A1” is the initial torpedo attack accuracy.
    "S1" - the speed of the attacking spaceships (the current spaceships’ speed is calculated in a specific battle cycle).
    “S2” - the speed of the attacked ships (calculated by the current spaceships’ speed in a specific battle cycle).

    The missile defense system does not affect the torpedo attack accuracy.

    Produced at the Missile 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.

    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 “Quill” 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. “Tornado-X2” 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”.

    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.

    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.
    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.
    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
    The fleet commander is able to increase some fleet’s parameters. Each fleet commander is paid a salary on the first day of each month. The "Consumption" parameter contains the salary for each level of the commander. If there is not enough IG to pay wages, the commander is wasted. In the process of managing the fleet, the commander acquires the following skills:
    • Flight speed increases flight speed in any mode except battle.
    • Battle speed increases in-battle speed.
    • Extraction increases extraction speed.
    • Excavations increases excavation speed.
    • Building increases building speed and orbital potential during installation works.
    • Loading operations increases loading process.
    • Fuel consumption reduces fuel consumption in all modes.

    For each non-racial skill, the maximum boost is 100%. Race specializations:

  • Maroon - 150% 'Building' skill; 125% "Loading Operations" skill.
  • Gelion - 150% 'Flight speed' skill; 125% "In-Battle Speed" skill.
  • Thormal- 150% 'Loading operations' skill; 125% "Fuel Consumption" skill.
  • Astox - 150% 'Excavation' skill; 125% "Mining" skill.
  • Glarg - 150% 'Fuel consumption' skill; 125% "Building" skill.
  • Zect - 150% 'Mining' skill; 125% "Flight Speed" skill.
  • Velid - 150% 'In-Battle Speed' skill; 125% "Excavations" skill.
  • 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
    This is one of the most amazing Forerunner devices. Once installed in the command module, it partially takes over the functions of the entire orbital command center. At the same time, it does not in the least replaces the work of the command center itself, which forms the fleet and coordinates the spaceships’ actions. According to the latest information, the Command Processor enters into two-way contact with the orbital command center and performs part of its functions for synchronizing the fleet spaceships. That’s why it is possible to increase the number of fleet spaceships without compromising control efficiency. This indicator is one of the main problems of modern command centers where the process of synchronizing control of the fleet's spacecraft takes a huge share of the computing device power. Unfortunately, due to the process’s autonomy and the security system, which became possible due to this Forerunners’ device, the command center resources cannot be used for solving other tasks. It cannot be used, for example, to increase the number of controlled fleets number.
    Can be used
    In Fleet
    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 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 2.5 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.

    It allows the fleet to leave the battlefield from any position. To do this, it is enough to set the position to which the fleet should move (“0” is for the Attacking fleets and “30” is for the fleets in the “Defense” position).

    It neutralizes the Gravity Beam effect.

    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 the surplus planet’s energy into productivity. Max productivity increases up to 25%.

    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 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 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. However, the power of these devices is limited. Therefore, the Federation allows using Tachyon scanners with a range of up to 1 light-year on all Lords’ fleets and planets without any restrictions.

    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
    It allows a fleet or a planet with a detector installed to detect planets, bases, and fleets hidden by the "zero" field. The radius within which objects hidden by the "zero" field can be detected is equal to the square root of the radius of the fleet (planet) view. It 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 patrols, 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 15 IG but not more than 20 000 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.
    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. Unfortunately, the Adapter's capabilities do not allow installing Command Processor and devices that affect fleet speed & fuel consumption. 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 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.
    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
    This station allows receiving information on the composition and amount of resources on the planet. In 50% of cases (Miners guild increases this percentage), new deposits of all minerals stored on the planet become available. The number of new deposits does not exceed 0.1% to 1% of the max possible amount for each planet. The rate at which planetary resources' report is received and the rate at which new deposits can be found depend on the "Exploration Station" parameter level. In addition to the exploration report, this station increases the current level of resource extraction through new technologies providing minerals extraction.
    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 planets captured from the Borg and located in the xenogalaxies.

    A Borg colony is considered conquered if a Colony is built there. If it is bought or sold, the Colony will not be considered conquered.

    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.

    This is the "Borg Standardization Center". It can only be built on captured Borg planets located in Xenogalaxies.

    A Borg Colony is conquered if a Colony is built there. If a Borg Colony is bought or sold, it will not be considered captured.

    Component production cannot be canceled.

    Science Laboratory
    It conducts scientific research that makes possible to increase the planet’s scientific potential.
    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 inversely proportional to the square root of the distance to the Colonies located in the quadrant. It also improves the culture level of each Spacebase located in the quadrant in inverse proportion to the square root of the distance to this Spacebase.

    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.

    The "Culture", "Colony culture + (%)" parameters are given on the basis that 100% is set for a specific parameter and 0% for the rest.

    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.

    The calculations for an "Efficiency Increase + (%)" parameter presented consider that for a particular building it is set to 100% and for others at 0%.

    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. Such Outposts level is equal to the max studied in a 1:1 ratio.

