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	<id>https://wiki.perregna.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Admin</id>
	<title>Per Regna - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.perregna.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Admin"/>
	<link rel="alternate" type="text/html" href="https://wiki.perregna.com/Special:Contributions/Admin"/>
	<updated>2026-10-15T00:34:56Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Version_1.4.12&amp;diff=959</id>
		<title>Version 1.4.12</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Version_1.4.12&amp;diff=959"/>
		<updated>2026-10-14T18:49:23Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from 1.4.12.wikitext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The tutorial now always shows the building slot it asks you to tap, map labels display Arabic, Chinese, Japanese and Korean names, colony switches no longer flash a blank planet, and inactive alliances stop taking in new players.&lt;br /&gt;
&lt;br /&gt;
== Tutorial ==&lt;br /&gt;
* The camera now moves to the highlighted building slot at every build step, so the slot is no longer hidden under the bottom bar on phones.&lt;br /&gt;
* The final &#039;&#039;&#039;Begin My Reign&#039;&#039;&#039; card now appears right after you claim your rewards.&lt;br /&gt;
* New players see their energy go up with a short animation when a Solar Plant finishes.&lt;br /&gt;
&lt;br /&gt;
== Alliances ==&lt;br /&gt;
* Alliances with no active member for &#039;&#039;&#039;14 days&#039;&#039;&#039; switch from &#039;&#039;Open&#039;&#039; to &#039;&#039;Invite Only&#039;&#039;, so new players apply instead of joining an empty alliance (the leader can open it again). After &#039;&#039;&#039;2 months&#039;&#039;&#039; without an active member, the alliance is disbanded. See [[Alliances#Joining &amp;amp; leaving|Alliances]].&lt;br /&gt;
&lt;br /&gt;
== Improvements ==&lt;br /&gt;
* Map labels (building, planet, system, monument and Riftwake names) now display Arabic, Chinese, Japanese and Korean text correctly; Arabic is joined and right-to-left.&lt;br /&gt;
* Switching colonies no longer shows a blank planet for a moment before its surface appears.&lt;br /&gt;
* Spanish: building names are now consistent across the game.&lt;br /&gt;
&lt;br /&gt;
== Fixes ==&lt;br /&gt;
* Fixed a finished building sometimes staying at its old level (and blocking the next build&#039;s requirements) until the game was reopened.&lt;br /&gt;
* Reopening the game right after skipping or finishing the tutorial no longer starts the tutorial again.&lt;br /&gt;
* The full-queue prompt now says Imperial Access gives extra queue slots, not unlimited ones.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Alliances]]&lt;br /&gt;
* [[Version 1.4.11]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Patch_Notes&amp;diff=958</id>
		<title>Patch Notes</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Patch_Notes&amp;diff=958"/>
		<updated>2026-10-14T18:49:22Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from PatchNotes.wikitext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Version 1.4.12]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.4.11]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.4.10]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.4.9]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.4.8]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.4.7]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.4.6]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.4.5]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.4.4]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.4.3]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.4.2]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.4.1]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.4.0]]&lt;br /&gt;
----[[Version 1.3.9]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.8]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.7]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.6]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.5]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.4]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.3]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.2]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.1]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.0]]&lt;br /&gt;
----[[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=Frequently_Asked_Questions&amp;diff=957</id>
		<title>Frequently Asked Questions</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Frequently_Asked_Questions&amp;diff=957"/>
		<updated>2026-10-14T18:49:22Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from FAQ.wikitext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Frequently Asked Questions =&lt;br /&gt;
&lt;br /&gt;
Common questions about &#039;&#039;&#039;Per Regna&#039;&#039;&#039; — progression, economy, fleets, combat, and cosmetics.&lt;br /&gt;
&lt;br /&gt;
For step-by-step starts see [[Beginner Guides]]. For deeper play see [[Advanced Strategy]]. In-game: &#039;&#039;&#039;Settings → Quick Guides&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
=== What is a Realm? ===&lt;br /&gt;
A &#039;&#039;&#039;Realm&#039;&#039;&#039; is a progression tier of the universe. Higher Realms unlock ships, buildings, research, and alliance systems.&lt;br /&gt;
&lt;br /&gt;
* Ascend when you meet the Realm Score shown on your profile.&lt;br /&gt;
* On ascension your colonies move to a new galaxy; ships and resources come with you.&lt;br /&gt;
* See [[Realms Overview]] for focus by Realm.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Realm !! Unlock highlights&lt;br /&gt;
|-&lt;br /&gt;
|Realm 1 || Foundation economy and fleets&lt;br /&gt;
|-&lt;br /&gt;
|Realm 2 || Moons, trading, early alliances&lt;br /&gt;
|-&lt;br /&gt;
|Realm 3 || Warp Gates, deeper combat &amp;amp; expeditions&lt;br /&gt;
|-&lt;br /&gt;
|Realm 4 || Prestige, late capitals, major AvA&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== What should I focus on in my first days? ===&lt;br /&gt;
# Keep &#039;&#039;&#039;energy positive&#039;&#039;&#039; ([[Solar Plant]])&lt;br /&gt;
# Upgrade &#039;&#039;&#039;Steel / Quartz&#039;&#039;&#039; mines and [[Warehouse]]&lt;br /&gt;
# Follow [[Quest System|onboarding quests]]&lt;br /&gt;
# Unlock [[Probe]] and scout before hard fights&lt;br /&gt;
# Prefer economy over oversized fleets early&lt;br /&gt;
&lt;br /&gt;
Full checklist: [[Beginner Guides]].&lt;br /&gt;
&lt;br /&gt;
=== What makes my Homeworld special? ===&lt;br /&gt;
Your Homeworld has stronger base production, extra building slots, and cannot be abandoned like a normal colony. Invest in it early.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Resources &amp;amp; Energy ==&lt;br /&gt;
&lt;br /&gt;
=== Why is my mine production low? ===&lt;br /&gt;
&#039;&#039;&#039;Negative energy&#039;&#039;&#039; cuts mine output. Build more power ([[Solar Plant]], [[Fusion Reactor]], [[Elerium Reactor]]) before stacking mines.&lt;br /&gt;
&lt;br /&gt;
=== When does Gas become important? ===&lt;br /&gt;
Gas fuels fleets, many mid/late researches, and expeditions. Prioritize [[Gas Extractor]] once you move fleets often.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Fleets &amp;amp; Expeditions ==&lt;br /&gt;
&lt;br /&gt;
=== How do Expeditions work? ===&lt;br /&gt;
Send fleets into nebula zones for resources, ships, and [[Relics|relic pieces]]. Larger fleets can earn more but risk more. See [[Expeditions]].&lt;br /&gt;
&lt;br /&gt;
=== Which ships should I send? ===&lt;br /&gt;
Early: [[Probe]], cargo, light combat. Later: add [[Science Vessel]] and specialist hulls. Composition affects recovered ship types — see [[Expeditions]].&lt;br /&gt;
&lt;br /&gt;
=== Can I recall fleets? ===&lt;br /&gt;
Yes, before arrival. They return faster; fuel already spent is not refunded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; After a last-minute scout, open the scout report (or its mail row while it is still fresh — about the last &#039;&#039;&#039;10 minutes&#039;&#039;&#039;) to recall &#039;&#039;&#039;Attack&#039;&#039;&#039; or &#039;&#039;&#039;Station&#039;&#039;&#039; fleets still bound for that target. Transport and other peaceful missions are not listed. One fleet shows a single &#039;&#039;&#039;Recall Attack&#039;&#039;&#039; / &#039;&#039;&#039;Recall Station&#039;&#039;&#039; control (on the mail row, tap its &#039;&#039;&#039;⋮&#039;&#039;&#039; button); several fleets show a short list (origin, time remaining, per-fleet recall). Example: launch an attack, scout the destination, see stronger defenses than expected, then recall from the report without hunting the fleet list.&lt;br /&gt;
&lt;br /&gt;
=== What is debris? ===&lt;br /&gt;
Destroyed ships leave debris fields you collect with [[Recycler]] / [[Advanced Recycler]]. Rates differ for PvP vs pirates and rise with [[Salvage Operations]]. See [[Fleet Combat]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
&lt;br /&gt;
=== Why is research slow? ===&lt;br /&gt;
Speed scales with [[Research Lab]] levels and, from mid game, [[Colonial Administration]] linking labs into a network. See [[Research]].&lt;br /&gt;
&lt;br /&gt;
=== What should I research first? ===&lt;br /&gt;
Energy, propulsion, basic weapons/shields, and sensors — enough to unlock Probe, cargo, and early combat. Full tree: [[Research|Research Catalog]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Combat &amp;amp; Protection ==&lt;br /&gt;
&lt;br /&gt;
=== How does PvP warning work? ===&lt;br /&gt;
Defenders are not pinged at launch. Early-warning pushes fire in a &#039;&#039;&#039;10–30 minute&#039;&#039;&#039; window before arrival, shaped by [[Radar Station]] and attacker [[Frigate]]s. Full rules: [[Fleet Detection]].&lt;br /&gt;
&lt;br /&gt;
=== Can I lose everything if attacked? ===&lt;br /&gt;
No. [[Warehouse]] + [[Resource Protection]] shelter a share of resources; [[Fleet Hangar]] can protect docked fleets (with stun rules — [[Fleet Stun]]); defenses may partially recover.&lt;br /&gt;
&lt;br /&gt;
=== What is Rapid Fire? ===&lt;br /&gt;
Some ships and defenses strike certain targets multiple times per round. See [[Rapid Fire]] and each unit’s infobox.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Workshop &amp;amp; Engines ==&lt;br /&gt;
&lt;br /&gt;
=== What does the Engineering Lab Workshop make? ===&lt;br /&gt;
From Realm 4: &#039;&#039;&#039;Translocators&#039;&#039;&#039; (Colony Relocate boosts) and [[Engines]]. Open an Engineering Lab and tap Open Workshop. See [[Engineering Lab#Workshop|Engineering Lab → Workshop]].&lt;br /&gt;
&lt;br /&gt;
=== What do engines do? ===&lt;br /&gt;
A Ship Production Engine speeds up a Shipyard&#039;s ship building; a Graveyard Reconstruction Engine speeds up graveyard recovery. They are forged with resources and installed in the Shipyard&#039;s Engine Bay, where they give a passive bonus (+15–35%) for 30 days. Once calibrated, one can be overcharged for a week at full power (up to +300%), after which it burns out. See [[Engines]].&lt;br /&gt;
&lt;br /&gt;
=== Can engines be stolen? ===&lt;br /&gt;
Yes, in solo attacks. Stored engines are looted like resources, and a winning raid has a 25% chance to steal and a 15% chance to destroy each installed engine. Joint (FCS) attacks take no engines; they can only destroy installed ones. Overcharged engines and engines still being forged are safe. See [[Engines#Raiding|Engines → Raiding]].&lt;br /&gt;
&lt;br /&gt;
== Alliances &amp;amp; Cosmetics ==&lt;br /&gt;
&lt;br /&gt;
=== Why join an Alliance? ===&lt;br /&gt;
Shared vault, research, territory, FCS rallies, and branding. See [[Alliances]].&lt;br /&gt;
&lt;br /&gt;
=== What is Alliance Power? ===&lt;br /&gt;
Investment ranking from alliance buildings and research (not vault balance). Fleet titles from Flotilla to Grand Fleet set the &#039;&#039;&#039;War Guild levy&#039;&#039;&#039; for Riftwake’s alien scar bounty. No territory → ineligible. See [[Alliance Power]].&lt;br /&gt;
&lt;br /&gt;
=== What is the War Guild levy? ===&lt;br /&gt;
The War Guild (Trade Union’s war counterpart) requires a one-time vault contribution before Wakeheart attacks so only prepared alliances contest alien garrisons. Spines stay free. Your alliance must also have taken part in clearing a Siphon Spine that window — joining an ally&#039;s spine rally counts. See [[Riftwake Incursion#war guild levy]].&lt;br /&gt;
&lt;br /&gt;
=== Do relics / cosmetics give combat power? ===&lt;br /&gt;
No. [[Relics]] and [[Cosmetics]] are identity and prestige. Class bonuses come from [[Monuments]] / [[Player Classes]].&lt;br /&gt;
&lt;br /&gt;
== Notifications ==&lt;br /&gt;
&lt;br /&gt;
=== When will the game send me notifications? ===&lt;br /&gt;
On Android, the game asks for notification permission once when it starts; the game keeps loading behind the question. If you say no (and on iPhone), it asks with a short question after you send your first fleet, once the tutorial is done. If you choose &#039;&#039;&#039;Not now&#039;&#039;&#039;, it asks again a few days later, up to three times; if notifications are blocked on your device, it offers to open your system settings. You can also turn them on any time from &#039;&#039;&#039;Settings → Notification Settings&#039;&#039;&#039;, which shows a &#039;&#039;&#039;Turn On Notifications&#039;&#039;&#039; button while they are off. With notifications on you get attack alerts, finished builds and research, fleet arrivals and alliance news. &#039;&#039;&#039;Return reminders&#039;&#039;&#039; are occasional nudges when you have been away: if you stop playing, you get one after about two days and another after about five, telling you if your colonies were attacked while you were gone or that your alliance needs you. You can turn Return reminders off under &#039;&#039;&#039;Settings → Notification Settings&#039;&#039;&#039;. See [[Version 1.4.8]].&lt;br /&gt;
&lt;br /&gt;
== Account ==&lt;br /&gt;
&lt;br /&gt;
=== How do I keep my empire if I change phones? ===&lt;br /&gt;
Link a sign-in method under &#039;&#039;&#039;Settings → Account → Sign-in methods&#039;&#039;&#039;: your &#039;&#039;&#039;email&#039;&#039;&#039; (we send you a 6-digit code), your &#039;&#039;&#039;Google&#039;&#039;&#039; account, or &#039;&#039;&#039;Apple&#039;&#039;&#039; on iPhone. A ✓ shows each linked method. On the web, sign in with any linked method to play the same empire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;On a new phone&#039;&#039;&#039;, open &#039;&#039;&#039;Settings → Account → Sign-in methods&#039;&#039;&#039; and link the method you used before. The game sees that it belongs to your empire and offers to &#039;&#039;&#039;switch&#039;&#039;&#039; this device to it. You can keep only one empire: empires are never merged, and the one you leave is deleted.&lt;br /&gt;
* If the empire you are leaving is less than a day old (for example the one the tutorial just started), it is simply deleted.&lt;br /&gt;
* Otherwise you are asked to confirm twice, and told about any unused Quantum Shards or purchases on it, which are lost. It is deleted after 7 days; its other devices and sign-in methods then open the empire you switched to.&lt;br /&gt;
&lt;br /&gt;
You can unlink a method at any time, except the last one of an empire that is only played on the web. &#039;&#039;&#039;Device Migration&#039;&#039;&#039; (a one-time code from your old device) still works too. See [[Version 1.4.12]].&lt;br /&gt;
&lt;br /&gt;
== Accessibility ==&lt;br /&gt;
&lt;br /&gt;
=== Can I play with a screen reader? ===&lt;br /&gt;
VoiceOver (iPhone, iPad) and TalkBack (Android) read the game&#039;s buttons by name. The bottom bar says each button&#039;s name with its counts and alerts, for example &#039;&#039;Fleets, 3 of 10 fleets in use, Attack incoming&#039;&#039;. Top-bar resources read their name and how full storage is, and timers read as progress bars with the time left. Close and Back buttons are named. On iPhone, the two-finger scrub gesture closes the open window. Commands that need a long press, like sending a fleet straight from the Fleet button, are in the screen reader&#039;s Actions menu. Some players also hear notifications read aloud, and focus moves to the title of each window that opens; this is rolling out gradually. The planet surface and galaxy map are still visual only. Until list views for them are ready, use the colony list, galaxy search and Imperial Overview. See [[Version 1.4.7]].&lt;br /&gt;
&lt;br /&gt;
== Help &amp;amp; Support ==&lt;br /&gt;
&lt;br /&gt;
=== How do I contact support? ===&lt;br /&gt;
Open &#039;&#039;&#039;Settings → About → Help &amp;amp; Support&#039;&#039;&#039;. Check the &#039;&#039;&#039;Game Guide&#039;&#039;&#039; first; if it does not answer your question, tap &#039;&#039;&#039;Contact Support&#039;&#039;&#039; and create a ticket with a category, subject and message. Your tickets show their status — &#039;&#039;&#039;Waiting for support&#039;&#039;&#039;, &#039;&#039;&#039;Answered&#039;&#039;&#039; or &#039;&#039;&#039;Closed&#039;&#039;&#039; — and you can reply inside each ticket. You can attach up to 3 screenshots per message. A push notification and a &#039;&#039;&#039;New reply&#039;&#039;&#039; label tell you when support has answered. Up to 3 tickets can be open at once. A closed ticket can be reopened by replying within 7 days of closing; after that, create a new ticket.&lt;br /&gt;
&lt;br /&gt;
=== Do I need to report an issue listed under Known issues? ===&lt;br /&gt;
No. The &#039;&#039;&#039;Known issues&#039;&#039;&#039; banner at the top of Help &amp;amp; Support lists problems we are already aware of and working on. You don&#039;t need to file a ticket for them.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Related ==&lt;br /&gt;
&lt;br /&gt;
* [[Beginner Guides]] · [[Advanced Strategy]] · [[Glossary]] · [[Patch Notes]] · [[Main Page]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Alliances&amp;diff=956</id>
		<title>Alliances</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Alliances&amp;diff=956"/>
		<updated>2026-10-14T18:49:21Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from Alliances.wikitext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Alliances =&lt;br /&gt;
&lt;br /&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, capture and hold a growing &#039;&#039;&#039;territory&#039;&#039;&#039; of 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;
* Alliance Power&lt;br /&gt;
* Territorial control&lt;br /&gt;
* Bastions &amp;amp; doctrines&lt;br /&gt;
* Territory Siege&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;
&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;
&lt;br /&gt;
How you join depends on the alliance&#039;s recruitment setting:&lt;br /&gt;
&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;
&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;
=== Alliance tribute (Realm 1–3) ===&lt;br /&gt;
&lt;br /&gt;
Alliances that hold star systems share part of their daily harvest pool with members in Realms 1–3. In the alliance list these alliances are marked &#039;&#039;&#039;Tribute&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Your daily tribute is &#039;&#039;&#039;cap × your score ÷ the next Realm gate&#039;&#039;&#039;, never less than &#039;&#039;&#039;a quarter&#039;&#039;&#039; of the cap and never more than the full cap.&lt;br /&gt;
* It only includes resources your Realm has (Realm 1: steel, quartz, gas; Realm 2 adds iridium and silicium; Realm 3 adds elerium), in the same mix as the pool.&lt;br /&gt;
* Your first tribute comes from the pool day that ends at least &#039;&#039;&#039;2 days&#039;&#039;&#039; after you join.&lt;br /&gt;
* Tributes are paid first, before the Realm 4 split. Together they never take more than &#039;&#039;&#039;10%&#039;&#039;&#039; of the pool.&lt;br /&gt;
* Collect it from the &#039;&#039;&#039;Harvest&#039;&#039;&#039; tab like a Realm 4 share. The Trade Union convoy starts at your capital, and uncollected tribute is lost on the next rollover.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Realm&lt;br /&gt;
!Daily cap (total resources)&lt;br /&gt;
!At the floor (¼ cap)&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1M&lt;br /&gt;
|250K&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|300M&lt;br /&gt;
|75M&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|10B&lt;br /&gt;
|2.5B&lt;br /&gt;
|}&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;
&#039;&#039;&#039;Inactive alliances:&#039;&#039;&#039; if no member has played for &#039;&#039;&#039;14 days&#039;&#039;&#039;, an alliance with &#039;&#039;Open&#039;&#039; recruitment switches to &#039;&#039;Invite Only&#039;&#039;, so new players apply instead of joining an empty alliance (the leader can open it again). If no member has played for &#039;&#039;&#039;2 months&#039;&#039;&#039;, the alliance is disbanded.&lt;br /&gt;
&lt;br /&gt;
== Roles &amp;amp; permissions ==&lt;br /&gt;
&lt;br /&gt;
Alliances have four roles, from lowest to highest authority:&lt;br /&gt;
&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, remove members, edit alliance settings, send broadcasts, manage branding and diplomacy, and upgrade &#039;&#039;&#039;or downgrade&#039;&#039;&#039; 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;, promote members to Officer, demote Officers, and remove Officers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Leader&#039;&#039;&#039;&lt;br /&gt;
|Full control: appoint and demote Deputies, remove anyone, transfer leadership and disband the alliance.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can only promote, demote or remove members ranked &#039;&#039;&#039;below&#039;&#039;&#039; you, and only give a rank below your own. Nobody can change their own rank, and the Leader&#039;s rank changes only by transferring leadership.&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;Diplomacy Chat&#039;&#039;&#039; — once you form an &#039;&#039;&#039;Ally&#039;&#039;&#039; treaty, both alliances unlock a shared Diplomacy channel (Messages → Diplomacy) for cross-alliance coordination.&lt;br /&gt;
* &#039;&#039;&#039;FCS Chat&#039;&#039;&#039; — each open FCS rally gets a participant-only room (Messages → FCS) so the coordinating fleets can talk through the strike. Rooms remain briefly after the rally closes.&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;
&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;
&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;
&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;
&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, or &#039;&#039;&#039;Bastions&#039;&#039;&#039; with 20–60 slots depending on archetype.&lt;br /&gt;
&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; delayed territory activity &#039;&#039;&#039;Records&#039;&#039;&#039;. See [[Alliance Archive]].&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;Embassy / War / Expansion Bastion&#039;&#039;&#039;&lt;br /&gt;
|Bastion&lt;br /&gt;
|The main building of a standalone Bastion system; the one you build sets its archetype.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engineering Lab&#039;&#039;&#039;&lt;br /&gt;
|HQ + Division + Bastion&lt;br /&gt;
|Speeds local construction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defense Yard&#039;&#039;&#039;&lt;br /&gt;
|Division + Bastion&lt;br /&gt;
|Enables alliance defenses; the Fortress doctrine&#039;s signature building. Not on the HQ, which cannot be attacked.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Common / Rare Extractors&#039;&#039;&#039;&lt;br /&gt;
|HQ + Division + Bastion&lt;br /&gt;
|Boost harvest and survey output (+10% per level); Production Hub&#039;s signature building.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shipyard Outpost&#039;&#039;&#039;&lt;br /&gt;
|Shipyard Outpost doctrine only&lt;br /&gt;
|Activates the alliance-wide ship build-time reduction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Intelligence Center&#039;&#039;&#039;&lt;br /&gt;
|Anti-Intel &amp;amp; Sensor doctrine only&lt;br /&gt;
|Alliance scans and counter-scouting.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Warp Gate&#039;&#039;&#039;&lt;br /&gt;
|Logistics Center doctrine only&lt;br /&gt;
|Hosts alliance fleet hops.&lt;br /&gt;
|}&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;
The last three are &#039;&#039;&#039;doctrine-gated&#039;&#039;&#039;: a system must carry the matching doctrine before you can build them. See [[Alliance Territory#doctrines|Alliance Territory → Doctrines]].&lt;br /&gt;
&lt;br /&gt;
=== Downgrading and removing buildings ===&lt;br /&gt;
&lt;br /&gt;
Officers can take an alliance building &#039;&#039;&#039;back down&#039;&#039;&#039; a level, not just up — useful for reclaiming&lt;br /&gt;
slots or undoing a misplaced build.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rule&lt;br /&gt;
!Detail&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;¼&#039;&#039;&#039; of the vault cost that was paid to reach the current level&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Time&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;¼&#039;&#039;&#039; of the upgrade time that produced the current level&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Floor&#039;&#039;&#039;&lt;br /&gt;
|Buildings can go all the way to &#039;&#039;&#039;level 0&#039;&#039;&#039;, which removes them and frees the slot&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;One at a time&#039;&#039;&#039;&lt;br /&gt;
|A system can only run &#039;&#039;&#039;one&#039;&#039;&#039; build or downgrade at a time&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Two things are protected:&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;Headquarters building itself cannot be removed&#039;&#039;&#039; — it is blocked at level 1. Move the HQ with an HQ switch instead.&lt;br /&gt;
* A Headquarters downgrade is &#039;&#039;&#039;refused if it would drop below the level your Divisions or Bastion mains require&#039;&#039;&#039;. Downgrade those first.&lt;br /&gt;
&lt;br /&gt;
== Alliance Power ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alliance Power&#039;&#039;&#039; ranks how much your alliance has invested in shared buildings and research — not how full the vault is. Territory empires earn a fleet title from &#039;&#039;&#039;Flotilla&#039;&#039;&#039; up through &#039;&#039;&#039;Grand Fleet&#039;&#039;&#039; (and beyond), which also sets the weekly [[Riftwake Incursion#war guild levy|War Guild levy]] on the Active Scar.&lt;br /&gt;
&lt;br /&gt;
Alliances with &#039;&#039;&#039;no territory&#039;&#039;&#039; are unranked and cannot fight in Riftwake.&lt;br /&gt;
&lt;br /&gt;
Full formula, title thresholds, and examples: [[Alliance Power]].&lt;br /&gt;
&lt;br /&gt;
== Territorial control ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Territorial control&#039;&#039;&#039; is the long game of alliance play: the more star systems your alliance holds — and the longer it holds them — the bigger your shared advantage. A single system is useful, but a &#039;&#039;&#039;territory&#039;&#039;&#039; of many systems compounds into a serious economic and military edge: more harvest and survey deposits, a larger daily resource pool for every member, more building capacity across your HQ and Divisions, and more ground a rival must fight through before they can hurt you.&lt;br /&gt;
&lt;br /&gt;
The winning strategy is to &#039;&#039;&#039;conquer aggressively, defend relentlessly, and keep expanding&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Conquer.&#039;&#039;&#039; Alliances capture star systems through &#039;&#039;&#039;coordinated (FCS)&#039;&#039;&#039; assaults on the system center. With &#039;&#039;&#039;Territory Siege&#039;&#039;&#039; enabled, that is a staged campaign (Contest, then one or two Takeover windows) — see [[#territory siege|Territory Siege]]. You must be in an active alliance to participate.&lt;br /&gt;
* &#039;&#039;&#039;Hold.&#039;&#039;&#039; Control fades if a system is left undefended, so treat every capture as territory you must keep — station Guardian fleets and build alliance defenses to secure it for the long haul.&lt;br /&gt;
* &#039;&#039;&#039;Expand.&#039;&#039;&#039; Keep pushing into neutral and rival systems; the alliances that hold the widest territory the longest dominate the galaxy.&lt;br /&gt;
&lt;br /&gt;
Once captured:&lt;br /&gt;
&lt;br /&gt;
* Your first system becomes the &#039;&#039;&#039;HQ&#039;&#039;&#039;; the rest are &#039;&#039;&#039;Divisions&#039;&#039;&#039;, or &#039;&#039;&#039;Bastions&#039;&#039;&#039; when you anchor a system far from your existing space. A Deputy or Leader can later &#039;&#039;&#039;move the Headquarters&#039;&#039;&#039; to a connected Division or an Expansion Bastion — see [[Alliance Territory#moving the headquarters|Alliance Territory → Moving the Headquarters]].&lt;br /&gt;
* Each Division and Bastion carries one &#039;&#039;&#039;Doctrine&#039;&#039;&#039; — production, shipbuilding, defence, logistics, or intel — and connected nodes pay alliance-wide bonuses. See [[Alliance Territory]].&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. The runner&#039;s and guardians&#039; shares ride home in their &#039;&#039;&#039;fleet cargo&#039;&#039;&#039; and are credited when the fleet returns. Each share is capped by free cargo space, and anything that does not fit goes to the alliance pool. A full Harvest/Survey fleet ends its run early and flies home; a full Guardian keeps guarding for its whole station time but earns nothing more. The pool pays out in full only once &#039;&#039;&#039;15&#039;&#039;&#039; eligible (Realm 4+) members are on the roster — a 1-member alliance receives &#039;&#039;&#039;1/15&#039;&#039;&#039;; the rest is discarded. Before that split, members in Realms 1–3 receive a capped [[#Alliance tribute (Realm 1–3)|alliance tribute]].&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;
Your &#039;&#039;&#039;territory cap&#039;&#039;&#039; is &amp;lt;code&amp;gt;1 + 4 per Territorial Expansion research level&amp;lt;/code&amp;gt;, plus the capacity each Bastion grants (&#039;&#039;&#039;War +2&#039;&#039;&#039;, &#039;&#039;&#039;Expansion +5&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
== Bastions &amp;amp; doctrines ==&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Alliance Territory&#039;&#039;&#039; is enabled, your holdings gain shape and specialisation:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bastions&#039;&#039;&#039; are secondary anchors you plant on a &#039;&#039;&#039;standalone&#039;&#039;&#039; system — one not bordering anything you already hold. Three archetypes: &#039;&#039;&#039;Embassy&#039;&#039;&#039; (1 system, max 8), &#039;&#039;&#039;War&#039;&#039;&#039; (root + 2 Divisions, max 3), and &#039;&#039;&#039;Expansion&#039;&#039;&#039; (root + 5 Divisions, max 2). Every Bastion is always conquerable, and capturing a Bastion root hands over its &#039;&#039;&#039;entire cluster&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Doctrines&#039;&#039;&#039; give each system center — HQ included — exactly one job. &#039;&#039;&#039;Fortress&#039;&#039;&#039; feeds tonnage capacity and projects defence to neighbours, &#039;&#039;&#039;Production Hub&#039;&#039;&#039; raises resource output, &#039;&#039;&#039;Shipyard Outpost&#039;&#039;&#039; cuts ship build time, &#039;&#039;&#039;Logistics Center&#039;&#039;&#039; hosts a Warp Gate, and &#039;&#039;&#039;Anti-Intel &amp;amp; Sensor&#039;&#039;&#039; scans and blinds enemy scouts. The HQ is limited to &#039;&#039;&#039;Production Hub&#039;&#039;&#039; or &#039;&#039;&#039;Shipyard Outpost&#039;&#039;&#039;, and can build that doctrine&#039;s signature building alongside its normal HQ buildings.&lt;br /&gt;
* &#039;&#039;&#039;Connection decides value.&#039;&#039;&#039; Only systems that chain back to your HQ or to one of your Bastions pay alliance-wide bonuses, project defence, scan, or route warp hops. Orphaned systems keep their buildings and harvest but contribute nothing.&lt;br /&gt;
&lt;br /&gt;
Doctrine choice, Bastion founding, and abandoning are &#039;&#039;&#039;Deputy or Leader&#039;&#039;&#039; actions. Full rules — the bonus curves and ceilings, placement requirements, instance caps, Embassy stun, abandon cooldowns — are on the [[Alliance Territory]] page.&lt;br /&gt;
&lt;br /&gt;
== Territory Siege ==&lt;br /&gt;
&lt;br /&gt;
When the Territory Siege feature is enabled, taking a system is a &#039;&#039;&#039;multi-stage campaign&#039;&#039;&#039;, not a single fight.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Contest&#039;&#039;&#039; — win an FCS assault at the system center → the system becomes Contested. Ownership does &#039;&#039;&#039;not&#039;&#039;&#039; change; that system&#039;s pool, harvest, and survey income drop to &#039;&#039;&#039;×0.5&#039;&#039;&#039;.&lt;br /&gt;
# &#039;&#039;&#039;Vulnerable&#039;&#039;&#039; — after a reinforcement gap of at least &#039;&#039;&#039;24h&#039;&#039;&#039;, a random &#039;&#039;&#039;2-hour&#039;&#039;&#039; window opens inside the defender&#039;s &#039;&#039;&#039;8-hour defence window&#039;&#039;&#039;. Only the Contester can clear the stage.&lt;br /&gt;
# &#039;&#039;&#039;Ownership flips on the final stage only&#039;&#039;&#039; — stage 2 for a Division or Bastion child, stage 3 for a Bastion root (which hands over the &#039;&#039;&#039;whole cluster&#039;&#039;&#039;).&lt;br /&gt;
# Fail, lose, or miss a window → the campaign ends, the holder keeps the system, and a &#039;&#039;&#039;24-hour&#039;&#039;&#039; re-contest cooldown applies.&lt;br /&gt;
&lt;br /&gt;
Headquarters cannot be sieged. An alliance may have at most &#039;&#039;&#039;5&#039;&#039;&#039; systems Contested or Vulnerable at once. Station Guardians before the window; amber/red borders on the galaxy map and live countdowns in Alliance Systems / Division Center mark the siege.&lt;br /&gt;
&lt;br /&gt;
Deputies set the alliance&#039;s &#039;&#039;&#039;defence window start hour&#039;&#039;&#039; in &#039;&#039;&#039;Alliance → Admin → Settings&#039;&#039;&#039; (once per week, and never during an open siege), so Vulnerable windows land in your members&#039; waking hours.&lt;br /&gt;
&lt;br /&gt;
Full rules — stage scheduling, Graveyard debris rates, the building −3 penalty, diplomacy cancels — are on the dedicated [[Territory Siege]] page. In-game: &#039;&#039;&#039;Settings → Quick Guides → Alliance Territorial Control&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Diplomacy &amp;amp; war ==&lt;br /&gt;
&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;
&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|Relics page]].)&lt;br /&gt;
&lt;br /&gt;
Four relic types are used by alliances:&lt;br /&gt;
&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;
&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;. See [[Alliance Archive]].&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|Relics → Alliance Relics]] for the donating commander&#039;s perspective. The Archive also keeps &#039;&#039;&#039;territory Records&#039;&#039;&#039; — [[Alliance Archive#territory records|Alliance Archive → Territory Records]].&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 by the &#039;&#039;&#039;sum of members&#039; empire scores&#039;&#039;&#039;. See [[Score]].&lt;br /&gt;
* &#039;&#039;&#039;Alliance Power&#039;&#039;&#039; is a separate investment ranking (buildings + alliance research) with fleet titles — see [[Alliance Power]].&lt;br /&gt;
* &#039;&#039;&#039;Weekly alliance events&#039;&#039;&#039; offer alliance-tier rewards for collective effort (a separate event-score, not empire total).&lt;br /&gt;
* &#039;&#039;&#039;Riftwake Incursion&#039;&#039;&#039; is a weekly AvA assault on a rotating alien scar — the winner becomes Realmwarden. The &#039;&#039;&#039;War Guild levy&#039;&#039;&#039; to contest the Wakeheart scales with Alliance Power. See [[Riftwake Incursion]].&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;
&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;
|Harvest pool full payout&lt;br /&gt;
|15 eligible (Realm 4+) members&lt;br /&gt;
|-&lt;br /&gt;
|Realm 1–3 tribute cap per day&lt;br /&gt;
|1M · 300M · 10B (at least ¼ of the cap)&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;
|Bastion building slots&lt;br /&gt;
|Embassy 20 · War 40 · Expansion 60&lt;br /&gt;
|-&lt;br /&gt;
|Diplomacy relations&lt;br /&gt;
|Non-Aggression Pact · Ally · War&lt;br /&gt;
|-&lt;br /&gt;
|Territory cap&lt;br /&gt;
|1 + 4 per Territorial Expansion level + Bastion grants&lt;br /&gt;
|-&lt;br /&gt;
|Bastion instances&lt;br /&gt;
|Embassy 8 · War 3 · Expansion 2&lt;br /&gt;
|-&lt;br /&gt;
|Doctrines per system&lt;br /&gt;
|1, HQ included (first pick free; 72h switch cooldown)&lt;br /&gt;
|-&lt;br /&gt;
|Siege stages&lt;br /&gt;
|Division 2 · Bastion root 3 (whole cluster)&lt;br /&gt;
|-&lt;br /&gt;
|Territory Siege Vulnerable&lt;br /&gt;
|Random 2h inside the defender&#039;s 8h window&lt;br /&gt;
|-&lt;br /&gt;
|Max open Contests&lt;br /&gt;
|5 per alliance&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=955</id>
		<title>Monuments</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Monuments&amp;diff=955"/>
		<updated>2026-10-13T12:19:26Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from Monuments.wikitext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
# Collection leaderboard&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. In &#039;&#039;&#039;Realms 1–3&#039;&#039;&#039;, monument-piece expedition finds are weighted &#039;&#039;&#039;×3&#039;&#039;&#039; (and relic pieces &#039;&#039;&#039;×4&#039;&#039;&#039;) versus Realm 4.&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;
=== Resource cost from level 9 ===&lt;br /&gt;
&amp;lt;span id=&amp;quot;Resource cost from level 10&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
From the upgrade to &#039;&#039;&#039;level 9&#039;&#039;&#039; on, leveling also costs &#039;&#039;&#039;resources&#039;&#039;&#039; on top of the spares. They are paid by the colony you have open when you tap &#039;&#039;&#039;Upgrade&#039;&#039;&#039;. The cost is shown above the Upgrade button, and the button stays disabled until that colony can pay.&lt;br /&gt;
&lt;br /&gt;
* Each monument asks for its own resource mix, matched to its theme: &#039;&#039;&#039;3 to 5&#039;&#039;&#039; resource types for Support monuments, all &#039;&#039;&#039;6&#039;&#039;&#039; for Core monuments.&lt;br /&gt;
* Each level after 9 costs &#039;&#039;&#039;1.8×&#039;&#039;&#039; the level before it (level 10 = 1.8× the level 9 cost, level 11 = 3.24×, and so on).&lt;br /&gt;
* Upgrades to levels 2–8 still cost spares only.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Monument&lt;br /&gt;
!Type&lt;br /&gt;
!Upgrade to level 9 cost&lt;br /&gt;
!Total&lt;br /&gt;
|-&lt;br /&gt;
|Dyson Sphere Fragment&lt;br /&gt;
|Core&lt;br /&gt;
|34T Steel, 17T Quartz, 14T Gas, 7T Iridium, 5T Silicium, 3.5T Elerium&lt;br /&gt;
|80.5T&lt;br /&gt;
|-&lt;br /&gt;
|Halo Ring&lt;br /&gt;
|Core&lt;br /&gt;
|35T Steel, 18T Quartz, 10T Gas, 8T Iridium, 4.5T Silicium, 4T Elerium&lt;br /&gt;
|79.5T&lt;br /&gt;
|-&lt;br /&gt;
|Titan-Class Mech&lt;br /&gt;
|Core&lt;br /&gt;
|38T Steel, 15T Quartz, 11T Gas, 9T Iridium, 4T Silicium, 3T Elerium&lt;br /&gt;
|80T&lt;br /&gt;
|-&lt;br /&gt;
|Celestial Orrery&lt;br /&gt;
|Core&lt;br /&gt;
|30T Steel, 20T Quartz, 10T Gas, 6T Iridium, 6T Silicium, 4T Elerium&lt;br /&gt;
|76T&lt;br /&gt;
|-&lt;br /&gt;
|The Pyramids&lt;br /&gt;
|Support&lt;br /&gt;
|35T Steel, 20T Quartz, 8T Iridium, 3.5T Elerium&lt;br /&gt;
|66.5T&lt;br /&gt;
|-&lt;br /&gt;
|The Monolith&lt;br /&gt;
|Support&lt;br /&gt;
|34T Steel, 20T Quartz, 6T Silicium, 5T Elerium&lt;br /&gt;
|65T&lt;br /&gt;
|-&lt;br /&gt;
|The Stargate&lt;br /&gt;
|Support&lt;br /&gt;
|32T Steel, 16T Quartz, 12T Gas, 8T Iridium, 5T Elerium&lt;br /&gt;
|73T&lt;br /&gt;
|-&lt;br /&gt;
|Interstellar Trade Nexus&lt;br /&gt;
|Support&lt;br /&gt;
|30T Steel, 18T Quartz, 14T Gas, 6T Silicium&lt;br /&gt;
|68T&lt;br /&gt;
|-&lt;br /&gt;
|Mass Relay&lt;br /&gt;
|Support&lt;br /&gt;
|35T Steel, 16T Gas, 7T Iridium, 5.5T Elerium&lt;br /&gt;
|63.5T&lt;br /&gt;
|-&lt;br /&gt;
|Ancient City-Ship&lt;br /&gt;
|Support&lt;br /&gt;
|38T Steel, 15T Quartz, 12T Gas, 8T Iridium, 4T Elerium&lt;br /&gt;
|77T&lt;br /&gt;
|-&lt;br /&gt;
|Precursor Forge&lt;br /&gt;
|Support&lt;br /&gt;
|42T Steel, 12T Gas, 9T Iridium&lt;br /&gt;
|63T&lt;br /&gt;
|-&lt;br /&gt;
|Crystalline Spire&lt;br /&gt;
|Support&lt;br /&gt;
|40T Quartz, 14T Gas, 8T Silicium, 4T Elerium&lt;br /&gt;
|66T&lt;br /&gt;
|}&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;
&lt;br /&gt;
== Collection leaderboard ==&lt;br /&gt;
The &#039;&#039;&#039;Leaderboard → Players → Collection → Monuments&#039;&#039;&#039; board ranks commanders in your realm by monument collection score. Rows also show loose pieces still in inventory (not forged), total levels across owned monuments, and your highest monument level. Alliance boards sum the same stats from active members. Collection score does &#039;&#039;&#039;not&#039;&#039;&#039; change empire total or realm rank — see [[Score#players|Score]].&lt;br /&gt;
&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;
|−15% (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;
|−15% 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>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Expeditions&amp;diff=954</id>
		<title>Expeditions</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Expeditions&amp;diff=954"/>
		<updated>2026-10-13T12:19:25Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from Expeditions.wikitext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Expeditions =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Expeditions&#039;&#039;&#039; are a depth-based exploration of nebula zones. You send a fleet, resolve a random event at each depth, then choose to &#039;&#039;&#039;Extract&#039;&#039;&#039; with what you have or &#039;&#039;&#039;Continue&#039;&#039;&#039; deeper for a larger payout at higher risk.&lt;br /&gt;
&lt;br /&gt;
Unlike passive harvest, each depth is a roll: resources, recovered ships, items, a stun delay, or ship losses. Expeditions are &#039;&#039;&#039;solo&#039;&#039;&#039; — there is no rally / FCS loot share on this mission type.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;You must &#039;&#039;&#039;scout the nebula system&#039;&#039;&#039; with probes before you can launch an expedition to its zones. Settings → Expedition stores default depth, default extract/continue, and one-click templates. The &#039;&#039;&#039;Explore again&#039;&#039;&#039; button on an expedition report, or on the fleet return report when the expedition fleet docks (in the report, or in the mail list by tapping the row&#039;s &#039;&#039;&#039;⋮&#039;&#039;&#039; button), starts a new expedition to the same zone: it opens the fleet send screen, or with One-Click Expedition on sends straight away from your active colony (long-press for the fleet send screen). In the mail list, an expedition report&#039;s row shows the resources, ships and items it brought home, and with Imperial Access a fleet icon on an expedition or return report row means one of your fleets is already heading to or exploring that zone.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Subpages: [[Expeditions/Nebula Zones|Nebula Zones]] · [[Expeditions/Rewards|Rewards]] · [[Expeditions/Fleet Mechanics|Fleet Mechanics]] · [[Expeditions/Depth System|Depth System]] · [[Expeditions/Faction Expeditions|Faction Expeditions]]&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
&lt;br /&gt;
* Core flow&lt;br /&gt;
* Maximum depth&lt;br /&gt;
* Depth timing&lt;br /&gt;
* How loot is calculated&lt;br /&gt;
* Resource mix by realm&lt;br /&gt;
* Items &amp;amp; recovered ships&lt;br /&gt;
* Fleet composition&lt;br /&gt;
* Stun&lt;br /&gt;
* Ship loss&lt;br /&gt;
* What failure does *not* do&lt;br /&gt;
* Research, class, and monuments&lt;br /&gt;
* Caps and late-game throttles&lt;br /&gt;
* Cargo&lt;br /&gt;
* FAQ&lt;br /&gt;
&lt;br /&gt;
== Core flow ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Details: [[Expeditions/Nebula Zones|Nebula Zones]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Scout the nebula system, then pick a &#039;&#039;&#039;nebula zone&#039;&#039;&#039; on the galaxy map.&lt;br /&gt;
# Launch an expedition fleet and choose a &#039;&#039;&#039;maximum depth&#039;&#039;&#039; (and a default Extract / Continue if you miss the prompt).&lt;br /&gt;
# The fleet spends time at the current depth, then a random &#039;&#039;&#039;event&#039;&#039;&#039; resolves.&lt;br /&gt;
# Rewards (resources, ships, items) are applied immediately to the fleet. Penalties (stun, ship loss) are applied immediately.&lt;br /&gt;
# If more depths remain, you have &#039;&#039;&#039;30 minutes&#039;&#039;&#039; to &#039;&#039;&#039;Extract&#039;&#039;&#039; or &#039;&#039;&#039;Continue&#039;&#039;&#039;. If you do not answer, your saved default decision is used.&lt;br /&gt;
# On Extract (or after the last depth), the fleet returns with accumulated cargo, recovered ships, and items.&lt;br /&gt;
&lt;br /&gt;
You may only have &#039;&#039;&#039;one expedition (or gas harvest) per nebula zone&#039;&#039;&#039; at a time.&lt;br /&gt;
&lt;br /&gt;
== Maximum depth ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Details: [[Expeditions/Depth System|Depth System]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every commander can send depths &#039;&#039;&#039;1–3&#039;&#039;&#039;. Deeper runs come from the &#039;&#039;&#039;Celestial Orrery&#039;&#039;&#039; (Explorer Core monument) on your capital:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Orrery level&lt;br /&gt;
!Max selectable depth&lt;br /&gt;
|-&lt;br /&gt;
|Not deployed&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|…&lt;br /&gt;
|Base 3 + Orrery level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Depths &#039;&#039;&#039;6–10&#039;&#039;&#039; are real earning layers once Orrery (and related research) unlocks them. They are not a separate “Realm 4 only” event table — deeper depths reuse the same outcome pool as shallower ones, with higher earning multipliers and a stricter ship-loss cap (see [[#ship loss|Ship loss]]).&lt;br /&gt;
&lt;br /&gt;
== Depth timing ==&lt;br /&gt;
&lt;br /&gt;
Each depth has its own on-station duration. The time is multiplied by:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Celestial Orrery&#039;&#039;&#039; — &#039;&#039;&#039;−15%&#039;&#039;&#039; at level 1, +7.5% more per level above 1 (−22.5% at L2, −30% at L3, …).&lt;br /&gt;
* &#039;&#039;&#039;Explorer class&#039;&#039;&#039; — &#039;&#039;&#039;−15%&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Realm&#039;&#039;&#039; — &#039;&#039;&#039;R1 ×0.5&#039;&#039;&#039;, &#039;&#039;&#039;R2 ×0.75&#039;&#039;&#039;, &#039;&#039;&#039;R3+ ×1.0&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Orrery and class add up first, then the realm factor applies: &#039;&#039;(1 − Orrery − class) × realm&#039;&#039;. The result never goes below &#039;&#039;&#039;×0.4&#039;&#039;&#039; (40% of the base timer). An Explorer reaches the floor at Orrery &#039;&#039;&#039;L5&#039;&#039;&#039; in R3+; in R1 the realm factor alone puts any Explorer at the floor. Travel to and from the nebula is sped up separately — &#039;&#039;&#039;R1 ×3&#039;&#039;&#039;, &#039;&#039;&#039;R2 ×2&#039;&#039;&#039;, &#039;&#039;&#039;R3 ×1.5&#039;&#039;&#039;, R4 base (see [[Realms Overview]]).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Depth&lt;br /&gt;
!Base duration&lt;br /&gt;
!Explorer + Orrery L3, R4 (×0.55)&lt;br /&gt;
!Floor (×0.4)&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|30 min&lt;br /&gt;
|16 min&lt;br /&gt;
|12 min&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|45 min&lt;br /&gt;
|24 min&lt;br /&gt;
|18 min&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1 h&lt;br /&gt;
|33 min&lt;br /&gt;
|24 min&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2 h&lt;br /&gt;
|1 h 6 min&lt;br /&gt;
|48 min&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3 h&lt;br /&gt;
|1 h 39 min&lt;br /&gt;
|1 h 12 min&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|6 h&lt;br /&gt;
|3 h 18 min&lt;br /&gt;
|2 h 24 min&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|8 h&lt;br /&gt;
|4 h 24 min&lt;br /&gt;
|3 h 12 min&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|10 h&lt;br /&gt;
|5 h 30 min&lt;br /&gt;
|4 h&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|12 h&lt;br /&gt;
|6 h 36 min&lt;br /&gt;
|4 h 48 min&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|15 h&lt;br /&gt;
|8 h 15 min&lt;br /&gt;
