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		<id>https://wiki.perregna.com/index.php?title=Score&amp;diff=345</id>
		<title>Score</title>
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		<updated>2026-08-18T09:11:47Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Score represents the overall development level of an empire in &#039;&#039;&#039;Per Regna&#039;&#039;&#039;. It reflects the combined progress of a player’s economy, technology, fleets, defenses, and alliance donations.&lt;br /&gt;
&lt;br /&gt;
Score is used to:&lt;br /&gt;
&lt;br /&gt;
* measure empire progression&lt;br /&gt;
* determine player rankings within a &#039;&#039;&#039;Realm&#039;&#039;&#039;&lt;br /&gt;
* unlock access to higher Realms&lt;br /&gt;
* compare the strength of different empires and alliances&lt;br /&gt;
&lt;br /&gt;
As players expand their colonies, build fleets, research technologies, and donate to their alliance, their total score gradually increases. Fleet and defense scores are naturally bounded by tonnage. Building and research scores count 1:1 until &#039;&#039;&#039;500B&#039;&#039;&#039;, then diminish so late-game infrastructure cannot dwarf military mass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weekly events&#039;&#039;&#039; and the &#039;&#039;&#039;Daily Race&#039;&#039;&#039; use a separate event-score — they do not add to this empire total. See Weekly events vs empire score.&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
&lt;br /&gt;
* What contributes to score&lt;br /&gt;
* Score formula&lt;br /&gt;
* Score resource weights&lt;br /&gt;
* Building / research soft-cap&lt;br /&gt;
* What does not count&lt;br /&gt;
* Realm progression&lt;br /&gt;
* Where score is shown&lt;br /&gt;
* Score and leaderboards&lt;br /&gt;
* How other systems use score&lt;br /&gt;
* Weekly events vs empire score&lt;br /&gt;
* Strategic considerations&lt;br /&gt;
* Quick reference&lt;br /&gt;
* Related pages&lt;br /&gt;
&lt;br /&gt;
== What contributes to score ==&lt;br /&gt;
Several major gameplay systems contribute to a player’s total score. Each is converted from &#039;&#039;&#039;catalog resource costs&#039;&#039;&#039; (see weights), then divided into score units.&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
Constructing and upgrading buildings increases score because it represents long-term infrastructure development. Score is the &#039;&#039;&#039;sum of every completed upgrade&#039;&#039;&#039; on your colonies (planets and moons), from level 1 up to the current level. Each level uses that building’s catalog cost (typically &#039;&#039;&#039;1.5×&#039;&#039;&#039; per level).&lt;br /&gt;
&lt;br /&gt;
Example buildings include:&lt;br /&gt;
&lt;br /&gt;
* resource mines&lt;br /&gt;
* research laboratories&lt;br /&gt;
* shipyards&lt;br /&gt;
* planetary infrastructure&lt;br /&gt;
&lt;br /&gt;
Queued upgrades that have not finished &#039;&#039;&#039;do not&#039;&#039;&#039; count. Alliance-system buildings (HQ / Division / Bastion) are paid from the alliance vault and &#039;&#039;&#039;do not&#039;&#039;&#039; add to your personal building score.&lt;br /&gt;
&lt;br /&gt;
After the sum, the soft-cap is applied.&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
Technological development is a major contributor to score. Each completed &#039;&#039;&#039;personal&#039;&#039;&#039; research level increases score from that level’s catalog cost (typically &#039;&#039;&#039;2×&#039;&#039;&#039; per level).&lt;br /&gt;
&lt;br /&gt;
Important research areas include:&lt;br /&gt;
&lt;br /&gt;
* propulsion technologies&lt;br /&gt;
* weapons systems&lt;br /&gt;
* shield technology&lt;br /&gt;
* economic and industrial research&lt;br /&gt;
&lt;br /&gt;
Alliance research is &#039;&#039;&#039;not&#039;&#039;&#039; part of this component. After the sum, the soft-cap is applied independently of buildings.&lt;br /&gt;
&lt;br /&gt;
=== Fleet ===&lt;br /&gt;
Ships contribute to score based on their &#039;&#039;&#039;construction cost&#039;&#039;&#039; (not combat stats). Large fleets significantly increase an empire’s score, especially when they contain advanced warships.&lt;br /&gt;
&lt;br /&gt;
Counts:&lt;br /&gt;
&lt;br /&gt;
* ships in &#039;&#039;&#039;hangars&#039;&#039;&#039; on all of your colonies&lt;br /&gt;
* ships in &#039;&#039;&#039;active fleets&#039;&#039;&#039; (traveling, stationed, returning, on a mission)&lt;br /&gt;
&lt;br /&gt;
Example ship classes include Fighters, Cruisers, Dreadnoughts, Carriers, and Titans. Support ships such as cargo vessels and recyclers also contribute, though each hull is worth less.&lt;br /&gt;
&lt;br /&gt;
Lost hull sitting in the Ship Graveyard awaiting buyback does &#039;&#039;&#039;not&#039;&#039;&#039; count. After buyback, recovered ships are hangar ships again and count immediately.&lt;br /&gt;
&lt;br /&gt;
This is the &#039;&#039;&#039;Fleet&#039;&#039;&#039; column on the Players leaderboard.&lt;br /&gt;
&lt;br /&gt;
=== Defenses ===&lt;br /&gt;
Planetary [[defenses]] also contribute to score: &#039;&#039;&#039;catalog unit cost × quantity&#039;&#039;&#039; on all of your colonies. Defensive structures represent the military investment of a colony.&lt;br /&gt;
&lt;br /&gt;
Examples include missile batteries, railgun towers, plasma cannons, and shield domes.&lt;br /&gt;
&lt;br /&gt;
Alliance-system turrets use a separate alliance pool and do not add here. This is the &#039;&#039;&#039;Defense&#039;&#039;&#039; column on the Players leaderboard.&lt;br /&gt;
&lt;br /&gt;
=== Alliance donations ===&lt;br /&gt;
Cumulative weighted value of resources you have donated into &#039;&#039;&#039;any&#039;&#039;&#039; alliance vault. Same resource weights as the other components. This is the only way idle resources (that never became buildings, ships, or research) still grant empire score.&lt;br /&gt;
&lt;br /&gt;
Alliance &#039;&#039;&#039;tax&#039;&#039;&#039; on mission returns also contributes when tax is credited to the vault. See [[Alliances]].&lt;br /&gt;
&lt;br /&gt;
=== Colonies and infrastructure ===&lt;br /&gt;
Colonizing new planets does &#039;&#039;&#039;not&#039;&#039;&#039; add a flat colony bonus. New worlds increase score &#039;&#039;&#039;through&#039;&#039;&#039; the buildings, ships, and defenses you place on them — extra mines, yards, labs, and hangars.&lt;br /&gt;
&lt;br /&gt;
== Score formula ==&lt;br /&gt;
Every component starts from catalog costs:&lt;br /&gt;
 &amp;lt;code&amp;gt;rawValue    = floor(Σ resource × weight)&lt;br /&gt;
 scoreUnits  = ceil(rawValue / 1000)&amp;lt;/code&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Energy never counts&#039;&#039;&#039; (weight 0).&lt;br /&gt;
&lt;br /&gt;
Then:&lt;br /&gt;
 &amp;lt;code&amp;gt;buildingScore  = softCap(buildings)&lt;br /&gt;
 researchScore  = softCap(research)&lt;br /&gt;
 totalScore     = buildingScore + researchScore + shipScore + defenseScore + allianceDonationScore&amp;lt;/code&amp;gt;&lt;br /&gt;
Ships, defenses, and alliance donations are &#039;&#039;&#039;not&#039;&#039;&#039; soft-capped.&lt;br /&gt;
&lt;br /&gt;
In general:&lt;br /&gt;
&lt;br /&gt;
* expensive structures and technologies contribute more score&lt;br /&gt;
* large fleets and turret walls significantly impact total score&lt;br /&gt;
* &#039;&#039;&#039;ships and defenses&#039;&#039;&#039; reflect the &#039;&#039;&#039;current&#039;&#039;&#039; inventory — if they are destroyed, that score is removed; rebuilding restores it&lt;br /&gt;
* &#039;&#039;&#039;buildings and research&#039;&#039;&#039; reflect the cumulative cost of &#039;&#039;&#039;current levels&#039;&#039;&#039; — losing or downgrading a level removes that level’s cost&lt;br /&gt;
* &#039;&#039;&#039;alliance donations&#039;&#039;&#039; are cumulative: they are not removed if you leave the alliance&lt;br /&gt;
&lt;br /&gt;
Scores refresh on a periodic engine tick (default &#039;&#039;&#039;30 minutes&#039;&#039;&#039;), and immediately after actions such as finishing research or donating to the vault. Opening &#039;&#039;&#039;My Rank&#039;&#039;&#039; recalculates your live breakdown; the published rank still comes from the last stored realm ranking.&lt;br /&gt;
&lt;br /&gt;
== Score resource weights ==&lt;br /&gt;
Rarer resources are worth more per unit:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Resource&lt;br /&gt;
!Weight&lt;br /&gt;
|-&lt;br /&gt;
|Steel&lt;br /&gt;
|&#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Quartz&lt;br /&gt;
|&#039;&#039;&#039;1.5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Gas&lt;br /&gt;
|&#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Silicium&lt;br /&gt;
|&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Iridium&lt;br /&gt;
|&#039;&#039;&#039;3.5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Elerium&lt;br /&gt;
|&#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Energy&lt;br /&gt;
|&#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Example: a ship that costs 1,000 steel + 400 quartz is &amp;lt;code&amp;gt;floor(1000×1 + 400×1.5) = 1,600&amp;lt;/code&amp;gt; raw, then &amp;lt;code&amp;gt;ceil(1600 / 1000) = 2&amp;lt;/code&amp;gt; score per hull.&lt;br /&gt;
&lt;br /&gt;
== Building / research soft-cap ==&lt;br /&gt;
Fleet + defense are bounded by tonnage (~&#039;&#039;&#039;500B&#039;&#039;&#039; combined score at the ceiling). Buildings and research have no such hard limit and can reach tens of trillions of raw cost-score. Each of those two components is mapped independently:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Raw component&lt;br /&gt;
!Effective component&lt;br /&gt;
|-&lt;br /&gt;
|≤ &#039;&#039;&#039;500B&#039;&#039;&#039;&lt;br /&gt;
|1:1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;500B&#039;&#039;&#039;&lt;br /&gt;
|500B + 500B × excess / (excess + &#039;&#039;&#039;5T&#039;&#039;&#039;)&lt;br /&gt;
|}&lt;br /&gt;
 &amp;lt;code&amp;gt;effective = 500B + 500B × (raw − 500B) / ((raw − 500B) + 5T)&amp;lt;/code&amp;gt;&lt;br /&gt;
The curve approaches &#039;&#039;&#039;1T&#039;&#039;&#039; per component and never hits a hard wall:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Raw building or research&lt;br /&gt;
!Effective&lt;br /&gt;
|-&lt;br /&gt;
|500B&lt;br /&gt;
|500B&lt;br /&gt;
|-&lt;br /&gt;
|1.5T&lt;br /&gt;
|~583B&lt;br /&gt;
|-&lt;br /&gt;
|5.5T&lt;br /&gt;
|750B&lt;br /&gt;
|-&lt;br /&gt;
|30T&lt;br /&gt;
|~929B&lt;br /&gt;
|-&lt;br /&gt;
|40T&lt;br /&gt;
|~944B&lt;br /&gt;
|}&lt;br /&gt;
At ~30–40T of actual building or research investment, that component’s &#039;&#039;&#039;displayed&#039;&#039;&#039; score sits near &#039;&#039;&#039;1T&#039;&#039;&#039;, in line with a maxed fleet + defense.&lt;br /&gt;
&lt;br /&gt;
== What does not count ==&lt;br /&gt;
&lt;br /&gt;
* resources sitting in warehouses, fleets, or the alliance vault (until donated)&lt;br /&gt;
* buildings / ships / defenses &#039;&#039;&#039;in queue&#039;&#039;&#039;&lt;br /&gt;
* alliance HQ / Division / Bastion buildings and alliance defenses&lt;br /&gt;
* alliance research&lt;br /&gt;
* Ship Graveyard hull not yet bought back&lt;br /&gt;
* energy costs&lt;br /&gt;
* weekly event / Daily Race points (different system)&lt;br /&gt;
&lt;br /&gt;
== Realm progression ==&lt;br /&gt;
Score determines when players can ascend to higher [[Realms Overview|Realms]]. Realms represent major stages of technological and strategic progression. Each Realm unlocks new ships, buildings, research, and gameplay systems.&lt;br /&gt;
&lt;br /&gt;
Players gain access to the next Realm once their empire reaches the required score threshold (shown on the HUD realm bar and &#039;&#039;&#039;Settings → Profile&#039;&#039;&#039;). Live values are server-configured; typical published thresholds:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Realm&lt;br /&gt;
!Required score&lt;br /&gt;
|-&lt;br /&gt;
|Realm 2&lt;br /&gt;
|&#039;&#039;&#039;1,000,000&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Realm 3&lt;br /&gt;
|&#039;&#039;&#039;50,000,000&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Realm 4&lt;br /&gt;
|&#039;&#039;&#039;2,500,000,000&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Reaching each milestone usually requires multiple colonies, advanced research, powerful fleets, and large industrial infrastructure.&lt;br /&gt;
&lt;br /&gt;
Realm 1 also shows smaller onboarding brackets (I-1 … I-4) so the path to Realm 2 is visible in pieces. Rank is &#039;&#039;&#039;per realm&#039;&#039;&#039;: #1 is the highest total in &#039;&#039;&#039;your&#039;&#039;&#039; realm, not the whole galaxy. Recently ascended commanders (last &#039;&#039;&#039;7 days&#039;&#039;&#039;) appear on the Players leaderboard.&lt;br /&gt;
&lt;br /&gt;
Once per day the server snapshots score and rank. &#039;&#039;&#039;My Rank&#039;&#039;&#039; shows the delta since that snapshot (score ↑/↓ and ranks gained or lost).&lt;br /&gt;
&lt;br /&gt;
== Where score is shown ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Place&lt;br /&gt;
!What you see&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Leaderboard&#039;&#039;&#039; (trophy on the bottom bar, large screens)&lt;br /&gt;
|Full Leaderboard modal — My Rank, Players, Battles, Missions, Alliances&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Settings → Profile → Total Score&#039;&#039;&#039;&lt;br /&gt;
|Compact total; tap to open the same Leaderboard modal&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Settings → Profile → Realm&#039;&#039;&#039;&lt;br /&gt;
|Score vs the next realm / bracket ceiling&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HUD realm bar&#039;&#039;&#039;&lt;br /&gt;
|Same realm-progress number&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Imperial Overview → Summary&#039;&#039;&#039;&lt;br /&gt;
|Full breakdown: Buildings, Research, Ships, Defenses, Alliance Donations, Total (QoL Imperial Access)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Galaxy / colony overlay&#039;&#039;&#039; on another player’s planet&lt;br /&gt;
|Owner &#039;&#039;&#039;score&#039;&#039;&#039; and &#039;&#039;&#039;rank&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Player profile&#039;&#039;&#039; (tap a name on the leaderboard or events)&lt;br /&gt;
|&#039;&#039;&#039;Realm Score&#039;&#039;&#039; (empire total), plus league tier and weekly-event score&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Alliance → Members&#039;&#039;&#039;&lt;br /&gt;
|Each member’s total, if &#039;&#039;&#039;Settings → Game → Show member scores&#039;&#039;&#039; is on&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Alliance leaderboard&#039;&#039;&#039;&lt;br /&gt;
|Sum of members’ totals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Score and leaderboards ==&lt;br /&gt;
Open &#039;&#039;&#039;Leaderboard&#039;&#039;&#039; from the trophy button or by tapping Total Score on Profile. Five tabs:&lt;br /&gt;
&lt;br /&gt;
=== My Rank ===&lt;br /&gt;
Your official &#039;&#039;&#039;rank&#039;&#039;&#039; and &#039;&#039;&#039;total score&#039;&#039;&#039;, with change since the daily snapshot, plus nearby players in your realm (about 10 ranks around you). Tap a row for that commander’s profile, message, or galaxy jump.&lt;br /&gt;
&lt;br /&gt;
=== Players ===&lt;br /&gt;
Your &#039;&#039;&#039;realm&#039;&#039;&#039; only. Podium for the top 3, then a paginated list. Sort chips:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Sort&lt;br /&gt;
!Ordered by&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|Official empire total (stored rank)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Research&#039;&#039;&#039;&lt;br /&gt;
|Soft-capped research score&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fleet&#039;&#039;&#039;&lt;br /&gt;
|Current ship score&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defense&#039;&#039;&#039;&lt;br /&gt;
|Current defense score&lt;br /&gt;
|}&lt;br /&gt;
There is no Buildings-only or Donations-only sort. A &#039;&#039;&#039;Recently Ascended&#039;&#039;&#039; strip lists commanders who moved realm in the last week.&lt;br /&gt;
&lt;br /&gt;
Top players often specialize — military dominance, economic expansion, or technological development — which is why the granular sorts exist.&lt;br /&gt;
&lt;br /&gt;
=== Battles ===&lt;br /&gt;
Same realm. Combat &#039;&#039;&#039;statistics&#039;&#039;&#039;, not empire score:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Sub-tab&lt;br /&gt;
!Ranked by&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PvP&#039;&#039;&#039;&lt;br /&gt;
|Attacker victories, then loot&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pirate&#039;&#039;&#039;&lt;br /&gt;
|Attacker victories vs pirates, then loot&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Debris&#039;&#039;&#039;&lt;br /&gt;
|Debris collected from recycle missions&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Missions ===&lt;br /&gt;
Same realm. Activity &#039;&#039;&#039;statistics&#039;&#039;&#039;, not empire score:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Sub-tab&lt;br /&gt;
!Ranked by&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Asteroid Harvest&#039;&#039;&#039;&lt;br /&gt;
|Resources harvested&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nebula Harvest&#039;&#039;&#039;&lt;br /&gt;
|Gas harvested&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Exploration&#039;&#039;&#039;&lt;br /&gt;
|Expeditions completed (loot / ships / artifacts)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alliances ===&lt;br /&gt;
&#039;&#039;&#039;Galaxy-wide&#039;&#039;&#039; (not realm-filtered). Ranked by the &#039;&#039;&#039;sum of active members’ empire totals&#039;&#039;&#039;. The alliance badge appears beside the name.&lt;br /&gt;
&lt;br /&gt;
Battle / mission / alliance boards are cached on the order of &#039;&#039;&#039;15 minutes&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== How other systems use score ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!System&lt;br /&gt;
!Role of score&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Realm ascension&#039;&#039;&#039;&lt;br /&gt;
|Progress to the next realm&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Alliance harvest / survey pool&#039;&#039;&#039;&lt;br /&gt;
|Daily shares weighted by √score so lower-score members still get a floor&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pirate boss loot&#039;&#039;&#039;&lt;br /&gt;
|Inverse-score lift for smaller commanders — see Pirate Bosses&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Transport to allies&#039;&#039;&#039;&lt;br /&gt;
|You may only send resources to alliance members with &#039;&#039;&#039;lower&#039;&#039;&#039; score than you&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Expeditions&#039;&#039;&#039;&lt;br /&gt;
|Per-run loot ceiling grows with score — see Expeditions&lt;br /&gt;
|}&lt;br /&gt;
Attack “bully” limits and war-fatigue loot cuts use &#039;&#039;&#039;fleet tonnage&#039;&#039;&#039;, not this score number — see Fleet Combat.&lt;br /&gt;
&lt;br /&gt;
== Weekly events vs empire score ==&lt;br /&gt;
&#039;&#039;&#039;Weekly events&#039;&#039;&#039; and the &#039;&#039;&#039;Daily Race&#039;&#039;&#039; award a different point total from in-week actions (battles, expeditions, building, and so on). That number ranks event groups, unlocks milestone rewards, and feeds alliance events / league LP. It is &#039;&#039;&#039;not&#039;&#039;&#039; added to empire total score.&lt;br /&gt;
&lt;br /&gt;
Event leaderboards live on the &#039;&#039;&#039;Events&#039;&#039;&#039; screen (Weekly / Daily toggle), not on the Score Leaderboard. Quick Guide: &#039;&#039;&#039;Settings → Quick Guides → Weekly Events&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Strategic considerations ==&lt;br /&gt;
Score growth depends heavily on playstyle. Different strategies lead to different score distributions.&lt;br /&gt;
&lt;br /&gt;
=== Economic strategy ===&lt;br /&gt;
Focus on mines, production, and infrastructure. Building score grows steadily and, late game, is soft-capped so it cannot run away from fleet.&lt;br /&gt;
&lt;br /&gt;
=== Military strategy ===&lt;br /&gt;
Focus on fleet production and combat. Ship and defense scores track &#039;&#039;&#039;current&#039;&#039;&#039; hull — losses drop you on the Fleet / Defense boards until you rebuild. Tonnage is the real ceiling here.&lt;br /&gt;
&lt;br /&gt;
=== Technological strategy ===&lt;br /&gt;
Prioritize advanced research to unlock powerful ships and buildings. Research score is also soft-capped after 500B.&lt;br /&gt;
&lt;br /&gt;
Balanced empires typically achieve the most stable long-term growth: enough yards and research to field a tonnage-capped fleet, without pouring endless resources into uncapped buildings that convert poorly after the soft-cap.&lt;br /&gt;
&lt;br /&gt;
== Quick reference ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Rule&lt;br /&gt;
|-&lt;br /&gt;
|Total&lt;br /&gt;
|Soft-capped buildings + soft-capped research + ships + defenses + donations&lt;br /&gt;
|-&lt;br /&gt;
|Score unit&lt;br /&gt;
|&amp;lt;code&amp;gt;ceil(weighted resources / 1000)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Soft-cap start&lt;br /&gt;
|&#039;&#039;&#039;500B&#039;&#039;&#039; per building / research component&lt;br /&gt;
|-&lt;br /&gt;
|Soft-cap ceiling&lt;br /&gt;
|Approaches &#039;&#039;&#039;1T&#039;&#039;&#039; per those components (&amp;lt;code&amp;gt;K = 5T&amp;lt;/code&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
|Ships / defenses / donations&lt;br /&gt;
|No soft-cap&lt;br /&gt;
|-&lt;br /&gt;
|Rank&lt;br /&gt;
|Per realm, by total&lt;br /&gt;
|-&lt;br /&gt;
|Alliance score&lt;br /&gt;
|Sum of members’ totals (global board)&lt;br /&gt;
|-&lt;br /&gt;
|Refresh&lt;br /&gt;
|~30 min tick + on research / donation&lt;br /&gt;
|-&lt;br /&gt;
|Daily delta&lt;br /&gt;
|Snapshot of score and rank&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related pages ==&lt;br /&gt;
&lt;br /&gt;
* [[Realms Overview]]&lt;br /&gt;
* [[Buildings]]&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Fleet and Ships]]&lt;br /&gt;
* [[Defenses]]&lt;br /&gt;
* [[Tonnage]] — why fleet + defense cannot grow without bound&lt;br /&gt;
* [[Alliances]] — vault donations, member scores, alliance leaderboard&lt;br /&gt;
* [[Pirate Bosses]] — inverse-score loot boost&lt;br /&gt;
* [[Expeditions]] — score-scaled loot caps&lt;br /&gt;
* [[Fleet Combat]] — tonnage-gap protections (not empire score)&lt;br /&gt;
* [[Player Classes]] — long-term power besides raw score&lt;br /&gt;
* Patch notes: [[Version 1.3.5]] Granular leaderboard, [[Version 1.3.8]] Score soft-cap&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Expeditions&amp;diff=344</id>
		<title>Expeditions</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Expeditions&amp;diff=344"/>
		<updated>2026-08-18T09:00:49Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;Expeditions&#039;&#039;&#039; are a depth-based exploration of nebula zones. You send a fleet, resolve a random event at each depth, then choose to &#039;&#039;&#039;Extract&#039;&#039;&#039; with what you have or &#039;&#039;&#039;Continue&#039;&#039;&#039; deeper for a larger payout at higher risk.&lt;br /&gt;
&lt;br /&gt;
Unlike passive harvest, each depth is a roll: resources, recovered ships, items, a stun delay, or ship losses. Expeditions are &#039;&#039;&#039;solo&#039;&#039;&#039; — there is no rally / FCS loot share on this mission type.&amp;lt;blockquote&amp;gt;You must &#039;&#039;&#039;scout the nebula system&#039;&#039;&#039; with probes before you can launch an expedition to its zones. Settings → Expedition stores default depth, default extract/continue, and one-click templates.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
&lt;br /&gt;
* Core flow&lt;br /&gt;
* Maximum depth&lt;br /&gt;
* Depth timing&lt;br /&gt;
* How loot is calculated&lt;br /&gt;
* Resource mix by realm&lt;br /&gt;
* Items &amp;amp; recovered ships&lt;br /&gt;
* Fleet composition&lt;br /&gt;
* Stun&lt;br /&gt;
* Ship loss&lt;br /&gt;
* What failure does &#039;&#039;not&#039;&#039; do&lt;br /&gt;
* Research, class, and monuments&lt;br /&gt;
* Caps and late-game throttles&lt;br /&gt;
* Cargo&lt;br /&gt;
* FAQ&lt;br /&gt;
&lt;br /&gt;
== Core flow ==&lt;br /&gt;
&lt;br /&gt;
# Scout the nebula system, then pick a &#039;&#039;&#039;nebula zone&#039;&#039;&#039; on the galaxy map.&lt;br /&gt;
# Launch an expedition fleet and choose a &#039;&#039;&#039;maximum depth&#039;&#039;&#039; (and a default Extract / Continue if you miss the prompt).&lt;br /&gt;
# The fleet spends time at the current depth, then a random &#039;&#039;&#039;event&#039;&#039;&#039; resolves.&lt;br /&gt;
# Rewards (resources, ships, items) are applied immediately to the fleet. Penalties (stun, ship loss) are applied immediately.&lt;br /&gt;
# If more depths remain, you have &#039;&#039;&#039;30 minutes&#039;&#039;&#039; to &#039;&#039;&#039;Extract&#039;&#039;&#039; or &#039;&#039;&#039;Continue&#039;&#039;&#039;. If you do not answer, your saved default decision is used.&lt;br /&gt;
# On Extract (or after the last depth), the fleet returns with accumulated cargo, recovered ships, and items.&lt;br /&gt;
&lt;br /&gt;
You may only have &#039;&#039;&#039;one expedition (or gas harvest) per nebula zone&#039;&#039;&#039; at a time.&lt;br /&gt;
&lt;br /&gt;
== Maximum depth ==&lt;br /&gt;
Every commander can send depths &#039;&#039;&#039;1–3&#039;&#039;&#039;. Deeper runs come from the &#039;&#039;&#039;Celestial Orrery&#039;&#039;&#039; (Explorer Core monument) on your capital:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Orrery level&lt;br /&gt;
!Max selectable depth&lt;br /&gt;
|-&lt;br /&gt;
|Not deployed&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|…&lt;br /&gt;
|Base 3 + Orrery level&lt;br /&gt;
|}&lt;br /&gt;
Depths &#039;&#039;&#039;6–10&#039;&#039;&#039; are real earning layers once Orrery (and related research) unlocks them. They are not a separate “Realm 4 only” event table — deeper depths reuse the same outcome pool as shallower ones, with higher earning multipliers and a stricter ship-loss cap (see Ship loss).&lt;br /&gt;
&lt;br /&gt;
== Depth timing ==&lt;br /&gt;
Each depth has its own duration (before monument / class speed). Celestial Orrery can shorten expedition mission time.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Depth&lt;br /&gt;
!Base duration&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|30 min&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|1 h&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 h&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4 h&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|4 h&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|6 h&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|8 h&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|10 h&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|12 h&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|15 h&lt;br /&gt;
|}&lt;br /&gt;
Zone &#039;&#039;&#039;difficulty&#039;&#039;&#039; (Easy / Medium / Hard / Extreme) changes event weights and payout multipliers, not this timer.&lt;br /&gt;
&lt;br /&gt;
== How loot is calculated ==&lt;br /&gt;
Resource finds are &#039;&#039;&#039;not&#039;&#039;&#039; a flat “node base reward.” The amount scales with the &#039;&#039;&#039;catalog build cost&#039;&#039;&#039; of the ships you sent:&lt;br /&gt;
 &amp;lt;code&amp;gt;payout ≈ fleet catalog value × 15%&lt;br /&gt;
         × difficulty&lt;br /&gt;
         × depth earning&lt;br /&gt;
         × research + class loot&lt;br /&gt;
         × variance roll&lt;br /&gt;
         × (1 + Explorer-ship bonus)&amp;lt;/code&amp;gt;&lt;br /&gt;
Then the result is &#039;&#039;&#039;capped&#039;&#039;&#039; (see Caps) and split across resource types.&lt;br /&gt;
&lt;br /&gt;
=== Difficulty ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Zone difficulty&lt;br /&gt;
!Resource multiplier&lt;br /&gt;
|-&lt;br /&gt;
|Easy&lt;br /&gt;
|×1.0&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|×1.2&lt;br /&gt;
|-&lt;br /&gt;
|Hard&lt;br /&gt;
|×1.6&lt;br /&gt;
|-&lt;br /&gt;
|Extreme&lt;br /&gt;
|×2.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Depth earning ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Depth&lt;br /&gt;
!Multiplier&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|×1.0&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|×1.2&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|×1.6&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|×1.8&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|×2.0&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|×2.2&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|×2.4&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|×2.6&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|×2.8&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|×3.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Variance roll ===&lt;br /&gt;
Every resource find also rolls:&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;base&#039;&#039;&#039; multiplier between &#039;&#039;&#039;0.7× and 1.3×&#039;&#039;&#039;.&lt;br /&gt;
* A chance of a bonus, which rises with difficulty and depth:&lt;br /&gt;
** &#039;&#039;&#039;Minor&#039;&#039;&#039; ~1.15–1.5×&lt;br /&gt;
** &#039;&#039;&#039;Major&#039;&#039;&#039; ~1.5–2.0×&lt;br /&gt;
** &#039;&#039;&#039;Jackpot&#039;&#039;&#039; ~2.5–4.0×&lt;br /&gt;
&lt;br /&gt;
=== Explorer ships vs Explorer class ===&lt;br /&gt;
These are two different bonuses:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Source&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Explorer class&#039;&#039;&#039; (Core monument)&lt;br /&gt;
|&#039;&#039;&#039;+12%&#039;&#039;&#039; expedition loot, &#039;&#039;&#039;+10%&#039;&#039;&#039; success weight, &#039;&#039;&#039;+10%&#039;&#039;&#039; anomaly (item) weight. Warlord is &#039;&#039;&#039;−10%&#039;&#039;&#039; loot. See Player Classes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Explorer ships&#039;&#039;&#039; in the fleet&lt;br /&gt;
|Quantity / quality bonus: &amp;lt;code&amp;gt;min(100%, log₂(count + 1) × 5%)&amp;lt;/code&amp;gt;. About &#039;&#039;&#039;+5%&#039;&#039;&#039; at 1 ship, &#039;&#039;&#039;+50%&#039;&#039;&#039; near 1,000, &#039;&#039;&#039;+100%&#039;&#039;&#039; near &#039;&#039;&#039;1 million&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
Explorer-ship bonus also &#039;&#039;&#039;raises the per-expedition cap&#039;&#039;&#039; by the same multiplier, so a large Explorer stack is not immediately flattened by the score ceiling.&lt;br /&gt;
&lt;br /&gt;
== Resource mix by realm ==&lt;br /&gt;
The payout is a total value, then distributed:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Realm&lt;br /&gt;
!Resources that can appear&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
|Steel, Quartz, Gas&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;2+&#039;&#039;&#039;&lt;br /&gt;
| + Iridium and Silicium&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;3+&#039;&#039;&#039;&lt;br /&gt;
| + Elerium (not every find)&lt;br /&gt;
|}&lt;br /&gt;
Steel / quartz / gas emphasis is randomized per find (steel-heavy, quartz-heavy, or gas-heavy). Advanced resources only appear when that realm’s types are in the event’s reward table.&lt;br /&gt;
&lt;br /&gt;
== Items &amp;amp; recovered ships ==&lt;br /&gt;
Successful depths can also roll:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Outcome&lt;br /&gt;
!What you get&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resources found&#039;&#039;&#039;&lt;br /&gt;
|Cargo as above&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ships found&#039;&#039;&#039;&lt;br /&gt;
|Combat / cargo hull from &#039;&#039;&#039;your current realm and the previous realm&#039;&#039;&#039;, up to about &#039;&#039;&#039;one class above&#039;&#039;&#039; the strongest ship you sent (jackpots can stretch that). Colony ships, Recyclers, Advanced Recyclers, Planetary Harvesters, Support Vessels, and Explorer ships are &#039;&#039;&#039;not&#039;&#039;&#039; in the recovery pool.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Item found&#039;&#039;&#039;&lt;br /&gt;
|Nano boosts, tech boosts, relic pieces, monument pieces, or (very rarely) cosmetics&lt;br /&gt;
|}&lt;br /&gt;
There is &#039;&#039;&#039;no guaranteed fragment at a specific depth&#039;&#039;&#039;. Deeper / harder zones weight item outcomes more heavily; Deep Space Sensors, Monolith, Explorer class, and specialist ships bias &#039;&#039;which&#039;&#039; item family you see.&lt;br /&gt;
&lt;br /&gt;
Very late game (player score above &#039;&#039;&#039;5 trillion&#039;&#039;&#039;), nano and tech boost finds are throttled (~&#039;&#039;&#039;70%&#039;&#039;&#039; less weight). Relics, monuments, and cosmetics are unchanged.&lt;br /&gt;
&lt;br /&gt;
== Fleet composition ==&lt;br /&gt;
&lt;br /&gt;
=== Probes — find chance (max +15%) ===&lt;br /&gt;
Probes raise the weight of &#039;&#039;&#039;positive&#039;&#039;&#039; outcomes (resources, ships, items). They do not change which item family you roll, and they do not boost empty / stun / damage outcomes.&lt;br /&gt;
 &amp;lt;code&amp;gt;bonus ≈ 15% × (probes / (probes + 175))&amp;lt;/code&amp;gt;&lt;br /&gt;
Examples: ~50 probes → ~3%, ~150 → ~7%, ~500 → ~11%, ~1,000 → ~13%. The bonus never exceeds &#039;&#039;&#039;+15%&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Specialist ships — item family bias ===&lt;br /&gt;
Only &#039;&#039;&#039;one&#039;&#039;&#039; specialist type applies per expedition, in this priority:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Orbital Refinery&#039;&#039;&#039; → relic pieces&lt;br /&gt;
# &#039;&#039;&#039;Advanced Recycler&#039;&#039;&#039; → monument pieces&lt;br /&gt;
# &#039;&#039;&#039;Support Vessel&#039;&#039;&#039; → nano boosts&lt;br /&gt;
# &#039;&#039;&#039;Frigate&#039;&#039;&#039; → tech boosts&lt;br /&gt;
&lt;br /&gt;
Presence of that type biases matching &amp;lt;code&amp;gt;item found&amp;lt;/code&amp;gt; rows. Extra copies currently add very little compared to simply bringing the right specialist.&lt;br /&gt;
&lt;br /&gt;
=== Explorer ships — quantity and quality ===&lt;br /&gt;
See Explorer ships vs Explorer class. This is the main stack-for-payout ship. Large stacks are &#039;&#039;&#039;not&#039;&#039;&#039; wiped by the same loss % as combat hull (see Ship loss).&lt;br /&gt;
&lt;br /&gt;
=== Combat ships — discovery pool ===&lt;br /&gt;
The highest ship &#039;&#039;&#039;class&#039;&#039;&#039; in the fleet unlocks higher-tier recovery. Sending only low-tier hull keeps discoveries in the low-tier pool; battleships / later combat ships open the next class.&lt;br /&gt;
&lt;br /&gt;
=== Fleet size ===&lt;br /&gt;
Larger catalog value raises &#039;&#039;&#039;resource volume&#039;&#039;&#039; and the &#039;&#039;&#039;ship-recovery budget&#039;&#039;&#039; (also ~15% of fleet value, with a steeper difficulty curve for ships). Probability caps (probe / specialist) are separate from that volume.&lt;br /&gt;
&lt;br /&gt;
== Stun ==&lt;br /&gt;
Stun is an &#039;&#039;&#039;event penalty&#039;&#039;&#039;, not a separate “you failed, dump the loot” roll.&lt;br /&gt;
&lt;br /&gt;
* Typical durations are &#039;&#039;&#039;15–120 minutes&#039;&#039;&#039;, depending on the event and zone difficulty (Easy ion storms ~30 min; Extreme failures can reach ~90–120 min).&lt;br /&gt;
* The fleet &#039;&#039;&#039;pauses&#039;&#039;&#039;. When the stun expires, you still &#039;&#039;&#039;Extract or Continue&#039;&#039;&#039; as usual.&lt;br /&gt;
* &#039;&#039;&#039;Cargo, items, and recovered ships from this and earlier depths are kept.&#039;&#039;&#039;&lt;br /&gt;
* Duration is reduced by Fleet Hangar Protocols, monument stun reduction, and expedition safety research (see below). Stun never drops below &#039;&#039;&#039;1 minute&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Stun does &#039;&#039;&#039;not&#039;&#039;&#039; force a return and does &#039;&#039;&#039;not&#039;&#039;&#039; tax accumulated loot.&lt;br /&gt;
&lt;br /&gt;
== Ship loss ==&lt;br /&gt;
Some events (&amp;lt;code&amp;gt;fleet damaged&amp;lt;/code&amp;gt;, pirate ambush, some disasters) remove ships from the expedition fleet &#039;&#039;&#039;permanently&#039;&#039;&#039;. This is hull lost, not a temporary “damage %” that heals.&lt;br /&gt;
&lt;br /&gt;
Configured loss rates are small (&#039;&#039;&#039;about 1–5.5%&#039;&#039;&#039; of counted ships, depending on the event). Two safeties sit on top:&lt;br /&gt;
&lt;br /&gt;
=== Loot-relative cap ===&lt;br /&gt;
Loss value cannot exceed a fraction of the &#039;&#039;&#039;expected loot&#039;&#039;&#039; for that depth (same 15% × difficulty × depth scale used for rewards):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Depth&lt;br /&gt;
!Max loss vs expected loot&lt;br /&gt;
|-&lt;br /&gt;
|1–3&lt;br /&gt;
|10%&lt;br /&gt;
|-&lt;br /&gt;
|4–6&lt;br /&gt;
|25%&lt;br /&gt;
|-&lt;br /&gt;
|7+&lt;br /&gt;
|50%&lt;br /&gt;
|}&lt;br /&gt;
So a huge combat stack cannot lose more hull value than a slice of what the run was expected to pay.&lt;br /&gt;
&lt;br /&gt;
=== Explorer-ship counting ===&lt;br /&gt;
Explorer ships are counted as &#039;&#039;&#039;quantity / 1,000&#039;&#039;&#039; when applying the percentage (still at least &#039;&#039;&#039;1&#039;&#039;&#039; hull if any are present). A 1% event on 1,000,000 Explorers is on the order of &#039;&#039;&#039;10&#039;&#039;&#039; hull, not 10,000.&lt;br /&gt;
&lt;br /&gt;
=== Safety research ===&lt;br /&gt;
&#039;&#039;&#039;Expedition Protocols&#039;&#039;&#039; (risk reduction) and &#039;&#039;&#039;Legendary Expeditions&#039;&#039;&#039; (insurance) &#039;&#039;&#039;add together&#039;&#039;&#039; and cut both ship-loss rate and stun duration, &#039;&#039;&#039;capped at 25%&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Realm 1 Easy zones &#039;&#039;&#039;can&#039;&#039;&#039; still lose ships from D2 onward. Stun-only is not the R1 rule.&lt;br /&gt;
&lt;br /&gt;
== What failure does &#039;&#039;not&#039;&#039; do ==&lt;br /&gt;
&lt;br /&gt;
* It does &#039;&#039;&#039;not&#039;&#039;&#039; confiscate loot from earlier depths.&lt;br /&gt;
* It does &#039;&#039;&#039;not&#039;&#039;&#039; roll “keep 0–50% of cargo.”&lt;br /&gt;
* A stun does &#039;&#039;&#039;not&#039;&#039;&#039; cancel the extract / continue choice after it ends.&lt;br /&gt;
* Recovered ships are &#039;&#039;&#039;not&#039;&#039;&#039; dumped if cargo is full (only &#039;&#039;&#039;resources&#039;&#039;&#039; are scaled to remaining cargo).&lt;br /&gt;
&lt;br /&gt;
Each depth is independent: a bad roll applies its penalty; a good roll adds its reward. Extract whenever you are happy with the pile.&lt;br /&gt;
&lt;br /&gt;
== Research, class, and monuments ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Source&lt;br /&gt;
!What it changes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Expedition Basics&#039;&#039;&#039;&lt;br /&gt;
| +loot % per level&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Expedition Mastery&#039;&#039;&#039;&lt;br /&gt;
| +success weight (fewer empty / penalty rolls)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Deep Space Sensors&#039;&#039;&#039;&lt;br /&gt;
| +item-found weight (anomalies)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Expedition Protocols&#039;&#039;&#039;&lt;br /&gt;
| +success weight, −ship-loss / stun (part of the 25% safety cap)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Legendary Expeditions&#039;&#039;&#039;&lt;br /&gt;
| +loot %, insurance (same 25% cap), &#039;&#039;&#039;higher reward ceilings&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fleet Hangar Protocols&#039;&#039;&#039;&lt;br /&gt;
|−stun duration (also used outside expeditions)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Explorer class&#039;&#039;&#039;&lt;br /&gt;
| +12% loot, +10% success, +10% anomalies, +15% exploration speed&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Warlord class&#039;&#039;&#039;&lt;br /&gt;
|−10% expedition loot&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Celestial Orrery&#039;&#039;&#039;&lt;br /&gt;
|Extra max depth (+1 per level), shorter expedition time&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crystalline Spire&#039;&#039;&#039;&lt;br /&gt;
|Expedition success&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Monolith&#039;&#039;&#039;&lt;br /&gt;
|Anomaly discovery&lt;br /&gt;
|}&lt;br /&gt;
Success-weight bonuses shift probability toward rewarding outcomes without changing the total weight of the table. They cannot delete failure events entirely.&lt;br /&gt;
&lt;br /&gt;
== Caps and late-game throttles ==&lt;br /&gt;
Payouts are limited by &#039;&#039;&#039;player score&#039;&#039;&#039;, &#039;&#039;&#039;realm&#039;&#039;&#039;, and &#039;&#039;&#039;daily tracking&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;per-expedition&#039;&#039;&#039; ceiling that grows with score (linear early, slower after ~1M score) and is hard-capped by realm.&lt;br /&gt;
* A &#039;&#039;&#039;daily&#039;&#039;&#039; ceiling of &#039;&#039;&#039;15×&#039;&#039;&#039; the per-expedition cap. A small floor remains so a commander who is near the daily cap can still receive a reduced find.&lt;br /&gt;
* &#039;&#039;&#039;Explorer-ship bonus&#039;&#039;&#039; multiplies the ceiling applied to that run.&lt;br /&gt;
* &#039;&#039;&#039;Legendary Expeditions&#039;&#039;&#039; &amp;lt;code&amp;gt;expeditionCapBonusPct&amp;lt;/code&amp;gt; raises both per-run and daily ceilings.&lt;br /&gt;
&lt;br /&gt;
These caps exist so expedition income stays in band with the rest of the economy. Sending a larger fleet still helps until you hit the ceiling.&lt;br /&gt;
&lt;br /&gt;
== Cargo ==&lt;br /&gt;
When resources are found, they are added to the fleet up to &#039;&#039;&#039;remaining cargo capacity&#039;&#039;&#039; (Galactic Commerce research included). If the find is larger than free space, &#039;&#039;&#039;all resource types are scaled down together&#039;&#039;&#039; — you keep a proportional slice, not a random subset.&lt;br /&gt;
&lt;br /&gt;
Ships recovered on the expedition are added to the fleet &#039;&#039;&#039;without&#039;&#039;&#039; a cargo check. Bring haulers if you care about resource volume; they are not required to keep recovered hull.&lt;br /&gt;
&lt;br /&gt;
Alliance resource tax, if your alliance collects it, is applied when the fleet &#039;&#039;&#039;returns&#039;&#039;&#039;, same as other mission cargo.&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
&#039;&#039;&#039;Do I lose everything if I continue and fail?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
No. Earlier depths stay in the fleet. A later stun or ship-loss event delays you or removes some hull; it does not empty the hold.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Is there a rally multiplier?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
No. Expeditions are solo. Rally math belongs to pirate / FCS combat, not this mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do Charged / Dormant zone labels change loot?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Those states exist on nebula zones, but they currently &#039;&#039;&#039;do not&#039;&#039;&#039; change expedition payout or risk. Treat difficulty, depth, and fleet value as the live levers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do I need Science Vessels?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The quantity bonus is on &#039;&#039;&#039;Explorer ships&#039;&#039;&#039;. Specialist Support Vessels bias nano-boost finds; they are not the payout stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Can recovered ships be higher class than anything I sent?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Usually at most &#039;&#039;&#039;one class above&#039;&#039;&#039; your strongest ship, unless a jackpot stretches the pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Are pirate ambushes a full battle?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
No. They are an expedition event that applies a &#039;&#039;&#039;ship-loss&#039;&#039;&#039; penalty. There is no fight / bribe / negotiate menu on the expedition itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where do relic and monument pieces come from?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Expeditions are a primary source. See [[Relics]] and [[Player Classes]] for forging and class Core monuments (including Celestial Orrery).&lt;br /&gt;
&lt;br /&gt;
=== See subpages: ===&lt;br /&gt;
[[Expeditions/Depth System]]&lt;br /&gt;
&lt;br /&gt;
[[Expeditions/Nebula Zones]]&lt;br /&gt;
&lt;br /&gt;
[[Expeditions/Rewards]]&lt;br /&gt;
&lt;br /&gt;
[[Expeditions/Fleet Mechanics]]&lt;br /&gt;
&lt;br /&gt;
[[Expeditions/Faction Expeditions]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Patch_Notes&amp;diff=343</id>
		<title>Patch Notes</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Patch_Notes&amp;diff=343"/>
		<updated>2026-08-18T06:39:09Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[Version 1.3.8]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.7]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.6]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.5]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.4]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.3]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.2]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.1]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.0]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.2.58]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.2.57]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.2.56]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Version_1.3.8&amp;diff=342</id>
		<title>Version 1.3.8</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Version_1.3.8&amp;diff=342"/>
		<updated>2026-08-18T06:09:33Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;A logistics-and-fairness release: pull cargo home with &amp;#039;&amp;#039;&amp;#039;Collect Resources&amp;#039;&amp;#039;&amp;#039;, relocate your alliance &amp;#039;&amp;#039;&amp;#039;Headquarters&amp;#039;&amp;#039;&amp;#039;, save &amp;#039;&amp;#039;&amp;#039;resource templates&amp;#039;&amp;#039;&amp;#039;, and keep late-game &amp;#039;&amp;#039;&amp;#039;building / research scores&amp;#039;&amp;#039;&amp;#039; in line with fleet tonnage — plus harvest payouts that scale with roster size, clearer inbound fleet intel, and a batch of QoL.&amp;lt;blockquote&amp;gt;Headquarters moves are covered in Alliance Territory → Moving the Headquarters. Harvest pool shares are in Alliances. Or open...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A logistics-and-fairness release: pull cargo home with &#039;&#039;&#039;Collect Resources&#039;&#039;&#039;, relocate your alliance &#039;&#039;&#039;Headquarters&#039;&#039;&#039;, save &#039;&#039;&#039;resource templates&#039;&#039;&#039;, and keep late-game &#039;&#039;&#039;building / research scores&#039;&#039;&#039; in line with fleet tonnage — plus harvest payouts that scale with roster size, clearer inbound fleet intel, and a batch of QoL.&amp;lt;blockquote&amp;gt;Headquarters moves are covered in Alliance Territory → Moving the Headquarters. Harvest pool shares are in Alliances. Or open &#039;&#039;&#039;Settings → Quick Guides&#039;&#039;&#039; in-game.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New Features ==&lt;br /&gt;
&lt;br /&gt;
=== Collect Resources ===&lt;br /&gt;
&lt;br /&gt;
* New mission type: send a fleet to &#039;&#039;&#039;your own&#039;&#039;&#039; planet or moon, pick up cargo, and fly it home. Alliance systems, allied colonies, and enemy targets are rejected.&lt;br /&gt;
* Amounts are decided &#039;&#039;&#039;on arrival&#039;&#039;&#039; from live stock: take a &#039;&#039;&#039;% of full stock&#039;&#039;&#039;, then clamp so a &#039;&#039;&#039;leave-behind&#039;&#039;&#039; amount remains. If cargo is short, the take scales down proportionally. &#039;&#039;&#039;No tax&#039;&#039;&#039;. First fleet to arrive wins the pickup.&lt;br /&gt;
* Configure a shared rate + leave-behind, or go &#039;&#039;&#039;per resource&#039;&#039;&#039;. Save collect setups locally (QoL). Reports show requested rates, leave-behind, stock on arrival, and what was actually taken.&lt;br /&gt;
* Open &#039;&#039;&#039;Collect&#039;&#039;&#039; from your own colony overlay, or pick it in the mission list when the target is yours.&lt;br /&gt;
&lt;br /&gt;
=== Headquarters relocation ===&lt;br /&gt;
&lt;br /&gt;
* A Deputy or Leader can &#039;&#039;&#039;Set as HQ&#039;&#039;&#039; on a &#039;&#039;&#039;connected Division&#039;&#039;&#039; or an &#039;&#039;&#039;Expansion Bastion&#039;&#039;&#039; from &#039;&#039;&#039;Alliance → Territories&#039;&#039;&#039;.&lt;br /&gt;
* The two systems &#039;&#039;&#039;trade roles and swap everything built on them&#039;&#039;&#039;, so HQ-only buildings (Vault, Research Lab, Diplomacy, Archive, Bazaar) travel with the seat.&lt;br /&gt;
* When the target is a standalone Expansion Bastion, the old HQ blob must fit Expansion&#039;s child cap (&#039;&#039;&#039;5&#039;&#039;&#039; Divisions) — abandon extras first. An Expansion that already touches the blob is absorbed (old HQ becomes a Division); a distant one swaps so the old HQ becomes the new Expansion root.&lt;br /&gt;
* Blocked while either system is under siege. Alliance-wide cooldown &#039;&#039;&#039;48 hours&#039;&#039;&#039;. A doctrine that is illegal in the new role is cleared and can be picked again for free.&lt;br /&gt;
&lt;br /&gt;
=== Resource templates ===&lt;br /&gt;
&lt;br /&gt;
* Save cargo loadouts — &#039;&#039;&#039;fixed amounts&#039;&#039;&#039; or &#039;&#039;&#039;% of available&#039;&#039;&#039;, one mode per template — under &#039;&#039;&#039;Settings → Fleet&#039;&#039;&#039;, same pattern as fleet templates.&lt;br /&gt;
* Load them from the fleet cargo card when filling Transport (and similar) missions.&lt;br /&gt;
&lt;br /&gt;
=== Fleet template leave-behind ===&lt;br /&gt;
&lt;br /&gt;
* Templates can now be marked &#039;&#039;&#039;Leave behind&#039;&#039;&#039;: the amounts you set stay at the colony, and every remaining ship of those types goes with the fleet — useful for garrison vs sortie compositions.&lt;br /&gt;
&lt;br /&gt;
== Improvements ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Upgrade ×5&#039;&#039;&#039; — QoL commanders can queue five consecutive upgrades when the next build is under &#039;&#039;&#039;30 seconds&#039;&#039;&#039;, resources cover the batch, and the building is not at max / blocked. Hidden whenever a single upgrade would be disabled.&lt;br /&gt;
* &#039;&#039;&#039;Hostile fleet intel&#039;&#039;&#039; — inbound composition unlocks from your &#039;&#039;&#039;sensor rate advantage&#039;&#039;&#039; vs the attacker (types / counts / full). Equal sensors show full composition; being &#039;&#039;&#039;20%&#039;&#039;&#039; behind still reveals types. The last &#039;&#039;&#039;5 minutes&#039;&#039;&#039; before arrival bump intel one tier.&lt;br /&gt;
* &#039;&#039;&#039;Boss loot reports&#039;&#039;&#039; show &#039;&#039;&#039;entitled share&#039;&#039;&#039; vs &#039;&#039;&#039;carried share&#039;&#039;&#039;. Uncarried entitled loot stays on the boss — it is no longer water-filled onto high-cargo haulers.&lt;br /&gt;
* Bastion and doctrine buildings (Embassy / War / Expansion, Shipyard Outpost, Intelligence Center, Warp Gate) have proper art, including cosmetic variants.&lt;br /&gt;
* Fleet ship-quantity +/− no longer caps an entered amount at &#039;&#039;&#039;99,999&#039;&#039;&#039; per tap.&lt;br /&gt;
&lt;br /&gt;
== Balance ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Score soft-cap:&#039;&#039;&#039; building and research scores count 1:1 up to &#039;&#039;&#039;500B&#039;&#039;&#039;, then diminish toward a ~&#039;&#039;&#039;1T&#039;&#039;&#039; ceiling so they stay in the same ballpark as tonnage-limited fleet + defense (~500B). Ships, defenses, and alliance donations are not soft-capped. Profile tooltips explain the curve.&lt;br /&gt;
* &#039;&#039;&#039;Harvest pool floor:&#039;&#039;&#039; the daily alliance harvest/survey pool pays out in full only once &#039;&#039;&#039;15&#039;&#039;&#039; eligible (Realm 4+, active) members are on the roster. A 1-member alliance receives &#039;&#039;&#039;1/15&#039;&#039;&#039;; the rest is discarded. Matches default alliance size.&lt;br /&gt;
&lt;br /&gt;
== Bug Fixes ==&lt;br /&gt;
&lt;br /&gt;
* FCS battles apply &#039;&#039;&#039;class loot multipliers&#039;&#039;&#039; and hangar &#039;&#039;&#039;stun&#039;&#039;&#039; correctly for coordinated strikes; uncarried boss share is no longer redistributed to other participants.&lt;br /&gt;
* Tonnage-based bully / war-fatigue checks read fleet + hangar tonnage more consistently.&lt;br /&gt;
* Building upgrades no longer fail with an unresolvable build-time in edge cases.&lt;br /&gt;
* Latest scout reports look up the stored planet id instead of a brittle JSON extract.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Fleet_Combat&amp;diff=341</id>
		<title>Fleet Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Fleet_Combat&amp;diff=341"/>
		<updated>2026-08-05T11:37:40Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fleet Combat =&lt;br /&gt;
Fleet combat in &#039;&#039;Per Regna&#039;&#039; occurs when fleets engage enemy forces, pirates, or planetary defenses. Battles resolve automatically through multiple combat rounds where ships exchange fire based on their combat statistics, targeting rules, and special abilities.&lt;br /&gt;
&lt;br /&gt;
Fleet battles can occur in several contexts:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player vs Pirate (PvE)&#039;&#039;&#039; — attacking pirate outposts, strongholds, or roaming fleets&lt;br /&gt;
* &#039;&#039;&#039;Player vs Player (PvP)&#039;&#039;&#039; — attacking other empires or defending colonies&lt;br /&gt;
* &#039;&#039;&#039;Defense Battles&#039;&#039;&#039; — fleets attacking planetary defenses&lt;br /&gt;
&lt;br /&gt;
Combat results determine ship losses, debris fields, resource plunder, and temporary combat effects such as fleet stun or war fatigue.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Battle Structure =&lt;br /&gt;
A fleet battle is divided into several &#039;&#039;&#039;combat rounds&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
During each round:&lt;br /&gt;
&lt;br /&gt;
# Ships select targets according to &#039;&#039;&#039;target priority&#039;&#039;&#039;&lt;br /&gt;
# Weapons fire and deal damage&lt;br /&gt;
# Shields absorb incoming damage&lt;br /&gt;
# Remaining damage reduces hull integrity&lt;br /&gt;
# Destroyed ships are removed from the battle&lt;br /&gt;
&lt;br /&gt;
Combat continues until:&lt;br /&gt;
&lt;br /&gt;
* one side is destroyed&lt;br /&gt;
* one side retreats&lt;br /&gt;
* the maximum number of combat rounds is reached&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Ship Combat Statistics =&lt;br /&gt;
Each ship has a set of core combat attributes.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Attribute&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Attack&lt;br /&gt;
|Amount of damage dealt per shot&lt;br /&gt;
|-&lt;br /&gt;
|Defense&lt;br /&gt;
|Structural durability of the ship&lt;br /&gt;
|-&lt;br /&gt;
|Shield&lt;br /&gt;
|Energy barrier that absorbs damage each round&lt;br /&gt;
|-&lt;br /&gt;
|Speed&lt;br /&gt;
|Determines travel time, not combat order&lt;br /&gt;
|-&lt;br /&gt;
|Target Priority&lt;br /&gt;
|Determines preferred targets&lt;br /&gt;
|-&lt;br /&gt;
|Rapid Fire&lt;br /&gt;
|Allows multiple attacks in one round&lt;br /&gt;
|}&lt;br /&gt;
These attributes define the battlefield role of each ship class.  &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
* Fighters provide balanced combat capability.&lt;br /&gt;
* Cruisers act as durable frontline ships.&lt;br /&gt;
* Bombers specialize in destroying defenses.&lt;br /&gt;
* Carriers support fleets with drones.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Damage and Shield Logic =&lt;br /&gt;
Damage resolution follows a simple layered structure.&lt;br /&gt;
&lt;br /&gt;
=== Shield Phase ===&lt;br /&gt;
Incoming damage first interacts with the target’s shields.&lt;br /&gt;
&lt;br /&gt;
If the attack is weaker than the shield capacity, the shield absorbs the hit and resets in the next round.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;lt;code&amp;gt;Damage &amp;lt; Shield → No hull damage&amp;lt;/code&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Hull Damage ===&lt;br /&gt;
If incoming damage exceeds shield strength, the remaining damage affects the ship’s structure.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;lt;code&amp;gt;Hull Damage = Attack − Shield&amp;lt;/code&amp;gt;&lt;br /&gt;
When hull integrity reaches zero, the ship is destroyed and contributes to the debris field.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Target Priority =&lt;br /&gt;
Ships select targets based on &#039;&#039;&#039;target priority values&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Lower priority values indicate frontline combat ships, while higher values represent support vessels.&lt;br /&gt;
&lt;br /&gt;
Example priority groups:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Ship Role&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Combat ships&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Support ships&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Logistics / scouts&lt;br /&gt;
|}&lt;br /&gt;
Because of this system:&lt;br /&gt;
&lt;br /&gt;
* cargo ships and probes are rarely targeted first&lt;br /&gt;
* combat ships engage other combat ships first&lt;br /&gt;
&lt;br /&gt;
This ensures battles develop naturally instead of immediately destroying support units.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Rapid Fire =&lt;br /&gt;
Some ships have the ability to fire multiple times in a single round.&lt;br /&gt;
&lt;br /&gt;
This mechanic is called &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
When a ship destroys a target and has rapid fire against that target type, it may immediately fire again.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
A Fighter with rapid fire against probes may destroy several probes during the same round.&lt;br /&gt;
&lt;br /&gt;
Rapid fire makes certain ships extremely effective against specific unit types.&lt;br /&gt;
&lt;br /&gt;
Related page:&lt;br /&gt;
&lt;br /&gt;
[[Rapid Fire]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Fleet Stun =&lt;br /&gt;
Some battles result in a temporary &#039;&#039;&#039;Fleet Stun&#039;&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
When a fleet suffers heavy damage or overwhelming firepower from the opponent, surviving ships may be temporarily disabled.&lt;br /&gt;
