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	<updated>2026-06-29T16:06:54Z</updated>
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		<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>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Megahauler&amp;diff=295</id>
		<title>Megahauler</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Megahauler&amp;diff=295"/>
		<updated>2026-06-24T09:25:03Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ship&lt;br /&gt;
 | name = Megahauler&lt;br /&gt;
 | image = Ship_Megahauler.png&lt;br /&gt;
 | realm = 4&lt;br /&gt;
 | category = Support&lt;br /&gt;
 | role = Alliance Logistics Anchor&lt;br /&gt;
 | deployment = Space&lt;br /&gt;
 | attack = 1000&lt;br /&gt;
 | defense = 15000&lt;br /&gt;
 | shield = 10000&lt;br /&gt;
 | speed = 100&lt;br /&gt;
 | priority = 3&lt;br /&gt;
 | cargo = 700000&lt;br /&gt;
 | fuel = 750&lt;br /&gt;
 | buildtime = 14252000s&lt;br /&gt;
 | cost = 200000 Steel, 100000 Quartz, 150000 Silicium, 40000 Elerium&lt;br /&gt;
 | abilities = Alliance Supply Contracts&amp;lt;br&amp;gt;Bulk Trade&lt;br /&gt;
 | rapidfire = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The &#039;&#039;&#039;Megahauler&#039;&#039;&#039; is a massive logistics ship enabling alliance-scale resource contracts.&lt;br /&gt;
&lt;br /&gt;
== Strategic Use ==&lt;br /&gt;
* Essential for large alliance economies&lt;br /&gt;
* Supports Trading Center scaling&lt;br /&gt;
* Requires protection in hostile sectors&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Colossus&amp;diff=294</id>
		<title>Colossus</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Colossus&amp;diff=294"/>
		<updated>2026-06-24T09:23:48Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ship&lt;br /&gt;
 | name = Colossus&lt;br /&gt;
 | image = Ship_Colossus.png&lt;br /&gt;
 | realm = 4&lt;br /&gt;
 | category = Combat&lt;br /&gt;
 | role = Planet-Cracker Siege Platform&lt;br /&gt;
 | deployment = Space&lt;br /&gt;
 | attack = 250000&lt;br /&gt;
 | defense = 250000&lt;br /&gt;
 | shield = 40000&lt;br /&gt;
 | speed = 50&lt;br /&gt;
 | priority = 1&lt;br /&gt;
 | cargo = 100000&lt;br /&gt;
 | fuel = 1400&lt;br /&gt;
 | buildtime = 66648000s&lt;br /&gt;
 | cost = 750000 Steel, 500000 Quartz, 400000 Iridium, 350000 Silicium, 150000 Elerium&lt;br /&gt;
 | abilities = Planet Cracker&amp;lt;br&amp;gt;Siege Ultimate&lt;br /&gt;
 | rapidfire = Battlecruiser ×3&amp;lt;br&amp;gt;Dreadnought ×3&amp;lt;br&amp;gt;Heavy Cruiser ×4&amp;lt;br&amp;gt;Carrier ×2&amp;lt;br&amp;gt;Multiple Defense Structures&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The &#039;&#039;&#039;Colossus&#039;&#039;&#039; is the ultimate siege vessel, designed for strategic planetary objectives.&lt;br /&gt;
&lt;br /&gt;
== Strategic Use ==&lt;br /&gt;
* Highest strategic pressure unit&lt;br /&gt;
* Strong against fortified systems&lt;br /&gt;
* Requires heavy escort&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Titan&amp;diff=293</id>
		<title>Titan</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Titan&amp;diff=293"/>
		<updated>2026-06-24T09:22:24Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ship&lt;br /&gt;
 | name = Titan&lt;br /&gt;
 | image = Ship_Titan.png&lt;br /&gt;
 | realm = 4&lt;br /&gt;
 | category = Combat&lt;br /&gt;
 | role = Prestige Dreadnought&lt;br /&gt;
 | deployment = Space&lt;br /&gt;
 | attack = 100000&lt;br /&gt;
 | defense = 200000&lt;br /&gt;
 | shield = 20000&lt;br /&gt;
 | speed = 80&lt;br /&gt;
 | priority = 1&lt;br /&gt;
 | cargo = 20000&lt;br /&gt;
 | fuel = 1000&lt;br /&gt;
 | buildtime = 26540000s&lt;br /&gt;
 | cost = 500000 Steel, 300000 Quartz, 250000 Iridium, 250000 Silicium, 80000 Elerium&lt;br /&gt;
 | abilities = Aura Command&amp;lt;br&amp;gt;Siege Focus&lt;br /&gt;
 | rapidfire = Destroyer ×3&amp;lt;br&amp;gt;Cruiser ×5&amp;lt;br&amp;gt;Battleship ×4&amp;lt;br&amp;gt;Dreadnought ×3&amp;lt;br&amp;gt;Heavy Cruiser ×2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The &#039;&#039;&#039;Titan&#039;&#039;&#039; is a prestige-tier command dreadnought with strategic aura and siege capabilities.&lt;br /&gt;
&lt;br /&gt;
== Strategic Use ==&lt;br /&gt;
* Designed for high-level PvP dominance&lt;br /&gt;
* Strong against Realm 2–3 warships&lt;br /&gt;
* Expensive and slower — requires support&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Support_Vessel&amp;diff=292</id>
		<title>Support Vessel</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Support_Vessel&amp;diff=292"/>
		<updated>2026-06-24T09:20:58Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ship&lt;br /&gt;
 | name = Support Vessel&lt;br /&gt;
 | image = Ship_SupportVessel.png&lt;br /&gt;
 | realm = 4&lt;br /&gt;
 | category = Support&lt;br /&gt;
 | role = Fleet Sustain / Repair Platform&lt;br /&gt;
 | deployment = Space&lt;br /&gt;
 | attack = 1500&lt;br /&gt;
 | defense = 7800&lt;br /&gt;
 | shield = 4800&lt;br /&gt;
 | speed = 100&lt;br /&gt;
 | priority = 3&lt;br /&gt;
 | cargo = 1500&lt;br /&gt;
 | fuel = 50&lt;br /&gt;
 | buildtime = 13332400s&lt;br /&gt;
 | cost = 125000 Quartz, 120000 Iridium, 140000 Silicium, 70000 Elerium&lt;br /&gt;
 | abilities = Field Repairs&amp;lt;br&amp;gt;Fleet Buffs&lt;br /&gt;
 | rapidfire = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The &#039;&#039;&#039;Support Vessel&#039;&#039;&#039; provides sustain mechanics for extended engagements and deep expeditions.&lt;br /&gt;
&lt;br /&gt;
== Strategic Use ==&lt;br /&gt;
* Enables prolonged fleet survivability&lt;br /&gt;
* High synergy with Heavy Cruisers and Titans&lt;br /&gt;
* Not designed for direct frontline combat&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Battlecruiser&amp;diff=291</id>
		<title>Battlecruiser</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Battlecruiser&amp;diff=291"/>
		<updated>2026-06-24T09:20:14Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ship&lt;br /&gt;
 | name = Battlecruiser&lt;br /&gt;
 | image = Ship_Battlecruiser.png&lt;br /&gt;
 | realm = 4&lt;br /&gt;
 | category = Combat&lt;br /&gt;
 | role = Endgame Frontline Warship&lt;br /&gt;
 | deployment = Space&lt;br /&gt;
 | attack = 60000&lt;br /&gt;
 | defense = 90000&lt;br /&gt;
 | shield = 45000&lt;br /&gt;
 | speed = 110&lt;br /&gt;
 | priority = 1&lt;br /&gt;
 | cargo = 7000&lt;br /&gt;
 | fuel = 120&lt;br /&gt;
 | buildtime = 18828800s&lt;br /&gt;
 | cost = 350000 Steel, 200000 Quartz, 60000 Iridium, 80000 Silicium, 50000 Elerium&lt;br /&gt;
 | abilities = None&lt;br /&gt;
 | rapidfire = Cruiser ×4&amp;lt;br&amp;gt;Destroyer ×2&amp;lt;br&amp;gt;Frigate ×3&amp;lt;br&amp;gt;Corvette ×5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The &#039;&#039;&#039;Battlecruiser&#039;&#039;&#039; is the primary frontline warship of Realm 4, combining overwhelming durability with extreme firepower.&lt;br /&gt;
&lt;br /&gt;
== Strategic Use ==&lt;br /&gt;
* Core ship of endgame fleets&lt;br /&gt;
* Strong against mid-tier Realm 2–3 vessels&lt;br /&gt;
* Expensive but highly efficient in sustained warfare&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Science_Vessel&amp;diff=290</id>
		<title>Science Vessel</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Science_Vessel&amp;diff=290"/>
		<updated>2026-06-24T09:19:13Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ship&lt;br /&gt;
 | name = Science Vessel&lt;br /&gt;
 | image = Ship_ScienceVessel.png&lt;br /&gt;
 | realm = 3&lt;br /&gt;
 | category = Support&lt;br /&gt;
 | role = Expedition Specialist&lt;br /&gt;
 | deployment = Space&lt;br /&gt;
 | attack = 50&lt;br /&gt;
 | defense = 800&lt;br /&gt;
 | shield = 100&lt;br /&gt;
 | speed = 120&lt;br /&gt;
 | priority = 2&lt;br /&gt;
 | cargo = 500&lt;br /&gt;
 | fuel = 35&lt;br /&gt;
 | buildtime = 114400s&lt;br /&gt;
 | cost = 22000 Steel, 28000 Quartz, 18000 Silicium, 1500 Elerium&lt;br /&gt;
 | abilities = Unlock Anomalies&amp;lt;br&amp;gt;Expedition Safety Bonus&lt;br /&gt;
 | rapidfire = Probe ×5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The &#039;&#039;&#039;Science Vessel&#039;&#039;&#039; unlocks advanced anomaly encounters and safer expeditions.&lt;br /&gt;
&lt;br /&gt;
== Strategic Use ==&lt;br /&gt;
* High synergy with expedition research&lt;br /&gt;
* PvE-focused vessel&lt;br /&gt;
* Requires escort in contested zones&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Advanced_Recycler&amp;diff=289</id>
		<title>Advanced Recycler</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Advanced_Recycler&amp;diff=289"/>
		<updated>2026-06-24T09:18:48Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ship&lt;br /&gt;
 | name = Advanced Recycler&lt;br /&gt;
 | image = Ship_AdvancedRecycler.png&lt;br /&gt;
 | realm = 3&lt;br /&gt;
 | category = Support&lt;br /&gt;
 | role = Salvage Vessel&lt;br /&gt;
 | deployment = Space&lt;br /&gt;
 | attack = 10&lt;br /&gt;
 | defense = 600&lt;br /&gt;
 | shield = 50&lt;br /&gt;
 | speed = 70&lt;br /&gt;
 | priority = 3&lt;br /&gt;
 | cargo = 80000&lt;br /&gt;
 | fuel = 55&lt;br /&gt;
 | buildtime = 110800s&lt;br /&gt;
 | cost = 35000 Steel, 20000 Quartz, 20000 Gas, 5000 Iridium, 1000 Elerium&lt;br /&gt;
 | abilities = Salvage Debris&amp;lt;br&amp;gt;Bonus Debris Efficiency&lt;br /&gt;
 | rapidfire = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The &#039;&#039;&#039;Advanced Recycler&#039;&#039;&#039; improves debris recovery efficiency in large-scale wars.&lt;br /&gt;
&lt;br /&gt;
== Strategic Use ==&lt;br /&gt;
* Essential for high-tier PvP&lt;br /&gt;
* High recovery rate&lt;br /&gt;
* Strong late-game economic impact&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Dreadnought&amp;diff=288</id>
		<title>Dreadnought</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Dreadnought&amp;diff=288"/>
		<updated>2026-06-24T09:17:51Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ship&lt;br /&gt;
 | name = Dreadnought&lt;br /&gt;
 | image = Ship_Dreadnought.png&lt;br /&gt;
 | realm = 3&lt;br /&gt;
 | category = Combat&lt;br /&gt;
 | role = Siege Warship&lt;br /&gt;
 | deployment = Space&lt;br /&gt;
 | attack = 9000&lt;br /&gt;
 | defense = 18000&lt;br /&gt;
 | shield = 1400&lt;br /&gt;
 | speed = 80&lt;br /&gt;
 | priority = 1&lt;br /&gt;
 | cargo = 2500&lt;br /&gt;
 | fuel = 100&lt;br /&gt;
 | buildtime = 348200s&lt;br /&gt;
 | cost = 60000 Steel, 40000 Quartz, 30000 Gas, 35000 Iridium, 40000 Silicium&lt;br /&gt;
 | abilities = Siege Bonus&lt;br /&gt;
 | rapidfire = Cruiser ×3&amp;lt;br&amp;gt;Heavy Cruiser ×2&amp;lt;br&amp;gt;Battleship ×2&amp;lt;br&amp;gt;Destroyer ×2&amp;lt;br&amp;gt;Multiple Defense Structures&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The &#039;&#039;&#039;Dreadnought&#039;&#039;&#039; is designed for planetary assault and sustained siege.&lt;br /&gt;
&lt;br /&gt;
== Strategic Use ==&lt;br /&gt;
* Excellent against fortified targets&lt;br /&gt;
* High structural durability&lt;br /&gt;
* Expensive but decisive&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Carrier&amp;diff=287</id>
		<title>Carrier</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Carrier&amp;diff=287"/>
		<updated>2026-06-24T09:17:26Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ship&lt;br /&gt;
 | name = Carrier&lt;br /&gt;
 | image = Ship_Carrier.png&lt;br /&gt;
 | realm = 3&lt;br /&gt;
 | category = Support&lt;br /&gt;
 | role = Capital Support / Drone Platform&lt;br /&gt;
 | deployment = Space&lt;br /&gt;
 | attack = 1600&lt;br /&gt;
 | defense = 12000&lt;br /&gt;
 | shield = 1200&lt;br /&gt;
 | speed = 65&lt;br /&gt;
 | priority = 2&lt;br /&gt;
 | cargo = 1000&lt;br /&gt;
 | fuel = 90&lt;br /&gt;
 | buildtime = 221600s&lt;br /&gt;
 | cost = 50000 Steel, 20000 Gas, 20000 Iridium, 25000 Silicium, 14000 Elerium&lt;br /&gt;
 | abilities = Launch Drones&amp;lt;br&amp;gt;Fleet Anchor&lt;br /&gt;
 | rapidfire = Light Fighter ×3&amp;lt;br&amp;gt;Light Interceptor ×3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The &#039;&#039;&#039;Carrier&#039;&#039;&#039; launches autonomous strike drones and stabilizes fleet formations.&lt;br /&gt;
&lt;br /&gt;
== Strategic Use ==&lt;br /&gt;
* Synergizes with formation tactics&lt;br /&gt;
* Enhances fleet survivability&lt;br /&gt;
* Slower but strategically critical&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Heavy_Cruiser&amp;diff=286</id>
		<title>Heavy Cruiser</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Heavy_Cruiser&amp;diff=286"/>
		<updated>2026-06-24T09:16:58Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ship&lt;br /&gt;
 | name = Heavy Cruiser&lt;br /&gt;
 | image = Ship_HeavyCruiser.png&lt;br /&gt;
 | realm = 3&lt;br /&gt;
 | category = Combat&lt;br /&gt;
 | role = Mainline Warship&lt;br /&gt;
 | deployment = Space&lt;br /&gt;
 | attack = 2500&lt;br /&gt;
 | defense = 25000&lt;br /&gt;
 | shield = 2400&lt;br /&gt;
 | speed = 120&lt;br /&gt;
 | priority = 1&lt;br /&gt;
 | cargo = 2600&lt;br /&gt;
 | fuel = 70&lt;br /&gt;
 | buildtime = 164400s&lt;br /&gt;
 | cost = 30000 Steel, 30000 Quartz, 25000 Iridium, 21000 Silicium, 12000 Elerium&lt;br /&gt;
 | abilities = None&lt;br /&gt;
 | rapidfire = Light Fighter ×7&amp;lt;br&amp;gt;Light Interceptor ×7&amp;lt;br&amp;gt;Cruiser ×2&amp;lt;br&amp;gt;Destroyer ×2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The &#039;&#039;&#039;Heavy Cruiser&#039;&#039;&#039; forms the backbone of advanced Realm 3 fleets.&lt;br /&gt;
&lt;br /&gt;
== Strategic Use ==&lt;br /&gt;
* High durability&lt;br /&gt;
* Strong anti-light capability&lt;br /&gt;
* Core frontline unit in mixed fleets&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Bomber&amp;diff=285</id>
		<title>Bomber</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Bomber&amp;diff=285"/>
		<updated>2026-06-24T09:15:58Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ship&lt;br /&gt;
 | name = Bomber&lt;br /&gt;
 | image = Ship_Bomber.png&lt;br /&gt;
 | realm = 2&lt;br /&gt;
 | category = Combat&lt;br /&gt;
 | role = Defense Breaker&lt;br /&gt;
 | deployment = Space&lt;br /&gt;
 | attack = 2400&lt;br /&gt;
 | defense = 9000&lt;br /&gt;
 | shield = 900&lt;br /&gt;
 | speed = 55&lt;br /&gt;
 | priority = 2&lt;br /&gt;
 | cargo = 400&lt;br /&gt;
 | fuel = 65&lt;br /&gt;
 | buildtime = 26200s&lt;br /&gt;
 | cost = 5000 Steel, 9000 Quartz, 10000 Iridium, 6000 Silicium&lt;br /&gt;
 | abilities = Bonus vs Defenses&lt;br /&gt;
 | rapidfire = Cruiser ×2&amp;lt;br&amp;gt;Frigate ×3&amp;lt;br&amp;gt;Rocket Turret ×5&amp;lt;br&amp;gt;Laser Turret ×5&amp;lt;br&amp;gt;Flak Cannon ×2&amp;lt;br&amp;gt;Ion Turret ×2&amp;lt;br&amp;gt;Heavy Laser ×3&amp;lt;br&amp;gt;Missile Battery ×3&amp;lt;br&amp;gt;Plasma Cannon ×2&amp;lt;br&amp;gt;Railgun Tower ×2&amp;lt;br&amp;gt;Small Shield Dome ×2&amp;lt;br&amp;gt;Large Shield Dome ×2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The &#039;&#039;&#039;Bomber&#039;&#039;&#039; is specialized in destroying planetary defenses.&lt;br /&gt;
&lt;br /&gt;
== Strategic Use ==&lt;br /&gt;
* Designed for base cracking&lt;br /&gt;
* Strong vs turret-heavy setups&lt;br /&gt;
* Requires escort&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Frigate&amp;diff=284</id>
		<title>Frigate</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Frigate&amp;diff=284"/>
		<updated>2026-06-24T09:15:14Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ship&lt;br /&gt;
 | name = Frigate&lt;br /&gt;
 | image = Ship_Frigate.png&lt;br /&gt;
 | realm = 2&lt;br /&gt;
 | category = Support&lt;br /&gt;
 | role = Shield Support&lt;br /&gt;
 | deployment = Space&lt;br /&gt;
 | attack = 400&lt;br /&gt;
 | defense = 11000&lt;br /&gt;
 | shield = 1600&lt;br /&gt;
 | speed = 85&lt;br /&gt;
 | priority = 2&lt;br /&gt;
 | cargo = 280&lt;br /&gt;
 | fuel = 40&lt;br /&gt;
 | buildtime = 11200s&lt;br /&gt;
 | cost = 7000 Quartz, 6000 Gas, 8000 Iridium, 4000 Silicium&lt;br /&gt;
 | abilities = Shield Support&amp;lt;br&amp;gt;Science Assist&lt;br /&gt;
 | rapidfire = Probe ×3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The &#039;&#039;&#039;Frigate&#039;&#039;&#039; provides defensive shielding and fleet utility.&lt;br /&gt;
&lt;br /&gt;
== Strategic Use ==&lt;br /&gt;
* Strong shield profile&lt;br /&gt;
* Fleet synergy ship&lt;br /&gt;
* Useful in expedition-heavy compositions&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Corvette&amp;diff=283</id>
		<title>Corvette</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Corvette&amp;diff=283"/>
		<updated>2026-06-24T09:14:48Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ship&lt;br /&gt;
 | name = Corvette&lt;br /&gt;
 | image = Ship_Corvette.png&lt;br /&gt;
 | realm = 2&lt;br /&gt;
 | category = Support&lt;br /&gt;
 | role = Convoy Escort&lt;br /&gt;
 | deployment = Space&lt;br /&gt;
 | attack = 600&lt;br /&gt;
 | defense = 6200&lt;br /&gt;
 | shield = 800&lt;br /&gt;
 | speed = 120&lt;br /&gt;
 | priority = 2&lt;br /&gt;
 | cargo = 1000&lt;br /&gt;
 | fuel = 30&lt;br /&gt;
 | buildtime = 7200s&lt;br /&gt;
 | cost = 12000 Steel, 6000 Quartz, 2000 Gas, 1000 Silicium&lt;br /&gt;
 | abilities = Convoy Protection&lt;br /&gt;
 | rapidfire = Probe ×5&amp;lt;br&amp;gt;Light Interceptor ×3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The &#039;&#039;&#039;Corvette&#039;&#039;&#039; is a mid-tier escort ship designed to protect logistics fleets and trade routes.&lt;br /&gt;