    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.
    "

    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
    For each combat platform, it increases the shields and missiles deflection parameters in proportion to the number of installed types of Combat Platforms on the base. Also increases shield and missile deflection parameters for defence 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.
    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
    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.
    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.
    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
    Raider is a fast cruiser perfect for missile attacks.
    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. 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.
    No Command

    Scope "Flight Management" tab in the Fleet Management section provides a tool for managing fleet operations. The upper part of the screen is intended for creating, filling in and editing the fleet command list. When command list is done, it makes up the complete "Flight list" of the selected Fleet.

    "No command" is the default value of each subsequent line of the Flight Sheet.

    When clicking the arrow on the left side of the "No command" field in the "Command" tab, choosing a command for the current line of the Flight Sheet starts.
    "Parameters" tab is individual for each command from the list, depending on its purpose.
    "Time" tab reflects the duration of the execution of the selected command.
    "Actions" tab provides a sequence of command control buttons in the process of drawing up the Flight Sheet (Add-Save-Delete).
    To add each subsequent command, press the "Add" button. When added, another "No command" field will appear under the currently set command.

    Disband
    Drift

    Command: "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.

    Required modules

    No modules required.

    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.

    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.

    Attack

    Command: "Attack"

    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.

    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.

    Boarding

    Command: "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.

    Min boarding time is 1 minute.

    ”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.

    Repair Works
    Activate Gravity Interference

    Command: "Activate Gravity Interference"

    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.

    Annihilate the Planet

    Command: "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.

    Note that there are some restrictions on the destruction of planets in this Universe. Read Manual - Universe/Planets and Manual/Rookie sections.

    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.

    Bomb the Planet

    Command: "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.

    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.

    Generate Hypertrap

    Command: "Generate Hypertrap"

    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.

    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.

    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 (mission)
    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.

    Search Ops

    Command: "Search Ops"

    Scope

    This command allows searching objects in outer space.

    In interstellar flight mode from the point of departure to the target destination, the searching fleet scans the space within the AstroScanner range. When objects are detected, a corresponding message is sent to the fleet’s owner.

    Required modules

    To perform a Search Ops on one of the spaceships that are part of the fleet, the following modules must be installed: AstroScanner, Spaceship Radar, Neutron Modulator.

    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.

    Objects that can be found when command is executed

    1. Intergalactic Star Systems - if such a system is detected, a message is sent to the fleet’s owner indicating system name and coordinates. Detected system will appear in the Federation's database no earlier than a day after its discovery. Only the owner of the fleet who discovered this system can observe it on the Star Map and fly to it within 24 hours after detection. The higher the radar power and AstroScanner range, the better probability of detecting such a system.
    2. Gas-and-dust Clouds - are detected in an intergalactic space or within galaxies, excluding distant systems zone. Thus, the detection boundaries of these clouds are stars farthest from the Galaxy center. When such a cloud is detected, a message is sent to the fleet’s owner with the name and coordinates of the System. The found System will appear in the Federation's database no earlier than a day after its discovery. Only the fleet’s owner that discovered this cloud can see the found system on the star map and create a star within 24 hours after detection. The higher the radar power and the Astroscanner range, the better probability of detecting such a system. However, it should be borne in mind that such a cloud can be detected within the AstroScanner range. If you need to find the system as close as possible to the search fleet, then you should install the Astroscanner with a smaller range.
    3. Nebula - are detected in an intergalactic space. When a Nebula is detected, a message is sent to the fleet’s owner with the name and coordinates of such Nebula. The found Nebula will appear in the Federation database as soon as it is discovered. The higher the radar power and the AstroScanner range, the better probability of detecting a Nebula.
    Load Hold

    Command: "Load Hold"

    Place a Trade Bid

    Command: "Place a Trade Bid"

    Unload to Fleet

    Command: "Unload to Fleet"

    Move to Hangar

    Command: "Move to Hangar"

    Remove from Hangar

    Command: "Remove from Hangar"

    Remove All from Hangar

    Command: "Remove All from Hangar"

    Geological Exploration

    Command: “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).

    Drop Agents

    Command: "Drop Agents"

    Drop All Agents

    Command: "Drop All Agents"

    Refinery

    Command: “Refinery”

    Pick Up Agents

    Command: "Pick Up Agents"

    Excavations

    Command: "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 1 hour.

    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.

    Pick Up All Agents

    Command: "Pick Up All Agents"

    Load All

    Command: "Load All"

    Building

    Command: "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.

    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.

    Create a Planet

    Command: "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.
    Generate Atmosphere

    Command: "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 Purifier - adds 100% to ore refill on the planet.
    2. Mineral detector - adds 100% to the mineral refill on the planet..
    3. Particle Catcher - adds 100% to rare minerals refill on the planet.
    4. Spectral Analyzer - adds 100% to the amount of all kinds 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.

    Create a Star System

    Command: "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.
    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:
    1. Trade Center influence range is increased by 20%.
    2. Trade Warehouse volume is increased by 20%.
    3. A number of bids in the Trade Center is increased by 10.
    4. Trade fleets speed is increased by 10%.
    5. Ability to unload goods & products onto other non-rookie players’ planets.