&lt;br /&gt;
During a stun period:&lt;br /&gt;
&lt;br /&gt;
* fleets cannot move&lt;br /&gt;
* fleets cannot initiate attacks&lt;br /&gt;
* recovery procedures begin&lt;br /&gt;
&lt;br /&gt;
This prevents repeated immediate attacks after major battles.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Recovery Cycle =&lt;br /&gt;
After combat, damaged fleets enter a &#039;&#039;&#039;recovery cycle&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Recovery time depends on:&lt;br /&gt;
&lt;br /&gt;
* damage sustained&lt;br /&gt;
* fleet size&lt;br /&gt;
* support ships present&lt;br /&gt;
&lt;br /&gt;
Support vessels may accelerate fleet recovery by performing field repairs.&lt;br /&gt;
&lt;br /&gt;
During recovery:&lt;br /&gt;
&lt;br /&gt;
* ships cannot be deployed&lt;br /&gt;
* fleets remain docked at the nearest colony or hangar&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Debris Fields =&lt;br /&gt;
Destroyed ships generate debris fields in the battle location.&lt;br /&gt;
&lt;br /&gt;
Debris fields contain recoverable materials such as:&lt;br /&gt;
&lt;br /&gt;
* Steel&lt;br /&gt;
* Quartz&lt;br /&gt;
* Gas&lt;br /&gt;
* Advanced materials depending on ship types&lt;br /&gt;
&lt;br /&gt;
Debris can be collected by specialized ships such as &#039;&#039;&#039;Recyclers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Recovered materials can significantly offset fleet losses.&lt;br /&gt;
&lt;br /&gt;
Related page:&lt;br /&gt;
&lt;br /&gt;
[[Fleet and Ships]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Hangar Protection =&lt;br /&gt;
Fleets stationed inside a &#039;&#039;&#039;Fleet Hangar&#039;&#039;&#039; receive protection when not deployed.&lt;br /&gt;
&lt;br /&gt;
Hangar protection prevents fleets from being directly attacked while safely docked.&lt;br /&gt;
&lt;br /&gt;
Protected fleets cannot be targeted unless:&lt;br /&gt;
&lt;br /&gt;
* the fleet leaves the hangar&lt;br /&gt;
* the colony itself is attacked&lt;br /&gt;
&lt;br /&gt;
This system protects idle fleets and reduces offline vulnerability.&lt;br /&gt;
&lt;br /&gt;
Related page:&lt;br /&gt;
&lt;br /&gt;
[[Fleet Hangar]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Attack Protection =&lt;br /&gt;
New colonies or recently attacked players may receive temporary &#039;&#039;&#039;attack protection&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This system protects developing players from immediate repeated attacks.&lt;br /&gt;
&lt;br /&gt;
Attack protection may activate when:&lt;br /&gt;
&lt;br /&gt;
* a player is recently colonized&lt;br /&gt;
* heavy losses occurred&lt;br /&gt;
* the player is significantly weaker than the attacker&lt;br /&gt;
&lt;br /&gt;
Protection gradually expires as the empire develops. &lt;br /&gt;
&lt;br /&gt;
Extended attack protection for high-score farming of much weaker active players.&lt;br /&gt;
&lt;br /&gt;
Rules&lt;br /&gt;
&lt;br /&gt;
* Applies when attacker score ≥ 10× defender score&lt;br /&gt;
* Max 1 attack event / rolling week, 2 / rolling month&lt;br /&gt;
* Strikes within a 1-hour window (from event start) count as one event&lt;br /&gt;
* Inactive / vacation / immunity paths unchanged; scouting still allowed&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Who can attack whom? ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Target / situation&lt;br /&gt;
!Attack?&lt;br /&gt;
!Scout?&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Your own colonies&#039;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|Launch / FCS join both blocked&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ally alliance&#039;&#039;&#039;&lt;br /&gt;
|No*&lt;br /&gt;
|Yes&lt;br /&gt;
|*Solo &#039;&#039;&#039;moon test&#039;&#039;&#039; allowed if fleet tonnage ≤ &#039;&#039;&#039;1B&#039;&#039;&#039; (ally only, not NAP; no FCS)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Non-aggression pact (NAP)&#039;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|No moon-test exception&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Active rival&#039;&#039;&#039;&lt;br /&gt;
|Yes†&lt;br /&gt;
|Yes&lt;br /&gt;
|†Subject to immunity, score-bully limits, realm PvP rules&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inactive&#039;&#039;&#039; (7+ days offline)&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|Grief protection bypassed; special loot rules&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacation / banned&#039;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Full block&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Immunity shield&#039;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|New accounts, raid-triggered, realm migrate, etc.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pirates / system protectors&#039;&#039;&#039;&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No player grief protection&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Same alliance (no ally treaty needed)&#039;&#039;&#039;&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|Alliance membership alone does not block PvP&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Attacker immunity:&#039;&#039;&#039; launching a PvP attack against an &#039;&#039;&#039;active&#039;&#039;&#039; defender is allowed while you still have an immunity shield — completing that attack &#039;&#039;&#039;removes&#039;&#039;&#039; your immunity. Attacking inactive / vacation / banned targets does not strip it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Realm restrictions:&#039;&#039;&#039; some realms may disallow PvP via &amp;lt;code&amp;gt;combat.noAttackRealms&amp;lt;/code&amp;gt;.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Attack limits &amp;amp; rates ==&lt;br /&gt;
&lt;br /&gt;
=== Score-bully limits (anti-farm) ===&lt;br /&gt;
When your total score is at least &#039;&#039;&#039;10×&#039;&#039;&#039; the defender’s (active players only):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Limit&lt;br /&gt;
!Rule&lt;br /&gt;
|-&lt;br /&gt;
|Rolling week&lt;br /&gt;
|&#039;&#039;&#039;1&#039;&#039;&#039; distinct attack event&lt;br /&gt;
|-&lt;br /&gt;
|Rolling month&lt;br /&gt;
|&#039;&#039;&#039;2&#039;&#039;&#039; distinct attack events&lt;br /&gt;
|-&lt;br /&gt;
|Event grouping&lt;br /&gt;
|Strikes within &#039;&#039;&#039;1 hour&#039;&#039;&#039; of the event start count as &#039;&#039;&#039;one&#039;&#039;&#039; event&lt;br /&gt;
|-&lt;br /&gt;
|Scouting&lt;br /&gt;
|Always allowed&lt;br /&gt;
|}&lt;br /&gt;
Inactive / vacation / immunity paths are unchanged by this rule.&lt;br /&gt;
&lt;br /&gt;
=== Repeat-raid war fatigue (loot rate) ===&lt;br /&gt;
Against the &#039;&#039;&#039;same active&#039;&#039;&#039; defender, loot is reduced by how many times you already hit them in the last &#039;&#039;&#039;6 hours&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Prior attacks in 6h&lt;br /&gt;
!Loot multiplier&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|&#039;&#039;&#039;100%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|&#039;&#039;&#039;70%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;&#039;50%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|3+&lt;br /&gt;
|&#039;&#039;&#039;20%&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Inactive defenders skip war fatigue (loot uses the inactive rules below instead).&lt;br /&gt;
&lt;br /&gt;
=== Score-gap war fatigue (loot rate) ===&lt;br /&gt;
Separately, a large score gap trims loot even on the first hit:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Attacker / defender score&lt;br /&gt;
!Loot multiplier&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt; &#039;&#039;&#039;5×&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;100%&#039;&#039;&#039; (no penalty)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;5×&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;95%&#039;&#039;&#039; (−5%)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;50×+&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;80%&#039;&#039;&#039; (−20%)&lt;br /&gt;
|-&lt;br /&gt;
|Between 5× and 50×&lt;br /&gt;
|Linear interpolation&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Repeat fatigue × score-gap fatigue stack&#039;&#039;&#039; (multiply together).&lt;br /&gt;
&lt;br /&gt;
=== Raid immunity trigger ===&lt;br /&gt;
If an &#039;&#039;&#039;active&#039;&#039;&#039; defender takes &#039;&#039;&#039;3&#039;&#039;&#039; distinct raid events within &#039;&#039;&#039;6 hours&#039;&#039;&#039;, they gain a &#039;&#039;&#039;24-hour&#039;&#039;&#039; immunity shield (attack and scout blocked). One FCS battle counts as &#039;&#039;&#039;one&#039;&#039;&#039; raid for this counter. Inactive players never gain this shield.&lt;br /&gt;
&lt;br /&gt;
=== Hangar protection (not an attack ban) ===&lt;br /&gt;
Fleets in a &#039;&#039;&#039;protected Fleet Hangar&#039;&#039;&#039; do not enter the fight until exposed. Switching protected ↔ exposed takes &#039;&#039;&#039;10 minutes&#039;&#039;&#039; each way. You cannot change hangar mode while stunned. Protected ships still matter for stun after a lost or drawn defense.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What can you steal? ==&lt;br /&gt;
Short version for &#039;&#039;&#039;active PvP&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Warehouse&#039;&#039;&#039; decides how much of each resource can be partially shielded.&lt;br /&gt;
# &#039;&#039;&#039;Resource Protection&#039;&#039;&#039; (base + research + monuments, capped) shields a share &#039;&#039;&#039;inside&#039;&#039;&#039; capacity; &#039;&#039;&#039;overflow is fully exposed&#039;&#039;&#039;.&lt;br /&gt;
# Of the exposed amount, attackers take a &#039;&#039;&#039;loot rate&#039;&#039;&#039; (default &#039;&#039;&#039;50%&#039;&#039;&#039;, plus Titan-Class Mech &amp;lt;code&amp;gt;pvpLootPct&amp;lt;/code&amp;gt; up to &#039;&#039;&#039;+30%&#039;&#039;&#039;).&lt;br /&gt;
# &#039;&#039;&#039;War fatigue&#039;&#039;&#039; (repeat × score-gap) multiplies the haul.&lt;br /&gt;
# &#039;&#039;&#039;Cargo capacity&#039;&#039;&#039; is the final gate — bring haulers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Target&lt;br /&gt;
!What you can expect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Active PvP&#039;&#039;&#039;&lt;br /&gt;
|Exposed × loot rate × fatigue, then cargo. Full formulas: Resource Protection&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inactive colony&#039;&#039;&#039;&lt;br /&gt;
|Flat &#039;&#039;&#039;80%&#039;&#039;&#039; of stored resources (protection bypassed), cargo still limits&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pirates (PvE)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;100%&#039;&#039;&#039; of stored resources, cargo still limits&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FCS class bonuses&#039;&#039;&#039;&lt;br /&gt;
|Mixed-class synergy raises group loot access; personal class multipliers reallocate shares — see Player Classes → FCS&lt;br /&gt;
|}&lt;br /&gt;
You never wipe a well-warehoused active economy in one hit; overflow and low protection are what make raids fat.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Debris vs Ship Graveyard ==&lt;br /&gt;
When ships die in &#039;&#039;&#039;PvP&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Outcome&lt;br /&gt;
!What happens&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Debris field&#039;&#039;&#039;&lt;br /&gt;
|A share of lost hull becomes recyclable materials at the battle location (Recyclers collect). Default ship debris rate is about &#039;&#039;&#039;30%&#039;&#039;&#039; of losses (realm / Salvage research can adjust).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ship Graveyard&#039;&#039;&#039;&lt;br /&gt;
|The rest of lost hull deposits at the colony Shipyard as recoverable ships (feature-flagged). Buy back at &#039;&#039;&#039;90%&#039;&#039;&#039; build cost within &#039;&#039;&#039;tonnage headroom&#039;&#039;&#039;; unpurchased hull expires in &#039;&#039;&#039;14 days&#039;&#039;&#039;; after buyback, ships recover over &#039;&#039;&#039;~2–7 days&#039;&#039;&#039; before they can launch.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defenses&#039;&#039;&#039;&lt;br /&gt;
|No graveyard. ~&#039;&#039;&#039;50%&#039;&#039;&#039; of destroyed defense value becomes debris; a portion of defenses can &#039;&#039;&#039;auto-restore&#039;&#039;&#039; after battle.&lt;br /&gt;
|}&lt;br /&gt;
Moon losses map to the parent planet’s graveyard UI. Territory Siege phases can override the debris / graveyard split — see Territory Siege.&lt;br /&gt;
&lt;br /&gt;
Pirate fights use pirate debris rules (no player graveyard for pirate hull).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Is there stun? ==&lt;br /&gt;
&#039;&#039;&#039;Yes — mainly for the defender after a lost or drawn colony battle.&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Who&lt;br /&gt;
!Stun?&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defender&#039;&#039;&#039; (attacker win or draw)&lt;br /&gt;
|Protected hangar ships and stationed defender fleets can be &#039;&#039;&#039;stunned&#039;&#039;&#039;: cannot move / attack until recovery. Base around &#039;&#039;&#039;1 hour&#039;&#039;&#039;, can scale with losses up toward &#039;&#039;&#039;24 hours&#039;&#039;&#039;, reduced by hangar research / monuments. Hull returns in quarters over the stun window (&#039;&#039;&#039;25% → 50% → 75% → 100%&#039;&#039;&#039;).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defender wins&#039;&#039;&#039;&lt;br /&gt;
|Protected hangar ships restore &#039;&#039;&#039;without&#039;&#039;&#039; stun.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Attacker (PvP)&#039;&#039;&#039;&lt;br /&gt;
|No hangar stun from the battle itself; losses go to debris / graveyard.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Expeditions / Nebula&#039;&#039;&#039;&lt;br /&gt;
|Separate stun / risk rules (not colony PvP).&lt;br /&gt;
|}&lt;br /&gt;
While stunned you also cannot toggle hangar protection.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Noob &amp;amp; attack protection ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Protection&lt;br /&gt;
!Rule&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;New account immunity&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;7 days&#039;&#039;&#039; from signup (&amp;lt;code&amp;gt;immunityUntil&amp;lt;/code&amp;gt;) — cannot be attacked or scouted&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Realm migration&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;48 hours&#039;&#039;&#039; immunity after ascending / migrating realm&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Raid-triggered immunity&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;24 hours&#039;&#039;&#039; after &#039;&#039;&#039;3&#039;&#039;&#039; raids in &#039;&#039;&#039;6 hours&#039;&#039;&#039; (active only)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacation&#039;&#039;&#039;&lt;br /&gt;
|Full attack + scout block while active&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Score-bully limits&#039;&#039;&#039;&lt;br /&gt;
|High-score farmers capped at 1/week and 2/month vs much weaker actives, this would reset if the weaker does any hostile action against alliance or high score player&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;New colony alone&#039;&#039;&#039;&lt;br /&gt;
|No separate per-colony attack shield beyond player immunity / hangar / warehouse&lt;br /&gt;
|}&lt;br /&gt;
“Attack protection” on the public wiki is this combined package: early immunity, raid shields, hangar docking, score-gap limits, and resource shielding — not a single toggle.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Resource protection (summary) ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Piece&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|Base protected share (in warehouse)&lt;br /&gt;
|&#039;&#039;&#039;10%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Resource Protection research&lt;br /&gt;
|&#039;&#039;&#039;+1% per level&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Hard cap&lt;br /&gt;
|&#039;&#039;&#039;70%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Warehouse capacity&lt;br /&gt;
|&#039;&#039;&#039;15,000 × 2^level&#039;&#039;&#039; per resource type&lt;br /&gt;
|-&lt;br /&gt;
|Overflow above capacity&lt;br /&gt;
|&#039;&#039;&#039;100% exposed&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Loot of exposed (active PvP)&lt;br /&gt;
|&#039;&#039;&#039;50%&#039;&#039;&#039; base (+ Titan bonus, cargo, fatigue)&lt;br /&gt;
|}&lt;br /&gt;
Full pipeline, formulas, and worked examples: Resource Protection &amp;amp; Looting.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== How a battle runs ==&lt;br /&gt;
&lt;br /&gt;
# Ships select targets by &#039;&#039;&#039;target priority&#039;&#039;&#039; (combat hull before logistics).&lt;br /&gt;
# Weapons fire; &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; may allow extra shots when a preferred target type dies.&lt;br /&gt;
# &#039;&#039;&#039;Shields&#039;&#039;&#039; absorb first; excess damages &#039;&#039;&#039;hull&#039;&#039;&#039;.&lt;br /&gt;
# Destroyed ships leave combat and feed debris / graveyard splits.&lt;br /&gt;
# Fight ends when one side is gone, retreats, or the round cap is hit.&lt;br /&gt;
&lt;br /&gt;
After combat, expect possible &#039;&#039;&#039;loot&#039;&#039;&#039;, &#039;&#039;&#039;debris&#039;&#039;&#039;, &#039;&#039;&#039;graveyard deposits&#039;&#039;&#039;, &#039;&#039;&#039;defender stun&#039;&#039;&#039;, and &#039;&#039;&#039;war-fatigue / immunity&#039;&#039;&#039; bookkeeping for the next engagement.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Related pages ==&lt;br /&gt;
&lt;br /&gt;
* Resource Protection &amp;amp; Looting — steal math in detail&lt;br /&gt;
* Tonnage — graveyard buyback headroom, ally moon-test tonnage cap&lt;br /&gt;
* Player Classes — FCS loot synergy and class multipliers&lt;br /&gt;
* Territory Siege — siege debris / graveyard overrides&lt;br /&gt;
* Pirates / Pirate Bosses — PvE combat and boss hauls&lt;br /&gt;
* Alliances — Ally / NAP diplomacy&lt;br /&gt;
* Patch notes: 1.3.7 Score-gap protections&lt;br /&gt;
&lt;br /&gt;
----&#039;&#039;Numbers reflect current defaults (&amp;lt;code&amp;gt;combat.*&amp;lt;/code&amp;gt; game config and catalog). Realms or seasons may tune loot %, debris rate, and protection caps — check in-game Warehouse / combat tooltips when in doubt.&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Defense Restoration =&lt;br /&gt;
Planetary defenses behave differently from ships.&lt;br /&gt;
&lt;br /&gt;
Many defense structures can be &#039;&#039;&#039;automatically restored after battle&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Instead of permanent destruction:&lt;br /&gt;
&lt;br /&gt;
* some defenses are disabled during combat&lt;br /&gt;
* a portion of destroyed defenses may rebuild automatically&lt;br /&gt;
&lt;br /&gt;
This mechanic prevents permanent base destruction while still allowing attackers to weaken defenses temporarily.&lt;br /&gt;
&lt;br /&gt;
Related page:&lt;br /&gt;
&lt;br /&gt;
[[Defenses]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Battle Looting ==&lt;br /&gt;
Successful raids can steal resources from a defender&#039;s colony — but not everything. Resource Protection and Warehouse capacity work together to shield part of your stockpile, while a global loot rate limits how much of the exposed portion attackers can actually take. Fleet cargo capacity is the final gate: raiders must bring enough haulers to carry the loot home.&lt;br /&gt;
&lt;br /&gt;
This system applies to player-vs-player (PvP) attacks on active colonies. Pirates, inactive colonies, and other special targets follow different rules and it can be looted with %100 loot rate. See details at [[Battle Looting]]&lt;br /&gt;
&lt;br /&gt;
= War Fatigue =&lt;br /&gt;
Repeated combat actions generate &#039;&#039;&#039;War Fatigue&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
War fatigue represents the logistical and operational strain of continuous warfare.&lt;br /&gt;
&lt;br /&gt;
Effects of high war fatigue may include:&lt;br /&gt;
&lt;br /&gt;
* reduced fleet efficiency&lt;br /&gt;
* slower recovery cycles&lt;br /&gt;
* temporary penalties to combat readiness&lt;br /&gt;
&lt;br /&gt;
War fatigue gradually decreases over time as fleets remain inactive.&lt;br /&gt;
&lt;br /&gt;
This system discourages constant harassment and encourages strategic timing of major wars.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Player vs Pirate Combat =&lt;br /&gt;
Pirates provide the primary &#039;&#039;&#039;PvE combat activity&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Pirate encounters include:&lt;br /&gt;
&lt;br /&gt;
* pirate patrol fleets&lt;br /&gt;
* pirate outposts&lt;br /&gt;
* pirate strongholds&lt;br /&gt;
&lt;br /&gt;
Pirates drop:&lt;br /&gt;
&lt;br /&gt;
* resources&lt;br /&gt;
* debris fields&lt;br /&gt;
* rare items&lt;br /&gt;
&lt;br /&gt;
Some pirate strongholds may dispatch reinforcement fleets if attacked.&lt;br /&gt;
&lt;br /&gt;
Related page:&lt;br /&gt;
&lt;br /&gt;
[[Pirates]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Player vs Player Combat =&lt;br /&gt;
PvP combat occurs when one empire attacks another.&lt;br /&gt;
&lt;br /&gt;
PvP battles determine:&lt;br /&gt;
&lt;br /&gt;
* resource plunder&lt;br /&gt;
* debris generation&lt;br /&gt;
* strategic system control&lt;br /&gt;
&lt;br /&gt;
PvP is influenced by:&lt;br /&gt;
&lt;br /&gt;
* fleet composition&lt;br /&gt;
* defensive infrastructure&lt;br /&gt;
* scouting intelligence&lt;br /&gt;
* alliance coordination&lt;br /&gt;
&lt;br /&gt;
Players often conduct espionage scans before launching attacks to determine enemy defenses.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Strategic Combat Concepts =&lt;br /&gt;
Successful commanders master several core combat strategies:&lt;br /&gt;
&lt;br /&gt;
Fleet Composition&lt;br /&gt;
&lt;br /&gt;
Balanced fleets combining fighters, cruisers, and support ships&lt;br /&gt;
&lt;br /&gt;
Timing Attacks&lt;br /&gt;
&lt;br /&gt;
Launching attacks when enemies are offline or fleets are deployed elsewhere&lt;br /&gt;
&lt;br /&gt;
Debris Recovery&lt;br /&gt;
&lt;br /&gt;
Collecting debris quickly after battle to offset losses&lt;br /&gt;
&lt;br /&gt;
Fleet Preservation&lt;br /&gt;
&lt;br /&gt;
Avoiding unnecessary engagements during recovery periods&lt;br /&gt;
&lt;br /&gt;
Alliance Warfare&lt;br /&gt;
&lt;br /&gt;
Coordinating multiple fleets to overwhelm heavily defended targets&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
[[Fleet and Ships]]&lt;br /&gt;
&lt;br /&gt;
[[Rapid Fire]]&lt;br /&gt;
&lt;br /&gt;
[[Combat Mechanics]]&lt;br /&gt;
&lt;br /&gt;
[[Defenses]]&lt;br /&gt;
&lt;br /&gt;
[[Pirates]]&lt;br /&gt;
&lt;br /&gt;
[[Expeditions]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Patch_Notes&amp;diff=340</id>
		<title>Patch Notes</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Patch_Notes&amp;diff=340"/>
		<updated>2026-08-04T11:21:39Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[Version 1.3.7]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.6]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.5]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.4]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.3]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.2]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.1]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.0]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.2.58]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.2.57]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.2.56]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Version_1.3.7&amp;diff=339</id>
		<title>Version 1.3.7</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Version_1.3.7&amp;diff=339"/>
		<updated>2026-08-04T11:20:02Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;A territory-and-combat release: alliances assign each system a &amp;#039;&amp;#039;&amp;#039;Doctrine&amp;#039;&amp;#039;&amp;#039;, plant &amp;#039;&amp;#039;&amp;#039;Bastions&amp;#039;&amp;#039;&amp;#039; far from home, and fight &amp;#039;&amp;#039;&amp;#039;defence-window sieges&amp;#039;&amp;#039;&amp;#039; that scale with Bastion roots — plus &amp;#039;&amp;#039;&amp;#039;Carrier&amp;#039;&amp;#039;&amp;#039; rapid-fire screens, a &amp;#039;&amp;#039;&amp;#039;boss loot&amp;#039;&amp;#039;&amp;#039; rework, safer &amp;#039;&amp;#039;&amp;#039;expeditions&amp;#039;&amp;#039;&amp;#039;, score-gap war fatigue, and &amp;#039;&amp;#039;&amp;#039;Diplomacy / FCS chat&amp;#039;&amp;#039;&amp;#039;.&amp;lt;blockquote&amp;gt;New to Bastions and Doctrines? See the full Alliance Territory guide. Staged conquest and defence windows are in Territory Siege. Bo...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A territory-and-combat release: alliances assign each system a &#039;&#039;&#039;Doctrine&#039;&#039;&#039;, plant &#039;&#039;&#039;Bastions&#039;&#039;&#039; far from home, and fight &#039;&#039;&#039;defence-window sieges&#039;&#039;&#039; that scale with Bastion roots — plus &#039;&#039;&#039;Carrier&#039;&#039;&#039; rapid-fire screens, a &#039;&#039;&#039;boss loot&#039;&#039;&#039; rework, safer &#039;&#039;&#039;expeditions&#039;&#039;&#039;, score-gap war fatigue, and &#039;&#039;&#039;Diplomacy / FCS chat&#039;&#039;&#039;.&amp;lt;blockquote&amp;gt;New to Bastions and Doctrines? See the full Alliance Territory guide. Staged conquest and defence windows are in Territory Siege. Boss haul math is in Pirate Bosses. Or open &#039;&#039;&#039;Settings → Quick Guides&#039;&#039;&#039; in-game.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New Features ==&lt;br /&gt;
&lt;br /&gt;
=== Doctrines ===&lt;br /&gt;
&lt;br /&gt;
* Every system center — Headquarters, Division, and Bastion — carries exactly &#039;&#039;&#039;one Doctrine&#039;&#039;&#039;, set on the main building by a Deputy or Leader.&lt;br /&gt;
* Five doctrines: &#039;&#039;&#039;Production Hub&#039;&#039;&#039; (resource production), &#039;&#039;&#039;Shipyard Outpost&#039;&#039;&#039; (ship build-time reduction), &#039;&#039;&#039;Fortress&#039;&#039;&#039; (tonnage capacity + neighbour defence projection), &#039;&#039;&#039;Logistics Center&#039;&#039;&#039; (alliance Warp Gate), and &#039;&#039;&#039;Anti-Intel &amp;amp; Sensor&#039;&#039;&#039; (alliance scans / counter-scout).&lt;br /&gt;
* The signature building is an &#039;&#039;&#039;activation gate&#039;&#039;&#039;: the effect stays at zero until that building exists at level ≥ 1; the &#039;&#039;size&#039;&#039; of the bonus comes from the node&#039;s &#039;&#039;&#039;main building level&#039;&#039;&#039;.&lt;br /&gt;
* First doctrine pick is free; switching costs the last upgrade of the main building, may demolish incompatible signature buildings (with confirmation), and starts a &#039;&#039;&#039;72h&#039;&#039;&#039; cooldown.&lt;br /&gt;
* The &#039;&#039;&#039;HQ&#039;&#039;&#039; may only take Production Hub or Shipyard Outpost. Fortress, Logistics, and Anti-Intel stay out on Divisions and Bastions where positioning still matters.&lt;br /&gt;
* Alliance-wide bonuses use a diminishing-returns curve with a hard ceiling (tonnage &#039;&#039;&#039;+5%&#039;&#039;&#039;, production &#039;&#039;&#039;+10%&#039;&#039;&#039;, ship time &#039;&#039;&#039;−25%&#039;&#039;&#039;). Only &#039;&#039;&#039;connected&#039;&#039;&#039; (effective) nodes with an active signature contribute.&lt;br /&gt;
&lt;br /&gt;
=== Bastions ===&lt;br /&gt;
&lt;br /&gt;
* Standalone territory anchors for systems that are &#039;&#039;&#039;not&#039;&#039;&#039; adjacent to your HQ blob. The Bastion main &#039;&#039;is&#039;&#039; the system main — no separate Division Center on that system.&lt;br /&gt;
* Three archetypes (instance caps apply):&lt;br /&gt;
** &#039;&#039;&#039;Embassy&#039;&#039;&#039; — 1 system, 0 children (max &#039;&#039;&#039;5&#039;&#039;&#039;)&lt;br /&gt;
** &#039;&#039;&#039;War&#039;&#039;&#039; — root + up to &#039;&#039;&#039;2&#039;&#039;&#039; child Divisions (max &#039;&#039;&#039;3&#039;&#039;&#039;)&lt;br /&gt;
** &#039;&#039;&#039;Expansion&#039;&#039;&#039; — root + up to &#039;&#039;&#039;5&#039;&#039;&#039; child Divisions (max &#039;&#039;&#039;2&#039;&#039;&#039;)&lt;br /&gt;
* Each Bastion&#039;s territory-cap grant matches its child capacity, so a Bastion is &#039;&#039;&#039;capacity-neutral&#039;&#039;&#039; for the main blob. Capturing a whole cluster nets &#039;&#039;&#039;+1&#039;&#039;&#039; slot.&lt;br /&gt;
* Embassy placement requires hex adjacency to Ally / NAP territory; Expansion needs clearance from at-war territory. Bastions are &#039;&#039;&#039;always conquerable&#039;&#039;&#039;.&lt;br /&gt;
* Abandon (Deputy+) releases the entire cluster, frees the archetype slot, and starts a &#039;&#039;&#039;168h&#039;&#039;&#039; per-archetype cooldown. Blocked while any siege is open in the cluster.&lt;br /&gt;
* New &#039;&#039;&#039;Alliance → Territories&#039;&#039;&#039; tab shows HQ / Bastion / Division nesting, connection flags, capacity, and live territory effects.&lt;br /&gt;
&lt;br /&gt;
=== Connected territory ===&lt;br /&gt;
&lt;br /&gt;
* Bonuses, Fortress projection, alliance scans, and warp hops only count while a system is &#039;&#039;&#039;linked&#039;&#039;&#039; back to the HQ blob or its Bastion root over hex adjacency.&lt;br /&gt;
* Cutting a corridor orphans systems: they keep buildings, harvest, and missions, but feed &#039;&#039;&#039;nothing&#039;&#039;&#039; alliance-wide until reconnected.&lt;br /&gt;
&lt;br /&gt;
=== Fortress projection &amp;amp; Anti-Intel ===&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;strongest&#039;&#039;&#039; adjacent Fortress projects &#039;&#039;&#039;50%&#039;&#039;&#039; of its held defence into a neighbour&#039;s fight. Borrowed units are never consumed from the projecting colony.&lt;br /&gt;
* Anti-Intel Intelligence Centers enable vault-paid &#039;&#039;&#039;alliance scans&#039;&#039;&#039; (radius scales with level) and strengthen counter-scouting nearby.&lt;br /&gt;
&lt;br /&gt;
=== Territory Siege defence windows ===&lt;br /&gt;
&lt;br /&gt;
* Rival-held system conquest no longer uses a fully random Contested timer. After Contest, later stages wait at least &#039;&#039;&#039;24h&#039;&#039;&#039;, then open a random &#039;&#039;&#039;2h&#039;&#039;&#039; Vulnerable slot inside the defender alliance&#039;s &#039;&#039;&#039;8-hour defence window&#039;&#039;&#039; (start hour chosen by Deputy/Leader, default &#039;&#039;&#039;17:00 UTC&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Divisions / Bastion children / neutrals:&#039;&#039;&#039; &#039;&#039;&#039;2&#039;&#039;&#039; stages (1 wait). &#039;&#039;&#039;Bastion roots:&#039;&#039;&#039; &#039;&#039;&#039;3&#039;&#039;&#039; stages (2 waits) — capturing the root takes the &#039;&#039;&#039;whole cluster&#039;&#039;&#039;.&lt;br /&gt;
* Defence window start hour has a &#039;&#039;&#039;168h&#039;&#039;&#039; change cooldown and is blocked while the alliance has any open siege. If no alliance member has been active within &#039;&#039;&#039;7 days&#039;&#039;&#039;, the defence-window benefit is skipped.&lt;br /&gt;
* Contested income (&#039;&#039;&#039;×0.5&#039;&#039;&#039;), Graveyard debris rates, building penalty (&#039;&#039;&#039;−3&#039;&#039;&#039; levels; mains floor at 1), and the &#039;&#039;&#039;7-day&#039;&#039;&#039; previous-owner waiver are unchanged in spirit from 1.3.6.&lt;br /&gt;
&lt;br /&gt;
=== Carrier rapid-fire screen ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Carriers&#039;&#039;&#039; project a rapid-fire screen that cancels part of the enemy RF value aimed at their own ships each round (escorts thinning as Carriers fall).&lt;br /&gt;
* The screen is deliberately partial: a line keeps at least &#039;&#039;&#039;half&#039;&#039;&#039; of its RF advantage and can never be pushed down to RF &#039;&#039;&#039;1&#039;&#039;&#039; (max cancel fraction &#039;&#039;&#039;50%&#039;&#039;&#039;, capped cancel points).&lt;br /&gt;
* &#039;&#039;&#039;Guardian&#039;&#039;&#039; class amplifies the screen via &#039;&#039;&#039;+50% Rapid fire cancel&#039;&#039;&#039;. Battle reports, Item Info, and the combat simulator surface the effect.&lt;br /&gt;
&lt;br /&gt;
=== Boss loot in owned space &amp;amp; haul rework ===&lt;br /&gt;
&lt;br /&gt;
* Pirate boss group loot gains a territory ownership modifier: &#039;&#039;&#039;+10%&#039;&#039;&#039; when the boss sits in a &#039;&#039;&#039;hostile&#039;&#039;&#039; alliance&#039;s system, &#039;&#039;&#039;+5%&#039;&#039;&#039; in &#039;&#039;&#039;your own&#039;&#039;&#039; alliance&#039;s space, and none in neutral or Ally / NAP territory.&lt;br /&gt;
* The modifier is resolved from the alliance &#039;&#039;&#039;most participants belong to&#039;&#039;&#039;, so arrival order or an unallied tag-along cannot rewrite the payout.&lt;br /&gt;
* Hauls now extract a &#039;&#039;&#039;curve fraction of the boss&#039;s actual stockpile&#039;&#039;&#039; (not a detached baseline that could empty a thin stock):&lt;br /&gt;
** &#039;&#039;&#039;Mid-Boss:&#039;&#039;&#039; per-player curve &#039;&#039;&#039;0.8× → 3.75×&#039;&#039;&#039;; a full &#039;&#039;&#039;6&#039;&#039;&#039;-player rally accesses ≈&#039;&#039;&#039;90%&#039;&#039;&#039; of the &#039;&#039;&#039;25×&#039;&#039;&#039; pool.&lt;br /&gt;
** &#039;&#039;&#039;Boss:&#039;&#039;&#039; front-loaded group curve — ~&#039;&#039;&#039;60%&#039;&#039;&#039; of the &#039;&#039;&#039;100×&#039;&#039;&#039; pool by &#039;&#039;&#039;10&#039;&#039;&#039; players, full stock by &#039;&#039;&#039;20&#039;&#039;&#039;.&lt;br /&gt;
* Share blend weights lean on &#039;&#039;&#039;fleet build-cost (50%)&#039;&#039;&#039;, with combat power and damage at &#039;&#039;&#039;25%&#039;&#039;&#039; each (linear, not ^1.8). Inverse-score boost for smaller commanders caps at &#039;&#039;&#039;2×&#039;&#039;&#039; the least-boosted fleet.&lt;br /&gt;
* High-Boss &#039;&#039;&#039;per-alliance&#039;&#039;&#039; join cap raised to &#039;&#039;&#039;12&#039;&#039;&#039; (overall still &#039;&#039;&#039;20&#039;&#039;&#039;). Full rules: Pirate Bosses.&lt;br /&gt;
&lt;br /&gt;
=== Score-gap protections ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Score-bully attack limits:&#039;&#039;&#039; when your total score is at least &#039;&#039;&#039;10×&#039;&#039;&#039; the defender&#039;s, attacks against that player are capped at &#039;&#039;&#039;1&#039;&#039;&#039; distinct event per rolling week and &#039;&#039;&#039;2&#039;&#039;&#039; per rolling month. Strikes within &#039;&#039;&#039;1 hour&#039;&#039;&#039; on the same pair count as a single event. Scouting remains allowed.&lt;br /&gt;
* &#039;&#039;&#039;Score-gap war fatigue:&#039;&#039;&#039; separately, attacking a much weaker player trims loot — &#039;&#039;&#039;−5%&#039;&#039;&#039; from &#039;&#039;&#039;5×&#039;&#039;&#039; score ratio, scaling to &#039;&#039;&#039;−20%&#039;&#039;&#039; at &#039;&#039;&#039;50×+&#039;&#039;&#039;. Stacks multiplicatively with repeat-raid war fatigue.&lt;br /&gt;
&lt;br /&gt;
=== Diplomacy &amp;amp; FCS chat ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Diplomacy chat&#039;&#039;&#039; — Ally treaties unlock a shared chat channel between the two alliances (Messages → Diplomacy).&lt;br /&gt;
* &#039;&#039;&#039;FCS chat&#039;&#039;&#039; — each open FCS rally gets a participant-only room for coordinating the strike (Messages → FCS). Rooms stay available for a short window after the rally closes.&lt;br /&gt;
&lt;br /&gt;
== Improvements ==&lt;br /&gt;
&lt;br /&gt;
* Galaxy map and system UIs tint your own systems by doctrine, show Bastion / Division nesting, and surface siege stage countdowns on Bastion mains as well as HQ / Division centers.&lt;br /&gt;
* Alliance Admin Settings expose the defence-window start hour for Deputies and Leaders.&lt;br /&gt;
* Tonnage summary and resource overlays call out Fortress and Production Hub territory contributions.&lt;br /&gt;
* Quick Guides cover Bastions, Doctrines, territory buildings, and the updated Territory Siege flow.&lt;br /&gt;
* &#039;&#039;&#039;Expedition Protocols&#039;&#039;&#039; risk reduction and &#039;&#039;&#039;Legendary Expeditions&#039;&#039;&#039; insurance now reduce expedition &#039;&#039;&#039;ship-loss rate&#039;&#039;&#039; and &#039;&#039;&#039;stun duration&#039;&#039;&#039; (combined, capped at &#039;&#039;&#039;25%&#039;&#039;&#039;). Per-level values retuned so the cap is reachable without overshooting.&lt;br /&gt;
* Mass &#039;&#039;&#039;Explorer / Science Vessel&#039;&#039;&#039; stacks count at &#039;&#039;&#039;1/1000&#039;&#039;&#039; of stack size when applying expedition ship-loss percentages (still at least 1 hull if present), so large explorer fleets are not wiped by the same % as combat hull.&lt;br /&gt;
* Daily Race reward mails use distinct daily subject/body copy. Direct-message threads can be deleted from your side.&lt;br /&gt;
* FCS combat simulation applies per-player class bonuses correctly when mixed fleets fight together.&lt;br /&gt;
&lt;br /&gt;
== Balance ==&lt;br /&gt;
&lt;br /&gt;
* Fortress tonnage, Production Hub output, and Shipyard Outpost build-time bonuses use diminishing returns with hard ceilings so wide empires do not stack endlessly.&lt;br /&gt;
* Bastion archetype and territory caps are checked when a Contest &#039;&#039;&#039;starts&#039;&#039;&#039;, not at the final stage — no three-stage surprise blocks.&lt;br /&gt;
* System protector garrisons still scale with how many systems you already control.&lt;br /&gt;
* Boss loot fairness leans toward invested fleet value and pool access rates that match the designed occupied-rate curve (mid full rally ≈90%; high boss fills by 20).&lt;br /&gt;
&lt;br /&gt;
== Bug Fixes ==&lt;br /&gt;
&lt;br /&gt;
* Fixed pirate stronghold / outpost respawn edge cases that could leave cleared pirate sites stuck or respawning incorrectly.&lt;br /&gt;
* Fixed boss FCS target joins that failed to resolve the stronghold when launch stored planet/moon &amp;lt;code&amp;gt;targetType&amp;lt;/code&amp;gt; without &amp;lt;code&amp;gt;toPirateStrongholdId&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Siege, Bastion cluster, and doctrine UI edge cases cleaned up alongside the territory features above.&lt;br /&gt;
* FCS per-player bonus and rapid-fire screen edge cases cleaned up in battle reports and the simulator.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Fleet_Combat&amp;diff=338</id>
		<title>Fleet Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Fleet_Combat&amp;diff=338"/>
		<updated>2026-08-01T00:53:08Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Attack Protection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fleet Combat =&lt;br /&gt;
Fleet combat in &#039;&#039;Per Regna&#039;&#039; occurs when fleets engage enemy forces, pirates, or planetary defenses. Battles resolve automatically through multiple combat rounds where ships exchange fire based on their combat statistics, targeting rules, and special abilities.&lt;br /&gt;
&lt;br /&gt;
Fleet battles can occur in several contexts:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player vs Pirate (PvE)&#039;&#039;&#039; — attacking pirate outposts, strongholds, or roaming fleets&lt;br /&gt;
* &#039;&#039;&#039;Player vs Player (PvP)&#039;&#039;&#039; — attacking other empires or defending colonies&lt;br /&gt;
* &#039;&#039;&#039;Defense Battles&#039;&#039;&#039; — fleets attacking planetary defenses&lt;br /&gt;
&lt;br /&gt;
Combat results determine ship losses, debris fields, resource plunder, and temporary combat effects such as fleet stun or war fatigue.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Battle Structure =&lt;br /&gt;
A fleet battle is divided into several &#039;&#039;&#039;combat rounds&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
During each round:&lt;br /&gt;
&lt;br /&gt;
# Ships select targets according to &#039;&#039;&#039;target priority&#039;&#039;&#039;&lt;br /&gt;
# Weapons fire and deal damage&lt;br /&gt;
# Shields absorb incoming damage&lt;br /&gt;
# Remaining damage reduces hull integrity&lt;br /&gt;
# Destroyed ships are removed from the battle&lt;br /&gt;
&lt;br /&gt;
Combat continues until:&lt;br /&gt;
&lt;br /&gt;
* one side is destroyed&lt;br /&gt;
* one side retreats&lt;br /&gt;
* the maximum number of combat rounds is reached&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Ship Combat Statistics =&lt;br /&gt;
Each ship has a set of core combat attributes.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Attribute&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Attack&lt;br /&gt;
|Amount of damage dealt per shot&lt;br /&gt;
|-&lt;br /&gt;
|Defense&lt;br /&gt;
|Structural durability of the ship&lt;br /&gt;
|-&lt;br /&gt;
|Shield&lt;br /&gt;
|Energy barrier that absorbs damage each round&lt;br /&gt;
|-&lt;br /&gt;
|Speed&lt;br /&gt;
|Determines travel time, not combat order&lt;br /&gt;
|-&lt;br /&gt;
|Target Priority&lt;br /&gt;
|Determines preferred targets&lt;br /&gt;
|-&lt;br /&gt;
|Rapid Fire&lt;br /&gt;
|Allows multiple attacks in one round&lt;br /&gt;
|}&lt;br /&gt;
These attributes define the battlefield role of each ship class.  &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
* Fighters provide balanced combat capability.&lt;br /&gt;
* Cruisers act as durable frontline ships.&lt;br /&gt;
* Bombers specialize in destroying defenses.&lt;br /&gt;
* Carriers support fleets with drones.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Damage and Shield Logic =&lt;br /&gt;
Damage resolution follows a simple layered structure.&lt;br /&gt;
&lt;br /&gt;
=== Shield Phase ===&lt;br /&gt;
Incoming damage first interacts with the target’s shields.&lt;br /&gt;
&lt;br /&gt;
If the attack is weaker than the shield capacity, the shield absorbs the hit and resets in the next round.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;lt;code&amp;gt;Damage &amp;lt; Shield → No hull damage&amp;lt;/code&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Hull Damage ===&lt;br /&gt;
If incoming damage exceeds shield strength, the remaining damage affects the ship’s structure.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;lt;code&amp;gt;Hull Damage = Attack − Shield&amp;lt;/code&amp;gt;&lt;br /&gt;
When hull integrity reaches zero, the ship is destroyed and contributes to the debris field.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Target Priority =&lt;br /&gt;
Ships select targets based on &#039;&#039;&#039;target priority values&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Lower priority values indicate frontline combat ships, while higher values represent support vessels.&lt;br /&gt;
&lt;br /&gt;
Example priority groups:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Ship Role&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Combat ships&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Support ships&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Logistics / scouts&lt;br /&gt;
|}&lt;br /&gt;
Because of this system:&lt;br /&gt;
&lt;br /&gt;
* cargo ships and probes are rarely targeted first&lt;br /&gt;
* combat ships engage other combat ships first&lt;br /&gt;
&lt;br /&gt;
This ensures battles develop naturally instead of immediately destroying support units.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Rapid Fire =&lt;br /&gt;
Some ships have the ability to fire multiple times in a single round.&lt;br /&gt;
&lt;br /&gt;
This mechanic is called &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
When a ship destroys a target and has rapid fire against that target type, it may immediately fire again.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
A Fighter with rapid fire against probes may destroy several probes during the same round.&lt;br /&gt;
&lt;br /&gt;
Rapid fire makes certain ships extremely effective against specific unit types.&lt;br /&gt;
&lt;br /&gt;
Related page:&lt;br /&gt;
&lt;br /&gt;
[[Rapid Fire]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Fleet Stun =&lt;br /&gt;
Some battles result in a temporary &#039;&#039;&#039;Fleet Stun&#039;&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
When a fleet suffers heavy damage or overwhelming firepower from the opponent, surviving ships may be temporarily disabled.&lt;br /&gt;
&lt;br /&gt;
During a stun period:&lt;br /&gt;
&lt;br /&gt;
* fleets cannot move&lt;br /&gt;
* fleets cannot initiate attacks&lt;br /&gt;
* recovery procedures begin&lt;br /&gt;
&lt;br /&gt;
This prevents repeated immediate attacks after major battles.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Recovery Cycle =&lt;br /&gt;
After combat, damaged fleets enter a &#039;&#039;&#039;recovery cycle&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Recovery time depends on:&lt;br /&gt;
&lt;br /&gt;
* damage sustained&lt;br /&gt;
* fleet size&lt;br /&gt;
* support ships present&lt;br /&gt;
&lt;br /&gt;
Support vessels may accelerate fleet recovery by performing field repairs.&lt;br /&gt;
&lt;br /&gt;
During recovery:&lt;br /&gt;
&lt;br /&gt;
* ships cannot be deployed&lt;br /&gt;
* fleets remain docked at the nearest colony or hangar&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Debris Fields =&lt;br /&gt;
Destroyed ships generate debris fields in the battle location.&lt;br /&gt;
&lt;br /&gt;
Debris fields contain recoverable materials such as:&lt;br /&gt;
&lt;br /&gt;
* Steel&lt;br /&gt;
* Quartz&lt;br /&gt;
* Gas&lt;br /&gt;
* Advanced materials depending on ship types&lt;br /&gt;
&lt;br /&gt;
Debris can be collected by specialized ships such as &#039;&#039;&#039;Recyclers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Recovered materials can significantly offset fleet losses.&lt;br /&gt;
&lt;br /&gt;
Related page:&lt;br /&gt;
&lt;br /&gt;
[[Fleet and Ships]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Hangar Protection =&lt;br /&gt;
Fleets stationed inside a &#039;&#039;&#039;Fleet Hangar&#039;&#039;&#039; receive protection when not deployed.&lt;br /&gt;
&lt;br /&gt;
Hangar protection prevents fleets from being directly attacked while safely docked.&lt;br /&gt;
&lt;br /&gt;
Protected fleets cannot be targeted unless:&lt;br /&gt;
&lt;br /&gt;
* the fleet leaves the hangar&lt;br /&gt;
* the colony itself is attacked&lt;br /&gt;
&lt;br /&gt;
This system protects idle fleets and reduces offline vulnerability.&lt;br /&gt;
&lt;br /&gt;
Related page:&lt;br /&gt;
&lt;br /&gt;
[[Fleet Hangar]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Attack Protection =&lt;br /&gt;
New colonies or recently attacked players may receive temporary &#039;&#039;&#039;attack protection&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This system protects developing players from immediate repeated attacks.&lt;br /&gt;
&lt;br /&gt;
Attack protection may activate when:&lt;br /&gt;
&lt;br /&gt;
* a player is recently colonized&lt;br /&gt;
* heavy losses occurred&lt;br /&gt;
* the player is significantly weaker than the attacker&lt;br /&gt;
&lt;br /&gt;
Protection gradually expires as the empire develops. &lt;br /&gt;
&lt;br /&gt;
Extended attack protection for high-score farming of much weaker active players.&lt;br /&gt;
&lt;br /&gt;
Rules&lt;br /&gt;
&lt;br /&gt;
* Applies when attacker score ≥ 10× defender score&lt;br /&gt;
* Max 1 attack event / rolling week, 2 / rolling month&lt;br /&gt;
* Strikes within a 1-hour window (from event start) count as one event&lt;br /&gt;
* Inactive / vacation / immunity paths unchanged; scouting still allowed&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Defense Restoration =&lt;br /&gt;
Planetary defenses behave differently from ships.&lt;br /&gt;
&lt;br /&gt;
Many defense structures can be &#039;&#039;&#039;automatically restored after battle&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Instead of permanent destruction:&lt;br /&gt;
&lt;br /&gt;
* some defenses are disabled during combat&lt;br /&gt;
* a portion of destroyed defenses may rebuild automatically&lt;br /&gt;
&lt;br /&gt;
This mechanic prevents permanent base destruction while still allowing attackers to weaken defenses temporarily.&lt;br /&gt;
&lt;br /&gt;
Related page:&lt;br /&gt;
&lt;br /&gt;
[[Defenses]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Battle Looting ==&lt;br /&gt;
Successful raids can steal resources from a defender&#039;s colony — but not everything. Resource Protection and Warehouse capacity work together to shield part of your stockpile, while a global loot rate limits how much of the exposed portion attackers can actually take. Fleet cargo capacity is the final gate: raiders must bring enough haulers to carry the loot home.&lt;br /&gt;
&lt;br /&gt;
This system applies to player-vs-player (PvP) attacks on active colonies. Pirates, inactive colonies, and other special targets follow different rules and it can be looted with %100 loot rate. See details at [[Battle Looting]]&lt;br /&gt;
&lt;br /&gt;
= War Fatigue =&lt;br /&gt;
Repeated combat actions generate &#039;&#039;&#039;War Fatigue&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
War fatigue represents the logistical and operational strain of continuous warfare.&lt;br /&gt;
&lt;br /&gt;
Effects of high war fatigue may include:&lt;br /&gt;
&lt;br /&gt;
* reduced fleet efficiency&lt;br /&gt;
* slower recovery cycles&lt;br /&gt;
* temporary penalties to combat readiness&lt;br /&gt;
&lt;br /&gt;
War fatigue gradually decreases over time as fleets remain inactive.&lt;br /&gt;
&lt;br /&gt;
This system discourages constant harassment and encourages strategic timing of major wars.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Player vs Pirate Combat =&lt;br /&gt;
Pirates provide the primary &#039;&#039;&#039;PvE combat activity&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Pirate encounters include:&lt;br /&gt;
&lt;br /&gt;
* pirate patrol fleets&lt;br /&gt;
* pirate outposts&lt;br /&gt;
* pirate strongholds&lt;br /&gt;
&lt;br /&gt;
Pirates drop:&lt;br /&gt;
&lt;br /&gt;
* resources&lt;br /&gt;
* debris fields&lt;br /&gt;
* rare items&lt;br /&gt;
&lt;br /&gt;
Some pirate strongholds may dispatch reinforcement fleets if attacked.&lt;br /&gt;
&lt;br /&gt;
Related page:&lt;br /&gt;
&lt;br /&gt;
[[Pirates]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Player vs Player Combat =&lt;br /&gt;
PvP combat occurs when one empire attacks another.&lt;br /&gt;
&lt;br /&gt;
PvP battles determine:&lt;br /&gt;
&lt;br /&gt;
* resource plunder&lt;br /&gt;
* debris generation&lt;br /&gt;
* strategic system control&lt;br /&gt;
&lt;br /&gt;
PvP is influenced by:&lt;br /&gt;
&lt;br /&gt;
* fleet composition&lt;br /&gt;
* defensive infrastructure&lt;br /&gt;
* scouting intelligence&lt;br /&gt;
* alliance coordination&lt;br /&gt;
&lt;br /&gt;
Players often conduct espionage scans before launching attacks to determine enemy defenses.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Strategic Combat Concepts =&lt;br /&gt;
Successful commanders master several core combat strategies:&lt;br /&gt;
&lt;br /&gt;
Fleet Composition&lt;br /&gt;
&lt;br /&gt;
Balanced fleets combining fighters, cruisers, and support ships&lt;br /&gt;
&lt;br /&gt;
Timing Attacks&lt;br /&gt;
&lt;br /&gt;
Launching attacks when enemies are offline or fleets are deployed elsewhere&lt;br /&gt;
&lt;br /&gt;
Debris Recovery&lt;br /&gt;
&lt;br /&gt;
Collecting debris quickly after battle to offset losses&lt;br /&gt;
&lt;br /&gt;
Fleet Preservation&lt;br /&gt;
&lt;br /&gt;
Avoiding unnecessary engagements during recovery periods&lt;br /&gt;
&lt;br /&gt;
Alliance Warfare&lt;br /&gt;
&lt;br /&gt;
Coordinating multiple fleets to overwhelm heavily defended targets&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
[[Fleet and Ships]]&lt;br /&gt;
&lt;br /&gt;
[[Rapid Fire]]&lt;br /&gt;
&lt;br /&gt;
[[Combat Mechanics]]&lt;br /&gt;
&lt;br /&gt;
[[Defenses]]&lt;br /&gt;
&lt;br /&gt;
[[Pirates]]&lt;br /&gt;
&lt;br /&gt;
[[Expeditions]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Shipyard&amp;diff=337</id>
		<title>Shipyard</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Shipyard&amp;diff=337"/>
		<updated>2026-07-31T11:43:20Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|name=Shipyard|image=Building_Shipyard.png|category=Infrastructure|realm=1|placement=Planet|steel=350|quartz=200|gas=150|time=18s|effects=Enables construction of ships and orbital platforms.&amp;lt;br&amp;gt;&lt;br /&gt;
Higher levels unlock larger ships.|requirements=None|costMultiplier=2|buildTimeMultiplier=2.2}}&lt;br /&gt;
&lt;br /&gt;
= Shipyard =&lt;br /&gt;
The &#039;&#039;&#039;Shipyard&#039;&#039;&#039; is the industrial heart of any spacefaring empire.&lt;br /&gt;
&lt;br /&gt;
Here, fleets are assembled from raw materials into fully operational starships ready to patrol the galaxy.&lt;br /&gt;
&lt;br /&gt;
Shipyards combine heavy orbital construction platforms with planetary manufacturing complexes capable of assembling hull sections, propulsion systems, and advanced weapon arrays.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
* Enables construction of all ships.&lt;br /&gt;
* Larger ship classes unlock at higher levels.&lt;br /&gt;
* Construction speed improves with research upgrades.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
Shipyards are among the largest structures ever built by colonial engineers. Massive orbital gantries stretch kilometers into space, where ship hulls are assembled piece by piece before their first launch.&lt;br /&gt;
&lt;br /&gt;
From small reconnaissance craft to colossal capital ships, every vessel begins its life within the dry docks of a shipyard. See full ship details in [[Fleet and Ships]]&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Shipyards are essential for military expansion.&lt;br /&gt;
&lt;br /&gt;
Higher levels become increasingly valuable when:&lt;br /&gt;
&lt;br /&gt;
* Producing large fleets&lt;br /&gt;
* Unlocking advanced ship classes&lt;br /&gt;
* Accelerating ship production during wartime&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Ship Construction Time ==&lt;br /&gt;
Ship construction time is determined by the ship&#039;s base build time, your &#039;&#039;&#039;Shipyard&#039;&#039;&#039; level, your &#039;&#039;&#039;Engineering Lab&#039;&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
The player-facing formula is:&amp;lt;pre&amp;gt;Final Ship Build Time&lt;br /&gt;
= Base Ship Build Time&lt;br /&gt;
  × (0.9 ^ Shipyard Level)&lt;br /&gt;
  × (0.5 ^ Nano Construction Level)&lt;br /&gt;
  × (1 / Engineering Lab Effect)&amp;lt;/pre&amp;gt;Where:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Base Ship Build Time&#039;&#039;&#039; is the ship&#039;s listed base construction time.&lt;br /&gt;
* &#039;&#039;&#039;Shipyard Level&#039;&#039;&#039; reduces build time multiplicatively.&lt;br /&gt;
* [[Engineering Lab]] &#039;&#039;&#039;Effect&#039;&#039;&#039; multiplies overall production speed.&lt;br /&gt;
&lt;br /&gt;
=== Engineering Lab Effect ===&lt;br /&gt;
Engineering Lab has two phases:&amp;lt;pre&amp;gt;&lt;br /&gt;
Engineering Lab Effect = 1 + 0.25 × Engineering Lab Level for levels 1 to 10&lt;br /&gt;
2.0 for level 10 and above&lt;br /&gt;
&amp;lt;/pre&amp;gt;This means:&lt;br /&gt;
&lt;br /&gt;
* Level 1 = 1.25x speed&lt;br /&gt;
* Level 2 = 1.50x speed&lt;br /&gt;
* Level 3 = 1.75x speed&lt;br /&gt;
* ...&lt;br /&gt;
* Level 10 = 2.00x speed&lt;br /&gt;
* Level 11+ = still 2.00x speed&lt;br /&gt;
&lt;br /&gt;
In other words, the Engineering Lab ramps up to double production speed by level 10, then stops increasing further for ship production.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
If a ship has a base build time of 10,800 seconds, and the colony has:&lt;br /&gt;
&lt;br /&gt;
* Shipyard Level 8&lt;br /&gt;
* Nano Construction Level 0&lt;br /&gt;
* Engineering Lab Level 6&lt;br /&gt;
&lt;br /&gt;
then:&amp;lt;pre&amp;gt;&lt;br /&gt;
Engineering Lab Effect = 1 + (0.25 × 6) = 2.5&lt;br /&gt;
Final Time = 10800 × (0.9 ^ 8) × (0.5 ^ 0) × (1 / 2.5)&lt;br /&gt;
&amp;lt;/pre&amp;gt;This gives the actual ship construction time for that colony.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
* Shipyard level always matters.&lt;br /&gt;
* Engineering Lab always matters.&lt;br /&gt;
* Nano Construction only matters if it is active in your game ruleset.&lt;br /&gt;
* No other construction-speed research is referenced in the currently loaded live building/research data for ship production.  &lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&lt;br /&gt;
* [[Tonnage]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Tonnage&amp;diff=336</id>
		<title>Tonnage</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Tonnage&amp;diff=336"/>
		<updated>2026-07-31T11:42:31Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Tonnage&amp;#039;&amp;#039;&amp;#039; is a soft empire-wide ceiling on military mass — ships and planetary defenses. It does not block construction outright; going over capacity multiplies ship and defense &amp;#039;&amp;#039;&amp;#039;build time&amp;#039;&amp;#039;&amp;#039;. Capacity comes from your Shipyard and Defense Yard levels across colonies (with moon yards counting at a reduced weight). Long-term power is meant to grow from monuments and strategy more than from endless fleet size.  This page covers how capacity is calculated, what coun...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Tonnage&#039;&#039;&#039; is a soft empire-wide ceiling on military mass — ships and planetary defenses. It does not block construction outright; going over capacity multiplies ship and defense &#039;&#039;&#039;build time&#039;&#039;&#039;. Capacity comes from your Shipyard and Defense Yard levels across colonies (with moon yards counting at a reduced weight). Long-term power is meant to grow from monuments and strategy more than from endless fleet size.&lt;br /&gt;
&lt;br /&gt;
This page covers how capacity is calculated, what counts as used tonnage, over-capacity penalties, unit values, alliance bonuses, and related systems (Ship Graveyard, boss FCS, ally moon tests).&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
&lt;br /&gt;
* Why tonnage exists&lt;br /&gt;
* How it works&lt;br /&gt;
* Empire capacity&lt;br /&gt;
* Moon yard contribution (75%)&lt;br /&gt;
* Used tonnage&lt;br /&gt;
* Over-capacity penalties&lt;br /&gt;
* Ships&lt;br /&gt;
* Defenses&lt;br /&gt;
* Alliance effects&lt;br /&gt;
* Related systems&lt;br /&gt;
* When to plan around it&lt;br /&gt;
* Quick reference&lt;br /&gt;
* See also&lt;br /&gt;
&lt;br /&gt;
== Why tonnage exists ==&lt;br /&gt;
End-game play centres on PvP, coordinated pirate-boss raids, and alliance warfare. Without a ceiling, fleets and turret walls would grow without bound. Tonnage:&lt;br /&gt;
&lt;br /&gt;
* Caps how large an empire can grow in ships and defenses &#039;&#039;&#039;without hard-blocking&#039;&#039;&#039; builds&lt;br /&gt;