&lt;br /&gt;
== Strategic Use ==&lt;br /&gt;
* Ideal for escorting Freighters&lt;br /&gt;
* Balanced speed and durability&lt;br /&gt;
* Moderate offensive capability&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=MediaWiki:Common.css&amp;diff=282</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=MediaWiki:Common.css&amp;diff=282"/>
		<updated>2026-06-24T07:09:27Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
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}&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=MediaWiki:Common.css&amp;diff=281</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=MediaWiki:Common.css&amp;diff=281"/>
		<updated>2026-06-24T07:07:06Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
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}&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=280</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=280"/>
		<updated>2026-06-23T18:04:03Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;This update is all about &amp;#039;&amp;#039;&amp;#039;Alliance Territorial Control&amp;#039;&amp;#039;&amp;#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 &amp;#039;&amp;#039;...&amp;quot;&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;
== 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.&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;
* 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;
&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;
&lt;br /&gt;
== Bug Fixes ==&lt;br /&gt;
&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=Fleet_Combat&amp;diff=279</id>
		<title>Fleet Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Fleet_Combat&amp;diff=279"/>
		<updated>2026-06-20T14:07:59Z</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;
&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=Battle_Looting&amp;diff=278</id>
		<title>Battle Looting</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Battle_Looting&amp;diff=278"/>
		<updated>2026-06-20T14:05:15Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;= Resource Protection &amp;amp; Looting = Successful raids can steal resources from a defender&amp;#039;s colony — but not everything. &amp;#039;&amp;#039;&amp;#039;Resource Protection&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Warehouse&amp;#039;&amp;#039;&amp;#039; capacity work together to shield part of your stockpile, while a global &amp;#039;&amp;#039;&amp;#039;loot rate&amp;#039;&amp;#039;&amp;#039; limits how much of the exposed portion attackers can actually take. Fleet &amp;#039;&amp;#039;&amp;#039;cargo capacity&amp;#039;&amp;#039;&amp;#039; is the final gate: raiders must bring enough haulers to carry the loot home.  This system applies to &amp;#039;&amp;#039;&amp;#039;player-vs-player (PvP)...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Resource Protection &amp;amp; Looting =&lt;br /&gt;
Successful raids can steal resources from a defender&#039;s colony — but not everything. &#039;&#039;&#039;Resource Protection&#039;&#039;&#039; and &#039;&#039;&#039;Warehouse&#039;&#039;&#039; capacity work together to shield part of your stockpile, while a global &#039;&#039;&#039;loot rate&#039;&#039;&#039; limits how much of the exposed portion attackers can actually take. Fleet &#039;&#039;&#039;cargo capacity&#039;&#039;&#039; is the final gate: raiders must bring enough haulers to carry the loot home.&lt;br /&gt;
&lt;br /&gt;
This system applies to &#039;&#039;&#039;player-vs-player (PvP) attacks&#039;&#039;&#039; on active colonies. Pirates, inactive colonies, and other special targets follow different rules (see Special cases).&lt;br /&gt;
&lt;br /&gt;
== How it works ==&lt;br /&gt;
Every stored resource on a colony (steel, quartz, gas, iridium, silicium, elerium) falls into one of two categories:&lt;br /&gt;
&lt;br /&gt;
=== Protected resources ===&lt;br /&gt;
&lt;br /&gt;
* Resources stored &#039;&#039;&#039;within your Warehouse capacity&#039;&#039;&#039; can be partially shielded.&lt;br /&gt;
* The protected share is determined by your &#039;&#039;&#039;Resource Protection rate&#039;&#039;&#039; (see below).&lt;br /&gt;
* Protection is calculated &#039;&#039;&#039;per resource type&#039;&#039;&#039; — each material is evaluated against the same Warehouse capacity independently.&lt;br /&gt;
&lt;br /&gt;
=== Lootable resources (exposed) ===&lt;br /&gt;
&lt;br /&gt;
* Any portion of a resource &#039;&#039;&#039;not covered by protection&#039;&#039;&#039; is exposed to looting.&lt;br /&gt;
* Resources &#039;&#039;&#039;above Warehouse capacity&#039;&#039;&#039; are always fully exposed (protection does not apply to the overflow).&lt;br /&gt;
* Attackers do not automatically take all exposed resources — a global &#039;&#039;&#039;loot rate&#039;&#039;&#039; and &#039;&#039;&#039;cargo capacity&#039;&#039;&#039; further limit the haul.&lt;br /&gt;
&lt;br /&gt;
== Protection rate ==&lt;br /&gt;
Your total Resource Protection rate is the share of in-warehouse resources that &#039;&#039;&#039;cannot&#039;&#039;&#039; be stolen. It is built from several sources:&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;Base protection&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;10%&#039;&#039;&#039; of in-warehouse resources are always protected.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resource Protection research&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;+1% per level&#039;&#039;&#039; (research id: &amp;lt;code&amp;gt;resourceProtection&amp;lt;/code&amp;gt;).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Monuments&#039;&#039;&#039;&lt;br /&gt;
|Bonus safe-storage percentage from active monument effects.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Combat cap&#039;&#039;&#039;&lt;br /&gt;
|Total protection cannot exceed the global loot rate (see below).&lt;br /&gt;
|}&lt;br /&gt;
You can view the full breakdown on any colony&#039;s &#039;&#039;&#039;Warehouse&#039;&#039;&#039; panel in the game.&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; Protection only applies to resources stored &#039;&#039;&#039;up to Warehouse capacity&#039;&#039;&#039;. Anything above that amount is 100% exposed regardless of your protection rate.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Warehouse capacity ==&lt;br /&gt;
The &#039;&#039;&#039;Warehouse&#039;&#039;&#039; building defines how much of each resource type can benefit from protection. Capacity scales with building level:&lt;br /&gt;
 &amp;lt;code&amp;gt;Warehouse Capacity = 15,000 × 1.9 ^ Warehouse Level&amp;lt;/code&amp;gt;&lt;br /&gt;
(At level 0, capacity is 15,000 per resource type. Each level multiplies capacity by approximately &#039;&#039;&#039;×1.9&#039;&#039;&#039;, or roughly &#039;&#039;&#039;+90%&#039;&#039;&#039; per level.)&lt;br /&gt;
&lt;br /&gt;
Upgrading your Warehouse increases the amount of each resource that can be partially shielded — not just total storage, but the portion eligible for protection.&lt;br /&gt;
&lt;br /&gt;
== Loot rate &amp;amp; cargo limits ==&lt;br /&gt;
&lt;br /&gt;
=== Global loot rate ===&lt;br /&gt;
The share of &#039;&#039;&#039;exposed&#039;&#039;&#039; resources that can be stolen is set by a global combat setting (&amp;lt;code&amp;gt;combat.lootPercentage&amp;lt;/code&amp;gt;). The current default is &#039;&#039;&#039;50%&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
There is &#039;&#039;&#039;no attacker research&#039;&#039;&#039; that increases loot efficiency. All raiders use the same loot rate against active PvP targets.&lt;br /&gt;
&lt;br /&gt;
This loot rate also serves as the &#039;&#039;&#039;maximum protection cap&#039;&#039;&#039; — your total protection rate cannot exceed it. With the default 50% loot rate, the highest achievable protection is &#039;&#039;&#039;50%&#039;&#039;&#039;, even if your research and monuments would add up to more.&lt;br /&gt;
&lt;br /&gt;
=== Fleet cargo capacity ===&lt;br /&gt;
After calculating available loot, the game checks whether the attacking fleet has enough &#039;&#039;&#039;cargo space&#039;&#039;&#039; to carry it:&lt;br /&gt;
&lt;br /&gt;
* Each cargo ship contributes its base cargo capacity.&lt;br /&gt;
* &#039;&#039;&#039;Galactic Commerce&#039;&#039;&#039; research (Realm 4+) increases cargo capacity by &#039;&#039;&#039;+1.5% per level&#039;&#039;&#039; per attacker.&lt;br /&gt;
* In joint / FCS attacks, each participant&#039;s Galactic Commerce bonus applies to their own ships.&lt;br /&gt;
&lt;br /&gt;
If total cargo capacity is &#039;&#039;&#039;less&#039;&#039;&#039; than available loot, attackers take a proportional share. If cargo capacity is &#039;&#039;&#039;greater&#039;&#039;&#039;, they take everything available.&lt;br /&gt;
&lt;br /&gt;
== Formulas ==&lt;br /&gt;
For a single resource type:&lt;br /&gt;
 &amp;lt;code&amp;gt;In Warehouse     = min(Stored Amount, Warehouse Capacity)&lt;br /&gt;
 Overflow         = max(0, Stored Amount − Warehouse Capacity)&lt;br /&gt;
 Exposed          = Overflow + In Warehouse × (1 − Protection Rate)&lt;br /&gt;
 Available Loot   = floor(Exposed × Loot Rate)&lt;br /&gt;
 Actual Loot      = min(Available Loot, limited by fleet cargo capacity)&lt;br /&gt;
 Defender Keeps   = Stored Amount − Actual Loot&amp;lt;/code&amp;gt;&lt;br /&gt;
Where:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Protection Rate&#039;&#039;&#039; = min(Base + Research + Monuments, Loot Rate cap)&lt;br /&gt;
* &#039;&#039;&#039;Loot Rate&#039;&#039;&#039; = global &amp;lt;code&amp;gt;combat.lootPercentage&amp;lt;/code&amp;gt; (default &#039;&#039;&#039;0.50&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
All final amounts are rounded &#039;&#039;&#039;down&#039;&#039;&#039; to whole numbers.&lt;br /&gt;
&lt;br /&gt;
== Worked examples ==&lt;br /&gt;
The examples below use the &#039;&#039;&#039;default 50% loot rate&#039;&#039;&#039; and assume the attacker has enough cargo capacity to carry all available loot. Protection values are the &#039;&#039;&#039;effective&#039;&#039;&#039; rate after the combat cap.&lt;br /&gt;
&lt;br /&gt;
=== Example 1 — Small Warehouse, stockpile overflow ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stored&#039;&#039;&#039;&lt;br /&gt;
|50,000,000 Steel&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Warehouse capacity&#039;&#039;&#039;&lt;br /&gt;
|10,000,000&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Protection rate&#039;&#039;&#039;&lt;br /&gt;
|50% (capped maximum at default settings)&lt;br /&gt;
|}&lt;br /&gt;
 &amp;lt;code&amp;gt;In Warehouse  = min(50M, 10M) = 10M&lt;br /&gt;
 Overflow        = 40M            → fully exposed&lt;br /&gt;
 Protected share = 10M × 50%     = 5M protected inside warehouse&lt;br /&gt;
 Exposed         = 40M + (10M × 50%) = 45M&lt;br /&gt;
 Available Loot  = floor(45M × 50%)    = 22,500,000&amp;lt;/code&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Result:&#039;&#039;&#039; Defender keeps &#039;&#039;&#039;27,500,000&#039;&#039;&#039; Steel · Attacker steals &#039;&#039;&#039;22,500,000&#039;&#039;&#039; Steel.&lt;br /&gt;
&lt;br /&gt;
The large overflow (40M above warehouse capacity) dominates the loss — upgrading Warehouse is critical when stockpiles grow.&lt;br /&gt;
&lt;br /&gt;
=== Example 2 — Large Warehouse, full coverage ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stored&#039;&#039;&#039;&lt;br /&gt;
|50,000,000 Steel&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Warehouse capacity&#039;&#039;&#039;&lt;br /&gt;
|50,000,000&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Protection rate&#039;&#039;&#039;&lt;br /&gt;
|50%&lt;br /&gt;
|}&lt;br /&gt;
 &amp;lt;code&amp;gt;In Warehouse  = 50M&lt;br /&gt;
 Overflow      = 0&lt;br /&gt;
 Exposed       = 50M × 50% = 25M&lt;br /&gt;
 Available Loot = floor(25M × 50%) = 12,500,000&amp;lt;/code&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Result:&#039;&#039;&#039; Defender keeps &#039;&#039;&#039;37,500,000&#039;&#039;&#039; Steel · Attacker steals &#039;&#039;&#039;12,500,000&#039;&#039;&#039; Steel.&lt;br /&gt;
&lt;br /&gt;
When all resources fit inside the Warehouse, protection applies to the entire stockpile.&lt;br /&gt;
&lt;br /&gt;
=== Example 3 — Mid-level protection (below cap) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stored&#039;&#039;&#039;&lt;br /&gt;
|50,000,000 Steel&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Warehouse capacity&#039;&#039;&#039;&lt;br /&gt;
|50,000,000&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Protection rate&#039;&#039;&#039;&lt;br /&gt;
|30% (10% base + 20 levels of Resource Protection research)&lt;br /&gt;
|}&lt;br /&gt;
 &amp;lt;code&amp;gt;Exposed        = 50M × 70% = 35M&lt;br /&gt;
 Available Loot = floor(35M × 50%) = 17,500,000&amp;lt;/code&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Result:&#039;&#039;&#039; Defender keeps &#039;&#039;&#039;32,500,000&#039;&#039;&#039; Steel · Attacker steals &#039;&#039;&#039;17,500,000&#039;&#039;&#039; Steel.&lt;br /&gt;
&lt;br /&gt;
=== Example 4 — Cargo-limited raid ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stored&#039;&#039;&#039;&lt;br /&gt;
|50,000,000 Steel&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Warehouse capacity&#039;&#039;&#039;&lt;br /&gt;
|50,000,000&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Protection rate&#039;&#039;&#039;&lt;br /&gt;
|50%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Available loot&#039;&#039;&#039;&lt;br /&gt;
|12,500,000 (from Example 2)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fleet cargo capacity&#039;&#039;&#039;&lt;br /&gt;
|5,000,000&lt;br /&gt;
|}&lt;br /&gt;
 &amp;lt;code&amp;gt;Take ratio = 5M / 12.5M = 0.4&lt;br /&gt;
 Actual Loot = floor(12.5M × 0.4) = 5,000,000&amp;lt;/code&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Result:&#039;&#039;&#039; Defender keeps &#039;&#039;&#039;45,000,000&#039;&#039;&#039; Steel · Attacker steals &#039;&#039;&#039;5,000,000&#039;&#039;&#039; Steel.&lt;br /&gt;
&lt;br /&gt;
Even after a successful attack, insufficient cargo ships leave loot on the table.&lt;br /&gt;
&lt;br /&gt;
== Strategic impact ==&lt;br /&gt;
&lt;br /&gt;
=== For defenders ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Upgrade the Warehouse&#039;&#039;&#039; to raise the capacity threshold — protection only applies to resources within this limit.&lt;br /&gt;
* &#039;&#039;&#039;Research Resource Protection&#039;&#039;&#039; for +1% safe storage per level (stacks with the 10% base rate).&lt;br /&gt;
* &#039;&#039;&#039;Activate monument bonuses&#039;&#039;&#039; that grant safe-storage percentage.&lt;br /&gt;
* Keep stockpiles near or below Warehouse capacity when possible; overflow is fully exposed.&lt;br /&gt;
* Stay active — inactive colonies lose warehouse protection entirely (see Special cases).&lt;br /&gt;
&lt;br /&gt;
=== For raiders ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bring enough cargo ships&#039;&#039;&#039; — available loot means nothing if your fleet cannot carry it.&lt;br /&gt;
* &#039;&#039;&#039;Research Galactic Commerce&#039;&#039;&#039; (Realm 4+) for +1.5% cargo capacity per level on haulers.&lt;br /&gt;
* Target colonies with &#039;&#039;&#039;low Warehouse levels&#039;&#039;&#039; or &#039;&#039;&#039;large unprotected stockpiles&#039;&#039;&#039; (resources above warehouse capacity).&lt;br /&gt;
* Scout defender resource levels and warehouse infrastructure before committing a fleet.&lt;br /&gt;
&lt;br /&gt;
=== Design goal ===&lt;br /&gt;
The system creates an ongoing economic arms race:&lt;br /&gt;
&lt;br /&gt;
* Defenders invest in &#039;&#039;&#039;Warehouse capacity&#039;&#039;&#039;, &#039;&#039;&#039;Resource Protection research&#039;&#039;&#039;, and &#039;&#039;&#039;monuments&#039;&#039;&#039;.&lt;br /&gt;
* Raiders invest in &#039;&#039;&#039;cargo ships&#039;&#039;&#039; and &#039;&#039;&#039;Galactic Commerce&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Raids remain profitable, but a single attack cannot wipe out an entire economy — especially when Warehouse and protection are maintained.&lt;br /&gt;
&lt;br /&gt;
== In-game references ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!What&lt;br /&gt;
!Where to find it&lt;br /&gt;
|-&lt;br /&gt;
|Protection rate breakdown&lt;br /&gt;
|Warehouse building panel → &#039;&#039;&#039;Resource Protection&#039;&#039;&#039; (expand details)&lt;br /&gt;
|-&lt;br /&gt;
|Exposed / raidable amount&lt;br /&gt;
|Resource popup → &#039;&#039;&#039;Unprotected (Raidable)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Warehouse capacity&lt;br /&gt;
|Resource popup → &#039;&#039;&#039;Capacity&#039;&#039;&#039;; Warehouse building stats&lt;br /&gt;
|-&lt;br /&gt;
|Research&lt;br /&gt;
|&#039;&#039;&#039;Resource Protection&#039;&#039;&#039; (Security, Realm 1)&lt;br /&gt;
|-&lt;br /&gt;
|Cargo bonus&lt;br /&gt;
|&#039;&#039;&#039;Galactic Commerce&#039;&#039;&#039; (Economy, Realm 4)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special cases ==&lt;br /&gt;
These targets &#039;&#039;&#039;do not&#039;&#039;&#039; use the Warehouse protection formulas above:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Target&lt;br /&gt;
!Loot behavior&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pirates (PvE)&#039;&#039;&#039;&lt;br /&gt;