|6 h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Zone &#039;&#039;&#039;difficulty&#039;&#039;&#039; (Easy / Medium / Hard / Extreme) changes event weights and payout multipliers, not this timer.&lt;br /&gt;
&lt;br /&gt;
== How loot is calculated ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Details: [[Expeditions/Rewards|Rewards]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Resource finds are &#039;&#039;&#039;not&#039;&#039;&#039; a flat “node base reward.” The amount scales with the &#039;&#039;&#039;catalog build cost&#039;&#039;&#039; of the ships you sent:&lt;br /&gt;
&lt;br /&gt;
payout ≈ fleet catalog value × 15%&lt;br /&gt;
        × difficulty&lt;br /&gt;
        × depth earning&lt;br /&gt;
        × research + class loot&lt;br /&gt;
        × variance roll&lt;br /&gt;
        × (1 + Science Vessel bonus)&lt;br /&gt;
&lt;br /&gt;
Then the result is &#039;&#039;&#039;capped&#039;&#039;&#039; (see [[#caps and late game throttles|Caps]]) and split across resource types.&lt;br /&gt;
&lt;br /&gt;
=== Difficulty ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Zone difficulty&lt;br /&gt;
!Resource multiplier&lt;br /&gt;
|-&lt;br /&gt;
|Easy&lt;br /&gt;
|×1.0&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|×1.2&lt;br /&gt;
|-&lt;br /&gt;
|Hard&lt;br /&gt;
|×1.6&lt;br /&gt;
|-&lt;br /&gt;
|Extreme&lt;br /&gt;
|×2.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Depth earning ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Depth&lt;br /&gt;
!Multiplier&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|×1.0&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|×1.2&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|×1.6&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|×1.8&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|×2.0&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|×2.2&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|×2.4&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|×2.6&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|×2.8&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|×3.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Variance roll ===&lt;br /&gt;
&lt;br /&gt;
Every resource find also rolls:&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;base&#039;&#039;&#039; multiplier between &#039;&#039;&#039;0.7× and 1.3×&#039;&#039;&#039;.&lt;br /&gt;
* A chance of a bonus, which rises with difficulty and depth:&lt;br /&gt;
  - &#039;&#039;&#039;Minor&#039;&#039;&#039; ~1.15–1.5×&lt;br /&gt;
  - &#039;&#039;&#039;Major&#039;&#039;&#039; ~1.5–2.0×&lt;br /&gt;
  - &#039;&#039;&#039;Jackpot&#039;&#039;&#039; ~2.5–4.0×&lt;br /&gt;
&lt;br /&gt;
=== Science Vessels vs Explorer class ===&lt;br /&gt;
&lt;br /&gt;
These are two different bonuses:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Source&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Explorer class&#039;&#039;&#039; (Core monument)&lt;br /&gt;
|&#039;&#039;&#039;+12%&#039;&#039;&#039; expedition loot, &#039;&#039;&#039;+10%&#039;&#039;&#039; success weight, &#039;&#039;&#039;+10%&#039;&#039;&#039; anomaly (item) weight. Warlord is &#039;&#039;&#039;−10%&#039;&#039;&#039; loot. See [[Player Classes]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Science Vessels&#039;&#039;&#039; in the fleet&lt;br /&gt;
|Bigger resource and ship finds: &amp;lt;code&amp;gt;min(100%, log₂(count + 1) × 5%)&amp;lt;/code&amp;gt;. About &#039;&#039;&#039;+5%&#039;&#039;&#039; at 1 ship, &#039;&#039;&#039;+50%&#039;&#039;&#039; near 1,000, &#039;&#039;&#039;+100%&#039;&#039;&#039; near &#039;&#039;&#039;1 million&#039;&#039;&#039;. &#039;&#039;&#039;No effect&#039;&#039;&#039; on the chance of finding items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Science Vessel bonus also &#039;&#039;&#039;raises the per-expedition cap&#039;&#039;&#039; by the same multiplier, so a large Science Vessel stack is not immediately flattened by the score ceiling.&lt;br /&gt;
&lt;br /&gt;
== Resource mix by realm ==&lt;br /&gt;
&lt;br /&gt;
The payout is a total value, then distributed:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Realm&lt;br /&gt;
!Resources that can appear&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
|Steel, Quartz, Gas&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;2+&#039;&#039;&#039;&lt;br /&gt;
| + Iridium and Silicium&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;3+&#039;&#039;&#039;&lt;br /&gt;
| + Elerium (not every find)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Steel / quartz / gas emphasis is randomized per find (steel-heavy, quartz-heavy, or gas-heavy). Advanced resources only appear when that realm’s types are in the event’s reward table.&lt;br /&gt;
&lt;br /&gt;
== Items &amp;amp; recovered ships ==&lt;br /&gt;
&lt;br /&gt;
Successful depths can also roll:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Outcome&lt;br /&gt;
!What you get&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resources found&#039;&#039;&#039;&lt;br /&gt;
|Cargo as above&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ships found&#039;&#039;&#039;&lt;br /&gt;
|Combat / cargo hull from &#039;&#039;&#039;your current realm and the previous realm&#039;&#039;&#039;, up to about &#039;&#039;&#039;one class above&#039;&#039;&#039; the strongest ship you sent (jackpots can stretch that). Colony ships, Recyclers, Advanced Recyclers, Planetary Harvesters, Support Vessels, and Science Vessels are &#039;&#039;&#039;not&#039;&#039;&#039; in the recovery pool.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Item found&#039;&#039;&#039;&lt;br /&gt;
|Nano boosts, tech boosts, relic pieces, monument pieces, or (very rarely) cosmetics&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is &#039;&#039;&#039;no guaranteed fragment at a specific depth&#039;&#039;&#039;. Deeper / harder zones weight item outcomes more heavily; Deep Space Sensors, Monolith, Explorer class, and specialist ships bias &#039;&#039;which&#039;&#039; item family you see.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;Realms 1–3&#039;&#039;&#039;, relic-piece outcomes are weighted &#039;&#039;&#039;×4&#039;&#039;&#039; and monument-piece outcomes &#039;&#039;&#039;×3&#039;&#039;&#039; versus the Realm 4 baseline (other item types unchanged). Example: if a depth would normally put about 3% of weight on relic pieces, early-realm play puts about 12% on relics before other bonuses.&lt;br /&gt;
&lt;br /&gt;
Very late game (player score above &#039;&#039;&#039;1 trillion&#039;&#039;&#039;), nano and tech boost finds drop at &#039;&#039;&#039;10%&#039;&#039;&#039; of their normal weight. Relics, monuments, and cosmetics are unchanged by that late-game throttle.&lt;br /&gt;
&lt;br /&gt;
== Fleet composition ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Details: [[Expeditions/Fleet Mechanics|Fleet Mechanics]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Probes — find chance (max +15%) ===&lt;br /&gt;
&lt;br /&gt;
Probes raise the weight of &#039;&#039;&#039;positive&#039;&#039;&#039; outcomes (resources, ships, items). They do not change which item family you roll, and they do not boost empty / stun / damage outcomes.&lt;br /&gt;
&lt;br /&gt;
bonus ≈ 15% × (probes / (probes + 175))&lt;br /&gt;
&lt;br /&gt;
Examples: ~50 probes → ~3%, ~150 → ~7%, ~500 → ~11%, ~1,000 → ~13%. The bonus never exceeds &#039;&#039;&#039;+15%&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Probe-only fleets&#039;&#039;&#039; (nothing but probes) find resources, relic pieces, monument pieces and boosts at only &#039;&#039;&#039;20%&#039;&#039;&#039; of the normal chance; the rest becomes &#039;&#039;nothing found&#039;&#039;. Ship and cosmetic finds are unchanged. Add at least one other ship to roll at the full rate.&lt;br /&gt;
&lt;br /&gt;
=== Specialist ships — item family bias ===&lt;br /&gt;
&lt;br /&gt;
Only &#039;&#039;&#039;one&#039;&#039;&#039; specialist type applies per expedition, in this priority:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Orbital Refinery&#039;&#039;&#039; → relic pieces&lt;br /&gt;
# &#039;&#039;&#039;Advanced Recycler&#039;&#039;&#039; → monument pieces&lt;br /&gt;
# &#039;&#039;&#039;Support Vessel&#039;&#039;&#039; → nano boosts&lt;br /&gt;
# &#039;&#039;&#039;Frigate&#039;&#039;&#039; → tech boosts&lt;br /&gt;
&lt;br /&gt;
The active type adds up to &#039;&#039;&#039;+3 percentage points&#039;&#039;&#039; to its item family&#039;s chance, with diminishing returns on ship count:&lt;br /&gt;
&lt;br /&gt;
bonus ≈ 3 points × (ships / (ships + 175))&lt;br /&gt;
&lt;br /&gt;
Examples: 1 ship → ~0.02 points, 175 → +1.5 points, 1,000 → ~+2.55 points, very large stacks → close to +3. A 4% tech boost chance becomes about 5.5% with 175 Frigates. The added chance comes out of &#039;&#039;&#039;nothing found&#039;&#039;&#039;, so resources, ships and other items keep their odds. Other rules still apply afterwards: the late-game boost throttle, the Realm 1–3 relic / monument multipliers (which also dilute the other items&#039; share) and the decay past depth 3.&lt;br /&gt;
&lt;br /&gt;
Because only one type counts, a single higher-priority specialist turns off a lower one: one Support Vessel in a Frigate fleet removes the tech boost bonus.&lt;br /&gt;
&lt;br /&gt;
=== Science Vessels — bigger finds ===&lt;br /&gt;
&lt;br /&gt;
See [[#science vessels vs explorer class|Science Vessels vs Explorer class]]. This is the main stack-for-payout ship: it makes resource and ship finds bigger, but it does &#039;&#039;&#039;not&#039;&#039;&#039; change which outcome you roll or how often items drop. Large stacks are &#039;&#039;&#039;not&#039;&#039;&#039; wiped by the same loss % as combat hull (see [[#ship loss|Ship loss]]).&lt;br /&gt;
&lt;br /&gt;
=== Combat ships — discovery pool ===&lt;br /&gt;
&lt;br /&gt;
The highest ship &#039;&#039;&#039;class&#039;&#039;&#039; in the fleet unlocks higher-tier recovery. Sending only low-tier hull keeps discoveries in the low-tier pool; battleships / later combat ships open the next class.&lt;br /&gt;
&lt;br /&gt;
=== Fleet size ===&lt;br /&gt;
&lt;br /&gt;
Larger catalog value raises &#039;&#039;&#039;resource volume&#039;&#039;&#039; and the &#039;&#039;&#039;ship-recovery budget&#039;&#039;&#039; (also ~15% of fleet value, with a steeper difficulty curve for ships). Probability caps (probe / specialist) are separate from that volume.&lt;br /&gt;
&lt;br /&gt;
== Stun ==&lt;br /&gt;
&lt;br /&gt;
Stun is an &#039;&#039;&#039;event penalty&#039;&#039;&#039;, not a separate “you failed, dump the loot” roll.&lt;br /&gt;
&lt;br /&gt;
* Typical durations are &#039;&#039;&#039;15–120 minutes&#039;&#039;&#039;, depending on the event and zone difficulty (Easy ion storms ~30 min; Extreme failures can reach ~90–120 min).&lt;br /&gt;
* The fleet &#039;&#039;&#039;pauses&#039;&#039;&#039;. When the stun expires, you still &#039;&#039;&#039;Extract or Continue&#039;&#039;&#039; as usual.&lt;br /&gt;
* &#039;&#039;&#039;Cargo, items, and recovered ships from this and earlier depths are kept.&#039;&#039;&#039;&lt;br /&gt;
* Duration is reduced by monument stun reduction and expedition safety research (see below). Fleet Hangar Protocols does &#039;&#039;&#039;not&#039;&#039;&#039; apply here — it only shortens hangar and PvE recovery stun at your colonies. Combined stun reduction is &#039;&#039;&#039;capped at 50%&#039;&#039;&#039;. Stun never drops below &#039;&#039;&#039;1 minute&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Stun does &#039;&#039;&#039;not&#039;&#039;&#039; force a return and does &#039;&#039;&#039;not&#039;&#039;&#039; tax accumulated loot.&lt;br /&gt;
&lt;br /&gt;
== Ship loss ==&lt;br /&gt;
&lt;br /&gt;
Some events (&amp;lt;code&amp;gt;fleet damaged&amp;lt;/code&amp;gt;, pirate ambush, some disasters) remove ships from the expedition fleet &#039;&#039;&#039;permanently&#039;&#039;&#039;. This is hull lost, not a temporary “damage %” that heals.&lt;br /&gt;
&lt;br /&gt;
Configured loss rates are small (&#039;&#039;&#039;about 1–5.5%&#039;&#039;&#039; of counted ships, depending on the event). Two safeties sit on top:&lt;br /&gt;
&lt;br /&gt;
=== Loot-relative cap ===&lt;br /&gt;
&lt;br /&gt;
Loss value cannot exceed a fraction of the &#039;&#039;&#039;expected loot&#039;&#039;&#039; for that depth (same 15% × difficulty × depth scale used for rewards):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Depth&lt;br /&gt;
!Max loss vs expected loot&lt;br /&gt;
|-&lt;br /&gt;
|1–3&lt;br /&gt;
|10%&lt;br /&gt;
|-&lt;br /&gt;
|4–6&lt;br /&gt;
|25%&lt;br /&gt;
|-&lt;br /&gt;
|7+&lt;br /&gt;
|50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
So a huge combat stack cannot lose more hull value than a slice of what the run was expected to pay.&lt;br /&gt;
&lt;br /&gt;
=== Science Vessel counting ===&lt;br /&gt;
&lt;br /&gt;
Science Vessels are counted as &#039;&#039;&#039;quantity / 1,000&#039;&#039;&#039; when applying the percentage (still at least &#039;&#039;&#039;1&#039;&#039;&#039; hull if any are present). A 1% event on 1,000,000 Science Vessels is on the order of &#039;&#039;&#039;10&#039;&#039;&#039; hull, not 10,000.&lt;br /&gt;
&lt;br /&gt;
=== Safety research ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Expedition Protocols&#039;&#039;&#039; (risk reduction) and &#039;&#039;&#039;Legendary Expeditions&#039;&#039;&#039; (insurance) &#039;&#039;&#039;add together&#039;&#039;&#039; and cut both ship-loss rate and stun duration, &#039;&#039;&#039;capped at 25%&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Realm 1 Easy zones &#039;&#039;&#039;can&#039;&#039;&#039; still lose ships from D2 onward. Stun-only is not the R1 rule.&lt;br /&gt;
&lt;br /&gt;
== What failure does *not* do ==&lt;br /&gt;
&lt;br /&gt;
* It does &#039;&#039;&#039;not&#039;&#039;&#039; confiscate loot from earlier depths.&lt;br /&gt;
* It does &#039;&#039;&#039;not&#039;&#039;&#039; roll “keep 0–50% of cargo.”&lt;br /&gt;
* A stun does &#039;&#039;&#039;not&#039;&#039;&#039; cancel the extract / continue choice after it ends.&lt;br /&gt;
* Recovered ships are &#039;&#039;&#039;not&#039;&#039;&#039; dumped if cargo is full (only &#039;&#039;&#039;resources&#039;&#039;&#039; are scaled to remaining cargo).&lt;br /&gt;
&lt;br /&gt;
Each depth is independent: a bad roll applies its penalty; a good roll adds its reward. Extract whenever you are happy with the pile.&lt;br /&gt;
&lt;br /&gt;
== Research, class, and monuments ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Source&lt;br /&gt;
!What it changes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Expedition Basics&#039;&#039;&#039;&lt;br /&gt;
| +loot % per level&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Expedition Mastery&#039;&#039;&#039;&lt;br /&gt;
| +success weight (fewer empty / penalty rolls)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Deep Space Sensors&#039;&#039;&#039;&lt;br /&gt;
| +item-found weight (anomalies)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Expedition Protocols&#039;&#039;&#039;&lt;br /&gt;
| +success weight, −ship-loss / stun (part of the 25% safety cap)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Legendary Expeditions&#039;&#039;&#039;&lt;br /&gt;
| +loot %, insurance (same 25% cap), &#039;&#039;&#039;higher reward ceilings&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Explorer class&#039;&#039;&#039;&lt;br /&gt;
| +12% loot, +10% success, +10% anomalies, +15% exploration speed&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Warlord class&#039;&#039;&#039;&lt;br /&gt;
|−10% expedition loot&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Celestial Orrery&#039;&#039;&#039;&lt;br /&gt;
|Extra max depth (+1 per level), shorter expedition time&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crystalline Spire&#039;&#039;&#039;&lt;br /&gt;
|Expedition success&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Monolith&#039;&#039;&#039;&lt;br /&gt;
|Anomaly discovery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Success-weight bonuses shift probability toward rewarding outcomes without changing the total weight of the table. They cannot delete failure events entirely.&lt;br /&gt;
&lt;br /&gt;
== Caps and late-game throttles ==&lt;br /&gt;
&lt;br /&gt;
Payouts are limited by &#039;&#039;&#039;player score&#039;&#039;&#039;, &#039;&#039;&#039;realm&#039;&#039;&#039;, and &#039;&#039;&#039;daily tracking&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;per-expedition&#039;&#039;&#039; ceiling that grows with score (linear early, slower after ~1M score) and is hard-capped by realm.&lt;br /&gt;
* A &#039;&#039;&#039;daily&#039;&#039;&#039; ceiling of &#039;&#039;&#039;15×&#039;&#039;&#039; the per-expedition cap. A small floor remains so a commander who is near the daily cap can still receive a reduced find.&lt;br /&gt;
* &#039;&#039;&#039;Science Vessel bonus&#039;&#039;&#039; multiplies the ceiling applied to that run.&lt;br /&gt;
* &#039;&#039;&#039;Legendary Expeditions&#039;&#039;&#039; &amp;lt;code&amp;gt;expeditionCapBonusPct&amp;lt;/code&amp;gt; raises both per-run and daily ceilings.&lt;br /&gt;
&lt;br /&gt;
These caps exist so expedition income stays in band with the rest of the economy. Sending a larger fleet still helps until you hit the ceiling.&lt;br /&gt;
&lt;br /&gt;
== Cargo ==&lt;br /&gt;
&lt;br /&gt;
When resources are found, they are added to the fleet up to &#039;&#039;&#039;remaining cargo capacity&#039;&#039;&#039; (Trade Networks and Galactic Commerce research included). If the find is larger than free space, &#039;&#039;&#039;all resource types are scaled down together&#039;&#039;&#039; — you keep a proportional slice, not a random subset.&lt;br /&gt;
&lt;br /&gt;
Ships recovered on the expedition are added to the fleet &#039;&#039;&#039;without&#039;&#039;&#039; a cargo check. Bring haulers if you care about resource volume; they are not required to keep recovered hull.&lt;br /&gt;
&lt;br /&gt;
Alliance resource tax, if your alliance collects it, is applied when the fleet &#039;&#039;&#039;returns&#039;&#039;&#039;, same as other mission cargo.&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do I lose everything if I continue and fail?&#039;&#039;&#039;  &lt;br /&gt;
No. Earlier depths stay in the fleet. A later stun or ship-loss event delays you or removes some hull; it does not empty the hold.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Is there a rally multiplier?&#039;&#039;&#039;  &lt;br /&gt;
No. Expeditions are solo. Rally math belongs to pirate / FCS combat, not this mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do Charged / Dormant zone labels change loot?&#039;&#039;&#039;  &lt;br /&gt;
Those states exist on nebula zones, but they currently &#039;&#039;&#039;do not&#039;&#039;&#039; change expedition payout or risk. Treat difficulty, depth, and fleet value as the live levers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do I need Science Vessels?&#039;&#039;&#039;  &lt;br /&gt;
They make resource and ship finds bigger; they do not raise item drop chances. Specialist Support Vessels bias nano-boost finds; they are not the payout stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Can recovered ships be higher class than anything I sent?&#039;&#039;&#039;  &lt;br /&gt;
Usually at most &#039;&#039;&#039;one class above&#039;&#039;&#039; your strongest ship, unless a jackpot stretches the pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Are pirate ambushes a full battle?&#039;&#039;&#039;  &lt;br /&gt;
No. They are an expedition event that applies a &#039;&#039;&#039;ship-loss&#039;&#039;&#039; penalty. There is no fight / bribe / negotiate menu on the expedition itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where do relic and monument pieces come from?&#039;&#039;&#039;  &lt;br /&gt;
Expeditions are a primary source. See [[Relics]] and [[Player Classes]] for forging and class Core monuments (including Celestial Orrery).&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Version_1.4.11&amp;diff=953</id>
		<title>Version 1.4.11</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Version_1.4.11&amp;diff=953"/>
		<updated>2026-10-13T11:46:30Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from 1.4.11.wikitext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Commander&#039;s Path now takes you straight to a pirate, new commanders get extra fleet slots for their first days, the fleet send screen marks the ships a mission needs, and the game opens faster and recovers better from connection and login problems.&lt;br /&gt;
&lt;br /&gt;
== Commander&#039;s Path ==&lt;br /&gt;
* &#039;&#039;&#039;Scout a Pirate&#039;&#039;&#039; and &#039;&#039;&#039;Salvage the Wreckage&#039;&#039;&#039;, and the onboarding scout and raid quests, now have a &#039;&#039;&#039;Go to pirate&#039;&#039;&#039; button instead of Go to galaxy. The map flies to the nearest Scout Party or Weak pirate near your homeworld (otherwise the nearest one), selects it and opens its panel. If none is nearby, it shows your home system; new pirate bases appear every 30 minutes.&lt;br /&gt;
* &#039;&#039;&#039;First Strike&#039;&#039;&#039; keeps &#039;&#039;&#039;Open Scout Report&#039;&#039;&#039; (its Attack button launches the raid). With no scout report left, it takes you to the nearest pirate instead of the mailbox.&lt;br /&gt;
* See [[Quest System#Commander&#039;s Path|Quest System]].&lt;br /&gt;
&lt;br /&gt;
== Fleets ==&lt;br /&gt;
* New commanders get &#039;&#039;&#039;2 extra fleet slots&#039;&#039;&#039; for their first &#039;&#039;&#039;3 days&#039;&#039;&#039;, so scouting, raiding and salvaging can run at the same time. The fleet list says the slots are temporary and when they end. Fleets already flying are not recalled when they end.&lt;br /&gt;
* Scouting opens the fleet screen with probes already selected (your &#039;&#039;&#039;Spy Probe Count&#039;&#039;&#039; setting, at least 1, up to what the colony has), from a pirate or any other target, even without one-click scout.&lt;br /&gt;
* The fleet send screen marks the ships a mission needs with a yellow border: &#039;&#039;&#039;Probes&#039;&#039;&#039; to scout, &#039;&#039;&#039;Recyclers&#039;&#039;&#039; or &#039;&#039;&#039;Advanced Recyclers&#039;&#039;&#039; to collect debris, &#039;&#039;&#039;Colony Ships&#039;&#039;&#039; to colonize, &#039;&#039;&#039;Orbital Refineries&#039;&#039;&#039; to harvest and &#039;&#039;&#039;Explorer Ships&#039;&#039;&#039; to survey.&lt;br /&gt;
* See [[Fleet and Ships#Sending a Fleet|Fleet and Ships]].&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
* When an onboarding reward is ready to claim, a &#039;&#039;&#039;+N&#039;&#039;&#039; badge flies to the Quests button and its counter pops.&lt;br /&gt;
* While the Commander&#039;s Path is active, the Quests button no longer shows the four onboarding category counters.&lt;br /&gt;
* The onboarding progress bar and its reward chests now sit above the quest categories in the Onboarding tab, so they stay visible when the Commander&#039;s Path is collapsed. The Onboarding tab counter also counts chests that are ready.&lt;br /&gt;
* Some quest rewards now show their name instead of an id (e.g. &#039;&#039;&#039;Epic Building Nano Boost&#039;&#039;&#039; on Growing Economy, Universal Nano Boost, Technology Boost).&lt;br /&gt;
&lt;br /&gt;
== Tutorial ==&lt;br /&gt;
* &#039;&#039;&#039;Skip&#039;&#039;&#039; on the tutorial progress bar now asks for confirmation; &#039;&#039;&#039;Cancel&#039;&#039;&#039; keeps your current step.&lt;br /&gt;
&lt;br /&gt;
== Accounts ==&lt;br /&gt;
* A suspended account now sees a notice with the end date and the reason instead of the game, with a &#039;&#039;&#039;Contact support&#039;&#039;&#039; button. When the suspension ends, the notice goes away.&lt;br /&gt;
* An expired login no longer leaves the game unable to load screens; it signs in again in the background and carries on.&lt;br /&gt;
&lt;br /&gt;
== Improvements ==&lt;br /&gt;
* The game opens faster, especially the very first time.&lt;br /&gt;
* Loading the game tries once more on a brief connection error (common on VPNs or weak connections) before showing Retry.&lt;br /&gt;
* The notification prompt uses the regular window style.&lt;br /&gt;
&lt;br /&gt;
== Fixes ==&lt;br /&gt;
* Fixed: a chat message that failed to send disappeared from the input. It now stays there with an error. A mention is no longer added if it would push the message past 500 characters.&lt;br /&gt;
* Fixed: deleting mail while a large delete was still running looked successful, but the mails came back. It now asks you to try again in a moment, and failed deletes show an error.&lt;br /&gt;
* Fixed: the event, member and time filters in the Alliance Archive records list were not remembered.&lt;br /&gt;
* Fixed: opening the Daily quests tab right after the tutorial could crash the game.&lt;br /&gt;
* Fixed: the building list could crash while a colony was still loading.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Quest System]]&lt;br /&gt;
* [[Fleet and Ships]]&lt;br /&gt;
* [[Version 1.4.10]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Quest_System&amp;diff=952</id>
		<title>Quest System</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Quest_System&amp;diff=952"/>
		<updated>2026-10-13T11:46:30Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from QuestSystem.wikitext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Quest System =&lt;br /&gt;
The &#039;&#039;&#039;Quest System&#039;&#039;&#039; in &#039;&#039;&#039;Per Regna&#039;&#039;&#039; provides structured objectives that guide commanders through core mechanics while rewarding regular activity.&lt;br /&gt;
&lt;br /&gt;
Quests are organized into three tabs:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Onboarding&#039;&#039;&#039; — permanent early-game paths (complete at your own pace)&lt;br /&gt;
* &#039;&#039;&#039;Daily&#039;&#039;&#039; — rotating objectives that reset each day&lt;br /&gt;
* &#039;&#039;&#039;Weekly&#039;&#039;&#039; — multi-step quest &#039;&#039;&#039;chains&#039;&#039;&#039; plus &#039;&#039;&#039;streak&#039;&#039;&#039; milestones for consecutive daily completion&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Quest Categories (Onboarding) =&lt;br /&gt;
Onboarding quests are grouped into thematic &#039;&#039;&#039;paths&#039;&#039;&#039;. Each path is a sequence completed in order. Finishing every quest in a path grants a &#039;&#039;&#039;Category Bonus&#039;&#039;&#039; (resources, items, or temporary boosts).&lt;br /&gt;
&lt;br /&gt;
Typical paths:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Exploration&#039;&#039;&#039; — scanning, sensors, expeditions, archive finds&lt;br /&gt;
* &#039;&#039;&#039;Resource Management&#039;&#039;&#039; — mines, energy, warehouse, engineering&lt;br /&gt;
* &#039;&#039;&#039;Combat&#039;&#039;&#039; — shipyard, fleets, pirate fights, debris recycling&lt;br /&gt;
* &#039;&#039;&#039;Colonization&#039;&#039;&#039; — alliance, Astrophysics, colony ship, new colony. The alliance quest points out alliances marked &#039;&#039;&#039;Tribute&#039;&#039;&#039;, which pay Realm 1–3 members a daily [[Alliances#Alliance tribute (Realm 1–3)|alliance tribute]].&lt;br /&gt;
&lt;br /&gt;
Exact step lists follow the live onboarding catalog and can change with patches — treat in-game quest cards as the checklist.&lt;br /&gt;
&lt;br /&gt;
Some action quests count only after the research that equips them, so your starter fleet does not tick them off early:&lt;br /&gt;
* &#039;&#039;&#039;Scan a Pirate or Player&#039;&#039;&#039; and &#039;&#039;&#039;Scan Nebula System&#039;&#039;&#039; need &#039;&#039;&#039;Research Sensor Technologies&#039;&#039;&#039; first.&lt;br /&gt;
* &#039;&#039;&#039;First Pirate Raid&#039;&#039;&#039; needs &#039;&#039;&#039;Research Chemical Propulsion&#039;&#039;&#039; (level 2, the research that grants Light Interceptors) first.&lt;br /&gt;
* &#039;&#039;&#039;First Victory&#039;&#039;&#039; and &#039;&#039;&#039;Recycler Duty&#039;&#039;&#039; need &#039;&#039;&#039;Research Weapon Systems II&#039;&#039;&#039; (the research that grants Light Fighters) first.&lt;br /&gt;
Until then the quest card shows as locked and names the research still missing. Once it is done, your next scout, raid, victory or salvage counts.&lt;br /&gt;
&lt;br /&gt;
== Commander&#039;s Path ==&lt;br /&gt;
At the top of the Onboarding tab, &#039;&#039;&#039;Commander&#039;s Path&#039;&#039;&#039; shows a single current goal so there is always one clear next step. It is shown while your Onboarding tab is visible, and the tab stays open while a Path goal or chest is still waiting to be claimed. Goals unlock one at a time, in two acts. Tap the Commander&#039;s Path header to collapse it to one line showing the current goal and its steps done; a red counter on the header shows when a goal is ready to claim. Your choice is remembered on the device.&lt;br /&gt;
&lt;br /&gt;
While a Path goal is active, the Quests button shows only its reward counter; the per-category quest counters return once the Path is done. When an onboarding reward becomes ready to claim, a &amp;quot;+1&amp;quot; badge flies to the Quests button and the counter pops, so you can claim it without checking the board.&lt;br /&gt;
&lt;br /&gt;
=== Starter fleet ===&lt;br /&gt;
A handful of your father&#039;s ships survived the fall. Every new commander starts with them docked at the homeworld: &#039;&#039;&#039;5 Probes, 10 Cargo Ships, 40 Fighters and 5 Recyclers&#039;&#039;&#039;. Act I is played with these ships; building more takes the research of Act II.&lt;br /&gt;
&lt;br /&gt;
=== Act I: The Survivor Fleet ===&lt;br /&gt;
&#039;&#039;&#039;Newcomer fleet slots:&#039;&#039;&#039; for the first 3 days of your account you have 2 extra fleet slots, so a probe, a raid and your recyclers can be out at the same time. The fleet list shows when they end. Fleets already out when they end finish normally; after that, new launches use your regular limit from research.&lt;br /&gt;
&lt;br /&gt;
Act I goals are tracked by the Path itself: the action counts the moment you do it, separately from the onboarding quests above. Pirate raids, salvage and nebula scans you completed as onboarding quests before the Path arrived count too.&lt;br /&gt;
&lt;br /&gt;
For Scout a Pirate and Salvage the Wreckage, the goal&#039;s &#039;&#039;&#039;Go to pirate&#039;&#039;&#039; button (also on the matching onboarding quests) takes you to the nearest Scout Party or Weak pirate around your homeworld and opens its panel; if none is that weak it picks the nearest pirate, and if no pirate is near yet it shows your home system (new pirate bases appear every 30 minutes). Tapping &#039;&#039;&#039;Scout&#039;&#039;&#039; on a pirate starts with your probes already selected (the &#039;&#039;&#039;Spy Probe Count&#039;&#039;&#039; setting, 1 by default), so you only confirm and send.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! # !! Goal !! What to do&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;Scout a Pirate&#039;&#039;&#039; || Send a Probe to a [[Pirates|pirate]] outpost with a green ring (Scout Party or Weak, the safest first targets) and read the report before you attack. Leave the strongholds for later. Scouting a player does not count.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;First Strike&#039;&#039;&#039; || Study the scout report and simulate the fight, send Cargo Ships along for the loot, then raid the outpost you scouted and win the battle. Only a win against pirates counts; battles against players do not.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Salvage the Wreckage&#039;&#039;&#039; || Send Recyclers to collect the debris from the battle.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;Chart a Nebula&#039;&#039;&#039; || Send a Probe to scan a nearby nebula.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Act II: A Fleet of Our Own ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! # !! Goal !! Steps (onboarding quests)&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &#039;&#039;&#039;Growing Economy&#039;&#039;&#039; || Industrial Engineering 2, Solar Plant 5, a mine at level 5, a Warehouse, Engineering Lab 2&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;Into the Unknown&#039;&#039;&#039; || Expedition Basics, your first expedition, your first Archive find&lt;br /&gt;
|-&lt;br /&gt;
| 7 || &#039;&#039;&#039;A Second World&#039;&#039;&#039; || Astrophysics, a Colony Ship, found a colony&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Each goal lists its steps; tap a step to jump to that quest. Steps are ordinary onboarding quests, so you still claim their own rewards as usual.&lt;br /&gt;
* Act I goals are done on the galaxy map: while one has steps left, a button under it takes you there. On Scout a Pirate and Salvage the Wreckage it is &#039;&#039;&#039;Go to pirate&#039;&#039;&#039;. On First Strike it is &#039;&#039;&#039;Open Scout Report&#039;&#039;&#039;: it opens your latest scout report, whose &#039;&#039;&#039;Attack&#039;&#039;&#039; button launches the raid (with no scout report left, it goes to the nearest pirate instead). On Chart a Nebula it is &#039;&#039;&#039;Go to Nebula&#039;&#039;&#039;: it centers the map on the nearest nebula.&lt;br /&gt;
* When every step of the current goal is done, claim the goal&#039;s reward (resources, experience and often a boost item). The next goal then becomes current. Steps of later goals count as soon as you finish them, so a later goal can be ready to claim the moment it becomes current.&lt;br /&gt;
* Above the category tabs, one &#039;&#039;&#039;overall onboarding bar&#039;&#039;&#039; tracks every onboarding quest across all paths. Reward chests open at &#039;&#039;&#039;10, 20, 30 and 40&#039;&#039;&#039; completed quests; when a chest is ready, a card under the bar lists what it contains with a &#039;&#039;&#039;Claim Chest&#039;&#039;&#039; button (tapping the gift on the bar also claims it). Chests count quests from any path, in any order.&lt;br /&gt;
* Goal and chest rewards come on top of the quest rewards and Category Bonuses.&lt;br /&gt;
&lt;br /&gt;
Related: [[Research]], [[Fleet and Ships]], [[Expeditions]], [[Pirates]], [[Colonization]], [[Alliances]], [[Buildings]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Daily Quests =&lt;br /&gt;
Once onboarding is underway, commanders get a daily pool of objectives spanning economy, combat, exploration, trade, and alliance play.&lt;br /&gt;
&lt;br /&gt;
=== How many quests per day ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Realm&lt;br /&gt;
!Daily quests&lt;br /&gt;
|-&lt;br /&gt;
|1–2&lt;br /&gt;
|&#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|&#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|4+&lt;br /&gt;
|&#039;&#039;&#039;8&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The pool mixes a few &#039;&#039;&#039;fixed&#039;&#039;&#039; quests with &#039;&#039;&#039;rotating&#039;&#039;&#039; picks from a larger catalog (filtered by your realm).&lt;br /&gt;
&lt;br /&gt;
=== Daily completion bonus ===&lt;br /&gt;
You do &#039;&#039;&#039;not&#039;&#039;&#039; need every quest. The daily completion bonus unlocks after finishing &#039;&#039;&#039;total quests − 1&#039;&#039;&#039; (for example: 4 of 5, 5 of 6, or 7 of 8). That lets you skip one awkward task and still clear the day.&lt;br /&gt;
&lt;br /&gt;
The exception is the short set of 3 easy dailies new commanders get while their onboarding is unfinished (first 14 days): there the bonus needs &#039;&#039;&#039;all 3&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Imperial Credits (IC) on dailies ===&lt;br /&gt;
Only &#039;&#039;&#039;4&#039;&#039;&#039; quests each day are marked &#039;&#039;&#039;reward-eligible&#039;&#039;&#039; for Imperial Credits (experience points toward Imperial Access). Completing other dailies still progresses objectives and can grant non-IC rewards when defined, but IC from the daily pool is limited to those four.&lt;br /&gt;
&lt;br /&gt;
Quest cards and the claim flow show which rewards you actually receive.&lt;br /&gt;
&lt;br /&gt;
=== Difficulty ===&lt;br /&gt;
Dailies are tagged Easy / Medium / Hard. Harder tasks generally pay more when they are IC-eligible.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Weekly tab =&lt;br /&gt;
The Weekly tab has two layers:&lt;br /&gt;
&lt;br /&gt;
=== Weekly quest chains ===&lt;br /&gt;
Multi-step storylines (realm-gated). Examples from the live catalog:&lt;br /&gt;
&lt;br /&gt;
* The Lost Signal (R2+)&lt;br /&gt;
* Pirate Warlord Hunt (R2+)&lt;br /&gt;
* Colonial Push (R2+)&lt;br /&gt;
* Industrial Overhaul (R2+)&lt;br /&gt;
* Trade Winds (R2+)&lt;br /&gt;
* Alliance Road (R2+)&lt;br /&gt;
* Frontier Defense (R2+)&lt;br /&gt;
* Nebula Mysteries (R3+)&lt;br /&gt;
* Grand Salvage Operation (R3+)&lt;br /&gt;
&lt;br /&gt;
Complete steps in order; finishing a chain grants a completion reward (IC and/or items).&lt;br /&gt;
&lt;br /&gt;
=== Weekly streak milestones ===&lt;br /&gt;
Streaks track consecutive days where you earned the &#039;&#039;&#039;daily completion bonus&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Milestone&lt;br /&gt;
!Requirement&lt;br /&gt;
|-&lt;br /&gt;
|3-day streak&lt;br /&gt;
|3 consecutive completed days&lt;br /&gt;
|-&lt;br /&gt;
|7-day streak&lt;br /&gt;
|7 consecutive completed days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Claim each milestone once per streak window when eligible. Rewards are typically temporary boosts (tech, production, quest, etc.).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Imperial Credits &amp;amp; rewards =&lt;br /&gt;
Quest rewards can include:&lt;br /&gt;
&lt;br /&gt;
* Imperial Credits (IC) — used toward Imperial Access&lt;br /&gt;
* resources and packages&lt;br /&gt;
* items and temporary boosts&lt;br /&gt;
&lt;br /&gt;
Onboarding category bonuses and weekly chain completions often include IC or strong boosts. Daily IC is capped as noted above (4 eligible quests per day).&lt;br /&gt;
&lt;br /&gt;
In-game tooltips are authoritative for exact reward packages.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Quest Interface =&lt;br /&gt;
Tabs: &#039;&#039;&#039;Onboarding&#039;&#039;&#039; · &#039;&#039;&#039;Daily&#039;&#039;&#039; · &#039;&#039;&#039;Weekly&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Players can view active objectives, progress, claimable rewards, category bonuses, and chain status. Badges highlight pending claims (daily, weekly streak, weekly chains).&lt;br /&gt;
&lt;br /&gt;
=== Welcome back briefing ===&lt;br /&gt;
During your first 7 days, opening the game after being away for a while may show a &#039;&#039;&#039;Welcome back, Commander&#039;&#039;&#039; screen (at most once per session). It shows:&lt;br /&gt;
* How long you were away.&lt;br /&gt;
* &#039;&#039;&#039;While you were away&#039;&#039;&#039;: the mail that arrived, grouped into battles, scout reports, expeditions, harvests, fleet reports, trade updates and rewards. Tap a tile or &#039;&#039;&#039;Open Mail&#039;&#039;&#039; to read them.&lt;br /&gt;
* &#039;&#039;&#039;Your next objectives&#039;&#039;&#039;: your next two onboarding quests, with progress (only while onboarding is unfinished). Tap one to open it on the Quest Board.&lt;br /&gt;
* &#039;&#039;&#039;Daily quests&#039;&#039;&#039; still open today.&lt;br /&gt;
Tap outside the screen or &#039;&#039;&#039;Continue&#039;&#039;&#039; to close it.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Strategic Importance =&lt;br /&gt;
&lt;br /&gt;
* Teaches new commanders the core systems&lt;br /&gt;
* Encourages diversified play each day&lt;br /&gt;
* Adds steady IC and boost income for active empires&lt;br /&gt;
* Weekly chains steer mid-game goals (pirates, trade, nebula, alliance)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
* [[Expeditions]] · [[Trading System]] · [[Pirates]] · [[Asteroid Harvesting]] · [[Alliances]] · [[Player Classes]] · [[Beginner Guides]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Patch_Notes&amp;diff=951</id>
		<title>Patch Notes</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Patch_Notes&amp;diff=951"/>
		<updated>2026-10-13T11:46:29Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from PatchNotes.wikitext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Version 1.4.11]]&lt;br /&gt;
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[[Version 1.4.3]]&lt;br /&gt;
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[[Version 1.4.2]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.4.1]]&lt;br /&gt;
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[[Version 1.4.0]]&lt;br /&gt;
----[[Version 1.3.9]]&lt;br /&gt;
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[[Version 1.2.57]]&lt;br /&gt;
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[[Version 1.2.56]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Fleet_and_Ships&amp;diff=950</id>
		<title>Fleet and Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Fleet_and_Ships&amp;diff=950"/>
		<updated>2026-10-13T11:46:29Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from FleetAndShips.wikitext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fleet &amp;amp; Ships =&lt;br /&gt;
&lt;br /&gt;
Fleets are the backbone of expansion, warfare, logistics, and exploration in &#039;&#039;&#039;Per Regna&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Ships are divided into:&lt;br /&gt;
&lt;br /&gt;
* Combat Vessels – Damage dealers, tanks, siege units&lt;br /&gt;
* Support Vessels – Logistics, salvage, scouting, buffs&lt;br /&gt;
* Capital &amp;amp; Prestige Ships – Endgame strategic powerhouses&lt;br /&gt;
&lt;br /&gt;
Each Realm unlocks new tiers of fleet capability.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Fleet Combat Fundamentals ==&lt;br /&gt;
&lt;br /&gt;
Every ship has:&lt;br /&gt;
&lt;br /&gt;
* Attack – Base damage output&lt;br /&gt;
* Defense – Structural durability&lt;br /&gt;
* Shield – Damage absorption layer&lt;br /&gt;
* Speed – Travel speed&lt;br /&gt;
** Time a flight, yours or another player&#039;s, with the [[Shipyard#Flight Time Calculator|Flight Time Calculator]] (Realm 3+).&lt;br /&gt;
* Cargo Capacity – Resource transport ability&lt;br /&gt;
* Fuel Consumption – Operational cost&lt;br /&gt;
* Target Priority – Determines engagement order&lt;br /&gt;
* Rapid Fire – Multi-hit advantage versus specific targets&lt;br /&gt;
&lt;br /&gt;
For deeper mechanics, see:&lt;br /&gt;
* [[Rapid Fire]]&lt;br /&gt;
* [[Targeting and Priority]]&lt;br /&gt;
* [[Damage and Shields]]&lt;br /&gt;
&lt;br /&gt;
== Sending a Fleet ==&lt;br /&gt;
&lt;br /&gt;
* Most missions open the send screen from a target on the map (planet, debris, asteroid, nebula, system center).&lt;br /&gt;
* &#039;&#039;&#039;Long-press the Fleet button&#039;&#039;&#039; to open the send screen without a target: it lists the ships in your current colony and starts as a &#039;&#039;&#039;Dispatch&#039;&#039;&#039; to the colony itself. Enter the destination coordinates in the next step before launching. When the target planet has a moon, a &#039;&#039;&#039;moon&#039;&#039;&#039; button at the end of the coordinates switches the target to the moon, and a &#039;&#039;&#039;planet&#039;&#039;&#039; button switches back.&lt;br /&gt;
* A tap on the Fleet button still opens the fleet list.&lt;br /&gt;
* Missions that need a specific ship mark it with a &#039;&#039;&#039;yellow border&#039;&#039;&#039; in the ship list: Probe for Scout, Recycler or Advanced Recycler for Collect Debris, Colony Ship for Colonize, Orbital Refinery for Harvest and Explorer Ship for Survey. The fleet must include at least one of them.&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039; starts with probes already selected: your &#039;&#039;&#039;Spy Probe Count&#039;&#039;&#039; setting (1 by default), capped to the probes in the colony.&lt;br /&gt;
* &#039;&#039;&#039;Changing the coordinates&#039;&#039;&#039; in the send screen checks what is at the new position and updates the mission list to match: own colony (Transport, Dispatch, Collect), allied colony (Transport, Station), enemy or pirate planet or moon (Scout, Attack, Collect Debris), empty planet (Colonize, or Collect Debris when there is debris), asteroid field (Harvest), nebula center (Scout), nebula zone (Explore, Harvest), system center (own alliance: Station, Donate, Harvest, Survey; diplomatic ally: Station; guarded or rival: Scout, Attack) and Riftwake structures (Scout, Attack; Station on a Wakeheart your side holds). If the current mission is not available there, the first available one is selected. If nothing is at the coordinates, the fleet cannot be sent.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Realm 1 Ships (Foundation Era) =&lt;br /&gt;
&lt;br /&gt;
Realm 1 introduces core fleet roles: scouting, raiding, hauling, colonization, and early heavy combat.&lt;br /&gt;
&lt;br /&gt;
== Support Ships ==&lt;br /&gt;
&lt;br /&gt;
[[Probe]]  &lt;br /&gt;
Basic scout ship for espionage and expeditions.  &lt;br /&gt;
Extremely fast. Minimal combat capability. &lt;br /&gt;
&lt;br /&gt;
[[Cargo Ship]] &lt;br /&gt;
Primary early logistics vessel with strong cargo capacity.&lt;br /&gt;
&lt;br /&gt;
[[Recycler]] &lt;br /&gt;
Collects debris fields after battles.  &lt;br /&gt;
Key economic accelerator in early PvE/PvP cycles.&lt;br /&gt;
&lt;br /&gt;
[[Colony Ship]] &lt;br /&gt;
Establishes new colonies and enables multi-planet expansion.&lt;br /&gt;
&lt;br /&gt;
== Combat Ships ==&lt;br /&gt;
&lt;br /&gt;
[[Kamikaze]]&lt;br /&gt;
Cheap early skirmisher.  &lt;br /&gt;
Effective against probes via Rapid Fire.&lt;br /&gt;
&lt;br /&gt;
[[Fighter]]&lt;br /&gt;
Backbone early combat unit.  &lt;br /&gt;
Balanced attack, mobility, and cost.&lt;br /&gt;
&lt;br /&gt;
[[Battleship]]&lt;br /&gt;
Realm 1 flagship heavy hitter.  &lt;br /&gt;
High durability and firepower for early dominance.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Realm 2 Ships (Expansion Era) =&lt;br /&gt;
&lt;br /&gt;
Realm 2 introduces specialization, convoy protection, rare materials, and fleet role diversity.&lt;br /&gt;
&lt;br /&gt;
== Escort &amp;amp; Support ==&lt;br /&gt;
&lt;br /&gt;
[[Corvette]]  &lt;br /&gt;
Convoy escort ship.  &lt;br /&gt;
Strong defensive profile for protection roles.&lt;br /&gt;
&lt;br /&gt;
[[Freighter]] &lt;br /&gt;
Large-scale hauling vessel.  &lt;br /&gt;
Massively increased cargo capacity over Cargo Ship.&lt;br /&gt;
&lt;br /&gt;
[[Frigate]]  &lt;br /&gt;
Shield-support and science utility ship.  &lt;br /&gt;
Provides fleet synergy.&lt;br /&gt;
&lt;br /&gt;
[[Orbital Refinery]] &lt;br /&gt;
Orbiting support platform that boosts asteroid/solar node resource intake.&lt;br /&gt;
&lt;br /&gt;
== Combat Escalation ==&lt;br /&gt;
&lt;br /&gt;
[[Cruiser]] &lt;br /&gt;
Durable frontline tank.  &lt;br /&gt;
Strong Rapid Fire against lighter ships.&lt;br /&gt;
&lt;br /&gt;
[[Destroyer]]  &lt;br /&gt;
Anti-shield specialist.  &lt;br /&gt;
Counters tanks and shield structures.&lt;br /&gt;
&lt;br /&gt;
[[Bomber]]  &lt;br /&gt;
Anti-defense specialist.  &lt;br /&gt;
Designed for base cracking and turret suppression.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Realm 3 Ships (High-Technology Era) =&lt;br /&gt;
&lt;br /&gt;
Realm 3 introduces Elerium-tier ships, deeper synergy, and advanced fleet compositions.&lt;br /&gt;
&lt;br /&gt;
== Advanced Combat Ships ==&lt;br /&gt;
&lt;br /&gt;
[[Heavy Cruiser]] &lt;br /&gt;
Durable mainline warship.  &lt;br /&gt;
Forms backbone of advanced fleets.&lt;br /&gt;
&lt;br /&gt;
[[Dreadnought]] &lt;br /&gt;
Siege-focused warship.  &lt;br /&gt;
High Rapid Fire vs cruisers, domes, and defenses.&lt;br /&gt;
&lt;br /&gt;
== Capital Support Ships ==&lt;br /&gt;
&lt;br /&gt;
[[Carrier]]  &lt;br /&gt;
Capital support ship that launches autonomous drones.  &lt;br /&gt;
Anchors fleet formations.&lt;br /&gt;
&lt;br /&gt;
[[Advanced Recycler]]  &lt;br /&gt;
Mid-to-late salvage vessel with improved debris efficiency.&lt;br /&gt;
&lt;br /&gt;
[[Science Vessel]]  &lt;br /&gt;
Deep PvE vessel.  &lt;br /&gt;
Unlocks anomalies and improves expedition safety.&lt;br /&gt;
&lt;br /&gt;
[[Planetary Harvester]] &lt;br /&gt;
Surface-based industrial crawler.  &lt;br /&gt;
Boosts planetary resource output. (Not space-capable)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Realm 4 Ships (Ascension Era) =&lt;br /&gt;
&lt;br /&gt;
Realm 4 unlocks prestige-tier fleets and strategic endgame dominance.&lt;br /&gt;
&lt;br /&gt;
== ⚔ Endgame Combat Ships ==&lt;br /&gt;
&lt;br /&gt;
[[Battlecruiser]] &lt;br /&gt;
High-tier frontline warship.  &lt;br /&gt;
Major durability and firepower scaling.&lt;br /&gt;
&lt;br /&gt;
[[Titan]] &lt;br /&gt;
Prestige dreadnought with siege-focused abilities.&lt;br /&gt;
&lt;br /&gt;
[[Colossus]] &lt;br /&gt;
Planet-cracking siege platform.  &lt;br /&gt;
Designed for strategic objectives.&lt;br /&gt;
&lt;br /&gt;