* Slows construction when over capacity instead of forbidding queues&lt;br /&gt;
* Pushes late-game power toward &#039;&#039;&#039;monuments&#039;&#039;&#039;, class choices, and strategy rather than raw hull count&lt;br /&gt;
&lt;br /&gt;
Most players hit a meaningful first ceiling after roughly 3–4 months; after that, expansion of military mass is deliberately slower.&lt;br /&gt;
&lt;br /&gt;
== How it works ==&lt;br /&gt;
Every ship and defense unit has a catalog &#039;&#039;&#039;tonnage&#039;&#039;&#039; value. Your empire’s &#039;&#039;&#039;used tonnage&#039;&#039;&#039; is the sum of those values across hangars, active fleets, and planetary defenses. Your &#039;&#039;&#039;tonnage capacity&#039;&#039;&#039; is the sum of capacity from all Shipyards and Defense Yards (plus an optional Fortress doctrine bonus).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Concept&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Capacity&#039;&#039;&#039;&lt;br /&gt;
|Soft cap from yard levels (and alliance Fortress %)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Used&#039;&#039;&#039;&lt;br /&gt;
|Hangar ships + active fleets + planetary defenses&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Headroom&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;max(0, capacity − used)&amp;lt;/code&amp;gt; — room left under the cap&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Penalty&#039;&#039;&#039;&lt;br /&gt;
|Build-time multiplier when used exceeds capacity&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Tonnage does not change combat stats&#039;&#039;&#039;, fleet speed, hangar protection, resource production, or score directly. It only gates construction speed (and a few special systems listed below).&lt;br /&gt;
&lt;br /&gt;
Ships and defenses share &#039;&#039;&#039;one combined empire pool&#039;&#039;&#039;. Building either type checks the same empire capacity vs the same empire used total.&lt;br /&gt;
&lt;br /&gt;
== Empire capacity ==&lt;br /&gt;
&lt;br /&gt;
=== Yard bases ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Building&lt;br /&gt;
!Base &amp;lt;code&amp;gt;tonnageCapacity&amp;lt;/code&amp;gt;&lt;br /&gt;
!Growth&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shipyard&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;45,000,000&#039;&#039;&#039;&lt;br /&gt;
|Power curve (below)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defense Yard&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;25,000,000&#039;&#039;&#039;&lt;br /&gt;
|Power curve (below)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Alliance Defense Yard&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;2,000,000,000 per level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Linear&#039;&#039;&#039; (separate system pool — see Alliance Defense Yard)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effective levels ===&lt;br /&gt;
Across every colony that has a Shipyard or Defense Yard:&lt;br /&gt;
 &amp;lt;code&amp;gt;effectiveLevelContribution = isMoon ? level × moonFactor : level&lt;br /&gt;
 effectiveLevelSum = Σ contributions   (separately per building type)&amp;lt;/code&amp;gt;&lt;br /&gt;
Default &amp;lt;code&amp;gt;moonFactor&amp;lt;/code&amp;gt; is &#039;&#039;&#039;0.75&#039;&#039;&#039; (see Moon yard contribution).&lt;br /&gt;
&lt;br /&gt;
=== Capacity formula (player yards) ===&lt;br /&gt;
 &amp;lt;code&amp;gt;capacity = floor(baseTonnageCapacity × effectiveLevelSum^1.1)&lt;br /&gt;
 combinedCapacity = shipyardCapacity + defenseYardCapacity&amp;lt;/code&amp;gt;&lt;br /&gt;
Shipyard and Defense Yard are computed separately (each with its own base and effective level sum), then &#039;&#039;&#039;added&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Sample capacities (single yard type, planet levels only) ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Effective level&lt;br /&gt;
!Shipyard&lt;br /&gt;
!Defense Yard&lt;br /&gt;
!Combined&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|45.0M&lt;br /&gt;
|25.0M&lt;br /&gt;
|70.0M&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|566.5M&lt;br /&gt;
|314.7M&lt;br /&gt;
|881.2M&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|1.21B&lt;br /&gt;
|674.6M&lt;br /&gt;
|1.89B&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|1.90B&lt;br /&gt;
|1.05B&lt;br /&gt;
|2.95B&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|3.33B&lt;br /&gt;
|1.85B&lt;br /&gt;
|5.18B&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|5.58B&lt;br /&gt;
|3.10B&lt;br /&gt;
|8.68B&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|7.13B&lt;br /&gt;
|3.96B&lt;br /&gt;
|11.09B&lt;br /&gt;
|}&lt;br /&gt;
Levels from different colonies &#039;&#039;&#039;sum&#039;&#039;&#039; before the curve. Two planet Shipyards at L15 count as effective level &#039;&#039;&#039;30&#039;&#039;&#039;, not two separate L15 caps.&lt;br /&gt;
&lt;br /&gt;
==== Worked example ====&lt;br /&gt;
Planet Shipyard L30 + moon Defense Yard L40:&lt;br /&gt;
&lt;br /&gt;
* Shipyard effective levels: &#039;&#039;&#039;30&#039;&#039;&#039; → ≈ &#039;&#039;&#039;1.90B&#039;&#039;&#039;&lt;br /&gt;
* Defense Yard effective levels: &#039;&#039;&#039;40 × 0.75 = 30&#039;&#039;&#039; → ≈ &#039;&#039;&#039;1.05B&#039;&#039;&#039;&lt;br /&gt;
* Combined ≈ &#039;&#039;&#039;2.95B&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Moon yard contribution (75%) ==&lt;br /&gt;
Yards on &#039;&#039;&#039;moon&#039;&#039;&#039; colonies contribute only a fraction of their building level toward empire capacity:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Config&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;tonnage.moonYardCapacityFactor&amp;lt;/code&amp;gt;&lt;br /&gt;
|&#039;&#039;&#039;0.75&#039;&#039;&#039; (75%)&lt;br /&gt;
|}&lt;br /&gt;
 &amp;lt;code&amp;gt;moon contribution = buildingLevel × 0.75&lt;br /&gt;
 planet contribution = buildingLevel × 1.0&amp;lt;/code&amp;gt;&lt;br /&gt;
In practice this mainly affects &#039;&#039;&#039;Defense Yards&#039;&#039;&#039;: Defense Yard may be built on moons and planets; Shipyard is planet-only under current building rules. The factor still applies to any moon yard that exists in data.&lt;br /&gt;
&lt;br /&gt;
Moon yards are a useful place to add defense capacity — just remember each moon level is worth &#039;&#039;&#039;three-quarters&#039;&#039;&#039; of a planet level toward the empire cap.&lt;br /&gt;
&lt;br /&gt;
== Used tonnage ==&lt;br /&gt;
 &amp;lt;code&amp;gt;totalUsedTonnage = hangar ships + active fleets + planetary defenses&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Component&lt;br /&gt;
!What counts&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hangar&#039;&#039;&#039;&lt;br /&gt;
|All docked ships on all colonies (&amp;lt;code&amp;gt;colony_ships&amp;lt;/code&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Active fleets&#039;&#039;&#039;&lt;br /&gt;
|Fleets with status &amp;lt;code&amp;gt;traveling&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;stationed&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;returning&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;onMission&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defenses&#039;&#039;&#039;&lt;br /&gt;
|All planetary defenses on all colonies&lt;br /&gt;
|}&lt;br /&gt;
Per unit: &amp;lt;code&amp;gt;catalog.stats.tonnage × quantity&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not counted:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Ship Graveyard &#039;&#039;&#039;awaiting&#039;&#039;&#039; hull (not yet bought back)&lt;br /&gt;
* Permanently destroyed ships that became debris&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Counted immediately on graveyard buyback:&#039;&#039;&#039; recovered ships are added to the colony hangar when purchased, so they consume tonnage &#039;&#039;&#039;before&#039;&#039;&#039; recovery finishes and they can launch.&lt;br /&gt;
&lt;br /&gt;
== Over-capacity penalties ==&lt;br /&gt;
When used tonnage exceeds capacity, ship and defense &#039;&#039;&#039;build times&#039;&#039;&#039; are multiplied. Below 5% over, there is no penalty.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Excess over capacity&lt;br /&gt;
!Penalty level&lt;br /&gt;
!Build-time multiplier&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt; 5%&lt;br /&gt;
|—&lt;br /&gt;
|&#039;&#039;&#039;1×&#039;&#039;&#039; (none)&lt;br /&gt;
|-&lt;br /&gt;
|≥ 5%&lt;br /&gt;
|1&lt;br /&gt;
|&#039;&#039;&#039;5×&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|≥ 10%&lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;&#039;10×&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|≥ 15%&lt;br /&gt;
|3&lt;br /&gt;
|&#039;&#039;&#039;20×&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|≥ 20%&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;100×&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
 &amp;lt;code&amp;gt;excessRatio = (used − capacity) / capacity&lt;br /&gt;
 finalBuildTimeMs = floor(baseBuildTimeMs × multiplier)&amp;lt;/code&amp;gt;&lt;br /&gt;
The penalty applies to both Shipyard and Defense Yard queues against the &#039;&#039;&#039;same&#039;&#039;&#039; empire combined totals. Negative energy (a separate system) can pause production entirely; that is not a tonnage effect.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
Each ship type has a fixed catalog tonnage (design baseline: Light Interceptor / Kamikaze = &#039;&#039;&#039;1&#039;&#039;&#039;).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Ship&lt;br /&gt;
!Tonnage&lt;br /&gt;
!Ship&lt;br /&gt;
!Tonnage&lt;br /&gt;
|-&lt;br /&gt;
|Probe&lt;br /&gt;
|1&lt;br /&gt;
|Carrier&lt;br /&gt;
|69&lt;br /&gt;
|-&lt;br /&gt;
|Kamikaze&lt;br /&gt;
|1&lt;br /&gt;
|Orbital Refinery&lt;br /&gt;
|71&lt;br /&gt;
|-&lt;br /&gt;
|Cargo Ship&lt;br /&gt;
|1&lt;br /&gt;
|Destroyer&lt;br /&gt;
|81&lt;br /&gt;
|-&lt;br /&gt;
|Recycler&lt;br /&gt;
|3&lt;br /&gt;
|Heavy Cruiser&lt;br /&gt;
|94&lt;br /&gt;
|-&lt;br /&gt;
|Freighter&lt;br /&gt;
|5&lt;br /&gt;
|Science Vessel&lt;br /&gt;
|127&lt;br /&gt;
|-&lt;br /&gt;
|Colony Ship&lt;br /&gt;
|6&lt;br /&gt;
|Dreadnought&lt;br /&gt;
|133&lt;br /&gt;
|-&lt;br /&gt;
|Fighter&lt;br /&gt;
|9&lt;br /&gt;
|Planetary Harvester&lt;br /&gt;
|147&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Recycler&lt;br /&gt;
|9&lt;br /&gt;
|Support Vessel&lt;br /&gt;
|165&lt;br /&gt;
|-&lt;br /&gt;
|Corvette&lt;br /&gt;
|20&lt;br /&gt;
|Megahauler&lt;br /&gt;
|65&lt;br /&gt;
|-&lt;br /&gt;
|Frigate&lt;br /&gt;
|27&lt;br /&gt;
|Battlecruiser&lt;br /&gt;
|975&lt;br /&gt;
|-&lt;br /&gt;
|Bomber&lt;br /&gt;
|33&lt;br /&gt;
|Titan&lt;br /&gt;
|1888&lt;br /&gt;
|-&lt;br /&gt;
|Cruiser&lt;br /&gt;
|36&lt;br /&gt;
|Colossus&lt;br /&gt;
|2829&lt;br /&gt;
|-&lt;br /&gt;
|Battleship&lt;br /&gt;
|45&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Capital hulls (Battlecruiser, Titan, Colossus) dominate late-game used tonnage. Utility ships such as Planetary Harvesters (147 each) also add up quickly if mass-produced.&lt;br /&gt;
&lt;br /&gt;
== Defenses ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Defense&lt;br /&gt;
!Tonnage&lt;br /&gt;
!Defense&lt;br /&gt;
!Tonnage&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Turret&lt;br /&gt;
|1&lt;br /&gt;
|EMP Emitter&lt;br /&gt;
|24&lt;br /&gt;
|-&lt;br /&gt;
|Laser Turret&lt;br /&gt;
|2&lt;br /&gt;
|Railgun Tower&lt;br /&gt;
|45&lt;br /&gt;
|-&lt;br /&gt;
|Flak Cannon&lt;br /&gt;
|4&lt;br /&gt;
|Plasma Cannon&lt;br /&gt;
|53&lt;br /&gt;
|-&lt;br /&gt;
|Ion Turret&lt;br /&gt;
|9&lt;br /&gt;
|Large Shield Dome&lt;br /&gt;
|57&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Laser&lt;br /&gt;
|12&lt;br /&gt;
|Planetary Dome&lt;br /&gt;
|210&lt;br /&gt;
|-&lt;br /&gt;
|Missile Battery&lt;br /&gt;
|15&lt;br /&gt;
|Prism Tower&lt;br /&gt;
|220&lt;br /&gt;
|-&lt;br /&gt;
|Small Shield Dome&lt;br /&gt;
|22&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Defenses share the empire pool with ships. Heavy late-game turrets and domes are expensive in tonnage; stacking them without upgrading yards will push you into penalty bands.&lt;br /&gt;
&lt;br /&gt;
== Alliance effects ==&lt;br /&gt;
&lt;br /&gt;
=== Fortress doctrine (capacity %) ===&lt;br /&gt;
Connected &#039;&#039;&#039;Fortress&#039;&#039;&#039; nodes grant an alliance-wide &#039;&#039;&#039;percentage bonus&#039;&#039;&#039; to tonnage capacity:&lt;br /&gt;
 &amp;lt;code&amp;gt;effective% = (tonnageCapPct × L) / (L + tonnageCurveK)&lt;br /&gt;
 boostedCapacity = floor(baseCapacity × (1 + effective% / 100))&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Config&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|Cap (&amp;lt;code&amp;gt;territory.tonnageCapPct&amp;lt;/code&amp;gt;)&lt;br /&gt;
|&#039;&#039;&#039;5%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Curve K (&amp;lt;code&amp;gt;territory.tonnageCurveK&amp;lt;/code&amp;gt;)&lt;br /&gt;
|&#039;&#039;&#039;25&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;L&#039;&#039;&#039; is the sum of main-building levels on connected, active Fortress nodes (with signature building ≥ 1).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Fortress levels (L)&lt;br /&gt;
!Effective bonus&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
| +2.50%&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
| +3.33%&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
| +4.00%&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
| +4.44%&lt;br /&gt;
|-&lt;br /&gt;
|400&lt;br /&gt;
| +4.71%&lt;br /&gt;
|}&lt;br /&gt;
The bonus applies to player empire capacity for members, and to alliance Defense Yard capacity on systems. Full doctrine rules: Alliance Territory.&lt;br /&gt;
&lt;br /&gt;
=== Alliance Defense Yard ===&lt;br /&gt;
Alliance system defenses use a &#039;&#039;&#039;separate per-system&#039;&#039;&#039; pool:&lt;br /&gt;
 &amp;lt;code&amp;gt;allianceCapacity = yardLevel × 2,000,000,000&amp;lt;/code&amp;gt;&lt;br /&gt;
Max level 15 → &#039;&#039;&#039;30B&#039;&#039;&#039; before Fortress %. Penalty compares &#039;&#039;&#039;that colony’s defense tonnage&#039;&#039;&#039; to &#039;&#039;&#039;that system’s&#039;&#039;&#039; Alliance Defense Yard capacity — not the player empire pool.&lt;br /&gt;
&lt;br /&gt;
Build speed on the Alliance Defense Yard is separate: &#039;&#039;&#039;−25% time per level&#039;&#039;&#039; (&amp;lt;code&amp;gt;0.75^level&amp;lt;/code&amp;gt;), unrelated to the tonnage curve.&lt;br /&gt;
&lt;br /&gt;
== Related systems ==&lt;br /&gt;
&lt;br /&gt;
=== Ship Graveyard ===&lt;br /&gt;
Hull lost in PvP can enter the Ship Graveyard. Buyback is limited by &#039;&#039;&#039;tonnage headroom&#039;&#039;&#039; (&amp;lt;code&amp;gt;capacity − used&amp;lt;/code&amp;gt;). Awaiting graveyard inventory does &#039;&#039;&#039;not&#039;&#039;&#039; count toward used tonnage until purchased; after buyback, ships count immediately even while recovering.&lt;br /&gt;
&lt;br /&gt;
=== Boss FCS minimum fleet tonnage ===&lt;br /&gt;
Boss coordinated strikes require each participating fleet to meet a &#039;&#039;&#039;minimum fleet tonnage&#039;&#039;&#039; that scales with realm (whole fleet — attack, defense, and support ships all qualify):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Realm&lt;br /&gt;
!Minimum fleet tonnage&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|100,000&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|1,000,000&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|10,000,000&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1,000,000,000&lt;br /&gt;
|}&lt;br /&gt;
See Pirate Bosses.&lt;br /&gt;
&lt;br /&gt;
=== Ally moon test attacks ===&lt;br /&gt;
Solo fleets attacking an ally’s moon are capped at &#039;&#039;&#039;1,000,000,000&#039;&#039;&#039; fleet tonnage. Group FCS attacks do not use this exemption path.&lt;br /&gt;
&lt;br /&gt;
== When to plan around it ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stage&lt;br /&gt;
!Guidance&lt;br /&gt;
|-&lt;br /&gt;
|Early realms&lt;br /&gt;
|Basic yard levels usually cover any ship tier you can unlock&lt;br /&gt;
|-&lt;br /&gt;
|Realm 4+&lt;br /&gt;
|Watch the tonnage bar, especially with capital ships&lt;br /&gt;
|-&lt;br /&gt;
|Approaching / over cap&lt;br /&gt;
|Upgrade yards, scrap older hulls, or stay under the limit before queuing more&lt;br /&gt;
|}&lt;br /&gt;
Actions that help when over capacity: raise Shipyard / Defense Yard levels (planet yards give full weight), scrap or lose obsolete hulls, use alliance Fortress investment for a few percent more capacity, or delay further builds until headroom returns.&lt;br /&gt;
&lt;br /&gt;
== Quick reference ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Value / rule&lt;br /&gt;
|-&lt;br /&gt;
|Shipyard base capacity&lt;br /&gt;
|45,000,000 × L^1.1&lt;br /&gt;
|-&lt;br /&gt;
|Defense Yard base capacity&lt;br /&gt;
|25,000,000 × L^1.1&lt;br /&gt;
|-&lt;br /&gt;
|Moon yard level weight&lt;br /&gt;
|&#039;&#039;&#039;75%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Combined pool&lt;br /&gt;
|Ships + defenses vs SY + DY capacity&lt;br /&gt;
|-&lt;br /&gt;
|Penalty bands&lt;br /&gt;
|5%→5×, 10%→10×, 15%→20×, 20%→100×&lt;br /&gt;
|-&lt;br /&gt;
|Fortress tonnage bonus&lt;br /&gt;
|Up to +5%, K=25 diminishing return&lt;br /&gt;
|-&lt;br /&gt;
|Alliance Defense Yard&lt;br /&gt;
|2B × level (linear, per system)&lt;br /&gt;
|-&lt;br /&gt;
|Combat stats from tonnage?&lt;br /&gt;
|&#039;&#039;&#039;No&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* Alliance Territory — Fortress doctrine, tonnage % curve, projection&lt;br /&gt;
* Alliances — alliance overview and doctrines summary&lt;br /&gt;
* Pirate Bosses — FCS boss raids and minimum fleet tonnage&lt;br /&gt;
* Player Classes — monuments and long-term power growth&lt;br /&gt;
* In-game Quick Guide: &#039;&#039;&#039;Settings → Quick Guides → Tonnage&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Territory_Siege&amp;diff=335</id>
		<title>Territory Siege</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Territory_Siege&amp;diff=335"/>
		<updated>2026-07-31T11:39:22Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Territory Siege&#039;&#039;&#039; turns system conquest into a &#039;&#039;&#039;multi-stage campaign&#039;&#039;&#039; instead of a single raid. An alliance must clear &#039;&#039;&#039;stages&#039;&#039;&#039; at the system center: the opening Contest has no wait, then each later stage opens a short Vulnerable window after a reinforcement gap. Ownership changes only on the &#039;&#039;&#039;final&#039;&#039;&#039; stage.&amp;lt;blockquote&amp;gt;Requires the &#039;&#039;&#039;Territory Siege&#039;&#039;&#039; feature to be enabled. Classic instant conquest still applies when the feature is off. You must also have &#039;&#039;&#039;System Conquering&#039;&#039;&#039; and use &#039;&#039;&#039;FCS&#039;&#039;&#039; (Fleet Coordination System) for system-center assaults. See Alliances → Territorial control.&lt;br /&gt;
&lt;br /&gt;
Bastions, doctrines, connected territory, and the caps referenced below live on the Alliance Territory page.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
&lt;br /&gt;
* Why sieges exist&lt;br /&gt;
* The flow&lt;br /&gt;
* Stages by target&lt;br /&gt;
* Timers &amp;amp; defence window&lt;br /&gt;
* How long a campaign takes&lt;br /&gt;
* Contest (stage 1)&lt;br /&gt;
* Vulnerable windows (stages 2+)&lt;br /&gt;
* Takeover success&lt;br /&gt;
* Bastion clusters&lt;br /&gt;
* Defending&lt;br /&gt;
* Economy while Contested&lt;br /&gt;
* Ship losses &amp;amp; Ship Graveyard&lt;br /&gt;
* Building penalty&lt;br /&gt;
* Limits &amp;amp; cooldowns&lt;br /&gt;
* Map &amp;amp; UI signals&lt;br /&gt;
* Diplomacy&lt;br /&gt;
* Quick reference&lt;br /&gt;
&lt;br /&gt;
== Why sieges exist ==&lt;br /&gt;
Under instant conquest, one FCS win could flip a Division while defenders were offline, and full permanent capital losses made serious territory wars feel suicidal.&lt;br /&gt;
&lt;br /&gt;
Sieges keep wars meaningful while:&lt;br /&gt;
&lt;br /&gt;
* Giving both sides &#039;&#039;&#039;notice&#039;&#039;&#039; before ownership changes&lt;br /&gt;
* Scheduling later stages around the &#039;&#039;&#039;defender’s alliance defence window&#039;&#039;&#039; (EVE-style), so attackers adapt to the holder’s timezone&lt;br /&gt;
* Softening hull loss through the &#039;&#039;&#039;Ship Graveyard&#039;&#039;&#039; with phase-specific debris rates&lt;br /&gt;
&lt;br /&gt;
== The flow ==&lt;br /&gt;
 &amp;lt;code&amp;gt;Neutral / Division / Bastion child     Bastion root&lt;br /&gt;
         │                                    │&lt;br /&gt;
         │  FCS Contest (stage 1)             │  FCS Contest (stage 1)&lt;br /&gt;
         ▼                                    ▼&lt;br /&gt;
    Contested ──(≥24h + defence window)──► Vulnerable (2h)&lt;br /&gt;
         │                                    │&lt;br /&gt;
         │  FCS stage 2                       │  FCS stage 2 → Contested again&lt;br /&gt;
         ▼                                    ▼&lt;br /&gt;
    ownership flips                      Contested ──(≥24h + window)──► Vulnerable&lt;br /&gt;
                                                                 │&lt;br /&gt;
                                                                 │  FCS stage 3&lt;br /&gt;
                                                                 ▼&lt;br /&gt;
                                                           ownership flips&lt;br /&gt;
                                                                 (whole cluster)&lt;br /&gt;
 &lt;br /&gt;
         └── Headquarters cannot be sieged&amp;lt;/code&amp;gt;&lt;br /&gt;
Ownership &#039;&#039;&#039;never&#039;&#039;&#039; changes on Contest or on intermediate Bastion stages — only on the &#039;&#039;&#039;final&#039;&#039;&#039; Vulnerable clear.&lt;br /&gt;
&lt;br /&gt;
== Stages by target ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Target&lt;br /&gt;
!Stages&lt;br /&gt;
!Scheduled waits&lt;br /&gt;
|-&lt;br /&gt;
|Neutral system / Division / Bastion &#039;&#039;&#039;child&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Bastion &#039;&#039;&#039;root&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Stage 1 is the opening Contest attack (no wait). Stages 2+ each have a Vulnerable window.&lt;br /&gt;
&lt;br /&gt;
== Timers &amp;amp; defence window ==&lt;br /&gt;
After a stage is cleared, the next Vulnerable window is scheduled as:&lt;br /&gt;
&lt;br /&gt;
# Wait at least &#039;&#039;&#039;&amp;lt;code&amp;gt;minReinforcementGapHours&amp;lt;/code&amp;gt;&#039;&#039;&#039; (default &#039;&#039;&#039;24h&#039;&#039;&#039;)&lt;br /&gt;
# Take the defender’s next &#039;&#039;&#039;8-hour defence window&#039;&#039;&#039; that &#039;&#039;&#039;starts&#039;&#039;&#039; at or after that point (alliance-wide start hour UTC, default &#039;&#039;&#039;17:00&#039;&#039;&#039;)&lt;br /&gt;
# Place a random &#039;&#039;&#039;2-hour&#039;&#039;&#039; strike slot inside that envelope&lt;br /&gt;
&lt;br /&gt;
The window must start &#039;&#039;after&#039;&#039; the gap — a window already half-elapsed when the gap runs out is skipped, so the defender always gets their full envelope of warning. Each wait therefore spans &#039;&#039;&#039;24–54 hours&#039;&#039;&#039;, expected ≈ &#039;&#039;&#039;39h&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For example, with a 17:00 UTC window and a stage cleared at 20:00: the next day&#039;s window has already opened by the time the 24h gap elapses, so the slot lands in the following day&#039;s window — &#039;&#039;&#039;45–51h&#039;&#039;&#039; after the clear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defence window rules:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Only the &#039;&#039;&#039;start hour&#039;&#039;&#039; is player-chosen (deputy/leader); length is fixed at 8h&lt;br /&gt;
* &#039;&#039;&#039;168h&#039;&#039;&#039; cooldown between changes; &#039;&#039;&#039;blocked&#039;&#039;&#039; while the alliance has any open siege (attacking or defending)&lt;br /&gt;
* If &#039;&#039;&#039;no&#039;&#039;&#039; alliance member has been active within &#039;&#039;&#039;7 days&#039;&#039;&#039;, the defence-window benefit is skipped and the 2h slot opens as soon as the gap elapses&lt;br /&gt;
&lt;br /&gt;
Attackers may land the FCS &#039;&#039;&#039;anytime&#039;&#039;&#039; in the 2h Vulnerable window. You do &#039;&#039;&#039;not&#039;&#039;&#039; need to sit and DPS for two hours — Regna resolves one battle when the fleet arrives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why the defender picks the hour.&#039;&#039;&#039; Making attackers adapt to the holder’s clock is the point. Fixing timers relative to the attack is what produces timezone tanking — hitting sleeping alliances on purpose — and fully randomising the window does not fix that either: it re-creates the same unfairness with the blame moved to chance, while making defensive organisation harder. Randomising only the 2h slot inside a known 8h envelope keeps attacks unpredictable without making them unanswerable.&lt;br /&gt;
&lt;br /&gt;
== How long a campaign takes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Division / child (1 wait)&lt;br /&gt;
!Bastion root (2 waits)&lt;br /&gt;
|-&lt;br /&gt;
|Best case&lt;br /&gt;
|1.0 day&lt;br /&gt;
|&#039;&#039;&#039;2.0 days&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Expected&lt;br /&gt;
|1.6 days&lt;br /&gt;
|&#039;&#039;&#039;3.25 days&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Worst case&lt;br /&gt;
|2.25 days&lt;br /&gt;
|&#039;&#039;&#039;4.5 days&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
There is &#039;&#039;&#039;no campaign timer&#039;&#039;&#039; and no cross-stage retry: you either clear each stage inside its own 2h window or the whole siege ends. Multiple attack waves &#039;&#039;within&#039;&#039; a window are fine. Both sides are mailed when a stage is cleared, when the next window is scheduled, and when it opens.&lt;br /&gt;
&lt;br /&gt;
== Contest (stage 1) ==&lt;br /&gt;
&lt;br /&gt;
# Scout the Stellar Nexus / rival Division or Bastion center.&lt;br /&gt;
# Launch a &#039;&#039;&#039;coordinated FCS&#039;&#039;&#039; attack on the system center.&lt;br /&gt;
# On victory (and if gates pass), the system becomes &#039;&#039;&#039;Contested&#039;&#039;&#039; and stage 1 is cleared.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contest does not:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Transfer &amp;lt;code&amp;gt;controlling&amp;lt;/code&amp;gt; ownership&lt;br /&gt;
* Wipe remaining NPC garrison beyond battle losses&lt;br /&gt;
* Raze alliance buildings&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gates (high level):&#039;&#039;&#039; active alliance, System Conquering + Territory Siege enabled, not your own system, not an HQ, not NAP/Ally with the holder, under territory hold cap (cluster-aware for Bastion roots), not over Bastion &#039;&#039;&#039;archetype&#039;&#039;&#039; instance cap when Contesting another root of that type, system not already sieged / not in re-contest cooldown, and your alliance has fewer than &#039;&#039;&#039;5&#039;&#039;&#039; open Contests.&lt;br /&gt;
&lt;br /&gt;
Only the alliance that Contested the system may clear later stages.&lt;br /&gt;
&lt;br /&gt;
== Vulnerable windows (stages 2+) ==&lt;br /&gt;
When Contested ends, the system becomes &#039;&#039;&#039;Vulnerable&#039;&#039;&#039; for &#039;&#039;&#039;2 hours&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;contester&#039;&#039;&#039; must win another FCS fight at the system center during that window.&lt;br /&gt;
* On a &#039;&#039;&#039;Division / child / neutral&#039;&#039;&#039;: that clears the final stage → ownership flips.&lt;br /&gt;
* On a &#039;&#039;&#039;Bastion root&#039;&#039;&#039;: the first Vulnerable clear advances to the next Contested wait; the &#039;&#039;&#039;second&#039;&#039;&#039; Vulnerable clear takes the cluster.&lt;br /&gt;
* If they lose, hit a gate failure (e.g. territory cap) on the final stage, or never show up, the siege resolves as &#039;&#039;&#039;defended&#039;&#039;&#039; / &#039;&#039;&#039;expired&#039;&#039;&#039; and the holder keeps the system (with cooldown). Failing any stage ends the whole campaign — there is no cross-stage retry.&lt;br /&gt;
&lt;br /&gt;
== Takeover success ==&lt;br /&gt;
On a successful &#039;&#039;&#039;final&#039;&#039;&#039; Takeover:&lt;br /&gt;
&lt;br /&gt;
* Ownership transfers to the contester.&lt;br /&gt;
* Center military and resources are cleared as on conquest.&lt;br /&gt;
* For a &#039;&#039;&#039;PvP&#039;&#039;&#039; take of a held system: buildings take a &#039;&#039;&#039;level penalty&#039;&#039;&#039; (see below) instead of a full raze when Territory Siege is on.&lt;br /&gt;
* The usual &#039;&#039;&#039;2-day&#039;&#039;&#039; grace to build Headquarters / Division Center / Bastion main still applies after a real conquest of an unanchored system.&lt;br /&gt;
* Harvest / survey / pool income returns to normal once the siege is resolved.&lt;br /&gt;
&lt;br /&gt;
== Bastion clusters ==&lt;br /&gt;
&lt;br /&gt;
* Capturing a &#039;&#039;&#039;Bastion root&#039;&#039;&#039; transfers the &#039;&#039;&#039;entire cluster&#039;&#039;&#039; (root + all attached child Divisions), keeping archetype, doctrine, parent links, and buildings (subject to the penalty).&lt;br /&gt;
* Capturing a &#039;&#039;&#039;child Division alone&#039;&#039;&#039; transfers only that system; it becomes an unattached Division (&amp;lt;code&amp;gt;parent&amp;lt;/code&amp;gt; cleared). It may auto-join the conqueror’s HQ blob if adjacent, or need a manual attach to a Bastion.&lt;br /&gt;
* Open sieges elsewhere in the cluster are &#039;&#039;&#039;cancelled&#039;&#039;&#039; when the root changes hands (or when the cluster is abandoned).&lt;br /&gt;
* A stunned Embassy captured by another alliance becomes a &#039;&#039;&#039;clean, active&#039;&#039;&#039; Embassy for the conqueror.&lt;br /&gt;
&lt;br /&gt;
== Defending ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Layer&lt;br /&gt;
!Role&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Station Guardians&#039;&#039;&#039;&lt;br /&gt;
|Park fleets on the system center before Vulnerable windows; they fight in stage battles and earn harvest security cuts in peacetime&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defense Yard turrets&#039;&#039;&#039;&lt;br /&gt;
|Cheap regenerating layer; participate in combat and partially auto-repair&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fortress doctrine&#039;&#039;&#039;&lt;br /&gt;
|The &#039;&#039;&#039;strongest&#039;&#039;&#039; adjacent Fortress projects &#039;&#039;&#039;50%&#039;&#039;&#039; of its held defence into the fight — borrowed, never consumed from the projecting colony, and never costing the defender more units than it owns (details)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Alliance research&#039;&#039;&#039;&lt;br /&gt;
|Armor / shields / weapons / garrison capacity strengthen defenses&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defence window&#039;&#039;&#039;&lt;br /&gt;
|Set your alliance’s UTC start hour so Vulnerable slots fall in your waking hours&lt;br /&gt;
|}&lt;br /&gt;
When Contested mail arrives: form Guardians, refresh station durations, and watch the countdown on the galaxy map, system details, Alliance Systems list, and HQ/Division/Bastion building modal.&lt;br /&gt;
&lt;br /&gt;
== Economy while Contested ==&lt;br /&gt;
While a system is &#039;&#039;&#039;Contested&#039;&#039;&#039; or &#039;&#039;&#039;Vulnerable&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* That system’s contribution to the alliance &#039;&#039;&#039;daily pool&#039;&#039;&#039; is reduced (&#039;&#039;&#039;×0.5&#039;&#039;&#039;)&lt;br /&gt;
* &#039;&#039;&#039;Harvest&#039;&#039;&#039; and &#039;&#039;&#039;Survey&#039;&#039;&#039; mission yields from that system are reduced (&#039;&#039;&#039;×0.5&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
Contesting hurts the holder’s economy without giving the attacker free ownership.&lt;br /&gt;
&lt;br /&gt;
== Ship losses &amp;amp; Ship Graveyard ==&lt;br /&gt;
Winner of each fight is still decided by the normal battle simulation — not by who lost more ships.&lt;br /&gt;
&lt;br /&gt;
Destroyed &#039;&#039;&#039;player&#039;&#039;&#039; hull (attackers and stationed Guardians) uses the &#039;&#039;&#039;Ship Graveyard&#039;&#039;&#039; pipeline with siege debris overrides:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Phase&lt;br /&gt;
!Debris (gone / salvage field)&lt;br /&gt;
!Graveyard buyback&lt;br /&gt;
|-&lt;br /&gt;
|Contest / intermediate stage&lt;br /&gt;
|&#039;&#039;&#039;~15%&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;~85%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Final Takeover stage&lt;br /&gt;
|&#039;&#039;&#039;~30%&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;~70%&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
NPC protector ships do not enter the Graveyard. Planetary defenses use normal damage + auto-repair (no Graveyard).&lt;br /&gt;
&lt;br /&gt;
== Building penalty ==&lt;br /&gt;
When Territory Siege is on and you successfully Take over a &#039;&#039;&#039;held&#039;&#039;&#039; system:&lt;br /&gt;
&lt;br /&gt;
* Each alliance building on the center loses &#039;&#039;&#039;3 levels&#039;&#039;&#039;&lt;br /&gt;
* If the new level is &#039;&#039;&#039;below 4&#039;&#039;&#039;, the building is &#039;&#039;&#039;removed&#039;&#039;&#039; — &#039;&#039;&#039;except&#039;&#039;&#039; Headquarters, Division Center, and Bastion mains, which are &#039;&#039;&#039;never deleted&#039;&#039;&#039; and floor at &#039;&#039;&#039;level 1&#039;&#039;&#039;&lt;br /&gt;
* A main building that was still &#039;&#039;&#039;under construction&#039;&#039;&#039; (never finished its first level) is &#039;&#039;&#039;removed&#039;&#039;&#039; instead of being handed over finished — the conqueror does not inherit a main nobody paid for, and the system stays free to anchor again&lt;br /&gt;
* If &#039;&#039;&#039;your&#039;&#039;&#039; alliance lost this system recently and retakes it within &#039;&#039;&#039;7 days&#039;&#039;&#039;, the −3 pass is &#039;&#039;&#039;waived&#039;&#039;&#039; (you keep buildings as they currently are)&lt;br /&gt;
&lt;br /&gt;
Mains are protected because a Bastion whose main was destroyed would have no archetype anchor and children pointing at a parent that no longer exists.&lt;br /&gt;
&lt;br /&gt;
Neutral first takes have no player buildings to penalize. When Territory Siege is &#039;&#039;&#039;off&#039;&#039;&#039;, rival takeovers still use the older full building wipe.&lt;br /&gt;
&lt;br /&gt;
== Limits &amp;amp; cooldowns ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rule&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|Max open Contests per alliance (Contested + Vulnerable)&lt;br /&gt;
|&#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Re-contest cooldown after fail / expire / cancel&lt;br /&gt;
|&#039;&#039;&#039;24 hours&#039;&#039;&#039; on that system&lt;br /&gt;
|-&lt;br /&gt;
|Headquarters&lt;br /&gt;
|&#039;&#039;&#039;Cannot&#039;&#039;&#039; be Contested or Taken&lt;br /&gt;
|-&lt;br /&gt;
|Who can clear later stages&lt;br /&gt;
|Only the &#039;&#039;&#039;Contester&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Bastion archetype cap&lt;br /&gt;
|Cannot Contest another root of a type you already hold at cap&lt;br /&gt;
|-&lt;br /&gt;
|Territory cap on a cluster take&lt;br /&gt;
|Checked for the &#039;&#039;&#039;whole cluster&#039;&#039;&#039;; nets exactly &#039;&#039;&#039;+1&#039;&#039;&#039; slot&lt;br /&gt;
|}&lt;br /&gt;
Both caps are checked when a Contest &#039;&#039;&#039;starts&#039;&#039;&#039;, never at the final stage — you should not discover a block after a three-stage campaign. Being at archetype cap still lets you besiege that cluster&#039;s &#039;&#039;&#039;child&#039;&#039;&#039; Divisions.&lt;br /&gt;
&lt;br /&gt;
== Map &amp;amp; UI signals ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Signal&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Amber / warning&#039;&#039;&#039; system border&lt;br /&gt;
|Contested&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Red / danger&#039;&#039;&#039; system border&lt;br /&gt;
|Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
|Alliance Systems list flags + countdown&lt;br /&gt;
|Per-system siege status + stage&lt;br /&gt;
|-&lt;br /&gt;
|HQ / Division / Bastion building modal&lt;br /&gt;
|Live countdown + defend hints&lt;br /&gt;
|-&lt;br /&gt;
|Alliance bottom-nav red border + &amp;lt;code&amp;gt;!&amp;lt;/code&amp;gt;&lt;br /&gt;
|Alliance system under inbound threat and/or under siege&lt;br /&gt;
|-&lt;br /&gt;
|System details popup&lt;br /&gt;
|Contested / Vulnerable status with live timer&lt;br /&gt;
|}&lt;br /&gt;
Long-press the Alliance button to open the Alliance Systems selector.&lt;br /&gt;
&lt;br /&gt;
== Diplomacy ==&lt;br /&gt;
&lt;br /&gt;
* You cannot Contest a system held by an alliance you have a &#039;&#039;&#039;NAP&#039;&#039;&#039; or &#039;&#039;&#039;Ally&#039;&#039;&#039; treaty with.&lt;br /&gt;
* If a protective treaty is formed &#039;&#039;&#039;mid-siege&#039;&#039;&#039; between contester and defender, the open siege is &#039;&#039;&#039;cancelled&#039;&#039;&#039; and the holder keeps the system.&lt;br /&gt;
&lt;br /&gt;
== Quick reference ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Thing&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|Division stages&lt;br /&gt;
|2 (1 wait)&lt;br /&gt;
|-&lt;br /&gt;
|Bastion root stages&lt;br /&gt;
|3 (2 waits)&lt;br /&gt;
|-&lt;br /&gt;
|Min reinforcement gap&lt;br /&gt;
|24h (12h is the approved shorter fallback)&lt;br /&gt;
|-&lt;br /&gt;
|Defence window&lt;br /&gt;
|8h envelope; start hour alliance-chosen (default 17 UTC)&lt;br /&gt;
|-&lt;br /&gt;
|Defence window change&lt;br /&gt;
|Deputy+; &#039;&#039;&#039;168h&#039;&#039;&#039; cooldown; blocked during any open siege&lt;br /&gt;
|-&lt;br /&gt;
|Vulnerable strike slot&lt;br /&gt;
|Random 2h inside the envelope&lt;br /&gt;
|-&lt;br /&gt;
|Span per wait&lt;br /&gt;
|24–54h (expected ≈ 39h)&lt;br /&gt;
|-&lt;br /&gt;
|Total campaign&lt;br /&gt;
|Division ≈ 1.6d · Bastion ≈ 3.25d&lt;br /&gt;
|-&lt;br /&gt;
|Max open Contests&lt;br /&gt;
|5 per alliance&lt;br /&gt;
|-&lt;br /&gt;
|Failed siege cooldown&lt;br /&gt;
|24h&lt;br /&gt;
|-&lt;br /&gt;
|Contested income factor&lt;br /&gt;
|×0.5 (pool + harvest + survey)&lt;br /&gt;
|-&lt;br /&gt;
|Contest debris / Graveyard&lt;br /&gt;
|~15% / ~85%&lt;br /&gt;
|-&lt;br /&gt;
|Final Takeover debris / Graveyard&lt;br /&gt;
|~30% / ~70%&lt;br /&gt;
|-&lt;br /&gt;
|Building penalty&lt;br /&gt;
|−3 levels; remove if &amp;lt; 4 (mains floor at 1)&lt;br /&gt;
|-&lt;br /&gt;
|Previous-owner waiver&lt;br /&gt;
|7 days&lt;br /&gt;
|-&lt;br /&gt;
|Feature flag&lt;br /&gt;
|&amp;lt;code&amp;gt;systemSiege&amp;lt;/code&amp;gt; (with system conquering); Bastion tiers additionally need &amp;lt;code&amp;gt;allianceTerritory&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related ==&lt;br /&gt;
&lt;br /&gt;
* [[Alliance Territory]] — Bastions, doctrines, connected territory, caps, territory effects&lt;br /&gt;
* [[Alliances]] — territory, HQ/Divisions/Bastions, harvest, diplomacy&lt;br /&gt;
* [[Player Classes]] — FCS and harvest/survey class bonuses&lt;br /&gt;
* [[Resource Protection]] — general PvP loot context&lt;br /&gt;
* In-game: &#039;&#039;&#039;Settings → Quick Guides → Alliance Territorial Control&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Alliance_Territory&amp;diff=334</id>
		<title>Alliance Territory</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Alliance_Territory&amp;diff=334"/>
		<updated>2026-07-31T11:38:17Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;= Bastions &amp;amp; Doctrines = Holding systems is only the first half of alliance territory. The second half is &amp;#039;&amp;#039;&amp;#039;shape and specialisation&amp;#039;&amp;#039;&amp;#039;: which of your systems are &amp;#039;&amp;#039;connected&amp;#039;&amp;#039;, what each one is &amp;#039;&amp;#039;for&amp;#039;&amp;#039;, and how far from home you can plant a flag.  Three ideas drive everything on this page:  * &amp;#039;&amp;#039;&amp;#039;Connection matters.&amp;#039;&amp;#039;&amp;#039; A system only pays alliance-wide bonuses while it is linked back to your Headquarters or to one of your Bastions. Cut the corridor, cut the benefit. * &amp;#039;&amp;#039;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Bastions &amp;amp; Doctrines =&lt;br /&gt;
Holding systems is only the first half of alliance territory. The second half is &#039;&#039;&#039;shape and specialisation&#039;&#039;&#039;: which of your systems are &#039;&#039;connected&#039;&#039;, what each one is &#039;&#039;for&#039;&#039;, and how far from home you can plant a flag.&lt;br /&gt;
&lt;br /&gt;
Three ideas drive everything on this page:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Connection matters.&#039;&#039;&#039; A system only pays alliance-wide bonuses while it is linked back to your Headquarters or to one of your Bastions. Cut the corridor, cut the benefit.&lt;br /&gt;
* &#039;&#039;&#039;Every node has a job.&#039;&#039;&#039; Each system carries exactly one &#039;&#039;&#039;Doctrine&#039;&#039;&#039; — production, shipbuilding, defence, logistics, or intel — and its main building level is the dial.&lt;br /&gt;
* &#039;&#039;&#039;Distance is buyable, not free.&#039;&#039;&#039; &#039;&#039;&#039;Bastions&#039;&#039;&#039; let you anchor territory far from home, but each archetype is capped, placement is restricted, and every Bastion is always conquerable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Requires the &#039;&#039;&#039;Alliance Territory&#039;&#039;&#039; feature to be enabled. Staged sieges additionally require &#039;&#039;&#039;Territory Siege&#039;&#039;&#039; — see Territory Siege. Territory basics (conquest, harvest, vault, research) are in Alliances.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
&lt;br /&gt;
* The three tiers&lt;br /&gt;
* Connected territory&lt;br /&gt;
* Doctrines&lt;br /&gt;
* Which doctrines a node may take&lt;br /&gt;
* Setting and switching a doctrine&lt;br /&gt;
* Territory effects&lt;br /&gt;
* Fortress projection&lt;br /&gt;
* Logistics Center &amp;amp; warp gates&lt;br /&gt;
* Anti-Intel &amp;amp; Sensor&lt;br /&gt;
* Bastions&lt;br /&gt;
* Founding a Bastion&lt;br /&gt;
* Child Divisions&lt;br /&gt;
* Embassy stun: when a treaty ends&lt;br /&gt;
* Abandoning a Bastion&lt;br /&gt;
* Caps &amp;amp; capacity&lt;br /&gt;
* Sieges against territory&lt;br /&gt;
* Bosses in owned space&lt;br /&gt;
* Where to see all of this&lt;br /&gt;
* Quick reference&lt;br /&gt;
&lt;br /&gt;
== The three tiers ==&lt;br /&gt;
 &amp;lt;code&amp;gt;HQ  (1 per alliance, cannot be sieged, root of the main blob)&lt;br /&gt;
  └── Division*  (hex-adjacent chain, 1 doctrine each)&lt;br /&gt;
 &lt;br /&gt;
 Bastion  (standalone anchor, planted away from the blob — always conquerable)&lt;br /&gt;
  ├── Embassy    Bastion — 1 system,       max 5&lt;br /&gt;
  ├── War        Bastion — root + 2 kids,  max 3&lt;br /&gt;
  └── Expansion  Bastion — root + 5 kids,  max 2&lt;br /&gt;
       └── Division*  (adjacent to the cluster, 1 doctrine each)&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier&lt;br /&gt;
!Main building&lt;br /&gt;
!Slots&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Headquarters&#039;&#039;&#039;&lt;br /&gt;
|Alliance Headquarters&lt;br /&gt;
|100&lt;br /&gt;
|One per alliance. Cannot be Contested or taken. Only place for Research Lab, Vault, Diplomacy Office, Archive, Bazaar. Has &#039;&#039;&#039;no&#039;&#039;&#039; doctrine.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Division&#039;&#039;&#039;&lt;br /&gt;
|Division Center&lt;br /&gt;
|40&lt;br /&gt;
|Must border territory you already hold. Carries one doctrine.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bastion&#039;&#039;&#039;&lt;br /&gt;
|Embassy / War / Expansion Bastion&lt;br /&gt;
|20 / 40 / 60&lt;br /&gt;
|Planted on a standalone system. Carries one doctrine &#039;&#039;&#039;and&#039;&#039;&#039; hosts child Divisions.&lt;br /&gt;
|}&lt;br /&gt;
A Bastion is deliberately just &#039;&#039;a Division with an archetype wrapper&#039;&#039;: same buildings, same doctrine system, same siege primitive — plus placement rules, child capacity, and one extra siege stage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Bastion main is the system&#039;s main building.&#039;&#039;&#039; There is no Division Center on a Bastion system; the Bastion main replaces it. Division Centers are for HQ-blob systems and for a Bastion&#039;s child systems.&lt;br /&gt;
&lt;br /&gt;
== Connected territory ==&lt;br /&gt;
Your territory is walked as a graph over &#039;&#039;&#039;hex adjacency&#039;&#039;&#039;, from two kinds of root:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;The HQ blob&#039;&#039;&#039; — starts at your Headquarters and spreads through neighbouring systems that are not attached to a Bastion.&lt;br /&gt;
# &#039;&#039;&#039;Each Bastion cluster&#039;&#039;&#039; — starts at the Bastion root and spreads through the child Divisions attached to &#039;&#039;that&#039;&#039; Bastion, up to its child capacity.&lt;br /&gt;
&lt;br /&gt;
Systems the walk reaches are &#039;&#039;&#039;connected&#039;&#039;&#039; (the UI calls them effective). Systems it cannot reach are owned but orphaned.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Connected node&lt;br /&gt;
!Orphaned / stunned node&lt;br /&gt;
|-&lt;br /&gt;
|Feeds alliance-wide territory effects&lt;br /&gt;
|Feeds &#039;&#039;&#039;nothing&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Projects and receives Fortress defence&lt;br /&gt;
|No projection either way&lt;br /&gt;
|-&lt;br /&gt;
|Can run alliance scans&lt;br /&gt;
|Cannot scan&lt;br /&gt;
|-&lt;br /&gt;
|Routes alliance warp hops&lt;br /&gt;
|Not part of the warp network&lt;br /&gt;
|-&lt;br /&gt;
|Keeps buildings, harvest, survey, missions&lt;br /&gt;
|Keeps buildings, harvest, survey, missions&lt;br /&gt;
|}&lt;br /&gt;
That last row is the important one: an orphaned system is not dead, it is just &#039;&#039;&#039;no longer contributing&#039;&#039;&#039;. This is what makes cutting a corridor — taking one system in the middle of a chain — a real strategic act rather than a rounding error.&lt;br /&gt;
&lt;br /&gt;
== Doctrines ==&lt;br /&gt;
Every Division and Bastion carries exactly &#039;&#039;&#039;one&#039;&#039;&#039; Doctrine. The Headquarters has none.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Doctrine&lt;br /&gt;
!What it does&lt;br /&gt;
!Signature building&lt;br /&gt;
!Alliance-wide effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Production Hub&#039;&#039;&#039;&lt;br /&gt;
|Resource extraction hub&lt;br /&gt;
|Common &#039;&#039;&#039;or&#039;&#039;&#039; Rare Extractor&lt;br /&gt;
|&#039;&#039;&#039;Resource production&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shipyard Outpost&#039;&#039;&#039;&lt;br /&gt;
|Faster ship construction&lt;br /&gt;
|Shipyard Outpost&lt;br /&gt;
|&#039;&#039;&#039;Ship build-time reduction&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fortress&#039;&#039;&#039;&lt;br /&gt;
|Defence, and the only doctrine that &#039;&#039;&#039;projects&#039;&#039;&#039; defence to neighbours&lt;br /&gt;
|Defense Yard&lt;br /&gt;
|&#039;&#039;&#039;Tonnage capacity&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Logistics Center&#039;&#039;&#039;&lt;br /&gt;
|Hosts an alliance Warp Gate for fleet hops&lt;br /&gt;
|Warp Gate&lt;br /&gt;
|— (utility)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Anti-Intel &amp;amp; Sensor&#039;&#039;&#039;&lt;br /&gt;
|Alliance scanning and counter-scouting&lt;br /&gt;
|Intelligence Center&lt;br /&gt;
|— (utility)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;The signature building is an activation gate, not a cost multiplier.&#039;&#039;&#039; The doctrine&#039;s effect stays at zero until that building exists at &#039;&#039;&#039;level ≥ 1&#039;&#039;&#039;; after that the &#039;&#039;size&#039;&#039; of the effect comes from the node&#039;s &#039;&#039;&#039;main building level&#039;&#039;&#039; (Division Center or Bastion main). You level one building per system, not two.&lt;br /&gt;
&lt;br /&gt;
You do &#039;&#039;&#039;not&#039;&#039;&#039; need the signature building to pick the doctrine — the doctrine is what unlocks it. The order is always: pick doctrine → build signature building → effect switches on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Yard is legal on every doctrine.&#039;&#039;&#039; Any node can defend itself; Fortress&#039;s identity is &#039;&#039;projection plus tonnage&#039;&#039;, not a monopoly on turrets. That also means switching away from Fortress never forces you to demolish a long-invested Defense Yard.&lt;br /&gt;
&lt;br /&gt;
== Which doctrines a node may take ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Node&lt;br /&gt;
!Doctrines it may take&lt;br /&gt;
!Child Divisions&lt;br /&gt;
!Child doctrines&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HQ&#039;&#039;&#039;&lt;br /&gt;
|none&lt;br /&gt;
|up to territory cap&lt;br /&gt;
|all five&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HQ-blob Division&#039;&#039;&#039;&lt;br /&gt;
|all five&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Embassy Bastion&#039;&#039;&#039;&lt;br /&gt;
|Production Hub, Logistics Center&lt;br /&gt;
|0&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;War Bastion&#039;&#039;&#039;&lt;br /&gt;
|Fortress, Shipyard Outpost, Anti-Intel &amp;amp; Sensor&lt;br /&gt;
|2&lt;br /&gt;
|Fortress, Shipyard Outpost, Anti-Intel &amp;amp; Sensor&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Expansion Bastion&#039;&#039;&#039;&lt;br /&gt;
|Production Hub, Logistics Center, Anti-Intel &amp;amp; Sensor&lt;br /&gt;
|5&lt;br /&gt;
|all five&lt;br /&gt;
|}&lt;br /&gt;
One consequence worth planning around: &#039;&#039;&#039;Fortress — and therefore tonnage capacity — is only reachable on HQ-blob Divisions, War Bastions, and Expansion children.&#039;&#039;&#039; Embassy and Expansion &#039;&#039;roots&#039;&#039; cannot take it.&lt;br /&gt;
&lt;br /&gt;
== Setting and switching a doctrine ==&lt;br /&gt;
Doctrine is chosen on the system&#039;s main building (Division Center or Bastion main) by a &#039;&#039;&#039;Deputy or Leader&#039;&#039;&#039;. Opening an empty building slot on a node with no doctrine prompts you to choose one first, because the rest of the build list depends on it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First pick is free.&#039;&#039;&#039; After that:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Switching a doctrine&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Cost&lt;br /&gt;
|The &#039;&#039;&#039;last upgrade cost&#039;&#039;&#039; of that node&#039;s main building&lt;br /&gt;
|-&lt;br /&gt;
|Cooldown&lt;br /&gt;
|&#039;&#039;&#039;72 hours&#039;&#039;&#039; per node&lt;br /&gt;
|-&lt;br /&gt;
|While a siege is open on that system&lt;br /&gt;
|&#039;&#039;&#039;Blocked&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Buildings&lt;br /&gt;
|Signature buildings that are illegal under the new doctrine are &#039;&#039;&#039;demolished&#039;&#039;&#039; — you confirm first, nothing is wiped silently&lt;br /&gt;
|}&lt;br /&gt;
Only three buildings are doctrine-exclusive and can be demolished this way: &#039;&#039;&#039;Shipyard Outpost&#039;&#039;&#039;, &#039;&#039;&#039;Intelligence Center&#039;&#039;&#039;, and &#039;&#039;&#039;Warp Gate&#039;&#039;&#039;. Extractors and the Defense Yard are always kept.&lt;br /&gt;
&lt;br /&gt;
The siege block exists for a specific exploit: without it, a defender would flip to Fortress the moment stage 1 opened and flip back afterwards, paying a cost that is trivial next to losing the system.&lt;br /&gt;
&lt;br /&gt;
Note that the first pick also clears illegal exclusive buildings — a legacy system that somehow holds a Warp Gate cannot keep it by choosing Fortress.&lt;br /&gt;
&lt;br /&gt;
== Territory effects ==&lt;br /&gt;
Three doctrines pay an alliance-wide bonus. Each uses the same diminishing-returns curve with a hard ceiling:&lt;br /&gt;
 &amp;lt;code&amp;gt;effective% = cap × L / (L + K)&lt;br /&gt;
 &lt;br /&gt;
 L = sum of main building levels across your connected, active nodes&lt;br /&gt;
     that carry that doctrine AND have its signature building at level ≥ 1&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Effect&lt;br /&gt;
!Doctrine&lt;br /&gt;
!Ceiling&lt;br /&gt;
!&amp;lt;code&amp;gt;K&amp;lt;/code&amp;gt;&lt;br /&gt;
!Reference budget → value&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tonnage capacity&#039;&#039;&#039;&lt;br /&gt;
|Fortress&lt;br /&gt;
|&#039;&#039;&#039;+5%&#039;&#039;&#039;&lt;br /&gt;
|25&lt;br /&gt;
|100 levels → &#039;&#039;&#039;4.00%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resource production&#039;&#039;&#039;&lt;br /&gt;
|Production Hub&lt;br /&gt;
|&#039;&#039;&#039;+10%&#039;&#039;&#039;&lt;br /&gt;
|50&lt;br /&gt;
|200 levels → &#039;&#039;&#039;8.00%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ship build-time reduction&#039;&#039;&#039;&lt;br /&gt;
|Shipyard Outpost&lt;br /&gt;
|&#039;&#039;&#039;−25%&#039;&#039;&#039;&lt;br /&gt;
|60&lt;br /&gt;
|250 levels → &#039;&#039;&#039;20.16%&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Invested levels&lt;br /&gt;
!Tonnage&lt;br /&gt;
!Production&lt;br /&gt;
!Ship time&lt;br /&gt;
|-&lt;br /&gt;
|Reference (100 / 200 / 250)&lt;br /&gt;
|4.00%&lt;br /&gt;
|8.00%&lt;br /&gt;
|20.16%&lt;br /&gt;
|-&lt;br /&gt;
|2× reference&lt;br /&gt;
|4.44%&lt;br /&gt;
|8.89%&lt;br /&gt;
|22.32%&lt;br /&gt;
|-&lt;br /&gt;
|4× reference&lt;br /&gt;
|4.71%&lt;br /&gt;
|9.41%&lt;br /&gt;
|23.58%&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Why a curve and not a flat rate.&#039;&#039;&#039; Early levels pay &#039;&#039;better&#039;&#039; than a linear rate, so a young alliance feels every upgrade; past the reference budget each level is worth progressively less but &#039;&#039;&#039;never zero&#039;&#039;&#039;, so there are no dead levels and no runaway snowball from simply owning more space. The ceiling is the ceiling — alliance research may make the curve climb faster, but it can never raise the cap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Who gets them:&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Effect&lt;br /&gt;
!Eligibility&lt;br /&gt;
|-&lt;br /&gt;
|Tonnage capacity&lt;br /&gt;
|&#039;&#039;&#039;Every member&#039;&#039;&#039; of the alliance&lt;br /&gt;
|-&lt;br /&gt;
|Resource production&lt;br /&gt;
|Members holding &#039;&#039;&#039;≥ 1 colony inside connected territory&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Ship build-time reduction&lt;br /&gt;
|Members holding &#039;&#039;&#039;≥ 1 colony inside connected territory&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Any colony counts — it does not have to be your capital, and one colony gives the full bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Logistics Center and Anti-Intel &amp;amp; Sensor pay no curve bonus.&#039;&#039;&#039; They are utility doctrines: their value is warp routing and intel, and a node running one contributes nothing to tonnage, production, or ship time.&lt;br /&gt;
&lt;br /&gt;
== Fortress projection ==&lt;br /&gt;
Defence built on a Fortress node counts &#039;&#039;&#039;100% on its own system&#039;&#039;&#039;, and &#039;&#039;&#039;50% on hex-adjacent systems your alliance owns&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Only &#039;&#039;&#039;one&#039;&#039;&#039; Fortress projects onto any given system — the &#039;&#039;&#039;strongest&#039;&#039;&#039;, not the sum.&lt;br /&gt;
* &amp;quot;Strongest&amp;quot; is measured in actual &#039;&#039;&#039;defence value held&#039;&#039;&#039;, not building level: a modest Defense Yard sitting on a huge stockpile beats a high-level yard with nothing in it.&lt;br /&gt;
* The projecting node must be &#039;&#039;&#039;connected&#039;&#039;&#039;, &#039;&#039;&#039;active&#039;&#039;&#039;, and hold a &#039;&#039;&#039;Defense Yard (level ≥ 1)&#039;&#039;&#039;.&lt;br /&gt;
* Projected units are computed live at battle time, so they always reflect current stock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Projected defence is borrowed, not spent.&#039;&#039;&#039; The projecting colony never loses units from a fight it did not host, and the defending colony can never lose more units than it actually owns. Losses and auto-repair are both capped at the defender&#039;s real stock.&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Why &amp;quot;strongest&amp;quot; instead of banning adjacent Fortresses.&#039;&#039;&#039; On a hex grid, neighbouring cells of a system are themselves partly adjacent, so the largest set of mutually non-adjacent neighbours is three. A no-adjacent-Fortresses rule would still allow 150% borrowed defence, while adding an annoying restriction inside your own territory. Capping at one Fortress caps it at 50% unconditionally, with no placement rule at all.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Logistics Center &amp;amp; warp gates ==&lt;br /&gt;
The alliance &#039;&#039;&#039;Warp Gate&#039;&#039;&#039; can only be built on a Logistics Center node. Member fleets launching toward a distant target exit through the closest useful gate and fly the short remaining leg, after a warp readiness delay.&lt;br /&gt;
&lt;br /&gt;
Once alliance territory is live, the alliance warp network only includes gates on &#039;&#039;&#039;Logistics Center nodes that are connected and active&#039;&#039;&#039; — an orphaned Logistics node stops routing until it reconnects. Gates built before territory went live keep working normally while the feature is off.&lt;br /&gt;
&lt;br /&gt;
Fleet-hop mechanics (readiness timing, route selection) are covered in Patch Notes 1.3.6.&lt;br /&gt;
&lt;br /&gt;
== Anti-Intel &amp;amp; Sensor ==&lt;br /&gt;
The &#039;&#039;&#039;Intelligence Center&#039;&#039;&#039; turns a node into both a scanner and a counter-intelligence bubble.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scanning (offence).&#039;&#039;&#039; Any active member can trigger an alliance system scan from the node, revealing &#039;&#039;&#039;asteroid fields&#039;&#039;&#039; and &#039;&#039;&#039;pirate strongholds / outposts&#039;&#039;&#039; around it.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Scan&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|Radius&lt;br /&gt;
|&amp;lt;code&amp;gt;ceil(√ main building level)&amp;lt;/code&amp;gt; hexes, capped at &#039;&#039;&#039;8&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Requires&lt;br /&gt;