|100% of stored resources can be looted (subject to cargo capacity).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inactive colonies&#039;&#039;&#039; (&amp;lt;code&amp;gt;inactive_week&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;inactive_month&amp;lt;/code&amp;gt;)&lt;br /&gt;
|&#039;&#039;&#039;80%&#039;&#039;&#039; of all stored resources can be looted. Warehouse protection is bypassed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Active PvP colonies&#039;&#039;&#039;&lt;br /&gt;
|Full protection system described in this article.&lt;br /&gt;
|}&lt;br /&gt;
----&#039;&#039;Values reflect the current live configuration: 10% base protection, 50% default loot rate, 1% protection per Resource Protection research level, and 1.5% cargo capacity per Galactic Commerce level. Global combat settings may be adjusted per realm or season — check the in-game Warehouse panel for your current protection cap.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Resources&amp;diff=277</id>
		<title>Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Resources&amp;diff=277"/>
		<updated>2026-06-19T05:49:11Z</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 15–54) ===&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;
!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;
|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;
|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;
|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;
|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;
|1.5&lt;br /&gt;
|Maximum per-level growth rate (×1.5 / +50%).&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;
|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;
|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;
|0.01&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;
|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=Relics&amp;diff=276</id>
		<title>Relics</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Relics&amp;diff=276"/>
		<updated>2026-06-17T20:24:35Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Relics&amp;#039;&amp;#039;&amp;#039; are collectible treasures scattered across the galaxy. You gather them one &amp;#039;&amp;#039;&amp;#039;piece&amp;#039;&amp;#039;&amp;#039; at a time, &amp;#039;&amp;#039;&amp;#039;forge&amp;#039;&amp;#039;&amp;#039; the completed set, and unlock a unique &amp;#039;&amp;#039;&amp;#039;cosmetic&amp;#039;&amp;#039;&amp;#039; — a personal avatar, an alliance badge or flag, or a stunning theme or monument for your conquered systems.  Relics are about &amp;#039;&amp;#039;&amp;#039;identity and prestige&amp;#039;&amp;#039;&amp;#039;, not combat stats. They let you and your alliance stand out across the galaxy.&amp;lt;blockquote&amp;gt;Find your collection under &amp;#039;&amp;#039;&amp;#039;Inventory → Relics&amp;#039;&amp;#039;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Relics&#039;&#039;&#039; are collectible treasures scattered across the galaxy. You gather them one &#039;&#039;&#039;piece&#039;&#039;&#039; at a time, &#039;&#039;&#039;forge&#039;&#039;&#039; the completed set, and unlock a unique &#039;&#039;&#039;cosmetic&#039;&#039;&#039; — a personal avatar, an alliance badge or flag, or a stunning theme or monument for your conquered systems.&lt;br /&gt;
&lt;br /&gt;
Relics are about &#039;&#039;&#039;identity and prestige&#039;&#039;&#039;, not combat stats. They let you and your alliance stand out across the galaxy.&amp;lt;blockquote&amp;gt;Find your collection under &#039;&#039;&#039;Inventory → Relics&#039;&#039;&#039;.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
&lt;br /&gt;
* How relics work&lt;br /&gt;
* Collecting relic pieces&lt;br /&gt;
* Forging a relic&lt;br /&gt;
* Rarity&lt;br /&gt;
* Relic types &amp;amp; the relic catalog&lt;br /&gt;
* Alternate skins&lt;br /&gt;
* Avatar relics&lt;br /&gt;
* Alliance relics&lt;br /&gt;
* Where relics show up (usages)&lt;br /&gt;
* FAQ&lt;br /&gt;
&lt;br /&gt;
== How relics work ==&lt;br /&gt;
Every relic follows the same loop:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Collect pieces.&#039;&#039;&#039; Each relic is split into numbered pieces (between 4 and 10, depending on the relic).&lt;br /&gt;
# &#039;&#039;&#039;Forge.&#039;&#039;&#039; Once you own every piece, forge the relic. Forging consumes one of each piece and unlocks the relic&#039;s &#039;&#039;&#039;base cosmetic&#039;&#039;&#039;.&lt;br /&gt;
# &#039;&#039;&#039;Unlock more.&#039;&#039;&#039; A forged relic lets you buy &#039;&#039;&#039;alternate skins&#039;&#039;&#039; for it with &#039;&#039;&#039;Quantum Shards&#039;&#039;&#039;.&lt;br /&gt;
# &#039;&#039;&#039;Use it.&#039;&#039;&#039; Equip avatar relics on your profile, or &#039;&#039;&#039;donate&#039;&#039;&#039; alliance-type relics to your alliance for shared branding.&lt;br /&gt;
&lt;br /&gt;
You only need to forge each relic &#039;&#039;&#039;once&#039;&#039;&#039;. There is no re-forging, and relics cannot be traded between players.&lt;br /&gt;
&lt;br /&gt;
== Collecting relic pieces ==&lt;br /&gt;
Relic pieces drop from across the galaxy:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Source&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nebula Expeditions&#039;&#039;&#039;&lt;br /&gt;
|The primary source. Higher difficulty and deeper nebula zones drop pieces more often.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pirate raids&#039;&#039;&#039;&lt;br /&gt;
|Defeating pirates can yield rare relic (and monument) pieces.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Quests &amp;amp; weekly quests&#039;&#039;&#039;&lt;br /&gt;
|Some quest rewards grant random relic pieces.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Special &amp;amp; weekly events&#039;&#039;&#039;&lt;br /&gt;
|Event milestones and tiers can reward relic pieces.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drop rates in Nebula Expeditions ===&lt;br /&gt;
Base chance per run, before zone bonuses:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Difficulty&lt;br /&gt;
!Base relic piece chance&lt;br /&gt;
|-&lt;br /&gt;
|Easy&lt;br /&gt;
|~0.1%&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|~0.3%&lt;br /&gt;
|-&lt;br /&gt;
|Hard&lt;br /&gt;
|~0.5%&lt;br /&gt;
|-&lt;br /&gt;
|Extreme&lt;br /&gt;
|~1.0%&lt;br /&gt;
|}&lt;br /&gt;
Deeper, harder nebula zones apply a multiplier on top (up to &#039;&#039;&#039;×2.0&#039;&#039;&#039; on Extreme zones), and certain deep-expedition outcomes can award a guaranteed legendary or mythical piece. Bringing the right &#039;&#039;&#039;specialist ships&#039;&#039;&#039; (such as an Orbital Refinery) further improves your odds of pulling a relic piece.&lt;br /&gt;
&lt;br /&gt;
=== The &amp;quot;last piece&amp;quot; safety net (pity) ===&lt;br /&gt;
Chasing that final, stubborn piece? If you already own every piece of a relic &#039;&#039;&#039;except one&#039;&#039;&#039;, and your oldest piece for that set is at least &#039;&#039;&#039;14 days&#039;&#039;&#039; old, the next relic-piece drop for that set is steered toward the piece you&#039;re missing. This applies to expeditions, quests, and pirate drops.&lt;br /&gt;
&lt;br /&gt;
== Forging a relic ==&lt;br /&gt;
When you hold all the pieces, head to &#039;&#039;&#039;Inventory → Relics&#039;&#039;&#039; and forge. Forging:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Requires&#039;&#039;&#039; at least one of every piece in the set.&lt;br /&gt;
* &#039;&#039;&#039;Consumes&#039;&#039;&#039; one of each piece.&lt;br /&gt;
* &#039;&#039;&#039;Unlocks&#039;&#039;&#039; the relic&#039;s base cosmetic immediately.&lt;br /&gt;
* Can be done &#039;&#039;&#039;once per relic&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Rarity ==&lt;br /&gt;
Relics come in rarity tiers, from most common to rarest:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;common → rare → epic → legendary → mythical&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rarity influences:&lt;br /&gt;
&lt;br /&gt;
* How rare the relic&#039;s pieces are to find.&lt;br /&gt;
* The &#039;&#039;&#039;Quantum Shard&#039;&#039;&#039; price of its alternate skins.&lt;br /&gt;
* The realm level required to buy those skins.&lt;br /&gt;
* The color the relic is shown in throughout the UI.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;All relics currently in the catalog are &#039;&#039;&#039;Epic&#039;&#039;&#039;, &#039;&#039;&#039;Legendary&#039;&#039;&#039;, or &#039;&#039;&#039;Mythical&#039;&#039;&#039;.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Relic types &amp;amp; the relic catalog ==&lt;br /&gt;
There are five relic types, grouped by where they&#039;re used:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Type&lt;br /&gt;
!Used for&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Avatar&#039;&#039;&#039;&lt;br /&gt;
|Your personal profile picture.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Alliance Badge&#039;&#039;&#039;&lt;br /&gt;
|Your alliance&#039;s emblem, shown on leaderboards and alliance lists.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Alliance Flag&#039;&#039;&#039;&lt;br /&gt;
|Your alliance&#039;s banner, flown on members&#039; planets.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;System Theme&#039;&#039;&#039;&lt;br /&gt;
|A visual theme applied to a system your alliance controls.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;System Monument&#039;&#039;&#039;&lt;br /&gt;
|A monument that appears in systems your alliance controls.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Catalog ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Relic&lt;br /&gt;
!Type&lt;br /&gt;
!Rarity&lt;br /&gt;
!Pieces&lt;br /&gt;
|-&lt;br /&gt;
|Crimson War Banner&lt;br /&gt;
|Alliance Flag&lt;br /&gt;
|Legendary&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|Stellar Emblem&lt;br /&gt;
|Alliance Flag&lt;br /&gt;
|Epic&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|Standard of the Void&lt;br /&gt;
|Alliance Flag&lt;br /&gt;
|Mythical&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Ancient Seal of Authority&lt;br /&gt;
|Alliance Badge&lt;br /&gt;
|Legendary&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|Quantum Sigil&lt;br /&gt;
|Alliance Badge&lt;br /&gt;
|Mythical&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|Nebula Aurora Theme&lt;br /&gt;
|System Theme&lt;br /&gt;
|Epic&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|Void Abyss Theme&lt;br /&gt;
|System Theme&lt;br /&gt;
|Legendary&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|Celestial Garden Theme&lt;br /&gt;
|System Theme&lt;br /&gt;
|Mythical&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|Sentinel Obelisk&lt;br /&gt;
|System Monument&lt;br /&gt;
|Legendary&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|Crystalline Monolith&lt;br /&gt;
|System Monument&lt;br /&gt;
|Mythical&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|Void Commander Avatar&lt;br /&gt;
|Avatar&lt;br /&gt;
|Epic&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Star-Forged Avatar&lt;br /&gt;
|Avatar&lt;br /&gt;
|Legendary&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|Cosmic Ascendant Avatar&lt;br /&gt;
|Avatar&lt;br /&gt;
|Mythical&lt;br /&gt;
|8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alternate skins ==&lt;br /&gt;
Once a relic is forged, you unlock its &#039;&#039;&#039;base&#039;&#039;&#039; look for free. Each relic also has a family of &#039;&#039;&#039;alternate skins&#039;&#039;&#039; — different colorways and effects on the same relic — that you can buy with &#039;&#039;&#039;Quantum Shards&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Skin prices and the realm level needed to purchase scale with rarity:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rarity&lt;br /&gt;
!Quantum Shard price&lt;br /&gt;
!Required realm&lt;br /&gt;
|-&lt;br /&gt;
|Common&lt;br /&gt;
|20&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Rare&lt;br /&gt;
|30&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Epic&lt;br /&gt;
|40&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Legendary&lt;br /&gt;
|50&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Mythical&lt;br /&gt;
|60&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
Each relic typically has &#039;&#039;&#039;6–8&#039;&#039;&#039; alternate skins. For example, the &#039;&#039;Crimson War Banner&#039;&#039; offers variants such as &#039;&#039;&#039;Embershroud&#039;&#039;&#039;, &#039;&#039;&#039;Blood Oath&#039;&#039;&#039;, &#039;&#039;&#039;Iron Resolve&#039;&#039;&#039;, &#039;&#039;&#039;Sunset Siege&#039;&#039;&#039;, &#039;&#039;&#039;Scarlet Vanguard&#039;&#039;&#039;, &#039;&#039;&#039;War-Torn&#039;&#039;&#039;, &#039;&#039;&#039;Dragon Scale&#039;&#039;&#039;, and &#039;&#039;&#039;Phoenix Rise&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Avatar relics ==&lt;br /&gt;
Avatar relics personalize your &#039;&#039;&#039;profile picture&#039;&#039;&#039; across the game.&lt;br /&gt;
&lt;br /&gt;
* Forge an avatar relic to unlock its base avatar.&lt;br /&gt;
* Buy alternate skins for it with Quantum Shards.&lt;br /&gt;
* Equip your chosen avatar from your &#039;&#039;&#039;Profile&#039;&#039;&#039;; it&#039;s shown wherever your commander appears.&lt;br /&gt;
&lt;br /&gt;
Avatar relics are &#039;&#039;&#039;personal&#039;&#039;&#039; — they are never donated to an alliance.&lt;br /&gt;
&lt;br /&gt;
== Alliance relics ==&lt;br /&gt;
Four relic types are made for your alliance: &#039;&#039;&#039;Alliance Badge&#039;&#039;&#039;, &#039;&#039;&#039;Alliance Flag&#039;&#039;&#039;, &#039;&#039;&#039;System Theme&#039;&#039;&#039;, and &#039;&#039;&#039;System Monument&#039;&#039;&#039;. Instead of equipping these yourself, you &#039;&#039;&#039;donate&#039;&#039;&#039; them to your alliance, where officers put them to use.&lt;br /&gt;
&lt;br /&gt;
=== Donating ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Base relics:&#039;&#039;&#039; donating the base cosmetic is &#039;&#039;&#039;free&#039;&#039;&#039; and you &#039;&#039;&#039;keep&#039;&#039;&#039; your forged relic — you&#039;re simply sharing the design with your alliance.&lt;br /&gt;
* &#039;&#039;&#039;Alternate skins:&#039;&#039;&#039; you can donate a skin you own; it is transferred from your inventory to the alliance.&lt;br /&gt;
* Any active alliance member can donate. Members can also buy variants for the alliance directly using Quantum Shards via the &#039;&#039;&#039;Alliance Archive&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== How alliances use them ===&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;
!How many&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Alliance Badge&#039;&#039;&#039;&lt;br /&gt;
|Officers set &#039;&#039;&#039;one active badge&#039;&#039;&#039; for the alliance.&lt;br /&gt;
|One active at a time&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Alliance Flag&#039;&#039;&#039;&lt;br /&gt;
|Officers set &#039;&#039;&#039;one active flag&#039;&#039;&#039;, flown on members&#039; planets.&lt;br /&gt;
|One active at a time&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;System Theme&#039;&#039;&#039;&lt;br /&gt;
|Officers &#039;&#039;&#039;attach&#039;&#039;&#039; a theme to a system the alliance controls.&lt;br /&gt;
|One theme per system&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;System Monument&#039;&#039;&#039;&lt;br /&gt;
|Officers &#039;&#039;&#039;attach&#039;&#039;&#039; a monument to a controlled system.&lt;br /&gt;
|One monument per system&lt;br /&gt;
|}&lt;br /&gt;
System themes and monuments can only be attached to systems where your alliance has a presence (a conquered system or an active member colony).&lt;br /&gt;
&lt;br /&gt;
See the Alliances page → Alliance Relics &amp;amp; Branding for the full picture.&lt;br /&gt;
&lt;br /&gt;
== Where relics show up (usages) ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Inventory → Relics:&#039;&#039;&#039; track piece progress and forge completed relics.&lt;br /&gt;
* &#039;&#039;&#039;Profile:&#039;&#039;&#039; equip your avatar relic.&lt;br /&gt;
* &#039;&#039;&#039;Alliance → Relics / Archive:&#039;&#039;&#039; donate, activate branding, browse and buy variants, and manage the wishlist.&lt;br /&gt;
* &#039;&#039;&#039;Galaxy &amp;amp; system map:&#039;&#039;&#039; active alliance flags appear on members&#039; planets; system themes tint controlled systems; monuments stand in controlled systems.&lt;br /&gt;
* &#039;&#039;&#039;Leaderboards &amp;amp; alliance lists:&#039;&#039;&#039; your alliance&#039;s active badge is displayed next to its name.&lt;br /&gt;
* &#039;&#039;&#039;Mail &amp;amp; reports:&#039;&#039;&#039; expedition, event, and pirate reports show the relic pieces you&#039;ve recovered.&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
&#039;&#039;&#039;Do relics give combat or economy bonuses?&#039;&#039;&#039; No. Relics are cosmetic and prestige items. (If you&#039;re after deployable stat boosts, you&#039;re thinking of &#039;&#039;&#039;Monuments&#039;&#039;&#039;, which are a separate system.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Can I trade relics or pieces with other players?&#039;&#039;&#039; No. Pieces and relics are bound to you. Alliance relics are donated to the alliance, not traded between players.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Can I un-forge a relic to get my pieces back?&#039;&#039;&#039; No. Forging is permanent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What are Quantum Shards for?&#039;&#039;&#039; They&#039;re the premium currency used to buy alternate relic skins after you&#039;ve forged the base relic.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Alliances&amp;diff=275</id>