== High-End Support ==&lt;br /&gt;
&lt;br /&gt;
[[Support Vessel]]&lt;br /&gt;
Repair and buff platform.  &lt;br /&gt;
Sustains fleets in extended engagements.&lt;br /&gt;
&lt;br /&gt;
[[Megahauler]]  &lt;br /&gt;
Massive logistics vessel.  &lt;br /&gt;
Enables alliance-scale supply contracts.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Fleet Role Classification =&lt;br /&gt;
&lt;br /&gt;
== Combat Roles ==&lt;br /&gt;
&lt;br /&gt;
* Skirmisher – Light Interceptor&lt;br /&gt;
* Backbone – Fighter&lt;br /&gt;
* Tank – Cruiser / Heavy Cruiser&lt;br /&gt;
* Shield Breaker – Destroyer&lt;br /&gt;
* Defense Breaker – Bomber&lt;br /&gt;
* Siege – Dreadnought / Colossus&lt;br /&gt;
* Capital Frontline – Battlecruiser / Titan&lt;br /&gt;
&lt;br /&gt;
== Support Roles ==&lt;br /&gt;
&lt;br /&gt;
* Scout – Probe&lt;br /&gt;
* Hauler – Cargo Ship / Freighter / Megahauler&lt;br /&gt;
* Salvage – Recycler / Advanced Recycler&lt;br /&gt;
* Colony Expansion – Colony Ship&lt;br /&gt;
* Convoy Escort – Corvette&lt;br /&gt;
* Science Utility – Science Vessel&lt;br /&gt;
* Fleet Sustain – Support Vessel&lt;br /&gt;
* Resource Booster – Planetary Harvester&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= 🧠 Strategic Notes =&lt;br /&gt;
&lt;br /&gt;
* Early game revolves around Fighter swarms and Battleship anchors.&lt;br /&gt;
* Realm 2 introduces role-based fleet design.&lt;br /&gt;
* Realm 3 emphasizes synergy and siege capability.&lt;br /&gt;
* Realm 4 requires combined-arms fleets with support vessels.&lt;br /&gt;
* Rapid Fire interactions heavily influence fleet composition.&lt;br /&gt;
&lt;br /&gt;
For advanced fleet optimization, see:&lt;br /&gt;
* [[Advanced Strategy]]&lt;br /&gt;
* [[Beginner Guides]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Patch_Notes&amp;diff=949</id>
		<title>Patch Notes</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Patch_Notes&amp;diff=949"/>
		<updated>2026-10-12T14:38:21Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from PatchNotes.wikitext&lt;/p&gt;
&lt;hr /&gt;
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[[Version 1.4.3]]&lt;br /&gt;
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[[Version 1.4.2]]&lt;br /&gt;
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[[Version 1.4.1]]&lt;br /&gt;
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[[Version 1.4.0]]&lt;br /&gt;
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&lt;br /&gt;
[[Version 1.3.7]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.6]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.5]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.4]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.3]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.2]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.1]]&lt;br /&gt;
&lt;br /&gt;
[[Version 1.3.0]]&lt;br /&gt;
----[[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_1.4.10&amp;diff=948</id>
		<title>Version 1.4.10</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Version_1.4.10&amp;diff=948"/>
		<updated>2026-10-12T08:01:43Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from 1.4.10.wikitext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Imperial Overview gets a Trade tab, coordinated-attack leaders can lock out only slow joiners, cosmetics can be previewed on your colony before buying, the colony list can be reordered, resource templates sync across devices, and engines can be cancelled while forging and leave debris when destroyed.&lt;br /&gt;
&lt;br /&gt;
== Imperial Overview ==&lt;br /&gt;
* New &#039;&#039;&#039;Trade&#039;&#039;&#039; tab, one row per colony: Trading Center level, pending offers against slots (e.g. 3/4), free auto-fulfill slots (highlighted when above 0, so you know where to list another order), offers in transit (accepted, convoys travelling; their slot is already free) and the resources offered and requested by pending offers. Includes a totals row and the export sheet. Requires Imperial Access, like the other tabs.&lt;br /&gt;
* Auto-fulfill offers also use a normal trade slot.&lt;br /&gt;
* Tab names are no longer cut off on phones; the tab bar scrolls sideways when the tabs don&#039;t fit.&lt;br /&gt;
* See [[Trading System#Imperial Overview: Trade tab|Trading System]].&lt;br /&gt;
&lt;br /&gt;
== Fleet Coordination ==&lt;br /&gt;
* New &#039;&#039;&#039;Lock slow joiners&#039;&#039;&#039; option in Manage FCS, next to Lock rally. Allies can still join if they arrive by the current group ETA; slower fleets are rejected with a clear error, so the strike is not delayed further.&lt;br /&gt;
* &#039;&#039;&#039;Lock rally&#039;&#039;&#039; still blocks everyone, and &#039;&#039;&#039;Unlock&#039;&#039;&#039; clears either lock.&lt;br /&gt;
* See [[FleetCoordinationSystem(FCS)#Locking &amp;amp; Unlocking Participation|Fleet Coordination System]].&lt;br /&gt;
&lt;br /&gt;
== Cosmetics ==&lt;br /&gt;
* The cosmetic chooser has a &#039;&#039;&#039;Preview&#039;&#039;&#039; button that shows the selected item on your current colony for &#039;&#039;&#039;10 seconds&#039;&#039;&#039;, then returns to the equipped one. Works for any item that is not active, owned or not.&lt;br /&gt;
* Covers planet, moon and alliance surfaces, building skins (including alliance building skins) and planet images (the camera pans to the colony on the galaxy view).&lt;br /&gt;
* The chooser hides during the preview and reopens on the same item; a countdown pill lets you end it early. Nothing is bought or equipped.&lt;br /&gt;
* See [[Player Cosmetics#Previewing cosmetics|Player Cosmetics]].&lt;br /&gt;
&lt;br /&gt;
== Colonies ==&lt;br /&gt;
* Set your own colony list order from &#039;&#039;&#039;Colony Settings → Reorder Colony List&#039;&#039;&#039;, with up/down buttons and &#039;&#039;&#039;Reset&#039;&#039;&#039; to creation order. Moons stay under their planet, the Capital can go anywhere, and new colonies go to the bottom.&lt;br /&gt;
* The order is used in every colony list and saved to your account, so it is the same on every device. Sorting by name never overwrites it. Free, no Imperial Access needed.&lt;br /&gt;
* Colony Settings actions are grouped into &#039;&#039;&#039;This Colony&#039;&#039;&#039;, &#039;&#039;&#039;Colony List&#039;&#039;&#039; and a separate &#039;&#039;&#039;Abandon&#039;&#039;&#039; section.&lt;br /&gt;
* See [[Colonization#Colony List Order|Colonization]].&lt;br /&gt;
&lt;br /&gt;
== Resource Templates ==&lt;br /&gt;
* Resource templates (fleet launch cargo loadouts) are saved to your account (up to &#039;&#039;&#039;12&#039;&#039;&#039;) and are the same on every device.&lt;br /&gt;
* On first open in 1.4.10, the templates already on a device are merged into your account list (no duplicates, up to 12), so no device&#039;s templates are lost.&lt;br /&gt;
&lt;br /&gt;
== Engines ==&lt;br /&gt;
* An installed engine destroyed in a raid (single or joint attack) now leaves debris like a lost ship: its install price × the share of wear it had left, at the battle&#039;s ship debris rate. It shows in the report&#039;s debris line, counts toward the moon chance and never goes to the Ship Graveyard.&lt;br /&gt;
* A fresh Ship Production Engine Mk I leaves about &#039;&#039;&#039;9T&#039;&#039;&#039; at a 35% debris rate; Mk III about &#039;&#039;&#039;100T&#039;&#039;&#039;.&lt;br /&gt;
* An order can be &#039;&#039;&#039;cancelled&#039;&#039;&#039; from the Workshop&#039;s forging queue: a &#039;&#039;&#039;Queued&#039;&#039;&#039; order is refunded in full, the one already &#039;&#039;&#039;Forging&#039;&#039;&#039; costs a &#039;&#039;&#039;5% fee&#039;&#039;&#039;. The colony&#039;s later orders move up. See [[Engines#Building (forging)|Engines]].&lt;br /&gt;
* See [[Engines#Installed engines|Engines]] and [[Fleet Combat#Debris vs Ship Graveyard|Fleet Combat]].&lt;br /&gt;
&lt;br /&gt;
== Battle reports ==&lt;br /&gt;
* Repaired ships show as a blue &#039;&#039;&#039;(+X)&#039;&#039;&#039; next to the ship count in battle report rounds and the simulator, with one note above the table, instead of a separate Repaired column.&lt;br /&gt;
* Identical installed engines that were stolen or destroyed show as one row with a quantity.&lt;br /&gt;
&lt;br /&gt;
== Inventory ==&lt;br /&gt;
* Newly obtained monument and relic pieces are marked &#039;&#039;&#039;NEW&#039;&#039;&#039; in the piece grid, not only on the monument or relic.&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
* The &#039;&#039;&#039;Speed up construction&#039;&#039;&#039; onboarding quests are now &#039;&#039;&#039;Upgrade Engineering Lab to 2/3/5&#039;&#039;&#039;. A normal upgrade counts; no boost needed. This also shows in Commander&#039;s Path Act II.&lt;br /&gt;
&lt;br /&gt;
== Notifications ==&lt;br /&gt;
* The notification prompt now waits until no other window is open, so it appears correctly on iPhone.&lt;br /&gt;
* See [[Frequently Asked Questions#Notifications|FAQ]].&lt;br /&gt;
&lt;br /&gt;
== Fixes ==&lt;br /&gt;
* Fixed: switching to a colony with a different surface briefly showed the previous colony&#039;s surface.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Trading System]]&lt;br /&gt;
* [[FleetCoordinationSystem(FCS)]]&lt;br /&gt;
* [[Player Cosmetics]]&lt;br /&gt;
* [[Colonization]]&lt;br /&gt;
* [[Engines]]&lt;br /&gt;
* [[Version 1.4.9]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Expeditions/Fleet_Mechanics&amp;diff=947</id>
		<title>Expeditions/Fleet Mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Expeditions/Fleet_Mechanics&amp;diff=947"/>
		<updated>2026-10-12T08:01:42Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from Expeditions-Fleet-Mechanics.wikitext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Expedition Fleet Composition &amp;amp; Support Mechanics =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Subpage of &#039;&#039;&#039;[[Expeditions]]&#039;&#039;&#039;. Wiki path: &amp;lt;code&amp;gt;Expeditions/Fleet_Mechanics&amp;lt;/code&amp;gt;.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This page explains how fleet composition affects expedition results. Formulas are simplified to help you estimate how close you are to each cap.&lt;br /&gt;
&lt;br /&gt;
All chance bonuses use diminishing returns and have maximum caps.&lt;br /&gt;
&lt;br /&gt;
== 1. Specialist ships — item family bias (max +3 points) ==&lt;br /&gt;
&lt;br /&gt;
Certain ships raise the chance of one item family.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Reward type&lt;br /&gt;
!Specialist ship&lt;br /&gt;
!Max bonus&lt;br /&gt;
|-&lt;br /&gt;
|Relic pieces&lt;br /&gt;
|[[Orbital Refinery]]&lt;br /&gt;
| +3 points&lt;br /&gt;
|-&lt;br /&gt;
|Monument pieces&lt;br /&gt;
|[[Advanced Recycler]]&lt;br /&gt;
| +3 points&lt;br /&gt;
|-&lt;br /&gt;
|Nano boosts&lt;br /&gt;
|[[Support Vessel]]&lt;br /&gt;
| +3 points&lt;br /&gt;
|-&lt;br /&gt;
|Tech boosts&lt;br /&gt;
|[[Frigate]]&lt;br /&gt;
| +3 points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Only &#039;&#039;&#039;one&#039;&#039;&#039; specialist type applies per expedition. If you send several, the priority is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
relic &amp;gt; monument &amp;gt; nano &amp;gt; tech&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* A single higher-priority specialist turns off a lower one: one Support Vessel in a Frigate fleet removes the tech boost bonus.&lt;br /&gt;
* More ships = higher bonus, but gains slow down at higher counts.&lt;br /&gt;
* The added chance comes out of &#039;&#039;&#039;nothing found&#039;&#039;&#039;, so resources, ships and other items keep their odds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scaling formula:&#039;&#039;&#039;&lt;br /&gt;
 bonus ≈ 3 points × ( specialistShips / (specialistShips + 175) )&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* 1 ship → ~0.02 points&lt;br /&gt;
* 175 ships → +1.5 points (a 4% tech boost chance becomes about 5.5%)&lt;br /&gt;
* 500 ships → ~+2.2 points&lt;br /&gt;
* 1,000 ships → ~+2.55 points&lt;br /&gt;
* The bonus never exceeds +3 points&lt;br /&gt;
&lt;br /&gt;
Other rules still apply afterwards: the late-game boost throttle, the Realm 1–3 relic / monument multipliers and the decay past depth 3 (see [[Expeditions/Rewards]]).&lt;br /&gt;
&lt;br /&gt;
== 2. Probes — find chance (max +15%) ==&lt;br /&gt;
&lt;br /&gt;
[[Probe|Probes]] raise the weight of &#039;&#039;&#039;positive&#039;&#039;&#039; outcomes (resources, ships, items).&lt;br /&gt;
&lt;br /&gt;
* Affects whether something is found.&lt;br /&gt;
* Does not change which item family you roll, and does not boost empty / stun / damage outcomes.&lt;br /&gt;
* Maximum bonus: +15%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scaling formula:&#039;&#039;&#039;&lt;br /&gt;
 bonus ≈ 15% × ( probes / (probes + 175) )&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* 50 probes → ~3%&lt;br /&gt;
* 175 probes → ~7.5%&lt;br /&gt;
* 500 probes → ~11%&lt;br /&gt;
* 1,000 probes → ~13%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Probe-only fleets&#039;&#039;&#039; (nothing but probes) find resources, relic pieces, monument pieces and boosts at only &#039;&#039;&#039;20%&#039;&#039;&#039; of the normal chance; the rest becomes &#039;&#039;nothing found&#039;&#039;. Ship and cosmetic finds are unchanged. Add at least one other ship to roll at the full rate.&lt;br /&gt;
&lt;br /&gt;
== 3. Science Vessels — bigger finds (max +100%) ==&lt;br /&gt;
&lt;br /&gt;
[[Science Vessel|Science Vessels]] make &#039;&#039;&#039;resource and ship finds bigger&#039;&#039;&#039;. They do &#039;&#039;&#039;not&#039;&#039;&#039; change which outcome you roll or how often items drop.&lt;br /&gt;
&lt;br /&gt;
The bonus grows logarithmically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formula (exact):&#039;&#039;&#039;&lt;br /&gt;
 bonus = MIN(100%, log₂(scienceVesselCount + 1) × 5%)&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* 1 ship → 5%&lt;br /&gt;
* 3 ships → 10%&lt;br /&gt;
* 7 ships → 15%&lt;br /&gt;
* 31 ships → 25%&lt;br /&gt;
* 127 ships → 35%&lt;br /&gt;
* 1,023 ships → 50%&lt;br /&gt;
* ~1 million ships → 100% (cap)&lt;br /&gt;
&lt;br /&gt;
Each doubling of ships adds roughly +5%.&lt;br /&gt;
&lt;br /&gt;
The same multiplier also &#039;&#039;&#039;raises the per-expedition cap&#039;&#039;&#039;, so a large stack is not immediately flattened by the score ceiling. Science Vessels count lightly toward ship loss: they are counted as &#039;&#039;&#039;quantity / 1,000&#039;&#039;&#039; when a loss event applies (see [[Expeditions#Ship loss|Ship loss]]).&lt;br /&gt;
&lt;br /&gt;
== 4. Combat ships — discovery pool ==&lt;br /&gt;
&lt;br /&gt;
The highest ship &#039;&#039;&#039;class&#039;&#039;&#039; in the fleet sets which ships can be recovered.&lt;br /&gt;
&lt;br /&gt;
* Sending only low-tier ships keeps discoveries in the low-tier pool.&lt;br /&gt;
* Sending higher-tier ships unlocks higher-tier pools.&lt;br /&gt;
* Recovered ships are usually at most &#039;&#039;&#039;one class above&#039;&#039;&#039; your strongest ship, unless a jackpot stretches the pool.&lt;br /&gt;
&lt;br /&gt;
== 5. Overall fleet size ==&lt;br /&gt;
&lt;br /&gt;
Larger fleets (by catalog build cost):&lt;br /&gt;
&lt;br /&gt;
* Increase total resource volume (~&#039;&#039;&#039;15%&#039;&#039;&#039; of sent fleet value before difficulty / depth / variance)&lt;br /&gt;
* Increase the ship-recovery budget (also ~15% of fleet value, with a steeper difficulty curve)&lt;br /&gt;
&lt;br /&gt;
Fleet size affects volume, not probability caps. Payouts are still limited by the score / realm / daily ceilings (see [[Expeditions#Caps and late-game throttles|Caps]]).&lt;br /&gt;
&lt;br /&gt;
== 6. Cargo ==&lt;br /&gt;
&lt;br /&gt;
Cargo capacity limits how many &#039;&#039;&#039;resources&#039;&#039;&#039; you bring back.&lt;br /&gt;
&lt;br /&gt;
* If a find is larger than free space, all resource types are scaled down together — you keep a proportional slice.&lt;br /&gt;
* Recovered ships are added &#039;&#039;&#039;without&#039;&#039;&#039; a cargo check; you do not lose them for lack of cargo.&lt;br /&gt;
&lt;br /&gt;
== 7. Class ==&lt;br /&gt;
&lt;br /&gt;
* [[Player Classes|Explorer]]: +12% loot, +10% success weight, +10% anomaly (item) weight, +15% exploration speed.&lt;br /&gt;
* Warlord: −10% expedition loot.&lt;br /&gt;
&lt;br /&gt;
== 8. How bonuses stack ==&lt;br /&gt;
&lt;br /&gt;
The following stack together:&lt;br /&gt;
&lt;br /&gt;
* Probe bonus (find chance)&lt;br /&gt;
* Specialist ship bonus (one item family)&lt;br /&gt;
* Science Vessel bonus (size of resource and ship finds)&lt;br /&gt;
* Research, class and monument bonuses (see [[Expeditions#Research, class, and monuments|Research, class, and monuments]])&lt;br /&gt;
&lt;br /&gt;
All caps still apply.&lt;br /&gt;
&lt;br /&gt;
== Strategy insight ==&lt;br /&gt;
&lt;br /&gt;
Because of diminishing returns:&lt;br /&gt;
&lt;br /&gt;
* The first 100–200 specialist ships or probes give the biggest impact.&lt;br /&gt;
* Extremely large specialist or probe stacks give smaller additional gains.&lt;br /&gt;
* Science Vessels benefit from doubling counts, and each doubling is worth less relative to the stack.&lt;br /&gt;
* Bring one specialist type only, matched to the item family you want.&lt;br /&gt;
&lt;br /&gt;
Balanced fleets are usually more efficient than extreme stacking.&lt;br /&gt;
&lt;br /&gt;
Full guide: [[Expeditions]] · [[Expeditions/Rewards|Rewards]] · [[Expeditions/Depth System|Depth System]] · [[Expeditions/Nebula Zones|Nebula Zones]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Expeditions&amp;diff=946</id>
		<title>Expeditions</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Expeditions&amp;diff=946"/>
		<updated>2026-10-12T08:01:42Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from Expeditions.wikitext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Expeditions =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Expeditions&#039;&#039;&#039; are a depth-based exploration of nebula zones. You send a fleet, resolve a random event at each depth, then choose to &#039;&#039;&#039;Extract&#039;&#039;&#039; with what you have or &#039;&#039;&#039;Continue&#039;&#039;&#039; deeper for a larger payout at higher risk.&lt;br /&gt;
&lt;br /&gt;
Unlike passive harvest, each depth is a roll: resources, recovered ships, items, a stun delay, or ship losses. Expeditions are &#039;&#039;&#039;solo&#039;&#039;&#039; — there is no rally / FCS loot share on this mission type.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;You must &#039;&#039;&#039;scout the nebula system&#039;&#039;&#039; with probes before you can launch an expedition to its zones. Settings → Expedition stores default depth, default extract/continue, and one-click templates. The &#039;&#039;&#039;Explore again&#039;&#039;&#039; button on an expedition report, or on the fleet return report when the expedition fleet docks (in the report, or in the mail list by tapping the row&#039;s &#039;&#039;&#039;⋮&#039;&#039;&#039; button), starts a new expedition to the same zone: it opens the fleet send screen, or with One-Click Expedition on sends straight away from your active colony (long-press for the fleet send screen). In the mail list, an expedition report&#039;s row shows the resources, ships and items it brought home, and with Imperial Access a fleet icon on an expedition or return report row means one of your fleets is already heading to or exploring that zone.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Subpages: [[Expeditions/Nebula Zones|Nebula Zones]] · [[Expeditions/Rewards|Rewards]] · [[Expeditions/Fleet Mechanics|Fleet Mechanics]] · [[Expeditions/Depth System|Depth System]] · [[Expeditions/Faction Expeditions|Faction Expeditions]]&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
&lt;br /&gt;
* Core flow&lt;br /&gt;
* Maximum depth&lt;br /&gt;
* Depth timing&lt;br /&gt;
* How loot is calculated&lt;br /&gt;
* Resource mix by realm&lt;br /&gt;
* Items &amp;amp; recovered ships&lt;br /&gt;
* Fleet composition&lt;br /&gt;
* Stun&lt;br /&gt;
* Ship loss&lt;br /&gt;
* What failure does *not* do&lt;br /&gt;
* Research, class, and monuments&lt;br /&gt;
* Caps and late-game throttles&lt;br /&gt;
* Cargo&lt;br /&gt;
* FAQ&lt;br /&gt;
&lt;br /&gt;
== Core flow ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Details: [[Expeditions/Nebula Zones|Nebula Zones]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Scout the nebula system, then pick a &#039;&#039;&#039;nebula zone&#039;&#039;&#039; on the galaxy map.&lt;br /&gt;
# Launch an expedition fleet and choose a &#039;&#039;&#039;maximum depth&#039;&#039;&#039; (and a default Extract / Continue if you miss the prompt).&lt;br /&gt;
# The fleet spends time at the current depth, then a random &#039;&#039;&#039;event&#039;&#039;&#039; resolves.&lt;br /&gt;
# Rewards (resources, ships, items) are applied immediately to the fleet. Penalties (stun, ship loss) are applied immediately.&lt;br /&gt;
# If more depths remain, you have &#039;&#039;&#039;30 minutes&#039;&#039;&#039; to &#039;&#039;&#039;Extract&#039;&#039;&#039; or &#039;&#039;&#039;Continue&#039;&#039;&#039;. If you do not answer, your saved default decision is used.&lt;br /&gt;
# On Extract (or after the last depth), the fleet returns with accumulated cargo, recovered ships, and items.&lt;br /&gt;
&lt;br /&gt;
You may only have &#039;&#039;&#039;one expedition (or gas harvest) per nebula zone&#039;&#039;&#039; at a time.&lt;br /&gt;
&lt;br /&gt;
== Maximum depth ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Details: [[Expeditions/Depth System|Depth System]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every commander can send depths &#039;&#039;&#039;1–3&#039;&#039;&#039;. Deeper runs come from the &#039;&#039;&#039;Celestial Orrery&#039;&#039;&#039; (Explorer Core monument) on your capital:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Orrery level&lt;br /&gt;
!Max selectable depth&lt;br /&gt;
|-&lt;br /&gt;
|Not deployed&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|…&lt;br /&gt;
|Base 3 + Orrery level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Depths &#039;&#039;&#039;6–10&#039;&#039;&#039; are real earning layers once Orrery (and related research) unlocks them. They are not a separate “Realm 4 only” event table — deeper depths reuse the same outcome pool as shallower ones, with higher earning multipliers and a stricter ship-loss cap (see [[#ship loss|Ship loss]]).&lt;br /&gt;
&lt;br /&gt;
== Depth timing ==&lt;br /&gt;
&lt;br /&gt;
Each depth has its own duration (before monument / class / realm speed). Celestial Orrery and Explorer class can shorten expedition mission time. Early realms also shorten on-station depth timers: &#039;&#039;&#039;R1 ×0.5&#039;&#039;&#039;, &#039;&#039;&#039;R2 ×0.75&#039;&#039;&#039;, &#039;&#039;&#039;R3+ ×1.0&#039;&#039;&#039;. Travel to and from the nebula is sped up separately — &#039;&#039;&#039;R1 ×3&#039;&#039;&#039;, &#039;&#039;&#039;R2 ×2&#039;&#039;&#039;, &#039;&#039;&#039;R3 ×1.5&#039;&#039;&#039;, R4 base (see [[Realms Overview]]).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Depth&lt;br /&gt;
!Base duration&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|30 min&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|1 h&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 h&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4 h&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|4 h&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|6 h&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|8 h&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|10 h&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|12 h&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|15 h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Zone &#039;&#039;&#039;difficulty&#039;&#039;&#039; (Easy / Medium / Hard / Extreme) changes event weights and payout multipliers, not this timer.&lt;br /&gt;
&lt;br /&gt;
== How loot is calculated ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Details: [[Expeditions/Rewards|Rewards]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Resource finds are &#039;&#039;&#039;not&#039;&#039;&#039; a flat “node base reward.” The amount scales with the &#039;&#039;&#039;catalog build cost&#039;&#039;&#039; of the ships you sent:&lt;br /&gt;
&lt;br /&gt;
payout ≈ fleet catalog value × 15%&lt;br /&gt;
        × difficulty&lt;br /&gt;
        × depth earning&lt;br /&gt;
        × research + class loot&lt;br /&gt;
        × variance roll&lt;br /&gt;
        × (1 + Science Vessel bonus)&lt;br /&gt;
&lt;br /&gt;
Then the result is &#039;&#039;&#039;capped&#039;&#039;&#039; (see [[#caps and late game throttles|Caps]]) and split across resource types.&lt;br /&gt;
&lt;br /&gt;
=== Difficulty ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Zone difficulty&lt;br /&gt;
!Resource multiplier&lt;br /&gt;
|-&lt;br /&gt;
|Easy&lt;br /&gt;
|×1.0&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|×1.2&lt;br /&gt;
|-&lt;br /&gt;
|Hard&lt;br /&gt;
|×1.6&lt;br /&gt;
|-&lt;br /&gt;
|Extreme&lt;br /&gt;
|×2.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Depth earning ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Depth&lt;br /&gt;
!Multiplier&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|×1.0&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|×1.2&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|×1.6&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|×1.8&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|×2.0&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|×2.2&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|×2.4&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|×2.6&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|×2.8&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|×3.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Variance roll ===&lt;br /&gt;
&lt;br /&gt;
Every resource find also rolls:&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;base&#039;&#039;&#039; multiplier between &#039;&#039;&#039;0.7× and 1.3×&#039;&#039;&#039;.&lt;br /&gt;
* A chance of a bonus, which rises with difficulty and depth:&lt;br /&gt;
  - &#039;&#039;&#039;Minor&#039;&#039;&#039; ~1.15–1.5×&lt;br /&gt;
  - &#039;&#039;&#039;Major&#039;&#039;&#039; ~1.5–2.0×&lt;br /&gt;
  - &#039;&#039;&#039;Jackpot&#039;&#039;&#039; ~2.5–4.0×&lt;br /&gt;
&lt;br /&gt;
=== Science Vessels vs Explorer class ===&lt;br /&gt;
&lt;br /&gt;
These are two different bonuses:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Source&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Explorer class&#039;&#039;&#039; (Core monument)&lt;br /&gt;
|&#039;&#039;&#039;+12%&#039;&#039;&#039; expedition loot, &#039;&#039;&#039;+10%&#039;&#039;&#039; success weight, &#039;&#039;&#039;+10%&#039;&#039;&#039; anomaly (item) weight. Warlord is &#039;&#039;&#039;−10%&#039;&#039;&#039; loot. See [[Player Classes]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Science Vessels&#039;&#039;&#039; in the fleet&lt;br /&gt;
|Bigger resource and ship finds: &amp;lt;code&amp;gt;min(100%, log₂(count + 1) × 5%)&amp;lt;/code&amp;gt;. About &#039;&#039;&#039;+5%&#039;&#039;&#039; at 1 ship, &#039;&#039;&#039;+50%&#039;&#039;&#039; near 1,000, &#039;&#039;&#039;+100%&#039;&#039;&#039; near &#039;&#039;&#039;1 million&#039;&#039;&#039;. &#039;&#039;&#039;No effect&#039;&#039;&#039; on the chance of finding items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Science Vessel bonus also &#039;&#039;&#039;raises the per-expedition cap&#039;&#039;&#039; by the same multiplier, so a large Science Vessel stack is not immediately flattened by the score ceiling.&lt;br /&gt;
&lt;br /&gt;
== Resource mix by realm ==&lt;br /&gt;
&lt;br /&gt;
The payout is a total value, then distributed:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Realm&lt;br /&gt;
!Resources that can appear&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
|Steel, Quartz, Gas&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;2+&#039;&#039;&#039;&lt;br /&gt;
| + Iridium and Silicium&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;3+&#039;&#039;&#039;&lt;br /&gt;
| + Elerium (not every find)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Steel / quartz / gas emphasis is randomized per find (steel-heavy, quartz-heavy, or gas-heavy). Advanced resources only appear when that realm’s types are in the event’s reward table.&lt;br /&gt;
&lt;br /&gt;
== Items &amp;amp; recovered ships ==&lt;br /&gt;
&lt;br /&gt;
Successful depths can also roll:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Outcome&lt;br /&gt;
!What you get&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resources found&#039;&#039;&#039;&lt;br /&gt;
|Cargo as above&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ships found&#039;&#039;&#039;&lt;br /&gt;
|Combat / cargo hull from &#039;&#039;&#039;your current realm and the previous realm&#039;&#039;&#039;, up to about &#039;&#039;&#039;one class above&#039;&#039;&#039; the strongest ship you sent (jackpots can stretch that). Colony ships, Recyclers, Advanced Recyclers, Planetary Harvesters, Support Vessels, and Science Vessels are &#039;&#039;&#039;not&#039;&#039;&#039; in the recovery pool.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Item found&#039;&#039;&#039;&lt;br /&gt;
|Nano boosts, tech boosts, relic pieces, monument pieces, or (very rarely) cosmetics&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is &#039;&#039;&#039;no guaranteed fragment at a specific depth&#039;&#039;&#039;. Deeper / harder zones weight item outcomes more heavily; Deep Space Sensors, Monolith, Explorer class, and specialist ships bias &#039;&#039;which&#039;&#039; item family you see.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;Realms 1–3&#039;&#039;&#039;, relic-piece outcomes are weighted &#039;&#039;&#039;×4&#039;&#039;&#039; and monument-piece outcomes &#039;&#039;&#039;×3&#039;&#039;&#039; versus the Realm 4 baseline (other item types unchanged). Example: if a depth would normally put about 3% of weight on relic pieces, early-realm play puts about 12% on relics before other bonuses.&lt;br /&gt;
&lt;br /&gt;
Very late game (player score above &#039;&#039;&#039;1 trillion&#039;&#039;&#039;), nano and tech boost finds drop at &#039;&#039;&#039;10%&#039;&#039;&#039; of their normal weight. Relics, monuments, and cosmetics are unchanged by that late-game throttle.&lt;br /&gt;
&lt;br /&gt;
== Fleet composition ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Details: [[Expeditions/Fleet Mechanics|Fleet Mechanics]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Probes — find chance (max +15%) ===&lt;br /&gt;
&lt;br /&gt;
Probes raise the weight of &#039;&#039;&#039;positive&#039;&#039;&#039; outcomes (resources, ships, items). They do not change which item family you roll, and they do not boost empty / stun / damage outcomes.&lt;br /&gt;
&lt;br /&gt;
bonus ≈ 15% × (probes / (probes + 175))&lt;br /&gt;
&lt;br /&gt;
Examples: ~50 probes → ~3%, ~150 → ~7%, ~500 → ~11%, ~1,000 → ~13%. The bonus never exceeds &#039;&#039;&#039;+15%&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Probe-only fleets&#039;&#039;&#039; (nothing but probes) find resources, relic pieces, monument pieces and boosts at only &#039;&#039;&#039;20%&#039;&#039;&#039; of the normal chance; the rest becomes &#039;&#039;nothing found&#039;&#039;. Ship and cosmetic finds are unchanged. Add at least one other ship to roll at the full rate.&lt;br /&gt;
&lt;br /&gt;
=== Specialist ships — item family bias ===&lt;br /&gt;
&lt;br /&gt;
Only &#039;&#039;&#039;one&#039;&#039;&#039; specialist type applies per expedition, in this priority:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Orbital Refinery&#039;&#039;&#039; → relic pieces&lt;br /&gt;
# &#039;&#039;&#039;Advanced Recycler&#039;&#039;&#039; → monument pieces&lt;br /&gt;
# &#039;&#039;&#039;Support Vessel&#039;&#039;&#039; → nano boosts&lt;br /&gt;
# &#039;&#039;&#039;Frigate&#039;&#039;&#039; → tech boosts&lt;br /&gt;
&lt;br /&gt;
The active type adds up to &#039;&#039;&#039;+3 percentage points&#039;&#039;&#039; to its item family&#039;s chance, with diminishing returns on ship count:&lt;br /&gt;
&lt;br /&gt;
bonus ≈ 3 points × (ships / (ships + 175))&lt;br /&gt;
&lt;br /&gt;
Examples: 1 ship → ~0.02 points, 175 → +1.5 points, 1,000 → ~+2.55 points, very large stacks → close to +3. A 4% tech boost chance becomes about 5.5% with 175 Frigates. The added chance comes out of &#039;&#039;&#039;nothing found&#039;&#039;&#039;, so resources, ships and other items keep their odds. Other rules still apply afterwards: the late-game boost throttle, the Realm 1–3 relic / monument multipliers (which also dilute the other items&#039; share) and the decay past depth 3.&lt;br /&gt;
&lt;br /&gt;
Because only one type counts, a single higher-priority specialist turns off a lower one: one Support Vessel in a Frigate fleet removes the tech boost bonus.&lt;br /&gt;
&lt;br /&gt;
=== Science Vessels — bigger finds ===&lt;br /&gt;
&lt;br /&gt;
See [[#science vessels vs explorer class|Science Vessels vs Explorer class]]. This is the main stack-for-payout ship: it makes resource and ship finds bigger, but it does &#039;&#039;&#039;not&#039;&#039;&#039; change which outcome you roll or how often items drop. Large stacks are &#039;&#039;&#039;not&#039;&#039;&#039; wiped by the same loss % as combat hull (see [[#ship loss|Ship loss]]).&lt;br /&gt;
&lt;br /&gt;
=== Combat ships — discovery pool ===&lt;br /&gt;
&lt;br /&gt;
The highest ship &#039;&#039;&#039;class&#039;&#039;&#039; in the fleet unlocks higher-tier recovery. Sending only low-tier hull keeps discoveries in the low-tier pool; battleships / later combat ships open the next class.&lt;br /&gt;
&lt;br /&gt;
=== Fleet size ===&lt;br /&gt;
&lt;br /&gt;
Larger catalog value raises &#039;&#039;&#039;resource volume&#039;&#039;&#039; and the &#039;&#039;&#039;ship-recovery budget&#039;&#039;&#039; (also ~15% of fleet value, with a steeper difficulty curve for ships). Probability caps (probe / specialist) are separate from that volume.&lt;br /&gt;
&lt;br /&gt;
== Stun ==&lt;br /&gt;
&lt;br /&gt;
Stun is an &#039;&#039;&#039;event penalty&#039;&#039;&#039;, not a separate “you failed, dump the loot” roll.&lt;br /&gt;
&lt;br /&gt;
* Typical durations are &#039;&#039;&#039;15–120 minutes&#039;&#039;&#039;, depending on the event and zone difficulty (Easy ion storms ~30 min; Extreme failures can reach ~90–120 min).&lt;br /&gt;
* The fleet &#039;&#039;&#039;pauses&#039;&#039;&#039;. When the stun expires, you still &#039;&#039;&#039;Extract or Continue&#039;&#039;&#039; as usual.&lt;br /&gt;
* &#039;&#039;&#039;Cargo, items, and recovered ships from this and earlier depths are kept.&#039;&#039;&#039;&lt;br /&gt;
* Duration is reduced by monument stun reduction and expedition safety research (see below). Fleet Hangar Protocols does &#039;&#039;&#039;not&#039;&#039;&#039; apply here — it only shortens hangar and PvE recovery stun at your colonies. Combined stun reduction is &#039;&#039;&#039;capped at 50%&#039;&#039;&#039;. Stun never drops below &#039;&#039;&#039;1 minute&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Stun does &#039;&#039;&#039;not&#039;&#039;&#039; force a return and does &#039;&#039;&#039;not&#039;&#039;&#039; tax accumulated loot.&lt;br /&gt;
&lt;br /&gt;
== Ship loss ==&lt;br /&gt;
&lt;br /&gt;
Some events (&amp;lt;code&amp;gt;fleet damaged&amp;lt;/code&amp;gt;, pirate ambush, some disasters) remove ships from the expedition fleet &#039;&#039;&#039;permanently&#039;&#039;&#039;. This is hull lost, not a temporary “damage %” that heals.&lt;br /&gt;
&lt;br /&gt;
Configured loss rates are small (&#039;&#039;&#039;about 1–5.5%&#039;&#039;&#039; of counted ships, depending on the event). Two safeties sit on top:&lt;br /&gt;
&lt;br /&gt;
=== Loot-relative cap ===&lt;br /&gt;
&lt;br /&gt;
Loss value cannot exceed a fraction of the &#039;&#039;&#039;expected loot&#039;&#039;&#039; for that depth (same 15% × difficulty × depth scale used for rewards):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Depth&lt;br /&gt;
!Max loss vs expected loot&lt;br /&gt;
|-&lt;br /&gt;
|1–3&lt;br /&gt;
|10%&lt;br /&gt;
|-&lt;br /&gt;
|4–6&lt;br /&gt;
|25%&lt;br /&gt;
|-&lt;br /&gt;
|7+&lt;br /&gt;
|50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
So a huge combat stack cannot lose more hull value than a slice of what the run was expected to pay.&lt;br /&gt;
&lt;br /&gt;
=== Science Vessel counting ===&lt;br /&gt;
&lt;br /&gt;
Science Vessels are counted as &#039;&#039;&#039;quantity / 1,000&#039;&#039;&#039; when applying the percentage (still at least &#039;&#039;&#039;1&#039;&#039;&#039; hull if any are present). A 1% event on 1,000,000 Science Vessels is on the order of &#039;&#039;&#039;10&#039;&#039;&#039; hull, not 10,000.&lt;br /&gt;
&lt;br /&gt;
=== Safety research ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Expedition Protocols&#039;&#039;&#039; (risk reduction) and &#039;&#039;&#039;Legendary Expeditions&#039;&#039;&#039; (insurance) &#039;&#039;&#039;add together&#039;&#039;&#039; and cut both ship-loss rate and stun duration, &#039;&#039;&#039;capped at 25%&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Realm 1 Easy zones &#039;&#039;&#039;can&#039;&#039;&#039; still lose ships from D2 onward. Stun-only is not the R1 rule.&lt;br /&gt;
&lt;br /&gt;
== What failure does *not* do ==&lt;br /&gt;
&lt;br /&gt;
* It does &#039;&#039;&#039;not&#039;&#039;&#039; confiscate loot from earlier depths.&lt;br /&gt;
* It does &#039;&#039;&#039;not&#039;&#039;&#039; roll “keep 0–50% of cargo.”&lt;br /&gt;
* A stun does &#039;&#039;&#039;not&#039;&#039;&#039; cancel the extract / continue choice after it ends.&lt;br /&gt;
* Recovered ships are &#039;&#039;&#039;not&#039;&#039;&#039; dumped if cargo is full (only &#039;&#039;&#039;resources&#039;&#039;&#039; are scaled to remaining cargo).&lt;br /&gt;
&lt;br /&gt;
Each depth is independent: a bad roll applies its penalty; a good roll adds its reward. Extract whenever you are happy with the pile.&lt;br /&gt;
&lt;br /&gt;
== Research, class, and monuments ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Source&lt;br /&gt;
!What it changes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Expedition Basics&#039;&#039;&#039;&lt;br /&gt;
| +loot % per level&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Expedition Mastery&#039;&#039;&#039;&lt;br /&gt;
| +success weight (fewer empty / penalty rolls)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Deep Space Sensors&#039;&#039;&#039;&lt;br /&gt;
| +item-found weight (anomalies)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Expedition Protocols&#039;&#039;&#039;&lt;br /&gt;
| +success weight, −ship-loss / stun (part of the 25% safety cap)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Legendary Expeditions&#039;&#039;&#039;&lt;br /&gt;
| +loot %, insurance (same 25% cap), &#039;&#039;&#039;higher reward ceilings&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Explorer class&#039;&#039;&#039;&lt;br /&gt;
| +12% loot, +10% success, +10% anomalies, +15% exploration speed&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Warlord class&#039;&#039;&#039;&lt;br /&gt;
|−10% expedition loot&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Celestial Orrery&#039;&#039;&#039;&lt;br /&gt;
|Extra max depth (+1 per level), shorter expedition time&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crystalline Spire&#039;&#039;&#039;&lt;br /&gt;
|Expedition success&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Monolith&#039;&#039;&#039;&lt;br /&gt;
|Anomaly discovery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Success-weight bonuses shift probability toward rewarding outcomes without changing the total weight of the table. They cannot delete failure events entirely.&lt;br /&gt;
&lt;br /&gt;
== Caps and late-game throttles ==&lt;br /&gt;
&lt;br /&gt;
Payouts are limited by &#039;&#039;&#039;player score&#039;&#039;&#039;, &#039;&#039;&#039;realm&#039;&#039;&#039;, and &#039;&#039;&#039;daily tracking&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;per-expedition&#039;&#039;&#039; ceiling that grows with score (linear early, slower after ~1M score) and is hard-capped by realm.&lt;br /&gt;
* A &#039;&#039;&#039;daily&#039;&#039;&#039; ceiling of &#039;&#039;&#039;15×&#039;&#039;&#039; the per-expedition cap. A small floor remains so a commander who is near the daily cap can still receive a reduced find.&lt;br /&gt;
* &#039;&#039;&#039;Science Vessel bonus&#039;&#039;&#039; multiplies the ceiling applied to that run.&lt;br /&gt;
* &#039;&#039;&#039;Legendary Expeditions&#039;&#039;&#039; &amp;lt;code&amp;gt;expeditionCapBonusPct&amp;lt;/code&amp;gt; raises both per-run and daily ceilings.&lt;br /&gt;
&lt;br /&gt;
These caps exist so expedition income stays in band with the rest of the economy. Sending a larger fleet still helps until you hit the ceiling.&lt;br /&gt;
&lt;br /&gt;
== Cargo ==&lt;br /&gt;
&lt;br /&gt;
When resources are found, they are added to the fleet up to &#039;&#039;&#039;remaining cargo capacity&#039;&#039;&#039; (Trade Networks and Galactic Commerce research included). If the find is larger than free space, &#039;&#039;&#039;all resource types are scaled down together&#039;&#039;&#039; — you keep a proportional slice, not a random subset.&lt;br /&gt;
&lt;br /&gt;
Ships recovered on the expedition are added to the fleet &#039;&#039;&#039;without&#039;&#039;&#039; a cargo check. Bring haulers if you care about resource volume; they are not required to keep recovered hull.&lt;br /&gt;
&lt;br /&gt;
Alliance resource tax, if your alliance collects it, is applied when the fleet &#039;&#039;&#039;returns&#039;&#039;&#039;, same as other mission cargo.&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do I lose everything if I continue and fail?&#039;&#039;&#039;  &lt;br /&gt;
No. Earlier depths stay in the fleet. A later stun or ship-loss event delays you or removes some hull; it does not empty the hold.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Is there a rally multiplier?&#039;&#039;&#039;  &lt;br /&gt;
No. Expeditions are solo. Rally math belongs to pirate / FCS combat, not this mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do Charged / Dormant zone labels change loot?&#039;&#039;&#039;  &lt;br /&gt;
Those states exist on nebula zones, but they currently &#039;&#039;&#039;do not&#039;&#039;&#039; change expedition payout or risk. Treat difficulty, depth, and fleet value as the live levers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do I need Science Vessels?&#039;&#039;&#039;  &lt;br /&gt;
They make resource and ship finds bigger; they do not raise item drop chances. Specialist Support Vessels bias nano-boost finds; they are not the payout stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Can recovered ships be higher class than anything I sent?&#039;&#039;&#039;  &lt;br /&gt;
Usually at most &#039;&#039;&#039;one class above&#039;&#039;&#039; your strongest ship, unless a jackpot stretches the pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Are pirate ambushes a full battle?&#039;&#039;&#039;  &lt;br /&gt;
No. They are an expedition event that applies a &#039;&#039;&#039;ship-loss&#039;&#039;&#039; penalty. There is no fight / bribe / negotiate menu on the expedition itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where do relic and monument pieces come from?&#039;&#039;&#039;  &lt;br /&gt;
Expeditions are a primary source. See [[Relics]] and [[Player Classes]] for forging and class Core monuments (including Celestial Orrery).&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
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		<title>Engines</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Engines&amp;diff=945"/>
		<updated>2026-10-12T08:01:41Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from Engines.wikitext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Engines =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engines&#039;&#039;&#039; are devices for &#039;&#039;&#039;Realm 4&#039;&#039;&#039; and above. Your [[Engineering Lab]] forges them with resources, they wait in that colony&#039;s &#039;&#039;&#039;Colony Stores&#039;&#039;&#039;, and you install one in a planet&#039;s [[Shipyard]]. An installed engine gives a &#039;&#039;&#039;passive&#039;&#039;&#039; bonus for 30 days. Once calibrated it can be &#039;&#039;&#039;overcharged&#039;&#039;&#039;: a week at full power, after which it burns out. Overcharge is built for the moment after a hard battle: rebuilding a fleet or getting graveyard hull back sooner.&lt;br /&gt;
&lt;br /&gt;
Engines are bought with resources only, never with Quantum Shards. They are valuable: stored engines can be looted, and installed ones can be stolen or destroyed in raids.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Build them at &#039;&#039;&#039;Engineering Lab → Open Workshop → Engines&#039;&#039;&#039;, see them in &#039;&#039;&#039;Inventory → Colony Stores&#039;&#039;&#039;, and run them from &#039;&#039;&#039;Shipyard → Engines&#039;&#039;&#039; (the Engine Bay). In game: &#039;&#039;&#039;Quick Guides → Engines&#039;&#039;&#039;.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;A new core must be calibrated to its Shipyard: engineers run it at rising load before trusting it at full power. Only a calibrated core can be redlined.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
&lt;br /&gt;
* Engine types&lt;br /&gt;
* Grades&lt;br /&gt;
* Building (forging)&lt;br /&gt;
* Colony Stores&lt;br /&gt;
* Installing (Engine Bay)&lt;br /&gt;
* Calibration and wear&lt;br /&gt;
* Overcharge&lt;br /&gt;
* Scrap&lt;br /&gt;
* Raiding&lt;br /&gt;
* Transport&lt;br /&gt;
* Scouting&lt;br /&gt;
* Tips&lt;br /&gt;
* FAQ&lt;br /&gt;
&lt;br /&gt;
== Engine types ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Engine&lt;br /&gt;
!Engine Bay slot&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ship Production Engine&#039;&#039;&#039;&lt;br /&gt;
|Forge&lt;br /&gt;
|Ships in that Shipyard build faster, also below the minimum build time, by the engine&#039;s current bonus: passive Mk III down to about 74% of it, overcharged down to 1/2, 1/3 or 1/4 of it (Mk I / II / III). It never offsets the [[Tonnage]] over-capacity penalty.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graveyard Reconstruction Engine&#039;&#039;&#039;&lt;br /&gt;
|Recovery&lt;br /&gt;
|Every recovering [[Fleet Combat#Debris vs Ship Graveyard|graveyard]] batch on that planet recovers faster, including buybacks made while it runs. A batch is never shortened below &#039;&#039;&#039;12h&#039;&#039;&#039; in total.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Every speed change (install, calibration step, overcharge, end) applies from that moment. Progress already made is kept.&lt;br /&gt;
&lt;br /&gt;
== Grades ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Engine&lt;br /&gt;
!Grade&lt;br /&gt;
!Passive (30 days)&lt;br /&gt;
!Overcharge (7 days)&lt;br /&gt;
!Calibration&lt;br /&gt;
!Forge time&lt;br /&gt;
!Build cost (raw)&lt;br /&gt;
!Overcharge cost (raw)&lt;br /&gt;
!Cargo space&lt;br /&gt;
!Engineering Lab (build and run)&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Ship Production&lt;br /&gt;
|Mk I||+15%||+100%||72h||4h||≈ 25T||≈ 25T||2.5T||31&lt;br /&gt;
|-&lt;br /&gt;
|Mk II||+25%||+200%||72h||12h||≈ 90T||≈ 90T||9T||33&lt;br /&gt;
|-&lt;br /&gt;
|Mk III||+35%||+300%||72h||24h||≈ 225T||≈ 225T||22.5T||35&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Graveyard Reconstruction&lt;br /&gt;
|Mk I||+15%||+50%||24h||4h||≈ 30T||≈ 30T||3T||31&lt;br /&gt;
|-&lt;br /&gt;
|Mk II||+25%||+100%||24h||12h||≈ 90T||≈ 90T||9T||33&lt;br /&gt;
|-&lt;br /&gt;
|Mk III||+35%||+200%||24h||24h||≈ 250T||≈ 250T||25T||35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Speed bonuses are shown as &#039;&#039;&#039;+%&#039;&#039;&#039; for both modes: +100% means twice as fast (half the build or recovery time).&lt;br /&gt;
* &#039;&#039;&#039;Cost&#039;&#039;&#039; is about 80% steel and quartz; the rest is rare resources (iridium, silicium, elerium; gas for graveyard engines). The Workshop shows the exact prices.&lt;br /&gt;
* &#039;&#039;&#039;Higher grades&#039;&#039;&#039; (Mk IV at lab 37, Mk V at lab 39) are planned.&lt;br /&gt;
&lt;br /&gt;
=== How much does it help? ===&lt;br /&gt;
* &#039;&#039;&#039;Passive&#039;&#039;&#039; is a steady edge: +15–35% build or recovery speed for a month on that planet.&lt;br /&gt;
* &#039;&#039;&#039;Overcharge&#039;&#039;&#039; is for the &#039;&#039;&#039;aftermath of a big battle&#039;&#039;&#039;. When a large fleet falls in PvP, most of the lost hull goes to the [[Fleet Combat#Debris vs Ship Graveyard|Ship Graveyard]] and comes back within 2–7 days; only the destroyed share has to be rebuilt. Late-game Shipyards already build at the minimum build time, so rebuilding can take weeks. An overcharged Ship Production Engine on each planet adds +100%, +200% or +300% to that week (2, 3 or 4 weeks of building in one); Mk II–III bring a typical large loss back within about a week.&lt;br /&gt;