|Anti-Intel doctrine · Intelligence Center ≥ 1 · main building ≥ 1 · node &#039;&#039;&#039;connected&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Cost&lt;br /&gt;
|Gas, paid from the &#039;&#039;&#039;alliance vault&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Cooldown&lt;br /&gt;
|&#039;&#039;&#039;10 minutes&#039;&#039;&#039; per node, with a live countdown&lt;br /&gt;
|}&lt;br /&gt;
The cooldown exists because the scan is billed to a shared vault — without it, one member could drain it. Results and cost mirror the personal Sensor Array scan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Counter-intel (defence).&#039;&#039;&#039; Enemy scouts aimed at your systems &#039;&#039;&#039;within &amp;lt;code&amp;gt;ceil(level / 2)&amp;lt;/code&amp;gt; hexes&#039;&#039;&#039; (capped at 8) of a qualifying Anti-Intel node face that node&#039;s main building level added to your side of the intel maths. Practically: &#039;&#039;&#039;higher detection chance&#039;&#039;&#039; for the scout, and &#039;&#039;&#039;shallower&#039;&#039;&#039; reports. The strongest covering node applies.&lt;br /&gt;
&lt;br /&gt;
== Bastions ==&lt;br /&gt;
A Bastion is a secondary anchor you plant &#039;&#039;&#039;outside&#039;&#039;&#039; your main blob — the only way to hold territory that does not chain back to your Headquarters.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Archetype&lt;br /&gt;
!Max instances&lt;br /&gt;
!Child Divisions&lt;br /&gt;
!Territory cap granted&lt;br /&gt;
!Building slots&lt;br /&gt;
!Footprint&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Embassy&#039;&#039;&#039;&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
| +0&lt;br /&gt;
|20&lt;br /&gt;
|1 system&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;War&#039;&#039;&#039;&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
| +2&lt;br /&gt;
|40&lt;br /&gt;
|3 systems&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Expansion&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
|5&lt;br /&gt;
| +5&lt;br /&gt;
|60&lt;br /&gt;
|6 systems&lt;br /&gt;
|}&lt;br /&gt;
Both active and stunned Bastions count toward instance caps — they physically occupy a system. Fully built out, Bastions can hold &#039;&#039;&#039;26 systems&#039;&#039;&#039; outside your blob.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Every Bastion is always conquerable.&#039;&#039;&#039; There is no safe structure anywhere in this design, deliberately: a permanently protected node feeding alliance bonus ceilings would be the single strongest exploit in the system.&lt;br /&gt;
&lt;br /&gt;
== Founding a Bastion ==&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Conquer a standalone system&#039;&#039;&#039; — one that is &#039;&#039;&#039;not hex-adjacent to any system your alliance already controls.&#039;&#039;&#039; If it &#039;&#039;is&#039;&#039; adjacent, it is a normal Division and you will be offered a Division Center instead.&lt;br /&gt;
# &#039;&#039;&#039;Place a Bastion main as its first alliance building&#039;&#039;&#039; (Deputy or Leader). The building you choose &#039;&#039;is&#039;&#039; the archetype, and the system locks to that archetype the moment construction starts.&lt;br /&gt;
# Until that build starts, the system counts as an ordinary Division for territory cap and protector difficulty. Cancelling the level-0 main returns it to a plain Division.&lt;br /&gt;
&lt;br /&gt;
Placement rules, validated &#039;&#039;&#039;once&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Archetype&lt;br /&gt;
!Placement requirement&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Embassy&#039;&#039;&#039;&lt;br /&gt;
|Hex-adjacent to the territory of an &#039;&#039;&#039;Ally or NAP&#039;&#039;&#039; alliance&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;War&#039;&#039;&#039;&lt;br /&gt;
|None beyond standalone + your HQ&#039;s galaxy&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Expansion&#039;&#039;&#039;&lt;br /&gt;
|At least &#039;&#039;&#039;6 hexes&#039;&#039;&#039; from the territory of any alliance you are &#039;&#039;&#039;at war&#039;&#039;&#039; with&lt;br /&gt;
|}&lt;br /&gt;
All Bastions must sit in the &#039;&#039;&#039;same galaxy as your HQ&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;At war&amp;quot; means an active war state only — not NAP, not neutral, not merely un-allied. And because the check happens &#039;&#039;&#039;once, at construction&#039;&#039;&#039;, borders may drift freely afterwards: a later war declaration never invalidates a standing Bastion, and parking a puppet alliance next to a rival&#039;s chosen site only delays when they can start building.&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Why the clearance is 6 hexes and not 15–20.&#039;&#039;&#039; Exclusion zones grow with the square of their radius. A 20-hex zone around a compact 40-system alliance spans roughly 1,685 of the galaxy&#039;s ~11,250 cells, so about &#039;&#039;&#039;seven well-spread alliances would saturate the entire map&#039;&#039;&#039; and no legal Bastion site would exist anywhere, ever. At 15 hexes it breaks around eleven alliances. Six hexes preserves the &amp;quot;don&#039;t plant a fort in someone&#039;s face&amp;quot; intent while degrading gracefully as the galaxy fills.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Child Divisions ==&lt;br /&gt;
War and Expansion Bastions host child Divisions, which are ordinary Divisions with their own doctrine.&lt;br /&gt;
&lt;br /&gt;
* A child must be &#039;&#039;&#039;hex-adjacent to the Bastion root or to another Division already attached to that same Bastion&#039;&#039;&#039;, and the cluster must have a free slot.&lt;br /&gt;
* A Division Center completed next to one of your Bastions &#039;&#039;&#039;attaches automatically&#039;&#039;&#039; when the cluster has room; a Deputy can also attach an unparented Division manually.&lt;br /&gt;
* Attachment is per-cluster: a system cannot serve two Bastions, and joining one consumes one of that archetype&#039;s child slots.&lt;br /&gt;
&lt;br /&gt;
Embassy Bastions have &#039;&#039;&#039;no&#039;&#039;&#039; child capacity — they are single-system diplomatic footholds.&lt;br /&gt;
&lt;br /&gt;
== Embassy stun: when a treaty ends ==&lt;br /&gt;
An Embassy is placed on the strength of a treaty, so it is the one node whose founding condition can be pulled out from under it. If a NAP or Alliance ends — broken, or replaced by war — every Embassy of yours &#039;&#039;&#039;adjacent to that former partner&#039;s territory&#039;&#039;&#039; is &#039;&#039;&#039;stunned&#039;&#039;&#039;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!While stunned (&#039;&#039;&#039;48 hours&#039;&#039;&#039;)&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Contributes to territory effects&lt;br /&gt;
|&#039;&#039;&#039;No&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Projects Fortress defence · scans · routes warp&lt;br /&gt;
|&#039;&#039;&#039;No&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Counts toward controlled systems and the Embassy cap&lt;br /&gt;
|&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Can be attacked&lt;br /&gt;
|&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Before the timer expires a Deputy or Leader must &#039;&#039;&#039;convert it to a War Bastion&#039;&#039;&#039;. Conversion:&lt;br /&gt;
&lt;br /&gt;
* requires a &#039;&#039;&#039;free War Bastion slot&#039;&#039;&#039; (max 3) — if you are at the cap, you must &#039;&#039;&#039;abandon&#039;&#039;&#039; a War Bastion first, inside the 48h;&lt;br /&gt;
* &#039;&#039;&#039;always&#039;&#039;&#039; requires choosing a new doctrine, because Embassy doctrines (Production Hub / Logistics Center) are never legal on a War Bastion;&lt;br /&gt;
* charges the standard doctrine-switch cost and demolishes buildings illegal under the new doctrine (with confirmation);&lt;br /&gt;
* &#039;&#039;&#039;ignores&#039;&#039;&#039; the 72h doctrine cooldown — this is a forced decision, not a strategic flip;&lt;br /&gt;
* replaces the Embassy main with a War Bastion main at the same level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If it is not converted in time, the system is lost&#039;&#039;&#039; — it reverts to neutral. You are mailed on the treaty break, again at the halfway point, and again shortly before expiry, because a silent destructive deadline reads as a bug.&lt;br /&gt;
&lt;br /&gt;
A stunned Embassy &#039;&#039;&#039;captured&#039;&#039;&#039; by another alliance arrives &#039;&#039;&#039;clean and active&#039;&#039;&#039;: the stun was a consequence of the previous owner&#039;s diplomacy and does not bind the new one.&lt;br /&gt;
&lt;br /&gt;
== Abandoning a Bastion ==&lt;br /&gt;
Bastion mains cannot be demolished, so &#039;&#039;&#039;abandon&#039;&#039;&#039; is the release valve that keeps an alliance at archetype cap from being stuck forever. A Deputy or Leader can abandon a Bastion, freeing that archetype slot immediately.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;It releases the entire cluster.&#039;&#039;&#039; The root &#039;&#039;and every attached child&#039;&#039; revert to neutral.&lt;br /&gt;
* &#039;&#039;&#039;Blocked while any siege is open anywhere in the cluster&#039;&#039;&#039;, so a Bastion about to fall cannot be abandoned to deny the attacker their prize.&lt;br /&gt;
* &#039;&#039;&#039;168h cooldown per archetype&#039;&#039;&#039;, so Bastions cannot be hot-swapped around the map.&lt;br /&gt;
* Requires an explicit typed confirmation — it is irreversible.&lt;br /&gt;
&lt;br /&gt;
Releasing the children too is not a punishment, it is arithmetic: abandoning a root also removes its territory-cap grant (up to −5), so keeping the children would immediately push you over your own cap. It also keeps the action honest — abandoning is a genuine loss, not a trick for shedding a root while keeping the ground.&lt;br /&gt;
&lt;br /&gt;
Abandon is load-bearing in two places: freeing a slot to &#039;&#039;&#039;capture&#039;&#039;&#039; another root of that type, and making room for a &#039;&#039;&#039;forced Embassy conversion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Caps &amp;amp; capacity ==&lt;br /&gt;
 &amp;lt;code&amp;gt;max controlled systems = base (1)&lt;br /&gt;
                        + 4 × Territorial Expansion research level&lt;br /&gt;
                        + Σ (each Bastion&#039;s cap grant)&amp;lt;/code&amp;gt;&lt;br /&gt;
Each archetype grants exactly the child capacity it provides (&#039;&#039;&#039;Embassy +0 · War +2 · Expansion +5&#039;&#039;&#039;), so &#039;&#039;&#039;a Bastion is capacity-neutral for your main blob&#039;&#039;&#039; — it pays for its own children and nothing more.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Archetype caps are enforced when a siege starts, not when it finishes.&#039;&#039;&#039; If you already hold 3 War Bastions you cannot &#039;&#039;Contest&#039;&#039; a fourth. Gating at the start is deliberate: nobody should discover the block after completing a three-stage siege. It only blocks the &#039;&#039;&#039;root&#039;&#039;&#039; — you can still besiege and take a capped cluster&#039;s &#039;&#039;&#039;child&#039;&#039;&#039; Divisions, which are ordinary Divisions consuming ordinary territory cap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capturing a cluster costs exactly one net slot.&#039;&#039;&#039; Because the cap grant matches child capacity, taking an Expansion cluster gains 6 systems and +5 cap; a War cluster gains 3 and +2; an Embassy gains 1 and +0. Every cluster capture nets &#039;&#039;&#039;+1&#039;&#039;&#039;, the same as taking a lone Division — a depleted cluster is even cheaper.&lt;br /&gt;
&lt;br /&gt;
One thing to plan for: &#039;&#039;&#039;system protectors scale with how many systems you already control&#039;&#039;&#039;, so a wide alliance faces meaningfully tougher NPC garrisons on its next conquest than a small one does.&lt;br /&gt;
&lt;br /&gt;
== Sieges against territory ==&lt;br /&gt;
Territory shape changes what a siege costs an attacker:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Target&lt;br /&gt;
!Stages&lt;br /&gt;
!Scheduled waits&lt;br /&gt;
!Prize&lt;br /&gt;
|-&lt;br /&gt;
|Neutral system · Division · Bastion &#039;&#039;&#039;child&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|That one system&lt;br /&gt;
|-&lt;br /&gt;
|Bastion &#039;&#039;&#039;root&#039;&#039;&#039;&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|The &#039;&#039;&#039;whole cluster&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Capturing a root transfers the root and every attached child together, keeping archetype, doctrines, parent links, and buildings (minus the capture penalty). Capturing a child alone yields one unattached Division that may not even connect to anything you own — a clean risk/reward gradient between a long root siege and a quick child raid.&lt;br /&gt;
&lt;br /&gt;
Open sieges elsewhere in the cluster are &#039;&#039;&#039;cancelled&#039;&#039;&#039; when the root changes hands or the cluster is abandoned.&lt;br /&gt;
&lt;br /&gt;
Full siege rules — stage scheduling, the defence window, debris and Graveyard rates, the building penalty — are on the Territory Siege page.&lt;br /&gt;
&lt;br /&gt;
== Bosses in owned space ==&lt;br /&gt;
Pirate boss loot is modified by who owns the system the boss sits in:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Boss location&lt;br /&gt;
!Group loot modifier&lt;br /&gt;
|-&lt;br /&gt;
|System owned by a &#039;&#039;&#039;hostile&#039;&#039;&#039; alliance (raid)&lt;br /&gt;
|&#039;&#039;&#039;+10%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|System owned by &#039;&#039;&#039;your own&#039;&#039;&#039; alliance (home)&lt;br /&gt;
|&#039;&#039;&#039;+5%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Neutral space, or an Ally / NAP holder&lt;br /&gt;
|none&lt;br /&gt;
|}&lt;br /&gt;
The modifier applies to the whole shared boss pool, so it is resolved from the alliance &#039;&#039;&#039;most participants belong to&#039;&#039;&#039; — arrival order and an unallied mercenary tagging along cannot change anyone&#039;s payout. See Pirate Bosses for how the pool itself is shared.&lt;br /&gt;
&lt;br /&gt;
== Where to see all of this ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Surface&lt;br /&gt;
!What it shows&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Alliance → Territories&#039;&#039;&#039; tab&lt;br /&gt;
|Every node as HQ / Bastion / Division, cluster nesting, connection flags, capacity, and your live territory effects&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Galaxy map&#039;&#039;&#039;&lt;br /&gt;
|Doctrine tint on your own systems, alliance borders, siege borders&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;System main building modal&#039;&#039;&#039;&lt;br /&gt;
|Current doctrine, switch action and cooldown, doctrine guide&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tonnage summary&#039;&#039;&#039;&lt;br /&gt;
|The Fortress contribution to your empire tonnage capacity&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resource overlay&#039;&#039;&#039;&lt;br /&gt;
|The Production Hub contribution to a colony&#039;s output&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Alliance → Admin → Settings&#039;&#039;&#039;&lt;br /&gt;
|Defence window start hour (Deputy+)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quick reference ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Thing&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|Doctrines per node&lt;br /&gt;
|1 (HQ has none)&lt;br /&gt;
|-&lt;br /&gt;
|First doctrine pick&lt;br /&gt;
|Free&lt;br /&gt;
|-&lt;br /&gt;
|Doctrine switch cost&lt;br /&gt;
|Last upgrade cost of the node&#039;s main building&lt;br /&gt;
|-&lt;br /&gt;
|Doctrine switch cooldown&lt;br /&gt;
|72h per node · blocked during a siege on that system&lt;br /&gt;
|-&lt;br /&gt;
|Who sets doctrine / founds or abandons Bastions&lt;br /&gt;
|&#039;&#039;&#039;Deputy or Leader&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Tonnage (Fortress)&lt;br /&gt;
| +5% ceiling, K 25 — all members&lt;br /&gt;
|-&lt;br /&gt;
|Resource production (Production Hub)&lt;br /&gt;
| +10% ceiling, K 50 — needs a colony in connected territory&lt;br /&gt;
|-&lt;br /&gt;
|Ship build time (Shipyard Outpost)&lt;br /&gt;
|−25% ceiling, K 60 — needs a colony in connected territory&lt;br /&gt;
|-&lt;br /&gt;
|Fortress projection&lt;br /&gt;
|50% of the &#039;&#039;&#039;strongest&#039;&#039;&#039; adjacent Fortress&#039;s defence value&lt;br /&gt;
|-&lt;br /&gt;
|Bastion instances&lt;br /&gt;
|Embassy 5 · War 3 · Expansion 2&lt;br /&gt;
|-&lt;br /&gt;
|Bastion children&lt;br /&gt;
|Embassy 0 · War 2 · Expansion 5&lt;br /&gt;
|-&lt;br /&gt;
|Bastion cap grant&lt;br /&gt;
|Embassy +0 · War +2 · Expansion +5&lt;br /&gt;
|-&lt;br /&gt;
|Bastion slots&lt;br /&gt;
|Embassy 20 · War 40 · Expansion 60&lt;br /&gt;
|-&lt;br /&gt;
|Expansion clearance&lt;br /&gt;
|6 hexes from at-war territory&lt;br /&gt;
|-&lt;br /&gt;
|Embassy placement&lt;br /&gt;
|Hex-adjacent to Ally / NAP territory&lt;br /&gt;
|-&lt;br /&gt;
|Embassy stun&lt;br /&gt;
|48h to convert to a War Bastion, or the system is lost&lt;br /&gt;
|-&lt;br /&gt;
|Abandon cooldown&lt;br /&gt;
|168h per archetype · releases the whole cluster&lt;br /&gt;
|-&lt;br /&gt;
|Territory cap&lt;br /&gt;
|1 + 4 per Territorial Expansion level + Bastion grants&lt;br /&gt;
|-&lt;br /&gt;
|Max Bastion footprint outside the blob&lt;br /&gt;
|26 systems&lt;br /&gt;
|-&lt;br /&gt;
|Alliance scan&lt;br /&gt;
|radius &amp;lt;code&amp;gt;ceil(√level)&amp;lt;/code&amp;gt; capped 8 · vault-paid · 10 min cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Counter-intel radius&lt;br /&gt;
|&amp;lt;code&amp;gt;ceil(level / 2)&amp;lt;/code&amp;gt; capped 8&lt;br /&gt;
|-&lt;br /&gt;
|Boss loot&lt;br /&gt;
| +10% hostile-owned · +5% own · none neutral/friendly&lt;br /&gt;
|-&lt;br /&gt;
|Feature flags&lt;br /&gt;
|&amp;lt;code&amp;gt;allianceTerritory&amp;lt;/code&amp;gt; (territory, doctrines, Bastions) · &amp;lt;code&amp;gt;systemSiege&amp;lt;/code&amp;gt; (staged sieges)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related ==&lt;br /&gt;
&lt;br /&gt;
* [[Alliances]] — vault, research, buildings, diplomacy, harvest&lt;br /&gt;
* [[Territory Siege]] — staged conquest, defence windows, capture penalties&lt;br /&gt;
* [[Pirate Bosses]] — coordinated boss raids and loot sharing&lt;br /&gt;
* [[Player Classes]] — class bonuses on harvest, survey, and FCS&lt;br /&gt;
* In-game: &#039;&#039;&#039;Settings → Quick Guides → Alliance Territorial Control&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Version_1.3.6&amp;diff=333</id>
		<title>Version 1.3.6</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Version_1.3.6&amp;diff=333"/>
		<updated>2026-07-30T08:31:22Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A territory-and-travel release: system conquest becomes a &#039;&#039;&#039;two-phase Territory Siege&#039;&#039;&#039;, alliances can stitch space together with &#039;&#039;&#039;Warp Gate hops&#039;&#039;&#039;, and &#039;&#039;&#039;Support Vessels&#039;&#039;&#039; finally repair hull mid-fight — plus smarter energy recovery when a colony goes dark, tougher (and clearer) pirate bosses, and richer pirate scout intel.&amp;lt;blockquote&amp;gt;New to sieges? See the full Territory Siege guide, or open &#039;&#039;&#039;Settings → Quick Guides&#039;&#039;&#039; in-game. Alliance territory basics are in Alliances. Boss fights are covered in Pirate Bosses.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New Features ==&lt;br /&gt;
&lt;br /&gt;
=== Territory Siege (Being tested) ===&lt;br /&gt;
&lt;br /&gt;
* Capturing a Division is no longer a single FCS snap. Attackers must &#039;&#039;&#039;Contest&#039;&#039;&#039; first, wait a &#039;&#039;&#039;random Contested timer&#039;&#039;&#039;, then win a &#039;&#039;&#039;Takeover&#039;&#039;&#039; inside a short &#039;&#039;&#039;Vulnerable&#039;&#039;&#039; window before ownership changes.&lt;br /&gt;
* &#039;&#039;&#039;Contest&#039;&#039;&#039; (Phase 1): win an FCS at the system center → system becomes Contested. Ownership does &#039;&#039;&#039;not&#039;&#039;&#039; transfer; NPC garrison and alliance buildings stay.&lt;br /&gt;
* &#039;&#039;&#039;Contested timer:&#039;&#039;&#039; random &#039;&#039;&#039;20–28 hours&#039;&#039;&#039; (nobody picks it — no defender “Defense Hour”).&lt;br /&gt;
* &#039;&#039;&#039;Vulnerable&#039;&#039;&#039; (Phase 2): exactly &#039;&#039;&#039;2 hours&#039;&#039;&#039;. Only the &#039;&#039;&#039;contester&#039;&#039;&#039; alliance can finish Takeover with a second FCS win. Fail, miss the window, or hit a gate → defenders keep it + cooldown.&lt;br /&gt;
* &#039;&#039;&#039;Headquarters cannot be sieged.&#039;&#039;&#039;&lt;br /&gt;
* While Contested or Vulnerable, that system’s &#039;&#039;&#039;daily pool&#039;&#039;&#039;, &#039;&#039;&#039;Harvest&#039;&#039;&#039;, and &#039;&#039;&#039;Survey&#039;&#039;&#039; yields are cut to &#039;&#039;&#039;×0.5&#039;&#039;&#039;.&lt;br /&gt;
* Siege ship losses use the &#039;&#039;&#039;Ship Graveyard&#039;&#039;&#039; with softer debris: Contest ~&#039;&#039;&#039;85%&#039;&#039;&#039; buyback / ~&#039;&#039;&#039;15%&#039;&#039;&#039; debris; Takeover ~&#039;&#039;&#039;70%&#039;&#039;&#039; / ~&#039;&#039;&#039;30%&#039;&#039;&#039;.&lt;br /&gt;
* PvP Takeover of a held Division applies a &#039;&#039;&#039;−3 level&#039;&#039;&#039; building penalty (buildings drop below level 4 are removed). Retaking a system you held within &#039;&#039;&#039;7 days&#039;&#039;&#039; waives the penalty.&lt;br /&gt;
* Caps: &#039;&#039;&#039;5&#039;&#039;&#039; open Contests per alliance; &#039;&#039;&#039;24h&#039;&#039;&#039; re-contest cooldown after fail / expire / cancel. NAP / Ally blocks Contest; a mid-siege protective treaty &#039;&#039;&#039;cancels&#039;&#039;&#039; the siege.&lt;br /&gt;
* Map and Alliance UI show Contested (amber) / Vulnerable (red) borders, live countdowns, and threat badges. Siege mails fire for Contest, Vulnerable, defended, expired, and cancelled outcomes.&lt;br /&gt;
&lt;br /&gt;
=== Alliance Warp Gates &amp;amp; fleet hops ===&lt;br /&gt;
&lt;br /&gt;
* Alliances can build a &#039;&#039;&#039;Warp Gate&#039;&#039;&#039; on controlled system centers. Member fleets launch from a personal &#039;&#039;&#039;moon Warp Gate&#039;&#039;&#039;, exit through the best available own or alliance gate, then fly the short remaining leg.&lt;br /&gt;
* Fleet send can &#039;&#039;&#039;Use nearest warp gate&#039;&#039;&#039;; ETA includes a &#039;&#039;&#039;warp readiness&#039;&#039;&#039; delay (&#039;&#039;&#039;180s&#039;&#039;&#039; at Warp Technology 8, &#039;&#039;&#039;−8s&#039;&#039;&#039; per level above that, floor &#039;&#039;&#039;60s&#039;&#039;&#039;) plus the short hop flight.&lt;br /&gt;
* Gates only help when the exit is meaningfully closer than a direct flight; stale routes refresh before send.&lt;br /&gt;
&lt;br /&gt;
=== Support Vessel field repairs ===&lt;br /&gt;
&lt;br /&gt;
* Surviving &#039;&#039;&#039;Support Vessels&#039;&#039;&#039; restore combat ships &#039;&#039;&#039;each round&#039;&#039;&#039; after damage — field-repair capacity scales with vessel count, research, and monuments.&lt;br /&gt;
* Repair efficiency ramps from &#039;&#039;&#039;80%&#039;&#039;&#039; early in the fight to &#039;&#039;&#039;100%&#039;&#039;&#039; on the final round; restored losses are capped per round (also &#039;&#039;&#039;80→100%&#039;&#039;&#039;).&lt;br /&gt;
* Battle reports, the combat simulator, and unit stats show &#039;&#039;&#039;field repair&#039;&#039;&#039; and ships repaired for both sides.&lt;br /&gt;
* The &#039;&#039;&#039;Halo Ring&#039;&#039;&#039; Core monument now grants &#039;&#039;&#039;&amp;lt;code&amp;gt;shipRepairSpeedPct&amp;lt;/code&amp;gt; (+15%)&#039;&#039;&#039; toward support-vessel repair capacity (stacks with Fleet Preservation and related boosts).&lt;br /&gt;
&lt;br /&gt;
=== Pirate boss combat research ===&lt;br /&gt;
&lt;br /&gt;
* Mid-Bosses and Bosses now fight with a full &#039;&#039;&#039;combat-research profile&#039;&#039;&#039; (weapons, shields, defense doctrines, and more), applied consistently in battle and on scout reports.&lt;br /&gt;
* &#039;&#039;&#039;Faction flavor:&#039;&#039;&#039; Raider / Fortress / Tech bosses get &#039;&#039;&#039;+2&#039;&#039;&#039; on their signature techs above the shared base (currently base level &#039;&#039;&#039;1&#039;&#039;&#039; for both tiers — tuned for gradual rollout).&lt;br /&gt;
* Scout reports on pirate strongholds and outposts now include &#039;&#039;&#039;strength&#039;&#039;&#039;, &#039;&#039;&#039;faction&#039;&#039;&#039;, and &#039;&#039;&#039;boss tier&#039;&#039;&#039; intel when applicable.&lt;br /&gt;
&lt;br /&gt;
== Improvements ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Negative energy&#039;&#039;&#039; on a colony now &#039;&#039;&#039;pauses ship and defense production&#039;&#039;&#039; until energy recovers (same pause/resume pattern as vacation). Resource mines can still be throttled via Production Rate to claw energy back.&lt;br /&gt;
* While energy is negative, you can still upgrade &#039;&#039;&#039;energy providers&#039;&#039;&#039; (Solar Plant, Fusion Reactor, Elerium Reactor). Other queued building upgrades on that colony are cancelled so recovery isn’t blocked.&lt;br /&gt;
* &#039;&#039;&#039;Moon defense yards&#039;&#039;&#039; contribute &#039;&#039;&#039;75%&#039;&#039;&#039; of their level toward empire tonnage capacity (configurable), so moon yards still help — but less than planet yards.&lt;br /&gt;
* Trade offer UI and fleet overlays call out hop routes, readiness, and energy-stressed colonies more clearly.&lt;br /&gt;
&lt;br /&gt;
== Balance ==&lt;br /&gt;
&lt;br /&gt;
* Pirate boss combat research landed soft (base &#039;&#039;&#039;1&#039;&#039;&#039;, faction &#039;&#039;&#039;+2&#039;&#039;&#039;) after higher initial drafts — bosses are stronger than a naked stronghold, without jumping straight to late-game research walls.&lt;br /&gt;
* Support Vessel repair math favors bringing them to long FCS fights (bosses, sieges, prolonged PvP) rather than pure alpha fleets.&lt;br /&gt;
&lt;br /&gt;
== Bug Fixes ==&lt;br /&gt;
&lt;br /&gt;
* Fixed ship/defense queues that could stick paused or lose completion timers after negative-energy pause/resume.&lt;br /&gt;
* Energy-provider upgrades no longer get wiped from the queue just because the colony is already in energy debt.&lt;br /&gt;
* Warp hop selection rejects mismatched or obsolete exit gates instead of launching on a bad route.&lt;br /&gt;
* Various siege mail, scout pirate-intel, and battle-report repair display edge cases cleaned up alongside the features above.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Patch_Notes&amp;diff=332</id>
		<title>Patch Notes</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Patch_Notes&amp;diff=332"/>
		<updated>2026-07-30T07:44:15Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[Version 1.3.6]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.5]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.4]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.3]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.2]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.1]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.0]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.2.58]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.2.57]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.2.56]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Version_1.3.6&amp;diff=331</id>
		<title>Version 1.3.6</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Version_1.3.6&amp;diff=331"/>
		<updated>2026-07-30T07:43:55Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;A territory-and-travel release: system conquest becomes a &amp;#039;&amp;#039;&amp;#039;two-phase Territory Siege&amp;#039;&amp;#039;&amp;#039;, alliances can stitch space together with &amp;#039;&amp;#039;&amp;#039;Warp Gate hops&amp;#039;&amp;#039;&amp;#039;, and &amp;#039;&amp;#039;&amp;#039;Support Vessels&amp;#039;&amp;#039;&amp;#039; finally repair hull mid-fight — plus smarter energy recovery when a colony goes dark, tougher (and clearer) pirate bosses, and richer pirate scout intel.&amp;lt;blockquote&amp;gt;New to sieges? See the full Territory Siege guide, or open &amp;#039;&amp;#039;&amp;#039;Settings → Quick Guides&amp;#039;&amp;#039;&amp;#039; in-game. Alliance territory basics ar...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A territory-and-travel release: system conquest becomes a &#039;&#039;&#039;two-phase Territory Siege&#039;&#039;&#039;, alliances can stitch space together with &#039;&#039;&#039;Warp Gate hops&#039;&#039;&#039;, and &#039;&#039;&#039;Support Vessels&#039;&#039;&#039; finally repair hull mid-fight — plus smarter energy recovery when a colony goes dark, tougher (and clearer) pirate bosses, and richer pirate scout intel.&amp;lt;blockquote&amp;gt;New to sieges? See the full Territory Siege guide, or open &#039;&#039;&#039;Settings → Quick Guides&#039;&#039;&#039; in-game. Alliance territory basics are in Alliances. Boss fights are covered in Pirate Bosses.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New Features ==&lt;br /&gt;
&lt;br /&gt;
=== Territory Siege (Being tested) ===&lt;br /&gt;
&lt;br /&gt;
* Capturing a Division is no longer a single FCS snap. Attackers must &#039;&#039;&#039;Contest&#039;&#039;&#039; first, wait a &#039;&#039;&#039;random Contested timer&#039;&#039;&#039;, then win a &#039;&#039;&#039;Takeover&#039;&#039;&#039; inside a short &#039;&#039;&#039;Vulnerable&#039;&#039;&#039; window before ownership changes.&lt;br /&gt;
* &#039;&#039;&#039;Contest&#039;&#039;&#039; (Phase 1): win an FCS at the system center → system becomes Contested. Ownership does &#039;&#039;&#039;not&#039;&#039;&#039; transfer; NPC garrison and alliance buildings stay.&lt;br /&gt;
* &#039;&#039;&#039;Contested timer:&#039;&#039;&#039; random &#039;&#039;&#039;20–28 hours&#039;&#039;&#039; (nobody picks it — no defender “Defense Hour”).&lt;br /&gt;
* &#039;&#039;&#039;Vulnerable&#039;&#039;&#039; (Phase 2): exactly &#039;&#039;&#039;2 hours&#039;&#039;&#039;. Only the &#039;&#039;&#039;contester&#039;&#039;&#039; alliance can finish Takeover with a second FCS win. Fail, miss the window, or hit a gate → defenders keep it + cooldown.&lt;br /&gt;
* &#039;&#039;&#039;Headquarters cannot be sieged.&#039;&#039;&#039;&lt;br /&gt;
* While Contested or Vulnerable, that system’s &#039;&#039;&#039;daily pool&#039;&#039;&#039;, &#039;&#039;&#039;Harvest&#039;&#039;&#039;, and &#039;&#039;&#039;Survey&#039;&#039;&#039; yields are cut to &#039;&#039;&#039;×0.5&#039;&#039;&#039;.&lt;br /&gt;
* Siege ship losses use the &#039;&#039;&#039;Ship Graveyard&#039;&#039;&#039; with softer debris: Contest ~&#039;&#039;&#039;85%&#039;&#039;&#039; buyback / ~&#039;&#039;&#039;15%&#039;&#039;&#039; debris; Takeover ~&#039;&#039;&#039;70%&#039;&#039;&#039; / ~&#039;&#039;&#039;30%&#039;&#039;&#039;.&lt;br /&gt;
* PvP Takeover of a held Division applies a &#039;&#039;&#039;−3 level&#039;&#039;&#039; building penalty (buildings drop below level 4 are removed). Retaking a system you held within &#039;&#039;&#039;7 days&#039;&#039;&#039; waives the penalty.&lt;br /&gt;
* Caps: &#039;&#039;&#039;5&#039;&#039;&#039; open Contests per alliance; &#039;&#039;&#039;24h&#039;&#039;&#039; re-contest cooldown after fail / expire / cancel. NAP / Ally blocks Contest; a mid-siege protective treaty &#039;&#039;&#039;cancels&#039;&#039;&#039; the siege.&lt;br /&gt;
* Map and Alliance UI show Contested (amber) / Vulnerable (red) borders, live countdowns, and threat badges. Siege mails fire for Contest, Vulnerable, defended, expired, and cancelled outcomes.&lt;br /&gt;
&lt;br /&gt;
=== Alliance Warp Gates &amp;amp; fleet hops ===&lt;br /&gt;
&lt;br /&gt;
* Alliances can build a &#039;&#039;&#039;Warp Gate&#039;&#039;&#039; on controlled system centers. Member fleets launch from a personal &#039;&#039;&#039;moon Warp Gate&#039;&#039;&#039;, exit through the best available own or alliance gate, then fly the short remaining leg.&lt;br /&gt;
* Fleet send can &#039;&#039;&#039;Use nearest warp gate&#039;&#039;&#039;; ETA includes a &#039;&#039;&#039;warp readiness&#039;&#039;&#039; delay (&#039;&#039;&#039;180s&#039;&#039;&#039; at Warp Technology 8, &#039;&#039;&#039;−8s&#039;&#039;&#039; per level above that, floor &#039;&#039;&#039;60s&#039;&#039;&#039;) plus the short hop flight.&lt;br /&gt;
* Gates only help when the exit is meaningfully closer than a direct flight; stale routes refresh before send.&lt;br /&gt;
&lt;br /&gt;
=== Support Vessel field repairs ===&lt;br /&gt;
&lt;br /&gt;
* Surviving &#039;&#039;&#039;Support Vessels&#039;&#039;&#039; restore combat ships &#039;&#039;&#039;each round&#039;&#039;&#039; after damage — field-repair capacity scales with vessel count, research, and monuments.&lt;br /&gt;
* Repair efficiency ramps from &#039;&#039;&#039;80%&#039;&#039;&#039; early in the fight to &#039;&#039;&#039;100%&#039;&#039;&#039; on the final round; restored losses are capped per round (also &#039;&#039;&#039;80→100%&#039;&#039;&#039;).&lt;br /&gt;
* Battle reports, the combat simulator, and unit stats show &#039;&#039;&#039;field repair&#039;&#039;&#039; and ships repaired for both sides.&lt;br /&gt;
* The &#039;&#039;&#039;Halo Ring&#039;&#039;&#039; Core monument now grants &#039;&#039;&#039;&amp;lt;code&amp;gt;shipRepairSpeedPct&amp;lt;/code&amp;gt; (+15%)&#039;&#039;&#039; toward support-vessel repair capacity (stacks with Fleet Preservation and related boosts).&lt;br /&gt;
&lt;br /&gt;
=== Pirate boss combat research ===&lt;br /&gt;
&lt;br /&gt;
* Mid-Bosses and Bosses now fight with a full &#039;&#039;&#039;combat-research profile&#039;&#039;&#039; (weapons, shields, defense doctrines, and more), applied consistently in battle and on scout reports.&lt;br /&gt;
* &#039;&#039;&#039;Faction flavor:&#039;&#039;&#039; Raider / Fortress / Tech bosses get &#039;&#039;&#039;+2&#039;&#039;&#039; on their signature techs above the shared base (currently base level &#039;&#039;&#039;1&#039;&#039;&#039; for both tiers — tuned for gradual rollout).&lt;br /&gt;
* Scout reports on pirate strongholds and outposts now include &#039;&#039;&#039;strength&#039;&#039;&#039;, &#039;&#039;&#039;faction&#039;&#039;&#039;, and &#039;&#039;&#039;boss tier&#039;&#039;&#039; intel when applicable.&lt;br /&gt;
&lt;br /&gt;
== Improvements ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Negative energy&#039;&#039;&#039; on a colony now &#039;&#039;&#039;pauses ship and defense production&#039;&#039;&#039; until energy recovers (same pause/resume pattern as vacation). Resource mines can still be throttled via Production Rate to claw energy back.&lt;br /&gt;
* While energy is negative, you can still upgrade &#039;&#039;&#039;energy providers&#039;&#039;&#039; (Solar Plant, Fusion Reactor, Elerium Reactor). Other queued building upgrades on that colony are cancelled so recovery isn’t blocked.&lt;br /&gt;
* &#039;&#039;&#039;Moon shipyards&#039;&#039;&#039; contribute &#039;&#039;&#039;75%&#039;&#039;&#039; of their level toward empire tonnage capacity (configurable), so moon yards still help — but less than planet yards.&lt;br /&gt;
* Trade offer UI and fleet overlays call out hop routes, readiness, and energy-stressed colonies more clearly.&lt;br /&gt;
&lt;br /&gt;
== Balance ==&lt;br /&gt;
&lt;br /&gt;
* Pirate boss combat research landed soft (base &#039;&#039;&#039;1&#039;&#039;&#039;, faction &#039;&#039;&#039;+2&#039;&#039;&#039;) after higher initial drafts — bosses are stronger than a naked stronghold, without jumping straight to late-game research walls.&lt;br /&gt;
* Support Vessel repair math favors bringing them to long FCS fights (bosses, sieges, prolonged PvP) rather than pure alpha fleets.&lt;br /&gt;
&lt;br /&gt;
== Bug Fixes ==&lt;br /&gt;
&lt;br /&gt;
* Fixed ship/defense queues that could stick paused or lose completion timers after negative-energy pause/resume.&lt;br /&gt;
* Energy-provider upgrades no longer get wiped from the queue just because the colony is already in energy debt.&lt;br /&gt;
* Warp hop selection rejects mismatched or obsolete exit gates instead of launching on a bad route.&lt;br /&gt;
* Various siege mail, scout pirate-intel, and battle-report repair display edge cases cleaned up alongside the features above.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Alliances&amp;diff=330</id>
		<title>Alliances</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Alliances&amp;diff=330"/>
		<updated>2026-07-28T13:44:52Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An &#039;&#039;&#039;Alliance&#039;&#039;&#039; is a group of commanders who band together for mutual benefit. Alliances share a treasury, research powerful upgrades together, build and defend conquered star systems, fly shared colors across the galaxy, and coordinate through chat and diplomacy.&lt;br /&gt;
&lt;br /&gt;
Every commander can belong to &#039;&#039;&#039;one alliance&#039;&#039;&#039; at a time. You can join or create your alliance starting at &#039;&#039;&#039;Realm 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
&lt;br /&gt;
* Creating an alliance&lt;br /&gt;
* Joining &amp;amp; leaving&lt;br /&gt;
* Roles &amp;amp; permissions&lt;br /&gt;
* Communication&lt;br /&gt;
* The Alliance Vault&lt;br /&gt;
* Alliance Research&lt;br /&gt;
* Alliance Buildings&lt;br /&gt;
* System conquest &amp;amp; control&lt;br /&gt;
* Diplomacy &amp;amp; war&lt;br /&gt;
* Alliance relics &amp;amp; branding&lt;br /&gt;
* Leaderboards &amp;amp; events&lt;br /&gt;
* Quick reference&lt;br /&gt;
&lt;br /&gt;
== Creating an alliance ==&lt;br /&gt;
Creating an alliance is &#039;&#039;&#039;free&#039;&#039;&#039;. You&#039;ll choose:&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;tag&#039;&#039;&#039; (3–10 characters, unique across the galaxy).&lt;br /&gt;
* A &#039;&#039;&#039;name&#039;&#039;&#039; (up to 100 characters, unique).&lt;br /&gt;
* An optional description.&lt;br /&gt;
&lt;br /&gt;
As the founder you become the &#039;&#039;&#039;Leader&#039;&#039;&#039;. New alliances start with room for &#039;&#039;&#039;15 members&#039;&#039;&#039; and &#039;&#039;&#039;open&#039;&#039;&#039; recruitment.&lt;br /&gt;
&lt;br /&gt;
== Joining &amp;amp; leaving ==&lt;br /&gt;
How you join depends on the alliance&#039;s recruitment setting:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Recruitment&lt;br /&gt;
!What happens&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Open&#039;&#039;&#039;&lt;br /&gt;
|You join instantly as a Member.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Invite Only&#039;&#039;&#039;&lt;br /&gt;
|You submit an application; an officer approves or rejects it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Closed&#039;&#039;&#039;&lt;br /&gt;
|Not accepting new members.&lt;br /&gt;
|}&lt;br /&gt;
A few rules:&lt;br /&gt;
&lt;br /&gt;
* You can&#039;t join if you&#039;re already in an alliance.&lt;br /&gt;
* You can have only &#039;&#039;&#039;one&#039;&#039;&#039; pending application at a time.&lt;br /&gt;
* An alliance can&#039;t exceed its member limit (raised by the &#039;&#039;Recruitment Doctrine&#039;&#039; research — see below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaving:&#039;&#039;&#039; any member can leave at any time. The &#039;&#039;&#039;Leader cannot simply leave&#039;&#039;&#039; — they must first transfer leadership to another member or disband the alliance.&lt;br /&gt;
&lt;br /&gt;
== Roles &amp;amp; permissions ==&lt;br /&gt;
Alliances have four roles, from lowest to highest authority:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Role&lt;br /&gt;
!What they can do&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Member&#039;&#039;&#039;&lt;br /&gt;
|Donate to the vault, donate relics, buy items for the alliance archive.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Officer&#039;&#039;&#039;&lt;br /&gt;
|Everything a member can, plus: approve/reject applications, promote/demote members, remove members, edit alliance settings, send broadcasts, manage branding and diplomacy, and upgrade alliance buildings.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Deputy&#039;&#039;&#039;&lt;br /&gt;
|Everything an officer can, plus start and cancel &#039;&#039;&#039;alliance research&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Leader&#039;&#039;&#039;&lt;br /&gt;
|Full control: transfer leadership and disband the alliance.&lt;br /&gt;
|}&lt;br /&gt;
When a Leader transfers leadership, they step down to &#039;&#039;&#039;Deputy&#039;&#039;&#039; and the chosen member becomes the new Leader.&lt;br /&gt;
&lt;br /&gt;
== Communication ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Alliance Chat&#039;&#039;&#039; — a real-time, members-only channel for coordination.&lt;br /&gt;
* &#039;&#039;&#039;Broadcasts&#039;&#039;&#039; — officers can send one-way mail to the whole alliance, optionally filtered by role.&lt;br /&gt;
&lt;br /&gt;
== The Alliance Vault ==&lt;br /&gt;
The &#039;&#039;&#039;Vault&#039;&#039;&#039; is your alliance&#039;s shared treasury, holding all six resources (steel, quartz, gas, iridium, silicium, elerium).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways to fill the vault:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Direct donations&#039;&#039;&#039; — any member can donate resources from a colony.&lt;br /&gt;
# &#039;&#039;&#039;Alliance tax&#039;&#039;&#039; — officers can set a tax of &#039;&#039;&#039;0–5%&#039;&#039;&#039; on the cargo members bring back from attacks, debris collection, exploration, and harvesting.&lt;br /&gt;
# &#039;&#039;&#039;Donation missions&#039;&#039;&#039; — send a fleet to deliver cargo to an alliance-controlled system.&lt;br /&gt;
# &#039;&#039;&#039;Research refunds&#039;&#039;&#039; — cancelling a research returns its cost to the vault.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capacity:&#039;&#039;&#039; each resource starts with a vault capacity of &#039;&#039;&#039;2 billion&#039;&#039;&#039;, and the &#039;&#039;&#039;Alliance Vault&#039;&#039;&#039; building adds &#039;&#039;&#039;+10 billion&#039;&#039;&#039; per level. If the vault is full, taxed resources stay with the member instead.&lt;br /&gt;
&lt;br /&gt;
Donations also count toward your personal &#039;&#039;&#039;alliance donation score&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Alliance Research ==&lt;br /&gt;
Alliances can research upgrades that benefit every member.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To research, your alliance needs:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* An &#039;&#039;&#039;Alliance Research Lab&#039;&#039;&#039; built on an alliance colony.&lt;br /&gt;
* A &#039;&#039;&#039;Leader or Deputy&#039;&#039;&#039; to start it (only one research at a time).&lt;br /&gt;
* Enough resources in the &#039;&#039;&#039;vault&#039;&#039;&#039; to pay the cost.&lt;br /&gt;
&lt;br /&gt;
Costs and times scale with each level, and a higher-level Research Lab speeds research up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Highlights of the research tree:&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Research&lt;br /&gt;
!Benefit&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Alliance Infrastructure&#039;&#039;&#039;&lt;br /&gt;
|Lower system upkeep; higher harvest unit caps.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supply Logistics&#039;&#039;&#039;&lt;br /&gt;
|Lower upkeep and faster convoys.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resource Refinements&#039;&#039;&#039; (Steel, Quartz, Gas, …)&lt;br /&gt;
|Reduced upkeep and higher production for that resource.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Recruitment Doctrine&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;+1 member&#039;&#039;&#039; capacity per level.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defense Protocols&#039;&#039;&#039;&lt;br /&gt;
|Stronger alliance defense HP; unlocks alliance defenses.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reinforced Armor / Deflector Shields / Weapons Calibration&#039;&#039;&#039;&lt;br /&gt;
|Boost defense HP, shields, and weapon power.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Garrison Capacity&#039;&#039;&#039;&lt;br /&gt;
| +1 defense build slot.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alliance Buildings ==&lt;br /&gt;
Conquered systems host &#039;&#039;&#039;alliance buildings&#039;&#039;&#039;, paid for from the vault and upgraded by officers. Your first conquered system becomes your &#039;&#039;&#039;Headquarters (HQ)&#039;&#039;&#039; with up to &#039;&#039;&#039;100 building slots&#039;&#039;&#039;; later systems become &#039;&#039;&#039;Divisions&#039;&#039;&#039; with &#039;&#039;&#039;40 slots&#039;&#039;&#039; each.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Building&lt;br /&gt;
!Where&lt;br /&gt;
!Purpose&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Headquarters&#039;&#039;&#039;&lt;br /&gt;
|HQ only&lt;br /&gt;
|The alliance&#039;s core; drives its level and unlocks other buildings.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vault&#039;&#039;&#039;&lt;br /&gt;
|HQ&lt;br /&gt;
|Expands shared resource capacity.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Research Lab&#039;&#039;&#039;&lt;br /&gt;
|HQ&lt;br /&gt;
|Enables and speeds up alliance research.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diplomacy Office&#039;&#039;&#039;&lt;br /&gt;
|HQ&lt;br /&gt;
|Enables diplomacy; grants treaty slots.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Archive&#039;&#039;&#039;&lt;br /&gt;
|HQ&lt;br /&gt;
|Stores donated relics and cosmetics.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bazaar&#039;&#039;&#039;&lt;br /&gt;
|HQ&lt;br /&gt;
|Shop where members buy alliance cosmetic variants.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Division Center&#039;&#039;&#039;&lt;br /&gt;
|Division&lt;br /&gt;
|Local command hub for a Division system.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engineering Lab&#039;&#039;&#039;&lt;br /&gt;
|HQ + Division&lt;br /&gt;
|Speeds local construction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defense Yard&#039;&#039;&#039;&lt;br /&gt;
|HQ + Division&lt;br /&gt;
|Enables alliance defenses.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Common / Rare Extractors&#039;&#039;&#039;&lt;br /&gt;
|HQ + Division&lt;br /&gt;
|Boost harvest and survey output (+10% per level).&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Most advanced alliance systems — buildings, conquest, and shared harvest — open up around &#039;&#039;&#039;Realm 4&#039;&#039;&#039;.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Territorial control ==&lt;br /&gt;
&#039;&#039;&#039;Territorial control&#039;&#039;&#039; is the long game of alliance play: the more star systems your alliance holds — and the longer it holds them — the bigger your shared advantage. A single system is useful, but a &#039;&#039;&#039;territory&#039;&#039;&#039; of many systems compounds into a serious economic and military edge: more harvest and survey deposits, a larger daily resource pool for every member, more building capacity across your HQ and Divisions, and more ground a rival must fight through before they can hurt you.&lt;br /&gt;
&lt;br /&gt;
The winning strategy is to &#039;&#039;&#039;conquer aggressively, defend relentlessly, and keep expanding&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Conquer.&#039;&#039;&#039; Alliances capture star systems through &#039;&#039;&#039;coordinated (FCS)&#039;&#039;&#039; assaults on the system center. With &#039;&#039;&#039;Territory Siege&#039;&#039;&#039; enabled, that is a two-phase Campaign (Contest, then Takeover) — see Territory Siege. You must be in an active alliance to participate.&lt;br /&gt;
* &#039;&#039;&#039;Hold.&#039;&#039;&#039; Control fades if a system is left undefended, so treat every capture as territory you must keep — station Guardian fleets and build alliance defenses to secure it for the long haul.&lt;br /&gt;
* &#039;&#039;&#039;Expand.&#039;&#039;&#039; Keep pushing into neutral and rival systems; the alliances that hold the widest territory the longest dominate the galaxy.&lt;br /&gt;
&lt;br /&gt;
Once captured:&lt;br /&gt;
&lt;br /&gt;
* Your first system becomes the &#039;&#039;&#039;HQ&#039;&#039;&#039;; the rest are &#039;&#039;&#039;Divisions&#039;&#039;&#039;.&lt;br /&gt;
* Controlled systems support a shared &#039;&#039;&#039;harvest &amp;amp; survey pool&#039;&#039;&#039;: production each cycle is split between the runner, guardians, and an alliance daily pool that members collect their share from.&lt;br /&gt;
* Controlled systems can be dressed up with &#039;&#039;&#039;system themes&#039;&#039;&#039; and &#039;&#039;&#039;monuments&#039;&#039;&#039; (see below).&lt;br /&gt;
&lt;br /&gt;
== Territory Siege ==&lt;br /&gt;
When the Territory Siege feature is enabled, taking a neutral system or a rival &#039;&#039;&#039;Division&#039;&#039;&#039; is no longer a single fight.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Contest&#039;&#039;&#039; — Win an FCS assault → the system is Contested for a &#039;&#039;&#039;random 20–28 hours&#039;&#039;&#039;. Ownership does &#039;&#039;&#039;not&#039;&#039;&#039; change yet; income from that system is reduced.&lt;br /&gt;
# &#039;&#039;&#039;Takeover&#039;&#039;&#039; — A &#039;&#039;&#039;2-hour Vulnerable&#039;&#039;&#039; window opens. Only the Contester can win a second FCS fight in that window to claim the system.&lt;br /&gt;
# Fail, lose, or miss the window → the holder keeps it, and a &#039;&#039;&#039;24-hour&#039;&#039;&#039; re-contest cooldown applies.&lt;br /&gt;
&lt;br /&gt;
Headquarters cannot be sieged. An alliance may have at most &#039;&#039;&#039;5&#039;&#039;&#039; systems Contested or Vulnerable at once. Station Guardians before the window; amber/red borders on the galaxy map and live countdowns in Alliance Systems / Division Center mark the siege.&lt;br /&gt;
&lt;br /&gt;
Full rules — Graveyard debris rates, building −3 penalty, diplomacy cancels — are on the dedicated Territory Siege page. In-game: &#039;&#039;&#039;Settings → Quick Guides → Alliance Territorial Control&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Diplomacy &amp;amp; war ==&lt;br /&gt;
With a &#039;&#039;&#039;Diplomacy Office&#039;&#039;&#039;, officers can manage relations with other alliances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Non-Aggression Pact (NAP)&#039;&#039;&#039; — neither side can attack the other.&lt;br /&gt;
* &#039;&#039;&#039;Ally&#039;&#039;&#039; — a closer protective relationship.&lt;br /&gt;
* &#039;&#039;&#039;War&#039;&#039;&#039; — declared immediately and unilaterally; it ends any existing treaties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat protection:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You can never attack members of &#039;&#039;&#039;your own&#039;&#039;&#039; alliance.&lt;br /&gt;
* You can&#039;t attack alliances you&#039;re &#039;&#039;&#039;allied with&#039;&#039;&#039; or have a &#039;&#039;&#039;NAP&#039;&#039;&#039; with (though you can still scout them).&lt;br /&gt;
&lt;br /&gt;
NAPs and alliances consume &#039;&#039;&#039;treaty slots&#039;&#039;&#039; (one per Diplomacy Office level); war does not. Ending a war requires a peace proposal.&lt;br /&gt;
&lt;br /&gt;
== Alliance relics &amp;amp; branding ==&lt;br /&gt;
Alliances fly their own colors using &#039;&#039;&#039;relics&#039;&#039;&#039; donated by members. (For how relics are collected and forged, see the Relics page.)&lt;br /&gt;
&lt;br /&gt;
Four relic types are used by alliances:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Relic type&lt;br /&gt;
!How it&#039;s used&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Alliance Badge&#039;&#039;&#039;&lt;br /&gt;
|One active badge represents the alliance on leaderboards and alliance lists.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Alliance Flag&#039;&#039;&#039;&lt;br /&gt;
|One active flag flies on members&#039; planets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;System Theme&#039;&#039;&#039;&lt;br /&gt;
|Attached to a controlled system to tint its appearance (one per system).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;System Monument&#039;&#039;&#039;&lt;br /&gt;
|Attached to a controlled system as a standing monument (one per system).&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;How it flows:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# A member forges an alliance-type relic and &#039;&#039;&#039;donates&#039;&#039;&#039; its base cosmetic to the alliance (free, and they keep the relic).&lt;br /&gt;
# Donating unlocks the alliance &#039;&#039;&#039;Archive&#039;&#039;&#039;, where members can buy alternate &#039;&#039;&#039;variants&#039;&#039;&#039; for the alliance with &#039;&#039;&#039;Quantum Shards&#039;&#039;&#039;.&lt;br /&gt;
# &#039;&#039;&#039;Officers&#039;&#039;&#039; then activate the active badge/flag, or attach themes and monuments to controlled systems.&lt;br /&gt;
# Officers can keep a &#039;&#039;&#039;wishlist&#039;&#039;&#039; of cosmetics the alliance wants next.&lt;br /&gt;
&lt;br /&gt;
See Relics → Alliance Relics for the donating commander&#039;s perspective.&lt;br /&gt;
&lt;br /&gt;
== Leaderboards &amp;amp; events ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Alliance leaderboards&#039;&#039;&#039; rank alliances against one another.&lt;br /&gt;
* &#039;&#039;&#039;Weekly alliance events&#039;&#039;&#039; offer alliance-tier rewards for collective effort.&lt;br /&gt;
* Your active alliance &#039;&#039;&#039;badge&#039;&#039;&#039; appears beside your alliance name across these screens.&lt;br /&gt;
&lt;br /&gt;
== Quick reference ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Thing&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|Alliances per player&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Create cost&lt;br /&gt;
|Free&lt;br /&gt;
|-&lt;br /&gt;
|Tag length&lt;br /&gt;
|3–10 characters&lt;br /&gt;
|-&lt;br /&gt;
|Name length&lt;br /&gt;
|up to 100 characters&lt;br /&gt;
|-&lt;br /&gt;
|Starting member limit&lt;br /&gt;
|15 (+1 per Recruitment Doctrine level)&lt;br /&gt;
|-&lt;br /&gt;
|Roles&lt;br /&gt;
|Member · Officer · Deputy · Leader&lt;br /&gt;
|-&lt;br /&gt;
|Max alliance tax&lt;br /&gt;
|5%&lt;br /&gt;
|-&lt;br /&gt;
|Vault capacity (per resource)&lt;br /&gt;
|20 billion base, +20 billion per Vault level&lt;br /&gt;
|-&lt;br /&gt;
|HQ building slots&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|Division building slots&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|Diplomacy relations&lt;br /&gt;
|Non-Aggression Pact · Ally · War&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Territory_Siege&amp;diff=329</id>
		<title>Territory Siege</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Territory_Siege&amp;diff=329"/>
		<updated>2026-07-28T13:42:33Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Territory Siege&amp;#039;&amp;#039;&amp;#039; turns system conquest into a &amp;#039;&amp;#039;&amp;#039;two-phase campaign&amp;#039;&amp;#039;&amp;#039; instead of a single raid. An alliance must &amp;#039;&amp;#039;&amp;#039;Contest&amp;#039;&amp;#039;&amp;#039; a system, wait through a random timer, then win a &amp;#039;&amp;#039;&amp;#039;Takeover&amp;#039;&amp;#039;&amp;#039; fight in a short Vulnerable window before ownership changes hands.&amp;lt;blockquote&amp;gt;Requires the &amp;#039;&amp;#039;&amp;#039;Territory Siege&amp;#039;&amp;#039;&amp;#039; feature to be enabled. Classic instant conquest still applies when the feature is off. You must also have &amp;#039;&amp;#039;&amp;#039;System Conquering&amp;#039;&amp;#039;&amp;#039; and use &amp;#039;&amp;#039;&amp;#039;FCS&amp;#039;&amp;#039;&amp;#039; (Fleet Coordinat...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Territory Siege&#039;&#039;&#039; turns system conquest into a &#039;&#039;&#039;two-phase campaign&#039;&#039;&#039; instead of a single raid. An alliance must &#039;&#039;&#039;Contest&#039;&#039;&#039; a system, wait through a random timer, then win a &#039;&#039;&#039;Takeover&#039;&#039;&#039; fight in a short Vulnerable window before ownership changes hands.&amp;lt;blockquote&amp;gt;Requires the &#039;&#039;&#039;Territory Siege&#039;&#039;&#039; feature to be enabled. Classic instant conquest still applies when the feature is off. You must also have &#039;&#039;&#039;System Conquering&#039;&#039;&#039; and use &#039;&#039;&#039;FCS&#039;&#039;&#039; (Fleet Coordination System) for system-center assaults. See Alliances → Territorial control.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
&lt;br /&gt;
* Why sieges exist&lt;br /&gt;
* The flow&lt;br /&gt;
* Timers&lt;br /&gt;
* Contest (Phase 1)&lt;br /&gt;
* Vulnerable window (Phase 2)&lt;br /&gt;
* Takeover success&lt;br /&gt;
* Defending&lt;br /&gt;
* Economy while Contested&lt;br /&gt;
* Ship losses &amp;amp; Ship Graveyard&lt;br /&gt;
* Building penalty&lt;br /&gt;
* Limits &amp;amp; cooldowns&lt;br /&gt;
* Map &amp;amp; UI signals&lt;br /&gt;
* Diplomacy&lt;br /&gt;
* Quick reference&lt;br /&gt;
&lt;br /&gt;
== Why sieges exist ==&lt;br /&gt;
Under instant conquest, one FCS win could flip a Division while defenders were offline, and full permanent capital losses made serious territory wars feel suicidal.&lt;br /&gt;
&lt;br /&gt;
Sieges keep wars meaningful while:&lt;br /&gt;
&lt;br /&gt;
* Giving both sides &#039;&#039;&#039;notice&#039;&#039;&#039; before ownership changes&lt;br /&gt;
* Using a &#039;&#039;&#039;random&#039;&#039;&#039; Contested timer (no defender-picked “Defense Hour”) so alliances cannot permanently timezone-tank each other&lt;br /&gt;
* Softening hull loss through the &#039;&#039;&#039;Ship Graveyard&#039;&#039;&#039; with phase-specific debris rates&lt;br /&gt;
&lt;br /&gt;
== The flow ==&lt;br /&gt;
 &amp;lt;code&amp;gt;Neutral or Held Division&lt;br /&gt;
         │&lt;br /&gt;
         │  FCS Contest win&lt;br /&gt;
         ▼&lt;br /&gt;
    Contested  ──(random 20–28h)──►  Vulnerable (2h)&lt;br /&gt;
         │                                │&lt;br /&gt;
         │                                ├─ Contester FCS win → ownership flips&lt;br /&gt;
         │                                ├─ Contester loses / blocked → defenders keep it&lt;br /&gt;
         │                                └─ Window ends with no Takeover → defenders keep it&lt;br /&gt;
         │&lt;br /&gt;
         └── Headquarters cannot be sieged&amp;lt;/code&amp;gt;&lt;br /&gt;
Ownership &#039;&#039;&#039;never&#039;&#039;&#039; changes on Contest — only on a successful &#039;&#039;&#039;Takeover&#039;&#039;&#039; inside the Vulnerable window.&lt;br /&gt;