		<title>Alliances</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Alliances&amp;diff=275"/>
		<updated>2026-06-17T20:23:44Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;An &amp;#039;&amp;#039;&amp;#039;Alliance&amp;#039;&amp;#039;&amp;#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.  Every commander can belong to &amp;#039;&amp;#039;&amp;#039;one alliance&amp;#039;&amp;#039;&amp;#039; at a time. You can join or create your alliance starting at &amp;#039;&amp;#039;&amp;#039;Realm 1&amp;#039;&amp;#039;&amp;#039;.  == Contents ==  * Creating an alliance * Joining &amp;amp; leaving * Roles &amp;amp; permissions *...&amp;quot;&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;
== System conquest &amp;amp; control ==&lt;br /&gt;
Alliances can capture star systems by winning a &#039;&#039;&#039;coordinated attack&#039;&#039;&#039; (Fleet Coordination System) against a system&#039;s protector. You must be in an active alliance to participate.&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;
== 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;
|2 billion base, +10 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=Patch_Notes&amp;diff=274</id>
		<title>Patch Notes</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Patch_Notes&amp;diff=274"/>
		<updated>2026-06-17T05:27:45Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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_1.3.1&amp;diff=273</id>
		<title>Version 1.3.1</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Version_1.3.1&amp;diff=273"/>
		<updated>2026-06-17T05:27:12Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;=== Relics ===  * Collect relic pieces from Nebula Expeditions, pirate raids, and special events, then forge complete relics. Track your progress in &amp;#039;&amp;#039;&amp;#039;Inventory → Relics&amp;#039;&amp;#039;&amp;#039;. * Forging a relic unlocks its base cosmetic. Alternate skins for the same relic can be purchased with &amp;#039;&amp;#039;&amp;#039;Quantum Shards&amp;#039;&amp;#039;&amp;#039; once the parent relic is forged. * &amp;#039;&amp;#039;&amp;#039;Avatar relics&amp;#039;&amp;#039;&amp;#039; personalize your profile picture. * Alliance relic types — &amp;#039;&amp;#039;&amp;#039;badges, flags, system themes, and monuments&amp;#039;&amp;#039;&amp;#039; — can b...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Relics ===&lt;br /&gt;
&lt;br /&gt;
* Collect relic pieces from Nebula Expeditions, pirate raids, and special events, then forge complete relics. Track your progress in &#039;&#039;&#039;Inventory → Relics&#039;&#039;&#039;.&lt;br /&gt;
* Forging a relic unlocks its base cosmetic. Alternate skins for the same relic can be purchased with &#039;&#039;&#039;Quantum Shards&#039;&#039;&#039; once the parent relic is forged.&lt;br /&gt;
* &#039;&#039;&#039;Avatar relics&#039;&#039;&#039; personalize your profile picture.&lt;br /&gt;
* Alliance relic types — &#039;&#039;&#039;badges, flags, system themes, and monuments&#039;&#039;&#039; — can be donated to your alliance for shared branding.&lt;br /&gt;
&lt;br /&gt;
=== Alliance Relics ===&lt;br /&gt;
&lt;br /&gt;
* New &#039;&#039;&#039;Relics&#039;&#039;&#039; tab for alliances: donate relics, set the active alliance badge/flag branding, and attach system themes or monuments to systems your alliance controls.&lt;br /&gt;
&lt;br /&gt;
=== Pirate Bosses ===&lt;br /&gt;
&lt;br /&gt;
* Pirate bosses now appear in strongholds across two tiers: &#039;&#039;&#039;Mid-Boss&#039;&#039;&#039; and &#039;&#039;&#039;Boss&#039;&#039;&#039;.&lt;br /&gt;
* Exploration now surfaces &#039;&#039;&#039;nearby pirate boss strongholds&#039;&#039;&#039;, with options to navigate, scout, or share the location with your alliance.&lt;br /&gt;
&lt;br /&gt;
=== New Leaderboards ===&lt;br /&gt;
&lt;br /&gt;
* Added mission leaderboards for &#039;&#039;&#039;Asteroid Harvest&#039;&#039;&#039;, &#039;&#039;&#039;Nebula Harvest&#039;&#039;&#039;, and &#039;&#039;&#039;Exploration&#039;&#039;&#039;.&lt;br /&gt;
* New per-player mission stats: resources harvested, ship gains, and artifacts.&lt;br /&gt;
&lt;br /&gt;
=== Mail &amp;amp; Reports ===&lt;br /&gt;
&lt;br /&gt;
* New &#039;&#039;&#039;Resources Received&#039;&#039;&#039; transport report showing cargo delivered, sender, origin, and destination.&lt;br /&gt;
* Added &#039;&#039;&#039;Go to Source&#039;&#039;&#039; and &#039;&#039;&#039;Go to Target&#039;&#039;&#039; quick navigation from your mail.&lt;br /&gt;
* Clearer survey results, including validity notes for planet surveys and building-slot estimates.&lt;br /&gt;
&lt;br /&gt;
== Improvements ==&lt;br /&gt;
&lt;br /&gt;
=== Fleet Coordination ===&lt;br /&gt;
&lt;br /&gt;
* New &#039;&#039;&#039;&amp;quot;This colony only&amp;quot;&#039;&#039;&#039; filter to show fleets launched from or heading to a specific colony.&lt;br /&gt;
* &#039;&#039;&#039;Simulate a FCS attack&#039;&#039;&#039; directly from the fleet list.&lt;br /&gt;
* Added &#039;&#039;&#039;30-&#039;&#039;&#039; and &#039;&#039;&#039;45-minute&#039;&#039;&#039; maximum-delay options for late joiners, plus a clearer participation unlock flow.&lt;br /&gt;
* New notification settings for coordinated attacks (rally started, ally joined, ally left).&lt;br /&gt;
&lt;br /&gt;
=== Quality of Life ===&lt;br /&gt;
&lt;br /&gt;
* New &#039;&#039;&#039;&amp;quot;Ask to switch colony after warp gate&amp;quot;&#039;&#039;&#039; option (requires Imperial Access).&lt;br /&gt;
* Expanded in-game system announcements and notification settings.&lt;br /&gt;
* Updated quick guides, including relics and forging.&lt;br /&gt;
&lt;br /&gt;
== Balance ==&lt;br /&gt;
&lt;br /&gt;
* Updated debris rates in &#039;&#039;&#039;Realm 3&#039;&#039;&#039; and &#039;&#039;&#039;Realm 4&#039;&#039;&#039;.&lt;br /&gt;
* Refined resource protection (safe storage) calculations.&lt;br /&gt;
&lt;br /&gt;
== Bug Fixes ==&lt;br /&gt;
&lt;br /&gt;
* Fixed colony slot survey and colonization content issues.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Fleet_Stun&amp;diff=272</id>
		<title>Fleet Stun</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Fleet_Stun&amp;diff=272"/>
		<updated>2026-06-10T11:01:51Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* PvE stun (pirate battles) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Fleet Hangar &amp;amp; Stun Recovery =&lt;br /&gt;
&lt;br /&gt;
== What is the Fleet Hangar? ==&lt;br /&gt;
The Fleet Hangar protects idle ships at a colony. Ships inside protection do not join battles when your planet is attacked. That keeps reserves safe—but after an attack those protected ships enter Stun Recovery and cannot be launched until they gradually come back online.&lt;br /&gt;
&lt;br /&gt;
Ships above your hangar’s capacity are not protected. They fight normally and can be destroyed.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Hangar capacity ==&lt;br /&gt;
Capacity grows with Fleet Hangar building level. Higher levels protect more ships per colony.&lt;br /&gt;
&lt;br /&gt;
You can increase capacity further with:&lt;br /&gt;
&lt;br /&gt;
* Fleet Hangar Protocols research (+3% capacity per level)&lt;br /&gt;
* Certain Monuments (hangar capacity bonus)&lt;br /&gt;
&lt;br /&gt;
Rough idea: at higher building levels, capacity scales up quickly—upgrading the hangar is the main way to protect a larger fleet.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== How protection splits your ships ==&lt;br /&gt;
If you have more ships docked than your hangar can hold, protection is shared fairly across all ship types:&amp;lt;blockquote&amp;gt;Protected share = Hangar capacity ÷ Total ships (capped at 100%)&amp;lt;/blockquote&amp;gt;Each ship type keeps that same share protected; the rest is exposed and can fight (and be lost) in combat.&lt;br /&gt;
&lt;br /&gt;
=== Example — Over capacity ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Total docked&lt;br /&gt;
!Hangar capacity&lt;br /&gt;
|-&lt;br /&gt;
|Your colony&lt;br /&gt;
|1,200 ships&lt;br /&gt;
|1,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* About 83% of each ship type is protected&lt;br /&gt;
* About 17% of each type stays exposed and can be destroyed in battle&lt;br /&gt;
&lt;br /&gt;
If you have 600 Fighters and 600 Cruisers, roughly 500 Fighters + 500 Cruisers are protected, and 100 + 100 are exposed.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Turning protection on or off ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!State&lt;br /&gt;
!What it means&lt;br /&gt;
|-&lt;br /&gt;
|Protected (default)&lt;br /&gt;
|Ships up to capacity skip combat; you cannot launch attacks from this colony until you expose the hangar&lt;br /&gt;
|-&lt;br /&gt;
|Exposed&lt;br /&gt;
|All ships can fight and be lost; you can launch fleets&lt;br /&gt;
|}&lt;br /&gt;
Switching between protected and exposed takes about 10 minutes (configurable on the server). You can cancel a pending change before it completes.&lt;br /&gt;
&lt;br /&gt;
While ships are stunned, you cannot change hangar protection.&lt;br /&gt;
&lt;br /&gt;
Pirate NPC bases do not use player hangar protection.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What happens when you are attacked (PvP) ==&lt;br /&gt;
&lt;br /&gt;
# Protected ships do not enter the battle and are not destroyed by that fight.&lt;br /&gt;
# Exposed ships (and ships in stationed fleets) fight and can be lost.&lt;br /&gt;
# After the battle, protected ships (and stunned stationed fleets) enter Stun Recovery if battle is lost. If defender is victorious, no stun penalty is applied.&lt;br /&gt;
# Ships above hangar capacity that were exposed may be lost; they are not put into stun—they are simply gone or reduced.&lt;br /&gt;
&lt;br /&gt;
=== Example — Defender after a lost battle ===&lt;br /&gt;
You have 800 ships protected and 200 exposed. The attacker wins and destroys 120 of your exposed ships.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Ships&lt;br /&gt;
!In battle?&lt;br /&gt;
!After the attack&lt;br /&gt;
|-&lt;br /&gt;
|800 protected&lt;br /&gt;
|No&lt;br /&gt;
|All 800 stunned (still on the colony, not launchable for a while)&lt;br /&gt;
|-&lt;br /&gt;
|200 exposed&lt;br /&gt;
|Yes&lt;br /&gt;
|80 left if 120 were destroyed; these are not stunned&lt;br /&gt;
|}&lt;br /&gt;
Your protected fleet is safe from destruction, but you need to wait through recovery before using it again.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Stun duration (how long until full recovery) ==&lt;br /&gt;
Stun length depends on how costly the losses in that battle were (based on ship value), and whether the attacker won.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Situation&lt;br /&gt;
!Typical stun length&lt;br /&gt;
|-&lt;br /&gt;
|Attacker won, moderate losses&lt;br /&gt;
|Starts around 1 hour, increases with heavier losses&lt;br /&gt;
|-&lt;br /&gt;
|Attacker won, very heavy losses&lt;br /&gt;
|Can grow toward a maximum of about 24 hours&lt;br /&gt;
|-&lt;br /&gt;
|Attacker lost, little or no defender losses&lt;br /&gt;
|Shorter stun (often around 15 minutes at default balance)&lt;br /&gt;
|-&lt;br /&gt;
|Attacker lost, but you still lost exposed ships&lt;br /&gt;
|At least the base stun (~1 hour), without extra scaling from “attacker victory”&lt;br /&gt;
|}&lt;br /&gt;
Ways to shorten stun:&lt;br /&gt;
&lt;br /&gt;
* Fleet Hangar Protocols (−1% stun duration per level)&lt;br /&gt;
* Monuments with stun duration reduction&lt;br /&gt;
&lt;br /&gt;
Reductions from research and monuments stack, up to a very high cap (you will never fully eliminate stun from bonuses alone).&lt;br /&gt;
&lt;br /&gt;
Player takeaway: bigger defeats while the attacker wins → longer lockout; successful defense with few losses → much shorter stun on protected ships.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Recovery cycle — getting ships back in steps ==&lt;br /&gt;
Stun does not unlock everything at once at the end of the timer. Ships return in four steps: 0% → 25% → 50% → 75% → 100% over the stun period.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Recovery progress&lt;br /&gt;
!When (example: 24h max stun)&lt;br /&gt;
!When (example: 1h stun)&lt;br /&gt;
|-&lt;br /&gt;
|25%&lt;br /&gt;
|~6 hours&lt;br /&gt;
|~15 minutes&lt;br /&gt;
|-&lt;br /&gt;
|50%&lt;br /&gt;
|~12 hours&lt;br /&gt;
|~30 minutes&lt;br /&gt;
|-&lt;br /&gt;
|75%&lt;br /&gt;
|~18 hours&lt;br /&gt;
|~45 minutes&lt;br /&gt;
|-&lt;br /&gt;
|100%&lt;br /&gt;
|Full timer elapsed&lt;br /&gt;
|~1 hour&lt;br /&gt;
|}&lt;br /&gt;
The game updates progress periodically (about every 30 minutes), so the exact moment you see the next step may be slightly after these times.&lt;br /&gt;
&lt;br /&gt;
=== Ships you can still use while stunned ===&lt;br /&gt;
Only the protected portion is stunned. Any ships over your hangar capacity were never protected and stay usable during recovery (if they survived the battle).&lt;br /&gt;
&lt;br /&gt;
Simple rule:&amp;lt;blockquote&amp;gt;Usable now = Ships above capacity + (protected stunned ships × recovery %)&lt;br /&gt;
&lt;br /&gt;
Still stunned = The rest of your protected ships&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Example — Partial recovery ===&lt;br /&gt;
&lt;br /&gt;
* 1,000 Fighters docked, hangar fits 800 → 200 always usable (if alive)&lt;br /&gt;
* 800 protected Fighters stunned&lt;br /&gt;
* Recovery at 25% → about 200 of the 800 recover → 400 usable total (200 + 200)&lt;br /&gt;
* Recovery at 100% → all 1,000 usable again&lt;br /&gt;
&lt;br /&gt;
Check the Fleet Hangar building screen for stun status, recovery %, and time until full recovery.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PvE stun (pirate battles) ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Permanent loss&lt;br /&gt;
!Stun recovery&lt;br /&gt;
|-&lt;br /&gt;
|Share of battle losses&lt;br /&gt;
|10% destroyed&lt;br /&gt;
|90% return home stunned&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# You lose ships in the fight as usual on the fleet.&lt;br /&gt;
# When the fleet returns to your colony, the recoverable ships are added back to your colony.&lt;br /&gt;
# Those returned ships are stunned and unlock over the same 25% step recovery as hangar stun.&lt;br /&gt;
# Stun length uses the same general rules (based on the value of recoverable ships; typically closer to the base ~1 hour band for pirate fights, unless losses are enormous).&lt;br /&gt;
&lt;br /&gt;
If your fleet is wiped but still has recoverable ships, it will return home so recovery can start there—not stay lost in space.&lt;br /&gt;
&lt;br /&gt;
Mail and battle reports show how many ships were destroyed vs how many came back stunned and are recovering.&amp;lt;blockquote&amp;gt;If recovery is not enabled for you, pirate losses behave like normal combat: lost ships are gone (aside from debris rules).&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Fleet Hangar Protocols (research) ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Per level&lt;br /&gt;
!Benefit&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+3%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Hangar capacity&lt;br /&gt;
|-&lt;br /&gt;
|−1%&lt;br /&gt;
|Stun duration&lt;br /&gt;
|}&lt;br /&gt;
[[Fleet Hangar Protocols]] requires a Research Lab and Shield Technology. Worth investing if you rely on hangar protection or fight pirates often with recovery on.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Hangar stun vs PvE stun — quick comparison ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!After your colony is attacked&lt;br /&gt;
!After pirate battles (recovery on)&lt;br /&gt;
|-&lt;br /&gt;
|What gets stunned&lt;br /&gt;
|Protected docked ships + stationed fleets&lt;br /&gt;
|Ships that returned home (the 90% recoverable part)&lt;br /&gt;
|-&lt;br /&gt;
|Can protected ships be destroyed in that fight?&lt;br /&gt;
|No&lt;br /&gt;
|10% of losses are destroyed; 90% come back stunned&lt;br /&gt;
|-&lt;br /&gt;
|Ships over hangar capacity&lt;br /&gt;
|Can fight; losses are permanent&lt;br /&gt;
|N/A (losses were on the attacking fleet)&lt;br /&gt;
|-&lt;br /&gt;
|Recovery&lt;br /&gt;
|25% steps over stun timer&lt;br /&gt;
|Same step system&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Practical tips ==&lt;br /&gt;
&lt;br /&gt;
# Don’t keep your whole empire in one exposed stack—only hangar capacity is safe from combat.&lt;br /&gt;
# Expose the hangar before attacking from that colony.&lt;br /&gt;
# Plan around recovery windows after big defenses or large pirate losses.&lt;br /&gt;
# Upgrade Fleet Hangar and Protocols if stun downtime hurts your operations.&lt;br /&gt;
# Stationed fleets at a attacked colony can be stunned too—protection is not only for ships sitting in the shipyard list.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Expedition stun (different system) ==&lt;br /&gt;
Expedition events can stun an active exploring fleet for a set time (event-based minutes). That is separate from Fleet Hangar protection and colony recovery above.&lt;br /&gt;