* An overcharged &#039;&#039;&#039;Graveyard Reconstruction Engine&#039;&#039;&#039; brings the graveyard part back sooner, so both slots together cover the whole recovery.&lt;br /&gt;
* Overcharging Mk III on every planet is a major spend. It is meant for the occasional big loss, not to run all the time.&lt;br /&gt;
&lt;br /&gt;
== Building (forging) ==&lt;br /&gt;
&lt;br /&gt;
# Open an [[Engineering Lab]] (planet or moon) and tap &#039;&#039;&#039;Open Workshop → Engines&#039;&#039;&#039;.&lt;br /&gt;
# Pick the engine, the grade and how many, then tap &#039;&#039;&#039;Build&#039;&#039;&#039;. The colony pays straight away.&lt;br /&gt;
# The lab &#039;&#039;&#039;forges&#039;&#039;&#039; each engine for the grade&#039;s forge time. Each colony forges one engine after another, so orders queue; the Workshop shows the queue with timers.&lt;br /&gt;
# A finished engine moves into that colony&#039;s &#039;&#039;&#039;Colony Stores&#039;&#039;&#039;.&lt;br /&gt;
# Changed your mind? Tap &#039;&#039;&#039;Cancel&#039;&#039;&#039; on an order in the queue. The queue marks the running order &#039;&#039;&#039;Forging&#039;&#039;&#039; and the ones waiting behind it &#039;&#039;&#039;Queued&#039;&#039;&#039;. Cancelling a queued order is &#039;&#039;&#039;free&#039;&#039;&#039;: the full price returns to that colony. Cancelling the order that is already forging costs a &#039;&#039;&#039;5% fee&#039;&#039;&#039;. Either way the orders behind it move up.&lt;br /&gt;
&lt;br /&gt;
Rules:&lt;br /&gt;
* The colony&#039;s Engineering Lab must be at the grade&#039;s level (31 / 33 / 35)&lt;br /&gt;
* No bulk surcharge: forging ahead is fine, but every stored engine is something raiders can take&lt;br /&gt;
* Not available in vacation mode or on alliance colonies&lt;br /&gt;
* Engines still being forged cannot be raided, moved or installed&lt;br /&gt;
&lt;br /&gt;
== Colony Stores ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inventory → Colony Stores&#039;&#039;&#039; lists the engines held on each colony and the ones still being forged. Stored engines:&lt;br /&gt;
* do not wear while stored&lt;br /&gt;
* can be &#039;&#039;&#039;installed&#039;&#039;&#039; (on a planet with a Shipyard), &#039;&#039;&#039;transported&#039;&#039;&#039;, &#039;&#039;&#039;scrapped&#039;&#039;&#039; or &#039;&#039;&#039;raided&#039;&#039;&#039;&lt;br /&gt;
* a &#039;&#039;&#039;used&#039;&#039;&#039; engine (e.g. one stolen from a Shipyard) shows the wear it has left and stacks apart from new ones&lt;br /&gt;
&lt;br /&gt;
== Installing (Engine Bay) ==&lt;br /&gt;
&lt;br /&gt;
Open the planet&#039;s [[Shipyard]] and tap &#039;&#039;&#039;Engines&#039;&#039;&#039; in its tool row. The Engine Bay has two slots, one engine each:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Forge slot&#039;&#039;&#039;: Ship Production Engine&lt;br /&gt;
* &#039;&#039;&#039;Recovery slot&#039;&#039;&#039;: Graveyard Reconstruction Engine&lt;br /&gt;
&lt;br /&gt;
To install:&lt;br /&gt;
* the engine must be in &#039;&#039;&#039;that planet&#039;s&#039;&#039;&#039; Colony Stores&lt;br /&gt;
* the planet&#039;s Engineering Lab must meet the grade&#039;s level. The check is always the &#039;&#039;&#039;installing&#039;&#039;&#039; planet&#039;s own lab: a Mk III forged at a level-35 lab and moved to a planet with a level-32 lab cannot be installed there&lt;br /&gt;
&lt;br /&gt;
You can install at any time, even before you queue ships or buy back graveyard hull. An installed engine cannot go back to Colony Stores (you can scrap it). While an engine is installed, that planet&#039;s Engineering Lab cannot be downgraded below the engine&#039;s level. Once the engine gives a bonus (from the first calibration step), the Shipyard progress bar and the Graveyard screen show it, and ship build times show the boosted time with the normal time struck through, e.g. ⏱ 50ms (&amp;lt;s&amp;gt;100ms&amp;lt;/s&amp;gt;). Each calibration step, overcharge or end updates these and the running ship order straight away.&lt;br /&gt;
&lt;br /&gt;
== Calibration and wear ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Calibration&#039;&#039;&#039;: 72h for Ship Production, 24h for Graveyard Reconstruction. The passive bonus rises in quarters: 0% at install, then 25%, 50% and 75% of it, and the full bonus when calibration ends. Every install calibrates from zero, including a used engine.&lt;br /&gt;
* &#039;&#039;&#039;Wear&#039;&#039;&#039;: a new engine has &#039;&#039;&#039;30 days&#039;&#039;&#039; of passive running. When it runs out the engine is worn out, the slot frees up and you get a mail.&lt;br /&gt;
* Calibration and wear run in real time and pause only in vacation mode.&lt;br /&gt;
&lt;br /&gt;
== Overcharge ==&lt;br /&gt;
&lt;br /&gt;
Once calibrated, tap &#039;&#039;&#039;Overcharge&#039;&#039;&#039; in the Engine Bay:&lt;br /&gt;
* the planet pays the overcharge cost (shown on the Engine Bay card)&lt;br /&gt;
* the engine runs at its overcharge bonus for &#039;&#039;&#039;7 days&#039;&#039;&#039;, then &#039;&#039;&#039;burns out&#039;&#039;&#039; and is gone (you get a mail)&lt;br /&gt;
* &#039;&#039;&#039;wear is the engine&#039;s whole life&#039;&#039;&#039;: with less than 7 days of wear left, the overcharge only lasts until the wear runs out. Plan it with at least a week of wear to spare; the Engine Bay shows how long it will run&lt;br /&gt;
* an overcharged engine cannot be stolen, destroyed or scrapped&lt;br /&gt;
* you cannot overcharge while a hostile attack fleet is heading to that planet&lt;br /&gt;
&lt;br /&gt;
== Scrap ==&lt;br /&gt;
&lt;br /&gt;
Scrapping dismantles an engine for &#039;&#039;&#039;75% of its build price × the share of wear it has left&#039;&#039;&#039; (a new engine counts as unworn).&lt;br /&gt;
* Installed engines: &#039;&#039;&#039;Scrap&#039;&#039;&#039; in the Engine Bay (not while overcharged)&lt;br /&gt;
* Stored engines: &#039;&#039;&#039;Scrap&#039;&#039;&#039; in Colony Stores, on a colony with an Engineering Lab&lt;br /&gt;
* Not while a hostile attack fleet is heading to that colony: engines cannot be scrapped to dodge a raid&lt;br /&gt;
&lt;br /&gt;
== Raiding ==&lt;br /&gt;
&lt;br /&gt;
Engines still being forged and overcharged engines are always safe.&lt;br /&gt;
&lt;br /&gt;
=== Stored engines ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rule&lt;br /&gt;
!Detail&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Share&#039;&#039;&#039;&lt;br /&gt;
|Same as resources: the loot rate and [[Resource Protection]] apply to engines up to your warehouse capacity (in cargo space); engines beyond it are fully exposed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inactive colony&#039;&#039;&#039;&lt;br /&gt;
|Flat &#039;&#039;&#039;80%&#039;&#039;&#039; of stored engines&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cargo&#039;&#039;&#039;&lt;br /&gt;
|Engines and resources share the raiders&#039; free cargo &#039;&#039;&#039;in proportion&#039;&#039;&#039;, in whole engines&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;War fatigue&#039;&#039;&#039;&lt;br /&gt;
|Reduces engines like resources&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Joint attacks&#039;&#039;&#039;&lt;br /&gt;
|Never take stored engines (whole engines cannot be split fairly between members); all the cargo goes to resources&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worked example:&#039;&#039;&#039; a raid has 25,000 free cargo. The target exposes 80,000 steel and 8 engines of 9 cargo each (72). Total 80,072 &amp;gt; 25,000, so everything is scaled by 25,000 / 80,072 ≈ 0.31: about 24,980 steel and 2 engines.&lt;br /&gt;
&lt;br /&gt;
=== Installed engines ===&lt;br /&gt;
When the attacker wins, each installed engine that is passive or calibrating rolls once:&lt;br /&gt;
* &#039;&#039;&#039;25%&#039;&#039;&#039;: &#039;&#039;&#039;stolen&#039;&#039;&#039;, if the raiders still have free cargo for it (otherwise nothing happens). It keeps its wear, lands in the raider&#039;s home Colony Stores and must calibrate again when installed&lt;br /&gt;
* &#039;&#039;&#039;15%&#039;&#039;&#039;: &#039;&#039;&#039;destroyed&#039;&#039;&#039;. It leaves &#039;&#039;&#039;debris&#039;&#039;&#039; like a destroyed ship: its install price × the share of wear it had left, at the battle&#039;s ship debris rate (iridium and silicium 60% of that rate, elerium 48%). See [[Fleet Combat#Debris vs Ship Graveyard|Debris]]&lt;br /&gt;
* otherwise nothing happens&lt;br /&gt;
* Both chances are scaled by war fatigue&lt;br /&gt;
* &#039;&#039;&#039;Joint (FCS) attacks&#039;&#039;&#039; cannot steal installed engines; they can still destroy them (15%)&lt;br /&gt;
&lt;br /&gt;
Battle reports list &#039;&#039;&#039;Engines Captured&#039;&#039;&#039; / &#039;&#039;&#039;Engines Lost&#039;&#039;&#039; (stored) and &#039;&#039;&#039;Installed Engine Stolen&#039;&#039;&#039; / &#039;&#039;&#039;Installed Engine Destroyed&#039;&#039;&#039;. Pirates and NPCs never take engines.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&lt;br /&gt;
Use &#039;&#039;&#039;Transport&#039;&#039;&#039; or &#039;&#039;&#039;Dispatch&#039;&#039;&#039;. The fleet send screen has an Engines section listing the source colony&#039;s stored engines. Each engine takes cargo space equal to &#039;&#039;&#039;1/10 of its build price&#039;&#039;&#039;, shared with the resources you load.&lt;br /&gt;
&lt;br /&gt;
* Deliver to your own colonies or to another player who has reached Realm 4 (the usual transport rules apply)&lt;br /&gt;
* Moving an engine does not lower its lab requirement: send it to a planet whose Engineering Lab meets its grade if you want to run it there&lt;br /&gt;
* Used engines keep their wear&lt;br /&gt;
* If the target cannot receive engines, they stay aboard and come home&lt;br /&gt;
* Recalled fleets bring their engines back; fleet details list the engines aboard&lt;br /&gt;
* Engines are lost if the carrying fleet is destroyed&lt;br /&gt;
&lt;br /&gt;
== Scouting ==&lt;br /&gt;
&lt;br /&gt;
Scout reports show a &#039;&#039;&#039;Colony Stores&#039;&#039;&#039; section: the number of stored engines from intel level &#039;&#039;&#039;−5&#039;&#039;&#039;, and the breakdown by type and grade from &#039;&#039;&#039;−2&#039;&#039;&#039;. Installed engines are never shown.&lt;br /&gt;
&lt;br /&gt;
The [[Fleet Combat|battle simulator]] never includes engines in its loot estimate, with or without a scout report: only a scout report tells you what is stored.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Install early: calibration takes days, and only a calibrated engine can be overcharged when a battle hits.&lt;br /&gt;
* Don&#039;t hold an overcharge too long: in the engine&#039;s last week it gets shorter, because it cannot run past the engine&#039;s wear.&lt;br /&gt;
* Overcharge once you have the work queued: a long ship queue after losses, or a big graveyard buyback.&lt;br /&gt;
* Overcharge before the enemy launches: it is blocked while an attack fleet is inbound, and an overcharged engine cannot be taken.&lt;br /&gt;
* Keep stored engines within your warehouse share, or install them.&lt;br /&gt;
* A captured Mk III needs Engineering Lab 35 to run. Store it, move it to a lab that can, send it to an ally, or scrap it.&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
&lt;br /&gt;
=== Why does the Engine Bay say &amp;quot;Lab 35&amp;quot;? ===&lt;br /&gt;
An engine only runs on a planet whose Engineering Lab meets its grade: 31 (Mk I), 33 (Mk II), 35 (Mk III).&lt;br /&gt;
&lt;br /&gt;
=== Why can&#039;t I overcharge? ===&lt;br /&gt;
The engine is still calibrating, a hostile attack fleet is heading to that planet, you are in vacation mode, or the colony cannot pay the overcharge cost.&lt;br /&gt;
&lt;br /&gt;
=== Why can&#039;t I downgrade my Engineering Lab? ===&lt;br /&gt;
An installed engine on that planet needs the lab at its grade&#039;s level. Wait for it to wear or burn out, or scrap it.&lt;br /&gt;
&lt;br /&gt;
=== Can I cancel a forging order? ===&lt;br /&gt;
Yes, until it is finished. Tap &#039;&#039;&#039;Cancel&#039;&#039;&#039; on the order in the Workshop&#039;s forging queue and confirm. A &#039;&#039;&#039;Queued&#039;&#039;&#039; order (not started yet) is refunded in full. Cancelling the order that is already &#039;&#039;&#039;Forging&#039;&#039;&#039; costs a 5% fee. The colony&#039;s later orders start sooner. Finished engines cannot be cancelled; scrap them from Colony Stores instead. Not available in vacation mode.&lt;br /&gt;
&lt;br /&gt;
== Related pages ==&lt;br /&gt;
* [[Engineering Lab]] · [[Shipyard]] · [[Fleet Combat]] · [[Resource Protection]] · [[Tonnage]] · [[Colonization#Colony Relocate|Translocator / Colony Relocate]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Trading_System&amp;diff=944</id>
		<title>Trading System</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Trading_System&amp;diff=944"/>
		<updated>2026-10-12T04:15:33Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from TradingSystem.wikitext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Trade System =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Trade System lets you exchange resources with other players in your galaxy through the Galactic Market. Trades are handled by the Trade Union, which runs convoys between colonies after a deal is accepted.&lt;br /&gt;
&lt;br /&gt;
Trading is a way to balance shortages, move stock between colonies, and profit from favorable exchange rates—without moving your own combat fleets.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Requirement&lt;br /&gt;
!Detail&lt;br /&gt;
|-&lt;br /&gt;
|Realm level&lt;br /&gt;
|Realm 2 or higher&lt;br /&gt;
|-&lt;br /&gt;
|Trading Center&lt;br /&gt;
|Built on the colony where you create offers (level 1+)&lt;br /&gt;
|-&lt;br /&gt;
|Buyer&lt;br /&gt;
|Must also have a Trading Center on the colony that accepts and pays for the trade&lt;br /&gt;
|-&lt;br /&gt;
|Warehouse&lt;br /&gt;
|Trading Center requires Warehouse level 10&lt;br /&gt;
|-&lt;br /&gt;
|Trade Networks&lt;br /&gt;
|Research level 4 (needed to build the Trading Center)&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trading Center (Building) ==&lt;br /&gt;
The Trading Center is the hub for all player market activity at a colony.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Purpose&lt;br /&gt;
|Post offers, view market stats, and manage trade slots&lt;br /&gt;
|-&lt;br /&gt;
|Realm&lt;br /&gt;
|Realm 2+&lt;br /&gt;
|-&lt;br /&gt;
|Industrialist affinity&lt;br /&gt;
|Strong (S)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== What the building improves ===&lt;br /&gt;
Higher Trading Center level on a colony improves that colony’s trading power:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect of higher level&lt;br /&gt;
|-&lt;br /&gt;
|Trade slots&lt;br /&gt;
|More active offers at once&lt;br /&gt;
|-&lt;br /&gt;
|Max batch size&lt;br /&gt;
|Larger single offers and requests&lt;br /&gt;
|-&lt;br /&gt;
|Tax rate&lt;br /&gt;
|Lower tax on resources you receive (down to a minimum of about 2%)&lt;br /&gt;
|-&lt;br /&gt;
|Convoy speed&lt;br /&gt;
|Faster Trade Union deliveries involving that colony&lt;br /&gt;
|}&lt;br /&gt;
Trade slots (examples)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Trading Center level&lt;br /&gt;
!Max active offers (approx.)&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|10 (server cap)&lt;br /&gt;
|}&lt;br /&gt;
Max batch size (examples) — total resources per side of one offer:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Approx. max per offer/request&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1,000,000&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|~5,000,000&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|~38,000,000&lt;br /&gt;
|}&lt;br /&gt;
Exact numbers appear on your Trading Center screen and scale with level bonuses from research and monuments.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== How a trade works ==&lt;br /&gt;
&lt;br /&gt;
=== 1. Create an offer (seller) ===&lt;br /&gt;
&lt;br /&gt;
# Open the Trading Center → Create Offer.&lt;br /&gt;
# Choose the colony listing the trade.&lt;br /&gt;
# Set what you offer and what you want (at least one resource on each side).&lt;br /&gt;
# Set duration (how long the offer stays on the market).&lt;br /&gt;
# Optionally enable Auto-Fulfill by Trade Union.&lt;br /&gt;
# Submit.&lt;br /&gt;
&lt;br /&gt;
When you create an offer:&lt;br /&gt;
&lt;br /&gt;
* Offered resources are removed immediately from that colony and held until the offer ends, is cancelled, or completes.&lt;br /&gt;
* The offer appears on the Galactic Market for other players in your galaxy.&lt;br /&gt;
* You cannot accept your own offer.&lt;br /&gt;
&lt;br /&gt;
=== 2. Accept an offer (buyer) ===&lt;br /&gt;
&lt;br /&gt;
# Browse the Galactic Market (filter by resource, alliance, sort by rate/amount/newest).&lt;br /&gt;
# Pick an offer and choose which colony will pay the requested resources.&lt;br /&gt;
# Confirm.&lt;br /&gt;
&lt;br /&gt;
When someone accepts:&lt;br /&gt;
&lt;br /&gt;
* Requested resources are deducted immediately from the buyer’s chosen colony.&lt;br /&gt;
* Two Trade Union convoys launch (seller → buyer and buyer → seller).&lt;br /&gt;
* Both sides get mail when the offer is accepted and when delivery finishes.&lt;br /&gt;
&lt;br /&gt;
=== 3. Convoys and delivery ===&lt;br /&gt;
&lt;br /&gt;
* Convoys are Trade Union fleets (not your warships).&lt;br /&gt;
* Travel time depends on distance and the Trading Center levels of both parties (higher levels = faster).&lt;br /&gt;
* Very long routes take longer; there is a minimum travel time.&lt;br /&gt;
* When both convoys arrive, the trade is completed and you receive a completion report.&lt;br /&gt;
&lt;br /&gt;
=== 4. Cancel or expiry (seller) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Outcome&lt;br /&gt;
!What happens to your offered resources&lt;br /&gt;
|-&lt;br /&gt;
|You cancel (before acceptance)&lt;br /&gt;
|Full refund to the listing colony&lt;br /&gt;
|-&lt;br /&gt;
|Expires (no auto-fulfill)&lt;br /&gt;
|Full refund&lt;br /&gt;
|-&lt;br /&gt;
|Expires (auto-fulfill on)&lt;br /&gt;
|Trade Union completes the deal (see below)&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Taxes and what you actually receive ==&lt;br /&gt;
Each side pays tax on what they receive, based on their own colony’s Trading Center level (and bonuses).&amp;lt;blockquote&amp;gt;You receive = Agreed amount − Tax on that amount&amp;lt;/blockquote&amp;gt;Example&lt;br /&gt;
&lt;br /&gt;
* You sell 1,000,000 Steel for 500,000 Quartz.&lt;br /&gt;
* Buyer receives 1,000,000 Steel minus buyer tax.&lt;br /&gt;
* You receive 500,000 Quartz minus your tax (e.g. 8% at low Trading Center → 460,000 Quartz if no other reductions).&lt;br /&gt;
&lt;br /&gt;
Lower tax and faster convoys come from upgrading the Trading Center and investing in trade research (below).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Exchange rates and fair pricing ==&lt;br /&gt;
&lt;br /&gt;
=== Simple trades (one resource for one resource) ===&lt;br /&gt;
The market shows an exchange rate (e.g. &amp;lt;code&amp;gt;2:1&amp;lt;/code&amp;gt; = 2 offered per 1 requested).&lt;br /&gt;
&lt;br /&gt;
=== Market rate guard (±20%) ===&lt;br /&gt;
For single-resource pairs, your offer must stay within about ±20% of the reference rate:&lt;br /&gt;
&lt;br /&gt;
* Reference rate = recent 7-day market median for that pair (from real player trades), when enough history exists (at least 5 completed trades).&lt;br /&gt;
* If the market has little data, a default fair rate based on relative resource value is used instead.&lt;br /&gt;
* If recent prices have drifted too far from the default, the game uses the safer default so listings stay fair.&lt;br /&gt;
&lt;br /&gt;
Use Auto Set in the create screen to fill amounts near the current market rate.&lt;br /&gt;
&lt;br /&gt;
=== Resource value (for fair comparisons) ===&lt;br /&gt;
Resources are compared using an internal fuel-weight scale (used for rate limits and market math), roughly:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Resource&lt;br /&gt;
!Relative weight (higher = more “valuable” per unit)&lt;br /&gt;
|-&lt;br /&gt;
|Gas&lt;br /&gt;
|1× (baseline)&lt;br /&gt;
|-&lt;br /&gt;
|Steel&lt;br /&gt;
|Heavier than gas&lt;br /&gt;
|-&lt;br /&gt;
|Quartz&lt;br /&gt;
|Heavier than steel&lt;br /&gt;
|-&lt;br /&gt;
|Iridium / Silicium / Elerium&lt;br /&gt;
|Progressively more valuable&lt;br /&gt;
|}&lt;br /&gt;
You do not need to calculate this manually—the create preview and Terms line show whether your offer is within allowed limits.&lt;br /&gt;
&lt;br /&gt;
=== Rules ===&lt;br /&gt;
&lt;br /&gt;
* You cannot offer and request the same resource.&lt;br /&gt;
* Total offered and total requested must each stay under your max batch size.&lt;br /&gt;
* You need a free trade slot.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Offer duration ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Player type&lt;br /&gt;
!Default listing time&lt;br /&gt;
|-&lt;br /&gt;
|Standard&lt;br /&gt;
|48 hours&lt;br /&gt;
|-&lt;br /&gt;
|Imperial Access&lt;br /&gt;
|24 hours&lt;br /&gt;
|}&lt;br /&gt;
You can choose a shorter or longer duration up to a maximum of 7 days.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Galactic Market ==&lt;br /&gt;
&lt;br /&gt;
* Lists active offers from players in your galaxy only.&lt;br /&gt;
* Does not show your own offers (use My Offers).&lt;br /&gt;
* Filters: resource offered, resource wanted, alliance-only, sort by rate / amount / newest.&lt;br /&gt;
* Alliance-only: only offers from members of your active alliance.&lt;br /&gt;
* &#039;&#039;&#039;War block:&#039;&#039;&#039; offers from members of alliances you are at war with are hidden, and you cannot complete trades with hostile alliance members.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trade Union Auto-Fulfill ==&lt;br /&gt;
Optional when creating an offer: if no player accepts before expiry, the Trade Union buys you out instead of returning your cargo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ally-only offers cannot use auto-fulfill&#039;&#039;&#039; — they expire and refund like a normal unaccepted listing.&lt;br /&gt;
&lt;br /&gt;
=== How it works ===&lt;br /&gt;
&lt;br /&gt;
# You enable Auto-Fulfill on the offer (uses a separate auto-fulfill slot limit).&lt;br /&gt;
# Your offered resources stay locked until expiry.&lt;br /&gt;
# About 1 hour before expiry, you get a warning mail with the estimated Union rate and fee.&lt;br /&gt;
# At expiry, if still unaccepted:&lt;br /&gt;
#* Union fulfills at market rate (7-day median when reliable, otherwise default fair rate).&lt;br /&gt;
#* A service fee is deducted (default 5% of what you receive).&lt;br /&gt;
#* You get the requested resource (after fee), not necessarily the full amount you originally asked for if market rate differs.&lt;br /&gt;
#* Any leftover offered resources may be refunded if the deal is capped by batch limits.&lt;br /&gt;
# Offer status becomes Auto-Fulfilled; you receive a mail summary.&lt;br /&gt;
&lt;br /&gt;
=== Auto-fulfill slots ===&lt;br /&gt;
&lt;br /&gt;
* By default, about half of your max trade slots can use auto-fulfill (rounded up).&lt;br /&gt;
* Galactic Commerce research can increase auto-fulfill capacity.&lt;br /&gt;
* Each auto-fulfill offer counts toward this limit &#039;&#039;&#039;and&#039;&#039;&#039; uses one of the colony&#039;s normal trade slots, so a colony whose slots are full cannot add an auto-fulfill offer.&lt;br /&gt;
&lt;br /&gt;
=== When auto-fulfill helps ===&lt;br /&gt;
&lt;br /&gt;
* You want to guarantee liquidity (e.g. dump Steel for Quartz at market price).&lt;br /&gt;
* You are okay paying the 5% Union fee instead of waiting or cancelling.&lt;br /&gt;
&lt;br /&gt;
=== When to skip it ===&lt;br /&gt;
&lt;br /&gt;
* You only want a specific player rate; without acceptance you get market rate minus fee, not your listed ratio.&lt;br /&gt;
* You prefer a full refund on expiry—leave auto-fulfill off.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Research that affects trading ==&lt;br /&gt;
&lt;br /&gt;
=== Trade Networks (economy) ===&lt;br /&gt;
Unlocks and supports the Trading Center.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Per level&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+3%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Trade efficiency → lower tax on received goods&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+1%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Trade route speed → faster convoys&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+2%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Cargo capacity (fleet cargo bonus, added to Galactic Commerce)&lt;br /&gt;
|}&lt;br /&gt;
Requires Research Lab and industrial/energy prerequisites.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Galactic Commerce (late economy, Realm 4+) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Per level&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Trade auto-fulfill&lt;br /&gt;
|More auto-fulfill slots (+0.1 slot value per level)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+0.2%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Larger max batch size&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+6%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Cargo capacity (fleet cargo bonus, added to Trade Networks)&lt;br /&gt;
|}&lt;br /&gt;
Requires [[Trade Networks]] level 10 and [[Supply Chain Mastery]] level 8 (Realm 4+).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Monuments (empire bonuses) ===&lt;br /&gt;
Some monuments add:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Effect type&lt;br /&gt;
!Player benefit&lt;br /&gt;
|-&lt;br /&gt;
|Trade efficiency&lt;br /&gt;
|Lower effective tax&lt;br /&gt;
|-&lt;br /&gt;
|Trade slot cap increase&lt;br /&gt;
|More concurrent offers&lt;br /&gt;
|}&lt;br /&gt;
Check active monuments on your empire overview.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Effect types (quick reference) ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Effect&lt;br /&gt;
!What players feel&lt;br /&gt;
|-&lt;br /&gt;
|Trade efficiency %&lt;br /&gt;
|Less tax on incoming resources&lt;br /&gt;
|-&lt;br /&gt;
|Trade route speed %&lt;br /&gt;
|Shorter convoy wait after acceptance&lt;br /&gt;
|-&lt;br /&gt;
|Trade batch size %&lt;br /&gt;
|Bigger offers allowed&lt;br /&gt;
|-&lt;br /&gt;
|Trade auto-fulfill&lt;br /&gt;
|More offers can use Union buyout on expiry&lt;br /&gt;
|-&lt;br /&gt;
|Trade slot cap increase&lt;br /&gt;
|More listings at once&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Reports and notifications ==&lt;br /&gt;
You receive mail for:&lt;br /&gt;
&lt;br /&gt;
* Offer accepted (convoy ETA)&lt;br /&gt;
* Convoy arrived (partial delivery)&lt;br /&gt;
* Trade completed&lt;br /&gt;
* Offer cancelled / expired (refund)&lt;br /&gt;
* Auto-fulfill warning (~1 hour left)&lt;br /&gt;
* Auto-fulfill completed (fee applied)&lt;br /&gt;
&lt;br /&gt;
Battle-style Trade Reports summarize what each side gave and received, including tax.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
=== Example A — Straight resource swap ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|You offer&lt;br /&gt;
|2,000,000 Steel&lt;br /&gt;
|-&lt;br /&gt;
|You want&lt;br /&gt;
|800,000 Quartz&lt;br /&gt;
|-&lt;br /&gt;
|Rate&lt;br /&gt;
|2.5:1&lt;br /&gt;
|-&lt;br /&gt;
|Duration&lt;br /&gt;
|48 h, no auto-fulfill&lt;br /&gt;
|}&lt;br /&gt;
Another player accepts. Convoys travel; you receive Quartz (minus your tax), they receive Steel (minus their tax).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Example B — Market listing with auto-fulfill ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|You offer&lt;br /&gt;
|5,000,000 Gas&lt;br /&gt;
|-&lt;br /&gt;
|You want&lt;br /&gt;
|1,000,000 Iridium&lt;br /&gt;
|-&lt;br /&gt;
|Auto-fulfill&lt;br /&gt;
|On&lt;br /&gt;
|-&lt;br /&gt;
|Market&lt;br /&gt;
|7-day median says ~4.8M Gas per 1M Iridium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* If a player accepts → normal trade at your listed terms (subject to tax).&lt;br /&gt;
* If nobody accepts → at expiry Union pays ~market rate, 5% fee on Iridium received; you get a mail with final amounts.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Example C — Planning batch limits ===&lt;br /&gt;
Trading Center level 3, max batch ~2.25M per side.&lt;br /&gt;
&lt;br /&gt;
* You cannot post 3M Steel for 1.5M Quartz in one offer—you must split into two offers or upgrade the building / Galactic Commerce.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Imperial Overview: Trade tab ==&lt;br /&gt;
&lt;br /&gt;
With [[Imperial Access]], the Imperial Overview has a &#039;&#039;&#039;Trade&#039;&#039;&#039; tab with one row per colony:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Trading Center&#039;&#039;&#039; — building level. Colonies without one show &amp;quot;-&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Pending Offers&#039;&#039;&#039; — your offers waiting on the market, against the colony&#039;s slot limit (e.g. 3/4). Once a buyer accepts an offer, its slot is free again.&lt;br /&gt;
* &#039;&#039;&#039;Free Auto-Fulfill&#039;&#039;&#039; — auto-fulfill offers the colony can still place right now, out of its auto-fulfill limit. Highlighted when above 0: visit that colony&#039;s Trading Center to list another order.&lt;br /&gt;
* &#039;&#039;&#039;In Transit&#039;&#039;&#039; — accepted offers whose convoys are still travelling. They no longer use a slot.&lt;br /&gt;
* &#039;&#039;&#039;Offered / Requested&#039;&#039;&#039; — resources held in and asked for by the colony&#039;s pending offers. A column appears only for resources you are trading.&lt;br /&gt;
&lt;br /&gt;
The TOTAL row sums the whole empire. The tab is included in the Imperial Overview export.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
# Upgrade Trading Center on busy trade colonies first (slots, batch size, tax, speed).&lt;br /&gt;
# Trade Networks early if you trade often—tax and convoy time add up.&lt;br /&gt;
# Use Auto Set and market rate hints to avoid rate rejected errors.&lt;br /&gt;
# Alliance filter for safer or coordinated deals inside your alliance.&lt;br /&gt;
# Auto-fulfill for liquidation; no auto-fulfill when you only want a premium rate or a full refund.&lt;br /&gt;
# Remember offered resources are locked until the offer ends—plan colony stock accordingly.&lt;br /&gt;
# Both parties need a Trading Center on the paying/receiving colony.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
Can I trade with players in another galaxy?&lt;br /&gt;
&lt;br /&gt;
No. The market only shows offers from your galaxy.&lt;br /&gt;
&lt;br /&gt;
Do I need ships for trade?&lt;br /&gt;
&lt;br /&gt;
No. Trade Union convoys handle delivery after acceptance.&lt;br /&gt;
&lt;br /&gt;
What happens if I run out of resources after posting?&lt;br /&gt;
&lt;br /&gt;
Resources are taken when you create the offer, so you cannot double-spend them while the offer is active.&lt;br /&gt;
&lt;br /&gt;
Does auto-fulfill use my listed exchange rate?&lt;br /&gt;
&lt;br /&gt;
No. It uses market rate (recent trades or default fair value), then applies the Union fee.&lt;br /&gt;
&lt;br /&gt;
Is Elerium tradeable?&lt;br /&gt;
&lt;br /&gt;
Yes, along with Steel, Quartz, Gas, Iridium, and Silicium, subject to batch limits and rate rules.&lt;br /&gt;
----&#039;&#039;Fees, durations, tax floors, and caps may be tuned in live updates. Your Trading Center screen always shows current stats for that colony.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Tonnage&amp;diff=943</id>
		<title>Tonnage</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Tonnage&amp;diff=943"/>
		<updated>2026-10-12T04:15:33Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from Tonnage.wikitext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Tonnage =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tonnage&#039;&#039;&#039; is a soft empire-wide ceiling on military mass — ships and planetary defenses. It does not block construction outright; going over capacity multiplies ship and defense &#039;&#039;&#039;build time&#039;&#039;&#039;. Capacity comes from your Shipyard and Defense Yard levels across colonies (moon yards count at full weight; only one moon per planet contributes). Long-term power is meant to grow from monuments and strategy more than from endless fleet size.&lt;br /&gt;
&lt;br /&gt;
This page covers how capacity is calculated, what counts as used tonnage, over-capacity penalties, unit values, alliance bonuses, and related systems (Ship Graveyard, boss FCS, ally moon tests).&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
&lt;br /&gt;
* Why tonnage exists&lt;br /&gt;
* How it works&lt;br /&gt;
* Empire capacity&lt;br /&gt;
* Moon yard contribution&lt;br /&gt;
* Used tonnage&lt;br /&gt;
* Over-capacity penalties&lt;br /&gt;
* Ships&lt;br /&gt;
* Defenses&lt;br /&gt;
* Alliance effects&lt;br /&gt;
* Related systems&lt;br /&gt;
* When to plan around it&lt;br /&gt;
* Quick reference&lt;br /&gt;
* See also&lt;br /&gt;
&lt;br /&gt;
== Why tonnage exists ==&lt;br /&gt;
&lt;br /&gt;
End-game play centres on PvP, coordinated pirate-boss raids, and alliance warfare. Without a ceiling, fleets and turret walls would grow without bound. Tonnage:&lt;br /&gt;
&lt;br /&gt;
* Caps how large an empire can grow in ships and defenses &#039;&#039;&#039;without hard-blocking&#039;&#039;&#039; builds&lt;br /&gt;
* Slows construction when over capacity instead of forbidding queues&lt;br /&gt;
* Pushes late-game power toward &#039;&#039;&#039;monuments&#039;&#039;&#039;, class choices, and strategy rather than raw hull count&lt;br /&gt;
&lt;br /&gt;
Most players hit a meaningful first ceiling after roughly 3–4 months; after that, expansion of military mass is deliberately slower.&lt;br /&gt;
&lt;br /&gt;
== How it works ==&lt;br /&gt;
&lt;br /&gt;
Every ship and defense unit has a catalog &#039;&#039;&#039;tonnage&#039;&#039;&#039; value. Your empire’s &#039;&#039;&#039;used tonnage&#039;&#039;&#039; is the sum of those values across hangars, active fleets, and planetary defenses. Your &#039;&#039;&#039;tonnage capacity&#039;&#039;&#039; is the sum of capacity from all Shipyards and Defense Yards (plus an optional Fortress doctrine bonus).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Concept&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Capacity&#039;&#039;&#039;&lt;br /&gt;
|Soft cap from yard levels (and alliance Fortress %)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Used&#039;&#039;&#039;&lt;br /&gt;
|Hangar ships + active fleets + planetary defenses&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Headroom&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;max(0, capacity − used)&amp;lt;/code&amp;gt; — room left under the cap&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Penalty&#039;&#039;&#039;&lt;br /&gt;
|Build-time multiplier when used exceeds capacity&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tonnage does not change combat stats&#039;&#039;&#039;, fleet speed, hangar protection, resource production, or score directly. It only gates construction speed (and a few special systems listed below).&lt;br /&gt;
&lt;br /&gt;
Ships and defenses share &#039;&#039;&#039;one combined empire pool&#039;&#039;&#039;. Building either type checks the same empire capacity vs the same empire used total.&lt;br /&gt;
&lt;br /&gt;
== Empire capacity ==&lt;br /&gt;
&lt;br /&gt;
=== Yard bases ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Building&lt;br /&gt;
!Base &amp;lt;code&amp;gt;tonnageCapacity&amp;lt;/code&amp;gt;&lt;br /&gt;
!Growth&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shipyard&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;65,000,000&#039;&#039;&#039;&lt;br /&gt;
|Power curve (below)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defense Yard&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;45,000,000&#039;&#039;&#039;&lt;br /&gt;
|Power curve (below)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Alliance Defense Yard&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;2,000,000,000 per level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Linear&#039;&#039;&#039; (separate system pool — see [[#alliance defense yard|Alliance Defense Yard]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effective levels ===&lt;br /&gt;
&lt;br /&gt;
Across every colony that has a Shipyard or Defense Yard:&lt;br /&gt;
&lt;br /&gt;
effectiveLevelContribution = isMoon ? level × moonFactor : level&lt;br /&gt;
effectiveLevelSum = Σ contributions   (separately per building type)&lt;br /&gt;
&lt;br /&gt;
Default &amp;lt;code&amp;gt;moonFactor&amp;lt;/code&amp;gt; is &#039;&#039;&#039;1.0&#039;&#039;&#039; (see [[#moon yard contribution|Moon yard contribution]]). Only &#039;&#039;&#039;one moon per planet&#039;&#039;&#039; is included — the moon with the highest Defense Yard.&lt;br /&gt;
&lt;br /&gt;
=== Capacity formula (player yards) ===&lt;br /&gt;
&lt;br /&gt;
capacity = floor(baseTonnageCapacity × effectiveLevelSum^1.1)&lt;br /&gt;
combinedCapacity = shipyardCapacity + defenseYardCapacity&lt;br /&gt;
&lt;br /&gt;
Shipyard and Defense Yard are computed separately (each with its own base and effective level sum), then &#039;&#039;&#039;added&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Sample capacities (single yard type, planet levels only) ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Effective level&lt;br /&gt;
!Shipyard&lt;br /&gt;
!Defense Yard&lt;br /&gt;
!Combined&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|65.0M&lt;br /&gt;
|45.0M&lt;br /&gt;
|110.0M&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|818.3M&lt;br /&gt;
|566.5M&lt;br /&gt;
|1.38B&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|1.75B&lt;br /&gt;
|1.21B&lt;br /&gt;
|2.97B&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|2.74B&lt;br /&gt;
|1.90B&lt;br /&gt;
|4.64B&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|4.81B&lt;br /&gt;
|3.33B&lt;br /&gt;
|8.13B&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|8.06B&lt;br /&gt;
|5.58B&lt;br /&gt;
|13.64B&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|10.30B&lt;br /&gt;
|7.13B&lt;br /&gt;
|17.43B&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Levels from different colonies &#039;&#039;&#039;sum&#039;&#039;&#039; before the curve. Two planet Shipyards at L15 count as effective level &#039;&#039;&#039;30&#039;&#039;&#039;, not two separate L15 caps.&lt;br /&gt;
&lt;br /&gt;
Yards on &#039;&#039;&#039;astrophysics over-cap colonies&#039;&#039;&#039; do &#039;&#039;&#039;not&#039;&#039;&#039; add capacity (ships and defenses there still count toward used tonnage).&lt;br /&gt;
&lt;br /&gt;
==== Worked example ====&lt;br /&gt;
&lt;br /&gt;
Planet Shipyard L30 + moon Defense Yard L40:&lt;br /&gt;
&lt;br /&gt;
* Shipyard effective levels: &#039;&#039;&#039;30&#039;&#039;&#039; → ≈ &#039;&#039;&#039;2.74B&#039;&#039;&#039;&lt;br /&gt;
* Defense Yard effective levels: &#039;&#039;&#039;40 × 1.0 = 40&#039;&#039;&#039; → ≈ &#039;&#039;&#039;2.60B&#039;&#039;&#039;&lt;br /&gt;
* Combined ≈ &#039;&#039;&#039;5.34B&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Moon yard contribution ==&lt;br /&gt;
&lt;br /&gt;
Yards on &#039;&#039;&#039;moon&#039;&#039;&#039; colonies contribute their full building level toward empire capacity:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Config&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;tonnage.moonYardCapacityFactor&amp;lt;/code&amp;gt;&lt;br /&gt;
|&#039;&#039;&#039;1.0&#039;&#039;&#039; (100%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
moon contribution = buildingLevel × 1.0&lt;br /&gt;
planet contribution = buildingLevel × 1.0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One moon per planet.&#039;&#039;&#039; Each planet can have a single moon, and that moon&#039;s yards count toward capacity.&lt;br /&gt;
&lt;br /&gt;
In practice this mainly affects &#039;&#039;&#039;Defense Yards&#039;&#039;&#039;: Defense Yard may be built on moons and planets; Shipyard is planet-only under current building rules. The factor still applies to any moon yard that exists in data.&lt;br /&gt;
&lt;br /&gt;
Moon yards are a full-weight place to add defense capacity — concentrate yard levels on the one moon you keep.&lt;br /&gt;
&lt;br /&gt;
== Used tonnage ==&lt;br /&gt;
&lt;br /&gt;
totalUsedTonnage = hangar ships + active fleets + planetary defenses&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Component&lt;br /&gt;
!What counts&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hangar&#039;&#039;&#039;&lt;br /&gt;
|All docked ships on all colonies (&amp;lt;code&amp;gt;colony_ships&amp;lt;/code&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Active fleets&#039;&#039;&#039;&lt;br /&gt;
|Fleets with status &amp;lt;code&amp;gt;traveling&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;stationed&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;returning&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;onMission&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defenses&#039;&#039;&#039;&lt;br /&gt;
|All planetary defenses on all colonies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Per unit: &amp;lt;code&amp;gt;catalog.stats.tonnage × quantity&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not counted:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Ship Graveyard &#039;&#039;&#039;awaiting&#039;&#039;&#039; hull (not yet bought back)&lt;br /&gt;
* Permanently destroyed ships that became debris&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Counted immediately on graveyard buyback:&#039;&#039;&#039; recovered ships are added to the colony hangar when purchased, so they consume tonnage &#039;&#039;&#039;before&#039;&#039;&#039; recovery finishes and they can launch.&lt;br /&gt;
&lt;br /&gt;
== Over-capacity penalties ==&lt;br /&gt;
&lt;br /&gt;
When used tonnage exceeds capacity, ship and defense &#039;&#039;&#039;build times&#039;&#039;&#039; are multiplied. Below 5% over, there is no penalty.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Excess over capacity&lt;br /&gt;
!Penalty level&lt;br /&gt;
!Build-time multiplier&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;lt; 5%&lt;br /&gt;
|—&lt;br /&gt;
|&#039;&#039;&#039;1×&#039;&#039;&#039; (none)&lt;br /&gt;
|-&lt;br /&gt;
|≥ 5%&lt;br /&gt;
|1&lt;br /&gt;
|&#039;&#039;&#039;5×&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|≥ 10%&lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;&#039;10×&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|≥ 15%&lt;br /&gt;
|3&lt;br /&gt;
|&#039;&#039;&#039;20×&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|≥ 20%&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;100×&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
excessRatio = (used − capacity) / capacity&lt;br /&gt;
finalBuildTimeMs = floor(baseBuildTimeMs × multiplier)&lt;br /&gt;
&lt;br /&gt;
The penalty applies to both Shipyard and Defense Yard queues against the &#039;&#039;&#039;same&#039;&#039;&#039; empire combined totals. Negative energy (a separate system) can pause production entirely; that is not a tonnage effect.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
&lt;br /&gt;
Each ship type has a fixed catalog tonnage (design baseline: Light Interceptor / Kamikaze = &#039;&#039;&#039;1&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Ship&lt;br /&gt;
!Tonnage&lt;br /&gt;
!Ship&lt;br /&gt;
!Tonnage&lt;br /&gt;
|-&lt;br /&gt;
|Probe&lt;br /&gt;
|1&lt;br /&gt;
|Carrier&lt;br /&gt;
|69&lt;br /&gt;
|-&lt;br /&gt;
|Kamikaze&lt;br /&gt;
|1&lt;br /&gt;
|Orbital Refinery&lt;br /&gt;
|71&lt;br /&gt;
|-&lt;br /&gt;
|Cargo Ship&lt;br /&gt;
|1&lt;br /&gt;
|Destroyer&lt;br /&gt;
|81&lt;br /&gt;
|-&lt;br /&gt;
|Recycler&lt;br /&gt;
|3&lt;br /&gt;
|Heavy Cruiser&lt;br /&gt;
|94&lt;br /&gt;
|-&lt;br /&gt;
|Freighter&lt;br /&gt;
|5&lt;br /&gt;
|Science Vessel&lt;br /&gt;
|127&lt;br /&gt;
|-&lt;br /&gt;
|Colony Ship&lt;br /&gt;
|6&lt;br /&gt;
|Dreadnought&lt;br /&gt;
|133&lt;br /&gt;
|-&lt;br /&gt;
|Fighter&lt;br /&gt;
|9&lt;br /&gt;
|Planetary Harvester&lt;br /&gt;
|147&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Recycler&lt;br /&gt;
|9&lt;br /&gt;
|Support Vessel&lt;br /&gt;
|165&lt;br /&gt;
|-&lt;br /&gt;
|Corvette&lt;br /&gt;
|20&lt;br /&gt;
|Megahauler&lt;br /&gt;
|65&lt;br /&gt;
|-&lt;br /&gt;
|Frigate&lt;br /&gt;
|27&lt;br /&gt;
|Battlecruiser&lt;br /&gt;
|975&lt;br /&gt;
|-&lt;br /&gt;
|Bomber&lt;br /&gt;
|33&lt;br /&gt;
|Titan&lt;br /&gt;
|1888&lt;br /&gt;
|-&lt;br /&gt;
|Cruiser&lt;br /&gt;
|36&lt;br /&gt;
|Colossus&lt;br /&gt;
|2829&lt;br /&gt;
|-&lt;br /&gt;
|Battleship&lt;br /&gt;
|45&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Capital hulls (Battlecruiser, Titan, Colossus) dominate late-game used tonnage. Utility ships such as Planetary Harvesters (147 each) also add up quickly if mass-produced.&lt;br /&gt;
&lt;br /&gt;
== Defenses ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Defense&lt;br /&gt;
!Tonnage&lt;br /&gt;
!Defense&lt;br /&gt;
!Tonnage&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Turret&lt;br /&gt;
|1&lt;br /&gt;
|EMP Emitter&lt;br /&gt;
|24&lt;br /&gt;
|-&lt;br /&gt;
|Laser Turret&lt;br /&gt;
|2&lt;br /&gt;
|Railgun Tower&lt;br /&gt;
|45&lt;br /&gt;
|-&lt;br /&gt;
|Flak Cannon&lt;br /&gt;
|4&lt;br /&gt;
|Plasma Cannon&lt;br /&gt;
|53&lt;br /&gt;
|-&lt;br /&gt;
|Ion Turret&lt;br /&gt;
|9&lt;br /&gt;
|Large Shield Dome&lt;br /&gt;
|57&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Laser&lt;br /&gt;
|12&lt;br /&gt;
|Planetary Dome&lt;br /&gt;
|210&lt;br /&gt;
|-&lt;br /&gt;
|Missile Battery&lt;br /&gt;
|15&lt;br /&gt;
|Prism Tower&lt;br /&gt;
|220&lt;br /&gt;
|-&lt;br /&gt;
|Small Shield Dome&lt;br /&gt;
|22&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Defenses share the empire pool with ships. Heavy late-game turrets and domes are expensive in tonnage; stacking them without upgrading yards will push you into penalty bands.&lt;br /&gt;
&lt;br /&gt;
== Alliance effects ==&lt;br /&gt;
&lt;br /&gt;
=== Fortress doctrine (capacity %) ===&lt;br /&gt;
&lt;br /&gt;
Connected &#039;&#039;&#039;Fortress&#039;&#039;&#039; nodes grant an alliance-wide &#039;&#039;&#039;percentage bonus&#039;&#039;&#039; to tonnage capacity:&lt;br /&gt;
&lt;br /&gt;
effective% = (tonnageCapPct × L) / (L + tonnageCurveK)&lt;br /&gt;
boostedCapacity = floor(baseCapacity × (1 + effective% / 100))&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Config&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|Cap (&amp;lt;code&amp;gt;territory.tonnageCapPct&amp;lt;/code&amp;gt;)&lt;br /&gt;
|&#039;&#039;&#039;5%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Curve K (&amp;lt;code&amp;gt;territory.tonnageCurveK&amp;lt;/code&amp;gt;)&lt;br /&gt;
|&#039;&#039;&#039;25&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;L&#039;&#039;&#039; is the sum of main-building levels on connected, active Fortress nodes (with signature building ≥ 1).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Fortress levels (L)&lt;br /&gt;
!Effective bonus&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
| +2.50%&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
| +3.33%&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
| +4.00%&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
| +4.44%&lt;br /&gt;
|-&lt;br /&gt;
|400&lt;br /&gt;
| +4.71%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The bonus applies to player empire capacity for members, and to alliance Defense Yard capacity on systems. Full doctrine rules: [[Alliance Territory]].&lt;br /&gt;
&lt;br /&gt;
=== Alliance Defense Yard ===&lt;br /&gt;
&lt;br /&gt;
Alliance system defenses use a &#039;&#039;&#039;separate per-system&#039;&#039;&#039; pool:&lt;br /&gt;
&lt;br /&gt;
allianceCapacity = yardLevel × 2,000,000,000&lt;br /&gt;
&lt;br /&gt;
Max level 15 → &#039;&#039;&#039;30B&#039;&#039;&#039; before Fortress %. Penalty compares &#039;&#039;&#039;that colony’s defense tonnage&#039;&#039;&#039; to &#039;&#039;&#039;that system’s&#039;&#039;&#039; Alliance Defense Yard capacity — not the player empire pool.&lt;br /&gt;
&lt;br /&gt;
Build speed on the Alliance Defense Yard is separate: &#039;&#039;&#039;−25% time per level&#039;&#039;&#039; (&amp;lt;code&amp;gt;0.75^level&amp;lt;/code&amp;gt;), unrelated to the tonnage curve.&lt;br /&gt;
&lt;br /&gt;
== Related systems ==&lt;br /&gt;
&lt;br /&gt;
=== Ship Graveyard ===&lt;br /&gt;