&lt;br /&gt;
== Timers ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Phase&lt;br /&gt;
!Duration&lt;br /&gt;
!Who chooses it?&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Contested&#039;&#039;&#039;&lt;br /&gt;
|Random &#039;&#039;&#039;20–28 hours&#039;&#039;&#039; after Contest&lt;br /&gt;
|Nobody — rolled when Contest succeeds&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vulnerable&#039;&#039;&#039;&lt;br /&gt;
|Exactly &#039;&#039;&#039;2 hours&#039;&#039;&#039;&lt;br /&gt;
|Starts when Contested ends&lt;br /&gt;
|}&lt;br /&gt;
Attackers may land the Takeover FCS &#039;&#039;&#039;anytime&#039;&#039;&#039; in those 2 hours. You do &#039;&#039;&#039;not&#039;&#039;&#039; need to sit and DPS for two hours — Regna resolves one battle when the fleet arrives.&lt;br /&gt;
&lt;br /&gt;
== Contest (Phase 1) ==&lt;br /&gt;
&lt;br /&gt;
# Scout the system center / rival Division center.&lt;br /&gt;
# Launch a &#039;&#039;&#039;coordinated FCS&#039;&#039;&#039; attack on the system center.&lt;br /&gt;
# On victory (and if gates pass), the system becomes &#039;&#039;&#039;Contested&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contest does not:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Transfer &amp;lt;code&amp;gt;controlling&amp;lt;/code&amp;gt; ownership&lt;br /&gt;
* Wipe remaining NPC garrison beyond battle losses&lt;br /&gt;
* Raze alliance buildings&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gates (high level):&#039;&#039;&#039; active alliance, System Conquering + Territory Siege enabled, not your own system, not an HQ, not NAP/Ally with the holder, under territory hold cap, system not already sieged / not in re-contest cooldown, and your alliance has fewer than &#039;&#039;&#039;5&#039;&#039;&#039; open Contests.&lt;br /&gt;
&lt;br /&gt;
Only the alliance that Contested the system may later finish the Takeover.&lt;br /&gt;
&lt;br /&gt;
== Vulnerable window (Phase 2) ==&lt;br /&gt;
When Contested ends, the system becomes &#039;&#039;&#039;Vulnerable&#039;&#039;&#039; for &#039;&#039;&#039;2 hours&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;contester&#039;&#039;&#039; must win another FCS fight at the system center during that window to take ownership.&lt;br /&gt;
* If they lose, hit a gate failure (e.g. territory cap), or never show up, the siege resolves as &#039;&#039;&#039;defended&#039;&#039;&#039; / &#039;&#039;&#039;expired&#039;&#039;&#039; and the holder keeps the system (with cooldown).&lt;br /&gt;
&lt;br /&gt;
Station Guardians and alliance defenses matter most here — the battle is a snapshot of whoever is stationed (plus garrison and turrets) when the attackers arrive.&lt;br /&gt;
&lt;br /&gt;
== Takeover success ==&lt;br /&gt;
On a successful Takeover:&lt;br /&gt;
&lt;br /&gt;
* Ownership transfers to the contester (same HQ / Division rules as before).&lt;br /&gt;
* Center military and resources are cleared as on conquest.&lt;br /&gt;
* For a &#039;&#039;&#039;PvP&#039;&#039;&#039; take of a held Division: buildings take a &#039;&#039;&#039;level penalty&#039;&#039;&#039; (see below) instead of a full raze when Territory Siege is on.&lt;br /&gt;
* The usual &#039;&#039;&#039;2-day&#039;&#039;&#039; grace to build Headquarters / Division Center still applies after a real conquest.&lt;br /&gt;
* Harvest / survey / pool income returns to normal once the siege is resolved.&lt;br /&gt;
&lt;br /&gt;
== Defending ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Layer&lt;br /&gt;
!Role&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Station Guardians&#039;&#039;&#039;&lt;br /&gt;
|Park fleets on the system center before the Vulnerable window; they fight in the Takeover battle and earn harvest security cuts in peacetime&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defense Yard turrets&#039;&#039;&#039;&lt;br /&gt;
|Cheap regenerating layer; participate in combat and partially auto-repair&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Alliance research&#039;&#039;&#039;&lt;br /&gt;
|Armor / shields / weapons / garrison capacity strengthen defenses&lt;br /&gt;
|}&lt;br /&gt;
When Contested mail arrives: form Guardians, refresh station durations, and watch the countdown on the galaxy map, system details, Alliance Systems list, and HQ/Division building modal.&lt;br /&gt;
&lt;br /&gt;
== Economy while Contested ==&lt;br /&gt;
While a system is &#039;&#039;&#039;Contested&#039;&#039;&#039; or &#039;&#039;&#039;Vulnerable&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* That system’s contribution to the alliance &#039;&#039;&#039;daily pool&#039;&#039;&#039; is reduced (&#039;&#039;&#039;×0.5&#039;&#039;&#039;)&lt;br /&gt;
* &#039;&#039;&#039;Harvest&#039;&#039;&#039; and &#039;&#039;&#039;Survey&#039;&#039;&#039; mission yields from that system are reduced (&#039;&#039;&#039;×0.5&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
Contesting hurts the holder’s economy without giving the attacker free ownership.&lt;br /&gt;
&lt;br /&gt;
== Ship losses &amp;amp; Ship Graveyard ==&lt;br /&gt;
Winner of each fight is still decided by the normal battle simulation — not by who lost more ships.&lt;br /&gt;
&lt;br /&gt;
Destroyed &#039;&#039;&#039;player&#039;&#039;&#039; hull (attackers and stationed Guardians) uses the &#039;&#039;&#039;Ship Graveyard&#039;&#039;&#039; pipeline with siege debris overrides:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Phase&lt;br /&gt;
!Debris (gone / salvage field)&lt;br /&gt;
!Graveyard buyback&lt;br /&gt;
|-&lt;br /&gt;
|Contest&lt;br /&gt;
|&#039;&#039;&#039;~15%&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;~85%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Takeover&lt;br /&gt;
|&#039;&#039;&#039;~30%&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;~70%&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
NPC protector ships do not enter the Graveyard. Planetary defenses use normal damage + auto-repair (no Graveyard).&lt;br /&gt;
&lt;br /&gt;
== Building penalty ==&lt;br /&gt;
When Territory Siege is on and you successfully Take over a &#039;&#039;&#039;held&#039;&#039;&#039; Division:&lt;br /&gt;
&lt;br /&gt;
* Each alliance building on the center loses &#039;&#039;&#039;3 levels&#039;&#039;&#039;&lt;br /&gt;
* If the new level is &#039;&#039;&#039;below 4&#039;&#039;&#039;, the building is &#039;&#039;&#039;removed&#039;&#039;&#039;&lt;br /&gt;
* If &#039;&#039;&#039;your&#039;&#039;&#039; alliance lost this system recently and retakes it within &#039;&#039;&#039;7 days&#039;&#039;&#039;, the −3 pass is &#039;&#039;&#039;waived&#039;&#039;&#039; (you keep buildings as they currently are)&lt;br /&gt;
&lt;br /&gt;
Neutral first takes have no player buildings to penalize. When Territory Siege is &#039;&#039;&#039;off&#039;&#039;&#039;, rival takeovers still use the older full building wipe.&lt;br /&gt;
&lt;br /&gt;
== Limits &amp;amp; cooldowns ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rule&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|Max open Contests per alliance (Contested + Vulnerable)&lt;br /&gt;
|&#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Re-contest cooldown after fail / expire / cancel&lt;br /&gt;
|&#039;&#039;&#039;24 hours&#039;&#039;&#039; on that system&lt;br /&gt;
|-&lt;br /&gt;
|Headquarters&lt;br /&gt;
|&#039;&#039;&#039;Cannot&#039;&#039;&#039; be Contested or Taken&lt;br /&gt;
|-&lt;br /&gt;
|Who can Takeover&lt;br /&gt;
|Only the &#039;&#039;&#039;Contester&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Map &amp;amp; UI signals ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Signal&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Amber / warning&#039;&#039;&#039; system border&lt;br /&gt;
|Contested&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Red / danger&#039;&#039;&#039; system border&lt;br /&gt;
|Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
|Alliance Systems list flags + countdown&lt;br /&gt;
|Per-Division siege status&lt;br /&gt;
|-&lt;br /&gt;
|HQ / Division Center building modal&lt;br /&gt;
|Live countdown + defend hints&lt;br /&gt;
|-&lt;br /&gt;
|Alliance bottom-nav red border + &amp;lt;code&amp;gt;!&amp;lt;/code&amp;gt;&lt;br /&gt;
|Alliance system under inbound threat and/or under siege&lt;br /&gt;
|-&lt;br /&gt;
|System details popup&lt;br /&gt;
|Contested / Vulnerable status with live timer&lt;br /&gt;
|}&lt;br /&gt;
Long-press the Alliance button to open the Alliance Systems selector.&lt;br /&gt;
&lt;br /&gt;
== Diplomacy ==&lt;br /&gt;
&lt;br /&gt;
* You cannot Contest a system held by an alliance you have a &#039;&#039;&#039;NAP&#039;&#039;&#039; or &#039;&#039;&#039;Ally&#039;&#039;&#039; treaty with.&lt;br /&gt;
* If a protective treaty is formed &#039;&#039;&#039;mid-siege&#039;&#039;&#039; between contester and defender, the open siege is &#039;&#039;&#039;cancelled&#039;&#039;&#039; and the holder keeps the system.&lt;br /&gt;
&lt;br /&gt;
== Quick reference ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Thing&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|Contested duration&lt;br /&gt;
|Random 20–28h&lt;br /&gt;
|-&lt;br /&gt;
|Vulnerable window&lt;br /&gt;
|2h&lt;br /&gt;
|-&lt;br /&gt;
|Max open Contests&lt;br /&gt;
|5 per alliance&lt;br /&gt;
|-&lt;br /&gt;
|Failed siege cooldown&lt;br /&gt;
|24h&lt;br /&gt;
|-&lt;br /&gt;
|Contested income factor&lt;br /&gt;
|×0.5 (pool + harvest + survey)&lt;br /&gt;
|-&lt;br /&gt;
|Contest debris / Graveyard&lt;br /&gt;
|~15% / ~85%&lt;br /&gt;
|-&lt;br /&gt;
|Takeover debris / Graveyard&lt;br /&gt;
|~30% / ~70%&lt;br /&gt;
|-&lt;br /&gt;
|Building penalty&lt;br /&gt;
|−3 levels; remove if &amp;lt; 4&lt;br /&gt;
|-&lt;br /&gt;
|Previous-owner waiver&lt;br /&gt;
|7 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related ==&lt;br /&gt;
&lt;br /&gt;
* [[Alliances]] — territory, HQ/Divisions, harvest, diplomacy&lt;br /&gt;
* [[Player Classes]] — FCS and harvest/survey class bonuses&lt;br /&gt;
* [[Resource Protection]] — general PvP loot context&lt;br /&gt;
* In-game: &#039;&#039;&#039;Settings → Quick Guides → Alliance Territorial Control&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Version_1.3.5&amp;diff=328</id>
		<title>Version 1.3.5</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Version_1.3.5&amp;diff=328"/>
		<updated>2026-07-28T09:20:19Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Ship Graveyard (beta will be tested internally, will be released later in the week) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A class-and-coordination release: your Core monument now defines a full &#039;&#039;&#039;player class&#039;&#039;&#039; with empire-wide tradeoffs, weekly events gain a &#039;&#039;&#039;Daily Race&#039;&#039;&#039;, allies can trade in private and join each other&#039;s FCS rallies, and the scoreboard finally splits into Research / Fleet / Defense — plus a &#039;&#039;&#039;Ship Graveyard&#039;&#039;&#039; for PvP losses, &#039;&#039;&#039;early-warning&#039;&#039;&#039; attack alerts, deeper expedition rewards, stronger harvest yields, and a stricter vacation mode.&amp;lt;blockquote&amp;gt;New to classes? See the full Player Classes guide, or open &#039;&#039;&#039;Settings → Quick Guides&#039;&#039;&#039; in-game. Alliance play is covered in Alliances. Resource protection and Titan loot are covered in Resource Protection.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New Features ==&lt;br /&gt;
&lt;br /&gt;
=== Player Classes ===&lt;br /&gt;
&lt;br /&gt;
* Deploying a &#039;&#039;&#039;Core monument&#039;&#039;&#039; on your capital now sets your primary class: &#039;&#039;&#039;Warlord&#039;&#039;&#039;, &#039;&#039;&#039;Guardian&#039;&#039;&#039;, &#039;&#039;&#039;Explorer&#039;&#039;&#039;, or &#039;&#039;&#039;Industrialist&#039;&#039;&#039;.&lt;br /&gt;
* Each class applies empire-wide &#039;&#039;&#039;bonuses and penalties&#039;&#039;&#039; — fleet speed and attack, defenses, expedition success and loot, harvest and convoy speed, trade fees, and more. Your live numbers show on your &#039;&#039;&#039;profile under Class Effects&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Support&#039;&#039;&#039; monuments still add Sub Class tags and their own boosts; they do &#039;&#039;&#039;not&#039;&#039;&#039; change the Core class effect table.&lt;br /&gt;
* Alliance system missions scale with class: &#039;&#039;&#039;Industrialist ~4× System Harvest&#039;&#039;&#039;, &#039;&#039;&#039;Explorer ~4× System Survey&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Industrialist&#039;&#039;&#039; Planetary Harvesters use a hybrid log+√ curve soft-capped near &#039;&#039;&#039;+250%&#039;&#039;&#039; (~20M harvesters), so late-game collector investment stays worthwhile.&lt;br /&gt;
* Full effect tables, FCS rules, and monument pairings are in Player Classes.&lt;br /&gt;
&lt;br /&gt;
=== Class effects on FCS ===&lt;br /&gt;
&lt;br /&gt;
* Coordinated attacks (including pirate bosses and system conquest) now respect class combat bonuses &#039;&#039;&#039;per participant&#039;s own ships&#039;&#039;&#039;.&lt;br /&gt;
* Class &#039;&#039;&#039;hostile fleet speed&#039;&#039;&#039; is solo-attack only — joining as Industrialist or Guardian will &#039;&#039;&#039;not&#039;&#039;&#039; slow an FCS rally.&lt;br /&gt;
* Mixed-class groups earn a loot synergy bonus: &#039;&#039;&#039;+5% / +7.5% / +10%&#039;&#039;&#039; for &#039;&#039;&#039;2 / 3 / 4&#039;&#039;&#039; distinct classes in the group.&lt;br /&gt;
* After loot is split by contribution, personal FCS shares are &#039;&#039;&#039;Warlord ×1.2&#039;&#039;&#039;, &#039;&#039;&#039;Guardian / Explorer ×1.1&#039;&#039;&#039;, &#039;&#039;&#039;Industrialist ×1.0&#039;&#039;&#039;.&lt;br /&gt;
* An &#039;&#039;&#039;Explorer&#039;&#039;&#039; in a pirate FCS fight raises the chance of special drops (tech/nano boosts, relic and monument pieces). Battle reports show class loot, coordination, and synergy lines.&lt;br /&gt;
&lt;br /&gt;
=== Ship Graveyard (beta will be tested internally, will be released later in the week) ===&lt;br /&gt;
&lt;br /&gt;
* Hull destroyed in &#039;&#039;&#039;player combat&#039;&#039;&#039; now goes to a per-colony &#039;&#039;&#039;Ship Graveyard&#039;&#039;&#039; (open from the Shipyard).&lt;br /&gt;
* Buy back what your &#039;&#039;&#039;tonnage headroom&#039;&#039;&#039; allows at 9&#039;&#039;&#039;0%&#039;&#039;&#039; of ship build cost; purchased ships recover gradually up to 7 days depending on the size of te recovery. Min recovery time is 2 days.&lt;br /&gt;
* Unpurchased hull expires after &#039;&#039;&#039;14 days&#039;&#039;&#039; (expiry refreshes when new losses deposit). Remaining inventory stays until you buy it or it expires.&lt;br /&gt;
&lt;br /&gt;
=== Early Warning Alerts ===&lt;br /&gt;
&lt;br /&gt;
* Incoming &#039;&#039;&#039;attack&#039;&#039;&#039; push alerts no longer fire at launch. Defenders are warned when the fleet is &#039;&#039;&#039;10–30 minutes&#039;&#039;&#039; from arrival.&lt;br /&gt;
* Base window is &#039;&#039;&#039;20 minutes&#039;&#039;&#039;. Each &#039;&#039;&#039;Radar Station&#039;&#039;&#039; level on moons orbiting the target adds &#039;&#039;&#039;+1 minute&#039;&#039;&#039; (highest moon radar is used).&lt;br /&gt;
* Attackers can shorten the window with &#039;&#039;&#039;Frigates&#039;&#039;&#039;: every &#039;&#039;&#039;5%&#039;&#039;&#039; of other ships matched by Frigates cuts &#039;&#039;&#039;1 minute&#039;&#039;&#039;, up to &#039;&#039;&#039;−20 minutes&#039;&#039;&#039;. Short flights already inside the window notify immediately.&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039; pushes still fire at launch only when the probe flies at &#039;&#039;&#039;30%+&#039;&#039;&#039; speed — slower scouts stay quiet.&lt;br /&gt;
&lt;br /&gt;
=== Daily Race ===&lt;br /&gt;
&lt;br /&gt;
* Weekly events now include a &#039;&#039;&#039;Daily Race&#039;&#039;&#039;: today&#039;s score has its own rank, reset timer, and reward floor.&lt;br /&gt;
* Top finishers of the day earn smaller bonus rewards (Champion / Runner-up / Contender tiers), separate from the weekly payout.&lt;br /&gt;
* Event leaderboards can toggle between &#039;&#039;&#039;Weekly&#039;&#039;&#039; and &#039;&#039;&#039;Daily&#039;&#039;&#039; views; results also arrive by mail.&lt;br /&gt;
&lt;br /&gt;
=== Ally Offers ===&lt;br /&gt;
&lt;br /&gt;
* Trade offers can be marked &#039;&#039;&#039;Ally Offer&#039;&#039;&#039;: visible only to your alliance and &#039;&#039;&#039;allied&#039;&#039;&#039; alliances (not the public market).&lt;br /&gt;
* Ally offers allow up to &#039;&#039;&#039;5×&#039;&#039;&#039; the normal Trading Center resource batch limit — useful for large allied transfers.&lt;br /&gt;
&lt;br /&gt;
=== Inter-alliance FCS ===&lt;br /&gt;
&lt;br /&gt;
* When opening a coordinated attack, you can &#039;&#039;&#039;Allow inter-alliance participation&#039;&#039;&#039; so allied alliances can see and join the rally.&lt;br /&gt;
* Multi-alliance groups no longer receive extra loot or debris bonuses for spanning alliances — participation stays; the old inter-alliance reward bump is gone.&lt;br /&gt;
&lt;br /&gt;
=== Titan-Class Mech — PvP loot ===&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;Titan-Class Mech&#039;&#039;&#039; (Warlord Core) now grants &#039;&#039;&#039;&amp;lt;code&amp;gt;pvpLootPct&amp;lt;/code&amp;gt;&#039;&#039;&#039;: &#039;&#039;&#039;+3%&#039;&#039;&#039; PvP loot rate at level 1, scaling like other percent monument boosts, hard-capped at &#039;&#039;&#039;+30%&#039;&#039;&#039;.&lt;br /&gt;
* In FCS attacks, the &#039;&#039;&#039;highest&#039;&#039;&#039; Titan loot bonus among attackers is used.&lt;br /&gt;
&lt;br /&gt;
=== Explorer finding auto-share ===&lt;br /&gt;
&lt;br /&gt;
* When an &#039;&#039;&#039;Explorer&#039;&#039;&#039; expedition finds pirate bosses, scout reports are saved to mail. By default they are also &#039;&#039;&#039;shared to alliance chat&#039;&#039;&#039;.&lt;br /&gt;
* Toggle under &#039;&#039;&#039;Settings → Expedition → Auto-share boss scout reports&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Granular leaderboard ===&lt;br /&gt;
&lt;br /&gt;
* The player scoreboard can now be sorted by &#039;&#039;&#039;Total&#039;&#039;&#039;, &#039;&#039;&#039;Research&#039;&#039;&#039;, &#039;&#039;&#039;Fleet&#039;&#039;&#039;, or &#039;&#039;&#039;Defense&#039;&#039;&#039; — so specialists can climb their own ladder, not only overall score.&lt;br /&gt;
&lt;br /&gt;
== Improvements ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fleet Templates&#039;&#039;&#039; can be edited from Settings (same composition controls as the send screen, without launching a fleet).&lt;br /&gt;
* Sensor scans can &#039;&#039;&#039;scroll to load farther systems&#039;&#039;&#039; instead of stopping at the first page of results.&lt;br /&gt;
* &#039;&#039;&#039;Vacation Mode&#039;&#039;&#039; now pauses &#039;&#039;&#039;resource, ship, and defense production&#039;&#039;&#039; while active. Activation also requires ship/defense builds to finish, and is blocked while a hostile fleet is inbound.&lt;br /&gt;
* Monument upgrade &#039;&#039;&#039;spare counting&#039;&#039;&#039; now matches the real upgrade target — including when that best copy is already &#039;&#039;&#039;deployed&#039;&#039;&#039; — so the inventory no longer claims an upgrade you can&#039;t afford.&lt;br /&gt;
* Expedition &#039;&#039;&#039;depths 6–10&#039;&#039;&#039; now have proper earning multipliers (continuing the climb past depth 5 instead of falling back), matching Legendary Expeditions + Orrery unlocks.&lt;br /&gt;
* Event and trade UIs were refreshed for Daily Race sorting, ally-offer badges, and clearer accept-offer flows.&lt;br /&gt;
* Ship and defense &#039;&#039;&#039;build-time floors&#039;&#039;&#039; are now tiered by ship realm and player realm (with class specialty floors for Planetary Harvester / Explorer / Advanced Recycler), so early-realm queues stay paced while Realm IV+ can still sprint.&lt;br /&gt;
* Early-realm research timing uses each tech&#039;s &#039;&#039;&#039;&amp;lt;code&amp;gt;buildTimeMultiplier&amp;lt;/code&amp;gt;&#039;&#039;&#039; instead of a flat ×2 per level.&lt;br /&gt;
&lt;br /&gt;
== Balance ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;System Harvest&#039;&#039;&#039; yields were raised substantially: active cycle output is about &#039;&#039;&#039;6×&#039;&#039;&#039; higher per production unit, and passive per-system common/rare income about &#039;&#039;&#039;3.5×&#039;&#039;&#039;. Hauls now use per-resource abundance rates, and the mission runner&#039;s cut gets a &#039;&#039;&#039;2.5×&#039;&#039;&#039; cargo bonus (without taking from the pool).&lt;br /&gt;
* &#039;&#039;&#039;Nebula gas harvest&#039;&#039;&#039; now converts zone gas to cargo at &#039;&#039;&#039;3×&#039;&#039;&#039; (same pattern as asteroid ore refining), so gas runs keep pace with other harvest missions.&lt;br /&gt;
* &#039;&#039;&#039;Realm 4 catch-up:&#039;&#039;&#039; trailing Realm 4 commanders (by total score) receive stronger expedition &#039;&#039;&#039;nano-boost&#039;&#039;&#039; grants with a &#039;&#039;&#039;ship-biased&#039;&#039;&#039; category roll, so late-realm fleets can close the gap faster.&lt;br /&gt;
&lt;br /&gt;
== Bug Fixes ==&lt;br /&gt;
&lt;br /&gt;
* Fixed monument inventory spare / upgrade-eligibility mismatches when the best owned copy was deployed.&lt;br /&gt;
* &#039;&#039;&#039;FCS&#039;&#039;&#039; fights now count as a &#039;&#039;&#039;single raid&#039;&#039;&#039; toward immunity (not one per participant), so coordinated attacks no longer trip protection unfairly.&lt;br /&gt;
* &#039;&#039;&#039;Hull / armor research&#039;&#039;&#039; now correctly reduces ships destroyed in combat, not only the numbers shown on reports.&lt;br /&gt;
* Alliance chat messages keep stable timestamps when they arrive live.&lt;br /&gt;
* Battle simulation performance improved for large fleets.&lt;br /&gt;
* Various class-effect, FCS loot, and vacation production edge cases cleaned up alongside the features above.&lt;br /&gt;
&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Version_1.3.5&amp;diff=327</id>
		<title>Version 1.3.5</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Version_1.3.5&amp;diff=327"/>
		<updated>2026-07-27T16:17:57Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A class-and-coordination release: your Core monument now defines a full &#039;&#039;&#039;player class&#039;&#039;&#039; with empire-wide tradeoffs, weekly events gain a &#039;&#039;&#039;Daily Race&#039;&#039;&#039;, allies can trade in private and join each other&#039;s FCS rallies, and the scoreboard finally splits into Research / Fleet / Defense — plus a &#039;&#039;&#039;Ship Graveyard&#039;&#039;&#039; for PvP losses, &#039;&#039;&#039;early-warning&#039;&#039;&#039; attack alerts, deeper expedition rewards, stronger harvest yields, and a stricter vacation mode.&amp;lt;blockquote&amp;gt;New to classes? See the full Player Classes guide, or open &#039;&#039;&#039;Settings → Quick Guides&#039;&#039;&#039; in-game. Alliance play is covered in Alliances. Resource protection and Titan loot are covered in Resource Protection.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New Features ==&lt;br /&gt;
&lt;br /&gt;
=== Player Classes ===&lt;br /&gt;
&lt;br /&gt;
* Deploying a &#039;&#039;&#039;Core monument&#039;&#039;&#039; on your capital now sets your primary class: &#039;&#039;&#039;Warlord&#039;&#039;&#039;, &#039;&#039;&#039;Guardian&#039;&#039;&#039;, &#039;&#039;&#039;Explorer&#039;&#039;&#039;, or &#039;&#039;&#039;Industrialist&#039;&#039;&#039;.&lt;br /&gt;
* Each class applies empire-wide &#039;&#039;&#039;bonuses and penalties&#039;&#039;&#039; — fleet speed and attack, defenses, expedition success and loot, harvest and convoy speed, trade fees, and more. Your live numbers show on your &#039;&#039;&#039;profile under Class Effects&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Support&#039;&#039;&#039; monuments still add Sub Class tags and their own boosts; they do &#039;&#039;&#039;not&#039;&#039;&#039; change the Core class effect table.&lt;br /&gt;
* Alliance system missions scale with class: &#039;&#039;&#039;Industrialist ~4× System Harvest&#039;&#039;&#039;, &#039;&#039;&#039;Explorer ~4× System Survey&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Industrialist&#039;&#039;&#039; Planetary Harvesters use a hybrid log+√ curve soft-capped near &#039;&#039;&#039;+250%&#039;&#039;&#039; (~20M harvesters), so late-game collector investment stays worthwhile.&lt;br /&gt;
* Full effect tables, FCS rules, and monument pairings are in Player Classes.&lt;br /&gt;
&lt;br /&gt;
=== Class effects on FCS ===&lt;br /&gt;
&lt;br /&gt;
* Coordinated attacks (including pirate bosses and system conquest) now respect class combat bonuses &#039;&#039;&#039;per participant&#039;s own ships&#039;&#039;&#039;.&lt;br /&gt;
* Class &#039;&#039;&#039;hostile fleet speed&#039;&#039;&#039; is solo-attack only — joining as Industrialist or Guardian will &#039;&#039;&#039;not&#039;&#039;&#039; slow an FCS rally.&lt;br /&gt;
* Mixed-class groups earn a loot synergy bonus: &#039;&#039;&#039;+5% / +7.5% / +10%&#039;&#039;&#039; for &#039;&#039;&#039;2 / 3 / 4&#039;&#039;&#039; distinct classes in the group.&lt;br /&gt;
* After loot is split by contribution, personal FCS shares are &#039;&#039;&#039;Warlord ×1.2&#039;&#039;&#039;, &#039;&#039;&#039;Guardian / Explorer ×1.1&#039;&#039;&#039;, &#039;&#039;&#039;Industrialist ×1.0&#039;&#039;&#039;.&lt;br /&gt;
* An &#039;&#039;&#039;Explorer&#039;&#039;&#039; in a pirate FCS fight raises the chance of special drops (tech/nano boosts, relic and monument pieces). Battle reports show class loot, coordination, and synergy lines.&lt;br /&gt;
&lt;br /&gt;
=== Ship Graveyard (beta will be tested internally, will be released later in the week) ===&lt;br /&gt;
&lt;br /&gt;
* Hull destroyed in &#039;&#039;&#039;player combat&#039;&#039;&#039; now goes to a per-colony &#039;&#039;&#039;Ship Graveyard&#039;&#039;&#039; (open from the Shipyard).&lt;br /&gt;
* Buy back what your &#039;&#039;&#039;tonnage headroom&#039;&#039;&#039; allows at &#039;&#039;&#039;60%&#039;&#039;&#039; of ship build cost; purchased ships recover linearly over &#039;&#039;&#039;7 days&#039;&#039;&#039; and cannot launch until fully restored.&lt;br /&gt;
* Unpurchased hull expires after &#039;&#039;&#039;14 days&#039;&#039;&#039; (expiry refreshes when new losses deposit). Remaining inventory stays until you buy it or it expires.&lt;br /&gt;
&lt;br /&gt;
=== Early Warning Alerts ===&lt;br /&gt;
&lt;br /&gt;
* Incoming &#039;&#039;&#039;attack&#039;&#039;&#039; push alerts no longer fire at launch. Defenders are warned when the fleet is &#039;&#039;&#039;10–30 minutes&#039;&#039;&#039; from arrival.&lt;br /&gt;
* Base window is &#039;&#039;&#039;20 minutes&#039;&#039;&#039;. Each &#039;&#039;&#039;Radar Station&#039;&#039;&#039; level on moons orbiting the target adds &#039;&#039;&#039;+1 minute&#039;&#039;&#039; (highest moon radar is used).&lt;br /&gt;
* Attackers can shorten the window with &#039;&#039;&#039;Frigates&#039;&#039;&#039;: every &#039;&#039;&#039;5%&#039;&#039;&#039; of other ships matched by Frigates cuts &#039;&#039;&#039;1 minute&#039;&#039;&#039;, up to &#039;&#039;&#039;−20 minutes&#039;&#039;&#039;. Short flights already inside the window notify immediately.&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039; pushes still fire at launch only when the probe flies at &#039;&#039;&#039;30%+&#039;&#039;&#039; speed — slower scouts stay quiet.&lt;br /&gt;
&lt;br /&gt;
=== Daily Race ===&lt;br /&gt;
&lt;br /&gt;
* Weekly events now include a &#039;&#039;&#039;Daily Race&#039;&#039;&#039;: today&#039;s score has its own rank, reset timer, and reward floor.&lt;br /&gt;
* Top finishers of the day earn smaller bonus rewards (Champion / Runner-up / Contender tiers), separate from the weekly payout.&lt;br /&gt;
* Event leaderboards can toggle between &#039;&#039;&#039;Weekly&#039;&#039;&#039; and &#039;&#039;&#039;Daily&#039;&#039;&#039; views; results also arrive by mail.&lt;br /&gt;
&lt;br /&gt;
=== Ally Offers ===&lt;br /&gt;
&lt;br /&gt;
* Trade offers can be marked &#039;&#039;&#039;Ally Offer&#039;&#039;&#039;: visible only to your alliance and &#039;&#039;&#039;allied&#039;&#039;&#039; alliances (not the public market).&lt;br /&gt;
* Ally offers allow up to &#039;&#039;&#039;5×&#039;&#039;&#039; the normal Trading Center resource batch limit — useful for large allied transfers.&lt;br /&gt;
&lt;br /&gt;
=== Inter-alliance FCS ===&lt;br /&gt;
&lt;br /&gt;
* When opening a coordinated attack, you can &#039;&#039;&#039;Allow inter-alliance participation&#039;&#039;&#039; so allied alliances can see and join the rally.&lt;br /&gt;
* Multi-alliance groups no longer receive extra loot or debris bonuses for spanning alliances — participation stays; the old inter-alliance reward bump is gone.&lt;br /&gt;
&lt;br /&gt;
=== Titan-Class Mech — PvP loot ===&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;Titan-Class Mech&#039;&#039;&#039; (Warlord Core) now grants &#039;&#039;&#039;&amp;lt;code&amp;gt;pvpLootPct&amp;lt;/code&amp;gt;&#039;&#039;&#039;: &#039;&#039;&#039;+3%&#039;&#039;&#039; PvP loot rate at level 1, scaling like other percent monument boosts, hard-capped at &#039;&#039;&#039;+30%&#039;&#039;&#039;.&lt;br /&gt;
* In FCS attacks, the &#039;&#039;&#039;highest&#039;&#039;&#039; Titan loot bonus among attackers is used.&lt;br /&gt;
&lt;br /&gt;
=== Explorer finding auto-share ===&lt;br /&gt;
&lt;br /&gt;
* When an &#039;&#039;&#039;Explorer&#039;&#039;&#039; expedition finds pirate bosses, scout reports are saved to mail. By default they are also &#039;&#039;&#039;shared to alliance chat&#039;&#039;&#039;.&lt;br /&gt;
* Toggle under &#039;&#039;&#039;Settings → Expedition → Auto-share boss scout reports&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Granular leaderboard ===&lt;br /&gt;
&lt;br /&gt;
* The player scoreboard can now be sorted by &#039;&#039;&#039;Total&#039;&#039;&#039;, &#039;&#039;&#039;Research&#039;&#039;&#039;, &#039;&#039;&#039;Fleet&#039;&#039;&#039;, or &#039;&#039;&#039;Defense&#039;&#039;&#039; — so specialists can climb their own ladder, not only overall score.&lt;br /&gt;
&lt;br /&gt;
== Improvements ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fleet Templates&#039;&#039;&#039; can be edited from Settings (same composition controls as the send screen, without launching a fleet).&lt;br /&gt;
* Sensor scans can &#039;&#039;&#039;scroll to load farther systems&#039;&#039;&#039; instead of stopping at the first page of results.&lt;br /&gt;
* &#039;&#039;&#039;Vacation Mode&#039;&#039;&#039; now pauses &#039;&#039;&#039;resource, ship, and defense production&#039;&#039;&#039; while active. Activation also requires ship/defense builds to finish, and is blocked while a hostile fleet is inbound.&lt;br /&gt;
* Monument upgrade &#039;&#039;&#039;spare counting&#039;&#039;&#039; now matches the real upgrade target — including when that best copy is already &#039;&#039;&#039;deployed&#039;&#039;&#039; — so the inventory no longer claims an upgrade you can&#039;t afford.&lt;br /&gt;
* Expedition &#039;&#039;&#039;depths 6–10&#039;&#039;&#039; now have proper earning multipliers (continuing the climb past depth 5 instead of falling back), matching Legendary Expeditions + Orrery unlocks.&lt;br /&gt;
* Event and trade UIs were refreshed for Daily Race sorting, ally-offer badges, and clearer accept-offer flows.&lt;br /&gt;
* Ship and defense &#039;&#039;&#039;build-time floors&#039;&#039;&#039; are now tiered by ship realm and player realm (with class specialty floors for Planetary Harvester / Explorer / Advanced Recycler), so early-realm queues stay paced while Realm IV+ can still sprint.&lt;br /&gt;
* Early-realm research timing uses each tech&#039;s &#039;&#039;&#039;&amp;lt;code&amp;gt;buildTimeMultiplier&amp;lt;/code&amp;gt;&#039;&#039;&#039; instead of a flat ×2 per level.&lt;br /&gt;
&lt;br /&gt;
== Balance ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;System Harvest&#039;&#039;&#039; yields were raised substantially: active cycle output is about &#039;&#039;&#039;6×&#039;&#039;&#039; higher per production unit, and passive per-system common/rare income about &#039;&#039;&#039;3.5×&#039;&#039;&#039;. Hauls now use per-resource abundance rates, and the mission runner&#039;s cut gets a &#039;&#039;&#039;2.5×&#039;&#039;&#039; cargo bonus (without taking from the pool).&lt;br /&gt;
* &#039;&#039;&#039;Nebula gas harvest&#039;&#039;&#039; now converts zone gas to cargo at &#039;&#039;&#039;3×&#039;&#039;&#039; (same pattern as asteroid ore refining), so gas runs keep pace with other harvest missions.&lt;br /&gt;
* &#039;&#039;&#039;Realm 4 catch-up:&#039;&#039;&#039; trailing Realm 4 commanders (by total score) receive stronger expedition &#039;&#039;&#039;nano-boost&#039;&#039;&#039; grants with a &#039;&#039;&#039;ship-biased&#039;&#039;&#039; category roll, so late-realm fleets can close the gap faster.&lt;br /&gt;
&lt;br /&gt;
== Bug Fixes ==&lt;br /&gt;
&lt;br /&gt;
* Fixed monument inventory spare / upgrade-eligibility mismatches when the best owned copy was deployed.&lt;br /&gt;
* &#039;&#039;&#039;FCS&#039;&#039;&#039; fights now count as a &#039;&#039;&#039;single raid&#039;&#039;&#039; toward immunity (not one per participant), so coordinated attacks no longer trip protection unfairly.&lt;br /&gt;
* &#039;&#039;&#039;Hull / armor research&#039;&#039;&#039; now correctly reduces ships destroyed in combat, not only the numbers shown on reports.&lt;br /&gt;
* Alliance chat messages keep stable timestamps when they arrive live.&lt;br /&gt;
* Battle simulation performance improved for large fleets.&lt;br /&gt;
* Various class-effect, FCS loot, and vacation production edge cases cleaned up alongside the features above.&lt;br /&gt;
&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Version_1.3.5&amp;diff=326</id>
		<title>Version 1.3.5</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Version_1.3.5&amp;diff=326"/>
		<updated>2026-07-24T03:03:13Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Inter-alliance FCS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A class-and-coordination release: your Core monument now defines a full &#039;&#039;&#039;player class&#039;&#039;&#039; with empire-wide tradeoffs, weekly events gain a &#039;&#039;&#039;Daily Race&#039;&#039;&#039;, allies can trade in private and join each other&#039;s FCS rallies, and the scoreboard finally splits into Research / Fleet / Defense — plus deeper expedition rewards, stronger system yields, and a stricter vacation mode.&amp;lt;blockquote&amp;gt;New to classes? See the full Player Classes guide, or open &#039;&#039;&#039;Settings → Quick Guides&#039;&#039;&#039; in-game. Alliance play is covered in Alliances.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New Features ==&lt;br /&gt;
&lt;br /&gt;
=== Player Classes ===&lt;br /&gt;
&lt;br /&gt;
* Deploying a &#039;&#039;&#039;Core monument&#039;&#039;&#039; on your capital now sets your primary class: &#039;&#039;&#039;Warlord&#039;&#039;&#039;, &#039;&#039;&#039;Guardian&#039;&#039;&#039;, &#039;&#039;&#039;Explorer&#039;&#039;&#039;, or &#039;&#039;&#039;Industrialist&#039;&#039;&#039;.&lt;br /&gt;
* Each class applies empire-wide &#039;&#039;&#039;bonuses and penalties&#039;&#039;&#039; — fleet speed and attack, defenses, expedition success and loot, harvest and convoy speed, trade fees, and more. Your live numbers show on your &#039;&#039;&#039;profile under Class Effects&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Support&#039;&#039;&#039; monuments still add Sub Class tags and their own boosts; they do &#039;&#039;&#039;not&#039;&#039;&#039; change the Core class effect table.&lt;br /&gt;
* Alliance system missions scale with class: &#039;&#039;&#039;Industrialist ~4× System Harvest&#039;&#039;&#039;, &#039;&#039;&#039;Explorer ~4× System Survey&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Industrialist&#039;&#039;&#039; Planetary Harvesters use a hybrid log+√ curve soft-capped near &#039;&#039;&#039;+250%&#039;&#039;&#039; (~20M harvesters), so late-game collector investment stays worthwhile.&lt;br /&gt;
* Full effect tables, FCS rules, and monument pairings are in [[Player Classes]].&lt;br /&gt;
&lt;br /&gt;
=== Class effects on FCS ===&lt;br /&gt;
&lt;br /&gt;
* Coordinated attacks (including pirate bosses and system conquest) now respect class combat bonuses &#039;&#039;&#039;per participant&#039;s own ships&#039;&#039;&#039;.&lt;br /&gt;
* Class &#039;&#039;&#039;hostile fleet speed&#039;&#039;&#039; is solo-attack only — joining as Industrialist or Guardian will &#039;&#039;&#039;not&#039;&#039;&#039; slow an FCS rally.&lt;br /&gt;
* Mixed-class groups earn a loot synergy bonus: &#039;&#039;&#039;+5% / +7.5% / +10%&#039;&#039;&#039; for &#039;&#039;&#039;2 / 3 / 4&#039;&#039;&#039; distinct classes in the group.&lt;br /&gt;
* After loot is split by contribution, personal FCS shares are &#039;&#039;&#039;Warlord ×1.2&#039;&#039;&#039;, &#039;&#039;&#039;Guardian / Explorer ×1.1&#039;&#039;&#039;, &#039;&#039;&#039;Industrialist ×1.0&#039;&#039;&#039;.&lt;br /&gt;
* An &#039;&#039;&#039;Explorer&#039;&#039;&#039; in a pirate FCS fight raises the chance of special drops (tech/nano boosts, relic and monument pieces). Battle reports show class loot, coordination, and synergy lines.&lt;br /&gt;
&lt;br /&gt;
=== Daily Race ===&lt;br /&gt;
&lt;br /&gt;
* Weekly events now include a &#039;&#039;&#039;Daily Race&#039;&#039;&#039;: today&#039;s score has its own rank, reset timer, and reward floor.&lt;br /&gt;
* Top finishers of the day earn smaller bonus rewards (Champion / Runner-up / Contender tiers), separate from the weekly payout.&lt;br /&gt;
* Event leaderboards can toggle between &#039;&#039;&#039;Weekly&#039;&#039;&#039; and &#039;&#039;&#039;Daily&#039;&#039;&#039; views; results also arrive by mail.&lt;br /&gt;
&lt;br /&gt;
=== Ally Offers ===&lt;br /&gt;
&lt;br /&gt;
* Trade offers can be marked &#039;&#039;&#039;Ally Offer&#039;&#039;&#039;: visible only to your alliance and &#039;&#039;&#039;allied&#039;&#039;&#039; alliances (not the public market).&lt;br /&gt;
* Ally offers allow up to &#039;&#039;&#039;5×&#039;&#039;&#039; the normal Trading Center resource batch limit — useful for large allied transfers.&lt;br /&gt;
&lt;br /&gt;
=== Inter-alliance FCS ===&lt;br /&gt;
&lt;br /&gt;
* When opening a coordinated attack, you can &#039;&#039;&#039;Allow inter-alliance participation&#039;&#039;&#039; so allied alliances can see and join the rally.&lt;br /&gt;
&lt;br /&gt;
=== Granular leaderboard ===&lt;br /&gt;
&lt;br /&gt;
* The player scoreboard can now be sorted by &#039;&#039;&#039;Total&#039;&#039;&#039;, &#039;&#039;&#039;Research&#039;&#039;&#039;, &#039;&#039;&#039;Fleet&#039;&#039;&#039;, or &#039;&#039;&#039;Defense&#039;&#039;&#039; — so specialists can climb their own ladder, not only overall score.&lt;br /&gt;
&lt;br /&gt;
== Improvements ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fleet Templates&#039;&#039;&#039; can be edited from Settings (same composition controls as the send screen, without launching a fleet).&lt;br /&gt;
* Sensor scans can &#039;&#039;&#039;scroll to load farther systems&#039;&#039;&#039; instead of stopping at the first page of results.&lt;br /&gt;
* &#039;&#039;&#039;Vacation Mode&#039;&#039;&#039; now pauses &#039;&#039;&#039;resource, ship, and defense production&#039;&#039;&#039; while active. Activation also requires ship/defense builds to finish, and is blocked while a hostile fleet is inbound.&lt;br /&gt;
* Monument upgrade &#039;&#039;&#039;spare counting&#039;&#039;&#039; now matches the real upgrade target — including when that best copy is already &#039;&#039;&#039;deployed&#039;&#039;&#039; — so the inventory no longer claims an upgrade you can&#039;t afford.&lt;br /&gt;
* Expedition &#039;&#039;&#039;depths 6–10&#039;&#039;&#039; now have proper earning multipliers (continuing the climb past depth 5 instead of falling back), matching Legendary Expeditions + Orrery unlocks.&lt;br /&gt;
* Event and trade UIs were refreshed for Daily Race sorting, ally-offer badges, and clearer accept-offer flows.&lt;br /&gt;
&lt;br /&gt;
== Balance ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;System Harvest&#039;&#039;&#039; yields were raised substantially: active cycle output is about &#039;&#039;&#039;6×&#039;&#039;&#039; higher per production unit, and passive per-system common/rare income about &#039;&#039;&#039;3.5×&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Realm 4 catch-up:&#039;&#039;&#039; trailing Realm 4 commanders (by total score) receive stronger expedition &#039;&#039;&#039;nano-boost&#039;&#039;&#039; grants with a &#039;&#039;&#039;ship-biased&#039;&#039;&#039; category roll, so late-realm fleets can close the gap faster.&lt;br /&gt;
&lt;br /&gt;
== Bug Fixes ==&lt;br /&gt;
&lt;br /&gt;
* Fixed monument inventory spare / upgrade-eligibility mismatches when the best owned copy was deployed.&lt;br /&gt;
* Various class-effect, FCS loot, and vacation production edge cases cleaned up alongside the features above.&lt;br /&gt;
* Production side effect to player base has been diagnosed and fixed, required some minor resource rollback.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Patch_Notes&amp;diff=325</id>
		<title>Patch Notes</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Patch_Notes&amp;diff=325"/>
		<updated>2026-07-23T14:31:54Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[Version 1.3.5]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.4]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.3]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.2]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.1]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.0]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.2.58]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.2.57]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.2.56]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Version_1.3.5&amp;diff=324</id>
		<title>Version 1.3.5</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Version_1.3.5&amp;diff=324"/>
		<updated>2026-07-23T14:31:29Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;A class-and-coordination release: your Core monument now defines a full &amp;#039;&amp;#039;&amp;#039;player class&amp;#039;&amp;#039;&amp;#039; with empire-wide tradeoffs, weekly events gain a &amp;#039;&amp;#039;&amp;#039;Daily Race&amp;#039;&amp;#039;&amp;#039;, allies can trade in private and join each other&amp;#039;s FCS rallies, and the scoreboard finally splits into Research / Fleet / Defense — plus deeper expedition rewards, stronger system yields, and a stricter vacation mode.&amp;lt;blockquote&amp;gt;New to classes? See the full Player Classes guide, or open &amp;#039;&amp;#039;&amp;#039;Settings → Quick Guides...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A class-and-coordination release: your Core monument now defines a full &#039;&#039;&#039;player class&#039;&#039;&#039; with empire-wide tradeoffs, weekly events gain a &#039;&#039;&#039;Daily Race&#039;&#039;&#039;, allies can trade in private and join each other&#039;s FCS rallies, and the scoreboard finally splits into Research / Fleet / Defense — plus deeper expedition rewards, stronger system yields, and a stricter vacation mode.&amp;lt;blockquote&amp;gt;New to classes? See the full Player Classes guide, or open &#039;&#039;&#039;Settings → Quick Guides&#039;&#039;&#039; in-game. Alliance play is covered in Alliances.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New Features ==&lt;br /&gt;
&lt;br /&gt;
=== Player Classes ===&lt;br /&gt;
&lt;br /&gt;
* Deploying a &#039;&#039;&#039;Core monument&#039;&#039;&#039; on your capital now sets your primary class: &#039;&#039;&#039;Warlord&#039;&#039;&#039;, &#039;&#039;&#039;Guardian&#039;&#039;&#039;, &#039;&#039;&#039;Explorer&#039;&#039;&#039;, or &#039;&#039;&#039;Industrialist&#039;&#039;&#039;.&lt;br /&gt;
* Each class applies empire-wide &#039;&#039;&#039;bonuses and penalties&#039;&#039;&#039; — fleet speed and attack, defenses, expedition success and loot, harvest and convoy speed, trade fees, and more. Your live numbers show on your &#039;&#039;&#039;profile under Class Effects&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Support&#039;&#039;&#039; monuments still add Sub Class tags and their own boosts; they do &#039;&#039;&#039;not&#039;&#039;&#039; change the Core class effect table.&lt;br /&gt;
* Alliance system missions scale with class: &#039;&#039;&#039;Industrialist ~4× System Harvest&#039;&#039;&#039;, &#039;&#039;&#039;Explorer ~4× System Survey&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Industrialist&#039;&#039;&#039; Planetary Harvesters use a hybrid log+√ curve soft-capped near &#039;&#039;&#039;+250%&#039;&#039;&#039; (~20M harvesters), so late-game collector investment stays worthwhile.&lt;br /&gt;
* Full effect tables, FCS rules, and monument pairings are in [[Player Classes]].&lt;br /&gt;
&lt;br /&gt;
=== Class effects on FCS ===&lt;br /&gt;
&lt;br /&gt;
* Coordinated attacks (including pirate bosses and system conquest) now respect class combat bonuses &#039;&#039;&#039;per participant&#039;s own ships&#039;&#039;&#039;.&lt;br /&gt;
* Class &#039;&#039;&#039;hostile fleet speed&#039;&#039;&#039; is solo-attack only — joining as Industrialist or Guardian will &#039;&#039;&#039;not&#039;&#039;&#039; slow an FCS rally.&lt;br /&gt;
* Mixed-class groups earn a loot synergy bonus: &#039;&#039;&#039;+5% / +7.5% / +10%&#039;&#039;&#039; for &#039;&#039;&#039;2 / 3 / 4&#039;&#039;&#039; distinct classes in the group.&lt;br /&gt;
* After loot is split by contribution, personal FCS shares are &#039;&#039;&#039;Warlord ×1.2&#039;&#039;&#039;, &#039;&#039;&#039;Guardian / Explorer ×1.1&#039;&#039;&#039;, &#039;&#039;&#039;Industrialist ×1.0&#039;&#039;&#039;.&lt;br /&gt;
* An &#039;&#039;&#039;Explorer&#039;&#039;&#039; in a pirate FCS fight raises the chance of special drops (tech/nano boosts, relic and monument pieces). Battle reports show class loot, coordination, and synergy lines.&lt;br /&gt;
&lt;br /&gt;
=== Daily Race ===&lt;br /&gt;
&lt;br /&gt;
* Weekly events now include a &#039;&#039;&#039;Daily Race&#039;&#039;&#039;: today&#039;s score has its own rank, reset timer, and reward floor.&lt;br /&gt;
* Top finishers of the day earn smaller bonus rewards (Champion / Runner-up / Contender tiers), separate from the weekly payout.&lt;br /&gt;
* Event leaderboards can toggle between &#039;&#039;&#039;Weekly&#039;&#039;&#039; and &#039;&#039;&#039;Daily&#039;&#039;&#039; views; results also arrive by mail.&lt;br /&gt;
&lt;br /&gt;
=== Ally Offers ===&lt;br /&gt;
&lt;br /&gt;
* Trade offers can be marked &#039;&#039;&#039;Ally Offer&#039;&#039;&#039;: visible only to your alliance and &#039;&#039;&#039;allied&#039;&#039;&#039; alliances (not the public market).&lt;br /&gt;
* Ally offers allow up to &#039;&#039;&#039;5×&#039;&#039;&#039; the normal Trading Center resource batch limit — useful for large allied transfers.&lt;br /&gt;
&lt;br /&gt;
=== Inter-alliance FCS ===&lt;br /&gt;
&lt;br /&gt;
* When opening a coordinated attack, you can &#039;&#039;&#039;Allow inter-alliance participation&#039;&#039;&#039; so allied alliances can see and join the rally.&lt;br /&gt;
* Inter-alliance strikes gain &#039;&#039;&#039;+20% boss loot&#039;&#039;&#039; and &#039;&#039;&#039;+10% debris&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Granular leaderboard ===&lt;br /&gt;
&lt;br /&gt;
* The player scoreboard can now be sorted by &#039;&#039;&#039;Total&#039;&#039;&#039;, &#039;&#039;&#039;Research&#039;&#039;&#039;, &#039;&#039;&#039;Fleet&#039;&#039;&#039;, or &#039;&#039;&#039;Defense&#039;&#039;&#039; — so specialists can climb their own ladder, not only overall score.&lt;br /&gt;
&lt;br /&gt;
== Improvements ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fleet Templates&#039;&#039;&#039; can be edited from Settings (same composition controls as the send screen, without launching a fleet).&lt;br /&gt;
* Sensor scans can &#039;&#039;&#039;scroll to load farther systems&#039;&#039;&#039; instead of stopping at the first page of results.&lt;br /&gt;
* &#039;&#039;&#039;Vacation Mode&#039;&#039;&#039; now pauses &#039;&#039;&#039;resource, ship, and defense production&#039;&#039;&#039; while active. Activation also requires ship/defense builds to finish, and is blocked while a hostile fleet is inbound.&lt;br /&gt;
* Monument upgrade &#039;&#039;&#039;spare counting&#039;&#039;&#039; now matches the real upgrade target — including when that best copy is already &#039;&#039;&#039;deployed&#039;&#039;&#039; — so the inventory no longer claims an upgrade you can&#039;t afford.&lt;br /&gt;
* Expedition &#039;&#039;&#039;depths 6–10&#039;&#039;&#039; now have proper earning multipliers (continuing the climb past depth 5 instead of falling back), matching Legendary Expeditions + Orrery unlocks.&lt;br /&gt;
* Event and trade UIs were refreshed for Daily Race sorting, ally-offer badges, and clearer accept-offer flows.&lt;br /&gt;
&lt;br /&gt;
== Balance ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;System Harvest&#039;&#039;&#039; yields were raised substantially: active cycle output is about &#039;&#039;&#039;6×&#039;&#039;&#039; higher per production unit, and passive per-system common/rare income about &#039;&#039;&#039;3.5×&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Realm 4 catch-up:&#039;&#039;&#039; trailing Realm 4 commanders (by total score) receive stronger expedition &#039;&#039;&#039;nano-boost&#039;&#039;&#039; grants with a &#039;&#039;&#039;ship-biased&#039;&#039;&#039; category roll, so late-realm fleets can close the gap faster.&lt;br /&gt;
&lt;br /&gt;
== Bug Fixes ==&lt;br /&gt;
&lt;br /&gt;
* Fixed monument inventory spare / upgrade-eligibility mismatches when the best owned copy was deployed.&lt;br /&gt;
* Various class-effect, FCS loot, and vacation production edge cases cleaned up alongside the features above.&lt;br /&gt;
* Production side effect to player base has been diagnosed and fixed, required some minor resource rollback.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Player_Classes&amp;diff=323</id>
		<title>Player Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Player_Classes&amp;diff=323"/>
		<updated>2026-07-23T14:22:12Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Player classes ==&lt;br /&gt;
Each [[Monuments]] belongs to one class. Classes are designed so that committing to a path amplifies a specific loop in the game—not just a single stat, but how you spend your time and resources.&lt;br /&gt;
&lt;br /&gt;
=== Warlord — Conquer, strike, recycle ===&lt;br /&gt;
Purpose: Aggressive commanders who grow through combat: PvP, pirate clears, debris recycling, and fleet-focused weekly events.&lt;br /&gt;
&lt;br /&gt;
What Warlords optimize:&lt;br /&gt;
&lt;br /&gt;
* Stronger attacks — Higher fleet damage in offensive battles.&lt;br /&gt;
* More fleets — Extra fleet slot capacity for simultaneous raids and escorts.&lt;br /&gt;
* Faster ships — Shorter travel time to hit targets before they react.&lt;br /&gt;
* Lower fuel burn — Cheaper long campaigns so you can keep pressure up.&lt;br /&gt;
* Faster rebuilds — Construction speed helps replace losses after wars.&lt;br /&gt;
&lt;br /&gt;
Typical day: Scout → strike → collect debris with Recyclers → rebuild → repeat. Warlord monuments reward commanders who treat battle debris and pirate loot as primary income, not a side activity.&lt;br /&gt;
&lt;br /&gt;
Monuments: Titan-Class Mech (Core), Stargate (Support), Mass Relay (Support).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Guardian — Hold, shield, mine securely ===&lt;br /&gt;
Purpose: Defensive commanders who protect colonies, absorb attacks, and grow through secure production and asteroid mining.&lt;br /&gt;
&lt;br /&gt;
What Guardians optimize:&lt;br /&gt;
&lt;br /&gt;
* Stronger shields — Planetary shields resist more damage.&lt;br /&gt;
* Safer storage — More resources survive when you are raided offline.&lt;br /&gt;
* Tougher defenses — Higher defense HP and hangar capacity for a larger garrison.&lt;br /&gt;
* Better defense when attacked — Stronger defender firepower and shorter stun lockout under pressure.&lt;br /&gt;
* More mining operations — Extra miner slot capacity pairs with asteroid harvesting in Realm II+.&lt;br /&gt;
&lt;br /&gt;
Typical day: Upgrade defenses, run harvest missions, hold alliance lines, retaliate from a fortified position. Guardians win by being expensive to crack and by converting time into irreplaceable stockpiles.&lt;br /&gt;
&lt;br /&gt;
Monuments: Halo Ring (Core), Ancient City-Ship (Support), Precursor Forge (Support).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Explorer — Expeditions, discovery, technology ===&lt;br /&gt;
Purpose: Commanders who push the nebula, research tree, and anomaly content—finding items, relics, monument pieces, and flexible rewards at scale.&lt;br /&gt;
&lt;br /&gt;
What Explorers optimize:&lt;br /&gt;
&lt;br /&gt;
* More expeditions — Extra expedition slot and deeper maximum depth.&lt;br /&gt;
* Faster expedition cycles — Shorter time per run means more rolls per week.&lt;br /&gt;
* Higher success rates — Better odds on expedition outcomes.&lt;br /&gt;
* Wider sensors — Stronger scouting and intelligence play.&lt;br /&gt;
* Faster research — Tech pace accelerates everything else.&lt;br /&gt;
* Better anomaly discovery — More frequent high-value expedition events.&lt;br /&gt;
&lt;br /&gt;
Typical day: Cycle nebula zones, depth-push when safe, claim research and inventory rewards, feed alliance with relics and intel. Explorers often find more monument pieces and rare items simply because they run more successful expeditions—not because they ignore combat, but because their engine is discovery.&lt;br /&gt;
&lt;br /&gt;
Monuments: Celestial Orrery (Core), The Monolith (Support), Crystalline Spire (Support).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Industrialist — Produce, build, trade ===&lt;br /&gt;
Purpose: Economic commanders who scale through mines, construction queues, and the galactic market—funding fleets and alliance projects from surplus.&lt;br /&gt;
&lt;br /&gt;
What Industrialists optimize:&lt;br /&gt;
&lt;br /&gt;
* Higher production — All resource types benefit from mining output bonuses.&lt;br /&gt;
* Faster construction — Buildings and infrastructure rise faster empire-wide.&lt;br /&gt;
* Better trade — More value kept on deals and faster convoys.&lt;br /&gt;
* More trade capacity — Extra trade slot for market-focused empires.&lt;br /&gt;
&lt;br /&gt;
Typical day: Balance mine upgrades, shipyard output, trade routes, and alliance donations. Industrialists win long wars by replacing losses and bankrolling coordinated pushes.&lt;br /&gt;
&lt;br /&gt;
Monuments: Dyson Sphere Fragment (Core), The Pyramids (Support), Interstellar Trade Nexus (Support).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planning your class path ==&lt;br /&gt;
&lt;br /&gt;
=== Step 1 — Choose your Core (identity) ===&lt;br /&gt;
Ask: &#039;&#039;Where do most of my resources and power come from today?&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!If you mainly…&lt;br /&gt;
!Consider Core&lt;br /&gt;
|-&lt;br /&gt;
|Raid players/pirates and live off battle loot&lt;br /&gt;
|Titan-Class Mech (Warlord)&lt;br /&gt;
|-&lt;br /&gt;
|Defend, mine asteroids, and hate losing stockpiles&lt;br /&gt;
|Halo Ring (Guardian)&lt;br /&gt;
|-&lt;br /&gt;
|Run expeditions daily and chase tech/relics&lt;br /&gt;
|Celestial Orrery (Explorer)&lt;br /&gt;
|-&lt;br /&gt;
|Maximize mines, builds, and market income&lt;br /&gt;
|Dyson Sphere Fragment (Industrialist)&lt;br /&gt;
|}&lt;br /&gt;
The Core has the longest activation (~24 hours). Treat it as a seasonal commitment, not a weekly experiment.&lt;br /&gt;
&lt;br /&gt;
=== Step 2 — Pick Supports that reinforce the same loop ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Core class&lt;br /&gt;
!Strong Support pairings&lt;br /&gt;
!Why&lt;br /&gt;
|-&lt;br /&gt;
|Warlord&lt;br /&gt;
|Stargate + Mass Relay&lt;br /&gt;
|Speed + fuel for constant campaigning&lt;br /&gt;
|-&lt;br /&gt;
|Warlord&lt;br /&gt;
|Stargate + Pyramids (mixed)&lt;br /&gt;
|Offense + rebuild economy (hybrid)&lt;br /&gt;
|-&lt;br /&gt;
|Guardian&lt;br /&gt;
|Ancient City-Ship + Precursor Forge&lt;br /&gt;
|Layered defense under attack&lt;br /&gt;
|-&lt;br /&gt;
|Guardian&lt;br /&gt;
|Halo + City-Ship (if Core is Halo)&lt;br /&gt;
|Maximum fortress profile&lt;br /&gt;
|-&lt;br /&gt;
|Explorer&lt;br /&gt;
|Monolith + Crystalline Spire&lt;br /&gt;
|Research + expedition reliability&lt;br /&gt;
|-&lt;br /&gt;
|Explorer&lt;br /&gt;
|Orrery + both Explorer Supports&lt;br /&gt;
|Maximum nebula throughput&lt;br /&gt;
|-&lt;br /&gt;
|Industrialist&lt;br /&gt;
|Pyramids + Trade Nexus&lt;br /&gt;
|Production + market dominance&lt;br /&gt;
|-&lt;br /&gt;
|Industrialist&lt;br /&gt;
|Dyson + Trade Nexus&lt;br /&gt;
|Endgame economy ceiling&lt;br /&gt;
|}&lt;br /&gt;
One mixed Support is fine (e.g. Warlord Core + Trade Nexus for raid income and market funding)—but two off-class Supports usually dilute your identity bonuses.&lt;br /&gt;
&lt;br /&gt;
=== Step 3 — Level before you swap ===&lt;br /&gt;
If you are considering changing Core mid-season:&lt;br /&gt;
&lt;br /&gt;
* Count spare copies and upgrade costs.&lt;br /&gt;
* Schedule the swap during a quiet week (activation downtime).&lt;br /&gt;
* Re-align fleet templates, research priorities, and alliance role with the new class.&lt;br /&gt;
&lt;br /&gt;
=== Step 4 — Align research and fleets ===&lt;br /&gt;
Monuments multiply what you already do well:&lt;br /&gt;
&lt;br /&gt;
* Warlord — Weapon Systems, Shield breaking, Recycler-heavy fleets, short-range rapid strikes.&lt;br /&gt;
* Guardian — Shield Technology, defense structures, harvest fleets, safe storage habits.&lt;br /&gt;
* Explorer — Expedition Basics, Sensor Technology, Probes and Exploration ships, deep-depth templates.&lt;br /&gt;
* Industrialist — Industrial Engineering, trade technologies, Cargo/Freighter logistics.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Recommended combinations ==&lt;br /&gt;
&lt;br /&gt;
=== Pure Warlord (raider) ===&lt;br /&gt;
&lt;br /&gt;
* Core: Titan-Class Mech&lt;br /&gt;
* Support: Mass Relay + Stargate&lt;br /&gt;
* Loop: Fast hits, debris recycling, event scores on Fleet Commander / Loot Master weeks.&lt;br /&gt;
&lt;br /&gt;
=== Pure Guardian (turtle miner) ===&lt;br /&gt;
&lt;br /&gt;
* Core: Halo Ring&lt;br /&gt;
* Support: Ancient City-Ship + Precursor Forge&lt;br /&gt;
* Loop: Asteroid harvest, alliance defense, survive double taps, outlast attackers.&lt;br /&gt;
&lt;br /&gt;