----&#039;&#039;Exact timers and balance may be adjusted in live updates; in-game tooltips and the Fleet Hangar panel always show your current recovery status.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Version_1.3.0&amp;diff=271</id>
		<title>Version 1.3.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Version_1.3.0&amp;diff=271"/>
		<updated>2026-06-10T10:51:16Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Gameplay ===&lt;br /&gt;
&lt;br /&gt;
* Fleet Coordination ([[FleetCoordinationSystem(FCS)]]) — Attack leaders open coordinated attacks to alliance members before arrival. Allies attach fleets; leader can lock participation and set max delay for late joiners.&lt;br /&gt;
* Colony relocation — Incoming&amp;amp;Outgoing PvP attacks blocked after you relocate a colony. Realm 4 players who ascended without relocation boosts receive a backfill grant.&lt;br /&gt;
* PvP hangar stun — Defender wins no longer trigger hangar stun on the defending player.&lt;br /&gt;
&lt;br /&gt;
=== Catalog &amp;amp; balance (server) ===&lt;br /&gt;
&lt;br /&gt;
* Asteroid field spawns rebalanced across upper-left systems.&lt;br /&gt;
&lt;br /&gt;
=== Backend ===&lt;br /&gt;
&lt;br /&gt;
* FCS rally/participation service.&lt;br /&gt;
* Attack stop service reliability improvements.&lt;br /&gt;
* PvP battle effects fixes.&lt;br /&gt;
* Prevented multiple simultaneous actions on the same zone.&lt;br /&gt;
&lt;br /&gt;
=== App &amp;amp; UI ===&lt;br /&gt;
&lt;br /&gt;
* FCS controls in fleet setup; FCS filter on fleet list.&lt;br /&gt;
* Coordinated-attack details in battle mail.&lt;br /&gt;
* PvP battle effects polish.&lt;br /&gt;
* Image and asset optimization for smaller downloads and faster loads&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=FleetCoordinationSystem(FCS)&amp;diff=270</id>
		<title>FleetCoordinationSystem(FCS)</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=FleetCoordinationSystem(FCS)&amp;diff=270"/>
		<updated>2026-06-10T10:50:42Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;== Overview == Fleet Coordination System (FCS) lets an attack leader open an outgoing attack to alliance members. Allies can attach their own fleets to the same target before the group arrives. When every fleet in the group has reached the target, they fight one combined battle against the defender.  In the fleet UI this appears as:  * Solo attack — standard attack, no allies can join * Open to alliance — coordinated attack rally  FCS is only available for attack mis...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Fleet Coordination System (FCS) lets an attack leader open an outgoing attack to alliance members. Allies can attach their own fleets to the same target before the group arrives. When every fleet in the group has reached the target, they fight one combined battle against the defender.&lt;br /&gt;
&lt;br /&gt;
In the fleet UI this appears as:&lt;br /&gt;
&lt;br /&gt;
* Solo attack — standard attack, no allies can join&lt;br /&gt;
* Open to alliance — coordinated attack rally&lt;br /&gt;
&lt;br /&gt;
FCS is only available for attack missions and can be participated only by alliance member or members of an ally alliance&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Starting a Coordinated Attack ==&lt;br /&gt;
When launching an attack, the leader can:&lt;br /&gt;
&lt;br /&gt;
# Toggle Open to alliance to make the fleet participatable.&lt;br /&gt;
# Set Max delay if allies join late (see ETA &amp;amp; Delay Logic).&lt;br /&gt;
&lt;br /&gt;
If no allies join before arrival, the attack resolves as a normal solo attack — FCS grouping only affects combat when at least one ally participates.&lt;br /&gt;
&lt;br /&gt;
=== Defender notification ===&lt;br /&gt;
The target is notified when the leader launches, using the leader’s original ETA. Ally fleets joining later do not send additional incoming-attack notifications.&lt;br /&gt;
&lt;br /&gt;
Alliance members receive a rally notification when a coordinated attack is created.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Joining a Rally (Participation) ==&lt;br /&gt;
Alliance members can join an open rally from the fleet list (FCS filter) while the lead fleet is still traveling.&lt;br /&gt;
&lt;br /&gt;
=== Requirements to participate ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Requirement&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|FCS enabled&lt;br /&gt;
|Feature must be active for the joining player&lt;br /&gt;
|-&lt;br /&gt;
|Same alliance&lt;br /&gt;
|Active membership in the leader’s alliance&lt;br /&gt;
|-&lt;br /&gt;
|Same realm&lt;br /&gt;
|Same realm level as the attack leader&lt;br /&gt;
|-&lt;br /&gt;
|Attack still open&lt;br /&gt;
|Lead fleet must be &amp;lt;code&amp;gt;traveling&amp;lt;/code&amp;gt;, mission type &amp;lt;code&amp;gt;attack&amp;lt;/code&amp;gt;, participation not locked&lt;br /&gt;
|-&lt;br /&gt;
|Not the leader&lt;br /&gt;
|You cannot join your own rally&lt;br /&gt;
|-&lt;br /&gt;
|One fleet per player&lt;br /&gt;
|Only one fleet per player per rally&lt;br /&gt;
|-&lt;br /&gt;
|Rally not full&lt;br /&gt;
|Default max: 2 allies (server config: &amp;lt;code&amp;gt;fcs.maxParticipantSlots&amp;lt;/code&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
|ETA rules&lt;br /&gt;
|Your fleet must be able to join without breaking the leader’s max-delay setting&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== What happens when you join ===&lt;br /&gt;
&lt;br /&gt;
# Your fleet participates in the initiator attack fleet&lt;br /&gt;
# Alliance members are notified that someone joined.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Locking Participation ==&lt;br /&gt;
Only the attack leader can lock the rally.&lt;br /&gt;
&lt;br /&gt;
* Available while the lead fleet is still traveling.&lt;br /&gt;
* Once locked, no new allies can join.&lt;br /&gt;
* Existing participants are unaffected.&lt;br /&gt;
* Locking does not change the group ETA or force the battle to start early.&lt;br /&gt;
&lt;br /&gt;
Use this when you are happy with the current lineup and want to stop late joiners.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== ETA &amp;amp; Delay Logic ==&lt;br /&gt;
FCS synchronizes every fleet in the group to a single group arrival time. All members share the same ETA shown on fleet cards.&lt;br /&gt;
&lt;br /&gt;
=== Key concepts ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|Initial lead arrival&lt;br /&gt;
|The leader’s original ETA at launch. Stored permanently and used as the delay baseline.&lt;br /&gt;
|-&lt;br /&gt;
|Current group arrival&lt;br /&gt;
|The synchronized ETA for the whole group. Can move later, never earlier than the current group ETA when someone joins.&lt;br /&gt;
|-&lt;br /&gt;
|Natural travel time&lt;br /&gt;
|How long each fleet would take to reach the target on its own, from departure. Stored per fleet.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== When an ally joins ===&lt;br /&gt;
new group arrival = max(current group arrival, ally&#039;s natural arrival from now)&lt;br /&gt;
&lt;br /&gt;
* A faster ally does not make the group arrive sooner.&lt;br /&gt;
* A slower ally pushes the group ETA later so everyone arrives together.&lt;br /&gt;
&lt;br /&gt;
=== Max delay settings ===&lt;br /&gt;
Set by the leader at launch:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Setting&lt;br /&gt;
!Behavior&lt;br /&gt;
|-&lt;br /&gt;
|0 min&lt;br /&gt;
|No delay allowed. If an ally cannot arrive by the current group ETA, join is rejected.&lt;br /&gt;
|-&lt;br /&gt;
|5 / 10 / 15 min&lt;br /&gt;
|Group arrival cannot be later than initial lead arrival + that many minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Unlimited&lt;br /&gt;
|No cap on how late the rally can be pushed by slow allies.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
Example A — faster ally joins&lt;br /&gt;
&lt;br /&gt;
* Group ETA: 12:10&lt;br /&gt;
* Ally would arrive at 12:05&lt;br /&gt;
* Result: Group stays at 12:10&lt;br /&gt;
&lt;br /&gt;
Example B — slower ally joins&lt;br /&gt;
&lt;br /&gt;
* Group ETA: 12:00&lt;br /&gt;
* Ally would arrive at 12:10&lt;br /&gt;
* Result: Group moves to 12:10&lt;br /&gt;
&lt;br /&gt;
Example C — max delay exceeded&lt;br /&gt;
&lt;br /&gt;
* Initial lead arrival: 12:00&lt;br /&gt;
* Max delay: 5 min (cap at 12:05)&lt;br /&gt;
* Ally join would push group to 12:10&lt;br /&gt;
* Result: Join rejected&lt;br /&gt;
&lt;br /&gt;
=== When a participant recalls ===&lt;br /&gt;
If an ally recalls while traveling:&lt;br /&gt;
&lt;br /&gt;
# They are detached from the group.&lt;br /&gt;
# Group ETA is recalculated from remaining members’ natural travel times.&lt;br /&gt;
# The ETA can move earlier if the slowest fleet left.&lt;br /&gt;
&lt;br /&gt;
=== Battle start timing ===&lt;br /&gt;
The battle does not start when the first fleet arrives. It starts only when:&lt;br /&gt;
&lt;br /&gt;
* Every fleet in the group has reached its synchronized arrival time, and&lt;br /&gt;
* All members are in &amp;lt;code&amp;gt;traveling&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;onMission&amp;lt;/code&amp;gt; status.&lt;br /&gt;
&lt;br /&gt;
Fleets that have arrived early wait until the full group is ready.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Recalling Fleets ==&lt;br /&gt;
&lt;br /&gt;
=== Leader recalls ===&lt;br /&gt;
&lt;br /&gt;
* All participant fleets are automatically recalled (cascade recall).&lt;br /&gt;
* The rally is cancelled.&lt;br /&gt;
* Alliance is notified.&lt;br /&gt;
&lt;br /&gt;
=== Participant recalls ===&lt;br /&gt;
&lt;br /&gt;
* Only that player’s fleet returns.&lt;br /&gt;
* Group ETA is recalculated for remaining members.&lt;br /&gt;
* The rally continues if the leader and other participants remain.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Combat Resolution ==&lt;br /&gt;
When the full group is ready, all attacker fleets are combined into one battle simulation.&lt;br /&gt;
&lt;br /&gt;
=== Combined attack ===&lt;br /&gt;
&lt;br /&gt;
* Each participant’s ships fight together as separate attacker entries in the same battle.&lt;br /&gt;
* Defender ships, stationed fleets, colony defenses, and hangar protection apply as in a normal attack.&lt;br /&gt;
* War fatigue on loot is calculated from the lead attacker’s protection status against the defender.&lt;br /&gt;
* If any participant cannot legally attack the target (e.g. protection rules), all fleets in the group are recalled and no battle is fought.&lt;br /&gt;
&lt;br /&gt;
=== Attack protection &amp;amp; war fatigue ===&lt;br /&gt;
&lt;br /&gt;
* Loot reduction from war fatigue uses the leader’s fatigue multiplier.&lt;br /&gt;
* If the defender suffers significant losses (5%+ ships/defenses or any loot taken), each participant may have the attack recorded against them for war-fatigue purposes individually.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Loot Distribution ==&lt;br /&gt;
On victory, total loot is calculated from the defender’s colony (subject to war fatigue and available resources), then split among participants.&lt;br /&gt;
&lt;br /&gt;
=== Contribution score ===&lt;br /&gt;
Each fleet earns a contribution weight:&lt;br /&gt;
&lt;br /&gt;
contribution = fleet power sent + damage done + cargo capacity&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Factor&lt;br /&gt;
!How it’s calculated&lt;br /&gt;
|-&lt;br /&gt;
|Fleet power sent&lt;br /&gt;
|Sum of &amp;lt;code&amp;gt;(attack + defense) × ship count&amp;lt;/code&amp;gt; for each ship type in that fleet&lt;br /&gt;
|-&lt;br /&gt;
|Damage done&lt;br /&gt;
|Share of total attacker damage, proportional to that fleet’s fleet power&lt;br /&gt;
|-&lt;br /&gt;
|Cargo capacity&lt;br /&gt;
|That player’s fleet cargo capacity (ships + bonuses)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Share formula ===&lt;br /&gt;
your loot share % = your contribution / sum of all contributions&lt;br /&gt;
&lt;br /&gt;
Each resource type is allocated with &amp;lt;code&amp;gt;floor()&amp;lt;/code&amp;gt; (rounded down). Small remainders may be left unassigned due to rounding.&lt;br /&gt;
&lt;br /&gt;
=== Practical implications ===&lt;br /&gt;
&lt;br /&gt;
* Bigger, stronger fleets earn more loot.&lt;br /&gt;
* Fleets that deal more damage earn more loot.&lt;br /&gt;
* Fleets with more cargo capacity earn a larger share (even before cargo limits are applied on return).&lt;br /&gt;
* On defeat, participants keep their original cargo (no loot gained).&lt;br /&gt;
* If a fleet is destroyed in combat, its loot share is lost with the fleet.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Ship Loss Distribution ==&lt;br /&gt;
Attacker ship losses from the combined battle are split back to each fleet by ship type, proportional to how many of that ship type each fleet sent.&lt;br /&gt;
&lt;br /&gt;
your losses of ship X = round(total losses of X × your count of X / total count of X)&lt;br /&gt;
&lt;br /&gt;
Losses are capped so a fleet cannot lose more ships than it sent.&lt;br /&gt;
&lt;br /&gt;
Each participant receives:&lt;br /&gt;
&lt;br /&gt;
* Their own battle report&lt;br /&gt;
* Their own return fleet with remaining ships and their loot share&lt;br /&gt;
* A push notification for victory or defeat&lt;br /&gt;
&lt;br /&gt;
The defender sees one combined battle report with all attacker fleets merged.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Debris &amp;amp; Moons ==&lt;br /&gt;
&lt;br /&gt;
* Debris is generated from the combined battle as a single field (attributed to the lead fleet for harvest purposes).&lt;br /&gt;
* Moon creation checks run on the defender’s planet as in a normal attack.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Limitations Summary ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Topic&lt;br /&gt;
!Limit&lt;br /&gt;
|-&lt;br /&gt;
|Mission types&lt;br /&gt;
|Attack only&lt;br /&gt;
|-&lt;br /&gt;
|Allies per rally&lt;br /&gt;
|Default 2 (server-configurable)&lt;br /&gt;
|-&lt;br /&gt;
|Fleets per player per rally&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Who can join&lt;br /&gt;
|Same alliance, same realm, not the leader&lt;br /&gt;
|-&lt;br /&gt;
|Join window&lt;br /&gt;
|While lead is traveling and participation is not locked&lt;br /&gt;
|-&lt;br /&gt;
|ETA&lt;br /&gt;
|Synchronized across group; joining can delay, never hasten&lt;br /&gt;
|-&lt;br /&gt;
|Solo open rally&lt;br /&gt;
|If nobody joins, behaves like a normal solo attack&lt;br /&gt;
|-&lt;br /&gt;
|Notifications&lt;br /&gt;
|Defender notified once (on leader launch)&lt;br /&gt;
|-&lt;br /&gt;
|Pirate targets&lt;br /&gt;
|Supported; FCS battle flow applies&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Quick Reference: Player Actions ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Action&lt;br /&gt;
!Who&lt;br /&gt;
!When&lt;br /&gt;
|-&lt;br /&gt;
|Open rally&lt;br /&gt;
|Leader&lt;br /&gt;
|At attack launch&lt;br /&gt;
|-&lt;br /&gt;
|Set max delay&lt;br /&gt;
|Leader&lt;br /&gt;
|At attack launch&lt;br /&gt;
|-&lt;br /&gt;
|Join rally&lt;br /&gt;
|Ally&lt;br /&gt;
|While traveling &amp;amp; unlocked&lt;br /&gt;
|-&lt;br /&gt;
|Lock rally&lt;br /&gt;
|Leader&lt;br /&gt;
|While traveling&lt;br /&gt;
|-&lt;br /&gt;
|Recall (cascade)&lt;br /&gt;
|Leader&lt;br /&gt;
|Recalls everyone&lt;br /&gt;
|-&lt;br /&gt;
|Recall (solo)&lt;br /&gt;
|Participant&lt;br /&gt;
|Leaves rally, others continue&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Definition&lt;br /&gt;
|-&lt;br /&gt;
|Lead fleet&lt;br /&gt;
|The initiator’s attack fleet (&amp;lt;code&amp;gt;isParticipatable = true&amp;lt;/code&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
|Participant fleet&lt;br /&gt;
|An ally fleet linked via &amp;lt;code&amp;gt;parentFleetId&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Group arrival time&lt;br /&gt;
|Shared ETA for the entire coordinated attack&lt;br /&gt;
|-&lt;br /&gt;
|Rally&lt;br /&gt;
|A coordinated attack with the alliance join option enabled&lt;br /&gt;
|-&lt;br /&gt;
|Lock rally&lt;br /&gt;
|Leader closes the rally to new participants&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Patch_Notes&amp;diff=269</id>
		<title>Patch Notes</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Patch_Notes&amp;diff=269"/>
		<updated>2026-06-10T10:34:41Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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_1.2.58&amp;diff=268</id>
		<title>Version 1.2.58</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Version_1.2.58&amp;diff=268"/>
		<updated>2026-06-10T10:33:59Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Gameplay ===&lt;br /&gt;
&lt;br /&gt;
* Station missions — Send fleets to allied colonies for timed defense support (Dispatch remains for your own colonies).&lt;br /&gt;
* Defense scrap — Dismantle colony defenses at Defense Yard for resource recovery (same rates as PvP debris; Salvage Operations applies).&lt;br /&gt;
* PvE battle outcomes — Losing pirate/PvE fights can stun surviving attacker ships in your home hangar (90% stunned / 10% destroyed).&lt;br /&gt;