&lt;br /&gt;
Hull lost in PvP can enter the Ship Graveyard. Buyback is limited by &#039;&#039;&#039;tonnage headroom&#039;&#039;&#039; (&amp;lt;code&amp;gt;capacity − used&amp;lt;/code&amp;gt;). Awaiting graveyard inventory does &#039;&#039;&#039;not&#039;&#039;&#039; count toward used tonnage until purchased; after buyback, ships count immediately even while recovering.&lt;br /&gt;
&lt;br /&gt;
=== Boss FCS minimum fleet tonnage ===&lt;br /&gt;
&lt;br /&gt;
Boss coordinated strikes require each participating fleet to meet a &#039;&#039;&#039;minimum fleet tonnage&#039;&#039;&#039; that scales with realm (whole fleet — attack, defense, and support ships all qualify):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Realm&lt;br /&gt;
!Minimum fleet tonnage&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|100,000&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|1,000,000&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|10,000,000&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1,000,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[Pirate Bosses]].&lt;br /&gt;
&lt;br /&gt;
=== Ally moon test attacks ===&lt;br /&gt;
&lt;br /&gt;
Solo fleets attacking an ally’s moon are capped at &#039;&#039;&#039;1,000,000,000&#039;&#039;&#039; fleet tonnage. Group FCS attacks do not use this exemption path.&lt;br /&gt;
&lt;br /&gt;
== When to plan around it ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stage&lt;br /&gt;
!Guidance&lt;br /&gt;
|-&lt;br /&gt;
|Early realms&lt;br /&gt;
|Basic yard levels usually cover any ship tier you can unlock&lt;br /&gt;
|-&lt;br /&gt;
|Realm 4+&lt;br /&gt;
|Watch the tonnage bar, especially with capital ships&lt;br /&gt;
|-&lt;br /&gt;
|Approaching / over cap&lt;br /&gt;
|Upgrade yards, scrap older hulls, or stay under the limit before queuing more&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Actions that help when over capacity: raise Shipyard / Defense Yard levels (planet and moon yards both give full weight), scrap or lose obsolete hulls, use alliance Fortress investment for a few percent more capacity, or delay further builds until headroom returns.&lt;br /&gt;
&lt;br /&gt;
== Quick reference ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Value / rule&lt;br /&gt;
|-&lt;br /&gt;
|Shipyard base capacity&lt;br /&gt;
|65,000,000 × L^1.1&lt;br /&gt;
|-&lt;br /&gt;
|Defense Yard base capacity&lt;br /&gt;
|45,000,000 × L^1.1&lt;br /&gt;
|-&lt;br /&gt;
|Moon yard level weight&lt;br /&gt;
|&#039;&#039;&#039;100%&#039;&#039;&#039; (one moon per planet — highest Defense Yard)&lt;br /&gt;
|-&lt;br /&gt;
|Combined pool&lt;br /&gt;
|Ships + defenses vs SY + DY capacity&lt;br /&gt;
|-&lt;br /&gt;
|Penalty bands&lt;br /&gt;
|5%→5×, 10%→10×, 15%→20×, 20%→100×&lt;br /&gt;
|-&lt;br /&gt;
|Fortress tonnage bonus&lt;br /&gt;
|Up to +5%, K=25 diminishing return&lt;br /&gt;
|-&lt;br /&gt;
|Alliance Defense Yard&lt;br /&gt;
|2B × level (linear, per system)&lt;br /&gt;
|-&lt;br /&gt;
|Combat stats from tonnage?&lt;br /&gt;
|&#039;&#039;&#039;No&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* Fleet Combat&lt;br /&gt;
* Alliance Territory&lt;br /&gt;
* Alliances&lt;br /&gt;
* Pirate Bosses&lt;br /&gt;
* Score&lt;br /&gt;
* Player Classes&lt;br /&gt;
* In-game Quick Guide: &#039;&#039;&#039;Settings → Quick Guides → Tonnage&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Riftwake_Incursion&amp;diff=942</id>
		<title>Riftwake Incursion</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Riftwake_Incursion&amp;diff=942"/>
		<updated>2026-10-12T04:15:32Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from RiftwakeIncursion.wikitext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Riftwake Incursion =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Riftwake Incursion&#039;&#039;&#039; is a recurring Alliance-versus-Alliance event in &#039;&#039;&#039;Per Regna&#039;&#039;&#039;. Five ancient &#039;&#039;&#039;Riftwake Scars&#039;&#039;&#039; mark the galaxy; each Riftwake week one flares. The combat window runs for a fixed number of hours, and &#039;&#039;&#039;if nobody claims the Mandate it reopens at the same hour the next day&#039;&#039;&#039;, up to three times, until an alliance wins. Alliances destroy &#039;&#039;&#039;Siphon Spines&#039;&#039;&#039; (PvE), then fight over the &#039;&#039;&#039;Wakeheart&#039;&#039;&#039; (PvP). Wakeheart hold time &#039;&#039;&#039;accumulates per alliance&#039;&#039;&#039; — being displaced pauses your clock rather than resetting it — and the alliance with the &#039;&#039;&#039;most total hold time when the window closes&#039;&#039;&#039; becomes &#039;&#039;&#039;Realmwarden&#039;&#039;&#039;, holding the &#039;&#039;&#039;Mandate of Regna&#039;&#039;&#039;: discretionary &#039;&#039;&#039;Mandate Caches&#039;&#039;&#039; and server-wide &#039;&#039;&#039;Regnal Honors&#039;&#039;&#039; (buff titles only).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Eligible galaxies: &#039;&#039;&#039;Realm 4+&#039;&#039;&#039; only — younger realms lack enough alliance density for Contagion-range AvA.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
&lt;br /&gt;
* Why it exists&lt;br /&gt;
* Lore glossary&lt;br /&gt;
* Map: scars &amp;amp; contagion&lt;br /&gt;
* Event flow&lt;br /&gt;
* Access &amp;amp; launch&lt;br /&gt;
* Allies, NAP &amp;amp; FCS coalitions&lt;br /&gt;
* Phase 1 — Siphon Spines&lt;br /&gt;
* Phase 2 — Wakeheart hold&lt;br /&gt;
* War Guild levy&lt;br /&gt;
* Astral Siphon (galaxy drain)&lt;br /&gt;
* Realmwarden &amp;amp; Mandate of Regna&lt;br /&gt;
* Rewards&lt;br /&gt;
* Regnal Honors (buffs only)&lt;br /&gt;
* Fleet losses&lt;br /&gt;
* FCS limits&lt;br /&gt;
* Anti-domination&lt;br /&gt;
* Edge cases&lt;br /&gt;
* Tunables&lt;br /&gt;
* Related systems&lt;br /&gt;
&lt;br /&gt;
== Why it exists ==&lt;br /&gt;
&lt;br /&gt;
Uncoordinated moon raids and border scrapes do not create a shared server story. Riftwake Incursion channels conflict into:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Spatial pressure&#039;&#039;&#039; — expand or ally toward this week’s Active Scar&lt;br /&gt;
# &#039;&#039;&#039;Hybrid combat&#039;&#039;&#039; — PvE spine clears plus open PvP at the Wakeheart&lt;br /&gt;
# &#039;&#039;&#039;Governance&#039;&#039;&#039; — the Realmwarden manually distributes Mandate Caches and Regnal Honors, driving diplomacy and counter-coalitions&lt;br /&gt;
&lt;br /&gt;
== Lore glossary ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Term&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Riftwake&#039;&#039;&#039;&lt;br /&gt;
|Alien puncture of local space; drains productivity until silenced&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Riftwake Scar&#039;&#039;&#039;&lt;br /&gt;
|One of five fixed systems where a Riftwake can flare&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Active Scar&#039;&#039;&#039;&lt;br /&gt;
|This week’s flared scar (the only attackable site)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Siphon Spine&#039;&#039;&#039;&lt;br /&gt;
|PvE alien node shielding the Wakeheart (×4 per Active Scar)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wakeheart&#039;&#039;&#039;&lt;br /&gt;
|PvP hold target at the scar’s system center&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;War Guild levy&#039;&#039;&#039;&lt;br /&gt;
|Vault contribution the &#039;&#039;&#039;War Guild&#039;&#039;&#039; requires before Wakeheart attacks (alien scar bounty gate); scales by [[Alliance Power]] title&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;War Guild&#039;&#039;&#039;&lt;br /&gt;
|War-coordination counterpart to the Trade Union; posts the Active Scar bounty gate and may later escrow other AvA / bounty pools&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Alliance Power&#039;&#039;&#039;&lt;br /&gt;
|Shared investment score (alliance buildings + research); fleet titles and War Guild levy band&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rift Contagion&#039;&#039;&#039;&lt;br /&gt;
|Unconquerable blight on the scar + adjacent hexes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Astral Siphon&#039;&#039;&#039;&lt;br /&gt;
|Galaxy-wide production drain while Riftwake structures live&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Realmwarden&#039;&#039;&#039;&lt;br /&gt;
|Alliance that silenced the Active Scar; rules for 7 days&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mandate of Regna&#039;&#039;&#039;&lt;br /&gt;
|Realmwarden privileges: caches + title assignment&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mandate Caches&#039;&#039;&#039;&lt;br /&gt;
|Sealed reward packages distributed by leadership&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Regnal Honors&#039;&#039;&#039;&lt;br /&gt;
|Positive player titles (buffs) assigned by the Realmwarden&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Regnal Marks&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;(Removed from v1 — buffs only; no personal debuff titles)&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Map: scars &amp;amp; contagion ==&lt;br /&gt;
&lt;br /&gt;
=== Five rotating Riftwake Scars ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rule&lt;br /&gt;
!Detail&lt;br /&gt;
|-&lt;br /&gt;
|Scars&lt;br /&gt;
|&#039;&#039;&#039;5&#039;&#039;&#039; fixed systems on a ring (not galaxy center)&lt;br /&gt;
|-&lt;br /&gt;
|Active&lt;br /&gt;
|&#039;&#039;&#039;1&#039;&#039;&#039; scar per week (published rotation)&lt;br /&gt;
|-&lt;br /&gt;
|Dormant&lt;br /&gt;
|Other 4 visible on the map, not attackable that week&lt;br /&gt;
|-&lt;br /&gt;
|Layout (Active Scar)&lt;br /&gt;
|&#039;&#039;&#039;1 Wakeheart&#039;&#039;&#039; (center colony) + &#039;&#039;&#039;4 Siphon Spines&#039;&#039;&#039; (orbital colonies) in the same system — nebula-style, not a normal colonizable system&lt;br /&gt;
|-&lt;br /&gt;
|Mode&lt;br /&gt;
|Scars &#039;&#039;&#039;1, 3 and 5&#039;&#039;&#039; are &#039;&#039;&#039;Alliance only&#039;&#039;&#039;; Scars &#039;&#039;&#039;2 and 4&#039;&#039;&#039; are &#039;&#039;&#039;Ally collaboration&#039;&#039;&#039;. The mode follows the Scar, so it changes with the weekly rotation (wrapping from Scar 5 to Scar 1 gives two alliance-only weeks in a row). Riftwake Command shows it as a badge. See [[#Allies, NAP &amp;amp; FCS coalitions|Allies, NAP &amp;amp; FCS coalitions]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Scar center layout (nebula pattern) ===&lt;br /&gt;
&lt;br /&gt;
Scar &#039;&#039;&#039;centers&#039;&#039;&#039; are special systems (not normal habitable colony rings). Structure mirrors nebulas: one center body + orbital targets players attack by planet/colony id.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Slot&lt;br /&gt;
!Position&lt;br /&gt;
!Entity&lt;br /&gt;
!Role&lt;br /&gt;
|-&lt;br /&gt;
|Center&lt;br /&gt;
|&#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Wakeheart&#039;&#039;&#039; colony&lt;br /&gt;
|Final PvP hold target (FCS / station at system center)&lt;br /&gt;
|-&lt;br /&gt;
|Orbit&lt;br /&gt;
|&#039;&#039;&#039;1–4&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Siphon Spine&#039;&#039;&#039; colonies&lt;br /&gt;
|PvE raid targets; must all be cleared before Wakeheart is attackable&lt;br /&gt;
|-&lt;br /&gt;
|—&lt;br /&gt;
|5+&lt;br /&gt;
|None&lt;br /&gt;
|No extra planets, asteroids, or player colonies on scar centers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
        [Spine 2]     [Spine 3]&lt;br /&gt;
              \       /&lt;br /&gt;
               \     /&lt;br /&gt;
            [Wakeheart]   ← position 0 (system center)&lt;br /&gt;
               /     \&lt;br /&gt;
              /       \&lt;br /&gt;
        [Spine 1]     [Spine 4]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rule&lt;br /&gt;
!Detail&lt;br /&gt;
|-&lt;br /&gt;
|Planet types&lt;br /&gt;
|New types e.g. &amp;lt;code&amp;gt;wakeheart&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;siphonSpine&amp;lt;/code&amp;gt; (or reuse &amp;lt;code&amp;gt;systemCenter&amp;lt;/code&amp;gt; + tagged NPC colonies)&lt;br /&gt;
|-&lt;br /&gt;
|Colonizable&lt;br /&gt;
|&#039;&#039;&#039;false&#039;&#039;&#039; — no player colonies on scar centers. New arrivals (ascension) and colony relocate skip scar centers the same way they skip nebulas; Contagion neighbors stay normal habitable systems&lt;br /&gt;
|-&lt;br /&gt;
|Owner&lt;br /&gt;
|Shared Riftwake NPC player (like system protector / pirate NPC)&lt;br /&gt;
|-&lt;br /&gt;
|Attack flow&lt;br /&gt;
|Target a &#039;&#039;&#039;Siphon Spine colony&#039;&#039;&#039; with FCS → clear all 4 → Wakeheart shield drops → target &#039;&#039;&#039;Wakeheart colony&#039;&#039;&#039; to occupy/hold. Only alliances that took part in clearing at least one spine &#039;&#039;&#039;this window&#039;&#039;&#039; may attack the Wakeheart — see [[#wakeheart entry|Wakeheart entry]]. &#039;&#039;&#039;Scout&#039;&#039;&#039; spines and Wakeheart first (solo probes allowed) to estimate garrisons before committing an FCS.&lt;br /&gt;
|-&lt;br /&gt;
|Contagion neighbors&lt;br /&gt;
|Stay normal habitable systems (planets OK); only scar &#039;&#039;&#039;centers&#039;&#039;&#039; use this layout&lt;br /&gt;
|-&lt;br /&gt;
|UI&lt;br /&gt;
|System view like nebula: show Wakeheart + 4 spines only, hide normal planet strip. &#039;&#039;&#039;Cleared Siphon Spines&#039;&#039;&#039; appear dimmed with a muted status ring (same idea as cleared pirate sites). Tapping a spine opens its details with &#039;&#039;&#039;Active / Cleared&#039;&#039;&#039; status and which alliance last cleared it. &#039;&#039;&#039;Riftwake Command&#039;&#039;&#039; opens with the current objective and a &#039;&#039;&#039;Road to Realmwarden&#039;&#039;&#039; checklist (clear a spine → pay the War Guild levy → hold the Wakeheart; the spine step stays open until your own alliance has Wakeheart entry), shows a tile per Siphon Spine (tap to jump to it) in one of four states — &#039;&#039;&#039;Active&#039;&#039;&#039;, &#039;&#039;&#039;Cleared&#039;&#039;&#039;, &#039;&#039;&#039;Respawning&#039;&#039;&#039; (with a time range) or &#039;&#039;&#039;Respawned&#039;&#039;&#039; — and can navigate the galaxy map to the Scar center. The navigate button reads &#039;&#039;&#039;Navigate to Active Scar&#039;&#039;&#039; only while a combat window is open; before that it reads &#039;&#039;&#039;Navigate to Upcoming Scar&#039;&#039;&#039;, or &#039;&#039;&#039;Navigate to Next Week&#039;s Scar&#039;&#039;&#039; when the next window opens a new Riftwake week. The top panel shows the Scar&#039;s mode badge (&#039;&#039;&#039;Alliance only&#039;&#039;&#039; / &#039;&#039;&#039;Ally collaboration&#039;&#039;&#039;), and once a window is won it shows the winning alliance&#039;s tag and name with the time left on its Mandate. The &#039;&#039;&#039;Mandate effects&#039;&#039;&#039; panel only appears while a Siphon drain, the Realmwarden bonus, your Regnal Honor or Mandate fatigue is active, and lists your Honor&#039;s full effects&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conversion (existing maps):&#039;&#039;&#039; for each &amp;lt;code&amp;gt;riftwake_scars.systemId&amp;lt;/code&amp;gt;, strip/hide colonizable planets + pirates/asteroids at the scar; ensure position 0 = Wakeheart colony and positions 1–4 = Siphon Spine colonies; wire &amp;lt;code&amp;gt;riftwake_spines&amp;lt;/code&amp;gt; rows to those colony/planet ids.&lt;br /&gt;
&lt;br /&gt;
=== Rift Contagion (unconquerable belt) ===&lt;br /&gt;
&lt;br /&gt;
Alien influence bleeds into neighboring stars. Empires cannot permanently claim those systems.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Scope&lt;br /&gt;
!Count&lt;br /&gt;
|-&lt;br /&gt;
|Per scar&lt;br /&gt;
|Scar + &#039;&#039;&#039;6&#039;&#039;&#039; adjacent hexes = &#039;&#039;&#039;7&#039;&#039;&#039; systems&lt;br /&gt;
|-&lt;br /&gt;
|All scars&lt;br /&gt;
|&#039;&#039;&#039;5 × 7 = 35&#039;&#039;&#039; systems&lt;br /&gt;
|-&lt;br /&gt;
|Rules&lt;br /&gt;
|No system conquering, no alliance territory nodes; Contagion neighbors also block &#039;&#039;&#039;attack&#039;&#039;&#039; and &#039;&#039;&#039;scout&#039;&#039;&#039; launches (scar center keeps Riftwake structure combat &#039;&#039;&#039;and&#039;&#039;&#039; scouting)&lt;br /&gt;
|-&lt;br /&gt;
|Allowed&lt;br /&gt;
|Travel, station for the event, harvest/PvE as configured on non-Contagion approaches&lt;br /&gt;
|-&lt;br /&gt;
|Lore&lt;br /&gt;
|&#039;&#039;&#039;Rift Contagion&#039;&#039;&#039; has spread; those stars reject permanent control&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
~35 locked systems out of ~11 250 is negligible for colonization. Outer approaches stay conquerable — wrapping creates AvA conflict rather than a permanent freeze.&lt;br /&gt;
&lt;br /&gt;
== Event flow ==&lt;br /&gt;
&lt;br /&gt;
Riftwake-week rotation picks Active Scar (realmLevel ≥ 4 galaxies)&lt;br /&gt;
        │  Window announced in Riftwake Command + on the Scar hex ~6h before it opens&lt;br /&gt;
        │&lt;br /&gt;
        ▼&lt;br /&gt;
Launch from Contagion-range origin (own / alliance station; diplomatic-ally station on Ally collaboration Scars only), or warp-hop via an alliance Warp Gate exit in range&lt;br /&gt;
        │  Probes may scout Active Scar structures from anywhere (no Contagion-range gate)&lt;br /&gt;
        │&lt;br /&gt;
        ▼&lt;br /&gt;
Phase 1 — Destroy all 4 Siphon Spines (PvE + PvP perimeter)&lt;br /&gt;
        │  Wakeheart invulnerable while any spine stands&lt;br /&gt;
        │  Each clear: −1% Astral Siphon + hold bonus for clearing alliance&lt;br /&gt;
        │  Taking part in a clear gives your alliance Wakeheart entry for this window&lt;br /&gt;
        ▼&lt;br /&gt;
Phase 2 — Occupy Wakeheart; hold time accumulates (spine bonus makes it accrue faster)&lt;br /&gt;
        │  Only alliances with Wakeheart entry may attack it or be crowned&lt;br /&gt;
        │  Displacement pauses that alliance&#039;s clock — banked time is kept&lt;br /&gt;
        │  Ally collaboration Scars: diplomatic allies cannot displace each other (NAP still can)&lt;br /&gt;
        │  Alliance only Scars: no joint ops with allies; they can back you by hitting hostile alliances&lt;br /&gt;
        │  Spines respawn (±jitter) — clear one to earn entry late or restore a bonus&lt;br /&gt;
        ▼&lt;br /&gt;
Window end — longest accumulated holder (min 30m) becomes Realmwarden&lt;br /&gt;
        │  Nobody qualified → window reopens same hour next day (up to 3 per Riftwake week)&lt;br /&gt;
        ▼&lt;br /&gt;
Winner — Realmwarden until the next Riftwake week opens (up to 7 days)&lt;br /&gt;
        Mandate Caches + Regnal Honors; a back-to-back win adds Mandate fatigue for the next week&#039;s fights&lt;br /&gt;
        Spinebreaker Caches delivered straight to the commanders who cleared spines (any alliance)&lt;br /&gt;
        Auto participation packs for 2nd / 3rd / spine-clear fighters, per window&lt;br /&gt;
&lt;br /&gt;
== Access &amp;amp; launch ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rule&lt;br /&gt;
!Detail&lt;br /&gt;
|-&lt;br /&gt;
|Alliance territory&lt;br /&gt;
|Your alliance must hold &#039;&#039;&#039;at least one&#039;&#039;&#039; controlled system. No territory → no vault → &#039;&#039;&#039;no Riftwake attacks&#039;&#039;&#039; (spines or Wakeheart). See [[Alliance Power]].&lt;br /&gt;
|-&lt;br /&gt;
|Eligibility&lt;br /&gt;
|&#039;&#039;&#039;Launch origin&#039;&#039;&#039; (from-colony &#039;&#039;&#039;or&#039;&#039;&#039; warp-hop exit) must sit within &#039;&#039;&#039;2 hexes&#039;&#039;&#039; of the active Contagion belt. Distant ally presence does &#039;&#039;&#039;not&#039;&#039;&#039; unlock global launches.&lt;br /&gt;
|-&lt;br /&gt;
|Origin ownership&lt;br /&gt;
|Own colony, same-alliance colony, or — on an &#039;&#039;&#039;Ally collaboration&#039;&#039;&#039; Scar only — a &#039;&#039;&#039;diplomatic ally&#039;&#039;&#039; station&lt;br /&gt;
|-&lt;br /&gt;
|Warp hop&lt;br /&gt;
|Warp exit must still be an &#039;&#039;&#039;own-alliance&#039;&#039;&#039; hop target (unchanged warp rules). Ally stations help as &#039;&#039;&#039;launch/station origins&#039;&#039;&#039;, not as free warp exits for other alliances. &#039;&#039;&#039;Embassy Bastions&#039;&#039;&#039; with Logistics Center + Warp Gate may be founded on Contagion approach systems (within access range) without an Ally / NAP neighbor — see [[Alliance Territory]].&lt;br /&gt;
|-&lt;br /&gt;
|Solo&lt;br /&gt;
|No Realmwarden path without an alliance&lt;br /&gt;
|-&lt;br /&gt;
|Launch&lt;br /&gt;
|FCS / station missions from eligible origins&lt;br /&gt;
|-&lt;br /&gt;
|Ownership&lt;br /&gt;
|Active Scar system is &#039;&#039;&#039;never&#039;&#039;&#039; permanently conquered&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Allies, NAP &amp;amp; FCS coalitions ==&lt;br /&gt;
&lt;br /&gt;
Diplomatic treaties do &#039;&#039;&#039;not&#039;&#039;&#039; merge alliances for Riftwake scoring or win conditions. Each alliance remains a separate competitor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scar mode.&#039;&#039;&#039; Each Scar is either &#039;&#039;&#039;Alliance only&#039;&#039;&#039; (Scars 1, 3, 5) or &#039;&#039;&#039;Ally collaboration&#039;&#039;&#039; (Scars 2, 4). The ally rules below apply only on an Ally collaboration Scar. On an Alliance only Scar each alliance takes the Wakeheart with its own fleets: a diplomatic ally cannot join your rallies, launch from your stations or station at your Wakeheart, and any allied fleet stationed at the Wakeheart is sent home when you capture it. The ally rules do not apply there, so an ally &#039;&#039;can&#039;&#039; attack your hold, but this does not make allies rivals: alliances can still help one ally take the throne by putting pressure on hostile alliances, attacking their territories and players during the incursion. In the client, allies get no &#039;&#039;&#039;Station&#039;&#039;&#039; button on that Wakeheart, and rallies against that Scar hide the &#039;&#039;&#039;Allow inter-alliance participation&#039;&#039;&#039; toggle. The mail that announces an open window states the mode, and the badge sits at the top of Riftwake Command.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Topic&lt;br /&gt;
!Locked rule&lt;br /&gt;
|-&lt;br /&gt;
|Scoring / win&lt;br /&gt;
|Hold-bonus credit, hold ownership, and Realmwarden are always &#039;&#039;&#039;one alliance id&#039;&#039;&#039; — never shared across allies. Wakeheart entry is also per alliance, but every alliance with a fleet in the clearing battle earns its own (see next rows)&lt;br /&gt;
|-&lt;br /&gt;
|Inter-alliance FCS&lt;br /&gt;
|Ally collaboration Scars only, and only when the rally lead opts in (&#039;&#039;&#039;Allow inter-alliance participation&#039;&#039;&#039;). On an Alliance only Scar allied rallies are hidden and cannot be joined. NAP-only / strangers cannot join&lt;br /&gt;
|-&lt;br /&gt;
|Credit on joint FCS&lt;br /&gt;
|&#039;&#039;&#039;Lead’s alliance&#039;&#039;&#039; gets spine clear (hold bonus) / Wakeheart occupy / hold. Allied joiners help damage and share &#039;&#039;&#039;spine loot&#039;&#039;&#039;, but do &#039;&#039;&#039;not&#039;&#039;&#039; share hold-bonus ownership or Realmwarden&lt;br /&gt;
|-&lt;br /&gt;
|Wakeheart entry on joint FCS&lt;br /&gt;
|Every alliance that had a fleet in the battle that cleared a spine &#039;&#039;&#039;earns its own Wakeheart entry&#039;&#039;&#039; for that window. Joining an ally&#039;s spine rally is enough — your alliance does not need to lead one&lt;br /&gt;
|-&lt;br /&gt;
|Entry is not shared&lt;br /&gt;
|An ally clearing a spine &#039;&#039;&#039;without&#039;&#039;&#039; your fleets does &#039;&#039;&#039;not&#039;&#039;&#039; give your alliance entry. Diplomatic status never grants entry by itself&lt;br /&gt;
|-&lt;br /&gt;
|Spinebreaker share on joint FCS&lt;br /&gt;
|Allied joiners in a clearing battle count as spine clearers and share the &#039;&#039;&#039;Spinebreaker Caches&#039;&#039;&#039; when the Mandate is claimed&lt;br /&gt;
|-&lt;br /&gt;
|Own rallies&lt;br /&gt;
|Allies may still run their &#039;&#039;&#039;own&#039;&#039;&#039; FCS and compete against each other&lt;br /&gt;
|-&lt;br /&gt;
|Wakeheart displace&lt;br /&gt;
|On an Ally collaboration Scar a &#039;&#039;&#039;diplomatic &amp;lt;code&amp;gt;ally&amp;lt;/code&amp;gt;&#039;&#039;&#039; cannot kick / replace the occupying partner (must break ally first). On an Alliance only Scar allies may contest it&lt;br /&gt;
|-&lt;br /&gt;
|NAP on Wakeheart&lt;br /&gt;
|&#039;&#039;&#039;Still contestable&#039;&#039;&#039; — NAP does not protect the holder&lt;br /&gt;
|-&lt;br /&gt;
|Allied launch&lt;br /&gt;
|Ally collaboration Scars only: may launch Riftwake attacks from an ally station &#039;&#039;&#039;in Contagion range&#039;&#039;&#039;; does not grant map-wide unlock&lt;br /&gt;
|-&lt;br /&gt;
|Allied reinforce (station)&lt;br /&gt;
|Members of the &#039;&#039;&#039;occupying alliance&#039;&#039;&#039; and, on an Ally collaboration Scar, &#039;&#039;&#039;diplomatic allies&#039;&#039;&#039; may &#039;&#039;&#039;station&#039;&#039;&#039; at the Wakeheart to help keep the hold timer ticking — stationing needs no Wakeheart entry. Allies still cannot attack / displace the holder. NAP does &#039;&#039;&#039;not&#039;&#039;&#039; unlock reinforce&lt;br /&gt;
|-&lt;br /&gt;
|Allied Wakeheart FCS&lt;br /&gt;
|An allied joiner in a &#039;&#039;&#039;Wakeheart&#039;&#039;&#039; attack rally needs &#039;&#039;&#039;its own&#039;&#039;&#039; alliance&#039;s Wakeheart entry and War Guild levy, like any attacker&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Phase 1 — Siphon Spines ==&lt;br /&gt;
&lt;br /&gt;
Four high-tier Siphon Spines protect the Wakeheart.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Mechanic&lt;br /&gt;
!Detail&lt;br /&gt;
|-&lt;br /&gt;
|Wakeheart shield&lt;br /&gt;
|Invulnerable while &#039;&#039;&#039;any&#039;&#039;&#039; spine is alive&lt;br /&gt;
|-&lt;br /&gt;
|Combat&lt;br /&gt;
|Hybrid: damage the spine (PvE) while rival fleets contest the system (PvP)&lt;br /&gt;
|-&lt;br /&gt;
|Clear credit&lt;br /&gt;
|Alliance that destroys the spine gets credit&lt;br /&gt;
|-&lt;br /&gt;
|Wakeheart entry&lt;br /&gt;
|Taking part in clearing &#039;&#039;&#039;any&#039;&#039;&#039; spine this window lets your alliance attack the Wakeheart. Entry lasts the whole window and cannot be taken away, even if a rival later re-clears that spine. Each daily window starts fresh&lt;br /&gt;
|-&lt;br /&gt;
|Hold bonus&lt;br /&gt;
|&#039;&#039;&#039;+5% Wakeheart hold rate&#039;&#039;&#039; per credited spine (max &#039;&#039;&#039;+20%&#039;&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
|Concurrent FCS&lt;br /&gt;
|Max &#039;&#039;&#039;2&#039;&#039;&#039; active Riftwake FCS rallies per alliance&lt;br /&gt;
|-&lt;br /&gt;
|Fleet / loot&lt;br /&gt;
|Combat garrison ≈ &#039;&#039;&#039;1.7× Mid-Boss&#039;&#039;&#039; (single-alliance FCS scale); loot pool stays &#039;&#039;&#039;1.5× high Boss&#039;&#039;&#039; resources/items; &#039;&#039;&#039;FCS-only&#039;&#039;&#039;; loot share uses the &#039;&#039;&#039;same boss participation curves&#039;&#039;&#039; (more joiners → more pool access)&lt;br /&gt;
|-&lt;br /&gt;
|Target&lt;br /&gt;
|Players pick &#039;&#039;&#039;one Siphon Spine colony&#039;&#039;&#039; (positions 1–4) as mission target&lt;br /&gt;
|-&lt;br /&gt;
|Debris&lt;br /&gt;
|Softer PvE (~15% debris / graveyard split) on spine PvE losses&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Wakeheart entry ===&lt;br /&gt;
&lt;br /&gt;
Only alliances that did some of the PvE work may fight for the heart. To launch a Wakeheart attack, &#039;&#039;&#039;all&#039;&#039;&#039; of these must be true:&lt;br /&gt;
&lt;br /&gt;
# Every Siphon Spine has fallen at least once this window (the shield is down).&lt;br /&gt;
# Your alliance has &#039;&#039;&#039;Wakeheart entry&#039;&#039;&#039;: a fleet from your alliance took part in a battle that cleared a spine &#039;&#039;&#039;this window&#039;&#039;&#039; — as the rally lead or as an allied joiner. Clearing a &#039;&#039;&#039;respawned&#039;&#039;&#039; spine counts.&lt;br /&gt;
# Your alliance has paid the [[#war guild levy|War Guild levy]] for this Riftwake week.&lt;br /&gt;
# The Wakeheart is not held by one of your &#039;&#039;&#039;diplomatic allies&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Situation&lt;br /&gt;
!Can your alliance attack the Wakeheart?&lt;br /&gt;
|-&lt;br /&gt;
|Your alliance led a rally that cleared a spine&lt;br /&gt;
|&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Your players joined an &#039;&#039;&#039;ally&#039;s&#039;&#039;&#039; rally that cleared a spine&lt;br /&gt;
|&#039;&#039;&#039;Yes&#039;&#039;&#039; — your alliance earns its own entry&lt;br /&gt;
|-&lt;br /&gt;
|An ally cleared a spine without your fleets&lt;br /&gt;
|&#039;&#039;&#039;No&#039;&#039;&#039; — clear or join a clear yourselves&lt;br /&gt;
|-&lt;br /&gt;
|Your alliance cleared a spine and a rival later re-cleared it&lt;br /&gt;
|&#039;&#039;&#039;Yes&#039;&#039;&#039; — entry is never taken away within the window&lt;br /&gt;
|-&lt;br /&gt;
|You cleared spines in yesterday&#039;s window&lt;br /&gt;
|&#039;&#039;&#039;No&#039;&#039;&#039; — each daily window starts fresh&lt;br /&gt;
|-&lt;br /&gt;
|You only want to &#039;&#039;&#039;station&#039;&#039;&#039; fleets to help an alliance or ally that already holds the heart&lt;br /&gt;
|No entry needed — stationing is a reinforce, not an attack&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Entry also matters at the finish: an alliance without entry cannot become Realmwarden, whatever its hold time.&lt;br /&gt;
&lt;br /&gt;
=== Spine respawn (Wakeheart phase) ===&lt;br /&gt;
&lt;br /&gt;
Spines never respawn while any spine still stands. Once all four have fallen and the Wakeheart is vulnerable:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rule&lt;br /&gt;
!Detail&lt;br /&gt;
|-&lt;br /&gt;
|Respawn&lt;br /&gt;
|Each cleared spine returns &#039;&#039;&#039;90 ± 15 minutes after its own clear&#039;&#039;&#039; at &#039;&#039;&#039;50% HP&#039;&#039;&#039; (jitter anti-timer-snipe)&lt;br /&gt;
|-&lt;br /&gt;
|Early clears&lt;br /&gt;
|A spine cleared more than ~90 minutes before the Wakeheart opened comes back &#039;&#039;&#039;within about a minute&#039;&#039;&#039; of it opening&lt;br /&gt;
|-&lt;br /&gt;
|Late alliances&lt;br /&gt;
|Clearing a respawned spine is how an alliance that missed Phase 1 &#039;&#039;&#039;earns Wakeheart entry&#039;&#039;&#039;. If all four spines fell within minutes of each other, expect to wait &#039;&#039;&#039;75–105 minutes&#039;&#039;&#039; for the first respawn&lt;br /&gt;
|-&lt;br /&gt;
|Riftwake Command&lt;br /&gt;
|A down spine shows &#039;&#039;&#039;Respawning&#039;&#039;&#039; with its time range (the exact time stays hidden); a returned one shows &#039;&#039;&#039;Respawned&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Shield&lt;br /&gt;
|Does &#039;&#039;&#039;not&#039;&#039;&#039; re-lock the Wakeheart&lt;br /&gt;
|-&lt;br /&gt;
|Credit&lt;br /&gt;
|Re-clear can grant or steal hold-bonus credit for that spine slot&lt;br /&gt;
|-&lt;br /&gt;
|Cap&lt;br /&gt;
|Hold bonus still capped at &#039;&#039;&#039;+20%&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Phase 2 — Wakeheart hold ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Mechanic&lt;br /&gt;
!Detail&lt;br /&gt;
|-&lt;br /&gt;
|Mission&lt;br /&gt;
|FCS &#039;&#039;&#039;attack&#039;&#039;&#039; (no new mission type). On attacker victory, survivors &#039;&#039;&#039;auto-station&#039;&#039;&#039; and occupation starts&lt;br /&gt;
|-&lt;br /&gt;
|Initial NPC garrison&lt;br /&gt;
|≈ &#039;&#039;&#039;2.1× Mid-Boss&#039;&#039;&#039; fleet — &#039;&#039;&#039;no resource stockpile / no combat loot&#039;&#039;&#039; (fight is for the hold only; sized so one end-game alliance can open the Wakeheart, unlike high Boss which needs multi-alliance pressure)&lt;br /&gt;
|-&lt;br /&gt;
|Capture&lt;br /&gt;
|Win at &#039;&#039;&#039;Wakeheart colony&#039;&#039;&#039; (pos 0) → your alliance &#039;&#039;&#039;occupies&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Win condition&lt;br /&gt;
|&#039;&#039;&#039;Most accumulated hold time&#039;&#039;&#039; when the window closes, with a &#039;&#039;&#039;30 minute&#039;&#039;&#039; minimum&lt;br /&gt;
|-&lt;br /&gt;
|Hold clock&lt;br /&gt;
|Accumulates per alliance while you hold the core. Banked time is &#039;&#039;&#039;never lost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Hold rate&lt;br /&gt;
|Each credited spine adds &#039;&#039;&#039;+5% hold rate&#039;&#039;&#039; (max &#039;&#039;&#039;+20%&#039;&#039;&#039;). Higher rate means your clock &#039;&#039;&#039;accrues faster&#039;&#039;&#039; than wall-clock (see table below).&lt;br /&gt;
|-&lt;br /&gt;
|Displacement&lt;br /&gt;
|Rival FCS victory vs occupying fleets → your clock &#039;&#039;&#039;pauses&#039;&#039;&#039; (banked time kept); winners auto-station and start their own clock. &#039;&#039;&#039;Diplomatic allies cannot displace each other&#039;&#039;&#039; (must break ally first). NAP remains contestable.&lt;br /&gt;
|-&lt;br /&gt;
|Neutral Wakeheart&lt;br /&gt;
|No occupying alliance (or diplomatic-ally) fleets left stationed → no clock ticks&lt;br /&gt;
|-&lt;br /&gt;
|Gating&lt;br /&gt;
|Wakeheart attacks &#039;&#039;&#039;refused&#039;&#039;&#039; while any Siphon Spine still has NPC ships, until the alliance has &#039;&#039;&#039;Wakeheart entry&#039;&#039;&#039; (took part in clearing a spine this window), and until it has paid the &#039;&#039;&#039;War Guild levy&#039;&#039;&#039; for this Riftwake week. &#039;&#039;&#039;One payment covers every daily window that week&#039;&#039;&#039; — a window closing unclaimed does not make you pay again&lt;br /&gt;
|-&lt;br /&gt;
|Reinforce&lt;br /&gt;
|Occupying alliance members and &#039;&#039;&#039;diplomatic allies&#039;&#039;&#039; may station fleets at the Wakeheart to help maintain the hold&lt;br /&gt;
|-&lt;br /&gt;
|Loot on kick/win&lt;br /&gt;
|&#039;&#039;&#039;None&#039;&#039;&#039; — no RSS moved to the next winner; spine loot + Mandate Caches are the payouts&lt;br /&gt;
|-&lt;br /&gt;
|Window&lt;br /&gt;
|Default &#039;&#039;&#039;8 hour&#039;&#039;&#039; combat window, repeating daily (up to &#039;&#039;&#039;3&#039;&#039;&#039; per Riftwake week) until someone wins&lt;br /&gt;
|-&lt;br /&gt;
|Garrison duration&lt;br /&gt;
|Fleets stationed at the Wakeheart hold until the &#039;&#039;&#039;window closes&#039;&#039;&#039;, not for a fixed hold length&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each credited Siphon Spine makes your hold clock run faster (&#039;&#039;&#039;+5%&#039;&#039;&#039; each, capped at &#039;&#039;&#039;+20%&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; with all four spines credited, 60 minutes of real occupation banks &#039;&#039;&#039;72 minutes&#039;&#039;&#039; of hold time. In a close contest that margin decides the Mandate.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Spines credited&lt;br /&gt;
!Hold rate bonus&lt;br /&gt;
!Hold banked per hour held&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
| +0%&lt;br /&gt;
|&#039;&#039;&#039;60m&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
| +5%&lt;br /&gt;
|&#039;&#039;&#039;63m&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
| +10%&lt;br /&gt;
|&#039;&#039;&#039;66m&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
| +15%&lt;br /&gt;
|&#039;&#039;&#039;69m&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
| +20%&lt;br /&gt;
|&#039;&#039;&#039;72m&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Displacement pauses your clock rather than resetting it, so banked time survives a kick — but while you are off the core your rivals are banking instead. Spine bonuses speed your accrual; they do not protect against being displaced.&lt;br /&gt;
&lt;br /&gt;
=== War Guild levy ===&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;War Guild&#039;&#039;&#039; — Per Regna’s war-coordination counterpart to the &#039;&#039;&#039;Trade Union&#039;&#039;&#039; — posts an &#039;&#039;&#039;alien bounty gate&#039;&#039;&#039; on the Active Scar. Before Wakeheart FCS attacks, territory alliances must contribute a one-time &#039;&#039;&#039;War Guild levy&#039;&#039;&#039; from the vault. The Guild’s stated purpose: only fleets prepared to face alien garrisons may contest the heart — so unready alliances are not thrown alone into the Riftwake. (The same Guild framing can later cover other AvA / bounty escrows.)&lt;br /&gt;
&lt;br /&gt;
Before an alliance can launch Wakeheart FCS attacks, its &#039;&#039;&#039;Leader or Deputy&#039;&#039;&#039; must pay this levy from the &#039;&#039;&#039;alliance vault&#039;&#039;&#039; for the current Incursion. The cost follows your [[Alliance Power]] &#039;&#039;&#039;fleet title&#039;&#039;&#039; — invested buildings and research, not vault balance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rule&lt;br /&gt;
!Detail&lt;br /&gt;
|-&lt;br /&gt;
|When&lt;br /&gt;
|During the active Incursion (Siphon Spine phase or Wakeheart phase). Can be paid early — attacks still wait for spines to fall.&lt;br /&gt;
|-&lt;br /&gt;
|Who pays&lt;br /&gt;
|Alliance &#039;&#039;&#039;Leader&#039;&#039;&#039; or &#039;&#039;&#039;Deputy&#039;&#039;&#039; only (once per alliance per Incursion)&lt;br /&gt;
|-&lt;br /&gt;
|Where&lt;br /&gt;
|Riftwake Command hub, or the Wakeheart structure panel&lt;br /&gt;
|-&lt;br /&gt;
|What it unlocks&lt;br /&gt;
|All Wakeheart attacks for that alliance for the rest of the Incursion (including re-entries after displacement)&lt;br /&gt;
|-&lt;br /&gt;
|Siphon Spines&lt;br /&gt;
|&#039;&#039;&#039;Free&#039;&#039;&#039; for territory alliances — no levy required to clear spines or earn hold-bonus credit&lt;br /&gt;
|-&lt;br /&gt;
|Basket&lt;br /&gt;
|&#039;&#039;&#039;Steel, quartz, iridium, silicium, elerium&#039;&#039;&#039; — &#039;&#039;&#039;no gas&#039;&#039;&#039; (gas stays free for Contagion staging and warp hops)&lt;br /&gt;
|-&lt;br /&gt;
|Refund&lt;br /&gt;
|&#039;&#039;&#039;None&#039;&#039;&#039; for now — the levy is spent even if the alliance never wins Realmwarden&lt;br /&gt;
|-&lt;br /&gt;
|Scaling&lt;br /&gt;
|Matches [[Alliance Power]] fleet title. Higher titles pay a larger vault basket.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Levy by fleet title ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Title&lt;br /&gt;
!Alliance Power&lt;br /&gt;
!Steel&lt;br /&gt;
!Quartz&lt;br /&gt;
!Iridium&lt;br /&gt;
!Silicium&lt;br /&gt;
!Elerium&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flotilla&#039;&#039;&#039;&lt;br /&gt;
|Below 1T&lt;br /&gt;
|2B&lt;br /&gt;
|1.2B&lt;br /&gt;
|400M&lt;br /&gt;
|250M&lt;br /&gt;
|50B&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Squadron&#039;&#039;&#039;&lt;br /&gt;
|1T+&lt;br /&gt;
|10T&lt;br /&gt;
|6T&lt;br /&gt;
|1.5T&lt;br /&gt;
|800B&lt;br /&gt;
|400B&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fleet&#039;&#039;&#039;&lt;br /&gt;
|2T+&lt;br /&gt;
|50T&lt;br /&gt;
|30T&lt;br /&gt;
|8T&lt;br /&gt;
|4T&lt;br /&gt;
|1.5T&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armada&#039;&#039;&#039;&lt;br /&gt;
|4T+&lt;br /&gt;
|75T&lt;br /&gt;
|45T&lt;br /&gt;
|12T&lt;br /&gt;
|6T&lt;br /&gt;
|2.5T&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Grand Fleet&#039;&#039;&#039;&lt;br /&gt;
|7T+&lt;br /&gt;
|100T&lt;br /&gt;
|60T&lt;br /&gt;
|15T&lt;br /&gt;
|8T&lt;br /&gt;
|4T&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hegemony&#039;&#039;&#039;&lt;br /&gt;
|11T+&lt;br /&gt;
|150T&lt;br /&gt;
|90T&lt;br /&gt;
|22T&lt;br /&gt;
|12T&lt;br /&gt;
|5T&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Astral Imperium&#039;&#039;&#039;&lt;br /&gt;
|16T+&lt;br /&gt;
|200T&lt;br /&gt;
|120T&lt;br /&gt;
|30T&lt;br /&gt;
|16T&lt;br /&gt;
|6T&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example.&#039;&#039;&#039; A &#039;&#039;&#039;Fleet&#039;&#039;&#039;-title alliance (~2T power) pays a War Guild levy of &#039;&#039;&#039;50T steel&#039;&#039;&#039; and &#039;&#039;&#039;1.5T elerium&#039;&#039;&#039; (plus quartz / iridium / silicium) &#039;&#039;&#039;once per Riftwake week&#039;&#039;&#039;. A &#039;&#039;&#039;Grand Fleet&#039;&#039;&#039; pays &#039;&#039;&#039;100T steel&#039;&#039;&#039; and &#039;&#039;&#039;4T elerium&#039;&#039;&#039;. The levy is &#039;&#039;&#039;per week, not per window&#039;&#039;&#039;: if Saturday&#039;s window ends with no Realmwarden, your alliance may contest Sunday&#039;s and Monday&#039;s windows on the same payment. Leadership should top up the vault before the crown fight — emptying the vault does not lower the levy.&lt;br /&gt;
&lt;br /&gt;
=== Window end ===&lt;br /&gt;
&lt;br /&gt;
When the combat window closes:&lt;br /&gt;
&lt;br /&gt;
# The alliance with the &#039;&#039;&#039;most accumulated Wakeheart hold time&#039;&#039;&#039; becomes Realmwarden, provided it banked at least &#039;&#039;&#039;30 minutes&#039;&#039;&#039; and has &#039;&#039;&#039;Wakeheart entry&#039;&#039;&#039; for this window. Ties go to whichever alliance established a hold first.&lt;br /&gt;
# Otherwise &#039;&#039;&#039;no Realmwarden&#039;&#039;&#039; this window — the Incursion &#039;&#039;&#039;reopens at the same hour the next day&#039;&#039;&#039;, up to 3 windows per Riftwake week.&lt;br /&gt;
# If the whole Riftwake week passes with no winner, the next win pays &#039;&#039;&#039;+10%&#039;&#039;&#039; Mandate Caches, rounded up per tier (Prime 3 → &#039;&#039;&#039;4&#039;&#039;&#039;, Accord 15 → &#039;&#039;&#039;17&#039;&#039;&#039;, Spinebreaker 8 → &#039;&#039;&#039;9&#039;&#039;&#039;). Set by &amp;lt;code&amp;gt;riftwake.mandateCacheRolloverPct&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Standings are live in &#039;&#039;&#039;Riftwake Command&#039;&#039;&#039; during the window and remain visible as &#039;&#039;&#039;final standings&#039;&#039;&#039; after it closes, so alliances can see exactly how close they came.&lt;br /&gt;
&lt;br /&gt;
Spine clears alone never crown Realmwarden. Clearing spines gives your alliance Wakeheart entry, speeds your hold clock and pays Spinebreaker Caches — the Mandate itself requires holding the heart.&lt;br /&gt;
&lt;br /&gt;
=== Schedule and announcements ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Setting&lt;br /&gt;
!Default&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Window length&lt;br /&gt;
|&#039;&#039;&#039;8 hours&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;riftwake.eventWindowHours&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Windows per Riftwake week&lt;br /&gt;
|&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|One per day at the same hour, stopping as soon as an alliance wins (&amp;lt;code&amp;gt;riftwake.maxDailyWindows&amp;lt;/code&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
|Minimum hold to win&lt;br /&gt;
|&#039;&#039;&#039;30 minutes&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;riftwake.minHoldSecondsToWin&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Advance notice&lt;br /&gt;
|&#039;&#039;&#039;6 hours&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;riftwake.preAnnounceHours&amp;lt;/code&amp;gt; — in-client only, no mail&lt;br /&gt;
|-&lt;br /&gt;
|Week start&lt;br /&gt;
|Saturday &#039;&#039;&#039;16:00 UTC&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;riftwake.windowStartOffsetHours&amp;lt;/code&amp;gt;. Riftwake runs on its own 7-day period, independent of the weekly league rollover&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
During the pre-window hours the Scar is &#039;&#039;&#039;visible but read-only&#039;&#039;&#039;: attacks, probes and stationing on Siphon Spines and the Wakeheart are all refused until the combat window begins. The structure panel shows the countdown instead of the action buttons.&lt;br /&gt;
&lt;br /&gt;
About &#039;&#039;&#039;6 hours&#039;&#039;&#039; before a window opens, the Active Scar and its Contagion belt light up on the galaxy map, the Scar hex shows a &#039;&#039;&#039;Riftwake inbound&#039;&#039;&#039; countdown, and &#039;&#039;&#039;Riftwake Command&#039;&#039;&#039; switches to an inbound state with the Scar coordinates and a navigate button. Use that lead to move fleets into Contagion range — no mail is sent, so watch the map and the hub.&lt;br /&gt;
&lt;br /&gt;
While dormant, Riftwake Command still shows when the next Incursion opens, which Scar will flare, which attempt of the Riftwake week it is, and whether it is an Alliance only or Ally collaboration Scar.&lt;br /&gt;
&lt;br /&gt;
== Astral Siphon (galaxy drain) ==&lt;br /&gt;
&lt;br /&gt;
While Riftwake structures remain, they drain galaxy productivity.&lt;br /&gt;
&lt;br /&gt;
drain = 5% base + (1% × remaining alive spines/Wakeheart)&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;1 Wakeheart + 4 Siphon Spines&#039;&#039;&#039; (5 structures):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!State&lt;br /&gt;
!Approx. drain&lt;br /&gt;
|-&lt;br /&gt;
|Event start (all alive)&lt;br /&gt;
|&#039;&#039;&#039;10%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Each spine cleared&lt;br /&gt;
|&#039;&#039;&#039;−1%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|All spines cleared, Wakeheart still contested&lt;br /&gt;
|&#039;&#039;&#039;6%&#039;&#039;&#039; (Wakeheart)&lt;br /&gt;
|-&lt;br /&gt;
|Realmwarden claimed / Wakeheart silenced&lt;br /&gt;
|&#039;&#039;&#039;0%&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Applies to &#039;&#039;&#039;production income&#039;&#039;&#039;, not warehouse stock. Global UI should show current Astral Siphon and recent clear attribution.&lt;br /&gt;
&lt;br /&gt;
== Realmwarden &amp;amp; Mandate of Regna ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Privilege&lt;br /&gt;
!Duration&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Realmwarden&#039;&#039;&#039; status&lt;br /&gt;
|&#039;&#039;&#039;7 days&#039;&#039;&#039; (until next Incursion)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mandate Caches&#039;&#039;&#039;&lt;br /&gt;
|Manual distribution by leadership&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Regnal Honors&#039;&#039;&#039;&lt;br /&gt;
|Up to &#039;&#039;&#039;8&#039;&#039;&#039; buff titles, any player on the server&lt;br /&gt;
|-&lt;br /&gt;
|Alliance perk&lt;br /&gt;
|&#039;&#039;&#039;+5%&#039;&#039;&#039; resource production for Realmwarden members while Mandate lasts&lt;br /&gt;
|-&lt;br /&gt;
|Mandate fatigue&lt;br /&gt;
|From the &#039;&#039;&#039;second&#039;&#039;&#039; back-to-back win: &#039;&#039;&#039;−5%&#039;&#039;&#039; attack, hull and shields per extra consecutive win (cap &#039;&#039;&#039;−15%&#039;&#039;&#039;) in the &#039;&#039;&#039;following&#039;&#039;&#039; week&#039;s Siphon Spine and Wakeheart battles; resets after a week the alliance does not win&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mandate fatigue example.&#039;&#039;&#039; An alliance wins weeks 1 and 2: it fights week 3&#039;s Incursion at &#039;&#039;&#039;−5%&#039;&#039;&#039;. Winning week 3 as well makes week 4 &#039;&#039;&#039;−10%&#039;&#039;&#039;, then &#039;&#039;&#039;−15%&#039;&#039;&#039; at most. If any week passes without its win, the next week is back to full strength. Fatigue only applies against Siphon Spines and the Wakeheart, never in other battles. The Realmwarden mail announces it, and &#039;&#039;&#039;Riftwake Command&#039;&#039;&#039; and ship info show it while it applies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contribution board&#039;&#039;&#039; (Riftwake Command → Command) tracks this week’s fighters as soon as the Incursion opens — spine damage, Wakeheart PvP damage, hold time, and spine clears all count (top 5 shown, expand for the full list). It is &#039;&#039;&#039;not&#039;&#039;&#039; locked behind winning the Wakeheart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mandate&#039;&#039;&#039; management lives under &#039;&#039;&#039;Riftwake Command → Mandate&#039;&#039;&#039;. Realmwarden Leader and Deputy use that tab to gift Mandate Caches and assign Regnal Honors during the &#039;&#039;&#039;7-day&#039;&#039;&#039; Mandate week after a win.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Caches&#039;&#039;&#039; may be gifted to your own members or &#039;&#039;&#039;diplomatic allies&#039;&#039;&#039;. &#039;&#039;&#039;Regnal Honors&#039;&#039;&#039; may be assigned to any player on the server (allies and Incursion contributors are listed first; search finds everyone else) — intended for rewarding coalition fighters and diplomacy.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
&lt;br /&gt;
=== Mandate Caches (manual) ===&lt;br /&gt;
&lt;br /&gt;