=== Pure Explorer (nebula farmer) ===&lt;br /&gt;
&lt;br /&gt;
* Core: Celestial Orrery&lt;br /&gt;
* Support: Crystalline Spire + The Monolith&lt;br /&gt;
* Loop: Maximum expedition slots and depth, research rush, monument piece farming for your alliance.&lt;br /&gt;
&lt;br /&gt;
=== Pure Industrialist (economic engine) ===&lt;br /&gt;
&lt;br /&gt;
* Core: Dyson Sphere Fragment&lt;br /&gt;
* Support: The Pyramids + Interstellar Trade Nexus&lt;br /&gt;
* Loop: Fund fleet rebuilds, alliance research donations, trade income, construction races.&lt;br /&gt;
&lt;br /&gt;
=== Hybrid: Warlord Core + Industrial Support (raid economy) ===&lt;br /&gt;
&lt;br /&gt;
* Core: Titan-Class Mech&lt;br /&gt;
* Support: Stargate + The Pyramids&lt;br /&gt;
* Loop: Aggressive outward play with strong rebuild—common for commanders who raid but need construction speed to recover.&lt;br /&gt;
&lt;br /&gt;
=== Hybrid: Explorer Core + Warlord Support (expedition-funded wars) ===&lt;br /&gt;
&lt;br /&gt;
* Core: Celestial Orrery&lt;br /&gt;
* Support: Crystalline Spire + Mass Relay&lt;br /&gt;
* Loop: Farm relics and pieces in the nebula, then spend wealth on timed wars—higher skill ceiling.&lt;br /&gt;
&lt;br /&gt;
== Class effects table ==&lt;br /&gt;
Values are relative to a commander with no class modifier. A dash (—) means that class has no effect for that row.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Effect&lt;br /&gt;
!Warlord&lt;br /&gt;
!Guardian&lt;br /&gt;
!Explorer&lt;br /&gt;
!Industrialist&lt;br /&gt;
|-&lt;br /&gt;
|Hostile fleet speed&lt;br /&gt;
| +12%&lt;br /&gt;
|−12%&lt;br /&gt;
|—&lt;br /&gt;
|−15%&lt;br /&gt;
|-&lt;br /&gt;
|Fleet attack&lt;br /&gt;
| +10%&lt;br /&gt;
|−8%&lt;br /&gt;
|−10%&lt;br /&gt;
|−12%&lt;br /&gt;
|-&lt;br /&gt;
|Pirate debris&lt;br /&gt;
| +5%&lt;br /&gt;
|−10%&lt;br /&gt;
|−10%&lt;br /&gt;
|−10%&lt;br /&gt;
|-&lt;br /&gt;
|Defense HP&lt;br /&gt;
|−10%&lt;br /&gt;
| +12%&lt;br /&gt;
|−8%&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Defender attack&lt;br /&gt;
|−8%&lt;br /&gt;
| +10%&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Expedition loot&lt;br /&gt;
|−10%&lt;br /&gt;
|—&lt;br /&gt;
| +12%&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Expedition success&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
| +10%&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Anomaly discovery&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
| +10%&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Harvest speed (asteroid fields)&lt;br /&gt;
|—&lt;br /&gt;
| +12%&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Convoy speed&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
| +15%&lt;br /&gt;
|-&lt;br /&gt;
|Exploration speed&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
| +15%&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Trade fee&lt;br /&gt;
| +1%&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|−1%&lt;br /&gt;
|-&lt;br /&gt;
|Production / harvesters&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|Hybrid log+√ harvester bonus up to +250% (~20M)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Notes on specific effects ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hostile fleet speed&#039;&#039;&#039; applies to your &#039;&#039;&#039;solo attack&#039;&#039;&#039; fleets only. It does &#039;&#039;&#039;not&#039;&#039;&#039; apply on FCS coordinated attacks (so joining as Industrialist or Guardian will not slow the rally).&lt;br /&gt;
* &#039;&#039;&#039;Pirate debris&#039;&#039;&#039; applies to loot from &#039;&#039;&#039;pirate&#039;&#039;&#039; battles, not player-vs-player.&lt;br /&gt;
* &#039;&#039;&#039;Harvest speed&#039;&#039;&#039; is for &#039;&#039;&#039;asteroid field&#039;&#039;&#039; harvest missions, not alliance System Harvest.&lt;br /&gt;
* &#039;&#039;&#039;Trade fee&#039;&#039;&#039; adjusts the trading-center tax (Warlord pays more; Industrialist pays less).&lt;br /&gt;
* &#039;&#039;&#039;Planetary Harvesters&#039;&#039;&#039; (Industrialist): hybrid curve &amp;lt;code&amp;gt;log + √count&amp;lt;/code&amp;gt;, soft-capped at &#039;&#039;&#039;+250%&#039;&#039;&#039; near &#039;&#039;&#039;~20M&#039;&#039;&#039; harvesters — early stays close to the default curve; most of the climb is in the late millions so the grind stays worthwhile. Other classes use the default log curve and soft-cap near &#039;&#039;&#039;~35%&#039;&#039;&#039; (around &#039;&#039;&#039;~10M&#039;&#039;&#039;). Past each soft-cap, extra harvesters do &#039;&#039;&#039;not&#039;&#039;&#039; raise the bonus further (they still cost tonnage). Harvesters are land-based and &#039;&#039;&#039;not&#039;&#039;&#039; protected by the hangar; tonnage (147 each) soft-limits how many you can field.&lt;br /&gt;
&lt;br /&gt;
== Alliance system bonuses ==&lt;br /&gt;
These are separate from the table above and apply when your alliance controls star systems:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Class&lt;br /&gt;
!Bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Industrialist&#039;&#039;&#039;&lt;br /&gt;
|~&#039;&#039;&#039;4×&#039;&#039;&#039; output on &#039;&#039;&#039;System Harvest&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Explorer&#039;&#039;&#039;&lt;br /&gt;
|~&#039;&#039;&#039;4×&#039;&#039;&#039; output on &#039;&#039;&#039;System Survey&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Other classes run those missions at base (1×) output. Pair Industrialists with Harvest and Explorers with Survey for the best alliance yields. See Alliances for system control, Harvest, and Survey details.&lt;br /&gt;
&lt;br /&gt;
== FCS coordinated attacks ==&lt;br /&gt;
Coordinated (FCS) strikes — including pirate bosses and system conquest — get extra class rules on top of the solo table.&lt;br /&gt;
&lt;br /&gt;
=== Combat bonuses ===&lt;br /&gt;
Each participant’s &#039;&#039;&#039;research, monuments, and class fleet attack&#039;&#039;&#039; apply to &#039;&#039;&#039;their own ships&#039;&#039;&#039; in the combined fight (same model as stationed defenders). First strike and prolonged-combat researches scale by each living fleet’s attack share — they do not copy the lead’s bonuses onto the whole group.&lt;br /&gt;
&lt;br /&gt;
=== Travel speed ===&lt;br /&gt;
Class &#039;&#039;&#039;hostile fleet speed&#039;&#039;&#039; is ignored for FCS travel. Research, ship composition, and speed % still apply per fleet; the group still waits for the slowest natural arrival.&lt;br /&gt;
&lt;br /&gt;
=== Mixed-class synergy ===&lt;br /&gt;
When an FCS group includes &#039;&#039;&#039;2+ distinct primary classes&#039;&#039;&#039;, the whole group gains a loot bonus (regular FCS and bosses):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Distinct classes&lt;br /&gt;
!Group loot bonus&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
| +5%&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
| +7.5%&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
| +10% (cap)&lt;br /&gt;
|}&lt;br /&gt;
This stacks with the normal fleet-count coordination bonus on non-boss FCS fights.&lt;br /&gt;
&lt;br /&gt;
=== Personal FCS loot multipliers ===&lt;br /&gt;
After the group loot is split by contribution, each commander’s share is multiplied by their Core class:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Class&lt;br /&gt;
!FCS loot share&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Warlord&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;×1.2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Guardian&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;×1.1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Explorer&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;×1.1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Industrialist&#039;&#039;&#039;&lt;br /&gt;
|×1.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Explorer special drops ===&lt;br /&gt;
If at least one &#039;&#039;&#039;Explorer&#039;&#039;&#039; is in an FCS pirate fight, the chance of special drops (tech/nano boosts, relic pieces, monument pieces, cosmetics) is increased (~&#039;&#039;&#039;+25%&#039;&#039;&#039; relative chance). Drops go to the rally lead fleet.&lt;br /&gt;
&lt;br /&gt;
=== FAQ ===&lt;br /&gt;
&lt;br /&gt;
=== Can I change class every week? ===&lt;br /&gt;
Technically you can swap monuments, but &#039;&#039;&#039;activation downtime&#039;&#039;&#039; and &#039;&#039;&#039;lost leveling momentum&#039;&#039;&#039; make frequent swaps inefficient. Most commanders pick a class per &#039;&#039;&#039;season&#039;&#039;&#039; or &#039;&#039;&#039;realm phase&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Which class is best? ===&lt;br /&gt;
None. &#039;&#039;&#039;Warlord&#039;&#039;&#039; dominates short aggressive metas; &#039;&#039;&#039;Guardian&#039;&#039;&#039; wins long defensive wars; &#039;&#039;&#039;Explorer&#039;&#039;&#039; maximizes discovery income; &#039;&#039;&#039;Industrialist&#039;&#039;&#039; funds everyone else. Match class to your alliance role and personal schedule.&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Player_Classes&amp;diff=322</id>
		<title>Player Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Player_Classes&amp;diff=322"/>
		<updated>2026-07-23T08:02:50Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Player classes ==&lt;br /&gt;
Each [[Monuments]] belongs to one class. Classes are designed so that committing to a path amplifies a specific loop in the game—not just a single stat, but how you spend your time and resources.&lt;br /&gt;
&lt;br /&gt;
=== Warlord — Conquer, strike, recycle ===&lt;br /&gt;
Purpose: Aggressive commanders who grow through combat: PvP, pirate clears, debris recycling, and fleet-focused weekly events.&lt;br /&gt;
&lt;br /&gt;
What Warlords optimize:&lt;br /&gt;
&lt;br /&gt;
* Stronger attacks — Higher fleet damage in offensive battles.&lt;br /&gt;
* More fleets — Extra fleet slot capacity for simultaneous raids and escorts.&lt;br /&gt;
* Faster ships — Shorter travel time to hit targets before they react.&lt;br /&gt;
* Lower fuel burn — Cheaper long campaigns so you can keep pressure up.&lt;br /&gt;
* Faster rebuilds — Construction speed helps replace losses after wars.&lt;br /&gt;
&lt;br /&gt;
Typical day: Scout → strike → collect debris with Recyclers → rebuild → repeat. Warlord monuments reward commanders who treat battle debris and pirate loot as primary income, not a side activity.&lt;br /&gt;
&lt;br /&gt;
Monuments: Titan-Class Mech (Core), Stargate (Support), Mass Relay (Support).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Guardian — Hold, shield, mine securely ===&lt;br /&gt;
Purpose: Defensive commanders who protect colonies, absorb attacks, and grow through secure production and asteroid mining.&lt;br /&gt;
&lt;br /&gt;
What Guardians optimize:&lt;br /&gt;
&lt;br /&gt;
* Stronger shields — Planetary shields resist more damage.&lt;br /&gt;
* Safer storage — More resources survive when you are raided offline.&lt;br /&gt;
* Tougher defenses — Higher defense HP and hangar capacity for a larger garrison.&lt;br /&gt;
* Better defense when attacked — Stronger defender firepower and shorter stun lockout under pressure.&lt;br /&gt;
* More mining operations — Extra miner slot capacity pairs with asteroid harvesting in Realm II+.&lt;br /&gt;
&lt;br /&gt;
Typical day: Upgrade defenses, run harvest missions, hold alliance lines, retaliate from a fortified position. Guardians win by being expensive to crack and by converting time into irreplaceable stockpiles.&lt;br /&gt;
&lt;br /&gt;
Monuments: Halo Ring (Core), Ancient City-Ship (Support), Precursor Forge (Support).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Explorer — Expeditions, discovery, technology ===&lt;br /&gt;
Purpose: Commanders who push the nebula, research tree, and anomaly content—finding items, relics, monument pieces, and flexible rewards at scale.&lt;br /&gt;
&lt;br /&gt;
What Explorers optimize:&lt;br /&gt;
&lt;br /&gt;
* More expeditions — Extra expedition slot and deeper maximum depth.&lt;br /&gt;
* Faster expedition cycles — Shorter time per run means more rolls per week.&lt;br /&gt;
* Higher success rates — Better odds on expedition outcomes.&lt;br /&gt;
* Wider sensors — Stronger scouting and intelligence play.&lt;br /&gt;
* Faster research — Tech pace accelerates everything else.&lt;br /&gt;
* Better anomaly discovery — More frequent high-value expedition events.&lt;br /&gt;
&lt;br /&gt;
Typical day: Cycle nebula zones, depth-push when safe, claim research and inventory rewards, feed alliance with relics and intel. Explorers often find more monument pieces and rare items simply because they run more successful expeditions—not because they ignore combat, but because their engine is discovery.&lt;br /&gt;
&lt;br /&gt;
Monuments: Celestial Orrery (Core), The Monolith (Support), Crystalline Spire (Support).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Industrialist — Produce, build, trade ===&lt;br /&gt;
Purpose: Economic commanders who scale through mines, construction queues, and the galactic market—funding fleets and alliance projects from surplus.&lt;br /&gt;
&lt;br /&gt;
What Industrialists optimize:&lt;br /&gt;
&lt;br /&gt;
* Higher production — All resource types benefit from mining output bonuses.&lt;br /&gt;
* Faster construction — Buildings and infrastructure rise faster empire-wide.&lt;br /&gt;
* Better trade — More value kept on deals and faster convoys.&lt;br /&gt;
* More trade capacity — Extra trade slot for market-focused empires.&lt;br /&gt;
&lt;br /&gt;
Typical day: Balance mine upgrades, shipyard output, trade routes, and alliance donations. Industrialists win long wars by replacing losses and bankrolling coordinated pushes.&lt;br /&gt;
&lt;br /&gt;
Monuments: Dyson Sphere Fragment (Core), The Pyramids (Support), Interstellar Trade Nexus (Support).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planning your class path ==&lt;br /&gt;
&lt;br /&gt;
=== Step 1 — Choose your Core (identity) ===&lt;br /&gt;
Ask: &#039;&#039;Where do most of my resources and power come from today?&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!If you mainly…&lt;br /&gt;
!Consider Core&lt;br /&gt;
|-&lt;br /&gt;
|Raid players/pirates and live off battle loot&lt;br /&gt;
|Titan-Class Mech (Warlord)&lt;br /&gt;
|-&lt;br /&gt;
|Defend, mine asteroids, and hate losing stockpiles&lt;br /&gt;
|Halo Ring (Guardian)&lt;br /&gt;
|-&lt;br /&gt;
|Run expeditions daily and chase tech/relics&lt;br /&gt;
|Celestial Orrery (Explorer)&lt;br /&gt;
|-&lt;br /&gt;
|Maximize mines, builds, and market income&lt;br /&gt;
|Dyson Sphere Fragment (Industrialist)&lt;br /&gt;
|}&lt;br /&gt;
The Core has the longest activation (~24 hours). Treat it as a seasonal commitment, not a weekly experiment.&lt;br /&gt;
&lt;br /&gt;
=== Step 2 — Pick Supports that reinforce the same loop ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Core class&lt;br /&gt;
!Strong Support pairings&lt;br /&gt;
!Why&lt;br /&gt;
|-&lt;br /&gt;
|Warlord&lt;br /&gt;
|Stargate + Mass Relay&lt;br /&gt;
|Speed + fuel for constant campaigning&lt;br /&gt;
|-&lt;br /&gt;
|Warlord&lt;br /&gt;
|Stargate + Pyramids (mixed)&lt;br /&gt;
|Offense + rebuild economy (hybrid)&lt;br /&gt;
|-&lt;br /&gt;
|Guardian&lt;br /&gt;
|Ancient City-Ship + Precursor Forge&lt;br /&gt;
|Layered defense under attack&lt;br /&gt;
|-&lt;br /&gt;
|Guardian&lt;br /&gt;
|Halo + City-Ship (if Core is Halo)&lt;br /&gt;
|Maximum fortress profile&lt;br /&gt;
|-&lt;br /&gt;
|Explorer&lt;br /&gt;
|Monolith + Crystalline Spire&lt;br /&gt;
|Research + expedition reliability&lt;br /&gt;
|-&lt;br /&gt;
|Explorer&lt;br /&gt;
|Orrery + both Explorer Supports&lt;br /&gt;
|Maximum nebula throughput&lt;br /&gt;
|-&lt;br /&gt;
|Industrialist&lt;br /&gt;
|Pyramids + Trade Nexus&lt;br /&gt;
|Production + market dominance&lt;br /&gt;
|-&lt;br /&gt;
|Industrialist&lt;br /&gt;
|Dyson + Trade Nexus&lt;br /&gt;
|Endgame economy ceiling&lt;br /&gt;
|}&lt;br /&gt;
One mixed Support is fine (e.g. Warlord Core + Trade Nexus for raid income and market funding)—but two off-class Supports usually dilute your identity bonuses.&lt;br /&gt;
&lt;br /&gt;
=== Step 3 — Level before you swap ===&lt;br /&gt;
If you are considering changing Core mid-season:&lt;br /&gt;
&lt;br /&gt;
* Count spare copies and upgrade costs.&lt;br /&gt;
* Schedule the swap during a quiet week (activation downtime).&lt;br /&gt;
* Re-align fleet templates, research priorities, and alliance role with the new class.&lt;br /&gt;
&lt;br /&gt;
=== Step 4 — Align research and fleets ===&lt;br /&gt;
Monuments multiply what you already do well:&lt;br /&gt;
&lt;br /&gt;
* Warlord — Weapon Systems, Shield breaking, Recycler-heavy fleets, short-range rapid strikes.&lt;br /&gt;
* Guardian — Shield Technology, defense structures, harvest fleets, safe storage habits.&lt;br /&gt;
* Explorer — Expedition Basics, Sensor Technology, Probes and Exploration ships, deep-depth templates.&lt;br /&gt;
* Industrialist — Industrial Engineering, trade technologies, Cargo/Freighter logistics.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Recommended combinations ==&lt;br /&gt;
&lt;br /&gt;
=== Pure Warlord (raider) ===&lt;br /&gt;
&lt;br /&gt;
* Core: Titan-Class Mech&lt;br /&gt;
* Support: Mass Relay + Stargate&lt;br /&gt;
* Loop: Fast hits, debris recycling, event scores on Fleet Commander / Loot Master weeks.&lt;br /&gt;
&lt;br /&gt;
=== Pure Guardian (turtle miner) ===&lt;br /&gt;
&lt;br /&gt;
* Core: Halo Ring&lt;br /&gt;
* Support: Ancient City-Ship + Precursor Forge&lt;br /&gt;
* Loop: Asteroid harvest, alliance defense, survive double taps, outlast attackers.&lt;br /&gt;
&lt;br /&gt;
=== Pure Explorer (nebula farmer) ===&lt;br /&gt;
&lt;br /&gt;
* Core: Celestial Orrery&lt;br /&gt;
* Support: Crystalline Spire + The Monolith&lt;br /&gt;
* Loop: Maximum expedition slots and depth, research rush, monument piece farming for your alliance.&lt;br /&gt;
&lt;br /&gt;
=== Pure Industrialist (economic engine) ===&lt;br /&gt;
&lt;br /&gt;
* Core: Dyson Sphere Fragment&lt;br /&gt;
* Support: The Pyramids + Interstellar Trade Nexus&lt;br /&gt;
* Loop: Fund fleet rebuilds, alliance research donations, trade income, construction races.&lt;br /&gt;
&lt;br /&gt;
=== Hybrid: Warlord Core + Industrial Support (raid economy) ===&lt;br /&gt;
&lt;br /&gt;
* Core: Titan-Class Mech&lt;br /&gt;
* Support: Stargate + The Pyramids&lt;br /&gt;
* Loop: Aggressive outward play with strong rebuild—common for commanders who raid but need construction speed to recover.&lt;br /&gt;
&lt;br /&gt;
=== Hybrid: Explorer Core + Warlord Support (expedition-funded wars) ===&lt;br /&gt;
&lt;br /&gt;
* Core: Celestial Orrery&lt;br /&gt;
* Support: Crystalline Spire + Mass Relay&lt;br /&gt;
* Loop: Farm relics and pieces in the nebula, then spend wealth on timed wars—higher skill ceiling.&lt;br /&gt;
&lt;br /&gt;
== Class effects table ==&lt;br /&gt;
Values are relative to a commander with no class modifier. A dash (—) means that class has no effect for that row.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Effect&lt;br /&gt;
!Warlord&lt;br /&gt;
!Guardian&lt;br /&gt;
!Explorer&lt;br /&gt;
!Industrialist&lt;br /&gt;
|-&lt;br /&gt;
|Hostile fleet speed&lt;br /&gt;
| +12%&lt;br /&gt;
|−12%&lt;br /&gt;
|—&lt;br /&gt;
|−15%&lt;br /&gt;
|-&lt;br /&gt;
|Fleet attack&lt;br /&gt;
| +10%&lt;br /&gt;
|−8%&lt;br /&gt;
|−10%&lt;br /&gt;
|−12%&lt;br /&gt;
|-&lt;br /&gt;
|Pirate debris&lt;br /&gt;
| +5%&lt;br /&gt;
|−10%&lt;br /&gt;
|−10%&lt;br /&gt;
|−10%&lt;br /&gt;
|-&lt;br /&gt;
|Defense HP&lt;br /&gt;
|−10%&lt;br /&gt;
| +12%&lt;br /&gt;
|−8%&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Defender attack&lt;br /&gt;
|−8%&lt;br /&gt;
| +10%&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Expedition loot&lt;br /&gt;
|−10%&lt;br /&gt;
|—&lt;br /&gt;
| +12%&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Expedition success&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
| +10%&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Anomaly discovery&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
| +10%&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Harvest speed (asteroid fields)&lt;br /&gt;
|—&lt;br /&gt;
| +12%&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Convoy speed&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
| +15%&lt;br /&gt;
|-&lt;br /&gt;
|Exploration speed&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
| +15%&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Trade fee&lt;br /&gt;
| +1%&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|−1%&lt;br /&gt;
|-&lt;br /&gt;
|Production scaling&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|Mine decay starts 3 levels later; peak growth +5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Notes on specific effects ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hostile fleet speed&#039;&#039;&#039; applies to your &#039;&#039;&#039;solo attack&#039;&#039;&#039; fleets only. It does &#039;&#039;&#039;not&#039;&#039;&#039; apply on FCS coordinated attacks (so joining as Industrialist or Guardian will not slow the rally).&lt;br /&gt;
* &#039;&#039;&#039;Pirate debris&#039;&#039;&#039; applies to loot from &#039;&#039;&#039;pirate&#039;&#039;&#039; battles, not player-vs-player.&lt;br /&gt;
* &#039;&#039;&#039;Harvest speed&#039;&#039;&#039; is for &#039;&#039;&#039;asteroid field&#039;&#039;&#039; harvest missions, not alliance System Harvest.&lt;br /&gt;
* &#039;&#039;&#039;Trade fee&#039;&#039;&#039; adjusts the trading-center tax (Warlord pays more; Industrialist pays less).&lt;br /&gt;
* &#039;&#039;&#039;Production scaling&#039;&#039;&#039; (Industrialist) softens mine output decay as buildings level up.&lt;br /&gt;
&lt;br /&gt;
== Alliance system bonuses ==&lt;br /&gt;
These are separate from the table above and apply when your alliance controls star systems:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Class&lt;br /&gt;
!Bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Industrialist&#039;&#039;&#039;&lt;br /&gt;
|~&#039;&#039;&#039;4×&#039;&#039;&#039; output on &#039;&#039;&#039;System Harvest&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Explorer&#039;&#039;&#039;&lt;br /&gt;
|~&#039;&#039;&#039;4×&#039;&#039;&#039; output on &#039;&#039;&#039;System Survey&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Other classes run those missions at base (1×) output. Pair Industrialists with Harvest and Explorers with Survey for the best alliance yields. See Alliances for system control, Harvest, and Survey details.&lt;br /&gt;
&lt;br /&gt;
== FCS coordinated attacks ==&lt;br /&gt;
Coordinated (FCS) strikes — including pirate bosses and system conquest — get extra class rules on top of the solo table.&lt;br /&gt;
&lt;br /&gt;
=== Travel speed ===&lt;br /&gt;
Class &#039;&#039;&#039;hostile fleet speed&#039;&#039;&#039; is ignored for FCS travel. Research, ship composition, and speed % still apply per fleet; the group still waits for the slowest natural arrival.&lt;br /&gt;
&lt;br /&gt;
=== Mixed-class synergy ===&lt;br /&gt;
When an FCS group includes &#039;&#039;&#039;2+ distinct primary classes&#039;&#039;&#039;, the whole group gains a loot bonus (regular FCS and bosses):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Distinct classes&lt;br /&gt;
!Group loot bonus&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
| +5%&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
| +7.5%&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
| +10% (cap)&lt;br /&gt;
|}&lt;br /&gt;
This stacks with the normal fleet-count coordination bonus on non-boss FCS fights.&lt;br /&gt;
&lt;br /&gt;
=== Personal FCS loot multipliers ===&lt;br /&gt;
After the group loot is split by contribution, each commander’s share is multiplied by their Core class:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Class&lt;br /&gt;
!FCS loot share&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Warlord&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;×1.2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Guardian&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;×1.1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Explorer&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;×1.1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Industrialist&#039;&#039;&#039;&lt;br /&gt;
|×1.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Explorer special drops ===&lt;br /&gt;
If at least one &#039;&#039;&#039;Explorer&#039;&#039;&#039; is in an FCS pirate fight, the chance of special drops (tech/nano boosts, relic pieces, monument pieces, cosmetics) is increased (~&#039;&#039;&#039;+25%&#039;&#039;&#039; relative chance). Drops go to the rally lead fleet.&lt;br /&gt;
&lt;br /&gt;
=== FAQ ===&lt;br /&gt;
&lt;br /&gt;
=== Can I change class every week? ===&lt;br /&gt;
Technically you can swap monuments, but &#039;&#039;&#039;activation downtime&#039;&#039;&#039; and &#039;&#039;&#039;lost leveling momentum&#039;&#039;&#039; make frequent swaps inefficient. Most commanders pick a class per &#039;&#039;&#039;season&#039;&#039;&#039; or &#039;&#039;&#039;realm phase&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Which class is best? ===&lt;br /&gt;
None. &#039;&#039;&#039;Warlord&#039;&#039;&#039; dominates short aggressive metas; &#039;&#039;&#039;Guardian&#039;&#039;&#039; wins long defensive wars; &#039;&#039;&#039;Explorer&#039;&#039;&#039; maximizes discovery income; &#039;&#039;&#039;Industrialist&#039;&#039;&#039; funds everyone else. Match class to your alliance role and personal schedule.&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Player_Classes&amp;diff=321</id>
		<title>Player Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Player_Classes&amp;diff=321"/>
		<updated>2026-07-23T07:05:39Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Player classes ==&lt;br /&gt;
Each [[Monuments]] belongs to one class. Classes are designed so that committing to a path amplifies a specific loop in the game—not just a single stat, but how you spend your time and resources.&lt;br /&gt;
&lt;br /&gt;
=== Warlord — Conquer, strike, recycle ===&lt;br /&gt;
Purpose: Aggressive commanders who grow through combat: PvP, pirate clears, debris recycling, and fleet-focused weekly events.&lt;br /&gt;
&lt;br /&gt;
What Warlords optimize:&lt;br /&gt;
&lt;br /&gt;
* Stronger attacks — Higher fleet damage in offensive battles.&lt;br /&gt;
* More fleets — Extra fleet slot capacity for simultaneous raids and escorts.&lt;br /&gt;
* Faster ships — Shorter travel time to hit targets before they react.&lt;br /&gt;
* Lower fuel burn — Cheaper long campaigns so you can keep pressure up.&lt;br /&gt;
* Faster rebuilds — Construction speed helps replace losses after wars.&lt;br /&gt;
&lt;br /&gt;
Typical day: Scout → strike → collect debris with Recyclers → rebuild → repeat. Warlord monuments reward commanders who treat battle debris and pirate loot as primary income, not a side activity.&lt;br /&gt;
&lt;br /&gt;
Monuments: Titan-Class Mech (Core), Stargate (Support), Mass Relay (Support).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Guardian — Hold, shield, mine securely ===&lt;br /&gt;
Purpose: Defensive commanders who protect colonies, absorb attacks, and grow through secure production and asteroid mining.&lt;br /&gt;
&lt;br /&gt;
What Guardians optimize:&lt;br /&gt;
&lt;br /&gt;
* Stronger shields — Planetary shields resist more damage.&lt;br /&gt;
* Safer storage — More resources survive when you are raided offline.&lt;br /&gt;
* Tougher defenses — Higher defense HP and hangar capacity for a larger garrison.&lt;br /&gt;
* Better defense when attacked — Stronger defender firepower and shorter stun lockout under pressure.&lt;br /&gt;
* More mining operations — Extra miner slot capacity pairs with asteroid harvesting in Realm II+.&lt;br /&gt;
&lt;br /&gt;
Typical day: Upgrade defenses, run harvest missions, hold alliance lines, retaliate from a fortified position. Guardians win by being expensive to crack and by converting time into irreplaceable stockpiles.&lt;br /&gt;
&lt;br /&gt;
Monuments: Halo Ring (Core), Ancient City-Ship (Support), Precursor Forge (Support).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Explorer — Expeditions, discovery, technology ===&lt;br /&gt;
Purpose: Commanders who push the nebula, research tree, and anomaly content—finding items, relics, monument pieces, and flexible rewards at scale.&lt;br /&gt;
&lt;br /&gt;
What Explorers optimize:&lt;br /&gt;
&lt;br /&gt;
* More expeditions — Extra expedition slot and deeper maximum depth.&lt;br /&gt;
* Faster expedition cycles — Shorter time per run means more rolls per week.&lt;br /&gt;
* Higher success rates — Better odds on expedition outcomes.&lt;br /&gt;
* Wider sensors — Stronger scouting and intelligence play.&lt;br /&gt;
* Faster research — Tech pace accelerates everything else.&lt;br /&gt;
* Better anomaly discovery — More frequent high-value expedition events.&lt;br /&gt;
&lt;br /&gt;
Typical day: Cycle nebula zones, depth-push when safe, claim research and inventory rewards, feed alliance with relics and intel. Explorers often find more monument pieces and rare items simply because they run more successful expeditions—not because they ignore combat, but because their engine is discovery.&lt;br /&gt;
&lt;br /&gt;
Monuments: Celestial Orrery (Core), The Monolith (Support), Crystalline Spire (Support).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Industrialist — Produce, build, trade ===&lt;br /&gt;
Purpose: Economic commanders who scale through mines, construction queues, and the galactic market—funding fleets and alliance projects from surplus.&lt;br /&gt;
&lt;br /&gt;
What Industrialists optimize:&lt;br /&gt;
&lt;br /&gt;
* Higher production — All resource types benefit from mining output bonuses.&lt;br /&gt;
* Faster construction — Buildings and infrastructure rise faster empire-wide.&lt;br /&gt;
* Better trade — More value kept on deals and faster convoys.&lt;br /&gt;
* More trade capacity — Extra trade slot for market-focused empires.&lt;br /&gt;
&lt;br /&gt;
Typical day: Balance mine upgrades, shipyard output, trade routes, and alliance donations. Industrialists win long wars by replacing losses and bankrolling coordinated pushes.&lt;br /&gt;
&lt;br /&gt;
Monuments: Dyson Sphere Fragment (Core), The Pyramids (Support), Interstellar Trade Nexus (Support).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planning your class path ==&lt;br /&gt;
&lt;br /&gt;
=== Step 1 — Choose your Core (identity) ===&lt;br /&gt;
Ask: &#039;&#039;Where do most of my resources and power come from today?&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!If you mainly…&lt;br /&gt;
!Consider Core&lt;br /&gt;
|-&lt;br /&gt;
|Raid players/pirates and live off battle loot&lt;br /&gt;
|Titan-Class Mech (Warlord)&lt;br /&gt;
|-&lt;br /&gt;
|Defend, mine asteroids, and hate losing stockpiles&lt;br /&gt;
|Halo Ring (Guardian)&lt;br /&gt;
|-&lt;br /&gt;
|Run expeditions daily and chase tech/relics&lt;br /&gt;
|Celestial Orrery (Explorer)&lt;br /&gt;
|-&lt;br /&gt;
|Maximize mines, builds, and market income&lt;br /&gt;
|Dyson Sphere Fragment (Industrialist)&lt;br /&gt;
|}&lt;br /&gt;
The Core has the longest activation (~24 hours). Treat it as a seasonal commitment, not a weekly experiment.&lt;br /&gt;
&lt;br /&gt;
=== Step 2 — Pick Supports that reinforce the same loop ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Core class&lt;br /&gt;
!Strong Support pairings&lt;br /&gt;
!Why&lt;br /&gt;
|-&lt;br /&gt;
|Warlord&lt;br /&gt;
|Stargate + Mass Relay&lt;br /&gt;
|Speed + fuel for constant campaigning&lt;br /&gt;
|-&lt;br /&gt;
|Warlord&lt;br /&gt;
|Stargate + Pyramids (mixed)&lt;br /&gt;
|Offense + rebuild economy (hybrid)&lt;br /&gt;
|-&lt;br /&gt;
|Guardian&lt;br /&gt;
|Ancient City-Ship + Precursor Forge&lt;br /&gt;
|Layered defense under attack&lt;br /&gt;
|-&lt;br /&gt;
|Guardian&lt;br /&gt;
|Halo + City-Ship (if Core is Halo)&lt;br /&gt;
|Maximum fortress profile&lt;br /&gt;
|-&lt;br /&gt;
|Explorer&lt;br /&gt;
|Monolith + Crystalline Spire&lt;br /&gt;
|Research + expedition reliability&lt;br /&gt;
|-&lt;br /&gt;
|Explorer&lt;br /&gt;
|Orrery + both Explorer Supports&lt;br /&gt;
|Maximum nebula throughput&lt;br /&gt;
|-&lt;br /&gt;
|Industrialist&lt;br /&gt;
|Pyramids + Trade Nexus&lt;br /&gt;
|Production + market dominance&lt;br /&gt;
|-&lt;br /&gt;
|Industrialist&lt;br /&gt;
|Dyson + Trade Nexus&lt;br /&gt;
|Endgame economy ceiling&lt;br /&gt;
|}&lt;br /&gt;
One mixed Support is fine (e.g. Warlord Core + Trade Nexus for raid income and market funding)—but two off-class Supports usually dilute your identity bonuses.&lt;br /&gt;
&lt;br /&gt;
=== Step 3 — Level before you swap ===&lt;br /&gt;
If you are considering changing Core mid-season:&lt;br /&gt;
&lt;br /&gt;
* Count spare copies and upgrade costs.&lt;br /&gt;
* Schedule the swap during a quiet week (activation downtime).&lt;br /&gt;
* Re-align fleet templates, research priorities, and alliance role with the new class.&lt;br /&gt;
&lt;br /&gt;
=== Step 4 — Align research and fleets ===&lt;br /&gt;
Monuments multiply what you already do well:&lt;br /&gt;
&lt;br /&gt;
* Warlord — Weapon Systems, Shield breaking, Recycler-heavy fleets, short-range rapid strikes.&lt;br /&gt;
* Guardian — Shield Technology, defense structures, harvest fleets, safe storage habits.&lt;br /&gt;
* Explorer — Expedition Basics, Sensor Technology, Probes and Exploration ships, deep-depth templates.&lt;br /&gt;
* Industrialist — Industrial Engineering, trade technologies, Cargo/Freighter logistics.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Recommended combinations ==&lt;br /&gt;
&lt;br /&gt;
=== Pure Warlord (raider) ===&lt;br /&gt;
&lt;br /&gt;
* Core: Titan-Class Mech&lt;br /&gt;
* Support: Mass Relay + Stargate&lt;br /&gt;
* Loop: Fast hits, debris recycling, event scores on Fleet Commander / Loot Master weeks.&lt;br /&gt;
&lt;br /&gt;
=== Pure Guardian (turtle miner) ===&lt;br /&gt;
&lt;br /&gt;
* Core: Halo Ring&lt;br /&gt;
* Support: Ancient City-Ship + Precursor Forge&lt;br /&gt;
* Loop: Asteroid harvest, alliance defense, survive double taps, outlast attackers.&lt;br /&gt;
&lt;br /&gt;
=== Pure Explorer (nebula farmer) ===&lt;br /&gt;
&lt;br /&gt;
* Core: Celestial Orrery&lt;br /&gt;
* Support: Crystalline Spire + The Monolith&lt;br /&gt;
* Loop: Maximum expedition slots and depth, research rush, monument piece farming for your alliance.&lt;br /&gt;
&lt;br /&gt;
=== Pure Industrialist (economic engine) ===&lt;br /&gt;
&lt;br /&gt;
* Core: Dyson Sphere Fragment&lt;br /&gt;
* Support: The Pyramids + Interstellar Trade Nexus&lt;br /&gt;
* Loop: Fund fleet rebuilds, alliance research donations, trade income, construction races.&lt;br /&gt;
&lt;br /&gt;
=== Hybrid: Warlord Core + Industrial Support (raid economy) ===&lt;br /&gt;
&lt;br /&gt;
* Core: Titan-Class Mech&lt;br /&gt;
* Support: Stargate + The Pyramids&lt;br /&gt;
* Loop: Aggressive outward play with strong rebuild—common for commanders who raid but need construction speed to recover.&lt;br /&gt;
&lt;br /&gt;
=== Hybrid: Explorer Core + Warlord Support (expedition-funded wars) ===&lt;br /&gt;
&lt;br /&gt;
* Core: Celestial Orrery&lt;br /&gt;
* Support: Crystalline Spire + Mass Relay&lt;br /&gt;
* Loop: Farm relics and pieces in the nebula, then spend wealth on timed wars—higher skill ceiling.&lt;br /&gt;
&lt;br /&gt;
== Class effects table ==&lt;br /&gt;
Values are relative to a commander with no class modifier. A dash (—) means that class has no effect for that row.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Effect&lt;br /&gt;
!Warlord&lt;br /&gt;
!Guardian&lt;br /&gt;
!Explorer&lt;br /&gt;
!Industrialist&lt;br /&gt;
|-&lt;br /&gt;
|Hostile fleet speed&lt;br /&gt;
| +12%&lt;br /&gt;
|−12%&lt;br /&gt;
|—&lt;br /&gt;
|−15%&lt;br /&gt;
|-&lt;br /&gt;
|Fleet attack&lt;br /&gt;
| +10%&lt;br /&gt;
|−8%&lt;br /&gt;
|−10%&lt;br /&gt;
|−12%&lt;br /&gt;
|-&lt;br /&gt;
|Pirate debris&lt;br /&gt;
| +5%&lt;br /&gt;
|−10%&lt;br /&gt;
|−10%&lt;br /&gt;
|−10%&lt;br /&gt;
|-&lt;br /&gt;
|Defense HP&lt;br /&gt;
|−10%&lt;br /&gt;
| +12%&lt;br /&gt;
|−8%&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Defender attack&lt;br /&gt;
|−8%&lt;br /&gt;
| +10%&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Expedition loot&lt;br /&gt;
|−10%&lt;br /&gt;
|—&lt;br /&gt;
| +12%&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Expedition success&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
| +10%&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Anomaly discovery&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
| +10%&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Harvest speed (asteroid fields)&lt;br /&gt;
|—&lt;br /&gt;
| +12%&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Convoy speed&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
| +15%&lt;br /&gt;
|-&lt;br /&gt;
|Exploration speed&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
| +15%&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Trade fee&lt;br /&gt;
| +1%&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|−1%&lt;br /&gt;
|-&lt;br /&gt;
|Production scaling&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|Mine decay starts 3 levels later; peak growth +5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Notes on specific effects ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hostile fleet speed&#039;&#039;&#039; applies to your &#039;&#039;&#039;attack&#039;&#039;&#039; fleets only.&lt;br /&gt;
* &#039;&#039;&#039;Pirate debris&#039;&#039;&#039; applies to loot from &#039;&#039;&#039;pirate&#039;&#039;&#039; battles, not player-vs-player.&lt;br /&gt;
* &#039;&#039;&#039;Harvest speed&#039;&#039;&#039; is for &#039;&#039;&#039;asteroid field&#039;&#039;&#039; harvest missions, not alliance System Harvest.&lt;br /&gt;
* &#039;&#039;&#039;Trade fee&#039;&#039;&#039; adjusts the trading-center tax (Warlord pays more; Industrialist pays less).&lt;br /&gt;
* &#039;&#039;&#039;Production scaling&#039;&#039;&#039; (Industrialist) softens mine output decay as buildings level up.&lt;br /&gt;
&lt;br /&gt;
== Alliance system bonuses ==&lt;br /&gt;
These are separate from the table above and apply when your alliance controls star systems:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Class&lt;br /&gt;
!Bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Industrialist&#039;&#039;&#039;&lt;br /&gt;
|~&#039;&#039;&#039;4×&#039;&#039;&#039; output on &#039;&#039;&#039;System Harvest&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Explorer&#039;&#039;&#039;&lt;br /&gt;
|~&#039;&#039;&#039;4×&#039;&#039;&#039; output on &#039;&#039;&#039;System Survey&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Other classes run those missions at base (1×) output. Pair Industrialists with Harvest and Explorers with Survey for the best alliance yields. See Alliances for system control, Harvest, and Survey details.&lt;br /&gt;
&lt;br /&gt;
=== FAQ ===&lt;br /&gt;
&lt;br /&gt;
=== Can I change class every week? ===&lt;br /&gt;
Technically you can swap monuments, but &#039;&#039;&#039;activation downtime&#039;&#039;&#039; and &#039;&#039;&#039;lost leveling momentum&#039;&#039;&#039; make frequent swaps inefficient. Most commanders pick a class per &#039;&#039;&#039;season&#039;&#039;&#039; or &#039;&#039;&#039;realm phase&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Which class is best? ===&lt;br /&gt;
None. &#039;&#039;&#039;Warlord&#039;&#039;&#039; dominates short aggressive metas; &#039;&#039;&#039;Guardian&#039;&#039;&#039; wins long defensive wars; &#039;&#039;&#039;Explorer&#039;&#039;&#039; maximizes discovery income; &#039;&#039;&#039;Industrialist&#039;&#039;&#039; funds everyone else. Match class to your alliance role and personal schedule.&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Resources&amp;diff=320</id>
		<title>Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Resources&amp;diff=320"/>
		<updated>2026-07-21T11:59:01Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Resources are the economic foundation of every empire in &#039;&#039;&#039;Per Regna&#039;&#039;&#039;. They are required for constructing buildings, producing fleets, researching technologies, and expanding planetary infrastructure.&lt;br /&gt;
&lt;br /&gt;
Each colony produces resources through specialized production buildings, which extract materials from the planetary environment. Resource production scales with building upgrades and planetary conditions such as temperature and surface composition (see Colonization).&lt;br /&gt;
&lt;br /&gt;
== Primary resources ==&lt;br /&gt;
The economy of Per Regna is built around several primary resource types. These materials are extracted through planetary industry and are consumed by almost every gameplay system including Buildings, Fleet and Ships, and Research.&lt;br /&gt;
&lt;br /&gt;
=== Steel ===&lt;br /&gt;
Steel is the most widely used industrial material in the galaxy. It forms the structural backbone of ships, buildings, and defensive installations.&lt;br /&gt;
&lt;br /&gt;
Steel is primarily used for:&lt;br /&gt;
&lt;br /&gt;
* constructing buildings&lt;br /&gt;
* producing fleets&lt;br /&gt;
* building defensive structures&lt;br /&gt;
* upgrading infrastructure&lt;br /&gt;
&lt;br /&gt;
Steel production is handled by the &#039;&#039;&#039;Steel Mine&#039;&#039;&#039;, which extracts metallic ores from planetary crust layers. Because steel is required in nearly every construction project, most colonies maintain a strong steel production base.&lt;br /&gt;
&lt;br /&gt;
=== Quartz ===&lt;br /&gt;
Quartz is a refined crystalline material used in advanced electronics, computing systems, and energy distribution networks.&lt;br /&gt;
&lt;br /&gt;
Quartz is essential for:&lt;br /&gt;
&lt;br /&gt;
* research technologies&lt;br /&gt;
* advanced building upgrades&lt;br /&gt;
* sensor and scanning equipment&lt;br /&gt;
* navigation and propulsion systems&lt;br /&gt;
&lt;br /&gt;
Quartz is extracted through the &#039;&#039;&#039;Quartz Mine&#039;&#039;&#039;, which processes crystalline deposits beneath the planetary surface. As technological development accelerates, quartz becomes increasingly important for sustaining research progress.&lt;br /&gt;
&lt;br /&gt;
=== Gas ===&lt;br /&gt;
Gas represents volatile atmospheric elements used in energy generation, propulsion systems, and chemical processing.&lt;br /&gt;
&lt;br /&gt;
Gas is required for:&lt;br /&gt;
&lt;br /&gt;
* propulsion systems&lt;br /&gt;
* fleet fuel&lt;br /&gt;
* reactor systems&lt;br /&gt;
* advanced industry&lt;br /&gt;
&lt;br /&gt;
Gas is harvested using the &#039;&#039;&#039;Gas Extractor&#039;&#039;&#039;, which collects and refines atmospheric gases. Gas extraction efficiency can be influenced by planetary temperature, making some planets particularly suitable for large-scale gas production (see Colonization).&lt;br /&gt;
&lt;br /&gt;
== Advanced resources ==&lt;br /&gt;
As civilizations advance technologically, additional materials become necessary for late-game industry and infrastructure. These advanced resources typically unlock in higher realms.&lt;br /&gt;
&lt;br /&gt;
=== Iridium ===&lt;br /&gt;
Iridium is a dense rare metal used in high-strength alloys and advanced ship construction.&lt;br /&gt;
&lt;br /&gt;
Iridium is commonly required for:&lt;br /&gt;
&lt;br /&gt;
* advanced ship hulls&lt;br /&gt;
* heavy defensive structures&lt;br /&gt;
* large-scale infrastructure&lt;br /&gt;
&lt;br /&gt;
Iridium production is handled by the &#039;&#039;&#039;Iridium Refinery&#039;&#039;&#039;, which processes rare metallic compounds. Iridium becomes increasingly important as players transition into mid and late-game technologies.&lt;br /&gt;
&lt;br /&gt;
=== Silicium ===&lt;br /&gt;
Silicium is a highly refined semiconductor material used in computing, sensors, and quantum processing.&lt;br /&gt;
&lt;br /&gt;
Silicium supports many high-technology systems including:&lt;br /&gt;
&lt;br /&gt;
* advanced research facilities&lt;br /&gt;
* sensor networks&lt;br /&gt;
* experimental propulsion technologies&lt;br /&gt;
&lt;br /&gt;
Silicium is extracted through the &#039;&#039;&#039;Silicium Extractor&#039;&#039;&#039;. Because it supports complex technological systems, silicium demand increases significantly in higher realms.&lt;br /&gt;
&lt;br /&gt;
=== Elerium ===&lt;br /&gt;
Elerium is an extremely rare high-energy material used in experimental energy systems and advanced scientific projects.&lt;br /&gt;
&lt;br /&gt;
It is primarily required for:&lt;br /&gt;
&lt;br /&gt;
* exotic energy generation&lt;br /&gt;
* late-game research technologies&lt;br /&gt;
* advanced megastructures&lt;br /&gt;
&lt;br /&gt;
Elerium is produced using the &#039;&#039;&#039;Elerium Synthesizer&#039;&#039;&#039;, an advanced facility that replicates the extreme conditions needed to generate this material. Elerium represents one of the most valuable resources in the late stages of empire development.&lt;br /&gt;
&lt;br /&gt;
== Energy ==&lt;br /&gt;
Energy is required to power industrial infrastructure and production facilities. Unlike other resources, energy is not stored but generated continuously through energy production buildings.&lt;br /&gt;
&lt;br /&gt;
Energy is produced primarily by:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Solar Plant&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fusion Reactor&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Elerium Reactor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a colony lacks sufficient energy, production efficiency across resource extractors may decrease. Maintaining stable energy output is therefore critical for sustaining high industrial productivity.&lt;br /&gt;
&lt;br /&gt;
== How production scales ==&lt;br /&gt;
Resource production depends on several factors:&lt;br /&gt;
&lt;br /&gt;
* production building level&lt;br /&gt;
* planetary environment&lt;br /&gt;
* infrastructure bonuses&lt;br /&gt;
* research improvements&lt;br /&gt;
&lt;br /&gt;
Production increases as extractor buildings are upgraded. However, the growth curve of production follows several phases.&lt;br /&gt;
&lt;br /&gt;
Resource buildings increase output with each level, but the rate of growth changes as buildings become more advanced. To help players understand these mechanics, the game provides a &#039;&#039;&#039;Production Effects Calculator&#039;&#039;&#039;, which estimates how production scales across different levels.&lt;br /&gt;
&lt;br /&gt;
== Production growth phases ==&lt;br /&gt;
General production behavior follows three phases. The level ranges below reflect the current live production configuration.&lt;br /&gt;
&lt;br /&gt;
=== Early Development (Levels 1–14) ===&lt;br /&gt;
Production increases steadily with each upgrade, growing by &#039;&#039;&#039;+18% per level&#039;&#039;&#039; (a ×1.18 multiplier).&lt;br /&gt;
&lt;br /&gt;
These levels provide the foundational economy for a colony and are relatively inexpensive to upgrade.&lt;br /&gt;
&lt;br /&gt;
=== Industrial Expansion (Levels 15–`decayStartLevel`) ===&lt;br /&gt;
Starting at level 15, production growth accelerates. The per-level growth rate increases by &#039;&#039;&#039;+2.5%&#039;&#039;&#039; every &#039;&#039;&#039;3 levels&#039;&#039;&#039;, building up toward a maximum growth rate of &#039;&#039;&#039;×1.5 (+50% per level)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
At these levels colonies often become fully specialized economic centers, producing large quantities of resources. Because of this acceleration, upgrading production buildings in this range can greatly improve an empire&#039;s overall economy.&lt;br /&gt;
&lt;br /&gt;
=== Late Industrial Stage ===&lt;br /&gt;
Beyond a configured level production gains begin to slow due to soft caps. Soft caps represent the physical limitations of planetary resource extraction.&lt;br /&gt;
&lt;br /&gt;
From the peak growth rate `maxGrowthRate`, the per-level growth rate decreases by &#039;&#039;&#039;0.02 every two level (tier size)&#039;&#039;&#039;, settling toward a floor of &#039;&#039;&#039;×1.2 (+20% per level)&#039;&#039;&#039;. While production continues to increase, each additional level provides smaller relative improvements compared to earlier stages.&lt;br /&gt;
&lt;br /&gt;
Players typically rely on:&lt;br /&gt;
&lt;br /&gt;
* additional colonies&lt;br /&gt;
* research bonuses&lt;br /&gt;
* specialized planets&lt;br /&gt;
&lt;br /&gt;
to further expand production beyond this stage.&lt;br /&gt;
&lt;br /&gt;
== Production formula values ==&lt;br /&gt;
The following values drive the production growth curve described above. They are the current live configuration.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Phase&lt;br /&gt;
!Setting&lt;br /&gt;
!Value&lt;br /&gt;
!Industralist&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|Base&lt;br /&gt;
|&amp;lt;code&amp;gt;speedPerLevelMultiplier&amp;lt;/code&amp;gt;&lt;br /&gt;
|1.18&lt;br /&gt;
|&lt;br /&gt;
|Base growth of +18% per level (Levels 1–14).&lt;br /&gt;
|-&lt;br /&gt;
|Acceleration&lt;br /&gt;
|&amp;lt;code&amp;gt;tierStartLevel&amp;lt;/code&amp;gt;&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|Level at which accelerated growth begins.&lt;br /&gt;
|-&lt;br /&gt;
|Acceleration&lt;br /&gt;
|&amp;lt;code&amp;gt;tierSize&amp;lt;/code&amp;gt;&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Number of levels per acceleration tier.&lt;br /&gt;
|-&lt;br /&gt;
|Acceleration&lt;br /&gt;
|&amp;lt;code&amp;gt;tierIncrement&amp;lt;/code&amp;gt;&lt;br /&gt;
|0.025&lt;br /&gt;
|&lt;br /&gt;
|Growth-rate increase (+2.5%) added each tier.&lt;br /&gt;
|-&lt;br /&gt;
|Acceleration&lt;br /&gt;
|&amp;lt;code&amp;gt;maxGrowthRate&amp;lt;/code&amp;gt;&lt;br /&gt;
|1.4&lt;br /&gt;
| +0.05&lt;br /&gt;
|Maximum per-level growth rate (×1.4 / +40%).&lt;br /&gt;
|-&lt;br /&gt;
|Decay&lt;br /&gt;
|&amp;lt;code&amp;gt;decayStartLevel&amp;lt;/code&amp;gt;&lt;br /&gt;
|55&lt;br /&gt;
| +5&lt;br /&gt;
|Level at which the soft cap (decay) begins.&lt;br /&gt;
|-&lt;br /&gt;
|Decay&lt;br /&gt;
|&amp;lt;code&amp;gt;decayTierSize&amp;lt;/code&amp;gt;&lt;br /&gt;
|1&lt;br /&gt;
| +1&lt;br /&gt;
|Number of levels per decay tier.&lt;br /&gt;
|-&lt;br /&gt;
|Decay&lt;br /&gt;
|&amp;lt;code&amp;gt;decayDecrement&amp;lt;/code&amp;gt;&lt;br /&gt;
|0.02&lt;br /&gt;
|&lt;br /&gt;
|Growth-rate reduction applied each decay tier.&lt;br /&gt;
|-&lt;br /&gt;
|Decay&lt;br /&gt;
|&amp;lt;code&amp;gt;decayMinRate&amp;lt;/code&amp;gt;&lt;br /&gt;
|1.2&lt;br /&gt;
|&lt;br /&gt;
|Minimum per-level growth rate (×1.2 / +20%).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Resource management ==&lt;br /&gt;
Efficient resource management is essential for maintaining a strong empire. Successful commanders balance several economic priorities:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Industrial Growth&#039;&#039;&#039; — upgrading resource buildings and expanding production.&lt;br /&gt;
* &#039;&#039;&#039;Fleet Production&#039;&#039;&#039; — allocating resources to military shipyards.&lt;br /&gt;
* &#039;&#039;&#039;Research Development&#039;&#039;&#039; — investing in technologies that unlock new capabilities.&lt;br /&gt;
* &#039;&#039;&#039;Infrastructure Expansion&#039;&#039;&#039; — developing new colonies and supporting structures.&lt;br /&gt;
&lt;br /&gt;
Balancing these competing demands is a central strategic challenge in Per Regna.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Resources&amp;diff=319</id>
		<title>Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Resources&amp;diff=319"/>
		<updated>2026-07-21T09:53:29Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Late Industrial Stage (Level 55+) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Resources are the economic foundation of every empire in &#039;&#039;&#039;Per Regna&#039;&#039;&#039;. They are required for constructing buildings, producing fleets, researching technologies, and expanding planetary infrastructure.&lt;br /&gt;
&lt;br /&gt;
Each colony produces resources through specialized production buildings, which extract materials from the planetary environment. Resource production scales with building upgrades and planetary conditions such as temperature and surface composition (see Colonization).&lt;br /&gt;
&lt;br /&gt;
== Primary resources ==&lt;br /&gt;
The economy of Per Regna is built around several primary resource types. These materials are extracted through planetary industry and are consumed by almost every gameplay system including Buildings, Fleet and Ships, and Research.&lt;br /&gt;
&lt;br /&gt;
=== Steel ===&lt;br /&gt;
Steel is the most widely used industrial material in the galaxy. It forms the structural backbone of ships, buildings, and defensive installations.&lt;br /&gt;
&lt;br /&gt;
Steel is primarily used for:&lt;br /&gt;
&lt;br /&gt;
* constructing buildings&lt;br /&gt;
* producing fleets&lt;br /&gt;
* building defensive structures&lt;br /&gt;
* upgrading infrastructure&lt;br /&gt;
&lt;br /&gt;
Steel production is handled by the &#039;&#039;&#039;Steel Mine&#039;&#039;&#039;, which extracts metallic ores from planetary crust layers. Because steel is required in nearly every construction project, most colonies maintain a strong steel production base.&lt;br /&gt;
&lt;br /&gt;
=== Quartz ===&lt;br /&gt;
Quartz is a refined crystalline material used in advanced electronics, computing systems, and energy distribution networks.&lt;br /&gt;
&lt;br /&gt;
Quartz is essential for:&lt;br /&gt;
&lt;br /&gt;
* research technologies&lt;br /&gt;
* advanced building upgrades&lt;br /&gt;
* sensor and scanning equipment&lt;br /&gt;
* navigation and propulsion systems&lt;br /&gt;
&lt;br /&gt;
Quartz is extracted through the &#039;&#039;&#039;Quartz Mine&#039;&#039;&#039;, which processes crystalline deposits beneath the planetary surface. As technological development accelerates, quartz becomes increasingly important for sustaining research progress.&lt;br /&gt;
&lt;br /&gt;
=== Gas ===&lt;br /&gt;
Gas represents volatile atmospheric elements used in energy generation, propulsion systems, and chemical processing.&lt;br /&gt;
&lt;br /&gt;
Gas is required for:&lt;br /&gt;
&lt;br /&gt;
* propulsion systems&lt;br /&gt;
* fleet fuel&lt;br /&gt;
* reactor systems&lt;br /&gt;
* advanced industry&lt;br /&gt;
&lt;br /&gt;
Gas is harvested using the &#039;&#039;&#039;Gas Extractor&#039;&#039;&#039;, which collects and refines atmospheric gases. Gas extraction efficiency can be influenced by planetary temperature, making some planets particularly suitable for large-scale gas production (see Colonization).&lt;br /&gt;
&lt;br /&gt;
== Advanced resources ==&lt;br /&gt;
As civilizations advance technologically, additional materials become necessary for late-game industry and infrastructure. These advanced resources typically unlock in higher realms.&lt;br /&gt;
&lt;br /&gt;
=== Iridium ===&lt;br /&gt;
Iridium is a dense rare metal used in high-strength alloys and advanced ship construction.&lt;br /&gt;
&lt;br /&gt;
Iridium is commonly required for:&lt;br /&gt;
&lt;br /&gt;
* advanced ship hulls&lt;br /&gt;
* heavy defensive structures&lt;br /&gt;
* large-scale infrastructure&lt;br /&gt;
&lt;br /&gt;
Iridium production is handled by the &#039;&#039;&#039;Iridium Refinery&#039;&#039;&#039;, which processes rare metallic compounds. Iridium becomes increasingly important as players transition into mid and late-game technologies.&lt;br /&gt;
&lt;br /&gt;
=== Silicium ===&lt;br /&gt;
Silicium is a highly refined semiconductor material used in computing, sensors, and quantum processing.&lt;br /&gt;
&lt;br /&gt;
Silicium supports many high-technology systems including:&lt;br /&gt;
&lt;br /&gt;
* advanced research facilities&lt;br /&gt;
* sensor networks&lt;br /&gt;
* experimental propulsion technologies&lt;br /&gt;
&lt;br /&gt;
Silicium is extracted through the &#039;&#039;&#039;Silicium Extractor&#039;&#039;&#039;. Because it supports complex technological systems, silicium demand increases significantly in higher realms.&lt;br /&gt;
&lt;br /&gt;
=== Elerium ===&lt;br /&gt;
Elerium is an extremely rare high-energy material used in experimental energy systems and advanced scientific projects.&lt;br /&gt;
&lt;br /&gt;
It is primarily required for:&lt;br /&gt;
&lt;br /&gt;
* exotic energy generation&lt;br /&gt;
* late-game research technologies&lt;br /&gt;
* advanced megastructures&lt;br /&gt;
&lt;br /&gt;
Elerium is produced using the &#039;&#039;&#039;Elerium Synthesizer&#039;&#039;&#039;, an advanced facility that replicates the extreme conditions needed to generate this material. Elerium represents one of the most valuable resources in the late stages of empire development.&lt;br /&gt;
&lt;br /&gt;
== Energy ==&lt;br /&gt;
Energy is required to power industrial infrastructure and production facilities. Unlike other resources, energy is not stored but generated continuously through energy production buildings.&lt;br /&gt;
&lt;br /&gt;
Energy is produced primarily by:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Solar Plant&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fusion Reactor&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Elerium Reactor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a colony lacks sufficient energy, production efficiency across resource extractors may decrease. Maintaining stable energy output is therefore critical for sustaining high industrial productivity.&lt;br /&gt;
&lt;br /&gt;
== How production scales ==&lt;br /&gt;
Resource production depends on several factors:&lt;br /&gt;
&lt;br /&gt;
* production building level&lt;br /&gt;
* planetary environment&lt;br /&gt;
* infrastructure bonuses&lt;br /&gt;
* research improvements&lt;br /&gt;
&lt;br /&gt;
Production increases as extractor buildings are upgraded. However, the growth curve of production follows several phases.&lt;br /&gt;
&lt;br /&gt;
Resource buildings increase output with each level, but the rate of growth changes as buildings become more advanced. To help players understand these mechanics, the game provides a &#039;&#039;&#039;Production Effects Calculator&#039;&#039;&#039;, which estimates how production scales across different levels.&lt;br /&gt;
&lt;br /&gt;
== Production growth phases ==&lt;br /&gt;
General production behavior follows three phases. The level ranges below reflect the current live production configuration.&lt;br /&gt;
&lt;br /&gt;
=== Early Development (Levels 1–14) ===&lt;br /&gt;
Production increases steadily with each upgrade, growing by &#039;&#039;&#039;+18% per level&#039;&#039;&#039; (a ×1.18 multiplier).&lt;br /&gt;
&lt;br /&gt;
These levels provide the foundational economy for a colony and are relatively inexpensive to upgrade.&lt;br /&gt;
&lt;br /&gt;
=== Industrial Expansion (Levels 15–54) ===&lt;br /&gt;