* Realm ascension — Colonies gain +20 building slots on each realm ascension.&lt;br /&gt;
&lt;br /&gt;
=== Catalog &amp;amp; balance (server) ===&lt;br /&gt;
&lt;br /&gt;
* Score anomaly detection finetuned.&lt;br /&gt;
* Graveometry fleet speed effect cached for performance.&lt;br /&gt;
&lt;br /&gt;
=== Backend ===&lt;br /&gt;
&lt;br /&gt;
* Stun and debris generation fixes (duplicate processing, debris amounts).&lt;br /&gt;
* Colony move locking fix.&lt;br /&gt;
* Leaderboard stats detail expansion.&lt;br /&gt;
* Bot activity detection and ban logic.&lt;br /&gt;
* Empire-wide Economic Research effect corrected.&lt;br /&gt;
* Improved logging and snapshot logic.&lt;br /&gt;
&lt;br /&gt;
=== App &amp;amp; UI ===&lt;br /&gt;
&lt;br /&gt;
* Defense scrap flow with recovery preview and confirmation.&lt;br /&gt;
* Station mission UI with defense duration picker.&lt;br /&gt;
* Building details: slot summary, live hangar status, Warp Gate cooldown panel.&lt;br /&gt;
* Ship/defense build total cost in fleet configuration.&lt;br /&gt;
* Nebula zone detail overlay refresh.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Version_1.3.0&amp;diff=267</id>
		<title>Version 1.3.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Version_1.3.0&amp;diff=267"/>
		<updated>2026-06-10T10:33:24Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;=== Gameplay ===  * Fleet Coordination (FCS) — Attack leaders open coordinated attacks to alliance members before arrival. Allies attach fleets; leader can lock participation and set max delay for late joiners. * Colony relocation — Incoming&amp;amp;Outgoing PvP attacks blocked after you relocate a colony. Realm 4 players who ascended without relocation boosts receive a backfill grant. * PvP hangar stun — Defender wins no longer trigger hangar stun on the defending player....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Gameplay ===&lt;br /&gt;
&lt;br /&gt;
* Fleet Coordination (FCS) — Attack leaders open coordinated attacks to alliance members before arrival. Allies attach fleets; leader can lock participation and set max delay for late joiners.&lt;br /&gt;
* Colony relocation — Incoming&amp;amp;Outgoing PvP attacks blocked after you relocate a colony. Realm 4 players who ascended without relocation boosts receive a backfill grant.&lt;br /&gt;
* PvP hangar stun — Defender wins no longer trigger hangar stun on the defending player.&lt;br /&gt;
&lt;br /&gt;
=== Catalog &amp;amp; balance (server) ===&lt;br /&gt;
&lt;br /&gt;
* Asteroid field spawns rebalanced across upper-left systems.&lt;br /&gt;
&lt;br /&gt;
=== Backend ===&lt;br /&gt;
&lt;br /&gt;
* FCS rally/participation service.&lt;br /&gt;
* Attack stop service reliability improvements.&lt;br /&gt;
* PvP battle effects fixes.&lt;br /&gt;
* Prevented multiple simultaneous actions on the same zone.&lt;br /&gt;
&lt;br /&gt;
=== App &amp;amp; UI ===&lt;br /&gt;
&lt;br /&gt;
* FCS controls in fleet setup; FCS filter on fleet list.&lt;br /&gt;
* Coordinated-attack details in battle mail.&lt;br /&gt;
* PvP battle effects polish.&lt;br /&gt;
* Image and asset optimization for smaller downloads and faster loads&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Version_1.2.58&amp;diff=266</id>
		<title>Version 1.2.58</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Version_1.2.58&amp;diff=266"/>
		<updated>2026-06-10T10:31:15Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;=== Gameplay ===  * Station missions — Send fleets to allied colonies for timed defense support (Dispatch remains for your own colonies). * Defense scrap — Dismantle colony defenses at Defense Yard for resource recovery (same rates as PvP debris; Salvage Operations applies). * PvE battle outcomes — Losing pirate/PvE fights can stun surviving attacker ships in your home hangar (90% stunned / 10% destroyed). * Realm ascension — Colonies gain +20 building slots on e...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Gameplay ===&lt;br /&gt;
&lt;br /&gt;
* Station missions — Send fleets to allied colonies for timed defense support (Dispatch remains for your own colonies).&lt;br /&gt;
* Defense scrap — Dismantle colony defenses at Defense Yard for resource recovery (same rates as PvP debris; Salvage Operations applies).&lt;br /&gt;
* PvE battle outcomes — Losing pirate/PvE fights can stun surviving attacker ships in your home hangar (90% stunned / 10% destroyed).&lt;br /&gt;
* Realm ascension — Colonies gain +20 building slots on each realm ascension.&lt;br /&gt;
&lt;br /&gt;
=== Catalog &amp;amp; balance (server) ===&lt;br /&gt;
&lt;br /&gt;
* Score anomaly detection finetuned.&lt;br /&gt;
* Graveometry fleet speed effect cached for performance.&lt;br /&gt;
&lt;br /&gt;
=== Backend ===&lt;br /&gt;
&lt;br /&gt;
* Defense scrap and station mission APIs.&lt;br /&gt;
* Stun and debris generation fixes (duplicate processing, debris amounts).&lt;br /&gt;
* Colony move locking fix.&lt;br /&gt;
* Leaderboard stats detail expansion.&lt;br /&gt;
* Bot activity detection and ban logic.&lt;br /&gt;
* Empire-wide Economic Research effect corrected.&lt;br /&gt;
* Improved logging and snapshot logic.&lt;br /&gt;
&lt;br /&gt;
=== App &amp;amp; UI ===&lt;br /&gt;
&lt;br /&gt;
* Defense scrap flow with recovery preview and confirmation.&lt;br /&gt;
* Station mission UI with defense duration picker.&lt;br /&gt;
* Building details: slot summary, live hangar status, Warp Gate cooldown panel.&lt;br /&gt;
* Ship/defense build total cost in fleet configuration.&lt;br /&gt;
* Nebula zone detail overlay refresh.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Patch_Notes&amp;diff=265</id>
		<title>Patch Notes</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Patch_Notes&amp;diff=265"/>
		<updated>2026-05-21T20:24:30Z</updated>

		<summary type="html">&lt;p&gt;Admin: Replaced content with &amp;quot; Version 1.2.57  Version 1.2.56  *&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[Version 1.2.57]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.2.56]]&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_1.2.56&amp;diff=264</id>
		<title>Version 1.2.56</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Version_1.2.56&amp;diff=264"/>
		<updated>2026-05-21T20:24:26Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;=== Tonnage — new empire limit === &amp;#039;&amp;#039;&amp;#039;Gameplay&amp;#039;&amp;#039;&amp;#039;  * &amp;#039;&amp;#039;&amp;#039;Tonnage&amp;#039;&amp;#039;&amp;#039; is now the soft cap on empire size: every ship and defense has a &amp;#039;&amp;#039;&amp;#039;tonnage value&amp;#039;&amp;#039;&amp;#039;, and your &amp;#039;&amp;#039;&amp;#039;capacity&amp;#039;&amp;#039;&amp;#039; comes from &amp;#039;&amp;#039;&amp;#039;Shipyard&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Defense Yard&amp;#039;&amp;#039;&amp;#039; levels across all colonies. * &amp;#039;&amp;#039;&amp;#039;Used tonnage&amp;#039;&amp;#039;&amp;#039; includes docked ships, ships in active fleets, and planetary defenses. * Empire totals are tracked server-side and shown in the app (yards, cards, fleet tools, events, colony picker, scout/nebula re...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Tonnage — new empire limit ===&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tonnage&#039;&#039;&#039; is now the soft cap on empire size: every ship and defense has a &#039;&#039;&#039;tonnage value&#039;&#039;&#039;, and your &#039;&#039;&#039;capacity&#039;&#039;&#039; comes from &#039;&#039;&#039;Shipyard&#039;&#039;&#039; and &#039;&#039;&#039;Defense Yard&#039;&#039;&#039; levels across all colonies.&lt;br /&gt;
* &#039;&#039;&#039;Used tonnage&#039;&#039;&#039; includes docked ships, ships in active fleets, and planetary defenses.&lt;br /&gt;
* Empire totals are tracked server-side and shown in the app (yards, cards, fleet tools, events, colony picker, scout/nebula reports, monuments, profile, etc.).&lt;br /&gt;
* New &#039;&#039;&#039;Quick Guide → Tonnage&#039;&#039;&#039; in Settings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Catalog &amp;amp; balance (server)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;All ships and defenses&#039;&#039;&#039; in the live catalog now include &amp;lt;code&amp;gt;tonnage&amp;lt;/code&amp;gt; stats (derived from cost and combat profile).&lt;br /&gt;
* &#039;&#039;&#039;Shipyard&#039;&#039;&#039; and &#039;&#039;&#039;Defense Yard&#039;&#039;&#039; grant &#039;&#039;&#039;&amp;lt;code&amp;gt;tonnageCapacity&amp;lt;/code&amp;gt;&#039;&#039;&#039; per level (capacity scales with yard level).&lt;br /&gt;
* &#039;&#039;&#039;Realm 4 weekly event&#039;&#039;&#039; milestone payouts for Silicium/Elerium were &#039;&#039;&#039;rebalanced&#039;&#039;&#039; (previously extreme values corrected).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backend&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Colony Move&#039;&#039;&#039; boost: improved tracking/grants (migration + service updates).&lt;br /&gt;
* &#039;&#039;&#039;Imperial Overview&#039;&#039;&#039; API groundwork for tonnage rollups.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Default colony on launch ===&lt;br /&gt;
&lt;br /&gt;
* Choose which colony opens when you start the game — &#039;&#039;&#039;including moon colonies&#039;&#039;&#039; (Colony Settings).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Quality of life ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Settings&#039;&#039;&#039; reorganized into sub-tabs (Fleet, Account, Game, Mail, Alliance) with clearer &#039;&#039;&#039;Imperial Access&#039;&#039;&#039; messaging.&lt;br /&gt;
* &#039;&#039;&#039;Colony selector&#039;&#039;&#039; UI overhaul.&lt;br /&gt;
* &#039;&#039;&#039;Fleet list&#039;&#039;&#039; improvements.&lt;br /&gt;
* &#039;&#039;&#039;Scout reports&#039;&#039;&#039; — better actions and guard against using outdated scout data.&lt;br /&gt;
* &#039;&#039;&#039;Colony Move&#039;&#039;&#039; boost artwork in inventory.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Version_1.2.57&amp;diff=263</id>
		<title>Version 1.2.57</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Version_1.2.57&amp;diff=263"/>
		<updated>2026-05-21T20:24:05Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;=== Tonnage — penalties, detail &amp;amp; balance === &amp;#039;&amp;#039;&amp;#039;Gameplay&amp;#039;&amp;#039;&amp;#039;  * &amp;#039;&amp;#039;&amp;#039;Over-capacity warnings&amp;#039;&amp;#039;&amp;#039; — color-coded penalty tiers when used tonnage exceeds capacity (yards, ship/defense cards). * &amp;#039;&amp;#039;&amp;#039;Expandable breakdown&amp;#039;&amp;#039;&amp;#039; at Shipyard / Defense Yard: hangar vs. active fleets vs. defenses (colony + empire). * &amp;#039;&amp;#039;&amp;#039;Imperial Overview&amp;#039;&amp;#039;&amp;#039; — tonnage on Fleet and Defense tabs; refreshed tables. * Fleet &amp;#039;&amp;#039;&amp;#039;configure&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;travel&amp;#039;&amp;#039;&amp;#039;, and &amp;#039;&amp;#039;&amp;#039;build&amp;#039;&amp;#039;&amp;#039; screens show tonnage while you pla...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Tonnage — penalties, detail &amp;amp; balance ===&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Over-capacity warnings&#039;&#039;&#039; — color-coded penalty tiers when used tonnage exceeds capacity (yards, ship/defense cards).&lt;br /&gt;
* &#039;&#039;&#039;Expandable breakdown&#039;&#039;&#039; at Shipyard / Defense Yard: hangar vs. active fleets vs. defenses (colony + empire).&lt;br /&gt;
* &#039;&#039;&#039;Imperial Overview&#039;&#039;&#039; — tonnage on Fleet and Defense tabs; refreshed tables.&lt;br /&gt;
* Fleet &#039;&#039;&#039;configure&#039;&#039;&#039;, &#039;&#039;&#039;travel&#039;&#039;&#039;, and &#039;&#039;&#039;build&#039;&#039;&#039; screens show tonnage while you plan.&lt;br /&gt;
* &#039;&#039;&#039;Quick Guide → Tonnage&#039;&#039;&#039; updated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Catalog &amp;amp; balance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Yard Tonnage Capacity bases and scaling formula &#039;&#039;&#039;tuned&#039;&#039;&#039; (global tonnage math fix).&lt;br /&gt;
* &#039;&#039;&#039;Dreadnought&#039;&#039;&#039; and &#039;&#039;&#039;Titan&#039;&#039;&#039; &#039;&#039;&#039;build times reduced&#039;&#039;&#039; (late-game production pacing).&lt;br /&gt;
* &#039;&#039;&#039;Battlecruiser&#039;&#039;&#039; combat stats &#039;&#039;&#039;increased&#039;&#039;&#039; (attack, defense, shield).&lt;br /&gt;
* &#039;&#039;&#039;Titan Nest&#039;&#039;&#039; build time &#039;&#039;&#039;increased&#039;&#039;&#039; (strategic building pacing).&lt;br /&gt;
* &#039;&#039;&#039;Wormhole Mastery&#039;&#039;&#039; research renamed/clarified; &#039;&#039;&#039;Legendary Expeditions&#039;&#039;&#039; now also requires &#039;&#039;&#039;Wormhole Mastery level 6&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Ship Scrap ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Scrap docked ships&#039;&#039;&#039; at the Shipyard for partial resource recovery.&lt;br /&gt;
* Recovery uses the &#039;&#039;&#039;same formula as PvP ship debris&#039;&#039;&#039;, including &#039;&#039;&#039;Salvage Operations&#039;&#039;&#039; research and realm scaling.&lt;br /&gt;
* Preview → confirm; scrapped ships are &#039;&#039;&#039;removed immediately&#039;&#039;&#039; (cannot be undone).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== PvE pirate losses — casualty recovery ===&lt;br /&gt;
When &#039;&#039;&#039;PvE casualty recovery&#039;&#039;&#039; is enabled for your realm:&lt;br /&gt;
&lt;br /&gt;
* Losing ships to &#039;&#039;&#039;pirates&#039;&#039;&#039; no longer destroys the entire fleet outright.&lt;br /&gt;
* &#039;&#039;&#039;~90%&#039;&#039;&#039; of combat losses return to your colony &#039;&#039;&#039;stunned&#039;&#039;&#039; and recover over time; &#039;&#039;&#039;~10%&#039;&#039;&#039; are &#039;&#039;&#039;permanently destroyed&#039;&#039;&#039; (debris).&lt;br /&gt;
* Returning fleets can be &#039;&#039;&#039;forced home&#039;&#039;&#039; when recoverable losses exist.&lt;br /&gt;
* &#039;&#039;&#039;Battle reports&#039;&#039;&#039; split losses into &#039;&#039;&#039;Destroyed (permanent)&#039;&#039;&#039; vs. &#039;&#039;&#039;Stunned (recovering at colony)&#039;&#039;&#039;.&lt;br /&gt;
* Shipyard / Defense lists show &#039;&#039;&#039;stunned&#039;&#039;&#039; counts alongside available ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Catalog&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Further &#039;&#039;&#039;Dreadnought / Titan&#039;&#039;&#039; Min Build Time tuning alongside PvE recovery rollout.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Mail &amp;amp; reports ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Previous / Next&#039;&#039;&#039; in mail — browse reports without returning to the inbox.&lt;br /&gt;
* &#039;&#039;&#039;Colony scout summaries&#039;&#039;&#039; improved.&lt;br /&gt;
* &#039;&#039;&#039;Pirate target info&#039;&#039;&#039; overlay from scout-related screens.&lt;br /&gt;
* &#039;&#039;&#039;Nebula / pirate difficulty&#039;&#039;&#039; colors unified.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Weekly event league leaderboard&#039;&#039;&#039; — promotion/demotion zones and ranks now follow &#039;&#039;&#039;event score&#039;&#039;&#039; order correctly&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Fleet &amp;amp; economy fixes ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Probe-only fleets&#039;&#039;&#039; can no longer launch with &#039;&#039;&#039;cargo&#039;&#039;&#039; or as &#039;&#039;&#039;resource transports&#039;&#039;&#039; (blocks probe+cargo exploits).&lt;br /&gt;
* &#039;&#039;&#039;Shipyard build time&#039;&#039;&#039; calculation fix (debris/min-build-time edge case).&lt;br /&gt;
* &#039;&#039;&#039;Cancel build/refund exploit&#039;&#039;&#039; fixed — cancelling yard/building orders no longer returns excess resources.&lt;br /&gt;
* &#039;&#039;&#039;Imperial Overview&#039;&#039;&#039; includes full tonnage data per colony and ship/defense type.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Patch_Notes&amp;diff=262</id>
		<title>Patch Notes</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Patch_Notes&amp;diff=262"/>
		<updated>2026-05-21T20:04:49Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot; == Version 1.2.57 ==  === Tonnage (follow-up) ===  * Over-capacity warnings — when you exceed tonnage, yards and ship/defense cards show color-coded penalty levels so you can see how far over the limit you are. * Detailed tonnage breakdown at Shipyard and Defense Yard — expand to see hangar vs. active fleet vs. defense usage (colony and empire totals). * Imperial Overview — tonnage columns added to Fleet and Defense tabs; summary tables refreshed for readability....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Version 1.2.57 ==&lt;br /&gt;
&lt;br /&gt;
=== Tonnage (follow-up) ===&lt;br /&gt;
&lt;br /&gt;
* Over-capacity warnings — when you exceed tonnage, yards and ship/defense cards show color-coded penalty levels so you can see how far over the limit you are.&lt;br /&gt;
* Detailed tonnage breakdown at Shipyard and Defense Yard — expand to see hangar vs. active fleet vs. defense usage (colony and empire totals).&lt;br /&gt;