Each win grants &#039;&#039;&#039;Prime ×3&#039;&#039;&#039; and &#039;&#039;&#039;Accord ×15&#039;&#039;&#039; by default (plus any rollover bonus) to the Realmwarden alliance leadership vault. Leader / Deputy gift them to players. Seeing several caches with the same name is expected: each line is one gift you can send to one member. Contents use existing quest / weekly-event item types (realm-scaled resource packs).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spinebreaker ×8&#039;&#039;&#039; is not a vault tier — see below.&lt;br /&gt;
&lt;br /&gt;
==== Prime Mandate Cache × **3** (high) ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Content&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
|Resources&lt;br /&gt;
|&amp;lt;code&amp;gt;resourcePack: large&amp;lt;/code&amp;gt; × 1&lt;br /&gt;
|-&lt;br /&gt;
|Monument&lt;br /&gt;
|&amp;lt;code&amp;gt;monument_piece&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;monument_mythical&amp;lt;/code&amp;gt; × 3&lt;br /&gt;
|-&lt;br /&gt;
|Relic&lt;br /&gt;
|&amp;lt;code&amp;gt;relic_piece&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;relic_piece_mythical&amp;lt;/code&amp;gt; × 2&lt;br /&gt;
|-&lt;br /&gt;
|Speed&lt;br /&gt;
|&amp;lt;code&amp;gt;nano_boost&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;nano_boost_building_epic&amp;lt;/code&amp;gt; × 5&lt;br /&gt;
|-&lt;br /&gt;
|Combat prep&lt;br /&gt;
|&amp;lt;code&amp;gt;boost_box&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;boost_box_epic&amp;lt;/code&amp;gt; × 3&lt;br /&gt;
|-&lt;br /&gt;
|Tech&lt;br /&gt;
|&amp;lt;code&amp;gt;tech_boost&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;tech_boost_mythical&amp;lt;/code&amp;gt; × 3&lt;br /&gt;
|-&lt;br /&gt;
|Flex&lt;br /&gt;
|&amp;lt;code&amp;gt;artifact_box&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;artifact_box_standard&amp;lt;/code&amp;gt; × 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Spinebreaker Cache × **8** (medium) ====&lt;br /&gt;
&lt;br /&gt;
Delivered &#039;&#039;&#039;automatically&#039;&#039;&#039; when a window crowns a Realmwarden, straight to the commanders who took part in Siphon Spine clears that window — &#039;&#039;&#039;from any alliance&#039;&#039;&#039;, not only the winner. The pool is split by the number of clears each commander took part in (one per clear, however many fleets they sent), and each recipient gets a mail. A window that ends &#039;&#039;&#039;without&#039;&#039;&#039; a Realmwarden pays no Spinebreaker Caches; its spine clearers still get the spine-clear participation pack.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Content&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
|Resources&lt;br /&gt;
|&amp;lt;code&amp;gt;resourcePack: medium&amp;lt;/code&amp;gt; × 1&lt;br /&gt;
|-&lt;br /&gt;
|Monument&lt;br /&gt;
|&amp;lt;code&amp;gt;monument_piece&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;monument_mythical&amp;lt;/code&amp;gt; × 1&lt;br /&gt;
|-&lt;br /&gt;
|Relic&lt;br /&gt;
|&amp;lt;code&amp;gt;relic_piece&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;relic_piece_legendary&amp;lt;/code&amp;gt; × 2&lt;br /&gt;
|-&lt;br /&gt;
|Speed&lt;br /&gt;
|&amp;lt;code&amp;gt;nano_boost&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;nano_boost_building_epic&amp;lt;/code&amp;gt; × 3&lt;br /&gt;
|-&lt;br /&gt;
|Combat prep&lt;br /&gt;
|&amp;lt;code&amp;gt;boost_box&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;boost_box_epic&amp;lt;/code&amp;gt; × 2&lt;br /&gt;
|-&lt;br /&gt;
|Tech&lt;br /&gt;
|&amp;lt;code&amp;gt;tech_boost&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;tech_boost_epic&amp;lt;/code&amp;gt; × 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Accord Cache × **15** (standard) ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Content&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
|Resources&lt;br /&gt;
|&amp;lt;code&amp;gt;resourcePack: small&amp;lt;/code&amp;gt; × 1&lt;br /&gt;
|-&lt;br /&gt;
|Combat prep&lt;br /&gt;
|&amp;lt;code&amp;gt;boost_box&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;boost_box_rare&amp;lt;/code&amp;gt; × 2&lt;br /&gt;
|-&lt;br /&gt;
|Speed&lt;br /&gt;
|&amp;lt;code&amp;gt;nano_boost&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;nano_boost_building_epic&amp;lt;/code&amp;gt; × 1&lt;br /&gt;
|-&lt;br /&gt;
|Tech&lt;br /&gt;
|&amp;lt;code&amp;gt;tech_boost&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;tech_boost_epic&amp;lt;/code&amp;gt; × 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Vault rules ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rule&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|Who can send&lt;br /&gt;
|Leader + Deputy&lt;br /&gt;
|-&lt;br /&gt;
|Audit&lt;br /&gt;
|Alliance-visible gift log&lt;br /&gt;
|-&lt;br /&gt;
|Expiry&lt;br /&gt;
|End of Realmwarden week&lt;br /&gt;
|-&lt;br /&gt;
|Undistributed&lt;br /&gt;
|&#039;&#039;&#039;50%&#039;&#039;&#039; auto-split by contribution score among members who fought; &#039;&#039;&#039;50%&#039;&#039;&#039; void&lt;br /&gt;
|-&lt;br /&gt;
|Stockpile&lt;br /&gt;
|Current week’s grant only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Participation (non-winners) ===&lt;br /&gt;
&lt;br /&gt;
Automatic at window end (not manual):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Place&lt;br /&gt;
!Reward&lt;br /&gt;
|-&lt;br /&gt;
|2nd by contribution&lt;br /&gt;
|Per active fighter: &amp;lt;code&amp;gt;resourcePack: medium&amp;lt;/code&amp;gt; + &amp;lt;code&amp;gt;boost_box_epic&amp;lt;/code&amp;gt; × 1&lt;br /&gt;
|-&lt;br /&gt;
|3rd&lt;br /&gt;
|Per active fighter: &amp;lt;code&amp;gt;resourcePack: small&amp;lt;/code&amp;gt; + &amp;lt;code&amp;gt;boost_box_rare&amp;lt;/code&amp;gt; × 1&lt;br /&gt;
|-&lt;br /&gt;
|Spine clear (≥1 credited)&lt;br /&gt;
|Fighters with spine-clear contribution: &amp;lt;code&amp;gt;resourcePack: tiny&amp;lt;/code&amp;gt; + &amp;lt;code&amp;gt;boost_box_common&amp;lt;/code&amp;gt; × 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Contribution score (board + place ranking) ≈ spine damage + Wakeheart PvP damage + hold seconds + &#039;&#039;&#039;spines cleared × heavy weight&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Regnal Honors (buffs only) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No personal debuff titles in v1.&#039;&#039;&#039; Soft power is buffing allies / diplomats and distributing Mandate Caches — not nerfing rivals.&lt;br /&gt;
&lt;br /&gt;
Realmwarden leadership assigns up to &#039;&#039;&#039;8&#039;&#039;&#039; unique Honors to &#039;&#039;&#039;any player on the server&#039;&#039;&#039;. Effects last while assigned (up to 7 days). &#039;&#039;&#039;24h cooldown&#039;&#039;&#039; per slot after reassignment. One player may hold &#039;&#039;&#039;at most one&#039;&#039;&#039; Honor at a time. Active Honors appear as a badge on the holder&#039;s &#039;&#039;&#039;player profile&#039;&#039;&#039; and next to their name on &#039;&#039;&#039;leaderboards&#039;&#039;&#039;, &#039;&#039;&#039;alliance member lists&#039;&#039;&#039;, and related player listings.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!ID&lt;br /&gt;
!Honor&lt;br /&gt;
!Intent&lt;br /&gt;
!Modifiers&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;supreme_marshal&amp;lt;/code&amp;gt;&lt;br /&gt;
|Supreme Marshal&lt;br /&gt;
|Military lead&lt;br /&gt;
|&amp;lt;code&amp;gt;fleetAttackPct +12%&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;unitRepairCostPct −15%&amp;lt;/code&amp;gt; — [[Tonnage#ship graveyard|Ship Graveyard]] buyback cost&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;arch_architect&amp;lt;/code&amp;gt;&lt;br /&gt;
|Arch-Architect&lt;br /&gt;
|Build / infra&lt;br /&gt;
|&amp;lt;code&amp;gt;constructionSpeedPct +20%&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;monumentUpgradeCostPct −10%&amp;lt;/code&amp;gt; — always at least 1 copy less (never below 1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;master_of_trade&amp;lt;/code&amp;gt;&lt;br /&gt;
|Master of Trade&lt;br /&gt;
|Economy / diplomacy&lt;br /&gt;
|&amp;lt;code&amp;gt;resourceProductionPct +25%&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;marketplaceTaxPct −15%&amp;lt;/code&amp;gt; — market tax on &#039;&#039;&#039;every&#039;&#039;&#039; trade, after any ally discount&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;high_inquisitor&amp;lt;/code&amp;gt;&lt;br /&gt;
|High Inquisitor&lt;br /&gt;
|Ops / PvE&lt;br /&gt;
|&amp;lt;code&amp;gt;fleetSpeedPct +15%&amp;lt;/code&amp;gt; (no extra fuel), &amp;lt;code&amp;gt;pveBossDamagePct +10%&amp;lt;/code&amp;gt; — fleet attack against &#039;&#039;&#039;any&#039;&#039;&#039; pirate target and Siphon Spines&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;veilwarden&amp;lt;/code&amp;gt;&lt;br /&gt;
|Veilwarden&lt;br /&gt;
|Defense / hold&lt;br /&gt;
|&amp;lt;code&amp;gt;fleetDefensePct +12%&amp;lt;/code&amp;gt; (fleet hull and shields), &amp;lt;code&amp;gt;stationedRepairPct +10%&amp;lt;/code&amp;gt; — [[Support Vessel]] field repair in every battle&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;rift_cartographer&amp;lt;/code&amp;gt;&lt;br /&gt;
|Rift Cartographer&lt;br /&gt;
|Travel / logistics&lt;br /&gt;
|&amp;lt;code&amp;gt;fleetSpeedPct +10%&amp;lt;/code&amp;gt; (no extra fuel), &amp;lt;code&amp;gt;warpFuelCostPct −10%&amp;lt;/code&amp;gt; — fuel for every fleet launch&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;mandate_quartermaster&amp;lt;/code&amp;gt;&lt;br /&gt;
|Mandate Quartermaster&lt;br /&gt;
|Industry&lt;br /&gt;
|&amp;lt;code&amp;gt;shipBuildSpeedPct +15%&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;defenseBuildSpeedPct +15%&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;first_speaker&amp;lt;/code&amp;gt;&lt;br /&gt;
|First Speaker&lt;br /&gt;
|Prestige / diplomacy&lt;br /&gt;
|&amp;lt;code&amp;gt;resourceProductionPct +5%&amp;lt;/code&amp;gt; (visible prestige badge on profile and listings)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Honor fleet speed is free: fuel is charged for the speed the fleet would have without it, so High Inquisitor and Rift Cartographer never raise fuel cost. The holder sees their Honor&#039;s effects in &#039;&#039;&#039;Riftwake Command&#039;&#039;&#039; (Mandate effects), in ship info (the Other column and an Honor line under Effects), in fleet travel time and fuel before launch, in build times, monument upgrade costs, Ship Graveyard buyback costs, the Trading Center tax rate and a &#039;&#039;&#039;Regnal Honor Discount&#039;&#039;&#039; line when accepting an offer.&lt;br /&gt;
&lt;br /&gt;
=== Honors as reward management ===&lt;br /&gt;
&lt;br /&gt;
Honors are a &#039;&#039;&#039;prestige + performance&#039;&#039;&#039; lever alongside caches:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Caches&#039;&#039;&#039; = loot (fungible, many recipients)&lt;br /&gt;
* &#039;&#039;&#039;Honors&#039;&#039;&#039; = scarce status + a real buff (8 slots server-wide)&lt;br /&gt;
&lt;br /&gt;
That can create &#039;&#039;&#039;healthy&#039;&#039;&#039; in-alliance competition (“I want Marshal next week”) and unhealthy drama if leadership is opaque. Mitigations:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Practice&lt;br /&gt;
!Detail&lt;br /&gt;
|-&lt;br /&gt;
|Contribution board&lt;br /&gt;
|Public Riftwake score per member (spine / hold / PvP) so awards feel earned&lt;br /&gt;
|-&lt;br /&gt;
|Role diversity&lt;br /&gt;
|Eight &#039;&#039;different&#039;&#039; buffs — not one “best” title; Marshal ≠ Architect ≠ Trade&lt;br /&gt;
|-&lt;br /&gt;
|Split policy&lt;br /&gt;
|Recommend: ~half Honors to own fighters, rest for diplomacy / NAP partners&lt;br /&gt;
|-&lt;br /&gt;
|Rotation norm&lt;br /&gt;
|Soft expectation to rotate Marshal / Inquisitor across top contributors week to week&lt;br /&gt;
|-&lt;br /&gt;
|Reassign cost&lt;br /&gt;
|24h slot cooldown + server announcement reduces silent favoritism flips&lt;br /&gt;
|-&lt;br /&gt;
|One Honor / player&lt;br /&gt;
|Stops stacking all best buffs on one whale&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some rivalry for Marshal / Inquisitor is &#039;&#039;&#039;intended&#039;&#039;&#039; — same as officer roles and FCS lead prestige. Keep it productive by making criteria visible and buffs specialized, not one god-tier title.&lt;br /&gt;
&lt;br /&gt;
== Fleet losses ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Combat&lt;br /&gt;
!Loss profile&lt;br /&gt;
|-&lt;br /&gt;
|Siphon Spine (PvE)&lt;br /&gt;
|Softer (~&#039;&#039;&#039;15%&#039;&#039;&#039; debris); combat ≈ &#039;&#039;&#039;1.7× Mid-Boss&#039;&#039;&#039;; loot = &#039;&#039;&#039;1.5× high Boss&#039;&#039;&#039; pool + boss share curves&lt;br /&gt;
|-&lt;br /&gt;
|Wakeheart (NPC then PvP)&lt;br /&gt;
|≈ &#039;&#039;&#039;2.1× Mid-Boss&#039;&#039;&#039; initial garrison, &#039;&#039;&#039;0 loot&#039;&#039;&#039;; then standard PvP (~&#039;&#039;&#039;30%&#039;&#039;&#039; debris) vs occupying players&lt;br /&gt;
|-&lt;br /&gt;
|Home colony stun&lt;br /&gt;
|&#039;&#039;&#039;No&#039;&#039;&#039; colony hangar stun from Riftwake battles&lt;br /&gt;
|-&lt;br /&gt;
|Attacker immunity&lt;br /&gt;
|Riftwake PvP does &#039;&#039;&#039;not&#039;&#039;&#039; strip personal immunity shields&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== FCS limits ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Limit&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|Concurrent Riftwake FCS rallies per alliance&lt;br /&gt;
|&#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Participants per rally&lt;br /&gt;
|Boss-tier caps (reuse pirate boss style: high participant / per-alliance soft caps)&lt;br /&gt;
|-&lt;br /&gt;
|Loot / credit curve&lt;br /&gt;
|Prefer &#039;&#039;&#039;10–12&#039;&#039;&#039; participants for strong share access&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Anti-domination ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Lever&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Hold bonus from spines&lt;br /&gt;
|Skill / timing can beat pure blob size&lt;br /&gt;
|-&lt;br /&gt;
|Spine respawn&lt;br /&gt;
|Late alliances can earn Wakeheart entry and steal bonuses&lt;br /&gt;
|-&lt;br /&gt;
|Wakeheart entry&lt;br /&gt;
|Rivals cannot let others pay the PvE cost and walk into the heart&lt;br /&gt;
|-&lt;br /&gt;
|Coalitions&lt;br /&gt;
|NAP + allied launch stations&lt;br /&gt;
|-&lt;br /&gt;
|Mandate fatigue&lt;br /&gt;
|Each consecutive week the &#039;&#039;&#039;same&#039;&#039;&#039; alliance retains Realmwarden: &#039;&#039;&#039;−5%&#039;&#039;&#039; Riftwake battle stats (cap &#039;&#039;&#039;−15%&#039;&#039;&#039;; spines / Wakeheart only); resets when another alliance wins&lt;br /&gt;
|-&lt;br /&gt;
|Manual caches / titles&lt;br /&gt;
|Tyranny invites next-week coalitions&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Rotation cartels are a social risk, not a hard technical ban.&lt;br /&gt;
&lt;br /&gt;
== Edge cases ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Case&lt;br /&gt;
!Resolution&lt;br /&gt;
|-&lt;br /&gt;
|Four alliances clear four spines; fifth arrives for the Wakeheart&lt;br /&gt;
|Refused — the fifth has no Wakeheart entry until it clears a respawned spine&lt;br /&gt;
|-&lt;br /&gt;
|Joined an ally&#039;s spine FCS&lt;br /&gt;
|Your alliance earns its own Wakeheart entry and your joiners share Spinebreaker Caches; hold bonus stays with the lead&#039;s alliance&lt;br /&gt;
|-&lt;br /&gt;
|Alliance with no entry holds the Wakeheart at window end (e.g. changed alliance mid-flight)&lt;br /&gt;
|Its hold time is ignored when choosing Realmwarden&lt;br /&gt;
|-&lt;br /&gt;
|Same tick damage on a spine&lt;br /&gt;
|Higher total damage alliance gets clear credit&lt;br /&gt;
|-&lt;br /&gt;
|Occupier with 2h59m banked is kicked&lt;br /&gt;
|Banked time is kept and their clock pauses. Retaking the Wakeheart resumes from 2h59m&lt;br /&gt;
|-&lt;br /&gt;
|Alliance disbands mid-hold&lt;br /&gt;
|Occupation void; Wakeheart goes neutral&lt;br /&gt;
|-&lt;br /&gt;
|Event ends with no full hold&lt;br /&gt;
|Longest recent Wakeheart hold wins; else no Realmwarden, Mandate Cache pool rolls over (spine clears alone do not crown)&lt;br /&gt;
|-&lt;br /&gt;
|Caches undistributed&lt;br /&gt;
|Vault holds them; end-of-week auto-split / decay rules apply&lt;br /&gt;
|-&lt;br /&gt;
|Pre-existing owners in Contagion hexes&lt;br /&gt;
|Scar seed prefers empty belts (7 systems each). Placement skips occupied / alliance-owned hexes. Outer approach hexes stay conquerable so wrap fights remain possible.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tunables ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Parameter&lt;br /&gt;
!Starting value&lt;br /&gt;
|-&lt;br /&gt;
|Riftwake Scars&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|Systems under Rift Contagion&lt;br /&gt;
|35&lt;br /&gt;
|-&lt;br /&gt;
|Wakeheart + Siphon Spines&lt;br /&gt;
|1 + 4&lt;br /&gt;
|-&lt;br /&gt;
|Access range&lt;br /&gt;
|2 hexes&lt;br /&gt;
|-&lt;br /&gt;
|Event window&lt;br /&gt;
|8 hours&lt;br /&gt;
|-&lt;br /&gt;
|Minimum hold to win&lt;br /&gt;
|30 minutes (longest accumulated holder takes the Mandate)&lt;br /&gt;
|-&lt;br /&gt;
|Windows per Riftwake week&lt;br /&gt;
|3 (daily, same hour, until an alliance wins)&lt;br /&gt;
|-&lt;br /&gt;
|Advance notice&lt;br /&gt;
|6 hours (in-client: Riftwake Command + Scar hex)&lt;br /&gt;
|-&lt;br /&gt;
|Riftwake week start&lt;br /&gt;
|Saturday 16:00 UTC&lt;br /&gt;
|-&lt;br /&gt;
|Hold bonus per spine&lt;br /&gt;
| +5% (max +20%)&lt;br /&gt;
|-&lt;br /&gt;
|Spine respawn&lt;br /&gt;
|90 ± 15 min after each clear @ 50% HP (Wakeheart phase only)&lt;br /&gt;
|-&lt;br /&gt;
|Spine debris&lt;br /&gt;
|15%&lt;br /&gt;
|-&lt;br /&gt;
|War Guild levy&lt;br /&gt;
|By [[Alliance Power]] title — see [[#war guild levy|levy table]] (no gas)&lt;br /&gt;
|-&lt;br /&gt;
|Astral Siphon&lt;br /&gt;
|5% + 1% per remaining structure&lt;br /&gt;
|-&lt;br /&gt;
|Realmwarden duration&lt;br /&gt;
|7 days&lt;br /&gt;
|-&lt;br /&gt;
|Regnal Honor slots&lt;br /&gt;
|8 (buffs only; no debuff Marks)&lt;br /&gt;
|-&lt;br /&gt;
|Title reassignment cooldown&lt;br /&gt;
|24h / slot&lt;br /&gt;
|-&lt;br /&gt;
|Concurrent FCS / alliance&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Min galaxy realmLevel&lt;br /&gt;
|&#039;&#039;&#039;4&#039;&#039;&#039; (Realm 4+ only)&lt;br /&gt;
|-&lt;br /&gt;
|Territory required&lt;br /&gt;
|Yes — no territory → no Riftwake attacks&lt;br /&gt;
|-&lt;br /&gt;
|Realmwarden production perk&lt;br /&gt;
| +5%&lt;br /&gt;
|-&lt;br /&gt;
|Mandate fatigue&lt;br /&gt;
|−5% per back-to-back win after the first, max −15%, next week&#039;s Riftwake targets only&lt;br /&gt;
|-&lt;br /&gt;
|Cache rollover after a week with no winner&lt;br /&gt;
| +10%, rounded up per tier (&amp;lt;code&amp;gt;riftwake.mandateCacheRolloverPct&amp;lt;/code&amp;gt;)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related systems ==&lt;br /&gt;
&lt;br /&gt;
* [[Alliance Power]]&lt;br /&gt;
* [[Alliance Territory]]&lt;br /&gt;
* [[Territory Siege]]&lt;br /&gt;
* [[Pirate Bosses]]&lt;br /&gt;
* [[Fleet Combat]]&lt;br /&gt;
* [[Alliances]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Player_Cosmetics&amp;diff=941</id>
		<title>Player Cosmetics</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Player_Cosmetics&amp;diff=941"/>
		<updated>2026-10-12T04:15:32Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from PlayerCosmetics.wikitext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Player Cosmetics =&lt;br /&gt;
&lt;br /&gt;
Personal cosmetics in &#039;&#039;&#039;Per Regna&#039;&#039;&#039; customize &#039;&#039;&#039;your&#039;&#039;&#039; commander and colonies. They do not affect combat stats or production.&lt;br /&gt;
&lt;br /&gt;
Open &#039;&#039;&#039;Inventory → Cosmetics&#039;&#039;&#039; and your &#039;&#039;&#039;Profile&#039;&#039;&#039;. Relic-backed looks start in &#039;&#039;&#039;Inventory → Relics&#039;&#039;&#039; — see [[Relics]].&lt;br /&gt;
&lt;br /&gt;
== Avatars (profile) ==&lt;br /&gt;
&lt;br /&gt;
Avatar cosmetics replace your profile picture everywhere the commander appears (profile, lists, social surfaces).&lt;br /&gt;
&lt;br /&gt;
* Forge an &#039;&#039;&#039;avatar relic&#039;&#039;&#039; to unlock its base look, then buy color variants with Quantum Shards.&lt;br /&gt;
* Equip from &#039;&#039;&#039;Profile → change avatar&#039;&#039;&#039;.&lt;br /&gt;
* Avatars are &#039;&#039;&#039;personal&#039;&#039;&#039; — they are never donated to an alliance.&lt;br /&gt;
* From &#039;&#039;&#039;Realm 4&#039;&#039;&#039; (the top realm), the profile button in the top-left corner shows your avatar instead of your realm level — but only for a bought variant. With no avatar or a free base look, it keeps showing the realm level.&lt;br /&gt;
&lt;br /&gt;
== Planet images ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planet Image&#039;&#039;&#039; cosmetics change the colony’s sprite in &#039;&#039;&#039;galaxy / system view&#039;&#039;&#039;. Images come in four families, and each colony is offered the family that suits its surface type:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Colony surface !! Planet image family&lt;br /&gt;
|-&lt;br /&gt;
| Rocky, Gas Giant || &#039;&#039;&#039;Industrial&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Hazardous || &#039;&#039;&#039;Exploded&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Oceanic, Ice || &#039;&#039;&#039;Explorer&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Volcanic, Desert || &#039;&#039;&#039;Warlord&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Open the colony customize UI → &#039;&#039;&#039;Planet&#039;&#039;&#039; tab. It lists only the family for that colony&#039;s surface (shown in Colony Settings).&lt;br /&gt;
* &#039;&#039;&#039;Preview&#039;&#039;&#039; (on the galaxy view) pans to the colony and shows the image on it for 10 seconds, then rolls back.&lt;br /&gt;
* Equip a purchased or unlocked image; unequipping restores the seeded default sprite.&lt;br /&gt;
* An image from another family can&#039;t be equipped on that colony, even if you own it.&lt;br /&gt;
* Moons keep their own moon sprites (use moon surface cosmetics for lunar looks).&lt;br /&gt;
&lt;br /&gt;
== Planet &amp;amp; moon surfaces ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planet Surface&#039;&#039;&#039; and &#039;&#039;&#039;Moon Surface&#039;&#039;&#039; cosmetics change how the colony looks when you are &#039;&#039;&#039;on the surface&#039;&#039;&#039; (ground view), separate from the galaxy planet image.&lt;br /&gt;
&lt;br /&gt;
* Colony customize → &#039;&#039;&#039;Surface&#039;&#039;&#039; tab.&lt;br /&gt;
* Scope can be &#039;&#039;&#039;global&#039;&#039;&#039; (all matching colonies) or &#039;&#039;&#039;per colony&#039;&#039;&#039; depending on the item — use Equip / Equip to Colony in the cosmetics UI.&lt;br /&gt;
* &#039;&#039;&#039;Preview&#039;&#039;&#039; (on the planet view) shows a surface on your colony for 10 seconds, owned or not, then rolls back to your current surface.&lt;br /&gt;
&lt;br /&gt;
== Building, ship &amp;amp; defense skins ==&lt;br /&gt;
&lt;br /&gt;
Themed &#039;&#039;&#039;building skins&#039;&#039;&#039;, and when available &#039;&#039;&#039;ship&#039;&#039;&#039; / &#039;&#039;&#039;defense&#039;&#039;&#039; skins, change unit art without changing stats.&lt;br /&gt;
&lt;br /&gt;
* Browse &#039;&#039;&#039;Inventory → Cosmetics&#039;&#039;&#039; and &#039;&#039;&#039;Packs&#039;&#039;&#039; for themed building bundles (partial ownership only charges missing skins).&lt;br /&gt;
* Equip from the cosmetics inventory once owned.&lt;br /&gt;
* &#039;&#039;&#039;Preview&#039;&#039;&#039; in the building window (on the planet view) shows a skin on that building for 10 seconds, owned or not, then rolls back.&lt;br /&gt;
* Realm gates may apply to some packs — the shop shows requirements.&lt;br /&gt;
&lt;br /&gt;
== Previewing cosmetics ==&lt;br /&gt;
&lt;br /&gt;
A preview lasts 10 seconds and only changes what you see: nothing is bought or equipped, and other players never see it. The chooser hides while it runs and comes back on the same item; tap the countdown at the top to end it early.&lt;br /&gt;
&lt;br /&gt;
== Titles &amp;amp; UI effects ==&lt;br /&gt;
&lt;br /&gt;
Some cosmetics add &#039;&#039;&#039;titles&#039;&#039;&#039; or light &#039;&#039;&#039;UI effects&#039;&#039;&#039; for prestige. Equip them from Cosmetics when owned; they remain cosmetic-only.&lt;br /&gt;
&lt;br /&gt;
== How to apply (checklist) ==&lt;br /&gt;
&lt;br /&gt;
# Unlock via [[Relics|relic forge]], shop purchase, pack, or event grant.&lt;br /&gt;
# Open &#039;&#039;&#039;Inventory → Cosmetics&#039;&#039;&#039; (or Profile / colony customize for the matching type).&lt;br /&gt;
# &#039;&#039;&#039;Equip&#039;&#039;&#039; (or Equip to Colony / globally as offered).&lt;br /&gt;
# Confirm the look in Profile, Galaxy, or colony view.&lt;br /&gt;
&lt;br /&gt;
== Related ==&lt;br /&gt;
&lt;br /&gt;
* [[Cosmetics]] — hub for all cosmetic types&lt;br /&gt;
* [[Alliance Cosmetics]] — shared alliance branding&lt;br /&gt;
* [[Relics]] — forge loop and Quantum Shard skins&lt;br /&gt;
* [[Monuments]] — class Core monuments (gameplay), not profile cosmetics&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Pirates&amp;diff=940</id>
		<title>Pirates</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Pirates&amp;diff=940"/>
		<updated>2026-10-12T04:15:32Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from Pirates.wikitext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pirates =&lt;br /&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).&lt;br /&gt;
&lt;br /&gt;
&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 (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;
* Resource stockpiles&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;
&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;
&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;
&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;
|&#039;&#039;&#039;6 – 10 h&#039;&#039;&#039;&lt;br /&gt;
|10 – 15 min&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Feature availability by Realm:&lt;br /&gt;
&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;
* Strongholds that sit &#039;&#039;&#039;unscouted&#039;&#039;&#039; (and unattacked) for about &#039;&#039;&#039;7 days&#039;&#039;&#039; despawn on their own and re-enter the respawn cycle — so quiet regions do not keep ancient fleets forever. The timer starts at spawn if nobody has scouted this presence yet; a fresh scout or attack resets it. Inbound fleets block the despawn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; A Realm 2 stronghold spawns on Monday and nobody probes it. By the following Monday it disappears; after the usual cooldown a new roll (ships, resources, possibly faction) takes its place.&lt;br /&gt;
&lt;br /&gt;
== Fleet strength ==&lt;br /&gt;
&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;
== Resource stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Every stronghold and outpost holds its own resources. The pool scales with that base&#039;s own military footprint (fleet plus expected defense), then with a &#039;&#039;&#039;per-Realm multiplier&#039;&#039;&#039; — so how much a clear pays depends on the Realm as much as on what you had to fight.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Realms 1–3 pay more per unit of resistance.&#039;&#039;&#039; The ore multiplier for the early Realms was raised, so the first fleets a commander builds earn more from each stronghold and outpost they take down.&lt;br /&gt;
* &#039;&#039;&#039;Outposts got the larger raise.&#039;&#039;&#039; Their ore share climbed across Realms 1–3, so farming the weak satellites is a viable income loop on its own rather than a consolation prize.&lt;br /&gt;
* &#039;&#039;&#039;Gas&#039;&#039;&#039; rises steadily with Realm, so gas-hungry fleets benefit from pushing deeper rather than farming Realm 1 forever.&lt;br /&gt;
* &#039;&#039;&#039;Realm 4&#039;&#039;&#039; stockpile scale is unchanged and deliberately leaner than the early Realms relative to the fleets you face there.&lt;br /&gt;
* Stockpiles are rolled &#039;&#039;&#039;fresh&#039;&#039;&#039; when a presence respawns, so a cleared system refills using the current tables rather than whatever it held before.&lt;br /&gt;
&lt;br /&gt;
== Reinforcements &amp;amp; transport ==&lt;br /&gt;
&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.&lt;br /&gt;
&lt;br /&gt;
&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;
&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;
&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;
|Stronger defenses (&#039;&#039;&#039;+40%&#039;&#039;&#039; defense bonus); 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;
&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 &#039;&#039;&#039;[[Pirate Bosses]]&#039;&#039;&#039; page for spawn rates, FCS rallies, boss mechanics, and how the loot is extracted and divided.&lt;br /&gt;
&lt;br /&gt;
== Diplomacy ==&lt;br /&gt;
&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;
== Live systems &amp;amp; still disabled ==&lt;br /&gt;
&lt;br /&gt;
=== Live ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Retaliation&#039;&#039;&#039; (Realms 3–4) — after a commander repeatedly farms the same stronghold, pirates can launch counter-strikes. Configured around &#039;&#039;&#039;3&#039;&#039;&#039; trigger attacks, with a multi-day cooldown between retaliation waves.&lt;br /&gt;
&lt;br /&gt;
=== Still disabled / limited ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Escalation&#039;&#039;&#039; — gradual fleet growth and a system-wide production penalty for ignored R3+ pirates. Logic exists but is currently &#039;&#039;&#039;disabled&#039;&#039;&#039; in the live tick.&lt;br /&gt;
* &#039;&#039;&#039;Convoys between outposts&#039;&#039;&#039; — inter-outpost cargo runs (and interception gameplay) are coded but disabled. Today only stronghold → outpost reinforcement and transport run.&lt;br /&gt;
&lt;br /&gt;
== Quick reference ==&lt;br /&gt;
&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;
&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=Frequently_Asked_Questions&amp;diff=939</id>
		<title>Frequently Asked Questions</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Frequently_Asked_Questions&amp;diff=939"/>
		<updated>2026-10-12T04:15:31Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from FAQ.wikitext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Frequently Asked Questions =&lt;br /&gt;
&lt;br /&gt;
Common questions about &#039;&#039;&#039;Per Regna&#039;&#039;&#039; — progression, economy, fleets, combat, and cosmetics.&lt;br /&gt;
&lt;br /&gt;
For step-by-step starts see [[Beginner Guides]]. For deeper play see [[Advanced Strategy]]. In-game: &#039;&#039;&#039;Settings → Quick Guides&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
=== What is a Realm? ===&lt;br /&gt;
A &#039;&#039;&#039;Realm&#039;&#039;&#039; is a progression tier of the universe. Higher Realms unlock ships, buildings, research, and alliance systems.&lt;br /&gt;
&lt;br /&gt;
* Ascend when you meet the Realm Score shown on your profile.&lt;br /&gt;
* On ascension your colonies move to a new galaxy; ships and resources come with you.&lt;br /&gt;
* See [[Realms Overview]] for focus by Realm.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Realm !! Unlock highlights&lt;br /&gt;
|-&lt;br /&gt;
|Realm 1 || Foundation economy and fleets&lt;br /&gt;
|-&lt;br /&gt;
|Realm 2 || Moons, trading, early alliances&lt;br /&gt;
|-&lt;br /&gt;
|Realm 3 || Warp Gates, deeper combat &amp;amp; expeditions&lt;br /&gt;
|-&lt;br /&gt;
|Realm 4 || Prestige, late capitals, major AvA&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== What should I focus on in my first days? ===&lt;br /&gt;
# Keep &#039;&#039;&#039;energy positive&#039;&#039;&#039; ([[Solar Plant]])&lt;br /&gt;
# Upgrade &#039;&#039;&#039;Steel / Quartz&#039;&#039;&#039; mines and [[Warehouse]]&lt;br /&gt;
# Follow [[Quest System|onboarding quests]]&lt;br /&gt;
# Unlock [[Probe]] and scout before hard fights&lt;br /&gt;
# Prefer economy over oversized fleets early&lt;br /&gt;
&lt;br /&gt;
Full checklist: [[Beginner Guides]].&lt;br /&gt;
&lt;br /&gt;
=== What makes my Homeworld special? ===&lt;br /&gt;
Your Homeworld has stronger base production, extra building slots, and cannot be abandoned like a normal colony. Invest in it early.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Resources &amp;amp; Energy ==&lt;br /&gt;
&lt;br /&gt;
=== Why is my mine production low? ===&lt;br /&gt;
&#039;&#039;&#039;Negative energy&#039;&#039;&#039; cuts mine output. Build more power ([[Solar Plant]], [[Fusion Reactor]], [[Elerium Reactor]]) before stacking mines.&lt;br /&gt;
&lt;br /&gt;
=== When does Gas become important? ===&lt;br /&gt;
Gas fuels fleets, many mid/late researches, and expeditions. Prioritize [[Gas Extractor]] once you move fleets often.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Fleets &amp;amp; Expeditions ==&lt;br /&gt;
&lt;br /&gt;
=== How do Expeditions work? ===&lt;br /&gt;
Send fleets into nebula zones for resources, ships, and [[Relics|relic pieces]]. Larger fleets can earn more but risk more. See [[Expeditions]].&lt;br /&gt;
&lt;br /&gt;
=== Which ships should I send? ===&lt;br /&gt;
Early: [[Probe]], cargo, light combat. Later: add [[Science Vessel]] and specialist hulls. Composition affects recovered ship types — see [[Expeditions]].&lt;br /&gt;
&lt;br /&gt;
=== Can I recall fleets? ===&lt;br /&gt;
Yes, before arrival. They return faster; fuel already spent is not refunded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; After a last-minute scout, open the scout report (or its mail row while it is still fresh — about the last &#039;&#039;&#039;10 minutes&#039;&#039;&#039;) to recall &#039;&#039;&#039;Attack&#039;&#039;&#039; or &#039;&#039;&#039;Station&#039;&#039;&#039; fleets still bound for that target. Transport and other peaceful missions are not listed. One fleet shows a single &#039;&#039;&#039;Recall Attack&#039;&#039;&#039; / &#039;&#039;&#039;Recall Station&#039;&#039;&#039; control (on the mail row, tap its &#039;&#039;&#039;⋮&#039;&#039;&#039; button); several fleets show a short list (origin, time remaining, per-fleet recall). Example: launch an attack, scout the destination, see stronger defenses than expected, then recall from the report without hunting the fleet list.&lt;br /&gt;
&lt;br /&gt;
=== What is debris? ===&lt;br /&gt;
Destroyed ships leave debris fields you collect with [[Recycler]] / [[Advanced Recycler]]. Rates differ for PvP vs pirates and rise with [[Salvage Operations]]. See [[Fleet Combat]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
&lt;br /&gt;
=== Why is research slow? ===&lt;br /&gt;
Speed scales with [[Research Lab]] levels and, from mid game, [[Colonial Administration]] linking labs into a network. See [[Research]].&lt;br /&gt;
&lt;br /&gt;
=== What should I research first? ===&lt;br /&gt;
Energy, propulsion, basic weapons/shields, and sensors — enough to unlock Probe, cargo, and early combat. Full tree: [[Research|Research Catalog]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Combat &amp;amp; Protection ==&lt;br /&gt;
&lt;br /&gt;
=== How does PvP warning work? ===&lt;br /&gt;
Defenders are not pinged at launch. Early-warning pushes fire in a &#039;&#039;&#039;10–30 minute&#039;&#039;&#039; window before arrival, shaped by [[Radar Station]] and attacker [[Frigate]]s. Full rules: [[Fleet Detection]].&lt;br /&gt;
&lt;br /&gt;
=== Can I lose everything if attacked? ===&lt;br /&gt;
No. [[Warehouse]] + [[Resource Protection]] shelter a share of resources; [[Fleet Hangar]] can protect docked fleets (with stun rules — [[Fleet Stun]]); defenses may partially recover.&lt;br /&gt;
&lt;br /&gt;
=== What is Rapid Fire? ===&lt;br /&gt;
Some ships and defenses strike certain targets multiple times per round. See [[Rapid Fire]] and each unit’s infobox.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Workshop &amp;amp; Engines ==&lt;br /&gt;
&lt;br /&gt;
=== What does the Engineering Lab Workshop make? ===&lt;br /&gt;
From Realm 4: &#039;&#039;&#039;Translocators&#039;&#039;&#039; (Colony Relocate boosts) and [[Engines]]. Open an Engineering Lab and tap Open Workshop. See [[Engineering Lab#Workshop|Engineering Lab → Workshop]].&lt;br /&gt;
&lt;br /&gt;
=== What do engines do? ===&lt;br /&gt;
A Ship Production Engine speeds up a Shipyard&#039;s ship building; a Graveyard Reconstruction Engine speeds up graveyard recovery. They are forged with resources and installed in the Shipyard&#039;s Engine Bay, where they give a passive bonus (+15–35%) for 30 days. Once calibrated, one can be overcharged for a week at full power (up to +300%), after which it burns out. See [[Engines]].&lt;br /&gt;
&lt;br /&gt;
=== Can engines be stolen? ===&lt;br /&gt;
Yes, in solo attacks. Stored engines are looted like resources, and a winning raid has a 25% chance to steal and a 15% chance to destroy each installed engine. Joint (FCS) attacks take no engines; they can only destroy installed ones. Overcharged engines and engines still being forged are safe. See [[Engines#Raiding|Engines → Raiding]].&lt;br /&gt;
&lt;br /&gt;
== Alliances &amp;amp; Cosmetics ==&lt;br /&gt;
&lt;br /&gt;
=== Why join an Alliance? ===&lt;br /&gt;
Shared vault, research, territory, FCS rallies, and branding. See [[Alliances]].&lt;br /&gt;
&lt;br /&gt;
=== What is Alliance Power? ===&lt;br /&gt;
Investment ranking from alliance buildings and research (not vault balance). Fleet titles from Flotilla to Grand Fleet set the &#039;&#039;&#039;War Guild levy&#039;&#039;&#039; for Riftwake’s alien scar bounty. No territory → ineligible. See [[Alliance Power]].&lt;br /&gt;
&lt;br /&gt;
=== What is the War Guild levy? ===&lt;br /&gt;
The War Guild (Trade Union’s war counterpart) requires a one-time vault contribution before Wakeheart attacks so only prepared alliances contest alien garrisons. Spines stay free. Your alliance must also have taken part in clearing a Siphon Spine that window — joining an ally&#039;s spine rally counts. See [[Riftwake Incursion#war guild levy]].&lt;br /&gt;
&lt;br /&gt;
=== Do relics / cosmetics give combat power? ===&lt;br /&gt;
No. [[Relics]] and [[Cosmetics]] are identity and prestige. Class bonuses come from [[Monuments]] / [[Player Classes]].&lt;br /&gt;
&lt;br /&gt;
== Notifications ==&lt;br /&gt;
&lt;br /&gt;
=== When will the game send me notifications? ===&lt;br /&gt;
The game asks for notification permission after you queue your first building once the tutorial is done (when you close the building window), not while it loads. If you choose &#039;&#039;&#039;Maybe Later&#039;&#039;&#039;, it asks again a few days later, up to three times; if notifications are blocked on your device, the prompt offers to open your system settings. You can also turn them on any time from &#039;&#039;&#039;Settings → Notification Settings&#039;&#039;&#039;, which shows a &#039;&#039;&#039;Turn On Notifications&#039;&#039;&#039; button while they are off. With notifications on you get attack alerts, finished builds and research, fleet arrivals and alliance news. &#039;&#039;&#039;Return reminders&#039;&#039;&#039; are occasional nudges when you have been away: if you stop playing, you get one after about two days and another after about five, telling you if your colonies were attacked while you were gone or that your alliance needs you. You can turn Return reminders off under &#039;&#039;&#039;Settings → Notification Settings&#039;&#039;&#039;. See [[Version 1.4.8]].&lt;br /&gt;
&lt;br /&gt;
== Accessibility ==&lt;br /&gt;
&lt;br /&gt;
=== Can I play with a screen reader? ===&lt;br /&gt;
VoiceOver (iPhone, iPad) and TalkBack (Android) read the game&#039;s buttons by name. The bottom bar says each button&#039;s name with its counts and alerts, for example &#039;&#039;Fleets, 3 of 10 fleets in use, Attack incoming&#039;&#039;. Top-bar resources read their name and how full storage is, and timers read as progress bars with the time left. Close and Back buttons are named. On iPhone, the two-finger scrub gesture closes the open window. Commands that need a long press, like sending a fleet straight from the Fleet button, are in the screen reader&#039;s Actions menu. Some players also hear notifications read aloud, and focus moves to the title of each window that opens; this is rolling out gradually. The planet surface and galaxy map are still visual only. Until list views for them are ready, use the colony list, galaxy search and Imperial Overview. See [[Version 1.4.7]].&lt;br /&gt;
&lt;br /&gt;
== Help &amp;amp; Support ==&lt;br /&gt;
&lt;br /&gt;
=== How do I contact support? ===&lt;br /&gt;
Open &#039;&#039;&#039;Settings → About → Help &amp;amp; Support&#039;&#039;&#039;. Check the &#039;&#039;&#039;Game Guide&#039;&#039;&#039; first; if it does not answer your question, tap &#039;&#039;&#039;Contact Support&#039;&#039;&#039; and create a ticket with a category, subject and message. Your tickets show their status — &#039;&#039;&#039;Waiting for support&#039;&#039;&#039;, &#039;&#039;&#039;Answered&#039;&#039;&#039; or &#039;&#039;&#039;Closed&#039;&#039;&#039; — and you can reply inside each ticket. You can attach up to 3 screenshots per message. A push notification and a &#039;&#039;&#039;New reply&#039;&#039;&#039; label tell you when support has answered. Up to 3 tickets can be open at once. A closed ticket can be reopened by replying within 7 days of closing; after that, create a new ticket.&lt;br /&gt;
&lt;br /&gt;
=== Do I need to report an issue listed under Known issues? ===&lt;br /&gt;
No. The &#039;&#039;&#039;Known issues&#039;&#039;&#039; banner at the top of Help &amp;amp; Support lists problems we are already aware of and working on. You don&#039;t need to file a ticket for them.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Related ==&lt;br /&gt;
&lt;br /&gt;
* [[Beginner Guides]] · [[Advanced Strategy]] · [[Glossary]] · [[Patch Notes]] · [[Main Page]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=FleetCoordinationSystem(FCS)&amp;diff=938</id>
		<title>FleetCoordinationSystem(FCS)</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=FleetCoordinationSystem(FCS)&amp;diff=938"/>
		<updated>2026-10-12T04:15:31Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from FleetCoordinationSystem.wikitext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&#039;&#039;&#039;Fleet Coordination System (FCS)&#039;&#039;&#039; lets an alliance officer open an outgoing attack so allies can attach their own fleets to the same target. 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;
* &#039;&#039;&#039;Solo attack&#039;&#039;&#039; — standard attack, no allies can join&lt;br /&gt;
* &#039;&#039;&#039;Open to alliance&#039;&#039;&#039; — coordinated attack rally&lt;br /&gt;
&lt;br /&gt;
FCS is &#039;&#039;&#039;attack-only&#039;&#039;&#039;. Same-alliance members can always join an open rally. Members of an &#039;&#039;&#039;allied alliance&#039;&#039;&#039; can join only when the lead fleet has &#039;&#039;&#039;Allow inter-alliance participation&#039;&#039;&#039; enabled.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Starting a Coordinated Attack ==&lt;br /&gt;
=== Who can open a rally ===&lt;br /&gt;
Only alliance &#039;&#039;&#039;officer&#039;&#039;&#039;, &#039;&#039;&#039;deputy&#039;&#039;&#039;, or &#039;&#039;&#039;leader&#039;&#039;&#039; can start an FCS rally. Regular members can join, but cannot open one.&lt;br /&gt;
&lt;br /&gt;
The feature must also be active for that player (FCS feature access).&lt;br /&gt;
&lt;br /&gt;
=== At launch ===&lt;br /&gt;
When launching an attack, the leader can:&lt;br /&gt;
&lt;br /&gt;
# Toggle &#039;&#039;&#039;Open to alliance&#039;&#039;&#039; to make the fleet joinable.&lt;br /&gt;
# Optionally enable &#039;&#039;&#039;Allow inter-alliance participation&#039;&#039;&#039; (allied alliances may join).&lt;br /&gt;
# Set &#039;&#039;&#039;Max delay&#039;&#039;&#039; if allies join late (see [[#ETA &amp;amp; Delay Logic|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 (and, if enabled, members of an allied alliance) 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;
|Alliance access&lt;br /&gt;
|Active membership in the leader’s alliance, &#039;&#039;&#039;or&#039;&#039;&#039; an allied alliance when the leader enabled inter-alliance participation&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 traveling, mission type attack, 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: &#039;&#039;&#039;2&#039;&#039;&#039; allies (server-configurable). Pirate boss rallies use higher caps — see [[Pirate Bosses]]. Full or locked rallies show no &#039;&#039;&#039;Participate&#039;&#039;&#039; button&lt;br /&gt;
|-&lt;br /&gt;
|Boss tonnage (boss targets only)&lt;br /&gt;
|Lead and joiners must meet the realm minimum fleet &#039;&#039;&#039;tonnage&#039;&#039;&#039; (see below)&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;
=== Pirate boss minimum tonnage ===&lt;br /&gt;
Against a boss-tier pirate stronghold, every fleet in the rally (leader and joiners) must meet a minimum total ship &#039;&#039;&#039;tonnage&#039;&#039;&#039; for that realm:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Realm&lt;br /&gt;
!Minimum tonnage&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|100,000&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|1,000,000&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|10,000,000&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1,000,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bosses primarily appear in Realms 3–4. This uses tonnage (not attack power) so defensive fleets still qualify if they commit enough mass. Details: [[Pirate Bosses]].&lt;br /&gt;
&lt;br /&gt;
=== What happens when you join ===&lt;br /&gt;
&lt;br /&gt;
# Your fleet attaches to the initiator’s attack.&lt;br /&gt;
# Alliance members are notified that someone joined.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Locking &amp;amp; Unlocking Participation ==&lt;br /&gt;
Only the attack leader can lock or unlock the rally while the lead fleet is still traveling.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lock&#039;&#039;&#039; — no new allies can join. Existing participants are unaffected. Does not change group ETA or start the battle early.&lt;br /&gt;
* &#039;&#039;&#039;Lock slow joiners&#039;&#039;&#039; — allies can still join, but only if their fleet arrives by the current group ETA. A fleet that would push the ETA later is rejected. The ETA is frozen from that point, whatever the max delay setting allows.&lt;br /&gt;
* &#039;&#039;&#039;Unlock&#039;&#039;&#039; — remove either lock and reopen the rally to all joiners (while still traveling and not yet fought).&lt;br /&gt;
&lt;br /&gt;
Use lock when you are happy with the current lineup and want to stop late joiners. Use lock slow joiners when you still want more fleets but don&#039;t want the strike delayed any further.&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;
&amp;lt;code&amp;gt;new group arrival = max(current group arrival, ally&#039;s natural arrival from now)&amp;lt;/code&amp;gt;&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;
|15 / 30 / 45 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: 15 min (cap at 12:15)&lt;br /&gt;
* Ally join would push group to 12:20&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;
# Whether the group ETA is recalculated depends on &#039;&#039;&#039;what you are attacking&#039;&#039;&#039; (see below).&lt;br /&gt;
&lt;br /&gt;
Against &#039;&#039;&#039;players and alliances&#039;&#039;&#039; the group ETA is &#039;&#039;&#039;sticky&#039;&#039;&#039;: it never moves earlier than the&lt;br /&gt;
time already set, even if the slowest fleet leaves. This stops a rally from using a slow &amp;quot;bait&amp;quot;&lt;br /&gt;
fleet to set a late ETA and then recalling it to strike sooner than the defender was told.&lt;br /&gt;
&lt;br /&gt;
Against &#039;&#039;&#039;PvE targets&#039;&#039;&#039; the ETA stays dynamic and is recalculated from the remaining members&#039;&lt;br /&gt;
natural travel times — so it &#039;&#039;&#039;can&#039;&#039;&#039; move earlier when the slowest fleet leaves.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Target !! ETA after a recall&lt;br /&gt;
|-&lt;br /&gt;
| Another player&#039;s colony || &#039;&#039;&#039;Sticky&#039;&#039;&#039; — never moves earlier&lt;br /&gt;
|-&lt;br /&gt;
| Alliance-held system center || &#039;&#039;&#039;Sticky&#039;&#039;&#039; — never moves earlier&lt;br /&gt;
|-&lt;br /&gt;
| Wakeheart ([[Riftwake Incursion]]) || &#039;&#039;&#039;Sticky&#039;&#039;&#039; — counts as AvA&lt;br /&gt;
|-&lt;br /&gt;
| Pirates and pirate bosses || Dynamic — can move earlier&lt;br /&gt;
|-&lt;br /&gt;
| Unclaimed system holders || Dynamic — can move earlier&lt;br /&gt;
|-&lt;br /&gt;