Starting at level 15, production growth accelerates. The per-level growth rate increases by &#039;&#039;&#039;+2.5%&#039;&#039;&#039; every &#039;&#039;&#039;3 levels&#039;&#039;&#039;, building up toward a maximum growth rate of &#039;&#039;&#039;×1.5 (+50% per level)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
At these levels colonies often become fully specialized economic centers, producing large quantities of resources. Because of this acceleration, upgrading production buildings in this range can greatly improve an empire&#039;s overall economy.&lt;br /&gt;
&lt;br /&gt;
=== Late Industrial Stage (Level 50+) ===&lt;br /&gt;
Beyond level 50 production gains begin to slow due to soft caps. Soft caps represent the physical limitations of planetary resource extraction.&lt;br /&gt;
&lt;br /&gt;
From the peak growth rate of ×1.4, the per-level growth rate decreases by &#039;&#039;&#039;0.02 every two level (tier size)&#039;&#039;&#039;, settling toward a floor of &#039;&#039;&#039;×1.2 (+20% per level)&#039;&#039;&#039;. While production continues to increase, each additional level provides smaller relative improvements compared to earlier stages.&lt;br /&gt;
&lt;br /&gt;
Players typically rely on:&lt;br /&gt;
&lt;br /&gt;
* additional colonies&lt;br /&gt;
* research bonuses&lt;br /&gt;
* specialized planets&lt;br /&gt;
&lt;br /&gt;
to further expand production beyond this stage.&lt;br /&gt;
&lt;br /&gt;
== Production formula values ==&lt;br /&gt;
The following values drive the production growth curve described above. They are the current live configuration.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Phase&lt;br /&gt;
!Setting&lt;br /&gt;
!Value&lt;br /&gt;
!Industralist&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|Base&lt;br /&gt;
|&amp;lt;code&amp;gt;speedPerLevelMultiplier&amp;lt;/code&amp;gt;&lt;br /&gt;
|1.18&lt;br /&gt;
|&lt;br /&gt;
|Base growth of +18% per level (Levels 1–14).&lt;br /&gt;
|-&lt;br /&gt;
|Acceleration&lt;br /&gt;
|&amp;lt;code&amp;gt;tierStartLevel&amp;lt;/code&amp;gt;&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|Level at which accelerated growth begins.&lt;br /&gt;
|-&lt;br /&gt;
|Acceleration&lt;br /&gt;
|&amp;lt;code&amp;gt;tierSize&amp;lt;/code&amp;gt;&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Number of levels per acceleration tier.&lt;br /&gt;
|-&lt;br /&gt;
|Acceleration&lt;br /&gt;
|&amp;lt;code&amp;gt;tierIncrement&amp;lt;/code&amp;gt;&lt;br /&gt;
|0.025&lt;br /&gt;
|&lt;br /&gt;
|Growth-rate increase (+2.5%) added each tier.&lt;br /&gt;
|-&lt;br /&gt;
|Acceleration&lt;br /&gt;
|&amp;lt;code&amp;gt;maxGrowthRate&amp;lt;/code&amp;gt;&lt;br /&gt;
|1.4&lt;br /&gt;
|&lt;br /&gt;
|Maximum per-level growth rate (×1.4 / +40%).&lt;br /&gt;
|-&lt;br /&gt;
|Decay&lt;br /&gt;
|&amp;lt;code&amp;gt;decayStartLevel&amp;lt;/code&amp;gt;&lt;br /&gt;
|50&lt;br /&gt;
| +5&lt;br /&gt;
|Level at which the soft cap (decay) begins.&lt;br /&gt;
|-&lt;br /&gt;
|Decay&lt;br /&gt;
|&amp;lt;code&amp;gt;decayTierSize&amp;lt;/code&amp;gt;&lt;br /&gt;
|1&lt;br /&gt;
| +1&lt;br /&gt;
|Number of levels per decay tier.&lt;br /&gt;
|-&lt;br /&gt;
|Decay&lt;br /&gt;
|&amp;lt;code&amp;gt;decayDecrement&amp;lt;/code&amp;gt;&lt;br /&gt;
|0.02&lt;br /&gt;
|&lt;br /&gt;
|Growth-rate reduction applied each decay tier.&lt;br /&gt;
|-&lt;br /&gt;
|Decay&lt;br /&gt;
|&amp;lt;code&amp;gt;decayMinRate&amp;lt;/code&amp;gt;&lt;br /&gt;
|1.2&lt;br /&gt;
|&lt;br /&gt;
|Minimum per-level growth rate (×1.2 / +20%).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Resource management ==&lt;br /&gt;
Efficient resource management is essential for maintaining a strong empire. Successful commanders balance several economic priorities:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Industrial Growth&#039;&#039;&#039; — upgrading resource buildings and expanding production.&lt;br /&gt;
* &#039;&#039;&#039;Fleet Production&#039;&#039;&#039; — allocating resources to military shipyards.&lt;br /&gt;
* &#039;&#039;&#039;Research Development&#039;&#039;&#039; — investing in technologies that unlock new capabilities.&lt;br /&gt;
* &#039;&#039;&#039;Infrastructure Expansion&#039;&#039;&#039; — developing new colonies and supporting structures.&lt;br /&gt;
&lt;br /&gt;
Balancing these competing demands is a central strategic challenge in Per Regna.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Resources&amp;diff=318</id>
		<title>Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Resources&amp;diff=318"/>
		<updated>2026-07-21T09:52:40Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Late Industrial Stage (Level 55+) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Resources are the economic foundation of every empire in &#039;&#039;&#039;Per Regna&#039;&#039;&#039;. They are required for constructing buildings, producing fleets, researching technologies, and expanding planetary infrastructure.&lt;br /&gt;
&lt;br /&gt;
Each colony produces resources through specialized production buildings, which extract materials from the planetary environment. Resource production scales with building upgrades and planetary conditions such as temperature and surface composition (see Colonization).&lt;br /&gt;
&lt;br /&gt;
== Primary resources ==&lt;br /&gt;
The economy of Per Regna is built around several primary resource types. These materials are extracted through planetary industry and are consumed by almost every gameplay system including Buildings, Fleet and Ships, and Research.&lt;br /&gt;
&lt;br /&gt;
=== Steel ===&lt;br /&gt;
Steel is the most widely used industrial material in the galaxy. It forms the structural backbone of ships, buildings, and defensive installations.&lt;br /&gt;
&lt;br /&gt;
Steel is primarily used for:&lt;br /&gt;
&lt;br /&gt;
* constructing buildings&lt;br /&gt;
* producing fleets&lt;br /&gt;
* building defensive structures&lt;br /&gt;
* upgrading infrastructure&lt;br /&gt;
&lt;br /&gt;
Steel production is handled by the &#039;&#039;&#039;Steel Mine&#039;&#039;&#039;, which extracts metallic ores from planetary crust layers. Because steel is required in nearly every construction project, most colonies maintain a strong steel production base.&lt;br /&gt;
&lt;br /&gt;
=== Quartz ===&lt;br /&gt;
Quartz is a refined crystalline material used in advanced electronics, computing systems, and energy distribution networks.&lt;br /&gt;
&lt;br /&gt;
Quartz is essential for:&lt;br /&gt;
&lt;br /&gt;
* research technologies&lt;br /&gt;
* advanced building upgrades&lt;br /&gt;
* sensor and scanning equipment&lt;br /&gt;
* navigation and propulsion systems&lt;br /&gt;
&lt;br /&gt;
Quartz is extracted through the &#039;&#039;&#039;Quartz Mine&#039;&#039;&#039;, which processes crystalline deposits beneath the planetary surface. As technological development accelerates, quartz becomes increasingly important for sustaining research progress.&lt;br /&gt;
&lt;br /&gt;
=== Gas ===&lt;br /&gt;
Gas represents volatile atmospheric elements used in energy generation, propulsion systems, and chemical processing.&lt;br /&gt;
&lt;br /&gt;
Gas is required for:&lt;br /&gt;
&lt;br /&gt;
* propulsion systems&lt;br /&gt;
* fleet fuel&lt;br /&gt;
* reactor systems&lt;br /&gt;
* advanced industry&lt;br /&gt;
&lt;br /&gt;
Gas is harvested using the &#039;&#039;&#039;Gas Extractor&#039;&#039;&#039;, which collects and refines atmospheric gases. Gas extraction efficiency can be influenced by planetary temperature, making some planets particularly suitable for large-scale gas production (see Colonization).&lt;br /&gt;
&lt;br /&gt;
== Advanced resources ==&lt;br /&gt;
As civilizations advance technologically, additional materials become necessary for late-game industry and infrastructure. These advanced resources typically unlock in higher realms.&lt;br /&gt;
&lt;br /&gt;
=== Iridium ===&lt;br /&gt;
Iridium is a dense rare metal used in high-strength alloys and advanced ship construction.&lt;br /&gt;
&lt;br /&gt;
Iridium is commonly required for:&lt;br /&gt;
&lt;br /&gt;
* advanced ship hulls&lt;br /&gt;
* heavy defensive structures&lt;br /&gt;
* large-scale infrastructure&lt;br /&gt;
&lt;br /&gt;
Iridium production is handled by the &#039;&#039;&#039;Iridium Refinery&#039;&#039;&#039;, which processes rare metallic compounds. Iridium becomes increasingly important as players transition into mid and late-game technologies.&lt;br /&gt;
&lt;br /&gt;
=== Silicium ===&lt;br /&gt;
Silicium is a highly refined semiconductor material used in computing, sensors, and quantum processing.&lt;br /&gt;
&lt;br /&gt;
Silicium supports many high-technology systems including:&lt;br /&gt;
&lt;br /&gt;
* advanced research facilities&lt;br /&gt;
* sensor networks&lt;br /&gt;
* experimental propulsion technologies&lt;br /&gt;
&lt;br /&gt;
Silicium is extracted through the &#039;&#039;&#039;Silicium Extractor&#039;&#039;&#039;. Because it supports complex technological systems, silicium demand increases significantly in higher realms.&lt;br /&gt;
&lt;br /&gt;
=== Elerium ===&lt;br /&gt;
Elerium is an extremely rare high-energy material used in experimental energy systems and advanced scientific projects.&lt;br /&gt;
&lt;br /&gt;
It is primarily required for:&lt;br /&gt;
&lt;br /&gt;
* exotic energy generation&lt;br /&gt;
* late-game research technologies&lt;br /&gt;
* advanced megastructures&lt;br /&gt;
&lt;br /&gt;
Elerium is produced using the &#039;&#039;&#039;Elerium Synthesizer&#039;&#039;&#039;, an advanced facility that replicates the extreme conditions needed to generate this material. Elerium represents one of the most valuable resources in the late stages of empire development.&lt;br /&gt;
&lt;br /&gt;
== Energy ==&lt;br /&gt;
Energy is required to power industrial infrastructure and production facilities. Unlike other resources, energy is not stored but generated continuously through energy production buildings.&lt;br /&gt;
&lt;br /&gt;
Energy is produced primarily by:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Solar Plant&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fusion Reactor&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Elerium Reactor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a colony lacks sufficient energy, production efficiency across resource extractors may decrease. Maintaining stable energy output is therefore critical for sustaining high industrial productivity.&lt;br /&gt;
&lt;br /&gt;
== How production scales ==&lt;br /&gt;
Resource production depends on several factors:&lt;br /&gt;
&lt;br /&gt;
* production building level&lt;br /&gt;
* planetary environment&lt;br /&gt;
* infrastructure bonuses&lt;br /&gt;
* research improvements&lt;br /&gt;
&lt;br /&gt;
Production increases as extractor buildings are upgraded. However, the growth curve of production follows several phases.&lt;br /&gt;
&lt;br /&gt;
Resource buildings increase output with each level, but the rate of growth changes as buildings become more advanced. To help players understand these mechanics, the game provides a &#039;&#039;&#039;Production Effects Calculator&#039;&#039;&#039;, which estimates how production scales across different levels.&lt;br /&gt;
&lt;br /&gt;
== Production growth phases ==&lt;br /&gt;
General production behavior follows three phases. The level ranges below reflect the current live production configuration.&lt;br /&gt;
&lt;br /&gt;
=== Early Development (Levels 1–14) ===&lt;br /&gt;
Production increases steadily with each upgrade, growing by &#039;&#039;&#039;+18% per level&#039;&#039;&#039; (a ×1.18 multiplier).&lt;br /&gt;
&lt;br /&gt;
These levels provide the foundational economy for a colony and are relatively inexpensive to upgrade.&lt;br /&gt;
&lt;br /&gt;
=== Industrial Expansion (Levels 15–54) ===&lt;br /&gt;
Starting at level 15, production growth accelerates. The per-level growth rate increases by &#039;&#039;&#039;+2.5%&#039;&#039;&#039; every &#039;&#039;&#039;3 levels&#039;&#039;&#039;, building up toward a maximum growth rate of &#039;&#039;&#039;×1.5 (+50% per level)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
At these levels colonies often become fully specialized economic centers, producing large quantities of resources. Because of this acceleration, upgrading production buildings in this range can greatly improve an empire&#039;s overall economy.&lt;br /&gt;
&lt;br /&gt;
=== Late Industrial Stage (Level 55+) ===&lt;br /&gt;
Beyond level 55 production gains begin to slow due to soft caps. Soft caps represent the physical limitations of planetary resource extraction.&lt;br /&gt;
&lt;br /&gt;
From the peak growth rate of ×1.5, the per-level growth rate decreases by &#039;&#039;&#039;0.01 every level&#039;&#039;&#039;, settling toward a floor of &#039;&#039;&#039;×1.2 (+20% per level)&#039;&#039;&#039;. While production continues to increase, each additional level provides smaller relative improvements compared to earlier stages.&lt;br /&gt;
&lt;br /&gt;
Players typically rely on:&lt;br /&gt;
&lt;br /&gt;
* additional colonies&lt;br /&gt;
* research bonuses&lt;br /&gt;
* specialized planets&lt;br /&gt;
&lt;br /&gt;
to further expand production beyond this stage.&lt;br /&gt;
&lt;br /&gt;
== Production formula values ==&lt;br /&gt;
The following values drive the production growth curve described above. They are the current live configuration.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Phase&lt;br /&gt;
!Setting&lt;br /&gt;
!Value&lt;br /&gt;
!Industralist&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|Base&lt;br /&gt;
|&amp;lt;code&amp;gt;speedPerLevelMultiplier&amp;lt;/code&amp;gt;&lt;br /&gt;
|1.18&lt;br /&gt;
|&lt;br /&gt;
|Base growth of +18% per level (Levels 1–14).&lt;br /&gt;
|-&lt;br /&gt;
|Acceleration&lt;br /&gt;
|&amp;lt;code&amp;gt;tierStartLevel&amp;lt;/code&amp;gt;&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|Level at which accelerated growth begins.&lt;br /&gt;
|-&lt;br /&gt;
|Acceleration&lt;br /&gt;
|&amp;lt;code&amp;gt;tierSize&amp;lt;/code&amp;gt;&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Number of levels per acceleration tier.&lt;br /&gt;
|-&lt;br /&gt;
|Acceleration&lt;br /&gt;
|&amp;lt;code&amp;gt;tierIncrement&amp;lt;/code&amp;gt;&lt;br /&gt;
|0.025&lt;br /&gt;
|&lt;br /&gt;
|Growth-rate increase (+2.5%) added each tier.&lt;br /&gt;
|-&lt;br /&gt;
|Acceleration&lt;br /&gt;
|&amp;lt;code&amp;gt;maxGrowthRate&amp;lt;/code&amp;gt;&lt;br /&gt;
|1.4&lt;br /&gt;
|&lt;br /&gt;
|Maximum per-level growth rate (×1.4 / +40%).&lt;br /&gt;
|-&lt;br /&gt;
|Decay&lt;br /&gt;
|&amp;lt;code&amp;gt;decayStartLevel&amp;lt;/code&amp;gt;&lt;br /&gt;
|50&lt;br /&gt;
| +5&lt;br /&gt;
|Level at which the soft cap (decay) begins.&lt;br /&gt;
|-&lt;br /&gt;
|Decay&lt;br /&gt;
|&amp;lt;code&amp;gt;decayTierSize&amp;lt;/code&amp;gt;&lt;br /&gt;
|1&lt;br /&gt;
| +1&lt;br /&gt;
|Number of levels per decay tier.&lt;br /&gt;
|-&lt;br /&gt;
|Decay&lt;br /&gt;
|&amp;lt;code&amp;gt;decayDecrement&amp;lt;/code&amp;gt;&lt;br /&gt;
|0.02&lt;br /&gt;
|&lt;br /&gt;
|Growth-rate reduction applied each decay tier.&lt;br /&gt;
|-&lt;br /&gt;
|Decay&lt;br /&gt;
|&amp;lt;code&amp;gt;decayMinRate&amp;lt;/code&amp;gt;&lt;br /&gt;
|1.2&lt;br /&gt;
|&lt;br /&gt;
|Minimum per-level growth rate (×1.2 / +20%).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Resource management ==&lt;br /&gt;
Efficient resource management is essential for maintaining a strong empire. Successful commanders balance several economic priorities:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Industrial Growth&#039;&#039;&#039; — upgrading resource buildings and expanding production.&lt;br /&gt;
* &#039;&#039;&#039;Fleet Production&#039;&#039;&#039; — allocating resources to military shipyards.&lt;br /&gt;
* &#039;&#039;&#039;Research Development&#039;&#039;&#039; — investing in technologies that unlock new capabilities.&lt;br /&gt;
* &#039;&#039;&#039;Infrastructure Expansion&#039;&#039;&#039; — developing new colonies and supporting structures.&lt;br /&gt;
&lt;br /&gt;
Balancing these competing demands is a central strategic challenge in Per Regna.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Version_1.3.4&amp;diff=317</id>
		<title>Version 1.3.4</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Version_1.3.4&amp;diff=317"/>
		<updated>2026-07-08T08:31:00Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A depth-and-control release: throttle your mines with fine-grained production rates, theorycraft any fight in the new Combat Simulator, dial in system Harvest/Survey missions, chat live with your alliance, and dig into a new Research overview — plus territory/monument polish, clearer trade fees, and a late-game rebalance.&amp;lt;blockquote&amp;gt;New to alliance play? See the full Alliances guide, or open &#039;&#039;&#039;Settings → Quick Guides&#039;&#039;&#039; in-game.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New Features ==&lt;br /&gt;
&lt;br /&gt;
=== Production Rate — micro-manage your economy ===&lt;br /&gt;
&lt;br /&gt;
* Every resource mine now has a &#039;&#039;&#039;Production Rate&#039;&#039;&#039; control you can set from &#039;&#039;&#039;0% to 100%&#039;&#039;&#039; in 10% steps.&lt;br /&gt;
* Throttling a mine lowers its output &#039;&#039;&#039;and its energy consumption by the same factor&#039;&#039;&#039;, so you can temporarily free up energy for other buildings or ride out an energy deficit without demolishing anything.&lt;br /&gt;
* Adjust it from the building details panel or right from the resource popup.&lt;br /&gt;
&lt;br /&gt;
=== Combat Simulator ===&lt;br /&gt;
&lt;br /&gt;
* A new &#039;&#039;&#039;Combat Simulator&#039;&#039;&#039; lets you set up &#039;&#039;&#039;both sides&#039;&#039;&#039; of a battle — your fleet plus the enemy&#039;s fleet, defenses, and battle research — and simulate the outcome before you commit.&lt;br /&gt;
* Prefill either side &#039;&#039;&#039;from one of your colonies&#039;&#039;&#039; or &#039;&#039;&#039;from a scout report&#039;&#039;&#039;, tweak the unit counts, and re-run to compare compositions.&lt;br /&gt;
* Combat simulation is an &#039;&#039;&#039;Imperial Access&#039;&#039;&#039; feature.&lt;br /&gt;
&lt;br /&gt;
=== Configurable System Harvest &amp;amp; Survey ===&lt;br /&gt;
&lt;br /&gt;
* Alliance &#039;&#039;&#039;System Harvest&#039;&#039;&#039; and &#039;&#039;&#039;System Survey&#039;&#039;&#039; missions now let you choose how many &#039;&#039;&#039;cycles&#039;&#039;&#039; to run — presets from 10 up to your researched maximum — right in the fleet setup, then send.&lt;br /&gt;
* Harvest missions require &#039;&#039;&#039;Orbital Refineries&#039;&#039;&#039;, Survey missions require &#039;&#039;&#039;Science Vessels&#039;&#039;&#039;, and both are unlocked at &#039;&#039;&#039;Realm 4&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Alliance Chat ===&lt;br /&gt;
&lt;br /&gt;
* Alliances now have a &#039;&#039;&#039;live chat&#039;&#039;&#039;: real-time messages, &amp;quot;load older&amp;quot; history, unread badges, and tap-to-open a member&#039;s profile or a direct message.&lt;br /&gt;
&lt;br /&gt;
=== Imperial Overview — Research tab &amp;amp; export ===&lt;br /&gt;
&lt;br /&gt;
* The Imperial Overview gains a &#039;&#039;&#039;Research&#039;&#039;&#039; tab listing every research with its category, level, and effects, plus totals, researched / in-progress counts, and a &#039;&#039;&#039;Hide not researched&#039;&#039;&#039; filter.&lt;br /&gt;
* Research is now included in the &#039;&#039;&#039;CSV / XLS export&#039;&#039;&#039;, and the Resources tab can toggle between &#039;&#039;&#039;production rate&#039;&#039;&#039; and &#039;&#039;&#039;planet effect&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== System monuments on the star ===&lt;br /&gt;
&lt;br /&gt;
* Alliance &#039;&#039;&#039;system-monument&#039;&#039;&#039; relics now appear as a centerpiece ringing the &#039;&#039;&#039;star&#039;&#039;&#039; of a conquered system, so your territory reads as sworn alliance dominion at a glance. Monument art and its skin variants were reworked to orbit the captured star.&lt;br /&gt;
&lt;br /&gt;
=== Deploy a cosmetic to more systems ===&lt;br /&gt;
&lt;br /&gt;
* The alliance &#039;&#039;&#039;Archive&#039;&#039;&#039; can now be leveled past level 1. Each level lets the &#039;&#039;&#039;same system theme or monument&#039;&#039;&#039; be deployed to &#039;&#039;&#039;one more system&#039;&#039;&#039; at once, with a &#039;&#039;&#039;usage counter&#039;&#039;&#039; (&amp;lt;code&amp;gt;Used X/Y&amp;lt;/code&amp;gt;) and a list of every system a cosmetic is currently on.&lt;br /&gt;
&lt;br /&gt;
=== Share expedition reports ===&lt;br /&gt;
&lt;br /&gt;
* Expedition reports can now be &#039;&#039;&#039;shared in messages&#039;&#039;&#039;, alongside scout and battle reports, complete with an item summary.&lt;br /&gt;
&lt;br /&gt;
== Improvements ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Trade fees, up front:&#039;&#039;&#039; the Accept Offer screen now shows the &#039;&#039;&#039;Market Fee (%)&#039;&#039;&#039;, your &#039;&#039;&#039;Net Received&#039;&#039;&#039;, and an &#039;&#039;&#039;Ally Discount&#039;&#039;&#039; line when trading with an allied player — allied trades pay a reduced market fee.&lt;br /&gt;
* &#039;&#039;&#039;Alliance cosmetics shop reworked:&#039;&#039;&#039; buying an alternative skin now costs &#039;&#039;&#039;Quantum Shards + one base relic&#039;&#039;&#039; from the alliance&#039;s donated stock, and the shop clearly flags when a base relic is needed.&lt;br /&gt;
* &#039;&#039;&#039;Ally &amp;quot;moon tests&amp;quot;:&#039;&#039;&#039; allied alliances still can&#039;t wage war on each other, but a member can now run a small &#039;&#039;&#039;moon attempt&#039;&#039;&#039; against an ally, as long as the incoming fleet stays under a tonnage cap (1b). Full-strength and FCS group attacks remain blocked between allies.&lt;br /&gt;
* &#039;&#039;&#039;Fleet List&#039;&#039;&#039; now understands alliance system missions: the &#039;&#039;&#039;Exploration&#039;&#039;&#039; tab includes system surveys, the &#039;&#039;&#039;Civil&#039;&#039;&#039; tab includes system harvests, the counters follow suit, and the &#039;&#039;&#039;All&#039;&#039;&#039; tab hides other players&#039; system station/threat fleets while still surfacing FCS missions.&lt;br /&gt;
* Ship and defense &#039;&#039;&#039;build cancellation&#039;&#039;&#039; now warns that a &#039;&#039;&#039;3% cancellation fee&#039;&#039;&#039; applies to an in-progress order (queued orders are still fully refunded).&lt;br /&gt;
* The &#039;&#039;&#039;battle simulation&#039;&#039;&#039; screen was refreshed with sectioned, icon-labeled groups and clearer row striping.&lt;br /&gt;
* Colony action buttons in the colony selector now &#039;&#039;&#039;scroll horizontally&#039;&#039;&#039; so they&#039;re no longer cut off.&lt;br /&gt;
* New &#039;&#039;&#039;relics&#039;&#039;&#039; added, with more accurate &#039;&#039;&#039;galaxy / nebula tap detection&#039;&#039;&#039;.&lt;br /&gt;
* Event cards now show a &#039;&#039;&#039;Daily reset&#039;&#039;&#039; timer for daily score caps, plus new building and animated-building art.&lt;br /&gt;
&lt;br /&gt;
== Balance ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Legendary Expeditions&#039;&#039;&#039; research reworked: it now works together with the &#039;&#039;&#039;Orrery&#039;&#039;&#039; to unlock the deepest expeditions — depth 7 at research level 15, with one more depth every 5 levels after — with cost and research time increased to match.&lt;br /&gt;
* &#039;&#039;&#039;Regional Market Control&#039;&#039;&#039; now grants a much larger market-tax reduction per level.&lt;br /&gt;
* Added a &#039;&#039;&#039;maximum resource-protection cap&#039;&#039;&#039; (combined protection against raids is now capped), plus small tuning to Vault storage growth and the new Archive scaling.&lt;br /&gt;
&lt;br /&gt;
== Bug Fixes ==&lt;br /&gt;
&lt;br /&gt;
* Fixed the &#039;&#039;&#039;monument level&#039;&#039;&#039; shown in your inventory and collection to reflect your &#039;&#039;&#039;best owned copy&#039;&#039;&#039; — including monuments already deployed to a colony — while keeping upgrade costs based on the copy that would actually be upgraded.&lt;br /&gt;
* Reworked alliance relic placement onto a dedicated &#039;&#039;&#039;attachments&#039;&#039;&#039; model, fixing edge cases around which cosmetic shows on a system and freeing the correct slot when swapping.&lt;br /&gt;
* Improved &#039;&#039;&#039;database reliability&#039;&#039;&#039; with retry handling for transient errors (notably around the build/upgrade queue), reducing intermittent failures and slowdowns.&lt;br /&gt;
* Additional &#039;&#039;&#039;attack and monument&#039;&#039;&#039; fixes and cleanup.&lt;br /&gt;
&lt;br /&gt;
== Announcement ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lifetime Imperial Access is being retired after July 31.&#039;&#039;&#039; If you already own it, nothing changes — it stays yours for life with every benefit. After that date, Imperial Access will be available only through timed packages, unlocked with Imperial Credits earned in-game or Quantum Shards from the Store.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Version_1.3.4&amp;diff=316</id>
		<title>Version 1.3.4</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Version_1.3.4&amp;diff=316"/>
		<updated>2026-07-07T17:49:09Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A depth-and-control release: throttle your mines with fine-grained production rates, theorycraft any fight in the new Combat Simulator, dial in system Harvest/Survey missions, chat live with your alliance, and dig into a new Research overview — plus territory/monument polish, clearer trade fees, and a late-game rebalance.&amp;lt;blockquote&amp;gt;New to alliance play? See the full Alliances guide, or open &#039;&#039;&#039;Settings → Quick Guides&#039;&#039;&#039; in-game.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New Features ==&lt;br /&gt;
&lt;br /&gt;
=== Production Rate — micro-manage your economy ===&lt;br /&gt;
&lt;br /&gt;
* Every resource mine now has a &#039;&#039;&#039;Production Rate&#039;&#039;&#039; control you can set from &#039;&#039;&#039;0% to 100%&#039;&#039;&#039; in 10% steps.&lt;br /&gt;
* Throttling a mine lowers its output &#039;&#039;&#039;and its energy consumption by the same factor&#039;&#039;&#039;, so you can temporarily free up energy for other buildings or ride out an energy deficit without demolishing anything.&lt;br /&gt;
* Adjust it from the building details panel or right from the resource popup.&lt;br /&gt;
&lt;br /&gt;
=== Combat Simulator ===&lt;br /&gt;
&lt;br /&gt;
* A new &#039;&#039;&#039;Combat Simulator&#039;&#039;&#039; lets you set up &#039;&#039;&#039;both sides&#039;&#039;&#039; of a battle — your fleet plus the enemy&#039;s fleet, defenses, and battle research — and simulate the outcome before you commit.&lt;br /&gt;
* Prefill either side &#039;&#039;&#039;from one of your colonies&#039;&#039;&#039; or &#039;&#039;&#039;from a scout report&#039;&#039;&#039;, tweak the unit counts, and re-run to compare compositions.&lt;br /&gt;
* Combat simulation is an &#039;&#039;&#039;Imperial Access&#039;&#039;&#039; feature.&lt;br /&gt;
&lt;br /&gt;
=== Configurable System Harvest &amp;amp; Survey ===&lt;br /&gt;
&lt;br /&gt;
* Alliance &#039;&#039;&#039;System Harvest&#039;&#039;&#039; and &#039;&#039;&#039;System Survey&#039;&#039;&#039; missions now let you choose how many &#039;&#039;&#039;cycles&#039;&#039;&#039; to run — presets from 10 up to your researched maximum — right in the fleet setup, then send.&lt;br /&gt;
* Harvest missions require &#039;&#039;&#039;Orbital Refineries&#039;&#039;&#039;, Survey missions require &#039;&#039;&#039;Science Vessels&#039;&#039;&#039;, and both are unlocked at &#039;&#039;&#039;Realm 4&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Alliance Chat ===&lt;br /&gt;
&lt;br /&gt;
* Alliances now have a &#039;&#039;&#039;live chat&#039;&#039;&#039;: real-time messages, &amp;quot;load older&amp;quot; history, unread badges, and tap-to-open a member&#039;s profile or a direct message.&lt;br /&gt;
&lt;br /&gt;
=== Imperial Overview — Research tab &amp;amp; export ===&lt;br /&gt;
&lt;br /&gt;
* The Imperial Overview gains a &#039;&#039;&#039;Research&#039;&#039;&#039; tab listing every research with its category, level, and effects, plus totals, researched / in-progress counts, and a &#039;&#039;&#039;Hide not researched&#039;&#039;&#039; filter.&lt;br /&gt;
* Research is now included in the &#039;&#039;&#039;CSV / XLS export&#039;&#039;&#039;, and the Resources tab can toggle between &#039;&#039;&#039;production rate&#039;&#039;&#039; and &#039;&#039;&#039;planet effect&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== System monuments on the star ===&lt;br /&gt;
&lt;br /&gt;
* Alliance &#039;&#039;&#039;system-monument&#039;&#039;&#039; relics now appear as a centerpiece ringing the &#039;&#039;&#039;star&#039;&#039;&#039; of a conquered system, so your territory reads as sworn alliance dominion at a glance. Monument art and its skin variants were reworked to orbit the captured star.&lt;br /&gt;
&lt;br /&gt;
=== Deploy a cosmetic to more systems ===&lt;br /&gt;
&lt;br /&gt;
* The alliance &#039;&#039;&#039;Archive&#039;&#039;&#039; can now be leveled past level 1. Each level lets the &#039;&#039;&#039;same system theme or monument&#039;&#039;&#039; be deployed to &#039;&#039;&#039;one more system&#039;&#039;&#039; at once, with a &#039;&#039;&#039;usage counter&#039;&#039;&#039; (&amp;lt;code&amp;gt;Used X/Y&amp;lt;/code&amp;gt;) and a list of every system a cosmetic is currently on.&lt;br /&gt;
&lt;br /&gt;
=== Share expedition reports ===&lt;br /&gt;
&lt;br /&gt;
* Expedition reports can now be &#039;&#039;&#039;shared in messages&#039;&#039;&#039;, alongside scout and battle reports, complete with an item summary.&lt;br /&gt;
&lt;br /&gt;
== Improvements ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Trade fees, up front:&#039;&#039;&#039; the Accept Offer screen now shows the &#039;&#039;&#039;Market Fee (%)&#039;&#039;&#039;, your &#039;&#039;&#039;Net Received&#039;&#039;&#039;, and an &#039;&#039;&#039;Ally Discount&#039;&#039;&#039; line when trading with an allied player — allied trades pay a reduced market fee.&lt;br /&gt;
* &#039;&#039;&#039;Alliance cosmetics shop reworked:&#039;&#039;&#039; buying an alternative skin now costs &#039;&#039;&#039;Quantum Shards + one base relic&#039;&#039;&#039; from the alliance&#039;s donated stock, and the shop clearly flags when a base relic is needed.&lt;br /&gt;
* &#039;&#039;&#039;Ally &amp;quot;moon tests&amp;quot;:&#039;&#039;&#039; allied alliances still can&#039;t wage war on each other, but a member can now run a small &#039;&#039;&#039;moon attempt&#039;&#039;&#039; against an ally, as long as the incoming fleet stays under a tonnage cap (1b). Full-strength and FCS group attacks remain blocked between allies.&lt;br /&gt;
* &#039;&#039;&#039;Fleet List&#039;&#039;&#039; now understands alliance system missions: the &#039;&#039;&#039;Exploration&#039;&#039;&#039; tab includes system surveys, the &#039;&#039;&#039;Civil&#039;&#039;&#039; tab includes system harvests, the counters follow suit, and the &#039;&#039;&#039;All&#039;&#039;&#039; tab hides other players&#039; system station/threat fleets while still surfacing FCS missions.&lt;br /&gt;
* Ship and defense &#039;&#039;&#039;build cancellation&#039;&#039;&#039; now warns that a &#039;&#039;&#039;3% cancellation fee&#039;&#039;&#039; applies to an in-progress order (queued orders are still fully refunded).&lt;br /&gt;
* The &#039;&#039;&#039;battle simulation&#039;&#039;&#039; screen was refreshed with sectioned, icon-labeled groups and clearer row striping.&lt;br /&gt;
* Colony action buttons in the colony selector now &#039;&#039;&#039;scroll horizontally&#039;&#039;&#039; so they&#039;re no longer cut off.&lt;br /&gt;
* New &#039;&#039;&#039;relics&#039;&#039;&#039; added, with more accurate &#039;&#039;&#039;galaxy / nebula tap detection&#039;&#039;&#039;.&lt;br /&gt;
* Event cards now show a &#039;&#039;&#039;Daily reset&#039;&#039;&#039; timer for daily score caps, plus new building and animated-building art.&lt;br /&gt;
&lt;br /&gt;
== Balance ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Legendary Expeditions&#039;&#039;&#039; research reworked: it now works together with the &#039;&#039;&#039;Orrery&#039;&#039;&#039; to unlock the deepest expeditions — depth 7 at research level 15, with one more depth every 5 levels after — with cost and research time increased to match.&lt;br /&gt;
* &#039;&#039;&#039;Tier-4 (Realm 4) research&#039;&#039;&#039; costs increased roughly &#039;&#039;&#039;10×&#039;&#039;&#039; across the economy, warlord, guardian, and pioneer trees to better pace late-game progression.&lt;br /&gt;
* &#039;&#039;&#039;Regional Market Control&#039;&#039;&#039; now grants a much larger market-tax reduction per level.&lt;br /&gt;
* Added a &#039;&#039;&#039;maximum resource-protection cap&#039;&#039;&#039; (combined protection against raids is now capped), plus small tuning to Vault storage growth and the new Archive scaling.&lt;br /&gt;
&lt;br /&gt;
== Bug Fixes ==&lt;br /&gt;
&lt;br /&gt;
* Fixed the &#039;&#039;&#039;monument level&#039;&#039;&#039; shown in your inventory and collection to reflect your &#039;&#039;&#039;best owned copy&#039;&#039;&#039; — including monuments already deployed to a colony — while keeping upgrade costs based on the copy that would actually be upgraded.&lt;br /&gt;
* Reworked alliance relic placement onto a dedicated &#039;&#039;&#039;attachments&#039;&#039;&#039; model, fixing edge cases around which cosmetic shows on a system and freeing the correct slot when swapping.&lt;br /&gt;
* Improved &#039;&#039;&#039;database reliability&#039;&#039;&#039; with retry handling for transient errors (notably around the build/upgrade queue), reducing intermittent failures and slowdowns.&lt;br /&gt;
* Additional &#039;&#039;&#039;attack and monument&#039;&#039;&#039; fixes and cleanup.&lt;br /&gt;
&lt;br /&gt;
== Announcement ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lifetime Imperial Access is being retired after July 31.&#039;&#039;&#039; If you already own it, nothing changes — it stays yours for life with every benefit. After that date, Imperial Access will be available only through timed packages, unlocked with Imperial Credits earned in-game or Quantum Shards from the Store.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Version_1.3.4&amp;diff=315</id>
		<title>Version 1.3.4</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Version_1.3.4&amp;diff=315"/>
		<updated>2026-07-07T13:41:11Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A stability and polish release on top of Alliance Territorial Control: system monuments now crown your conquered stars, alliance cosmetics can be deployed to more than one system, trades show their fees up front, and a batch of combat, monument, and reliability fixes land alongside a late-game research rebalance.&amp;lt;blockquote&amp;gt;New to alliance play? See the full Alliances guide, or open &#039;&#039;&#039;Settings → Quick Guides&#039;&#039;&#039; in-game.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New Features ==&lt;br /&gt;
&lt;br /&gt;
=== System monuments on the star ===&lt;br /&gt;
&lt;br /&gt;
* Alliance &#039;&#039;&#039;system-monument&#039;&#039;&#039; relics now appear as a centerpiece ringing the &#039;&#039;&#039;star&#039;&#039;&#039; of a conquered system, so your territory reads as sworn alliance dominion at a glance in galaxy and system views.&lt;br /&gt;
* Monument art and its skin variants were reworked to match — obelisks and monoliths now visibly orbit the captured star.&lt;br /&gt;
&lt;br /&gt;
=== Deploy a cosmetic to more systems ===&lt;br /&gt;
&lt;br /&gt;
* The alliance &#039;&#039;&#039;Archive&#039;&#039;&#039; can now be leveled up beyond level 1. Each level lets the &#039;&#039;&#039;same system theme or monument cosmetic&#039;&#039;&#039; be deployed to &#039;&#039;&#039;one more system&#039;&#039;&#039; at once.&lt;br /&gt;
* The relic chooser and Archive now show a &#039;&#039;&#039;usage counter&#039;&#039;&#039; (&amp;lt;code&amp;gt;Used X/Y&amp;lt;/code&amp;gt;) and list every system a cosmetic is currently deployed to, and clearly block deployment once the usage limit is reached.&lt;br /&gt;
&lt;br /&gt;
=== See trade fees before you accept ===&lt;br /&gt;
&lt;br /&gt;
* Accepting a trade offer now shows a &#039;&#039;&#039;preview of the market fee&#039;&#039;&#039; — including any &#039;&#039;&#039;allied discount&#039;&#039;&#039; — before you confirm, so there are no surprises on what each side receives.&lt;br /&gt;
&lt;br /&gt;
=== Ally &amp;quot;moon tests&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
* Allied alliances still can&#039;t wage war on each other, but a member can now run a small &#039;&#039;&#039;fleet&#039;&#039;&#039; against an ally&#039;s planet to try moons, as long as the incoming fleet stays under a tonnage cap (1b). Full-strength attacks and FCS group attacks remain blocked between allies.&lt;br /&gt;
&lt;br /&gt;
== Resource Management ==&lt;br /&gt;
&lt;br /&gt;
* Players now can micro manage their resource production rate for each of their colonies.&lt;br /&gt;
&lt;br /&gt;
== Improvements ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fleet List&#039;&#039;&#039; now understands alliance system missions: the &#039;&#039;&#039;Exploration&#039;&#039;&#039; tab includes system surveys, the &#039;&#039;&#039;Civil&#039;&#039;&#039; tab includes system harvests, and the expedition/harvest counters count them too. The &#039;&#039;&#039;All&#039;&#039;&#039; tab now hides other players&#039; system station and threat fleets while still surfacing FCS missions.&lt;br /&gt;
* Ship and defense &#039;&#039;&#039;build cancellation&#039;&#039;&#039; now warns that a &#039;&#039;&#039;3% cancellation fee&#039;&#039;&#039; applies to an in-progress order (queued orders are still fully refunded).&lt;br /&gt;
* The &#039;&#039;&#039;Custom Battle Simulation&#039;&#039;&#039; screen was redesigned with sectioned, icon-labeled groups and clearer row striping for easier reading.&lt;br /&gt;
* Colony action buttons in the colony selector now &#039;&#039;&#039;scroll horizontally&#039;&#039;&#039; so they&#039;re no longer cut off when a colony has many available actions.&lt;br /&gt;
&lt;br /&gt;
== Balance ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Legendary Expeditions&#039;&#039;&#039; research reworked: it now works together with the &#039;&#039;&#039;Orrery&#039;&#039;&#039; to unlock the deepest expeditions — depth 7 at research level 15, with one more depth every 5 levels after. Its cost and research time were increased to match.&lt;br /&gt;
* &#039;&#039;&#039;Regional Market Control&#039;&#039;&#039; now grants a much larger market-tax reduction per level.&lt;br /&gt;
* Small tuning: unified &#039;&#039;&#039;Vault&#039;&#039;&#039; storage growth per level, and adjustments tied to the new Archive scaling.&lt;br /&gt;
&lt;br /&gt;
== Bug Fixes ==&lt;br /&gt;
&lt;br /&gt;
* Fixed the &#039;&#039;&#039;monument level&#039;&#039;&#039; shown in your inventory and collection to reflect your &#039;&#039;&#039;best owned copy&#039;&#039;&#039; — including monuments already deployed to a colony — while keeping upgrade costs based on the copy that would actually be upgraded.&lt;br /&gt;
* Reworked alliance relic placement onto a dedicated &#039;&#039;&#039;attachments&#039;&#039;&#039; model, fixing edge cases around which cosmetic shows on a system and freeing the correct slot when swapping.&lt;br /&gt;
* Improved &#039;&#039;&#039;database reliability&#039;&#039;&#039; with retry handling for transient errors (notably around the build/upgrade queue), reducing intermittent failures and slowdowns.&lt;br /&gt;
* Additional &#039;&#039;&#039;attack and monument&#039;&#039;&#039; fixes and cleanup.&lt;br /&gt;
&lt;br /&gt;
== Announcement ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lifetime Imperial Access is being retired after July 31.&#039;&#039;&#039; If you already own it, nothing changes — it stays yours for life with every benefit. After that date, Imperial Access will be available only through timed packages, unlocked with Imperial Credits earned in-game or Quantum Shards from the Store.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Patch_Notes&amp;diff=314</id>
		<title>Patch Notes</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Patch_Notes&amp;diff=314"/>
		<updated>2026-07-07T12:26:53Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[Version 1.3.4]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.3]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.2]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.1]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.0]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.2.58]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.2.57]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.2.56]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Version_1.3.4&amp;diff=313</id>
		<title>Version 1.3.4</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Version_1.3.4&amp;diff=313"/>
		<updated>2026-07-07T12:26:24Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;A stability and polish release on top of Alliance Territorial Control: system monuments now crown your conquered stars, alliance cosmetics can be deployed to more than one system, trades show their fees up front, and a batch of combat, monument, and reliability fixes land alongside a late-game research rebalance.&amp;lt;blockquote&amp;gt;New to alliance play? See the full Alliances guide, or open &amp;#039;&amp;#039;&amp;#039;Settings → Quick Guides&amp;#039;&amp;#039;&amp;#039; in-game.&amp;lt;/blockquote&amp;gt;  == New Features ==  === System mon...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A stability and polish release on top of Alliance Territorial Control: system monuments now crown your conquered stars, alliance cosmetics can be deployed to more than one system, trades show their fees up front, and a batch of combat, monument, and reliability fixes land alongside a late-game research rebalance.&amp;lt;blockquote&amp;gt;New to alliance play? See the full Alliances guide, or open &#039;&#039;&#039;Settings → Quick Guides&#039;&#039;&#039; in-game.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New Features ==&lt;br /&gt;
&lt;br /&gt;
=== System monuments on the star ===&lt;br /&gt;
&lt;br /&gt;
* Alliance &#039;&#039;&#039;system-monument&#039;&#039;&#039; relics now appear as a centerpiece ringing the &#039;&#039;&#039;star&#039;&#039;&#039; of a conquered system, so your territory reads as sworn alliance dominion at a glance in galaxy and system views.&lt;br /&gt;
* Monument art and its skin variants were reworked to match — obelisks and monoliths now visibly orbit the captured star.&lt;br /&gt;
&lt;br /&gt;
=== Deploy a cosmetic to more systems ===&lt;br /&gt;
&lt;br /&gt;
* The alliance &#039;&#039;&#039;Archive&#039;&#039;&#039; can now be leveled up beyond level 1. Each level lets the &#039;&#039;&#039;same system theme or monument cosmetic&#039;&#039;&#039; be deployed to &#039;&#039;&#039;one more system&#039;&#039;&#039; at once.&lt;br /&gt;
* The relic chooser and Archive now show a &#039;&#039;&#039;usage counter&#039;&#039;&#039; (&amp;lt;code&amp;gt;Used X/Y&amp;lt;/code&amp;gt;) and list every system a cosmetic is currently deployed to, and clearly block deployment once the usage limit is reached.&lt;br /&gt;
&lt;br /&gt;
=== See trade fees before you accept ===&lt;br /&gt;
&lt;br /&gt;
* Accepting a trade offer now shows a &#039;&#039;&#039;preview of the market fee&#039;&#039;&#039; — including any &#039;&#039;&#039;allied discount&#039;&#039;&#039; — before you confirm, so there are no surprises on what each side receives.&lt;br /&gt;
&lt;br /&gt;
=== Ally &amp;quot;moon tests&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
* Allied alliances still can&#039;t wage war on each other, but a member can now run a small &#039;&#039;&#039;fleet&#039;&#039;&#039; against an ally&#039;s planet to try moons, as long as the incoming fleet stays under a tonnage cap (1b). Full-strength attacks and FCS group attacks remain blocked between allies.&lt;br /&gt;
&lt;br /&gt;
== Improvements ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fleet List&#039;&#039;&#039; now understands alliance system missions: the &#039;&#039;&#039;Exploration&#039;&#039;&#039; tab includes system surveys, the &#039;&#039;&#039;Civil&#039;&#039;&#039; tab includes system harvests, and the expedition/harvest counters count them too. The &#039;&#039;&#039;All&#039;&#039;&#039; tab now hides other players&#039; system station and threat fleets while still surfacing FCS missions.&lt;br /&gt;
* Ship and defense &#039;&#039;&#039;build cancellation&#039;&#039;&#039; now warns that a &#039;&#039;&#039;3% cancellation fee&#039;&#039;&#039; applies to an in-progress order (queued orders are still fully refunded).&lt;br /&gt;
* The &#039;&#039;&#039;Custom Battle Simulation&#039;&#039;&#039; screen was redesigned with sectioned, icon-labeled groups and clearer row striping for easier reading.&lt;br /&gt;
* Colony action buttons in the colony selector now &#039;&#039;&#039;scroll horizontally&#039;&#039;&#039; so they&#039;re no longer cut off when a colony has many available actions.&lt;br /&gt;
* &#039;&#039;&#039;Stellar Realms&#039;&#039;&#039; leftovers were renamed to &#039;&#039;&#039;Per Regna&#039;&#039;&#039; across the alliance name hint, account-linking share message, and the rate-us prompt.&lt;br /&gt;
&lt;br /&gt;
== Balance ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Legendary Expeditions&#039;&#039;&#039; research reworked: it now works together with the &#039;&#039;&#039;Orrery&#039;&#039;&#039; to unlock the deepest expeditions — depth 7 at research level 15, with one more depth every 5 levels after. Its cost and research time were increased to match.&lt;br /&gt;
* &#039;&#039;&#039;Regional Market Control&#039;&#039;&#039; now grants a much larger market-tax reduction per level.&lt;br /&gt;
* Small tuning: unified &#039;&#039;&#039;Vault&#039;&#039;&#039; storage growth per level, and adjustments tied to the new Archive scaling.&lt;br /&gt;
&lt;br /&gt;
== Bug Fixes ==&lt;br /&gt;
&lt;br /&gt;
* Fixed the &#039;&#039;&#039;monument level&#039;&#039;&#039; shown in your inventory and collection to reflect your &#039;&#039;&#039;best owned copy&#039;&#039;&#039; — including monuments already deployed to a colony — while keeping upgrade costs based on the copy that would actually be upgraded.&lt;br /&gt;
* Reworked alliance relic placement onto a dedicated &#039;&#039;&#039;attachments&#039;&#039;&#039; model, fixing edge cases around which cosmetic shows on a system and freeing the correct slot when swapping.&lt;br /&gt;
* Improved &#039;&#039;&#039;database reliability&#039;&#039;&#039; with retry handling for transient errors (notably around the build/upgrade queue), reducing intermittent failures and slowdowns.&lt;br /&gt;
* Additional &#039;&#039;&#039;attack and monument&#039;&#039;&#039; fixes and cleanup.&lt;br /&gt;
&lt;br /&gt;
== Announcement ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lifetime Imperial Access is being retired after July 31.&#039;&#039;&#039; If you already own it, nothing changes — it stays yours for life with every benefit. After that date, Imperial Access will be available only through timed packages, unlocked with Imperial Credits earned in-game or Quantum Shards from the Store.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Version_1.3.3&amp;diff=312</id>
		<title>Version 1.3.3</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Version_1.3.3&amp;diff=312"/>
		<updated>2026-07-01T13:54:25Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;A follow-up to Alliance Territorial Control focused on making your alliance&amp;#039;s systems easier to manage and defend, a new auto-renew option for the Trade Union, and a batch of combat, donation, and performance fixes.&amp;lt;blockquote&amp;gt;New to alliance play? See the full Alliances guide, or open &amp;#039;&amp;#039;&amp;#039;Settings → Quick Guides&amp;#039;&amp;#039;&amp;#039; in-game.&amp;lt;/blockquote&amp;gt;  == New Features ==  === Alliance system management ===  * New &amp;#039;&amp;#039;&amp;#039;Alliance Systems&amp;#039;&amp;#039;&amp;#039; view lists every system your alliance controls...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A follow-up to Alliance Territorial Control focused on making your alliance&#039;s systems easier to manage and defend, a new auto-renew option for the Trade Union, and a batch of combat, donation, and performance fixes.&amp;lt;blockquote&amp;gt;New to alliance play? See the full Alliances guide, or open &#039;&#039;&#039;Settings → Quick Guides&#039;&#039;&#039; in-game.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New Features ==&lt;br /&gt;
&lt;br /&gt;
=== Alliance system management ===&lt;br /&gt;
&lt;br /&gt;
* New &#039;&#039;&#039;Alliance Systems&#039;&#039;&#039; view lists every system your alliance controls — Headquarters first, then Divisions — with at-a-glance indicators for active building upgrades, defense production, and the shared alliance research.&lt;br /&gt;
* Jump straight from the list to dispatch &#039;&#039;&#039;Survey&#039;&#039;&#039;, &#039;&#039;&#039;Harvest&#039;&#039;&#039;, &#039;&#039;&#039;Station&#039;&#039;&#039;, or &#039;&#039;&#039;Donate&#039;&#039;&#039; fleets to any controlled system.&lt;br /&gt;
* Alliance building details now show clear per-building stat readouts: &#039;&#039;&#039;Alliance Level&#039;&#039;&#039;, &#039;&#039;&#039;Vault Capacity&#039;&#039;&#039;, &#039;&#039;&#039;Research Speed&#039;&#039;&#039;, &#039;&#039;&#039;Diplomacy Slots&#039;&#039;&#039;, &#039;&#039;&#039;Relic Capacity&#039;&#039;&#039;, &#039;&#039;&#039;Build Speed&#039;&#039;&#039;, &#039;&#039;&#039;Defense Slots&#039;&#039;&#039;, and &#039;&#039;&#039;Common / Rare Output&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== See who&#039;s defending ===&lt;br /&gt;
&lt;br /&gt;
* The Fleet List now has an &#039;&#039;&#039;Alliance&#039;&#039;&#039; tab: see fellow members&#039; fleets traveling to and stationed at your controlled system centers, so you always know who is helping to hold the line.&lt;br /&gt;
&lt;br /&gt;
=== Auto-Renew trade offers ===&lt;br /&gt;
&lt;br /&gt;
* Trade offers can now be set to &#039;&#039;&#039;Auto-Renew&#039;&#039;&#039;: once an offer is fulfilled — by a buyer or by the Trade Union — an identical offer is created automatically. If you don&#039;t have enough resources at renewal time, it&#039;s simply skipped.&lt;br /&gt;
* Auto-Renew is an &#039;&#039;&#039;Imperial Access&#039;&#039;&#039; feature.&lt;br /&gt;
&lt;br /&gt;
=== Scout pirates from the scan panel ===&lt;br /&gt;
&lt;br /&gt;
* Detected a pirate system on your scan? You can now dispatch a &#039;&#039;&#039;Scout&#039;&#039;&#039; fleet to it directly from the pirate scan panel.&lt;br /&gt;
&lt;br /&gt;
=== More animated buildings ===&lt;br /&gt;
&lt;br /&gt;
* New animated building sprites, including the &#039;&#039;&#039;Ascension Gate&#039;&#039;&#039; and &#039;&#039;&#039;Arctic&#039;&#039;&#039;-themed building skins (plus an updated Fusion Reactor), for players using the &#039;&#039;&#039;Animated Buildings&#039;&#039;&#039; option.&lt;br /&gt;
&lt;br /&gt;
== Improvements ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;System-harvest research&#039;&#039;&#039; effects now display clearly — &#039;&#039;&#039;Refinery Cap&#039;&#039;&#039;, &#039;&#039;&#039;Max Cycles&#039;&#039;&#039;, and &#039;&#039;&#039;Cycle Time Reduction&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;One-click harvest&#039;&#039;&#039; now warns when you don&#039;t have enough Orbital Refineries to fully harvest a nebula zone&#039;s gas, and lets you send anyway.&lt;br /&gt;
* The daily system-share delivery fleet is now labeled &#039;&#039;&#039;Tribute Delivery&#039;&#039;&#039;.&lt;br /&gt;
* Coordinated-attack &amp;quot;fleet too weak&amp;quot; messages now show the tonnage you sent versus the minimum required.&lt;br /&gt;
* Clearer guidance that an alliance &#039;&#039;&#039;Headquarters can&#039;t be attacked&#039;&#039;&#039; — only Divisions can be conquered.&lt;br /&gt;
* &#039;&#039;&#039;Base relics&#039;&#039;&#039; now clearly indicate they can&#039;t be equipped directly; purchase a variant in the Bazaar to use them.&lt;br /&gt;
* New &#039;&#039;&#039;Hide Unusable Slots&#039;&#039;&#039; setting hides empty building slots on planets, moons, and alliance surfaces once nothing more can be built there.&lt;br /&gt;
* Exploration return notifications and mail now include the destination colony&#039;s coordinates, and fleet-return notifications read more naturally.&lt;br /&gt;
* Clearer messaging when a boost can&#039;t be applied to an alliance colony, and when a building is already at its maximum level.&lt;br /&gt;
&lt;br /&gt;
== Balance ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Territorial Expansion&#039;&#039;&#039; research now grants &#039;&#039;&#039;+5 systems per level&#039;&#039;&#039; (up from +1), so alliances can grow their territory limit much faster.&lt;br /&gt;
&lt;br /&gt;
== Bug Fixes ==&lt;br /&gt;
&lt;br /&gt;
* Fixed combat &#039;&#039;&#039;defender-win&#039;&#039;&#039; resolution and corrected &#039;&#039;&#039;stun&#039;&#039;&#039; handling so partially stunned fleets resolve using full owned-ship counts.&lt;br /&gt;
* Fixed &#039;&#039;&#039;alliance vault donation&#039;&#039;&#039; issues.&lt;br /&gt;
* Fixed a &#039;&#039;&#039;fleet launch&#039;&#039;&#039; slowness (performance) issue.&lt;br /&gt;
* Improved &#039;&#039;&#039;FCS coordinated-attack alerts&#039;&#039;&#039; and resolved several &#039;&#039;&#039;system-conquering&#039;&#039;&#039; edge cases.&lt;br /&gt;
* Fixed &#039;&#039;&#039;Colony Relocate&#039;&#039;&#039; leaving an empty moon slot orbiting a vacated planet, and clarified the Colony Relocate description.&lt;br /&gt;
&lt;br /&gt;
== Announcement ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lifetime Imperial Access is being retired after July 31.&#039;&#039;&#039; If you already own it, nothing changes — it stays yours for life with every benefit. After that date, Imperial Access will be available only through timed packages, unlocked with Imperial Credits earned in-game or Quantum Shards from the Store.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Patch_Notes&amp;diff=311</id>
		<title>Patch Notes</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Patch_Notes&amp;diff=311"/>
		<updated>2026-07-01T13:53:55Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[Version 1.3.3]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.2]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.1]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.0]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.2.58]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.2.57]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.2.56]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Planetary_Harvester&amp;diff=310</id>
		<title>Planetary Harvester</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Planetary_Harvester&amp;diff=310"/>
		<updated>2026-07-01T10:11:45Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Strategic Use */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ship&lt;br /&gt;
 | name = Planetary Harvester&lt;br /&gt;
 | image = Ship_PlanetaryHarvester.png&lt;br /&gt;
 | realm = 3&lt;br /&gt;
 | category = Support&lt;br /&gt;
 | role = Industrial Surface Unit&lt;br /&gt;
 | deployment = Land (Stationary)&lt;br /&gt;
 | attack = 0&lt;br /&gt;
 | defense = 2000&lt;br /&gt;
 | shield = 200&lt;br /&gt;
 | speed = 0&lt;br /&gt;
 | priority = 3&lt;br /&gt;
 | cargo = 0&lt;br /&gt;
 | fuel = 0&lt;br /&gt;
 | buildtime = 80000s&lt;br /&gt;
 | cost = 12000 Steel, 5500 Quartz, 3000 Gas, 1200 Iridium, 1200 Silicium&lt;br /&gt;
 | abilities = Planetary Production Boost&amp;lt;br&amp;gt;Asteroid Processing&lt;br /&gt;
 | rapidfire = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The &#039;&#039;&#039;Planetary Harvester&#039;&#039;&#039; is a surface-based industrial crawler that boosts planetary resource output. It can be calculated with this formula:&amp;lt;pre&amp;gt;&lt;br /&gt;
MIN(LOG10(harvesterCount + 1) * 0.05, 0.35);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Strategic Use ==&lt;br /&gt;
* Not space-capable&lt;br /&gt;
* Major economic multiplier in Realm 3&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Pirates&amp;diff=309</id>
		<title>Pirates</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Pirates&amp;diff=309"/>
		<updated>2026-06-25T09:01:50Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;Pirates&#039;&#039;&#039; are the primary PvE adversaries in &#039;&#039;&#039;Per Regna&#039;&#039;&#039;. They are not static farms — each pirate presence is a small network of colonies that holds resources, reinforces its own outposts, and respawns with a fresh configuration once cleared.&lt;br /&gt;
&lt;br /&gt;
Every pirate colony is owned by the neutral pirate faction, scales with the &#039;&#039;&#039;Realm&#039;&#039;&#039; it spawns in, and rewards both small commanders (weak outposts) and established fleets (strong outposts and strongholds).&amp;lt;blockquote&amp;gt;Looking for the elite end-game targets? See &#039;&#039;&#039;Pirate Bosses&#039;&#039;&#039; — rare stronghold variants that can only be taken down by a coordinated alliance ([[FleetCoordinationSystem(FCS)]]) strike.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
&lt;br /&gt;
* Core structure&lt;br /&gt;
* Realm progression&lt;br /&gt;
* Spawning &amp;amp; lifecycle&lt;br /&gt;
* Fleet strength&lt;br /&gt;
* Reinforcements &amp;amp; transport&lt;br /&gt;
* Factions&lt;br /&gt;
* [[Pirate Bosses]]&lt;br /&gt;
* Diplomacy&lt;br /&gt;
* Clearing a pirate presence&lt;br /&gt;
* Debris&lt;br /&gt;
* Planned systems&lt;br /&gt;
* Quick reference&lt;br /&gt;
&lt;br /&gt;
== Core structure ==&lt;br /&gt;
Each pirate presence in a system is made up of:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 Stronghold&#039;&#039;&#039; — the main base. It controls reinforcement logic and ends the pirate presence when destroyed.&lt;br /&gt;
* &#039;&#039;&#039;Several Outposts&#039;&#039;&#039; — satellite bases with their own fleets. They can be attacked individually and may be cleared without destroying the stronghold.&lt;br /&gt;
&lt;br /&gt;
Every stronghold and outpost is a &#039;&#039;&#039;full colony&#039;&#039;&#039; with its own ships, defenses, and resource stockpile. Outposts vary in difficulty on purpose, so a weak outpost can be farmed by a newer commander while the stronghold remains a serious target.&lt;br /&gt;
&lt;br /&gt;
== Realm progression ==&lt;br /&gt;