* Imperial Overview — tonnage columns added to Fleet and Defense tabs; summary tables refreshed for readability.&lt;br /&gt;
* Fleet configure, travel, and build screens now surface tonnage impact while you plan.&lt;br /&gt;
* Quick Guide → Tonnage content updated to match the new UI.&lt;br /&gt;
&lt;br /&gt;
=== Ship Scrap (new) ===&lt;br /&gt;
&lt;br /&gt;
* Scrap ships at the Shipyard — dismantle docked hulls for partial resource recovery.&lt;br /&gt;
* Recovery rates follow the same logic as PvP ship debris (including Salvage Operations research and realm scaling).&lt;br /&gt;
* Select ships, preview materials, then confirm — scrapped ships are removed immediately and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
=== Mail &amp;amp; reports ===&lt;br /&gt;
&lt;br /&gt;
* Previous / Next in mail — step through reports without returning to the inbox list.&lt;br /&gt;
* Colony scout summaries improved for quicker reading.&lt;br /&gt;
* Pirate target info overlay when viewing pirates from scout or related screens.&lt;br /&gt;
&lt;br /&gt;
=== Events &amp;amp; UI polish ===&lt;br /&gt;
&lt;br /&gt;
* Weekly event league leaderboard — promotion/demotion zone labels and rankings now align correctly with event score order.&lt;br /&gt;
* Nebula and pirate difficulty colors unified for consistent “how hard is this?” reading across overlays and reports.&lt;br /&gt;
* Minor fixes to resource cost display, research cards, and related UI consistency.&lt;br /&gt;
&lt;br /&gt;
=== Localization ===&lt;br /&gt;
&lt;br /&gt;
* Ship scrap, tonnage penalties, mail navigation, and settings strings added/updated in all supported languages.&lt;br /&gt;
&lt;br /&gt;
== Version 1.2.56 ==&lt;br /&gt;
&lt;br /&gt;
=== Tonnage (new empire limit) ===&lt;br /&gt;
&lt;br /&gt;
* Tonnage is now live: a soft cap on how large your empire can grow in ships and defenses.&lt;br /&gt;
* Capacity comes from Shipyard and Defense Yard levels across your colonies.&lt;br /&gt;
* Used tonnage counts docked ships, ships in active fleets, and planetary defenses.&lt;br /&gt;
* Tonnage is shown across the app where it matters — yards, ship/defense cards, fleet setup, battle simulation, events, colony picker, scout/nebula reports, monuments, and more.&lt;br /&gt;
* A new Quick Guide → Tonnage in Settings explains when to plan around the cap (especially in later realms).&lt;br /&gt;
&lt;br /&gt;
=== Quality of life ===&lt;br /&gt;
&lt;br /&gt;
* Default colony on launch — choose which colony opens when you start the game, including moon colonies (Colony Settings).&lt;br /&gt;
* Settings reorganized into clearer sub-tabs (Fleet, Account, Game, Mail, Alliance) with improved Imperial Access messaging for locked options.&lt;br /&gt;
* Colony selector UI overhaul for faster switching between colonies.&lt;br /&gt;
* Fleet list improvements for managing multiple fleets.&lt;br /&gt;
* Scout reports — clearer actions and protection against acting on outdated scout data.&lt;br /&gt;
* Colony Move boost now has a dedicated inventory icon.&lt;br /&gt;
&lt;br /&gt;
=== Localization ===&lt;br /&gt;
&lt;br /&gt;
* New and updated strings for tonnage, colony settings, yards, mail, and settings — across all supported languages.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Player_Classes&amp;diff=261</id>
		<title>Player Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Player_Classes&amp;diff=261"/>
		<updated>2026-05-21T19:49:23Z</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;
=== 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=Monuments&amp;diff=260</id>
		<title>Monuments</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Monuments&amp;diff=260"/>
		<updated>2026-05-21T19:48:52Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Monuments =&lt;br /&gt;
Monuments are legendary mega-structures you assemble piece by piece, forge in your inventory, and deploy on your &#039;&#039;&#039;Capital Colony&#039;&#039;&#039;. Once active, they grant &#039;&#039;&#039;empire-wide bonuses&#039;&#039;&#039;—stronger fleets, safer colonies, richer expeditions, or faster industry—across every planet and ship you control.&lt;br /&gt;
&lt;br /&gt;
Unlike ships or buildings, monuments define your &#039;&#039;&#039;long-term identity&#039;&#039;&#039; on the galaxy map by [[Player Classes]]. Your chosen path (Warlord, Guardian, Explorer, or Industrialist) should match how you actually play: who you attack, how you defend, whether you live in the nebula, or whether you out-produce everyone else.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Table of contents ==&lt;br /&gt;
&lt;br /&gt;
# How monuments work&lt;br /&gt;
# Core vs Support monuments&lt;br /&gt;
# Capital slots and activation&lt;br /&gt;
# Collecting pieces and forging&lt;br /&gt;
# Leveling monuments&lt;br /&gt;
# Full monument catalog&lt;br /&gt;
# Frequently asked questions&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== How monuments work ==&lt;br /&gt;
&lt;br /&gt;
=== The journey: pieces → forge → deploy → activate ===&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Collect pieces&#039;&#039;&#039; — Each monument is a set of unique parts (4–10 depending on the monument). Pieces arrive as rewards from expeditions, pirate content, weekly events, and other high-value activities. Progress is tracked in &#039;&#039;&#039;Inventory → Monuments&#039;&#039;&#039;.&lt;br /&gt;
# &#039;&#039;&#039;Forge&#039;&#039;&#039; — When you own every piece in a set, forge the complete monument. It moves to your forged inventory and can be deployed later.&lt;br /&gt;
# &#039;&#039;&#039;Deploy on capital&#039;&#039;&#039; — Starting in &#039;&#039;&#039;Realm II&#039;&#039;&#039;, place monuments on dedicated slots on your &#039;&#039;&#039;Capital Colony&#039;&#039;&#039; surface (not on ordinary colonies).&lt;br /&gt;
# &#039;&#039;&#039;Activate&#039;&#039;&#039; — After deployment, the monument &#039;&#039;&#039;charges up&#039;&#039;&#039; (about 12 hours for Support, about 24 hours for Core). Until activation finishes, bonuses are not applied.&lt;br /&gt;
# &#039;&#039;&#039;Empire-wide power&#039;&#039;&#039; — When active, bonuses affect your &#039;&#039;&#039;entire empire&#039;&#039;&#039;: all colonies, fleets in transit, defenses, expeditions, trade, and combat calculations tied to your account.&lt;br /&gt;
&lt;br /&gt;
=== Why monuments matter in the late game ===&lt;br /&gt;
Fleet size is capped by &#039;&#039;&#039;tonnage&#039;&#039;&#039; and realm progression. Monuments are one of the main ways experienced commanders keep growing after the shipyard ceiling—through percentage bonuses, extra fleet/expedition/miner/trade slots, and specialized strengths that research alone cannot replicate.&lt;br /&gt;
&lt;br /&gt;
Your &#039;&#039;&#039;profile&#039;&#039;&#039; displays your primary class from your active &#039;&#039;&#039;Core&#039;&#039;&#039; monument. &#039;&#039;&#039;Support&#039;&#039;&#039; monuments add secondary class tags, so allies and rivals can see your specialization at a glance.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Core vs Support monuments ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Role&lt;br /&gt;
!Purpose&lt;br /&gt;
!Limit&lt;br /&gt;
!Activation time&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Core&#039;&#039;&#039;&lt;br /&gt;
|Your main identity and strongest thematic bonuses&lt;br /&gt;
|&#039;&#039;&#039;Only one&#039;&#039;&#039; Core at a time across all slots&lt;br /&gt;
|~24 hours&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Support&#039;&#039;&#039;&lt;br /&gt;
|Specialized layer that stacks with your Core&lt;br /&gt;
|Up to &#039;&#039;&#039;two&#039;&#039;&#039; Supports (with all slots unlocked)&lt;br /&gt;
|~12 hours each&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Core&#039;&#039;&#039; monuments are the headline choice: committing to Titan-Class Mech, Halo Ring, Celestial Orrery, or Dyson Sphere Fragment signals how you intend to win wars, hold territory, explore, or fund your economy.&lt;br /&gt;
* &#039;&#039;&#039;Support&#039;&#039;&#039; monuments refine that identity—extra speed for raids, safer storage, faster research, trade efficiency, and so on.&lt;br /&gt;
* You &#039;&#039;&#039;may mix&#039;&#039;&#039; Support monuments from different classes than your Core, but the most efficient accounts usually align all three slots toward one playstyle.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Capital slots and activation ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Realm&lt;br /&gt;
!Monument slots unlocked&lt;br /&gt;
|-&lt;br /&gt;
|Realm I&lt;br /&gt;
|Monuments not available&lt;br /&gt;
|-&lt;br /&gt;
|Realm II&lt;br /&gt;
|1 slot&lt;br /&gt;
|-&lt;br /&gt;
|Realm III&lt;br /&gt;
|2 slots&lt;br /&gt;
|-&lt;br /&gt;
|Realm IV&lt;br /&gt;
|3 slots (typical endgame layout: 1 Core + 2 Support)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Monuments can &#039;&#039;&#039;only&#039;&#039;&#039; be deployed on your &#039;&#039;&#039;capital&#039;&#039;&#039; (homeworld capital colony).&lt;br /&gt;
* Only &#039;&#039;&#039;one Core&#039;&#039;&#039; may be deployed at any time. If a Core is already active, you cannot place a second Core until you remove the first.&lt;br /&gt;
* The &#039;&#039;&#039;same monument type&#039;&#039;&#039; cannot be deployed twice.&lt;br /&gt;
* &#039;&#039;&#039;Undeploying&#039;&#039;&#039; returns the monument to inventory (activation must complete again on redeploy).&lt;br /&gt;
* &#039;&#039;&#039;Swapping&#039;&#039;&#039; before a big war or event week costs another full activation wait—plan changes ahead of time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In-game flow:&#039;&#039;&#039; Open your capital → tap a monument slot on the surface → choose a forged monument from inventory → wait for activation → bonuses appear in combat reports, colony panels, expedition UI, and trade screens.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Collecting pieces and forging ==&lt;br /&gt;
&lt;br /&gt;
=== Where pieces come from ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Nebula expeditions&#039;&#039;&#039; — Primary source over a commander’s career. Explorer-oriented fleets and specialist support ships improve discovery rates for monument-related rewards.&lt;br /&gt;
* &#039;&#039;&#039;Pirate content&#039;&#039;&#039; — Raids, strongholds, and convoys can drop specific monument pieces (often tied to a monument key and piece number).&lt;br /&gt;
* &#039;&#039;&#039;Weekly and seasonal events&#039;&#039;&#039; — Champion-tier and milestone rewards sometimes include monument pieces or high-rarity piece packs.&lt;br /&gt;
* &#039;&#039;&#039;Generic monument drops&#039;&#039;&#039; — Rare packs may grant a random piece toward monuments of a given rarity tier.&lt;br /&gt;
&lt;br /&gt;
Pieces are &#039;&#039;&#039;account-bound&#039;&#039;&#039; and tracked per monument set. If you are missing one piece for months, the game’s pity systems may steer your next drop toward a piece you still need (especially when you are one piece away from forging).&lt;br /&gt;
&lt;br /&gt;
=== Forging ===&lt;br /&gt;
&lt;br /&gt;
* Requires &#039;&#039;&#039;100% of the set&#039;&#039;&#039; (every listed piece).&lt;br /&gt;
* Forging is instant once complete; the monument waits in inventory until you deploy.&lt;br /&gt;
* You can forge &#039;&#039;&#039;multiple copies&#039;&#039;&#039; of the same monument over time—extra copies become &#039;&#039;&#039;spares&#039;&#039;&#039; for leveling (see below).&lt;br /&gt;
&lt;br /&gt;
=== Duplicate pieces before forging ===&lt;br /&gt;
If you find a piece you already own, it still counts toward collection progress but does not create a second entry—completion is about owning each unique piece at least once.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Leveling monuments ==&lt;br /&gt;
Forging the same monument again gives a &#039;&#039;&#039;spare&#039;&#039;&#039; copy. Spares are consumed to &#039;&#039;&#039;level up&#039;&#039;&#039; that monument type.&lt;br /&gt;
&lt;br /&gt;
=== Upgrade cost per level ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Current level&lt;br /&gt;
!Spares needed for next level&lt;br /&gt;
|-&lt;br /&gt;
|1 → 2&lt;br /&gt;
|2 spares&lt;br /&gt;
|-&lt;br /&gt;
|2 → 3&lt;br /&gt;
|3 spares&lt;br /&gt;
|-&lt;br /&gt;
|3 → 4&lt;br /&gt;
|4 spares&lt;br /&gt;
|-&lt;br /&gt;
|…&lt;br /&gt;
|Current level + 1&lt;br /&gt;
|}&lt;br /&gt;
Upgrades apply to the monument &#039;&#039;&#039;whether it is deployed or in inventory&#039;&#039;&#039;. Many commanders level their intended Core and Supports &#039;&#039;&#039;before&#039;&#039;&#039; locking a long-term layout.&lt;br /&gt;
&lt;br /&gt;
=== How bonuses scale with level ===&lt;br /&gt;
&#039;&#039;&#039;Percentage bonuses&#039;&#039;&#039; (attack, production, shields, research speed, etc.):&lt;br /&gt;
&lt;br /&gt;
* Each level above 1 adds roughly &#039;&#039;&#039;+50% of the base value&#039;&#039;&#039; to the bonus.&lt;br /&gt;
* Example: +15% Fleet Attack at level 1 → about &#039;&#039;&#039;+22.5%&#039;&#039;&#039; at level 2 → about &#039;&#039;&#039;+30%&#039;&#039;&#039; at level 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slot bonuses&#039;&#039;&#039; (+1 fleet slot, +1 expedition slot, +1 miner slot, +1 trade slot):&lt;br /&gt;
&lt;br /&gt;
* Each level above 1 adds &#039;&#039;&#039;+1&#039;&#039;&#039; to the slot bonus instead of scaling by percentage.&lt;br /&gt;
* Example: +1 Fleet Slot at level 1 → &#039;&#039;&#039;+2&#039;&#039;&#039; at level 2 → &#039;&#039;&#039;+3&#039;&#039;&#039; at level 3.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;level 3 Warlord Core&#039;&#039;&#039; with leveled Supports often outperforms a fresh high-tier monument swapped in without upgrades—factor leveling into your seasonal plans.&lt;br /&gt;
== Full monument catalog ==&lt;br /&gt;
Bonuses listed are &#039;&#039;&#039;level 1, active&#039;&#039;&#039; values (empire-wide after activation completes). See Leveling monuments for scaling.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Warlord monuments ===&lt;br /&gt;
&lt;br /&gt;
==== Titan-Class Mech — Core (6 pieces) ====&lt;br /&gt;
&#039;&#039;&#039;Role:&#039;&#039;&#039; Flagship war engine—the definitive Warlord identity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Best for:&#039;&#039;&#039; Commanders who win wars through fleet power and need an extra fleet on the board.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Piece&lt;br /&gt;
!Name&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Chassis Frame&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Reactor Core&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Weapon Systems&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Neural Interface&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Armor Plating&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Thruster Array&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Active bonuses:&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Bonus&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|Fleet Attack&lt;br /&gt;
| +15%&lt;br /&gt;
|-&lt;br /&gt;
|Fleet Slot Capacity&lt;br /&gt;
| +1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;In-game impact:&#039;&#039;&#039; Offensive battles hit harder; you field one more fleet for simultaneous operations (raids, escorts, debris runs).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Stargate — Support (7 pieces) ====&lt;br /&gt;
&#039;&#039;&#039;Role:&#039;&#039;&#039; Rapid redeployment—infrastructure for a mobile war empire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Best for:&#039;&#039;&#039; Commanders who raid across distance and need fleets back in action quickly after losses.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Piece&lt;br /&gt;
!Name&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Gate Ring Segment I&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Gate Ring Segment II&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Gate Ring Segment III&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Gate Ring Segment IV&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Chevron Assembly&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Power Crystal&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Control DHD&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Active bonuses:&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Bonus&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|Ship Speed&lt;br /&gt;
| +15%&lt;br /&gt;
|-&lt;br /&gt;
|Construction Speed&lt;br /&gt;
| +15%&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;In-game impact:&#039;&#039;&#039; Fleets arrive sooner; colonies rebuild ships and structures faster after war—pairs with debris farming and constant harassment.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Mass Relay — Support (6 pieces) ====&lt;br /&gt;
&#039;&#039;&#039;Role:&#039;&#039;&#039; Sustained campaigning—cheaper long-range operations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Best for:&#039;&#039;&#039; Commanders running repeated cross-galaxy strikes without bankrupting gas reserves.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Piece&lt;br /&gt;