| Riftwake Siphon Spines || Dynamic — can move earlier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Joining always works the same way on both: a late joiner can only push the group ETA &#039;&#039;&#039;later&#039;&#039;&#039;,&lt;br /&gt;
never earlier.&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 still in active coordination (traveling or arrived / waiting on mission).&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;
=== Return trip ===&lt;br /&gt;
Coordination only applies on the way &#039;&#039;&#039;out&#039;&#039;&#039;. Every fleet flies home on its &#039;&#039;&#039;own&#039;&#039;&#039; travel time&lt;br /&gt;
— its own drive research, its own slowest ship — never the group ETA. A fast fleet that waited two&lt;br /&gt;
hours for a slow rally still gets its own one-hour trip home.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! When it leaves !! Time home&lt;br /&gt;
|-&lt;br /&gt;
| After the battle || Its own full travel time&lt;br /&gt;
|-&lt;br /&gt;
| Recalled while travelling || Its own travel time × how far along the group schedule it got&lt;br /&gt;
|-&lt;br /&gt;
| Recalled from the rally (already arrived) || Its own full travel time&lt;br /&gt;
|-&lt;br /&gt;
| Sent home because the rally already resolved || Its own full travel time&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fuel refund ===&lt;br /&gt;
A recalled fleet gets back the share of its &#039;&#039;&#039;launch&#039;&#039;&#039; fuel it had not yet burned, measured by how&lt;br /&gt;
far along the group schedule it was when recalled. The refund can never be more than the gas charged&lt;br /&gt;
at launch: a fleet recalled at once gets it all back, one recalled at the target gets none. A fleet&lt;br /&gt;
whose join was rejected after launch never flew, so it is refunded in full.&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;
* [[Support Vessel|Support Vessels]] repair across the group: each participant&#039;s own losses come first (up to 80% of their vessels, with their full repair capacity), the other 20% repair other participants with the capacity left, and nothing is wasted: no own losses means everything repairs allies, no allied losses means everything repairs the owner.&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;
&amp;lt;code&amp;gt;contribution = (fleet power sent + damage done + cargo capacity) × class loot multiplier&amp;lt;/code&amp;gt;&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;
|Class loot multiplier&lt;br /&gt;
|Personal class bonus on the contribution weight (see below)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Class loot multipliers ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Class&lt;br /&gt;
!Multiplier&lt;br /&gt;
|-&lt;br /&gt;
|[[Player Classes|Warlord]]&lt;br /&gt;
|×1.2&lt;br /&gt;
|-&lt;br /&gt;
|[[Player Classes|Guardian]]&lt;br /&gt;
|×1.1&lt;br /&gt;
|-&lt;br /&gt;
|[[Player Classes|Explorer]]&lt;br /&gt;
|×1.1&lt;br /&gt;
|-&lt;br /&gt;
|[[Player Classes|Industrialist]]&lt;br /&gt;
|×1.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mixed-class synergy ===&lt;br /&gt;
If the rally includes &#039;&#039;&#039;2 or more distinct player classes&#039;&#039;&#039;, the &#039;&#039;&#039;group loot pool&#039;&#039;&#039; gains a bonus:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;+2.5%&#039;&#039;&#039; per distinct class in the group&lt;br /&gt;
* Capped at &#039;&#039;&#039;+10%&#039;&#039;&#039; total&lt;br /&gt;
&lt;br /&gt;
Example: three different classes → +7.5% group loot access before the share split.&lt;br /&gt;
&lt;br /&gt;
=== Share formula ===&lt;br /&gt;
&amp;lt;code&amp;gt;your loot share % = your contribution / sum of all contributions&amp;lt;/code&amp;gt;&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;
* Class choice and mixed-class composition both matter.&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;
&amp;lt;code&amp;gt;your losses of ship X = round(total losses of X × your count of X / total count of X)&amp;lt;/code&amp;gt;&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;
|Who can start&lt;br /&gt;
|Alliance officer, deputy, or leader&lt;br /&gt;
|-&lt;br /&gt;
|Allies per rally&lt;br /&gt;
|Default 2 (server-configurable; higher for pirate bosses)&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 (always); allied alliance if leader opts in; 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 (with slow joiners locked, only fleets arriving by the current ETA)&lt;br /&gt;
|-&lt;br /&gt;
|Max delay presets&lt;br /&gt;
|0 / 15 / 30 / 45 min / Unlimited&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; boss rallies also enforce min tonnage — see [[Pirate Bosses]]&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;
|Officer / deputy / leader&lt;br /&gt;
|At attack launch&lt;br /&gt;
|-&lt;br /&gt;
|Allow inter-alliance&lt;br /&gt;
|Leader&lt;br /&gt;
|At launch or while traveling (settings)&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 (or allied alliance if allowed)&lt;br /&gt;
|While traveling &amp;amp; unlocked, rally not full&lt;br /&gt;
|-&lt;br /&gt;
|Lock / lock slow joiners / unlock 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 with alliance join enabled&lt;br /&gt;
|-&lt;br /&gt;
|Participant fleet&lt;br /&gt;
|An ally fleet attached to the lead fleet&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;br /&gt;
|Lock slow joiners&lt;br /&gt;
|Leader only accepts new participants that arrive by the current group ETA&lt;br /&gt;
|-&lt;br /&gt;
|Inter-alliance participation&lt;br /&gt;
|Optional lead setting that lets members of an allied alliance join&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
* [[Pirate Bosses]] — boss rallies, participant caps, min tonnage&lt;br /&gt;
* [[Player Classes]] — class loot multipliers on FCS&lt;br /&gt;
* [[Fleet Combat]] — attack rules, war fatigue, hangar protection&lt;br /&gt;
* [[Fleet Stun]] — hangar and recovery after combat&lt;br /&gt;
* [[Alliances]] — roles, diplomacy, allied alliances&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Expeditions/Rewards&amp;diff=937</id>
		<title>Expeditions/Rewards</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Expeditions/Rewards&amp;diff=937"/>
		<updated>2026-10-12T04:15:30Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from Expeditions-Rewards.wikitext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Expedition Rewards =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Subpage of &#039;&#039;&#039;[[Expeditions]]&#039;&#039;&#039;. Wiki path: &amp;lt;code&amp;gt;Expeditions/Rewards&amp;lt;/code&amp;gt;.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Expedition payouts scale with &#039;&#039;&#039;fleet catalog value&#039;&#039;&#039;, &#039;&#039;&#039;zone difficulty&#039;&#039;&#039;, &#039;&#039;&#039;depth&#039;&#039;&#039;, &#039;&#039;&#039;research / class&#039;&#039;&#039;, and a &#039;&#039;&#039;variance roll&#039;&#039;&#039;. They do &#039;&#039;&#039;not&#039;&#039;&#039; use a flat node base reward, Charged/Dormant loot mods, or a rally multiplier — expeditions are solo.&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
&lt;br /&gt;
* What actually scales rewards&lt;br /&gt;
* Resource formula&lt;br /&gt;
* Resources by realm&lt;br /&gt;
* Drops&lt;br /&gt;
* Recovered ships&lt;br /&gt;
* Failure vs rewards&lt;br /&gt;
* Caps&lt;br /&gt;
* What this page used to claim&lt;br /&gt;
&lt;br /&gt;
== What actually scales rewards ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Lever&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fleet catalog value&#039;&#039;&#039;&lt;br /&gt;
|Resource and ship finds start at &#039;&#039;&#039;15%&#039;&#039;&#039; of the ships you sent&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zone difficulty&#039;&#039;&#039;&lt;br /&gt;
|Easy ×1.0 / Medium ×1.2 / Hard ×1.6 / Extreme ×2.0 (resources)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Depth&#039;&#039;&#039;&lt;br /&gt;
|Earning ×1.0 → ×3.0 from D1 to D10 (see [[Expeditions/Depth System|Depth System]])&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Science Vessels&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;min(100%, log₂(count + 1) × 5%)&amp;lt;/code&amp;gt; extra loot and a matching cap lift&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Explorer class&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;+12%&#039;&#039;&#039; loot; Warlord &#039;&#039;&#039;−10%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Expedition Basics / Legendary Expeditions&#039;&#039;&#039;&lt;br /&gt;
|Extra loot %&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Variance roll&#039;&#039;&#039;&lt;br /&gt;
|0.7–1.3× base, plus rare minor / major / jackpot&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cargo&#039;&#039;&#039;&lt;br /&gt;
|Resources scale down if the hold is full; recovered ships are not cargo-capped&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Node type, node state, and rally participation are &#039;&#039;&#039;not&#039;&#039;&#039; live loot multipliers.&lt;br /&gt;
&lt;br /&gt;
== Resource formula ==&lt;br /&gt;
&lt;br /&gt;
payout ≈ fleet catalog value × 15%&lt;br /&gt;
        × difficulty&lt;br /&gt;
        × depth earning&lt;br /&gt;
        × research + class loot&lt;br /&gt;
        × variance roll&lt;br /&gt;
        × (1 + Science Vessel bonus)&lt;br /&gt;
&lt;br /&gt;
Then the total is split across resource types (steel-heavy, quartz-heavy, or gas-heavy emphasis is random). Full tables: [[Expeditions#how loot is calculated|Expeditions → How loot is calculated]].&lt;br /&gt;
&lt;br /&gt;
== Resources by realm ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Realm&lt;br /&gt;
!Resources&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
|Steel, Quartz, Gas&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;2+&#039;&#039;&#039;&lt;br /&gt;
| + Iridium and Silicium&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;3+&#039;&#039;&#039;&lt;br /&gt;
| + Elerium (not on every find)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Silicium is a &#039;&#039;&#039;Realm 2&#039;&#039;&#039; expedition resource, not a Realm 3 unlock.&lt;br /&gt;
&lt;br /&gt;
== Drops ==&lt;br /&gt;
&lt;br /&gt;
Item finds are &#039;&#039;&#039;nano boosts&#039;&#039;&#039;, &#039;&#039;&#039;tech boosts&#039;&#039;&#039;, &#039;&#039;&#039;relic pieces&#039;&#039;&#039;, &#039;&#039;&#039;monument pieces&#039;&#039;&#039;, and (very rarely) &#039;&#039;&#039;cosmetics&#039;&#039;&#039;. There are no research fragments, blueprint fragments, or Codex entries on this mission.&lt;br /&gt;
&lt;br /&gt;
* Harder zones, and depths up to 3, weight &amp;lt;code&amp;gt;item found&amp;lt;/code&amp;gt; more heavily. Past depth 3, each item type&#039;s chance drops by &#039;&#039;&#039;2 percentage points&#039;&#039;&#039; per extra depth, to a minimum of &#039;&#039;&#039;2%&#039;&#039;&#039; (see [[Expeditions/Depth System|Depth System]]). There is &#039;&#039;&#039;no guaranteed fragment at depth 5&#039;&#039;&#039; and &#039;&#039;&#039;no guaranteed relic at depths 9–10&#039;&#039;&#039;.&lt;br /&gt;
* Deep Space Sensors, Monolith, Explorer class, and one specialist ship type bias the &#039;&#039;&#039;family&#039;&#039;&#039; of item (relic &amp;gt; monument &amp;gt; nano &amp;gt; tech). See [[Expeditions#fleet composition|Expeditions → Fleet composition]].&lt;br /&gt;
* In &#039;&#039;&#039;Realms 1–3&#039;&#039;&#039;, relic-piece weights are &#039;&#039;&#039;×4&#039;&#039;&#039; and monument-piece weights &#039;&#039;&#039;×3&#039;&#039;&#039; versus Realm 4 baseline.&lt;br /&gt;
* Above &#039;&#039;&#039;1 trillion&#039;&#039;&#039; player score, nano and tech boost weights drop to &#039;&#039;&#039;10%&#039;&#039;&#039; of normal. Relics, monuments, and cosmetics are unchanged by that throttle.&lt;br /&gt;
&lt;br /&gt;
Relic drop context: [[Relics#collecting relic pieces|Relics → Collecting relic pieces]].&lt;br /&gt;
&lt;br /&gt;
== Recovered ships ==&lt;br /&gt;
&lt;br /&gt;
A &amp;lt;code&amp;gt;ships found&amp;lt;/code&amp;gt; event pays from a &#039;&#039;&#039;ship-value budget&#039;&#039;&#039; (~15% of fleet value × a steeper difficulty curve: Easy ×1 / Medium ×1.5 / Hard ×2.5 / Extreme ×4, then depth and Science Vessel bonus).&lt;br /&gt;
&lt;br /&gt;
* Pool is &#039;&#039;&#039;current realm and previous realm&#039;&#039;&#039; only.&lt;br /&gt;
* Class is capped near &#039;&#039;&#039;one above&#039;&#039;&#039; the strongest ship you sent (jackpots can stretch that).&lt;br /&gt;
* Colony ships, Recyclers, Advanced Recyclers, Planetary Harvesters, Support Vessels, and Science Vessels are &#039;&#039;&#039;not&#039;&#039;&#039; recovered.&lt;br /&gt;
&lt;br /&gt;
== Failure vs rewards ==&lt;br /&gt;
&lt;br /&gt;
A bad depth does &#039;&#039;&#039;not&#039;&#039;&#039; wipe or tax loot from earlier depths.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Outcome&lt;br /&gt;
!Typical result&lt;br /&gt;
|-&lt;br /&gt;
|Empty / quiet&lt;br /&gt;
|No payout this depth&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|Delay &#039;&#039;&#039;15–120 min&#039;&#039;&#039;, then Extract or Continue; &#039;&#039;&#039;loot kept&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Ship loss / pirate ambush&lt;br /&gt;
|Permanent hull removed (small %, then capped — see [[Expeditions/Depth System#ship loss and stun by depth|Depth System]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Realm 1 is &#039;&#039;&#039;not&#039;&#039;&#039; stun-only. Easy zones can lose ships from depth 2 onward.&lt;br /&gt;
&lt;br /&gt;
== Caps ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Per-expedition&#039;&#039;&#039; ceiling from player score (slower growth after ~1M) and a &#039;&#039;&#039;realm hard cap&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Daily&#039;&#039;&#039; ceiling = &#039;&#039;&#039;15×&#039;&#039;&#039; the per-expedition cap (a small floor remains if you are near the daily limit).&lt;br /&gt;
* Science Vessel bonus &#039;&#039;&#039;raises&#039;&#039;&#039; the ceiling on that run.&lt;br /&gt;
* &#039;&#039;&#039;Legendary Expeditions&#039;&#039;&#039; raises per-run and daily ceilings further.&lt;br /&gt;
&lt;br /&gt;
== What this page used to claim ==&lt;br /&gt;
&lt;br /&gt;
Ignore older copy that mentioned:&lt;br /&gt;
&lt;br /&gt;
* Rally multiplier &amp;lt;code&amp;gt;1 + 0.28 × log₂(participants + 1)&amp;lt;/code&amp;gt;&lt;br /&gt;
* Meteorite coordinates as an expedition reward&lt;br /&gt;
* Guaranteed fragment at depth 5&lt;br /&gt;
* Depth 7–8 at &#039;&#039;&#039;6×&#039;&#039;&#039; / depth 9–10 at &#039;&#039;&#039;10×&#039;&#039;&#039; with guaranteed relic pieces&lt;br /&gt;
* “No ship loss, stun only” in Realm 1&lt;br /&gt;
* Research / blueprint / Codex fragment drops&lt;br /&gt;
&lt;br /&gt;
Those are not how live expeditions pay.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Expeditions/Fleet_Mechanics&amp;diff=936</id>
		<title>Expeditions/Fleet Mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Expeditions/Fleet_Mechanics&amp;diff=936"/>
		<updated>2026-10-12T04:15:30Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from Expeditions-Fleet-Mechanics.wikitext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Expedition Fleet Composition &amp;amp; Support Mechanics =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Subpage of &#039;&#039;&#039;[[Expeditions]]&#039;&#039;&#039;. Wiki path: &amp;lt;code&amp;gt;Expeditions/Fleet_Mechanics&amp;lt;/code&amp;gt;.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This page explains how fleet composition affects expedition results. Formulas are simplified to help you estimate how close you are to each cap.&lt;br /&gt;
&lt;br /&gt;
All chance bonuses use diminishing returns and have maximum caps.&lt;br /&gt;
&lt;br /&gt;
== 1. Specialist ships — item family bias (max +10 points) ==&lt;br /&gt;
&lt;br /&gt;
Certain ships raise the chance of one item family.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Reward type&lt;br /&gt;
!Specialist ship&lt;br /&gt;
!Max bonus&lt;br /&gt;
|-&lt;br /&gt;
|Relic pieces&lt;br /&gt;
|[[Orbital Refinery]]&lt;br /&gt;
| +10 points&lt;br /&gt;
|-&lt;br /&gt;
|Monument pieces&lt;br /&gt;
|[[Advanced Recycler]]&lt;br /&gt;
| +10 points&lt;br /&gt;
|-&lt;br /&gt;
|Nano boosts&lt;br /&gt;
|[[Support Vessel]]&lt;br /&gt;
| +10 points&lt;br /&gt;
|-&lt;br /&gt;
|Tech boosts&lt;br /&gt;
|[[Frigate]]&lt;br /&gt;
| +10 points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Only &#039;&#039;&#039;one&#039;&#039;&#039; specialist type applies per expedition. If you send several, the priority is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
relic &amp;gt; monument &amp;gt; nano &amp;gt; tech&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* A single higher-priority specialist turns off a lower one: one Support Vessel in a Frigate fleet removes the tech boost bonus.&lt;br /&gt;
* More ships = higher bonus, but gains slow down at higher counts.&lt;br /&gt;
* The added chance comes out of &#039;&#039;&#039;nothing found&#039;&#039;&#039;, so resources, ships and other items keep their odds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scaling formula:&#039;&#039;&#039;&lt;br /&gt;
 bonus ≈ 10 points × ( specialistShips / (specialistShips + 175) )&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* 1 ship → ~0.06 points&lt;br /&gt;
* 175 ships → +5 points (a 4% tech boost chance becomes about 9%)&lt;br /&gt;
* 500 ships → ~+7.4 points&lt;br /&gt;
* 1,000 ships → ~+8.5 points&lt;br /&gt;
* The bonus never exceeds +10 points&lt;br /&gt;
&lt;br /&gt;
Other rules still apply afterwards: the late-game boost throttle, the Realm 1–3 relic / monument multipliers and the decay past depth 3 (see [[Expeditions/Rewards]]).&lt;br /&gt;
&lt;br /&gt;
== 2. Probes — find chance (max +15%) ==&lt;br /&gt;
&lt;br /&gt;
[[Probe|Probes]] raise the weight of &#039;&#039;&#039;positive&#039;&#039;&#039; outcomes (resources, ships, items).&lt;br /&gt;
&lt;br /&gt;
* Affects whether something is found.&lt;br /&gt;
* Does not change which item family you roll, and does not boost empty / stun / damage outcomes.&lt;br /&gt;
* Maximum bonus: +15%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scaling formula:&#039;&#039;&#039;&lt;br /&gt;
 bonus ≈ 15% × ( probes / (probes + 175) )&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* 50 probes → ~3%&lt;br /&gt;
* 175 probes → ~7.5%&lt;br /&gt;
* 500 probes → ~11%&lt;br /&gt;
* 1,000 probes → ~13%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Probe-only fleets&#039;&#039;&#039; (nothing but probes) find resources, relic pieces, monument pieces and boosts at only &#039;&#039;&#039;20%&#039;&#039;&#039; of the normal chance; the rest becomes &#039;&#039;nothing found&#039;&#039;. Ship and cosmetic finds are unchanged. Add at least one other ship to roll at the full rate.&lt;br /&gt;
&lt;br /&gt;
== 3. Science Vessels — bigger finds (max +100%) ==&lt;br /&gt;
&lt;br /&gt;
[[Science Vessel|Science Vessels]] make &#039;&#039;&#039;resource and ship finds bigger&#039;&#039;&#039;. They do &#039;&#039;&#039;not&#039;&#039;&#039; change which outcome you roll or how often items drop.&lt;br /&gt;
&lt;br /&gt;
The bonus grows logarithmically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formula (exact):&#039;&#039;&#039;&lt;br /&gt;
 bonus = MIN(100%, log₂(scienceVesselCount + 1) × 5%)&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* 1 ship → 5%&lt;br /&gt;
* 3 ships → 10%&lt;br /&gt;
* 7 ships → 15%&lt;br /&gt;
* 31 ships → 25%&lt;br /&gt;
* 127 ships → 35%&lt;br /&gt;
* 1,023 ships → 50%&lt;br /&gt;
* ~1 million ships → 100% (cap)&lt;br /&gt;
&lt;br /&gt;
Each doubling of ships adds roughly +5%.&lt;br /&gt;
&lt;br /&gt;
The same multiplier also &#039;&#039;&#039;raises the per-expedition cap&#039;&#039;&#039;, so a large stack is not immediately flattened by the score ceiling. Science Vessels count lightly toward ship loss: they are counted as &#039;&#039;&#039;quantity / 1,000&#039;&#039;&#039; when a loss event applies (see [[Expeditions#Ship loss|Ship loss]]).&lt;br /&gt;
&lt;br /&gt;
== 4. Combat ships — discovery pool ==&lt;br /&gt;
&lt;br /&gt;
The highest ship &#039;&#039;&#039;class&#039;&#039;&#039; in the fleet sets which ships can be recovered.&lt;br /&gt;
&lt;br /&gt;
* Sending only low-tier ships keeps discoveries in the low-tier pool.&lt;br /&gt;
* Sending higher-tier ships unlocks higher-tier pools.&lt;br /&gt;
* Recovered ships are usually at most &#039;&#039;&#039;one class above&#039;&#039;&#039; your strongest ship, unless a jackpot stretches the pool.&lt;br /&gt;
&lt;br /&gt;
== 5. Overall fleet size ==&lt;br /&gt;
&lt;br /&gt;
Larger fleets (by catalog build cost):&lt;br /&gt;
&lt;br /&gt;
* Increase total resource volume (~&#039;&#039;&#039;15%&#039;&#039;&#039; of sent fleet value before difficulty / depth / variance)&lt;br /&gt;
* Increase the ship-recovery budget (also ~15% of fleet value, with a steeper difficulty curve)&lt;br /&gt;
&lt;br /&gt;
Fleet size affects volume, not probability caps. Payouts are still limited by the score / realm / daily ceilings (see [[Expeditions#Caps and late-game throttles|Caps]]).&lt;br /&gt;
&lt;br /&gt;
== 6. Cargo ==&lt;br /&gt;
&lt;br /&gt;
Cargo capacity limits how many &#039;&#039;&#039;resources&#039;&#039;&#039; you bring back.&lt;br /&gt;
&lt;br /&gt;
* If a find is larger than free space, all resource types are scaled down together — you keep a proportional slice.&lt;br /&gt;
* Recovered ships are added &#039;&#039;&#039;without&#039;&#039;&#039; a cargo check; you do not lose them for lack of cargo.&lt;br /&gt;
&lt;br /&gt;
== 7. Class ==&lt;br /&gt;
&lt;br /&gt;
* [[Player Classes|Explorer]]: +12% loot, +10% success weight, +10% anomaly (item) weight, +15% exploration speed.&lt;br /&gt;
* Warlord: −10% expedition loot.&lt;br /&gt;
&lt;br /&gt;
== 8. How bonuses stack ==&lt;br /&gt;
&lt;br /&gt;
The following stack together:&lt;br /&gt;
&lt;br /&gt;
* Probe bonus (find chance)&lt;br /&gt;
* Specialist ship bonus (one item family)&lt;br /&gt;
* Science Vessel bonus (size of resource and ship finds)&lt;br /&gt;
* Research, class and monument bonuses (see [[Expeditions#Research, class, and monuments|Research, class, and monuments]])&lt;br /&gt;
&lt;br /&gt;
All caps still apply.&lt;br /&gt;
&lt;br /&gt;
== Strategy insight ==&lt;br /&gt;
&lt;br /&gt;
Because of diminishing returns:&lt;br /&gt;
&lt;br /&gt;
* The first 100–200 specialist ships or probes give the biggest impact.&lt;br /&gt;
* Extremely large specialist or probe stacks give smaller additional gains.&lt;br /&gt;
* Science Vessels benefit from doubling counts, and each doubling is worth less relative to the stack.&lt;br /&gt;
* Bring one specialist type only, matched to the item family you want.&lt;br /&gt;
&lt;br /&gt;
Balanced fleets are usually more efficient than extreme stacking.&lt;br /&gt;
&lt;br /&gt;
Full guide: [[Expeditions]] · [[Expeditions/Rewards|Rewards]] · [[Expeditions/Depth System|Depth System]] · [[Expeditions/Nebula Zones|Nebula Zones]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Expeditions&amp;diff=935</id>
		<title>Expeditions</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Expeditions&amp;diff=935"/>
		<updated>2026-10-12T04:15:29Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from Expeditions.wikitext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Expeditions =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Expeditions&#039;&#039;&#039; are a depth-based exploration of nebula zones. You send a fleet, resolve a random event at each depth, then choose to &#039;&#039;&#039;Extract&#039;&#039;&#039; with what you have or &#039;&#039;&#039;Continue&#039;&#039;&#039; deeper for a larger payout at higher risk.&lt;br /&gt;
&lt;br /&gt;
Unlike passive harvest, each depth is a roll: resources, recovered ships, items, a stun delay, or ship losses. Expeditions are &#039;&#039;&#039;solo&#039;&#039;&#039; — there is no rally / FCS loot share on this mission type.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;You must &#039;&#039;&#039;scout the nebula system&#039;&#039;&#039; with probes before you can launch an expedition to its zones. Settings → Expedition stores default depth, default extract/continue, and one-click templates. The &#039;&#039;&#039;Explore again&#039;&#039;&#039; button on an expedition report, or on the fleet return report when the expedition fleet docks (in the report, or in the mail list by tapping the row&#039;s &#039;&#039;&#039;⋮&#039;&#039;&#039; button), starts a new expedition to the same zone: it opens the fleet send screen, or with One-Click Expedition on sends straight away from your active colony (long-press for the fleet send screen). In the mail list, an expedition report&#039;s row shows the resources, ships and items it brought home, and with Imperial Access a fleet icon on an expedition or return report row means one of your fleets is already heading to or exploring that zone.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Subpages: [[Expeditions/Nebula Zones|Nebula Zones]] · [[Expeditions/Rewards|Rewards]] · [[Expeditions/Fleet Mechanics|Fleet Mechanics]] · [[Expeditions/Depth System|Depth System]] · [[Expeditions/Faction Expeditions|Faction Expeditions]]&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
&lt;br /&gt;
* Core flow&lt;br /&gt;
* Maximum depth&lt;br /&gt;
* Depth timing&lt;br /&gt;
* How loot is calculated&lt;br /&gt;
* Resource mix by realm&lt;br /&gt;
* Items &amp;amp; recovered ships&lt;br /&gt;
* Fleet composition&lt;br /&gt;
* Stun&lt;br /&gt;
* Ship loss&lt;br /&gt;
* What failure does *not* do&lt;br /&gt;
* Research, class, and monuments&lt;br /&gt;
* Caps and late-game throttles&lt;br /&gt;
* Cargo&lt;br /&gt;
* FAQ&lt;br /&gt;
&lt;br /&gt;
== Core flow ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Details: [[Expeditions/Nebula Zones|Nebula Zones]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Scout the nebula system, then pick a &#039;&#039;&#039;nebula zone&#039;&#039;&#039; on the galaxy map.&lt;br /&gt;
# Launch an expedition fleet and choose a &#039;&#039;&#039;maximum depth&#039;&#039;&#039; (and a default Extract / Continue if you miss the prompt).&lt;br /&gt;
# The fleet spends time at the current depth, then a random &#039;&#039;&#039;event&#039;&#039;&#039; resolves.&lt;br /&gt;
# Rewards (resources, ships, items) are applied immediately to the fleet. Penalties (stun, ship loss) are applied immediately.&lt;br /&gt;
# If more depths remain, you have &#039;&#039;&#039;30 minutes&#039;&#039;&#039; to &#039;&#039;&#039;Extract&#039;&#039;&#039; or &#039;&#039;&#039;Continue&#039;&#039;&#039;. If you do not answer, your saved default decision is used.&lt;br /&gt;
# On Extract (or after the last depth), the fleet returns with accumulated cargo, recovered ships, and items.&lt;br /&gt;
&lt;br /&gt;
You may only have &#039;&#039;&#039;one expedition (or gas harvest) per nebula zone&#039;&#039;&#039; at a time.&lt;br /&gt;
&lt;br /&gt;
== Maximum depth ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Details: [[Expeditions/Depth System|Depth System]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every commander can send depths &#039;&#039;&#039;1–3&#039;&#039;&#039;. Deeper runs come from the &#039;&#039;&#039;Celestial Orrery&#039;&#039;&#039; (Explorer Core monument) on your capital:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Orrery level&lt;br /&gt;
!Max selectable depth&lt;br /&gt;
|-&lt;br /&gt;
|Not deployed&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|…&lt;br /&gt;
|Base 3 + Orrery level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Depths &#039;&#039;&#039;6–10&#039;&#039;&#039; are real earning layers once Orrery (and related research) unlocks them. They are not a separate “Realm 4 only” event table — deeper depths reuse the same outcome pool as shallower ones, with higher earning multipliers and a stricter ship-loss cap (see [[#ship loss|Ship loss]]).&lt;br /&gt;
&lt;br /&gt;
== Depth timing ==&lt;br /&gt;
&lt;br /&gt;
Each depth has its own duration (before monument / class / realm speed). Celestial Orrery and Explorer class can shorten expedition mission time. Early realms also shorten on-station depth timers: &#039;&#039;&#039;R1 ×0.5&#039;&#039;&#039;, &#039;&#039;&#039;R2 ×0.75&#039;&#039;&#039;, &#039;&#039;&#039;R3+ ×1.0&#039;&#039;&#039;. Travel to and from the nebula is sped up separately — &#039;&#039;&#039;R1 ×3&#039;&#039;&#039;, &#039;&#039;&#039;R2 ×2&#039;&#039;&#039;, &#039;&#039;&#039;R3 ×1.5&#039;&#039;&#039;, R4 base (see [[Realms Overview]]).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Depth&lt;br /&gt;
!Base duration&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|30 min&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|1 h&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 h&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4 h&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|4 h&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|6 h&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|8 h&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|10 h&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|12 h&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|15 h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Zone &#039;&#039;&#039;difficulty&#039;&#039;&#039; (Easy / Medium / Hard / Extreme) changes event weights and payout multipliers, not this timer.&lt;br /&gt;
&lt;br /&gt;
== How loot is calculated ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Details: [[Expeditions/Rewards|Rewards]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Resource finds are &#039;&#039;&#039;not&#039;&#039;&#039; a flat “node base reward.” The amount scales with the &#039;&#039;&#039;catalog build cost&#039;&#039;&#039; of the ships you sent:&lt;br /&gt;
&lt;br /&gt;
payout ≈ fleet catalog value × 15%&lt;br /&gt;
        × difficulty&lt;br /&gt;
        × depth earning&lt;br /&gt;
        × research + class loot&lt;br /&gt;
        × variance roll&lt;br /&gt;
        × (1 + Science Vessel bonus)&lt;br /&gt;
&lt;br /&gt;
Then the result is &#039;&#039;&#039;capped&#039;&#039;&#039; (see [[#caps and late game throttles|Caps]]) and split across resource types.&lt;br /&gt;
&lt;br /&gt;
=== Difficulty ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Zone difficulty&lt;br /&gt;
!Resource multiplier&lt;br /&gt;
|-&lt;br /&gt;
|Easy&lt;br /&gt;
|×1.0&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|×1.2&lt;br /&gt;
|-&lt;br /&gt;
|Hard&lt;br /&gt;
|×1.6&lt;br /&gt;
|-&lt;br /&gt;
|Extreme&lt;br /&gt;
|×2.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Depth earning ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Depth&lt;br /&gt;
!Multiplier&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|×1.0&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|×1.2&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|×1.6&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|×1.8&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|×2.0&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|×2.2&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|×2.4&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|×2.6&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|×2.8&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|×3.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Variance roll ===&lt;br /&gt;
&lt;br /&gt;
Every resource find also rolls:&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;base&#039;&#039;&#039; multiplier between &#039;&#039;&#039;0.7× and 1.3×&#039;&#039;&#039;.&lt;br /&gt;
* A chance of a bonus, which rises with difficulty and depth:&lt;br /&gt;
  - &#039;&#039;&#039;Minor&#039;&#039;&#039; ~1.15–1.5×&lt;br /&gt;
  - &#039;&#039;&#039;Major&#039;&#039;&#039; ~1.5–2.0×&lt;br /&gt;
  - &#039;&#039;&#039;Jackpot&#039;&#039;&#039; ~2.5–4.0×&lt;br /&gt;
&lt;br /&gt;
=== Science Vessels vs Explorer class ===&lt;br /&gt;
&lt;br /&gt;
These are two different bonuses:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Source&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Explorer class&#039;&#039;&#039; (Core monument)&lt;br /&gt;
|&#039;&#039;&#039;+12%&#039;&#039;&#039; expedition loot, &#039;&#039;&#039;+10%&#039;&#039;&#039; success weight, &#039;&#039;&#039;+10%&#039;&#039;&#039; anomaly (item) weight. Warlord is &#039;&#039;&#039;−10%&#039;&#039;&#039; loot. See [[Player Classes]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Science Vessels&#039;&#039;&#039; in the fleet&lt;br /&gt;
|Bigger resource and ship finds: &amp;lt;code&amp;gt;min(100%, log₂(count + 1) × 5%)&amp;lt;/code&amp;gt;. About &#039;&#039;&#039;+5%&#039;&#039;&#039; at 1 ship, &#039;&#039;&#039;+50%&#039;&#039;&#039; near 1,000, &#039;&#039;&#039;+100%&#039;&#039;&#039; near &#039;&#039;&#039;1 million&#039;&#039;&#039;. &#039;&#039;&#039;No effect&#039;&#039;&#039; on the chance of finding items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Science Vessel bonus also &#039;&#039;&#039;raises the per-expedition cap&#039;&#039;&#039; by the same multiplier, so a large Science Vessel stack is not immediately flattened by the score ceiling.&lt;br /&gt;
&lt;br /&gt;
== Resource mix by realm ==&lt;br /&gt;
&lt;br /&gt;
The payout is a total value, then distributed:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Realm&lt;br /&gt;
!Resources that can appear&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
|Steel, Quartz, Gas&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;2+&#039;&#039;&#039;&lt;br /&gt;
| + Iridium and Silicium&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;3+&#039;&#039;&#039;&lt;br /&gt;
| + Elerium (not every find)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Steel / quartz / gas emphasis is randomized per find (steel-heavy, quartz-heavy, or gas-heavy). Advanced resources only appear when that realm’s types are in the event’s reward table.&lt;br /&gt;
&lt;br /&gt;
== Items &amp;amp; recovered ships ==&lt;br /&gt;
&lt;br /&gt;
Successful depths can also roll:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Outcome&lt;br /&gt;
!What you get&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resources found&#039;&#039;&#039;&lt;br /&gt;
|Cargo as above&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ships found&#039;&#039;&#039;&lt;br /&gt;
|Combat / cargo hull from &#039;&#039;&#039;your current realm and the previous realm&#039;&#039;&#039;, up to about &#039;&#039;&#039;one class above&#039;&#039;&#039; the strongest ship you sent (jackpots can stretch that). Colony ships, Recyclers, Advanced Recyclers, Planetary Harvesters, Support Vessels, and Science Vessels are &#039;&#039;&#039;not&#039;&#039;&#039; in the recovery pool.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Item found&#039;&#039;&#039;&lt;br /&gt;
|Nano boosts, tech boosts, relic pieces, monument pieces, or (very rarely) cosmetics&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is &#039;&#039;&#039;no guaranteed fragment at a specific depth&#039;&#039;&#039;. Deeper / harder zones weight item outcomes more heavily; Deep Space Sensors, Monolith, Explorer class, and specialist ships bias &#039;&#039;which&#039;&#039; item family you see.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;Realms 1–3&#039;&#039;&#039;, relic-piece outcomes are weighted &#039;&#039;&#039;×4&#039;&#039;&#039; and monument-piece outcomes &#039;&#039;&#039;×3&#039;&#039;&#039; versus the Realm 4 baseline (other item types unchanged). Example: if a depth would normally put about 3% of weight on relic pieces, early-realm play puts about 12% on relics before other bonuses.&lt;br /&gt;
&lt;br /&gt;
Very late game (player score above &#039;&#039;&#039;1 trillion&#039;&#039;&#039;), nano and tech boost finds drop at &#039;&#039;&#039;10%&#039;&#039;&#039; of their normal weight. Relics, monuments, and cosmetics are unchanged by that late-game throttle.&lt;br /&gt;
&lt;br /&gt;
== Fleet composition ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Details: [[Expeditions/Fleet Mechanics|Fleet Mechanics]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Probes — find chance (max +15%) ===&lt;br /&gt;
&lt;br /&gt;
Probes raise the weight of &#039;&#039;&#039;positive&#039;&#039;&#039; outcomes (resources, ships, items). They do not change which item family you roll, and they do not boost empty / stun / damage outcomes.&lt;br /&gt;
&lt;br /&gt;
bonus ≈ 15% × (probes / (probes + 175))&lt;br /&gt;
&lt;br /&gt;
Examples: ~50 probes → ~3%, ~150 → ~7%, ~500 → ~11%, ~1,000 → ~13%. The bonus never exceeds &#039;&#039;&#039;+15%&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Probe-only fleets&#039;&#039;&#039; (nothing but probes) find resources, relic pieces, monument pieces and boosts at only &#039;&#039;&#039;20%&#039;&#039;&#039; of the normal chance; the rest becomes &#039;&#039;nothing found&#039;&#039;. Ship and cosmetic finds are unchanged. Add at least one other ship to roll at the full rate.&lt;br /&gt;
&lt;br /&gt;
=== Specialist ships — item family bias ===&lt;br /&gt;
&lt;br /&gt;
Only &#039;&#039;&#039;one&#039;&#039;&#039; specialist type applies per expedition, in this priority:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Orbital Refinery&#039;&#039;&#039; → relic pieces&lt;br /&gt;
# &#039;&#039;&#039;Advanced Recycler&#039;&#039;&#039; → monument pieces&lt;br /&gt;
# &#039;&#039;&#039;Support Vessel&#039;&#039;&#039; → nano boosts&lt;br /&gt;
# &#039;&#039;&#039;Frigate&#039;&#039;&#039; → tech boosts&lt;br /&gt;
&lt;br /&gt;
The active type adds up to &#039;&#039;&#039;+10 percentage points&#039;&#039;&#039; to its item family&#039;s chance, with diminishing returns on ship count:&lt;br /&gt;
&lt;br /&gt;
bonus ≈ 10 points × (ships / (ships + 175))&lt;br /&gt;
&lt;br /&gt;
Examples: 1 ship → ~0.06 points, 175 → +5 points, 1,000 → ~+8.5 points, very large stacks → close to +10. A 4% tech boost chance becomes about 9% with 175 Frigates. The added chance comes out of &#039;&#039;&#039;nothing found&#039;&#039;&#039;, so resources, ships and other items keep their odds. Other rules still apply afterwards: the late-game boost throttle, the Realm 1–3 relic / monument multipliers (which also dilute the other items&#039; share) and the decay past depth 3.&lt;br /&gt;
&lt;br /&gt;
Because only one type counts, a single higher-priority specialist turns off a lower one: one Support Vessel in a Frigate fleet removes the tech boost bonus.&lt;br /&gt;
&lt;br /&gt;
=== Science Vessels — bigger finds ===&lt;br /&gt;
&lt;br /&gt;
See [[#science vessels vs explorer class|Science Vessels vs Explorer class]]. This is the main stack-for-payout ship: it makes resource and ship finds bigger, but it does &#039;&#039;&#039;not&#039;&#039;&#039; change which outcome you roll or how often items drop. Large stacks are &#039;&#039;&#039;not&#039;&#039;&#039; wiped by the same loss % as combat hull (see [[#ship loss|Ship loss]]).&lt;br /&gt;
&lt;br /&gt;
=== Combat ships — discovery pool ===&lt;br /&gt;
&lt;br /&gt;
The highest ship &#039;&#039;&#039;class&#039;&#039;&#039; in the fleet unlocks higher-tier recovery. Sending only low-tier hull keeps discoveries in the low-tier pool; battleships / later combat ships open the next class.&lt;br /&gt;
&lt;br /&gt;
=== Fleet size ===&lt;br /&gt;
&lt;br /&gt;
Larger catalog value raises &#039;&#039;&#039;resource volume&#039;&#039;&#039; and the &#039;&#039;&#039;ship-recovery budget&#039;&#039;&#039; (also ~15% of fleet value, with a steeper difficulty curve for ships). Probability caps (probe / specialist) are separate from that volume.&lt;br /&gt;
&lt;br /&gt;
== Stun ==&lt;br /&gt;
&lt;br /&gt;
Stun is an &#039;&#039;&#039;event penalty&#039;&#039;&#039;, not a separate “you failed, dump the loot” roll.&lt;br /&gt;
&lt;br /&gt;
* Typical durations are &#039;&#039;&#039;15–120 minutes&#039;&#039;&#039;, depending on the event and zone difficulty (Easy ion storms ~30 min; Extreme failures can reach ~90–120 min).&lt;br /&gt;
* The fleet &#039;&#039;&#039;pauses&#039;&#039;&#039;. When the stun expires, you still &#039;&#039;&#039;Extract or Continue&#039;&#039;&#039; as usual.&lt;br /&gt;
* &#039;&#039;&#039;Cargo, items, and recovered ships from this and earlier depths are kept.&#039;&#039;&#039;&lt;br /&gt;
* Duration is reduced by monument stun reduction and expedition safety research (see below). Fleet Hangar Protocols does &#039;&#039;&#039;not&#039;&#039;&#039; apply here — it only shortens hangar and PvE recovery stun at your colonies. Combined stun reduction is &#039;&#039;&#039;capped at 50%&#039;&#039;&#039;. Stun never drops below &#039;&#039;&#039;1 minute&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Stun does &#039;&#039;&#039;not&#039;&#039;&#039; force a return and does &#039;&#039;&#039;not&#039;&#039;&#039; tax accumulated loot.&lt;br /&gt;
&lt;br /&gt;
== Ship loss ==&lt;br /&gt;
&lt;br /&gt;
Some events (&amp;lt;code&amp;gt;fleet damaged&amp;lt;/code&amp;gt;, pirate ambush, some disasters) remove ships from the expedition fleet &#039;&#039;&#039;permanently&#039;&#039;&#039;. This is hull lost, not a temporary “damage %” that heals.&lt;br /&gt;
&lt;br /&gt;
Configured loss rates are small (&#039;&#039;&#039;about 1–5.5%&#039;&#039;&#039; of counted ships, depending on the event). Two safeties sit on top:&lt;br /&gt;
&lt;br /&gt;
=== Loot-relative cap ===&lt;br /&gt;
&lt;br /&gt;
Loss value cannot exceed a fraction of the &#039;&#039;&#039;expected loot&#039;&#039;&#039; for that depth (same 15% × difficulty × depth scale used for rewards):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Depth&lt;br /&gt;
!Max loss vs expected loot&lt;br /&gt;
|-&lt;br /&gt;
|1–3&lt;br /&gt;
|10%&lt;br /&gt;
|-&lt;br /&gt;
|4–6&lt;br /&gt;
|25%&lt;br /&gt;
|-&lt;br /&gt;
|7+&lt;br /&gt;
|50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
So a huge combat stack cannot lose more hull value than a slice of what the run was expected to pay.&lt;br /&gt;
&lt;br /&gt;
=== Science Vessel counting ===&lt;br /&gt;
&lt;br /&gt;
Science Vessels are counted as &#039;&#039;&#039;quantity / 1,000&#039;&#039;&#039; when applying the percentage (still at least &#039;&#039;&#039;1&#039;&#039;&#039; hull if any are present). A 1% event on 1,000,000 Science Vessels is on the order of &#039;&#039;&#039;10&#039;&#039;&#039; hull, not 10,000.&lt;br /&gt;
&lt;br /&gt;
=== Safety research ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Expedition Protocols&#039;&#039;&#039; (risk reduction) and &#039;&#039;&#039;Legendary Expeditions&#039;&#039;&#039; (insurance) &#039;&#039;&#039;add together&#039;&#039;&#039; and cut both ship-loss rate and stun duration, &#039;&#039;&#039;capped at 25%&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Realm 1 Easy zones &#039;&#039;&#039;can&#039;&#039;&#039; still lose ships from D2 onward. Stun-only is not the R1 rule.&lt;br /&gt;
&lt;br /&gt;
== What failure does *not* do ==&lt;br /&gt;
&lt;br /&gt;
* It does &#039;&#039;&#039;not&#039;&#039;&#039; confiscate loot from earlier depths.&lt;br /&gt;
* It does &#039;&#039;&#039;not&#039;&#039;&#039; roll “keep 0–50% of cargo.”&lt;br /&gt;
* A stun does &#039;&#039;&#039;not&#039;&#039;&#039; cancel the extract / continue choice after it ends.&lt;br /&gt;
* Recovered ships are &#039;&#039;&#039;not&#039;&#039;&#039; dumped if cargo is full (only &#039;&#039;&#039;resources&#039;&#039;&#039; are scaled to remaining cargo).&lt;br /&gt;
&lt;br /&gt;
Each depth is independent: a bad roll applies its penalty; a good roll adds its reward. Extract whenever you are happy with the pile.&lt;br /&gt;
&lt;br /&gt;
== Research, class, and monuments ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Source&lt;br /&gt;
!What it changes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Expedition Basics&#039;&#039;&#039;&lt;br /&gt;
| +loot % per level&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Expedition Mastery&#039;&#039;&#039;&lt;br /&gt;
| +success weight (fewer empty / penalty rolls)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Deep Space Sensors&#039;&#039;&#039;&lt;br /&gt;
| +item-found weight (anomalies)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Expedition Protocols&#039;&#039;&#039;&lt;br /&gt;
| +success weight, −ship-loss / stun (part of the 25% safety cap)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Legendary Expeditions&#039;&#039;&#039;&lt;br /&gt;
| +loot %, insurance (same 25% cap), &#039;&#039;&#039;higher reward ceilings&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Explorer class&#039;&#039;&#039;&lt;br /&gt;
| +12% loot, +10% success, +10% anomalies, +15% exploration speed&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Warlord class&#039;&#039;&#039;&lt;br /&gt;
|−10% expedition loot&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Celestial Orrery&#039;&#039;&#039;&lt;br /&gt;
|Extra max depth (+1 per level), shorter expedition time&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crystalline Spire&#039;&#039;&#039;&lt;br /&gt;
|Expedition success&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Monolith&#039;&#039;&#039;&lt;br /&gt;
|Anomaly discovery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Success-weight bonuses shift probability toward rewarding outcomes without changing the total weight of the table. They cannot delete failure events entirely.&lt;br /&gt;
&lt;br /&gt;
== Caps and late-game throttles ==&lt;br /&gt;
&lt;br /&gt;
Payouts are limited by &#039;&#039;&#039;player score&#039;&#039;&#039;, &#039;&#039;&#039;realm&#039;&#039;&#039;, and &#039;&#039;&#039;daily tracking&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;per-expedition&#039;&#039;&#039; ceiling that grows with score (linear early, slower after ~1M score) and is hard-capped by realm.&lt;br /&gt;
* A &#039;&#039;&#039;daily&#039;&#039;&#039; ceiling of &#039;&#039;&#039;15×&#039;&#039;&#039; the per-expedition cap. A small floor remains so a commander who is near the daily cap can still receive a reduced find.&lt;br /&gt;
* &#039;&#039;&#039;Science Vessel bonus&#039;&#039;&#039; multiplies the ceiling applied to that run.&lt;br /&gt;
* &#039;&#039;&#039;Legendary Expeditions&#039;&#039;&#039; &amp;lt;code&amp;gt;expeditionCapBonusPct&amp;lt;/code&amp;gt; raises both per-run and daily ceilings.&lt;br /&gt;
&lt;br /&gt;
These caps exist so expedition income stays in band with the rest of the economy. Sending a larger fleet still helps until you hit the ceiling.&lt;br /&gt;
&lt;br /&gt;
== Cargo ==&lt;br /&gt;
&lt;br /&gt;
When resources are found, they are added to the fleet up to &#039;&#039;&#039;remaining cargo capacity&#039;&#039;&#039; (Trade Networks and Galactic Commerce research included). If the find is larger than free space, &#039;&#039;&#039;all resource types are scaled down together&#039;&#039;&#039; — you keep a proportional slice, not a random subset.&lt;br /&gt;
&lt;br /&gt;
Ships recovered on the expedition are added to the fleet &#039;&#039;&#039;without&#039;&#039;&#039; a cargo check. Bring haulers if you care about resource volume; they are not required to keep recovered hull.&lt;br /&gt;
&lt;br /&gt;
Alliance resource tax, if your alliance collects it, is applied when the fleet &#039;&#039;&#039;returns&#039;&#039;&#039;, same as other mission cargo.&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do I lose everything if I continue and fail?&#039;&#039;&#039;  &lt;br /&gt;
No. Earlier depths stay in the fleet. A later stun or ship-loss event delays you or removes some hull; it does not empty the hold.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Is there a rally multiplier?&#039;&#039;&#039;  &lt;br /&gt;
No. Expeditions are solo. Rally math belongs to pirate / FCS combat, not this mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do Charged / Dormant zone labels change loot?&#039;&#039;&#039;  &lt;br /&gt;
Those states exist on nebula zones, but they currently &#039;&#039;&#039;do not&#039;&#039;&#039; change expedition payout or risk. Treat difficulty, depth, and fleet value as the live levers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do I need Science Vessels?&#039;&#039;&#039;  &lt;br /&gt;
They make resource and ship finds bigger; they do not raise item drop chances. Specialist Support Vessels bias nano-boost finds; they are not the payout stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Can recovered ships be higher class than anything I sent?&#039;&#039;&#039;  &lt;br /&gt;
Usually at most &#039;&#039;&#039;one class above&#039;&#039;&#039; your strongest ship, unless a jackpot stretches the pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Are pirate ambushes a full battle?&#039;&#039;&#039;  &lt;br /&gt;
No. They are an expedition event that applies a &#039;&#039;&#039;ship-loss&#039;&#039;&#039; penalty. There is no fight / bribe / negotiate menu on the expedition itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where do relic and monument pieces come from?&#039;&#039;&#039;  &lt;br /&gt;