Pirate scale grows sharply with each Realm. The stronghold and outpost fleets are rolled &#039;&#039;&#039;independently&#039;&#039;&#039; from the ranges below (there is no shared &amp;quot;pool&amp;quot; split between them):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Realm&lt;br /&gt;
!Stronghold fleet&lt;br /&gt;
!Outposts&lt;br /&gt;
!Outpost fleet&lt;br /&gt;
!Respawn cooldown&lt;br /&gt;
!Reinforcement interval&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
|1,000 – 4,000&lt;br /&gt;
|3 – 4&lt;br /&gt;
|15 – 800&lt;br /&gt;
|2 – 4 h&lt;br /&gt;
|15 – 20 min&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
|10,000 – 40,000&lt;br /&gt;
|3 – 4&lt;br /&gt;
|200 – 8,000&lt;br /&gt;
|3 – 6 h&lt;br /&gt;
|15 – 20 min&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|100,000 – 400,000&lt;br /&gt;
|3 – 4&lt;br /&gt;
|2,000 – 80,000&lt;br /&gt;
|4 – 8 h&lt;br /&gt;
|10 – 15 min&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
|4,000,000 – 40,000,000&lt;br /&gt;
|6 – 8&lt;br /&gt;
|200,000 – 2,000,000&lt;br /&gt;
|12 – 24 h&lt;br /&gt;
|10 – 15 min&lt;br /&gt;
|}&lt;br /&gt;
Feature availability by Realm:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!R1&lt;br /&gt;
!R2&lt;br /&gt;
!R3&lt;br /&gt;
!R4&lt;br /&gt;
|-&lt;br /&gt;
|Reinforcements&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Stronghold → outpost transport&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Factions&lt;br /&gt;
|—&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diplomacy (bribes &amp;amp; reputation)&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Pirate bosses&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spawning &amp;amp; lifecycle ==&lt;br /&gt;
&lt;br /&gt;
* Pirate strongholds spawn in systems near active players, so there&#039;s always a target within reach.&lt;br /&gt;
* A pirate presence stays active until it is &#039;&#039;&#039;cleared&#039;&#039;&#039;. While active, the stronghold reinforces and resupplies its outposts.&lt;br /&gt;
* Once a stronghold is cleared it enters a &#039;&#039;&#039;respawn cooldown&#039;&#039;&#039; (the per-Realm range above). When the timer elapses, a &#039;&#039;&#039;fresh configuration&#039;&#039;&#039; spawns — new fleet distribution, new outpost strengths, and potentially a different faction (Realm 2+).&lt;br /&gt;
&lt;br /&gt;
== Fleet strength ==&lt;br /&gt;
The stronghold fleet is a random value within its Realm&#039;s stronghold range. Outpost fleets are generated separately and deliberately spread across difficulty tiers — when there are enough outposts, the game &#039;&#039;&#039;guarantees&#039;&#039;&#039; one each of weak, medium, strong, and elite, then fills any extras weighted toward the lower tiers (and shuffles them so you can&#039;t predict which is which).&lt;br /&gt;
&lt;br /&gt;
This means a single system can offer a beginner-friendly outpost and a high-end target side by side.&lt;br /&gt;
&lt;br /&gt;
== Reinforcements &amp;amp; transport ==&lt;br /&gt;
A stronghold periodically dispatches one of:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Reinforcement&#039;&#039;&#039; — sends combat ships to top up an outpost. Each reinforcement adds roughly &#039;&#039;&#039;10–20%&#039;&#039;&#039; of the outpost&#039;s base strength, and an outpost is capped at &#039;&#039;&#039;150%&#039;&#039;&#039; of its base strength (it won&#039;t be reinforced past that).&lt;br /&gt;
* &#039;&#039;&#039;Transport&#039;&#039;&#039; — sends resources from the stronghold to an outpost.&lt;br /&gt;
&lt;br /&gt;
A stronghold only dispatches if it has been &#039;&#039;&#039;scouted or attacked within the last 24 hours&#039;&#039;&#039; — an idle, unnoticed stronghold won&#039;t bleed ships into its outposts. A cleared outpost can also respawn its own fleet (about &#039;&#039;&#039;80–120%&#039;&#039;&#039; of its base strength) after the Realm&#039;s outpost respawn window.&amp;lt;blockquote&amp;gt;Tip: the stronghold detail view surfaces each outpost&#039;s next-reinforcement timer and any reinforcement/transport fleets currently in flight, so you can time attacks between waves.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
From &#039;&#039;&#039;Realm 2&#039;&#039;&#039; onward, each stronghold belongs to a faction that shifts its strengths and rewards:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Faction&lt;br /&gt;
!Fleet strength&lt;br /&gt;
!Loot&lt;br /&gt;
!Convoys&lt;br /&gt;
!Notable traits&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Raider&#039;&#039;&#039;&lt;br /&gt;
|−10%&lt;br /&gt;
| +20%&lt;br /&gt;
|Frequent&lt;br /&gt;
|Bonus resource drops; hoards metals&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fortress&#039;&#039;&#039;&lt;br /&gt;
| +30%&lt;br /&gt;
|−20%&lt;br /&gt;
|Rare&lt;br /&gt;
|Much stronger defenses (~+50%); defense-blueprint drops&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tech&#039;&#039;&#039;&lt;br /&gt;
|Standard&lt;br /&gt;
|Standard&lt;br /&gt;
|Medium&lt;br /&gt;
|EMP emitters on defenses (R3+); expedition-fragment drops&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pirate bosses ==&lt;br /&gt;
In the end-game Realms (&#039;&#039;&#039;3&#039;&#039;&#039; and &#039;&#039;&#039;4&#039;&#039;&#039;), a spawning stronghold can rarely roll into a &#039;&#039;&#039;boss-tier&#039;&#039;&#039; target — a &#039;&#039;&#039;Mid-Boss&#039;&#039;&#039; or the much rarer &#039;&#039;&#039;Boss&#039;&#039;&#039;. Bosses dwarf a normal stronghold and can &#039;&#039;&#039;only&#039;&#039;&#039; be engaged through a coordinated alliance (&#039;&#039;&#039;FCS&#039;&#039;&#039;) attack, with their enormous loot scaled and shared across the participating fleets.&lt;br /&gt;
&lt;br /&gt;
See the dedicated [[Pirate Bosses]] page for spawn rates, [[FleetCoordinationSystem(FCS)]] rallies, boss mechanics, and how the loot is extracted and divided.&lt;br /&gt;
&lt;br /&gt;
== Diplomacy ==&lt;br /&gt;
From &#039;&#039;&#039;Realm 3&#039;&#039;&#039;, factions track a &#039;&#039;&#039;reputation&#039;&#039;&#039; with each commander, and you can pay a &#039;&#039;&#039;bribe&#039;&#039;&#039; to buy temporary protection from a faction (lasting &#039;&#039;&#039;7 days&#039;&#039;&#039;). Bribe costs scale by faction.&lt;br /&gt;
&lt;br /&gt;
== Clearing a pirate presence ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Outposts&#039;&#039;&#039; can be cleared individually. An outpost won&#039;t fully clear while it still holds more than &#039;&#039;&#039;50,000&#039;&#039;&#039; resources or sits on more than &#039;&#039;&#039;50,000&#039;&#039;&#039; debris — drain it first.&lt;br /&gt;
* The &#039;&#039;&#039;stronghold&#039;&#039;&#039; is only cleared once &#039;&#039;&#039;all of its outposts are cleared&#039;&#039;&#039; and the remaining resources on the stronghold (and any uncleared outposts) drop to &#039;&#039;&#039;50,000 or below&#039;&#039;&#039;.&lt;br /&gt;
* Clearing the stronghold ends the pirate presence: its fleet is removed and its planets are hidden (or kept visible briefly if significant debris remains — see below).&lt;br /&gt;
&lt;br /&gt;
== Debris ==&lt;br /&gt;
&lt;br /&gt;
* Every pirate battle leaves a &#039;&#039;&#039;debris field&#039;&#039;&#039; at the battle location, collectible by anyone with Recyclers.&lt;br /&gt;
* When a pirate colony is cleared with significant debris still present, its planet stays visible for a short &#039;&#039;&#039;2-hour window&#039;&#039;&#039; so the debris can be salvaged before the planet disappears.&lt;br /&gt;
* Fully collecting the debris on an outpost can itself trigger that outpost (and, if eligible, the stronghold) to clear.&lt;br /&gt;
&lt;br /&gt;
== Planned systems ==&lt;br /&gt;
Some pirate mechanics are designed and partially built but &#039;&#039;&#039;not yet live&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Retaliation&#039;&#039;&#039; — pirate counter-attacks after a commander repeatedly farms the same stronghold. The supporting service exists, but the trigger is not yet wired in, so no retaliation strikes are currently launched.&lt;br /&gt;
* &#039;&#039;&#039;Escalation&#039;&#039;&#039; — gradual fleet growth and a system-wide production penalty for ignored R3+ pirates. The logic exists but is currently disabled in the live tick.&lt;br /&gt;
* &#039;&#039;&#039;Convoys between outposts&#039;&#039;&#039; — inter-outpost cargo runs (and their interception gameplay) are coded but disabled pending a future update. Today only stronghold → outpost reinforcement and transport run.&lt;br /&gt;
&lt;br /&gt;
== Quick reference ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Aspect&lt;br /&gt;
!Detail&lt;br /&gt;
|-&lt;br /&gt;
|Structure&lt;br /&gt;
|1 stronghold + 3–4 outposts (6–8 in R4)&lt;br /&gt;
|-&lt;br /&gt;
|Fleet rolls&lt;br /&gt;
|Stronghold and outposts rolled independently&lt;br /&gt;
|-&lt;br /&gt;
|Outpost tiers&lt;br /&gt;
|Guaranteed weak / medium / strong / elite spread&lt;br /&gt;
|-&lt;br /&gt;
|Reinforcement&lt;br /&gt;
| +10–20% of base per wave, capped at 150% of base&lt;br /&gt;
|-&lt;br /&gt;
|Dispatch condition&lt;br /&gt;
|Stronghold scouted/attacked within last 24 h&lt;br /&gt;
|-&lt;br /&gt;
|Factions (R2+)&lt;br /&gt;
|Raider / Fortress / Tech&lt;br /&gt;
|-&lt;br /&gt;
|Diplomacy (R3+)&lt;br /&gt;
|Reputation + 7-day bribes&lt;br /&gt;
|-&lt;br /&gt;
|Bosses (R3/R4)&lt;br /&gt;
|FCS-only — see Pirate Bosses&lt;br /&gt;
|-&lt;br /&gt;
|Clear thresholds&lt;br /&gt;
|≤50k resources (and ≤50k debris for outposts)&lt;br /&gt;
|-&lt;br /&gt;
|Debris window&lt;br /&gt;
|2 hours after clear if debris remains&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;See also: &#039;&#039;&#039;Pirate Bosses&#039;&#039;&#039; for end-game FCS targets, and &#039;&#039;&#039;Alliances&#039;&#039;&#039; for coordinated (FCS) attacks.&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Pirates&amp;diff=308</id>
		<title>Pirates</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Pirates&amp;diff=308"/>
		<updated>2026-06-25T08:51:54Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Pirate System =&lt;br /&gt;
Pirates are the primary PvE adversaries in Per Regna.&lt;br /&gt;
&lt;br /&gt;
They are not static targets. Pirates operate as dynamic entities that:&lt;br /&gt;
&lt;br /&gt;
* Spawn across systems&lt;br /&gt;
* Maintain Strongholds and Outposts&lt;br /&gt;
* Reinforce weaker positions&lt;br /&gt;
* Send transport convoys&lt;br /&gt;
* Escalate if ignored&lt;br /&gt;
* Retaliate when farmed&lt;br /&gt;
&lt;br /&gt;
The pirate system evolves significantly across Realms.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Core Structure ==&lt;br /&gt;
Each pirate presence consists of:&lt;br /&gt;
&lt;br /&gt;
* 1 Stronghold (main base)&lt;br /&gt;
* 3–4 Outposts (branch bases)&lt;br /&gt;
* Shared fleet pool&lt;br /&gt;
* Independent system lifecycle&lt;br /&gt;
&lt;br /&gt;
Maximum:&lt;br /&gt;
&lt;br /&gt;
* 2 pirate strongholds per system&lt;br /&gt;
* Each system respawns independently&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Spawn Rates &amp;amp; Lifecycle ==&lt;br /&gt;
&lt;br /&gt;
=== Active Phase ===&lt;br /&gt;
Pirates remain active in a system until gets cleared, during this phase:&lt;br /&gt;
&lt;br /&gt;
* Reinforcements may occur&lt;br /&gt;
* Convoys may travel&lt;br /&gt;
* Escalation may trigger (After R3)&lt;br /&gt;
&lt;br /&gt;
=== Downtime Phase ===&lt;br /&gt;
After destruction:&lt;br /&gt;
&lt;br /&gt;
* 2–4 hour cooldown (randomized)&lt;br /&gt;
* Respawn timer visible&lt;br /&gt;
* New pirate configuration spawns&lt;br /&gt;
&lt;br /&gt;
Each respawn generates:&lt;br /&gt;
&lt;br /&gt;
* Fresh fleet distribution&lt;br /&gt;
* New outpost strength variance&lt;br /&gt;
* Potentially different faction alignment (Realm 2+)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Fleet Distribution Model ==&lt;br /&gt;
Pirate strength is divided between:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Structure&lt;br /&gt;
!Fleet Share&lt;br /&gt;
|-&lt;br /&gt;
|Stronghold&lt;br /&gt;
|50–70% of total strength&lt;br /&gt;
|-&lt;br /&gt;
|Outposts (combined)&lt;br /&gt;
|30–50% split unevenly&lt;br /&gt;
|}&lt;br /&gt;
Outpost strength varies intentionally:&lt;br /&gt;
&lt;br /&gt;
* Weak stronghold: 3k power&lt;br /&gt;
* Strong stronghold: up to 100k+ power (higher Realms)&lt;br /&gt;
&lt;br /&gt;
This allows:&lt;br /&gt;
&lt;br /&gt;
* Small players to farm weak outposts&lt;br /&gt;
* Strong players to target heavy positions&lt;br /&gt;
* Strategic choice per system&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Strongholds &amp;amp; Outposts ==&lt;br /&gt;
&lt;br /&gt;
=== Stronghold (Main Base) ===&lt;br /&gt;
The Stronghold:&lt;br /&gt;
&lt;br /&gt;
* Controls reinforcement logic&lt;br /&gt;
* Sends convoys&lt;br /&gt;
* Triggers escalation&lt;br /&gt;
* Ends pirate presence when destroyed&lt;br /&gt;
&lt;br /&gt;
When Stronghold is destroyed:&lt;br /&gt;
&lt;br /&gt;
* No further reinforcements occur&lt;br /&gt;
* Outposts become static&lt;br /&gt;
* Debris fields spawn&lt;br /&gt;
* System penalties are removed&lt;br /&gt;
&lt;br /&gt;
=== Outposts (Satellite Bases) ===&lt;br /&gt;
Outposts:&lt;br /&gt;
&lt;br /&gt;
* Contain independent fleets&lt;br /&gt;
* Receive reinforcements&lt;br /&gt;
* Can be attacked individually&lt;br /&gt;
* May be cleared without destroying Stronghold&lt;br /&gt;
&lt;br /&gt;
Outposts vary in difficulty.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Reinforcement System ==&lt;br /&gt;
Realm 1+:&lt;br /&gt;
&lt;br /&gt;
* Reinforcements every 15–20 minutes&lt;br /&gt;
* Stronghold dispatch reinforcement ships to Outposts&lt;br /&gt;
* Stronghold may send only resources with transport mission to Outposts&lt;br /&gt;
&lt;br /&gt;
Realm 3+:&lt;br /&gt;
&lt;br /&gt;
* Reinforcements every 10–15 minutes&lt;br /&gt;
* Smarter routing&lt;br /&gt;
* Reinforcement cap applied&lt;br /&gt;
&lt;br /&gt;
=== Reinforcement Cap ===&lt;br /&gt;
A Outpost cannot exceed:&lt;br /&gt;
&lt;br /&gt;
* +30–40% above its base fleet&lt;br /&gt;
&lt;br /&gt;
Prevents infinite stacking and player frustration. If an outpost is already full capacity for ships (%130-140 of its base fleet strength), Stronghold stop sending reinforcements to this outpost. If all outposts are full, in this scenario Stronghold will wait for an outpost to be cleared and you will see Next Reinforcement as `Soon` in pirate stronghold details. &lt;br /&gt;
&lt;br /&gt;
=== Reinforcement Telegraphing ===&lt;br /&gt;
Sensor Arrays reveal:&lt;br /&gt;
&lt;br /&gt;
* Next reinforcement timer&lt;br /&gt;
* Incoming fleet detection (2-minute warning)&lt;br /&gt;
* Convoy ETA (higher levels)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Transport Convoys ==&lt;br /&gt;
Pirates send transport fleets between Outposts.&lt;br /&gt;
&lt;br /&gt;
Purpose:&lt;br /&gt;
&lt;br /&gt;
* Move resources&lt;br /&gt;
* Rebalance strength&lt;br /&gt;
* Create interception opportunities&lt;br /&gt;
&lt;br /&gt;
=== Realm 2 Convoys ===&lt;br /&gt;
&lt;br /&gt;
* Weak escorts (3–10 ships)&lt;br /&gt;
* 15% chance to carry Iridium&lt;br /&gt;
* Frequency: every 30–90 minutes (faction dependent)&lt;br /&gt;
&lt;br /&gt;
=== Realm 3 Convoys ===&lt;br /&gt;
&lt;br /&gt;
* Stronger escorts (20–40 ships)&lt;br /&gt;
* Silicium chance (10%)&lt;br /&gt;
* Expedition fragment chance (5%)&lt;br /&gt;
&lt;br /&gt;
=== Realm 4+ Mega Convoys ===&lt;br /&gt;
&lt;br /&gt;
* Large escorts&lt;br /&gt;
* Elerium cargo&lt;br /&gt;
* Rare cosmetic drops&lt;br /&gt;
&lt;br /&gt;
Convoys can be intercepted by players.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Escalation System (Realm 3+) ==&lt;br /&gt;
If pirates are ignored:&lt;br /&gt;
&lt;br /&gt;
* +10% fleet strength per hour&lt;br /&gt;
* Maximum +50% OR 48 hours&lt;br /&gt;
* After cap reached → system penalty triggered&lt;br /&gt;
&lt;br /&gt;
System Penalty:&lt;br /&gt;
&lt;br /&gt;
* -5% resource production across system&lt;br /&gt;
&lt;br /&gt;
Purpose: Force players to clear pirate presence.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Retaliation System (Expected to be delivered in 2026 Q3) ==&lt;br /&gt;
Triggered when:&lt;br /&gt;
&lt;br /&gt;
* Same player attacks 3 times within 24 hours&lt;br /&gt;
&lt;br /&gt;
Realm 2:&lt;br /&gt;
&lt;br /&gt;
* 5–20 ship retaliation fleet&lt;br /&gt;
&lt;br /&gt;
Realm 3:&lt;br /&gt;
&lt;br /&gt;
* 50–100 ship retaliation fleet&lt;br /&gt;
&lt;br /&gt;
Realm 4:&lt;br /&gt;
&lt;br /&gt;
* 100–200 ship retaliation fleet&lt;br /&gt;
&lt;br /&gt;
Retaliation mechanics:&lt;br /&gt;
&lt;br /&gt;
* 10-minute warning&lt;br /&gt;
* Attacks weakest colony&lt;br /&gt;
* 48-hour immunity after retaliation&lt;br /&gt;
&lt;br /&gt;
Protected mechanics:&lt;br /&gt;
&lt;br /&gt;
* 30% baseline safe storage&lt;br /&gt;
* Defenses auto-repair partially&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Realm Progression Overview ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!Realm 1&lt;br /&gt;
!Realm 2&lt;br /&gt;
!Realm 3&lt;br /&gt;
!Realm 4+&lt;br /&gt;
|-&lt;br /&gt;
|Stronghold + Outposts&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|Expanded&lt;br /&gt;
|-&lt;br /&gt;
|Reinforcements&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|Faster&lt;br /&gt;
|Multi-wave&lt;br /&gt;
|-&lt;br /&gt;
|Convoys&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|Enhanced&lt;br /&gt;
|Mega&lt;br /&gt;
|-&lt;br /&gt;
|Retaliation&lt;br /&gt;
|No&lt;br /&gt;
|Small&lt;br /&gt;
|Medium&lt;br /&gt;
|Major&lt;br /&gt;
|-&lt;br /&gt;
|Escalation&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|Global impact&lt;br /&gt;
|-&lt;br /&gt;
|Factions&lt;br /&gt;
|Basic&lt;br /&gt;
|Basic&lt;br /&gt;
|Advanced&lt;br /&gt;
|Legendary&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Factions (Realm 2+) ==&lt;br /&gt;
Pirate Strongholds belong to factions.&lt;br /&gt;
&lt;br /&gt;
=== Raider Clan ===&lt;br /&gt;
&lt;br /&gt;
* +20% loot&lt;br /&gt;
* -10% fleet strength&lt;br /&gt;
* Frequent convoys&lt;br /&gt;
&lt;br /&gt;
=== Fortress Clan ===&lt;br /&gt;
&lt;br /&gt;
* +30% fleet strength&lt;br /&gt;
* -20% loot&lt;br /&gt;
* Rare convoys&lt;br /&gt;
&lt;br /&gt;
=== Tech Clan ===&lt;br /&gt;
&lt;br /&gt;
* EMP/Ion units&lt;br /&gt;
* Expedition fragments&lt;br /&gt;
* Medium convoy rate&lt;br /&gt;
&lt;br /&gt;
Realm 3+ adds:&lt;br /&gt;
&lt;br /&gt;
* Reputation system&lt;br /&gt;
* Bribe offers&lt;br /&gt;
* Friendly/Hostile states&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Debris Mechanics ==&lt;br /&gt;
Debris spawns after every pirate battle.&lt;br /&gt;
&lt;br /&gt;
Persistence:&lt;br /&gt;
&lt;br /&gt;
* 2 hours , when pirate respawns debris is lost&lt;br /&gt;
&lt;br /&gt;
Collection:&lt;br /&gt;
&lt;br /&gt;
* Recyclers&lt;br /&gt;
* Advanced Recyclers (Realm 3+)&lt;br /&gt;
* Haulers auto-collect 30% during battle (Realm 4+)&lt;br /&gt;
&lt;br /&gt;
Anyone can collect debris.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Strategic Implications ==&lt;br /&gt;
Pirates create:&lt;br /&gt;
&lt;br /&gt;
* PvE tension&lt;br /&gt;
* Resource redistribution&lt;br /&gt;
* Alliance cooperation&lt;br /&gt;
* Convoy hunting gameplay&lt;br /&gt;
* Anti-farming escalation pressure&lt;br /&gt;
&lt;br /&gt;
Realm 1: Safe learning environment.&lt;br /&gt;
&lt;br /&gt;
Realm 2: Cooperative PvE.&lt;br /&gt;
&lt;br /&gt;
Realm 3: Contested PvE. And find smaller pirate bosses.&lt;br /&gt;
&lt;br /&gt;
Realm 4: Raid-boss scale PvE.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Pirate Bosses ==&lt;br /&gt;
Less frequently, players may encounter [[Pirate Bosses]] in Realm 3 &amp;amp; 4. These type of pirates are harder to raid and gives a bonus loot with more participants in the [[FleetCoordinationSystem(FCS)|Fleet Coordination System (FCS)]].&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Design Philosophy ==&lt;br /&gt;
Pirates are designed to:&lt;br /&gt;
&lt;br /&gt;
* Feel alive&lt;br /&gt;
* Move dynamically&lt;br /&gt;
* Scale with player progression&lt;br /&gt;
* Provide risk/reward tension&lt;br /&gt;
* Encourage scouting and sensor investment&lt;br /&gt;
* Create system-level consequences&lt;br /&gt;
&lt;br /&gt;
Pirates are not static farms. They are living adversaries.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Pirate_Bosses&amp;diff=307</id>
		<title>Pirate Bosses</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Pirate_Bosses&amp;diff=307"/>
		<updated>2026-06-25T08:48:26Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Pirate bosses&amp;#039;&amp;#039;&amp;#039; are elite, end-game stronghold targets. They are far too strong for any single fleet and can only be taken down by a &amp;#039;&amp;#039;&amp;#039;coordinated alliance (FCS) attack&amp;#039;&amp;#039;&amp;#039; — but in return they hold an enormous resource pool that is shared across everyone who joins the strike.  This page focuses on &amp;#039;&amp;#039;&amp;#039;how boss loot works&amp;#039;&amp;#039;&amp;#039;: how much a group can extract, and how that haul is divided among the participating fleets.&amp;lt;blockquote&amp;gt;Bosses build on the regular pirate stron...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Pirate bosses&#039;&#039;&#039; are elite, end-game stronghold targets. They are far too strong for any single fleet and can only be taken down by a &#039;&#039;&#039;coordinated alliance (FCS) attack&#039;&#039;&#039; — but in return they hold an enormous resource pool that is shared across everyone who joins the strike.&lt;br /&gt;
&lt;br /&gt;
This page focuses on &#039;&#039;&#039;how boss loot works&#039;&#039;&#039;: how much a group can extract, and how that haul is divided among the participating fleets.&amp;lt;blockquote&amp;gt;Bosses build on the regular pirate stronghold system. For the in-game version of this guide, open &#039;&#039;&#039;Settings → Quick Guides → Pirate Bosses&#039;&#039;&#039;.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
&lt;br /&gt;
* Boss tiers &amp;amp; spawning&lt;br /&gt;
* Engaging a boss (FCS)&lt;br /&gt;
* Boss mechanics &amp;amp; behavior&lt;br /&gt;
* The boss resource pool&lt;br /&gt;
* How much the group extracts&lt;br /&gt;
* How the loot is shared&lt;br /&gt;
* Special item drops&lt;br /&gt;
* Quick reference&lt;br /&gt;
&lt;br /&gt;
== Boss tiers &amp;amp; spawning ==&lt;br /&gt;
There are two boss tiers, and they only appear in the end-game realms:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier&lt;br /&gt;
!Spawn chance&lt;br /&gt;
!Fleet strength&lt;br /&gt;
!Untouched despawn&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mid-Boss&#039;&#039;&#039;&lt;br /&gt;
|~5% of stronghold spawns&lt;br /&gt;
|5× (R3) / 10× (R4) the realm&#039;s strongest regular stronghold&lt;br /&gt;
|4 days&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Boss&#039;&#039;&#039;&lt;br /&gt;
|~1% of stronghold spawns&lt;br /&gt;
|10× (R3) / 50× (R4) the realm&#039;s strongest regular stronghold&lt;br /&gt;
|2 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Bosses only spawn in &#039;&#039;&#039;Realm 3&#039;&#039;&#039; and &#039;&#039;&#039;Realm 4&#039;&#039;&#039;, as rare variants when a pirate stronghold spawns.&lt;br /&gt;
* A boss is &amp;quot;untouched&amp;quot; while no one has attacked it since it spawned and no fleets are inbound. The rarer (and deadlier) &#039;&#039;&#039;Boss&#039;&#039;&#039; despawns sooner than the &#039;&#039;&#039;Mid-Boss&#039;&#039;&#039;, so coordinate quickly once one is spotted.&lt;br /&gt;
* Each boss gets a small ±2% strength jitter, so two otherwise-identical bosses won&#039;t have the exact same fleet, defenses, and payout.&lt;br /&gt;
&lt;br /&gt;
== Engaging a boss (FCS) ==&lt;br /&gt;
A boss can &#039;&#039;&#039;only&#039;&#039;&#039; be engaged through a &#039;&#039;&#039;Fleet Coordination System (FCS)&#039;&#039;&#039; attack — a normal solo attack is refused. An officer, deputy, or leader opens a coordinated rally, and allies in the same realm join with their own fleets; all fleets arrive and strike together as one combined force.&lt;br /&gt;
&lt;br /&gt;
Boss rallies allow more fleets than a regular FCS attack:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier&lt;br /&gt;
!Max participants (lead + joiners)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mid-Boss&#039;&#039;&#039;&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Boss&#039;&#039;&#039;&lt;br /&gt;
|10&lt;br /&gt;
|}&lt;br /&gt;
The more allies who coordinate, the more loot the group can pull — so filling the rally is well worth the effort.&lt;br /&gt;
&lt;br /&gt;
== Boss mechanics &amp;amp; behavior ==&lt;br /&gt;
A boss is not a scripted encounter with health bars or enrage phases — it is a &#039;&#039;&#039;massively over-scaled stronghold&#039;&#039;&#039;. The challenge comes entirely from inflated stats, plus a few behaviors that keep its headline fleet intact for the coordinated fight:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No phases or special abilities.&#039;&#039;&#039; Boss fights use the same battle simulation as any other stronghold. There are no health phases, enrage timers, or unique boss weapons — just an enormous fleet and proportionally heavier defenses.&lt;br /&gt;
* &#039;&#039;&#039;Defenses scale with the fleet.&#039;&#039;&#039; Boss defenses are generated from the same fleet strength, so a 50× boss also fields roughly 50× the turrets and shields. Faction modifiers still apply — a &#039;&#039;&#039;Fortress&#039;&#039;&#039; boss is even more heavily defended, while a &#039;&#039;&#039;Tech&#039;&#039;&#039; boss can mount EMP emitters (Realm 3+).&lt;br /&gt;
* &#039;&#039;&#039;Garrison reserve.&#039;&#039;&#039; A boss holds back &#039;&#039;&#039;75%&#039;&#039;&#039; of its base fleet before it will dispatch any reinforcements or convoys (a normal stronghold only reserves 20%), so its headline fleet stays intact for the FCS strike instead of bleeding out to its outposts.&lt;br /&gt;
* &#039;&#039;&#039;Only stirs when watched.&#039;&#039;&#039; A stronghold only dispatches fleets if it has been &#039;&#039;&#039;scouted or attacked in the last 24 hours&#039;&#039;&#039;. An idle, undiscovered boss won&#039;t reinforce its outposts on its own.&lt;br /&gt;
* &#039;&#039;&#039;Outposts are solo-able.&#039;&#039;&#039; Each boss outpost is a fixed &#039;&#039;&#039;¼ of the boss&#039;s base strength&#039;&#039;&#039; (uniform, unlike the tiered outposts of a normal stronghold). Only the &#039;&#039;&#039;stronghold&#039;&#039;&#039; colony is FCS-gated — the outposts can be scouted and cleared by individual fleets, a good way to chip away before the main rally.&lt;br /&gt;
* &#039;&#039;&#039;Finding one.&#039;&#039;&#039; Explorer-class commanders can pick up boss intel on exploration missions, revealing nearby uncleared bosses (coordinates, strength, faction, distance) to share with the alliance.&lt;br /&gt;
&lt;br /&gt;
== The boss resource pool ==&lt;br /&gt;
A boss stockpiles a resource pool that is a &#039;&#039;&#039;multiple of an &#039;&#039;average&#039;&#039; regular stronghold of its realm&#039;&#039;&#039; — deliberately decoupled from the boss&#039;s inflated combat strength so payouts stay predictable:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier&lt;br /&gt;
!Stored pool&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mid-Boss&#039;&#039;&#039;&lt;br /&gt;
|~25× an average stronghold&#039;s resources&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Boss&#039;&#039;&#039;&lt;br /&gt;
|~100× an average stronghold&#039;s resources&lt;br /&gt;
|}&lt;br /&gt;
This stored pool is the &#039;&#039;&#039;hard ceiling&#039;&#039;&#039; on what a group can extract. The amount your group actually pulls is governed by the group-size scaling below, then capped by this pool.&lt;br /&gt;
&lt;br /&gt;
== How much the group extracts ==&lt;br /&gt;
The total resources an FCS group extracts is:&lt;br /&gt;
 &amp;lt;code&amp;gt;total = baseline × playerCount × perPlayer(playerCount) × interAllianceMultiplier&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;baseline&#039;&#039;&#039; — the realm&#039;s average-stronghold resources (the &amp;quot;1×&amp;quot; the pool is built from).&lt;br /&gt;
* &#039;&#039;&#039;playerCount&#039;&#039;&#039; — coordinating players, clamped to the tier&#039;s participant cap (6 / 10).&lt;br /&gt;
* &#039;&#039;&#039;perPlayer(playerCount)&#039;&#039;&#039; — a per-player reward multiplier that grows with group size:&lt;br /&gt;
** &#039;&#039;&#039;Mid-Boss:&#039;&#039;&#039; ramps from &#039;&#039;&#039;0.8×&#039;&#039;&#039; (a lone fleet) up to &#039;&#039;&#039;3.0×&#039;&#039;&#039; per player at a full 6.&lt;br /&gt;
** &#039;&#039;&#039;Boss:&#039;&#039;&#039; scales linearly from &#039;&#039;&#039;1.0×&#039;&#039;&#039; up to &#039;&#039;&#039;7.0×&#039;&#039;&#039; per player at a full 10.&lt;br /&gt;
* &#039;&#039;&#039;interAllianceMultiplier&#039;&#039;&#039; — a &#039;&#039;&#039;+20%&#039;&#039;&#039; bonus if the group ever spans more than one alliance. (Dormant today: FCS groups are single-alliance, so this is currently always 1×.)&lt;br /&gt;
&lt;br /&gt;
Because both &amp;lt;code&amp;gt;playerCount&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;perPlayer&amp;lt;/code&amp;gt; rise together, a &#039;&#039;&#039;full group multiplies the haul enormously&#039;&#039;&#039; versus a half-filled rally. The final number is then capped by two limits:&lt;br /&gt;
&lt;br /&gt;
# The &#039;&#039;&#039;boss&#039;s stored pool&#039;&#039;&#039; (you can&#039;t take more than it holds).&lt;br /&gt;
# The &#039;&#039;&#039;combined cargo capacity&#039;&#039;&#039; of the participating fleets (you can&#039;t carry home more than your holds allow).&lt;br /&gt;
&lt;br /&gt;
== How the loot is shared ==&lt;br /&gt;
The haul is divided &#039;&#039;&#039;by contribution&#039;&#039;&#039;, not split evenly. Each fleet&#039;s share is computed in three steps:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Blended contribution weight.&#039;&#039;&#039; Each fleet gets a weight that blends three normalized factors:&lt;br /&gt;
#* &#039;&#039;&#039;50% — fleet build-cost value&#039;&#039;&#039; (the resource value of the ships it committed; the dominant term),&lt;br /&gt;
#* &#039;&#039;&#039;25% — combat power&#039;&#039;&#039;,&lt;br /&gt;
#* &#039;&#039;&#039;25% — damage dealt&#039;&#039;&#039;.  So loot mainly tracks the value of the fleet you actually risked.&lt;br /&gt;
# &#039;&#039;&#039;Inverse-score boost (helping smaller players).&#039;&#039;&#039; Each weight is multiplied by an inverse-score factor — roughly &amp;lt;code&amp;gt;1 / (totalScore + 100)^0.5&amp;lt;/code&amp;gt; — which lifts lower-score (smaller) commanders so newer members still benefit. This is bounded: the most-boosted fleet can earn at most &#039;&#039;&#039;3×&#039;&#039;&#039; the least-boosted fleet&#039;s boost, so a near-zero-score alt can nudge ahead but never leapfrog real contributors.&lt;br /&gt;
# &#039;&#039;&#039;Fairness cap.&#039;&#039;&#039; No single player may take more than &#039;&#039;&#039;2× the fair average share&#039;&#039;&#039; (&amp;lt;code&amp;gt;2 × total / playerCount&amp;lt;/code&amp;gt;). Any surplus above that cap is &#039;&#039;&#039;redistributed&#039;&#039;&#039; to the players still under their cap, proportionally to their share.&lt;br /&gt;
&lt;br /&gt;
Finally, each fleet&#039;s allocated take is &#039;&#039;&#039;capped to the cargo it can physically carry&#039;&#039;&#039;, and any overflow is water-filled onto fleets that still have free hold space.&lt;br /&gt;
&lt;br /&gt;
== Special item drops ==&lt;br /&gt;
Boss-tier strongholds (and their outposts) also multiply special item (&amp;quot;boost&amp;quot;) drop &#039;&#039;&#039;quantities&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier&lt;br /&gt;
!Boost drop stack&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mid-Boss&#039;&#039;&#039;&lt;br /&gt;
|3× the normal stack&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Boss&#039;&#039;&#039;&lt;br /&gt;
|5× the normal stack&lt;br /&gt;
|}&lt;br /&gt;
So clearing a boss yields a meaningfully larger boost payout to share across the coordinating alliance.&lt;br /&gt;
&lt;br /&gt;
== Quick reference ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Aspect&lt;br /&gt;
!Mid-Boss&lt;br /&gt;
!Boss&lt;br /&gt;
|-&lt;br /&gt;
|Spawn chance&lt;br /&gt;
|~5%&lt;br /&gt;
|~1%&lt;br /&gt;
|-&lt;br /&gt;
|Realms&lt;br /&gt;
|3, 4&lt;br /&gt;
|3, 4&lt;br /&gt;
|-&lt;br /&gt;
|Max participants&lt;br /&gt;
|6&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Stored resource pool&lt;br /&gt;
|~25× avg stronghold&lt;br /&gt;
|~100× avg stronghold&lt;br /&gt;
|-&lt;br /&gt;
|Per-player reward&lt;br /&gt;
|0.8× → 3.0×&lt;br /&gt;
|1.0× → 7.0×&lt;br /&gt;
|-&lt;br /&gt;
|Boost drop quantity&lt;br /&gt;
|3×&lt;br /&gt;
|5×&lt;br /&gt;
|-&lt;br /&gt;
|Untouched despawn&lt;br /&gt;
|4 days&lt;br /&gt;
|2 days&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;See also: Alliances for FCS coordinated attacks and territory, and Relics for the cosmetic pieces bosses can drop.&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Version_1.3.2&amp;diff=306</id>
		<title>Version 1.3.2</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Version_1.3.2&amp;diff=306"/>
		<updated>2026-06-24T13:32:02Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This update is all about &#039;&#039;&#039;Alliance Territorial Control&#039;&#039;&#039;: your alliance can now conquer star systems, build on them, harvest and survey their deposits, research alliance-wide upgrades, run diplomacy with other alliances, and collect a daily share of everything your territory produces. The more systems you hold — and the longer you hold them — the bigger the shared advantage for every member.&amp;lt;blockquote&amp;gt;New to alliance play? See the full Alliances guide, or open &#039;&#039;&#039;Settings → Quick Guides → Alliance Territorial Control&#039;&#039;&#039; in-game.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New Features ==&lt;br /&gt;
&lt;br /&gt;
=== Conquer &amp;amp; control star systems ===&lt;br /&gt;
&lt;br /&gt;
* Every star system is anchored by a &#039;&#039;&#039;Stellar Nexus&#039;&#039;&#039;, a fortified core defended by a &#039;&#039;&#039;System Protector&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Scout the nexus&#039;&#039;&#039; first to reveal its garrison strength and resource focus (its common and rare deposits).&lt;br /&gt;
* Only a &#039;&#039;&#039;coordinated alliance (FCS) attack&#039;&#039;&#039; can defeat the protector and claim a system — it&#039;s far too strong for a single commander.&lt;br /&gt;
* Win the assault and the system transfers to your alliance immediately. Its protector fleet, defenses, and stored resources are wiped, and the system center becomes a colony your alliance controls.&lt;br /&gt;
* Your alliance&#039;s &#039;&#039;&#039;first&#039;&#039;&#039; conquered system becomes its &#039;&#039;&#039;Headquarters&#039;&#039;&#039;; every system after that becomes a &#039;&#039;&#039;Division&#039;&#039;&#039;. Holding more systems compounds your economic and military edge.&lt;br /&gt;
&lt;br /&gt;
=== Alliance buildings ===&lt;br /&gt;
Built on conquered system centers and funded by the shared &#039;&#039;&#039;Alliance Vault&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Headquarters&#039;&#039;&#039; — the core of the alliance. Unlocks and gates every other alliance building and drives your alliance level. One per alliance; its level caps every Division Center.&lt;br /&gt;
* &#039;&#039;&#039;Division Center&#039;&#039;&#039; — command hub for a conquered division system; its level can never exceed the Headquarters level.&lt;br /&gt;
* &#039;&#039;&#039;Vault&#039;&#039;&#039; — expands shared resource storage from member donations.&lt;br /&gt;
* &#039;&#039;&#039;Research Lab&#039;&#039;&#039; — hosts the shared alliance research network and reduces research time.&lt;br /&gt;
* &#039;&#039;&#039;Diplomacy Office&#039;&#039;&#039; — manages treaties and unlocks additional treaty slots.&lt;br /&gt;
* &#039;&#039;&#039;Archive&#039;&#039;&#039; — stores donated cosmetics, relics, and artifacts, and showcases alliance branding.&lt;br /&gt;
* &#039;&#039;&#039;Bazaar&#039;&#039;&#039; — the alliance marketplace for trading Quantum Shards into new cosmetic families.&lt;br /&gt;
* &#039;&#039;&#039;Engineering Lab&#039;&#039;&#039; — speeds up construction on the system it&#039;s built on.&lt;br /&gt;
* &#039;&#039;&#039;Defense Yard&#039;&#039;&#039; — enables building alliance defenses on the system (after researching Defense Protocols).&lt;br /&gt;
* &#039;&#039;&#039;Common Extractor / Rare Extractor&#039;&#039;&#039; — boost the common (Harvest) and rare (Survey) output of missions run on that system.&lt;br /&gt;
&lt;br /&gt;
=== Alliance Vault &amp;amp; Research ===&lt;br /&gt;
&lt;br /&gt;
* Members donate resources to the shared &#039;&#039;&#039;Alliance Vault&#039;&#039;&#039;; leaders and deputies spend the vault to start research.&lt;br /&gt;
* A single shared &#039;&#039;&#039;alliance research network&#039;&#039;&#039; with four categories — &#039;&#039;&#039;Infrastructure&#039;&#039;&#039;, &#039;&#039;&#039;Logistics&#039;&#039;&#039;, &#039;&#039;&#039;Membership&#039;&#039;&#039;, and &#039;&#039;&#039;Defense&#039;&#039;&#039;.&lt;br /&gt;
* New research lines include:&lt;br /&gt;
** &#039;&#039;&#039;Alliance Infrastructure&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Supply Logistics&#039;&#039;&#039; — reduce system upkeep and unlock per-resource refinement programs.&lt;br /&gt;
** &#039;&#039;&#039;Per-resource Refinements&#039;&#039;&#039; (Steel, Quartz, Gas, Iridium, Silicium, Elerium) — lower that resource&#039;s upkeep across alliance systems.&lt;br /&gt;
** &#039;&#039;&#039;Recruitment Doctrine&#039;&#039;&#039; — permanently raises the alliance member limit.&lt;br /&gt;
** &#039;&#039;&#039;Territorial Expansion&#039;&#039;&#039; — permanently raises how many systems the alliance can control.&lt;br /&gt;
** &#039;&#039;&#039;Defense Protocols, Reinforced Armor, Deflector Shields, Weapons Calibration, Garrison Capacity&#039;&#039;&#039; — unlock and strengthen alliance-built defenses and add defense build slots.&lt;br /&gt;
&lt;br /&gt;
=== System Harvesting &amp;amp; Surveying ===&lt;br /&gt;
&lt;br /&gt;
* Send &#039;&#039;&#039;Harvest&#039;&#039;&#039; missions (require &#039;&#039;&#039;Orbital Refineries&#039;&#039;&#039;) to pull a system&#039;s deposits — &#039;&#039;&#039;70% common / 30% rare&#039;&#039;&#039;. &#039;&#039;&#039;Industrialist&#039;&#039;&#039;-class commanders earn a large output bonus.&lt;br /&gt;
* Send &#039;&#039;&#039;Survey&#039;&#039;&#039; missions (require &#039;&#039;&#039;Science Vessels&#039;&#039;&#039;) for the mirror ratio — &#039;&#039;&#039;30% common / 70% rare&#039;&#039;&#039; — the best way to gather rare deposits. &#039;&#039;&#039;Explorer&#039;&#039;&#039;-class commanders earn the bonus here.&lt;br /&gt;
* Both run as &#039;&#039;&#039;recallable cycles&#039;&#039;&#039; (~30 minutes each): recall any time and keep what&#039;s already processed.&lt;br /&gt;
* Output is split each cycle: &#039;&#039;&#039;10%&#039;&#039;&#039; returns in your fleet cargo, &#039;&#039;&#039;5%&#039;&#039;&#039; goes to stationed Guardians, and &#039;&#039;&#039;85%&#039;&#039;&#039; feeds the alliance daily pool.&lt;br /&gt;
* Available from &#039;&#039;&#039;Realm 4&#039;&#039;&#039; onward.&lt;br /&gt;
&lt;br /&gt;
=== The daily system share ===&lt;br /&gt;
&lt;br /&gt;
* The 85% pooled from every Harvest and Survey haul accumulates in a shared &#039;&#039;&#039;daily pool&#039;&#039;&#039;.&lt;br /&gt;
* At midnight UTC the pool finalizes and is divided among active members into reserved personal shares, weighted to give newer commanders a meaningful floor while still rewarding top contributors.&lt;br /&gt;
* Open the &#039;&#039;&#039;System Harvest&#039;&#039;&#039; tab and tap &#039;&#039;&#039;Collect&#039;&#039;&#039; to claim your share — a &#039;&#039;&#039;Trade Union convoy&#039;&#039;&#039; delivers it to your capital colony (about an hour, reduced by Supply Logistics research). Collect daily, or that day&#039;s share is discarded on the next rollover.&lt;br /&gt;
&lt;br /&gt;
=== Defending your systems ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Guardians&#039;&#039;&#039; — keep a fleet stationed at a system center to help hold it and share the &#039;&#039;&#039;5%&#039;&#039;&#039; security cut from every Harvest and Survey haul.&lt;br /&gt;
* &#039;&#039;&#039;Alliance defenses&#039;&#039;&#039; — build a Defense Yard and (after Defense Protocols) construct defenses on the system, strengthened further by armor, shield, and weapon research.&lt;br /&gt;
&lt;br /&gt;
=== Diplomacy &amp;amp; war ===&lt;br /&gt;
&lt;br /&gt;
* Manage relations with other alliances from the &#039;&#039;&#039;Diplomacy&#039;&#039;&#039; screen: &#039;&#039;&#039;Non-Aggression Pacts&#039;&#039;&#039;, &#039;&#039;&#039;Alliances&#039;&#039;&#039;, &#039;&#039;&#039;Declare War&#039;&#039;&#039;, and &#039;&#039;&#039;Propose Peace&#039;&#039;&#039;.&lt;br /&gt;
* Treaty slots are unlocked by the &#039;&#039;&#039;Diplomacy Office&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Alliance Archive, Bazaar &amp;amp; branding ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Archive Collection &amp;amp; Shop:&#039;&#039;&#039; donate a relic&#039;s base to unlock it for the alliance, then any member can buy alternate skins with &#039;&#039;&#039;Quantum Shards&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Alliance Wishlist:&#039;&#039;&#039; flag the cosmetics your alliance wants so members can purchase and donate them.&lt;br /&gt;
* &#039;&#039;&#039;Branding:&#039;&#039;&#039; choose your active alliance &#039;&#039;&#039;Badge&#039;&#039;&#039; and &#039;&#039;&#039;Banner&#039;&#039;&#039; from donated relics, and attach &#039;&#039;&#039;System Themes&#039;&#039;&#039; and &#039;&#039;&#039;Monuments&#039;&#039;&#039; to the systems your alliance controls.&lt;br /&gt;
&lt;br /&gt;
=== Alliance Tax ===&lt;br /&gt;
&lt;br /&gt;
* Alliances can set an optional &#039;&#039;&#039;tax&#039;&#039;&#039; (0–5%). Members automatically contribute that share of resources brought home from attack, debris, explore, and harvest missions to the alliance vault. Fleet return reports now show the tax breakdown.&lt;br /&gt;
&lt;br /&gt;
=== Building Cosmetic Packs ===&lt;br /&gt;
&lt;br /&gt;
* The cosmetics store now offers &#039;&#039;&#039;themed building packs&#039;&#039;&#039; that bundle every skin of one theme (e.g. &#039;&#039;&#039;Ancient&#039;&#039;&#039;, &#039;&#039;&#039;Arctic&#039;&#039;&#039;) for a building category — &#039;&#039;&#039;Production&#039;&#039;&#039;, &#039;&#039;&#039;Infrastructure&#039;&#039;&#039;, &#039;&#039;&#039;Moon&#039;&#039;&#039;, and more.&lt;br /&gt;
* Packs are &#039;&#039;&#039;discounted ~20%&#039;&#039;&#039; versus buying each skin individually, and a &#039;&#039;&#039;partial purchase&#039;&#039;&#039; only charges and grants the skins you don&#039;t already own.&lt;br /&gt;
* The cosmetics store is now split into &#039;&#039;&#039;Player&#039;&#039;&#039; and &#039;&#039;&#039;Alliance&#039;&#039;&#039; sub-tabs, so personal building skins and alliance Bazaar cosmetics each have their own space.&lt;br /&gt;
&lt;br /&gt;
=== Ambient soundtrack ===&lt;br /&gt;
&lt;br /&gt;
* An in-game &#039;&#039;&#039;ambient music&#039;&#039;&#039; layer now plays across the galaxy, planets, moons, alliance views, and the backstory, plus building-specific ambiance.&lt;br /&gt;
* Control it with the &#039;&#039;&#039;Music&#039;&#039;&#039; toggle in &#039;&#039;&#039;Settings → Sound&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Improvements ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Harvest Fleet Optimization&#039;&#039;&#039; setting for one-click asteroid harvest: choose &#039;&#039;&#039;Max Harvest Speed&#039;&#039;&#039; (finish in a single cycle) or &#039;&#039;&#039;Min Orbital Needed&#039;&#039;&#039; (fewest refineries, with haulers carrying the load).&lt;br /&gt;
* New mail reports: &#039;&#039;&#039;System Harvest Report&#039;&#039;&#039;, &#039;&#039;&#039;System Survey Report&#039;&#039;&#039;, &#039;&#039;&#039;System Defense Report&#039;&#039;&#039;, and &#039;&#039;&#039;System Captured / Lost&#039;&#039;&#039; battle-impact reports — the latter now break down damage dealt/taken, defenses destroyed, buildings razed, and daily revenue lost.&lt;br /&gt;
* Harvest and survey reports include a &#039;&#039;&#039;&amp;quot;How to Improve&amp;quot;&#039;&#039;&#039; section (class bonus, extractor boosts, fleet-cap research, and your share split) so you can see exactly what raises your output.&lt;br /&gt;
* The &#039;&#039;&#039;System Harvest&#039;&#039;&#039; tab now shows &#039;&#039;&#039;Yesterday&#039;s Alliance Pool&#039;&#039;&#039; split into a passive baseline (extractors and refinement research) and member activity, alongside top-contributor stats.&lt;br /&gt;
* New &#039;&#039;&#039;Configure System&#039;&#039;&#039; flow to attach a &#039;&#039;&#039;Monument&#039;&#039;&#039; or &#039;&#039;&#039;System Theme&#039;&#039;&#039; to each conquered system from donated relics.&lt;br /&gt;
* &#039;&#039;&#039;Mail importance&#039;&#039;&#039; — important reports are now prioritized so critical mail stands out.&lt;br /&gt;
* &#039;&#039;&#039;FCS battle simulation&#039;&#039;&#039; now surfaces per-player factor, group multiplier, pool taken, contribution, and score boost for coordinated attacks.&lt;br /&gt;
* &#039;&#039;&#039;Resource Protection breakdown&#039;&#039;&#039; in the building view — see base protection, research, monuments, and the combat cap at a glance.&lt;br /&gt;
* New alliance setting to &#039;&#039;&#039;show member online &amp;amp; last-active status&#039;&#039;&#039; in the member list.&lt;br /&gt;
* Member list now includes a &#039;&#039;&#039;Donations&#039;&#039;&#039; column, and your score now counts an &#039;&#039;&#039;Alliance Donation&#039;&#039;&#039; contribution.&lt;br /&gt;
* &#039;&#039;&#039;Hide ships and defenses&#039;&#039;&#039; from the defense list and Imperial Overview to keep your lists focused.&lt;br /&gt;
* Shared scout reports now indicate who a report was shared &#039;&#039;&#039;for&#039;&#039;&#039;.&lt;br /&gt;
* Coordinated &#039;&#039;&#039;FCS attacks&#039;&#039;&#039; are now required to attack systems and boss pirates, with clearer territory-limit messaging.&lt;br /&gt;
* New &#039;&#039;&#039;Pirate Bosses&#039;&#039;&#039; quick guide covering boss tiers, rallying an FCS strike, participant limits, and how the enormous loot is scaled and shared by contribution.&lt;br /&gt;
&lt;br /&gt;
== Balance ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stationed fleets&#039;&#039;&#039; now lose ships when only partially defeated, rather than surviving intact.&lt;br /&gt;
* &#039;&#039;&#039;Asteroid and nebula harvest efficiency&#039;&#039;&#039; improved through research tuning (faster harvest speed and larger gas-harvest fleet caps, including a new contribution from &#039;&#039;&#039;Imperial Architecture&#039;&#039;&#039;).&lt;br /&gt;
* &#039;&#039;&#039;Prism Tower&#039;&#039;&#039; tonnage reduced.&lt;br /&gt;
&lt;br /&gt;
== Bug Fixes ==&lt;br /&gt;
&lt;br /&gt;
* Fixed &#039;&#039;&#039;PvE stun / grief-protection&#039;&#039;&#039; ship recovery so partially stunned hangars recover correctly.&lt;br /&gt;
* Fixed a &#039;&#039;&#039;pirate stronghold spawn&#039;&#039;&#039; issue.&lt;br /&gt;
* Fixed &#039;&#039;&#039;FCS coordinated-attack&#039;&#039;&#039; issues around failed participation and battle simulation.&lt;br /&gt;
* Cleaned up migration data and localization, and refined battle simulation around alliance territory counts.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=EMP_Emitter&amp;diff=305</id>
		<title>EMP Emitter</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=EMP_Emitter&amp;diff=305"/>
		<updated>2026-06-24T09:30:08Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Defense|name=EMP Emitter|image=Defense_EMPEmitter.png|realm=3|category=Shield Utility|attack=0|shield=300|hp=7000|buildtime=60000s|cost=25000 Steel, 20000 Quartz, 8000 Gas, 4000 Silicium, 1200 Elerium|abilities=Temporary Shield Suppression|rapidfire=None}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The &#039;&#039;&#039;EMP Emitter&#039;&#039;&#039; disrupts enemy shields temporarily, weakening incoming fleets.&lt;br /&gt;
&lt;br /&gt;
== Strategic Use ==&lt;br /&gt;
&lt;br /&gt;
* Increases turret damage windows&lt;br /&gt;
* Excellent support structure in mixed grids&lt;br /&gt;
* Synergizes with Plasma and Railgun towers&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Railgun_Tower&amp;diff=304</id>
		<title>Railgun Tower</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Railgun_Tower&amp;diff=304"/>
		<updated>2026-06-24T09:29:47Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Defense|name=Railgun Tower|image=Defense_RailgunTower.png|realm=3|category=Advanced Battery|attack=1500|shield=500|hp=9000|buildtime=36600s|cost=40000 Steel, 25000 Quartz, 12000 Gas, 6000 Silicium, 1500 Elerium|abilities=Bonus vs Tanks|rapidfire=Battleship ×4&amp;lt;br&amp;gt;Battlecruiser ×3&amp;lt;br&amp;gt;Dreadnought ×2&amp;lt;br&amp;gt;Heavy Cruiser ×2}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The &#039;&#039;&#039;Railgun Tower&#039;&#039;&#039; launches hypervelocity projectiles designed to pierce thick armor.&lt;br /&gt;
&lt;br /&gt;
== Strategic Use ==&lt;br /&gt;
&lt;br /&gt;
* Excellent vs cruiser-heavy fleets&lt;br /&gt;
* Counters tank compositions&lt;br /&gt;
* Strong mid-late defensive backbone&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Large_Shield_Dome&amp;diff=303</id>
		<title>Large Shield Dome</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Large_Shield_Dome&amp;diff=303"/>
		<updated>2026-06-24T09:29:31Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Defense|name=Large Shield Dome|image=Defense_LargeShieldDome.png|realm=2|category=Shield Structure|attack=0|shield=6000|hp=30000|buildtime=25400s|cost=20000 Steel, 10000 Quartz, 5000 Gas, 2500 Silicium|abilities=Area Damage Absorption|rapidfire=None}}&lt;br /&gt;
&lt;br /&gt;
== Build Limitation ==&lt;br /&gt;
Each shield has a max build limit provided with this formula:&lt;br /&gt;
&lt;br /&gt;
FLOOR(2 ^ defenseYardLevel * shieldTechLevel * 0.05)&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Planetary_Dome&amp;diff=302</id>
		<title>Planetary Dome</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Planetary_Dome&amp;diff=302"/>
		<updated>2026-06-24T09:29:05Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Defense|name=Planetary Dome|image=Defense_PlanetaryDome.png|realm=4|category=Shield Structure|attack=0|shield=20000|hp=100000|buildtime=144000s|cost=150000 Steel, 100000 Quartz, 50000 Gas, 15000 Silicium, 7500 Elerium, 10000 Iridium|abilities=Planetary Barrier Field|rapidfire=None}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The &#039;&#039;&#039;Planetary Dome&#039;&#039;&#039; is the ultimate defensive barrier, dramatically reducing incoming fleet damage.&lt;br /&gt;
&lt;br /&gt;
== Strategic Use ==&lt;br /&gt;
&lt;br /&gt;
* Core late-game survivability structure&lt;br /&gt;
* Essential for protecting high-value colonies&lt;br /&gt;
* Requires heavy siege fleets to overcome&lt;br /&gt;
&lt;br /&gt;
== Build Limitation ==&lt;br /&gt;
Each shield has a max build limit provided with this formula:&lt;br /&gt;
&lt;br /&gt;
FLOOR(2 ^ defenseYardLevel * shieldTechLevel * 0.05)&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Prism_Tower&amp;diff=301</id>
		<title>Prism Tower</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Prism_Tower&amp;diff=301"/>
		<updated>2026-06-24T09:28:46Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Defense|name=Prism Tower|image=Defense_PrismTower.png|realm=4|category=Advanced Battery|attack=20000|shield=35000|hp=28000|buildtime=108000s|cost=100000 Steel, 80000 Quartz, 40000 Gas, 10000 Silicium, 5000 Elerium, 5000 Iridium|abilities=Bonus vs Capital Ships&amp;lt;br&amp;gt;Focus Fire Beam|rapidfire=Battlecruiser ×3&amp;lt;br&amp;gt;Titan ×2&amp;lt;br&amp;gt;Carrier ×2&amp;lt;br&amp;gt;Dreadnought ×3}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The &#039;&#039;&#039;Prism Tower&#039;&#039;&#039; channels converging energy beams designed to melt capital armor.&lt;br /&gt;
&lt;br /&gt;
== Strategic Use ==&lt;br /&gt;
&lt;br /&gt;
* Endgame anti-capital defense&lt;br /&gt;
* Strong counter to Titans and Battlecruisers&lt;br /&gt;
* High investment, high impact&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Missile_Battery&amp;diff=300</id>
		<title>Missile Battery</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Missile_Battery&amp;diff=300"/>
		<updated>2026-06-24T09:28:12Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Defense|name=Missile Battery|image=Defense_MissileBattery.png|realm=3|category=Turret|attack=800|shield=100|hp=3500|buildtime=22400s|cost=12000 Steel, 7000 Quartz, 5000 Gas, 1500 Silicium|abilities=Bonus vs Capital Ships|rapidfire=Battleship ×3&amp;lt;br&amp;gt;Dreadnought ×2&amp;lt;br&amp;gt;Cruiser ×2}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The &#039;&#039;&#039;Missile Battery&#039;&#039;&#039; is a long-range launcher optimized against large hull classes.&lt;br /&gt;
&lt;br /&gt;
== Strategic Use ==&lt;br /&gt;
&lt;br /&gt;
* Strong versus capital ships&lt;br /&gt;
* Mid-to-late game fleet deterrent&lt;br /&gt;
* Synergizes with sensor upgrades&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Heavy_Laser&amp;diff=299</id>
		<title>Heavy Laser</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Heavy_Laser&amp;diff=299"/>
		<updated>2026-06-24T09:27:53Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Defense|name=Heavy Laser|image=Defense_HeavyLaser.png|realm=2|category=Advanced|attack=600|shield=200|hp=3000|buildtime=12100s|cost=8000 Steel, 5000 Quartz, 3000 Gas, 1000 Silicium|abilities=Bonus vs Armor|rapidfire=Cruiser ×3&amp;lt;br&amp;gt;Heavy Cruiser ×2&amp;lt;br&amp;gt;Destroyer ×2}}&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Ion_Turret&amp;diff=298</id>
		<title>Ion Turret</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Ion_Turret&amp;diff=298"/>
		<updated>2026-06-24T09:27:33Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Defense|name=Ion Turret|image=Defense_IonTurret.png|realm=2|category=Turret|attack=400|shield=150|hp=2000|buildtime=6800s|cost=6000 Steel, 4000 Quartz, 2000 Gas, 500 Silicium|abilities=None|rapidfire=Fighter ×3&amp;lt;br&amp;gt;Kamikaze ×3&amp;lt;br&amp;gt;Corvette ×2}}&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Terraformer&amp;diff=297</id>
		<title>Terraformer</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Terraformer&amp;diff=297"/>
		<updated>2026-06-24T09:27:06Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|name=Terraformer|image=Building_Terraformer.png|category=Infrastructure|realm=3|placement=Planet|steel=2000000|quartz=3000000|gas=0|iridium=4500000|silicium=7000000|elerium=250000|time=40000000s|effects=Increases available building slots.&amp;lt;br&amp;gt;&lt;br /&gt;
Improves planetary resource richness.|requirements=Research Lab Level 6&amp;lt;br&amp;gt;&lt;br /&gt;
Engineering Lab Level 20&amp;lt;br&amp;gt;&lt;br /&gt;
Planetary Engineering Level 6&amp;lt;br&amp;gt;&lt;br /&gt;
Colonial Expansion Level 8&amp;lt;br&amp;gt;&lt;br /&gt;
Supply Chain Mastery Level 6|costMultiplier=2|buildTimeMultiplier=2.2}}&lt;br /&gt;
&lt;br /&gt;
= Terraformer =&lt;br /&gt;
The &#039;&#039;&#039;Terraformer&#039;&#039;&#039; is a planetary engineering installation designed to reshape the environment of a colony.&lt;br /&gt;
&lt;br /&gt;
Using atmospheric processors, orbital mirrors, and geological stabilizers, the Terraformer expands the habitable surface of a planet and improves resource extraction conditions.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
* Increases available building slots.&lt;br /&gt;
* Improves extractor efficiency through richness bonuses.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
Terraforming projects represent one of the most ambitious engineering efforts undertaken by galactic civilizations.&lt;br /&gt;
&lt;br /&gt;
Over decades, these systems reshape planetary climates, stabilize tectonic activity, and expand usable terrain.&lt;br /&gt;
&lt;br /&gt;
Entire continents have been reshaped by terraforming initiatives.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Terraformers are ideal for:&lt;br /&gt;
&lt;br /&gt;
* core economic planets&lt;br /&gt;
* major shipbuilding worlds&lt;br /&gt;
* long-term infrastructure hubs&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Elerium_Synthesizer&amp;diff=296</id>
		<title>Elerium Synthesizer</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Elerium_Synthesizer&amp;diff=296"/>
		<updated>2026-06-24T09:26:01Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|name=Elerium Synthesizer|image=Building_EleriumSynthesizer.png|category=Production|realm=3|placement=Planet|steel=1000|quartz=1400|gas=0|iridium=1200|silicium=1700|elerium=0|time=36000s|effects=Produces Elerium, a rare high-energy material used in late-game technologies.|requirements=Advanced Resource Extraction Level 10&amp;lt;br&amp;gt;&lt;br /&gt;
Fusion Technology Level 3}}&lt;br /&gt;
&lt;br /&gt;
= Elerium Synthesizer =&lt;br /&gt;
The &#039;&#039;&#039;Elerium Synthesizer&#039;&#039;&#039; is an advanced industrial complex capable of producing synthetic Elerium through highly controlled quantum fusion reactions.&lt;br /&gt;
&lt;br /&gt;
Elerium is one of the most valuable materials in the galaxy, serving as the energy catalyst for powerful reactors, experimental propulsion systems, and advanced military technologies.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
* Produces **Elerium per hour**.&lt;br /&gt;
* Required for advanced reactors, ships, and research.&lt;br /&gt;
* Production increases with each level.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
Elerium was once believed to exist only in rare cosmic phenomena such as neutron star collisions and ancient alien relics.&lt;br /&gt;
&lt;br /&gt;
Modern synthesizers replicate these extreme conditions within reinforced containment chambers, allowing empires to manufacture Elerium artificially.&lt;br /&gt;
&lt;br /&gt;
These facilities are among the most technologically advanced industrial structures ever built.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Elerium production becomes essential for:&lt;br /&gt;
&lt;br /&gt;
* high-tier research&lt;br /&gt;
* advanced ships&lt;br /&gt;
* late-game infrastructure&lt;br /&gt;
&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
</feed>