!Name&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Relay Core&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Relay Arm Alpha&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Relay Arm Beta&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Element Zero Capacitor&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Mass Effect Field Generator&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Relay Beacon&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Active bonuses:&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Bonus&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|Ship Speed&lt;br /&gt;
| +12%&lt;br /&gt;
|-&lt;br /&gt;
|Fleet Fuel Reduction&lt;br /&gt;
| +10%&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;In-game impact:&#039;&#039;&#039; More attacks per stockpile of gas—critical for alliance wars and multi-target raid schedules.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Guardian monuments ===&lt;br /&gt;
&lt;br /&gt;
==== Halo Ring — Core (7 pieces) ====&lt;br /&gt;
&#039;&#039;&#039;Role:&#039;&#039;&#039; Planetary fortress—storage, shields, and mining scale.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Best for:&#039;&#039;&#039; Commanders who must survive offline raids and invest in asteroid economies.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Piece&lt;br /&gt;
!Name&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Ring Section I&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Ring Section II&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Ring Section III&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Control Room&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Firing Mechanism&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Life Support System&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Phase Pulse Generator&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Active bonuses:&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Bonus&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|Safe Storage&lt;br /&gt;
| +20%&lt;br /&gt;
|-&lt;br /&gt;
|Shield Strength&lt;br /&gt;
| +20%&lt;br /&gt;
|-&lt;br /&gt;
|Miner Slot Capacity&lt;br /&gt;
| +1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;In-game impact:&#039;&#039;&#039; Less loot lost when attacked; tougher shields; one more concurrent miner/harvest operation—core Guardian fantasy of &#039;&#039;&#039;hold everything you mine&#039;&#039;&#039;.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Ancient City-Ship — Support (8 pieces) ====&lt;br /&gt;
&#039;&#039;&#039;Role:&#039;&#039;&#039; Citadel in space—defensive structures and hangar depth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Best for:&#039;&#039;&#039; Commanders stacking planetary defenses and keeping a large garrison at home.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Piece&lt;br /&gt;
!Name&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Central Spire&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Outer Pier Alpha&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Outer Pier Beta&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Outer Pier Gamma&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|ZPM Chamber&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Shield Generator&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Stardrive&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Control Chair&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Active bonuses:&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Bonus&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|Defense HP&lt;br /&gt;
| +20%&lt;br /&gt;
|-&lt;br /&gt;
|Hangar Capacity&lt;br /&gt;
| +20%&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;In-game impact:&#039;&#039;&#039; Turrets and defenses last longer; more ships can sit on the colony for defense—discourages casual raiders.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Precursor Forge — Support (5 pieces) ====&lt;br /&gt;
&#039;&#039;&#039;Role:&#039;&#039;&#039; Hold the line under fire—defensive counter-attack and resilience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Best for:&#039;&#039;&#039; Commanders who are often the defender in wars and need to punish attackers while stunned.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Piece&lt;br /&gt;
!Name&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Forge Heart&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Plasma Conduits&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Nanoassemblers&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Blueprint Archive&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Power Matrix&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Active bonuses:&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Bonus&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|Defender Attack&lt;br /&gt;
| +15%&lt;br /&gt;
|-&lt;br /&gt;
|Stun Duration Reduction&lt;br /&gt;
| +10%&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;In-game impact:&#039;&#039;&#039; When your colony or fleet is attacked, defensive strikes bite harder; you recover from stun effects faster—pairs with Halo Ring for a full defensive stack.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Explorer monuments ===&lt;br /&gt;
&lt;br /&gt;
==== Celestial Orrery — Core (7 pieces) ====&lt;br /&gt;
&#039;&#039;&#039;Role:&#039;&#039;&#039; Map the unknown—the expedition engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Best for:&#039;&#039;&#039; Commanders who treat the nebula as their primary resource pipeline.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Piece&lt;br /&gt;
!Name&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Orrery Core&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Gravimetric Ring Alpha&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Gravimetric Ring Beta&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Anomaly Predictor&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Stellar Lens Array&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Quantum Ephemeris&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Navigation Spindle&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Active bonuses:&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Bonus&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|Expedition Duration&lt;br /&gt;
|−30% (faster completions)&lt;br /&gt;
|-&lt;br /&gt;
|Expedition Slot Capacity&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
|Expedition Max Depth&lt;br /&gt;
| +1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;In-game impact:&#039;&#039;&#039; More expedition runs per week, deeper nebula progression, faster turnaround—directly increases rolls for loot, pieces, relics, and items.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== The Monolith — Support (4 pieces) ====&lt;br /&gt;
&#039;&#039;&#039;Role:&#039;&#039;&#039; Accelerate science—research and anomaly discovery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Best for:&#039;&#039;&#039; Commanders racing the tech tree while running expeditions.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Piece&lt;br /&gt;
!Name&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Monolith Base&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Monolith Body&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Monolith Top&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Monolith Shield&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Active bonuses:&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Bonus&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|Research Speed&lt;br /&gt;
| +15%&lt;br /&gt;
|-&lt;br /&gt;
|Anomaly Discovery Chance&lt;br /&gt;
| +10%&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;In-game impact:&#039;&#039;&#039; Faster laboratories; more special expedition events—feeds both military and economic branches indirectly.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Crystalline Spire — Support (4 pieces) ====&lt;br /&gt;
&#039;&#039;&#039;Role:&#039;&#039;&#039; Expedition reliability—sensors and success rate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Best for:&#039;&#039;&#039; Commanders pushing difficult nebula zones who want fewer failed or empty runs.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Piece&lt;br /&gt;
!Name&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Base Crystal&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Energy Resonator&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Amplification Matrix&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Apex Shard&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Active bonuses:&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Bonus&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|Sensor Range&lt;br /&gt;
| +15%&lt;br /&gt;
|-&lt;br /&gt;
|Expedition Success Rate&lt;br /&gt;
| +20%&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;In-game impact:&#039;&#039;&#039; Better scouting intelligence; more consistent expedition payouts—ideal second Support for Orrery Core.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Industrialist monuments ===&lt;br /&gt;
&lt;br /&gt;
==== Dyson Sphere Fragment — Core (10 pieces) ====&lt;br /&gt;
&#039;&#039;&#039;Role:&#039;&#039;&#039; Stellar-scale industry—the largest set and strongest economic identity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Best for:&#039;&#039;&#039; Commanders who win by out-producing and out-trading entire alliances.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Piece&lt;br /&gt;
!Name&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Collector Panel I&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Collector Panel II&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Collector Panel III&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Collector Panel IV&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Energy Relay&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Matter Converter&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Structural Frame Alpha&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Structural Frame Beta&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Stabilization Field&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Quantum Battery&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Active bonuses:&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Bonus&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|All Resource Production&lt;br /&gt;
| +20%&lt;br /&gt;
|-&lt;br /&gt;
|Trade Efficiency&lt;br /&gt;
| +15%&lt;br /&gt;
|-&lt;br /&gt;
|Trade Slot Capacity&lt;br /&gt;
| +1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;In-game impact:&#039;&#039;&#039; Every mine works harder; market play improves; one more trade operation—endgame Industrialist ceiling.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== The Pyramids — Support (5 pieces) ====&lt;br /&gt;
&#039;&#039;&#039;Role:&#039;&#039;&#039; Ancient productivity—balanced output and construction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Best for:&#039;&#039;&#039; Commanders growing infrastructure while maintaining strong mine income.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Piece&lt;br /&gt;
!Name&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Sphinx&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Great Pyramid of Nezum&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Pyramid of Tempest&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Black Pyramid&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Golden Pyramid&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Active bonuses:&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Bonus&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|All Resource Production&lt;br /&gt;
| +10%&lt;br /&gt;
|-&lt;br /&gt;
|Construction Speed&lt;br /&gt;
| +15%&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;In-game impact:&#039;&#039;&#039; Steady resource curve plus faster building—excellent Support for Dyson Core or hybrid Warlord rebuild strategies.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Interstellar Trade Nexus — Support (6 pieces) ====&lt;br /&gt;
&#039;&#039;&#039;Role:&#039;&#039;&#039; Galactic commerce—convoys and market efficiency.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Best for:&#039;&#039;&#039; Commanders active on the trade hub and alliance logistics.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Piece&lt;br /&gt;
!Name&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Trade AI Core&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Quantum Broker Array&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Convoy Optimizer&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Market Prediction Matrix&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Hyperlane Router&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Logistics Spindle&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Active bonuses:&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Bonus&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|Convoy Speed&lt;br /&gt;
| +15%&lt;br /&gt;
|-&lt;br /&gt;
|Trade Efficiency&lt;br /&gt;
| +20%&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;In-game impact:&#039;&#039;&#039; Faster trade missions; more profit kept per deal—turns production surplus into strategic flexibility.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Frequently asked questions ==&lt;br /&gt;
&lt;br /&gt;
=== Can I deploy monuments on a regular colony? ===&lt;br /&gt;
No. Only your &#039;&#039;&#039;Capital Colony&#039;&#039;&#039; has monument slots.&lt;br /&gt;
&lt;br /&gt;
=== Do bonuses apply only on the capital? ===&lt;br /&gt;
No. Once active, bonuses apply &#039;&#039;&#039;empire-wide&#039;&#039;&#039; to all colonies and relevant fleet missions.&lt;br /&gt;
&lt;br /&gt;
=== Can I run two Core monuments? ===&lt;br /&gt;
No. Only &#039;&#039;&#039;one Core&#039;&#039;&#039; may be deployed at a time.&lt;br /&gt;
&lt;br /&gt;
=== What happens if I undeploy during activation? ===&lt;br /&gt;
Cancel or undeploy rules depend on in-game controls on the slot—assume you may lose activation progress if you cancel mid-charge. Plan deployments before starting timers.&lt;br /&gt;
&lt;br /&gt;
=== Should I level Support or Core first? ===&lt;br /&gt;
Usually &#039;&#039;&#039;Core first&#039;&#039;&#039; (biggest identity bonus), then Supports you will keep for several months. Level Supports you swap often only if you have excess spares.&lt;br /&gt;
&lt;br /&gt;
=== How do monuments interact with weekly events? ===&lt;br /&gt;
Event weeks reward the activities each class already favors (Fleet Commander for Warlords, Expedition Pioneer for Explorers, Ship Builder for Industrialists, etc.). Aligning your Core with the current season’s activity multiplier is a common advanced strategy.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Quick reference — all monuments ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Monument&lt;br /&gt;
!Class&lt;br /&gt;
!Role&lt;br /&gt;
!Pieces&lt;br /&gt;
!Key bonuses (level 1)&lt;br /&gt;
|-&lt;br /&gt;
|Titan-Class Mech&lt;br /&gt;
|Warlord&lt;br /&gt;
|Core&lt;br /&gt;
|6&lt;br /&gt;
| +15% Fleet Attack, +1 fleet slot&lt;br /&gt;
|-&lt;br /&gt;
|Stargate&lt;br /&gt;
|Warlord&lt;br /&gt;
|Support&lt;br /&gt;
|7&lt;br /&gt;
| +15% ship speed, +15% construction&lt;br /&gt;
|-&lt;br /&gt;
|Mass Relay&lt;br /&gt;
|Warlord&lt;br /&gt;
|Support&lt;br /&gt;
|6&lt;br /&gt;
| +12% ship speed, +10% fuel reduction&lt;br /&gt;
|-&lt;br /&gt;
|Halo Ring&lt;br /&gt;
|Guardian&lt;br /&gt;
|Core&lt;br /&gt;
|7&lt;br /&gt;
| +20% safe storage, +20% shields, +1 miner slot&lt;br /&gt;
|-&lt;br /&gt;
|Ancient City-Ship&lt;br /&gt;
|Guardian&lt;br /&gt;
|Support&lt;br /&gt;
|8&lt;br /&gt;
| +20% defense HP, +20% hangar&lt;br /&gt;
|-&lt;br /&gt;
|Precursor Forge&lt;br /&gt;
|Guardian&lt;br /&gt;
|Support&lt;br /&gt;
|5&lt;br /&gt;
| +15% defender attack, +10% stun reduction&lt;br /&gt;
|-&lt;br /&gt;
|Celestial Orrery&lt;br /&gt;
|Explorer&lt;br /&gt;
|Core&lt;br /&gt;
|7&lt;br /&gt;
|−30% expedition time, +1 expedition slot, +1 max depth&lt;br /&gt;
|-&lt;br /&gt;
|The Monolith&lt;br /&gt;
|Explorer&lt;br /&gt;
|Support&lt;br /&gt;
|4&lt;br /&gt;
| +15% research, +10% anomaly discovery&lt;br /&gt;
|-&lt;br /&gt;
|Crystalline Spire&lt;br /&gt;
|Explorer&lt;br /&gt;
|Support&lt;br /&gt;
|4&lt;br /&gt;
| +15% sensor range, +20% expedition success&lt;br /&gt;
|-&lt;br /&gt;
|Dyson Sphere Fragment&lt;br /&gt;
|Industrialist&lt;br /&gt;
|Core&lt;br /&gt;
|10&lt;br /&gt;
| +20% all production, +15% trade efficiency, +1 trade slot&lt;br /&gt;
|-&lt;br /&gt;
|The Pyramids&lt;br /&gt;
|Industrialist&lt;br /&gt;
|Support&lt;br /&gt;
|5&lt;br /&gt;
| +10% all production, +15% construction&lt;br /&gt;
|-&lt;br /&gt;
|Interstellar Trade Nexus&lt;br /&gt;
|Industrialist&lt;br /&gt;
|Support&lt;br /&gt;
|6&lt;br /&gt;
| +15% convoy speed, +20% trade efficiency&lt;br /&gt;
|}&lt;br /&gt;
----&#039;&#039;Last updated for live monument data (12 monuments, production boosts).&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
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