Expeditions are a primary source. See [[Relics]] and [[Player Classes]] for forging and class Core monuments (including Celestial Orrery).&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
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		<title>Colonization</title>
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		<updated>2026-10-12T04:15:29Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from Colonization.wikitext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Colonization =&lt;br /&gt;
Colonization allows commanders in &#039;&#039;Per Regna&#039;&#039; to expand their empire beyond their homeworld and establish new planetary settlements across the galaxy.&lt;br /&gt;
&lt;br /&gt;
New colonies provide additional space for infrastructure, resource production, fleet construction, and strategic positioning.&lt;br /&gt;
&lt;br /&gt;
Successful colonization is one of the most important milestones in the development of an interstellar empire.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Planet Attributes =&lt;br /&gt;
Every planet has unique environmental characteristics that influence its economic potential and strategic value.&lt;br /&gt;
&lt;br /&gt;
The most important planetary attributes are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Temperature&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Surface Type&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Planet Size&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These attributes affect how efficiently certain resources can be produced and how many buildings can be constructed.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Temperature =&lt;br /&gt;
Planet temperature represents the environmental conditions of the planet.&lt;br /&gt;
&lt;br /&gt;
Temperature primarily influences &#039;&#039;&#039;resource extraction efficiency&#039;&#039;&#039;, especially energy and gas-based resources.&lt;br /&gt;
&lt;br /&gt;
General tendencies include:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hot planets&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* higher solar energy production&lt;br /&gt;
* improved gas extraction&lt;br /&gt;
* reduced efficiency for certain minerals&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cold planets&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* better mining stability for dense materials&lt;br /&gt;
* lower solar energy output&lt;br /&gt;
* slower gas extraction&lt;br /&gt;
&lt;br /&gt;
Because of this, players often specialize planets depending on their climate.&lt;br /&gt;
&lt;br /&gt;
Example strategy:&lt;br /&gt;
&lt;br /&gt;
* hot planets for energy production&lt;br /&gt;
* cold planets for heavy industry&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Surface Type =&lt;br /&gt;
The surface type describes the geological composition of a planet.&lt;br /&gt;
&lt;br /&gt;
Surface types influence the &#039;&#039;&#039;efficiency of different mining operations&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Surface Type&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Typical Advantages&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Rocky&lt;br /&gt;
|Balanced mining output&lt;br /&gt;
|-&lt;br /&gt;
|Metallic&lt;br /&gt;
|Higher metal production&lt;br /&gt;
|-&lt;br /&gt;
|Desert&lt;br /&gt;
|Strong solar output but lower mineral density&lt;br /&gt;
|-&lt;br /&gt;
|Volcanic&lt;br /&gt;
|Rich minerals but unstable environment&lt;br /&gt;
|-&lt;br /&gt;
|Icy&lt;br /&gt;
|Gas-rich environments&lt;br /&gt;
|}&lt;br /&gt;
Surface types help determine the &#039;&#039;&#039;optimal economic role&#039;&#039;&#039; of a planet.&lt;br /&gt;
&lt;br /&gt;
Players may specialize planets for:&lt;br /&gt;
&lt;br /&gt;
* mining&lt;br /&gt;
* energy generation&lt;br /&gt;
* ship production&lt;br /&gt;
* research infrastructure&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Planet Size =&lt;br /&gt;
Planet size determines the &#039;&#039;&#039;available construction space&#039;&#039;&#039; for [[buildings]].&lt;br /&gt;
&lt;br /&gt;
Larger planets allow more infrastructure and long-term development.&lt;br /&gt;
&lt;br /&gt;
Planet size influences:&lt;br /&gt;
&lt;br /&gt;
* number of available building slots&lt;br /&gt;
* industrial scalability&lt;br /&gt;
* long-term colony value&lt;br /&gt;
&lt;br /&gt;
However, larger planets often have environmental drawbacks.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
* large planets may contain thicker atmospheres which reduce gas extraction efficiency&lt;br /&gt;
* smaller planets may have stronger mineral density&lt;br /&gt;
&lt;br /&gt;
Because of this, the best planets depend on the intended colony role.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Starting Colonization =&lt;br /&gt;
Colonization becomes available once players unlock the [[Astrophysics]] technology and construct a [[Colony Ship]].&lt;br /&gt;
&lt;br /&gt;
The colony ship is a specialized vessel designed to establish permanent settlements on unoccupied planets.&lt;br /&gt;
&lt;br /&gt;
[[Astrophysics]] research unlocks:&lt;br /&gt;
&lt;br /&gt;
* the &#039;&#039;&#039;Colony Ship&#039;&#039;&#039;&lt;br /&gt;
* additional colony capacity&lt;br /&gt;
&lt;br /&gt;
Higher levels of astrophysics allow players to control more colonies simultaneously.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Colony Limit =&lt;br /&gt;
Colony capacity scales with [[Astrophysics]] level:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;colony limit = 1 + ceil(Astrophysics level ÷ 3)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Examples: level 3 → 2 colonies, level 6 → 3, level 12 → 5.&lt;br /&gt;
&lt;br /&gt;
Typical progression:&lt;br /&gt;
&lt;br /&gt;
* early game: a handful of colonies&lt;br /&gt;
* mid game: several planetary systems&lt;br /&gt;
* late game: large interstellar networks&lt;br /&gt;
&lt;br /&gt;
Colony limits ensure that expansion remains strategic rather than unlimited.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Colony List Order =&lt;br /&gt;
&lt;br /&gt;
The colony selector lists your planets in &#039;&#039;&#039;your own order&#039;&#039;&#039;, with each moon right below its planet. Until you change it, the order is your Capital first, then the rest from oldest to newest.&lt;br /&gt;
&lt;br /&gt;
To change it, open &#039;&#039;&#039;Colony Settings&#039;&#039;&#039; → &#039;&#039;&#039;Reorder Colony List&#039;&#039;&#039; and move planets up or down. Any planet can go anywhere, including your Capital. &#039;&#039;&#039;Reset to creation order&#039;&#039;&#039; brings back the default order. New colonies are added at the bottom.&lt;br /&gt;
&lt;br /&gt;
The sort button in the colony selector switches between your order and alphabetical order. Sorting by name never changes your saved order. The same order is used wherever the game lists your colonies, such as when picking a fleet&#039;s starting colony. It is saved to your account, so it is the same on every device.&lt;br /&gt;
&lt;br /&gt;
= Colony Relocate =&lt;br /&gt;
A &#039;&#039;&#039;Colony Relocate&#039;&#039;&#039; boost moves your active planet colony (and its moons) to an empty planet slot.&lt;br /&gt;
&lt;br /&gt;
Your planet&#039;s characteristics move with your colony. Size, surface type, temperature, resource rates and appearance all stay the same, and so do your building slots. The two planets swap stats, so the empty planet you leave behind takes on the original stats of the slot you moved to. Relocating changes your position, not your planet.&lt;br /&gt;
&lt;br /&gt;
Example: you relocate from a size 80 planet to an empty size 160 planet. Your colony is still size 80 at its new coordinates, and the size 160 planet is now at your old coordinates.&lt;br /&gt;
&lt;br /&gt;
After relocating:&lt;br /&gt;
&lt;br /&gt;
* You &#039;&#039;&#039;cannot launch attack missions&#039;&#039;&#039; from that planet or its moons for &#039;&#039;&#039;48 hours&#039;&#039;&#039;&lt;br /&gt;
* Other mission types (transport, scout, colonize, and so on) are unaffected&lt;br /&gt;
* Other empires can still attack you — this is an outbound restriction only&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colony Settings&#039;&#039;&#039; shows an &#039;&#039;&#039;Active limitations&#039;&#039;&#039; banner listing every timer still running on the colony, each with its end date and time left: attack block, asteroid harvest block, bought-boost cooldown, and Alliance Relocation protection.&lt;br /&gt;
&lt;br /&gt;
Example: you relocate at 12:00 on Monday → attack launches from that colony are blocked until 12:00 on Wednesday. The Colony Settings banner lists the expiry date and countdown until then.&lt;br /&gt;
&lt;br /&gt;
You cannot relocate into another alliance&#039;s territory (unclaimed systems and your own alliance territory are fine), or while any fleet is flying from or to the planet or its moons.&lt;br /&gt;
&lt;br /&gt;
== Getting Colony Relocate boosts ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Source !! Details&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Realm ascension&#039;&#039;&#039; || Free boosts when you ascend to Realm 2, 3 or 4. They expire after 7 days.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Engineering Lab → Open Workshop → Translocator&#039;&#039;&#039; (Realm 4+) || Buy one for &#039;&#039;&#039;100T steel, 60T quartz, 30T gas, 15T iridium, 12T silicium and 10T elerium&#039;&#039;&#039;, paid by the colony whose [[Engineering Lab]] you use. Up to &#039;&#039;&#039;2 per 30 days&#039;&#039;&#039; (a rolling window, not the calendar month); the second purchase within 30 days costs &#039;&#039;&#039;double&#039;&#039;&#039;. The lab &#039;&#039;&#039;forges&#039;&#039;&#039; each Translocator for &#039;&#039;&#039;1 day&#039;&#039;&#039;; it then joins your Inventory and expires &#039;&#039;&#039;7 days&#039;&#039;&#039; later. Not available in vacation mode.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Workshop opens at &#039;&#039;&#039;Realm 4&#039;&#039;&#039;; before that, realm ascension already gives you free boosts. Free boosts are always used first; a bought boost is spent only when no free boost is left.&lt;br /&gt;
&lt;br /&gt;
== Moving with a bought boost ==&lt;br /&gt;
&lt;br /&gt;
A move paid with a bought boost has stricter rules, so relocation can&#039;t be used to jump next to a target or hop between asteroid fields:&lt;br /&gt;
&lt;br /&gt;
* No &#039;&#039;&#039;attack&#039;&#039;&#039; launches from the moved planet or its moons for &#039;&#039;&#039;72 hours&#039;&#039;&#039; (instead of 48)&lt;br /&gt;
* No &#039;&#039;&#039;asteroid harvest&#039;&#039;&#039; launches from them for &#039;&#039;&#039;48 hours&#039;&#039;&#039;&lt;br /&gt;
* The moved planet cannot use another &#039;&#039;&#039;bought&#039;&#039;&#039; boost for &#039;&#039;&#039;14 days&#039;&#039;&#039; (a free boost still works)&lt;br /&gt;
* No move while the planet has an open [[Fleet Stun#PvP retaliation window (returning attack fleets)|PvP retaliation window]]&lt;br /&gt;
&lt;br /&gt;
Example: you buy a boost on Monday and move at 12:00. Attacks from that planet open again Thursday 12:00, asteroid harvests Wednesday 12:00, and the next bought-boost move for that planet is possible two weeks later.&lt;br /&gt;
&lt;br /&gt;
== Alliance Relocation ==&lt;br /&gt;
Alliances can move long-inactive players who are not members out of their territory with &#039;&#039;&#039;Alliance Relocation&#039;&#039;&#039;, bought at the [[Alliance Archive#Alliance Relocation|Alliance Archive]]. The game picks the new location; the moved player keeps everything, gets a mail with the new coordinates and cannot be attacked for 72 hours.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Abandoning a Colony =&lt;br /&gt;
You may abandon any colony except your &#039;&#039;&#039;capital&#039;&#039;&#039;. Abandoning is permanent — the colony, its buildings, and its stored resources are lost.&lt;br /&gt;
&lt;br /&gt;
Before a colony can be abandoned, it must be completely idle. The game blocks the action while any of the following is true:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Blocker !! What to do first&lt;br /&gt;
|-&lt;br /&gt;
| It is your &#039;&#039;&#039;capital&#039;&#039;&#039; colony || Capitals can never be abandoned&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ships are stationed&#039;&#039;&#039; at the colony || Move or scrap the hangar fleet&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fleets are in flight&#039;&#039;&#039; to or from the colony || Wait for them to land or recall them&lt;br /&gt;
|-&lt;br /&gt;
| An active &#039;&#039;&#039;ship or defense build order&#039;&#039;&#039; is queued || Let the queue finish or cancel it&lt;br /&gt;
|-&lt;br /&gt;
| A &#039;&#039;&#039;building upgrade&#039;&#039;&#039; is in progress || Let the upgrade finish or cancel it&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039; was started from this colony || Wait for it to complete&lt;br /&gt;
|-&lt;br /&gt;
| The planet still has a &#039;&#039;&#039;moon colony&#039;&#039;&#039; || Abandon the moon first, then the planet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See also: [[Tonnage]] for how abandoned colonies affect empire capacity.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Colonization Process =&lt;br /&gt;
Colonizing a planet requires launching a &#039;&#039;&#039;Colony Mission&#039;&#039;&#039; from an existing colony.&lt;br /&gt;
&lt;br /&gt;
The process involves several steps.&lt;br /&gt;
&lt;br /&gt;
=== 1. Build a Colony Ship ===&lt;br /&gt;
Construct a Colony Ship in the [[Shipyard]].&lt;br /&gt;
&lt;br /&gt;
The ship contains the equipment required to establish a new settlement.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== 2. Prepare the Expedition Fleet ===&lt;br /&gt;
Players typically send additional ships along with the colony ship.&lt;br /&gt;
&lt;br /&gt;
Common support ships include:&lt;br /&gt;
&lt;br /&gt;
* cargo ships carrying startup resources&lt;br /&gt;
* escort ships providing protection&lt;br /&gt;
* construction support vessels&lt;br /&gt;
&lt;br /&gt;
These ships help accelerate early colony development.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== 3. Select Target Planet ===&lt;br /&gt;
Choose an unoccupied planet in the galaxy map.&lt;br /&gt;
&lt;br /&gt;
Players often scout potential colonies using probes before committing a colony ship.&lt;br /&gt;
&lt;br /&gt;
Important considerations include:&lt;br /&gt;
&lt;br /&gt;
* planet size&lt;br /&gt;
* temperature&lt;br /&gt;
* surface type&lt;br /&gt;
* strategic location&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== 4. Launch Colonization Mission ===&lt;br /&gt;
The fleet is dispatched on a &#039;&#039;&#039;Colonization Mission&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the planet is available and the mission succeeds, a new colony is established.&lt;br /&gt;
&lt;br /&gt;
The colony ship is consumed during the colonization process.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= New Colony Development =&lt;br /&gt;
New colonies start with minimal infrastructure.&lt;br /&gt;
&lt;br /&gt;
Typical starting conditions include:&lt;br /&gt;
&lt;br /&gt;
* limited resource production&lt;br /&gt;
* few building slots used&lt;br /&gt;
* small defensive capability&lt;br /&gt;
&lt;br /&gt;
Players usually send additional fleets carrying resources to accelerate development.&lt;br /&gt;
&lt;br /&gt;
Common early construction includes, these [[Buildings]]:&lt;br /&gt;
&lt;br /&gt;
* resource mines&lt;br /&gt;
* solar plants&lt;br /&gt;
* warehouses&lt;br /&gt;
* shipyards&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Colony Specialization =&lt;br /&gt;
As an empire grows, colonies often specialize in specific roles.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mining Worlds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Focused on extracting large amounts of raw materials.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Industrial Worlds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dedicated to ship production and military infrastructure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research Worlds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Containing advanced research facilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategic Outposts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Forward colonies positioned for military operations.&lt;br /&gt;
&lt;br /&gt;
Specialization allows empires to optimize production and fleet logistics.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Strategic Importance of Colonization =&lt;br /&gt;
Colonization greatly expands the capabilities of an empire.&lt;br /&gt;
&lt;br /&gt;
Benefits include:&lt;br /&gt;
&lt;br /&gt;
* increased resource production&lt;br /&gt;
* additional fleet construction capacity&lt;br /&gt;
* improved strategic positioning&lt;br /&gt;
* expansion into new star systems&lt;br /&gt;
&lt;br /&gt;
However, colonies also increase logistical complexity and require careful defense.&lt;br /&gt;
&lt;br /&gt;
Successful commanders balance expansion with defense and economic stability.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
[[Fleet and Ships]]&lt;br /&gt;
&lt;br /&gt;
[[Buildings]]&lt;br /&gt;
&lt;br /&gt;
[[Research]]&lt;br /&gt;
&lt;br /&gt;
[[Resources]]&lt;br /&gt;
&lt;br /&gt;
[[Realms Overview]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Alliances&amp;diff=933</id>
		<title>Alliances</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Alliances&amp;diff=933"/>
		<updated>2026-10-12T04:15:29Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from Alliances.wikitext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Alliances =&lt;br /&gt;
&lt;br /&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, capture and hold a growing &#039;&#039;&#039;territory&#039;&#039;&#039; of 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;
* Alliance Power&lt;br /&gt;
* Territorial control&lt;br /&gt;
* Bastions &amp;amp; doctrines&lt;br /&gt;
* Territory Siege&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;
&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;
&lt;br /&gt;
How you join depends on the alliance&#039;s recruitment setting:&lt;br /&gt;
&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;
&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;
=== Alliance tribute (Realm 1–3) ===&lt;br /&gt;
&lt;br /&gt;
Alliances that hold star systems share part of their daily harvest pool with members in Realms 1–3. In the alliance list these alliances are marked &#039;&#039;&#039;Tribute&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Your daily tribute is &#039;&#039;&#039;cap × your score ÷ the next Realm gate&#039;&#039;&#039;, never less than &#039;&#039;&#039;a quarter&#039;&#039;&#039; of the cap and never more than the full cap.&lt;br /&gt;
* It only includes resources your Realm has (Realm 1: steel, quartz, gas; Realm 2 adds iridium and silicium; Realm 3 adds elerium), in the same mix as the pool.&lt;br /&gt;
* Your first tribute comes from the pool day that ends at least &#039;&#039;&#039;2 days&#039;&#039;&#039; after you join.&lt;br /&gt;
* Tributes are paid first, before the Realm 4 split. Together they never take more than &#039;&#039;&#039;10%&#039;&#039;&#039; of the pool.&lt;br /&gt;
* Collect it from the &#039;&#039;&#039;Harvest&#039;&#039;&#039; tab like a Realm 4 share. The Trade Union convoy starts at your capital, and uncollected tribute is lost on the next rollover.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Realm&lt;br /&gt;
!Daily cap (total resources)&lt;br /&gt;
!At the floor (¼ cap)&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1M&lt;br /&gt;
|250K&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|300M&lt;br /&gt;
|75M&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|10B&lt;br /&gt;
|2.5B&lt;br /&gt;
|}&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;
&lt;br /&gt;
Alliances have four roles, from lowest to highest authority:&lt;br /&gt;
&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, remove members, edit alliance settings, send broadcasts, manage branding and diplomacy, and upgrade &#039;&#039;&#039;or downgrade&#039;&#039;&#039; 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;, promote members to Officer, demote Officers, and remove Officers.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Leader&#039;&#039;&#039;&lt;br /&gt;
|Full control: appoint and demote Deputies, remove anyone, transfer leadership and disband the alliance.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can only promote, demote or remove members ranked &#039;&#039;&#039;below&#039;&#039;&#039; you, and only give a rank below your own. Nobody can change their own rank, and the Leader&#039;s rank changes only by transferring leadership.&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;Diplomacy Chat&#039;&#039;&#039; — once you form an &#039;&#039;&#039;Ally&#039;&#039;&#039; treaty, both alliances unlock a shared Diplomacy channel (Messages → Diplomacy) for cross-alliance coordination.&lt;br /&gt;
* &#039;&#039;&#039;FCS Chat&#039;&#039;&#039; — each open FCS rally gets a participant-only room (Messages → FCS) so the coordinating fleets can talk through the strike. Rooms remain briefly after the rally closes.&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;
&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;
&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;
&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;
&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, or &#039;&#039;&#039;Bastions&#039;&#039;&#039; with 20–60 slots depending on archetype.&lt;br /&gt;
&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; delayed territory activity &#039;&#039;&#039;Records&#039;&#039;&#039;. See [[Alliance Archive]].&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;Embassy / War / Expansion Bastion&#039;&#039;&#039;&lt;br /&gt;
|Bastion&lt;br /&gt;
|The main building of a standalone Bastion system; the one you build sets its archetype.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engineering Lab&#039;&#039;&#039;&lt;br /&gt;
|HQ + Division + Bastion&lt;br /&gt;
|Speeds local construction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defense Yard&#039;&#039;&#039;&lt;br /&gt;
|Division + Bastion&lt;br /&gt;
|Enables alliance defenses; the Fortress doctrine&#039;s signature building. Not on the HQ, which cannot be attacked.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Common / Rare Extractors&#039;&#039;&#039;&lt;br /&gt;
|HQ + Division + Bastion&lt;br /&gt;
|Boost harvest and survey output (+10% per level); Production Hub&#039;s signature building.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shipyard Outpost&#039;&#039;&#039;&lt;br /&gt;
|Shipyard Outpost doctrine only&lt;br /&gt;
|Activates the alliance-wide ship build-time reduction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Intelligence Center&#039;&#039;&#039;&lt;br /&gt;
|Anti-Intel &amp;amp; Sensor doctrine only&lt;br /&gt;
|Alliance scans and counter-scouting.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Warp Gate&#039;&#039;&#039;&lt;br /&gt;
|Logistics Center doctrine only&lt;br /&gt;
|Hosts alliance fleet hops.&lt;br /&gt;
|}&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;
The last three are &#039;&#039;&#039;doctrine-gated&#039;&#039;&#039;: a system must carry the matching doctrine before you can build them. See [[Alliance Territory#doctrines|Alliance Territory → Doctrines]].&lt;br /&gt;
&lt;br /&gt;
=== Downgrading and removing buildings ===&lt;br /&gt;
&lt;br /&gt;
Officers can take an alliance building &#039;&#039;&#039;back down&#039;&#039;&#039; a level, not just up — useful for reclaiming&lt;br /&gt;
slots or undoing a misplaced build.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rule&lt;br /&gt;
!Detail&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;¼&#039;&#039;&#039; of the vault cost that was paid to reach the current level&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Time&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;¼&#039;&#039;&#039; of the upgrade time that produced the current level&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Floor&#039;&#039;&#039;&lt;br /&gt;
|Buildings can go all the way to &#039;&#039;&#039;level 0&#039;&#039;&#039;, which removes them and frees the slot&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;One at a time&#039;&#039;&#039;&lt;br /&gt;
|A system can only run &#039;&#039;&#039;one&#039;&#039;&#039; build or downgrade at a time&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Two things are protected:&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;Headquarters building itself cannot be removed&#039;&#039;&#039; — it is blocked at level 1. Move the HQ with an HQ switch instead.&lt;br /&gt;
* A Headquarters downgrade is &#039;&#039;&#039;refused if it would drop below the level your Divisions or Bastion mains require&#039;&#039;&#039;. Downgrade those first.&lt;br /&gt;
&lt;br /&gt;
== Alliance Power ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alliance Power&#039;&#039;&#039; ranks how much your alliance has invested in shared buildings and research — not how full the vault is. Territory empires earn a fleet title from &#039;&#039;&#039;Flotilla&#039;&#039;&#039; up through &#039;&#039;&#039;Grand Fleet&#039;&#039;&#039; (and beyond), which also sets the weekly [[Riftwake Incursion#war guild levy|War Guild levy]] on the Active Scar.&lt;br /&gt;
&lt;br /&gt;
Alliances with &#039;&#039;&#039;no territory&#039;&#039;&#039; are unranked and cannot fight in Riftwake.&lt;br /&gt;
&lt;br /&gt;
Full formula, title thresholds, and examples: [[Alliance Power]].&lt;br /&gt;
&lt;br /&gt;
== Territorial control ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Territorial control&#039;&#039;&#039; is the long game of alliance play: the more star systems your alliance holds — and the longer it holds them — the bigger your shared advantage. A single system is useful, but a &#039;&#039;&#039;territory&#039;&#039;&#039; of many systems compounds into a serious economic and military edge: more harvest and survey deposits, a larger daily resource pool for every member, more building capacity across your HQ and Divisions, and more ground a rival must fight through before they can hurt you.&lt;br /&gt;
&lt;br /&gt;
The winning strategy is to &#039;&#039;&#039;conquer aggressively, defend relentlessly, and keep expanding&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Conquer.&#039;&#039;&#039; Alliances capture star systems through &#039;&#039;&#039;coordinated (FCS)&#039;&#039;&#039; assaults on the system center. With &#039;&#039;&#039;Territory Siege&#039;&#039;&#039; enabled, that is a staged campaign (Contest, then one or two Takeover windows) — see [[#territory siege|Territory Siege]]. You must be in an active alliance to participate.&lt;br /&gt;
* &#039;&#039;&#039;Hold.&#039;&#039;&#039; Control fades if a system is left undefended, so treat every capture as territory you must keep — station Guardian fleets and build alliance defenses to secure it for the long haul.&lt;br /&gt;
* &#039;&#039;&#039;Expand.&#039;&#039;&#039; Keep pushing into neutral and rival systems; the alliances that hold the widest territory the longest dominate the galaxy.&lt;br /&gt;
&lt;br /&gt;
Once captured:&lt;br /&gt;
&lt;br /&gt;
* Your first system becomes the &#039;&#039;&#039;HQ&#039;&#039;&#039;; the rest are &#039;&#039;&#039;Divisions&#039;&#039;&#039;, or &#039;&#039;&#039;Bastions&#039;&#039;&#039; when you anchor a system far from your existing space. A Deputy or Leader can later &#039;&#039;&#039;move the Headquarters&#039;&#039;&#039; to a connected Division or an Expansion Bastion — see [[Alliance Territory#moving the headquarters|Alliance Territory → Moving the Headquarters]].&lt;br /&gt;
* Each Division and Bastion carries one &#039;&#039;&#039;Doctrine&#039;&#039;&#039; — production, shipbuilding, defence, logistics, or intel — and connected nodes pay alliance-wide bonuses. See [[Alliance Territory]].&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. The runner&#039;s and guardians&#039; shares ride home in their &#039;&#039;&#039;fleet cargo&#039;&#039;&#039; and are credited when the fleet returns. Each share is capped by free cargo space, and anything that does not fit goes to the alliance pool. A full Harvest/Survey fleet ends its run early and flies home; a full Guardian keeps guarding for its whole station time but earns nothing more. The pool pays out in full only once &#039;&#039;&#039;15&#039;&#039;&#039; eligible (Realm 4+) members are on the roster — a 1-member alliance receives &#039;&#039;&#039;1/15&#039;&#039;&#039;; the rest is discarded. Before that split, members in Realms 1–3 receive a capped [[#Alliance tribute (Realm 1–3)|alliance tribute]].&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;
Your &#039;&#039;&#039;territory cap&#039;&#039;&#039; is &amp;lt;code&amp;gt;1 + 4 per Territorial Expansion research level&amp;lt;/code&amp;gt;, plus the capacity each Bastion grants (&#039;&#039;&#039;War +2&#039;&#039;&#039;, &#039;&#039;&#039;Expansion +5&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
== Bastions &amp;amp; doctrines ==&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;&#039;Alliance Territory&#039;&#039;&#039; is enabled, your holdings gain shape and specialisation:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bastions&#039;&#039;&#039; are secondary anchors you plant on a &#039;&#039;&#039;standalone&#039;&#039;&#039; system — one not bordering anything you already hold. Three archetypes: &#039;&#039;&#039;Embassy&#039;&#039;&#039; (1 system, max 8), &#039;&#039;&#039;War&#039;&#039;&#039; (root + 2 Divisions, max 3), and &#039;&#039;&#039;Expansion&#039;&#039;&#039; (root + 5 Divisions, max 2). Every Bastion is always conquerable, and capturing a Bastion root hands over its &#039;&#039;&#039;entire cluster&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Doctrines&#039;&#039;&#039; give each system center — HQ included — exactly one job. &#039;&#039;&#039;Fortress&#039;&#039;&#039; feeds tonnage capacity and projects defence to neighbours, &#039;&#039;&#039;Production Hub&#039;&#039;&#039; raises resource output, &#039;&#039;&#039;Shipyard Outpost&#039;&#039;&#039; cuts ship build time, &#039;&#039;&#039;Logistics Center&#039;&#039;&#039; hosts a Warp Gate, and &#039;&#039;&#039;Anti-Intel &amp;amp; Sensor&#039;&#039;&#039; scans and blinds enemy scouts. The HQ is limited to &#039;&#039;&#039;Production Hub&#039;&#039;&#039; or &#039;&#039;&#039;Shipyard Outpost&#039;&#039;&#039;, and can build that doctrine&#039;s signature building alongside its normal HQ buildings.&lt;br /&gt;
* &#039;&#039;&#039;Connection decides value.&#039;&#039;&#039; Only systems that chain back to your HQ or to one of your Bastions pay alliance-wide bonuses, project defence, scan, or route warp hops. Orphaned systems keep their buildings and harvest but contribute nothing.&lt;br /&gt;
&lt;br /&gt;
Doctrine choice, Bastion founding, and abandoning are &#039;&#039;&#039;Deputy or Leader&#039;&#039;&#039; actions. Full rules — the bonus curves and ceilings, placement requirements, instance caps, Embassy stun, abandon cooldowns — are on the [[Alliance Territory]] page.&lt;br /&gt;
&lt;br /&gt;
== Territory Siege ==&lt;br /&gt;
&lt;br /&gt;
When the Territory Siege feature is enabled, taking a system is a &#039;&#039;&#039;multi-stage campaign&#039;&#039;&#039;, not a single fight.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Contest&#039;&#039;&#039; — win an FCS assault at the system center → the system becomes Contested. Ownership does &#039;&#039;&#039;not&#039;&#039;&#039; change; that system&#039;s pool, harvest, and survey income drop to &#039;&#039;&#039;×0.5&#039;&#039;&#039;.&lt;br /&gt;
# &#039;&#039;&#039;Vulnerable&#039;&#039;&#039; — after a reinforcement gap of at least &#039;&#039;&#039;24h&#039;&#039;&#039;, a random &#039;&#039;&#039;2-hour&#039;&#039;&#039; window opens inside the defender&#039;s &#039;&#039;&#039;8-hour defence window&#039;&#039;&#039;. Only the Contester can clear the stage.&lt;br /&gt;
# &#039;&#039;&#039;Ownership flips on the final stage only&#039;&#039;&#039; — stage 2 for a Division or Bastion child, stage 3 for a Bastion root (which hands over the &#039;&#039;&#039;whole cluster&#039;&#039;&#039;).&lt;br /&gt;
# Fail, lose, or miss a window → the campaign ends, the holder keeps the system, and a &#039;&#039;&#039;24-hour&#039;&#039;&#039; re-contest cooldown applies.&lt;br /&gt;
&lt;br /&gt;
Headquarters cannot be sieged. An alliance may have at most &#039;&#039;&#039;5&#039;&#039;&#039; systems Contested or Vulnerable at once. Station Guardians before the window; amber/red borders on the galaxy map and live countdowns in Alliance Systems / Division Center mark the siege.&lt;br /&gt;
&lt;br /&gt;
Deputies set the alliance&#039;s &#039;&#039;&#039;defence window start hour&#039;&#039;&#039; in &#039;&#039;&#039;Alliance → Admin → Settings&#039;&#039;&#039; (once per week, and never during an open siege), so Vulnerable windows land in your members&#039; waking hours.&lt;br /&gt;
&lt;br /&gt;
Full rules — stage scheduling, Graveyard debris rates, the building −3 penalty, diplomacy cancels — are on the dedicated [[Territory Siege]] page. In-game: &#039;&#039;&#039;Settings → Quick Guides → Alliance Territorial Control&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Diplomacy &amp;amp; war ==&lt;br /&gt;
&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;
&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|Relics page]].)&lt;br /&gt;
&lt;br /&gt;
Four relic types are used by alliances:&lt;br /&gt;
&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;
&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;. See [[Alliance Archive]].&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|Relics → Alliance Relics]] for the donating commander&#039;s perspective. The Archive also keeps &#039;&#039;&#039;territory Records&#039;&#039;&#039; — [[Alliance Archive#territory records|Alliance Archive → Territory Records]].&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 by the &#039;&#039;&#039;sum of members&#039; empire scores&#039;&#039;&#039;. See [[Score]].&lt;br /&gt;
* &#039;&#039;&#039;Alliance Power&#039;&#039;&#039; is a separate investment ranking (buildings + alliance research) with fleet titles — see [[Alliance Power]].&lt;br /&gt;
* &#039;&#039;&#039;Weekly alliance events&#039;&#039;&#039; offer alliance-tier rewards for collective effort (a separate event-score, not empire total).&lt;br /&gt;
* &#039;&#039;&#039;Riftwake Incursion&#039;&#039;&#039; is a weekly AvA assault on a rotating alien scar — the winner becomes Realmwarden. The &#039;&#039;&#039;War Guild levy&#039;&#039;&#039; to contest the Wakeheart scales with Alliance Power. See [[Riftwake Incursion]].&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;
&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;
|Harvest pool full payout&lt;br /&gt;
|15 eligible (Realm 4+) members&lt;br /&gt;
|-&lt;br /&gt;
|Realm 1–3 tribute cap per day&lt;br /&gt;
|1M · 300M · 10B (at least ¼ of the cap)&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;
|Bastion building slots&lt;br /&gt;
|Embassy 20 · War 40 · Expansion 60&lt;br /&gt;
|-&lt;br /&gt;
|Diplomacy relations&lt;br /&gt;
|Non-Aggression Pact · Ally · War&lt;br /&gt;
|-&lt;br /&gt;
|Territory cap&lt;br /&gt;
|1 + 4 per Territorial Expansion level + Bastion grants&lt;br /&gt;
|-&lt;br /&gt;
|Bastion instances&lt;br /&gt;
|Embassy 8 · War 3 · Expansion 2&lt;br /&gt;
|-&lt;br /&gt;
|Doctrines per system&lt;br /&gt;
|1, HQ included (first pick free; 72h switch cooldown)&lt;br /&gt;
|-&lt;br /&gt;
|Siege stages&lt;br /&gt;
|Division 2 · Bastion root 3 (whole cluster)&lt;br /&gt;
|-&lt;br /&gt;
|Territory Siege Vulnerable&lt;br /&gt;
|Random 2h inside the defender&#039;s 8h window&lt;br /&gt;
|-&lt;br /&gt;
|Max open Contests&lt;br /&gt;
|5 per alliance&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Alliance_Territory&amp;diff=932</id>
		<title>Alliance Territory</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Alliance_Territory&amp;diff=932"/>
		<updated>2026-10-12T04:15:28Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from AllianceTerritory.wikitext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Alliance Territory: Bastions &amp;amp; Doctrines =&lt;br /&gt;
&lt;br /&gt;
Holding systems is only the first half of alliance territory. The second half is &#039;&#039;&#039;shape and specialisation&#039;&#039;&#039;: which of your systems are &#039;&#039;connected&#039;&#039;, what each one is &#039;&#039;for&#039;&#039;, and how far from home you can plant a flag.&lt;br /&gt;
&lt;br /&gt;
Three ideas drive everything on this page:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Connection matters.&#039;&#039;&#039; A system only pays alliance-wide bonuses while it is linked back to your Headquarters or to one of your Bastions. Cut the corridor, cut the benefit.&lt;br /&gt;
* &#039;&#039;&#039;Every node has a job.&#039;&#039;&#039; Each system carries exactly one &#039;&#039;&#039;Doctrine&#039;&#039;&#039; — production, shipbuilding, defence, logistics, or intel — and its main building level is the dial.&lt;br /&gt;
* &#039;&#039;&#039;Distance is buyable, not free.&#039;&#039;&#039; &#039;&#039;&#039;Bastions&#039;&#039;&#039; let you anchor territory far from home, but each archetype is capped, placement is restricted, and every Bastion is always conquerable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Requires the &#039;&#039;&#039;Alliance Territory&#039;&#039;&#039; feature to be enabled. Staged sieges additionally require &#039;&#039;&#039;Territory Siege&#039;&#039;&#039; — see [[Territory Siege]]. Territory basics (conquest, harvest, vault, research) are in [[Alliances]].&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
&lt;br /&gt;
* The three tiers&lt;br /&gt;
* Connected territory&lt;br /&gt;
* Doctrines&lt;br /&gt;
* Which doctrines a node may take&lt;br /&gt;
* Setting and switching a doctrine&lt;br /&gt;
* Territory effects&lt;br /&gt;
* Fortress projection&lt;br /&gt;
* Logistics Center &amp;amp; warp gates&lt;br /&gt;
* Anti-Intel &amp;amp; Sensor&lt;br /&gt;
* Bastions&lt;br /&gt;
* Founding a Bastion&lt;br /&gt;
* Child Divisions&lt;br /&gt;
* Embassy stun: when a treaty ends&lt;br /&gt;
* Abandoning a Bastion&lt;br /&gt;
* Caps &amp;amp; capacity&lt;br /&gt;
* Sieges against territory&lt;br /&gt;
* Bosses in owned space&lt;br /&gt;
* Where to see all of this&lt;br /&gt;
* Quick reference&lt;br /&gt;
&lt;br /&gt;
== The three tiers ==&lt;br /&gt;
&lt;br /&gt;
HQ  (1 per alliance, cannot be sieged, root of the main blob)&lt;br /&gt;
 └── Division*  (hex-adjacent chain, 1 doctrine each)&lt;br /&gt;
&lt;br /&gt;
Bastion  (standalone anchor, planted away from the blob — always conquerable)&lt;br /&gt;
 ├── Embassy    Bastion — 1 system,       max 8&lt;br /&gt;
 ├── War        Bastion — root + 2 kids,  max 3&lt;br /&gt;
 └── Expansion  Bastion — root + 5 kids,  max 2&lt;br /&gt;
      └── Division*  (adjacent to the cluster, 1 doctrine each)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier&lt;br /&gt;
!Main building&lt;br /&gt;
!Slots&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Headquarters&#039;&#039;&#039;&lt;br /&gt;
|Alliance Headquarters&lt;br /&gt;
|100&lt;br /&gt;
|One per alliance. Cannot be Contested or taken. Only place for Research Lab, Vault, Diplomacy Office, Archive, Bazaar. Carries a doctrine — Production Hub or Shipyard Outpost.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Division&#039;&#039;&#039;&lt;br /&gt;
|Division Center&lt;br /&gt;
|40&lt;br /&gt;
|Must border territory you already hold. Carries one doctrine.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bastion&#039;&#039;&#039;&lt;br /&gt;
|Embassy / War / Expansion Bastion&lt;br /&gt;
|20 / 40 / 60&lt;br /&gt;
|Planted on a standalone system. Carries one doctrine &#039;&#039;&#039;and&#039;&#039;&#039; hosts child Divisions.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A Bastion is deliberately just &#039;&#039;a Division with an archetype wrapper&#039;&#039;: same buildings, same doctrine system, same siege primitive — plus placement rules, child capacity, and one extra siege stage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Bastion main is the system&#039;s main building.&#039;&#039;&#039; There is no Division Center on a Bastion system; the Bastion main replaces it. Division Centers are for HQ-blob systems and for a Bastion&#039;s child systems.&lt;br /&gt;
&lt;br /&gt;
== Moving the Headquarters ==&lt;br /&gt;
&lt;br /&gt;
The seat is not nailed to the first system you conquered. A &#039;&#039;&#039;Deputy or Leader&#039;&#039;&#039; can &#039;&#039;&#039;Set as HQ&#039;&#039;&#039; from &#039;&#039;&#039;Alliance → Territories&#039;&#039;&#039; on:&lt;br /&gt;
&lt;br /&gt;
* a &#039;&#039;&#039;connected Division&#039;&#039;&#039; in the HQ blob, or&lt;br /&gt;
* an &#039;&#039;&#039;Expansion Bastion&#039;&#039;&#039; (root).&lt;br /&gt;
&lt;br /&gt;
The two system-center colonies &#039;&#039;&#039;trade roles and swap their whole building inventories&#039;&#039;&#039;, so HQ-only buildings (Vault, Research Lab, Diplomacy Office, Archive, Bazaar) travel with the seat. The system you leave behind keeps a working Division Center — or becomes the new Expansion Bastion root when the clusters are apart.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Target&lt;br /&gt;
!What happens&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Connected Division&#039;&#039;&#039;&lt;br /&gt;
|The two systems swap HQ ↔ Division.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Expansion already adjacent to the HQ blob&#039;&#039;&#039;&lt;br /&gt;
|The Expansion cluster is absorbed into the blob. Old HQ becomes a Division.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Standalone Expansion&#039;&#039;&#039;&lt;br /&gt;
|The clusters trade places. Old HQ becomes the Expansion root; its blob Divisions become that Expansion&#039;s children. The HQ blob must have &#039;&#039;&#039;at most 5&#039;&#039;&#039; connected Divisions (Expansion&#039;s child cap) — abandon extras first.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Neither system may be under siege. The move is limited to once every &#039;&#039;&#039;48 hours&#039;&#039;&#039; alliance-wide. A doctrine that is not allowed in the new role is cleared and can be picked again for free. Blocked if the vacated system does not have enough building slots for what is coming over.&lt;br /&gt;
&lt;br /&gt;
== Connected territory ==&lt;br /&gt;
&lt;br /&gt;
Your territory is walked as a graph over &#039;&#039;&#039;hex adjacency&#039;&#039;&#039;, from two kinds of root:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;The HQ blob&#039;&#039;&#039; — starts at your Headquarters and spreads through neighbouring systems that are not attached to a Bastion.&lt;br /&gt;
# &#039;&#039;&#039;Each Bastion cluster&#039;&#039;&#039; — starts at the Bastion root and spreads through the child Divisions attached to &#039;&#039;that&#039;&#039; Bastion, up to its child capacity.&lt;br /&gt;
&lt;br /&gt;
Systems the walk reaches are &#039;&#039;&#039;connected&#039;&#039;&#039; (the UI calls them effective). Systems it cannot reach are owned but orphaned.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Connected node&lt;br /&gt;
!Orphaned / stunned node&lt;br /&gt;
|-&lt;br /&gt;
|Feeds alliance-wide territory effects&lt;br /&gt;
|Feeds &#039;&#039;&#039;nothing&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Projects and receives Fortress defence&lt;br /&gt;
|No projection either way&lt;br /&gt;
|-&lt;br /&gt;
|Can run alliance scans&lt;br /&gt;
|Cannot scan&lt;br /&gt;
|-&lt;br /&gt;
|Routes alliance warp hops&lt;br /&gt;
|Not part of the warp network&lt;br /&gt;
|-&lt;br /&gt;
|Keeps buildings, harvest, survey, missions&lt;br /&gt;
|Keeps buildings, harvest, survey, missions&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
That last row is the important one: an orphaned system is not dead, it is just &#039;&#039;&#039;no longer contributing&#039;&#039;&#039;. This is what makes cutting a corridor — taking one system in the middle of a chain — a real strategic act rather than a rounding error.&lt;br /&gt;
&lt;br /&gt;
== Doctrines ==&lt;br /&gt;
&lt;br /&gt;
Every system center — Headquarters, Division and Bastion — carries exactly &#039;&#039;&#039;one&#039;&#039;&#039; Doctrine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Doctrine&lt;br /&gt;
!What it does&lt;br /&gt;
!Signature building&lt;br /&gt;
!Alliance-wide effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Production Hub&#039;&#039;&#039;&lt;br /&gt;
|Resource extraction hub&lt;br /&gt;
|Common &#039;&#039;&#039;or&#039;&#039;&#039; Rare Extractor&lt;br /&gt;
|&#039;&#039;&#039;Resource production&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shipyard Outpost&#039;&#039;&#039;&lt;br /&gt;
|Faster ship construction&lt;br /&gt;
|Shipyard Outpost&lt;br /&gt;
|&#039;&#039;&#039;Ship build-time reduction&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fortress&#039;&#039;&#039;&lt;br /&gt;
|Defence, and the only doctrine that &#039;&#039;&#039;projects&#039;&#039;&#039; defence to neighbours&lt;br /&gt;
|Defense Yard&lt;br /&gt;
|&#039;&#039;&#039;Tonnage capacity&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Logistics Center&#039;&#039;&#039;&lt;br /&gt;
|Hosts an alliance Warp Gate for fleet hops&lt;br /&gt;
|Warp Gate&lt;br /&gt;
|— (utility)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Anti-Intel &amp;amp; Sensor&#039;&#039;&#039;&lt;br /&gt;
|Alliance scanning and counter-scouting&lt;br /&gt;
|Intelligence Center&lt;br /&gt;
|— (utility)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The signature building is an activation gate, not a cost multiplier.&#039;&#039;&#039; The doctrine&#039;s effect stays at zero until that building exists at &#039;&#039;&#039;level ≥ 1&#039;&#039;&#039;; after that the &#039;&#039;size&#039;&#039; of the effect comes from the node&#039;s &#039;&#039;&#039;main building level&#039;&#039;&#039; (Division Center or Bastion main). You level one building per system, not two.&lt;br /&gt;
&lt;br /&gt;
You do &#039;&#039;&#039;not&#039;&#039;&#039; need the signature building to pick the doctrine — the doctrine is what unlocks it. The order is always: pick doctrine → build signature building → effect switches on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Yard is legal on every doctrine.&#039;&#039;&#039; Any node can defend itself; Fortress&#039;s identity is &#039;&#039;projection plus tonnage&#039;&#039;, not a monopoly on turrets. That also means switching away from Fortress never forces you to demolish a long-invested Defense Yard.&lt;br /&gt;
&lt;br /&gt;
== Which doctrines a node may take ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Node&lt;br /&gt;
!Doctrines it may take&lt;br /&gt;
!Child Divisions&lt;br /&gt;
!Child doctrines&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HQ&#039;&#039;&#039;&lt;br /&gt;
|Production Hub, Shipyard Outpost&lt;br /&gt;
|up to territory cap&lt;br /&gt;
|all five&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HQ-blob Division&#039;&#039;&#039;&lt;br /&gt;
|all five&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Embassy Bastion&#039;&#039;&#039;&lt;br /&gt;
|Production Hub, Logistics Center&lt;br /&gt;
|0&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;War Bastion&#039;&#039;&#039;&lt;br /&gt;
|Fortress, Shipyard Outpost, Anti-Intel &amp;amp; Sensor&lt;br /&gt;
|2&lt;br /&gt;
|Fortress, Shipyard Outpost, Anti-Intel &amp;amp; Sensor&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Expansion Bastion&#039;&#039;&#039;&lt;br /&gt;
|Production Hub, Logistics Center, Anti-Intel &amp;amp; Sensor&lt;br /&gt;
|5&lt;br /&gt;
|all five&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Two consequences worth planning around:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fortress — and therefore tonnage capacity — is only reachable on HQ-blob Divisions, War Bastions, and Expansion children.&#039;&#039;&#039; Embassy roots, Expansion roots and the HQ cannot take it.&lt;br /&gt;
* &#039;&#039;&#039;The HQ is limited to the two economic doctrines.&#039;&#039;&#039; Fortress is out because its signature &#039;&#039;is&#039;&#039; the Defense Yard, and an HQ has none: it can never be attacked, so defences there would never fire. Logistics Center and Anti-Intel &amp;amp; Sensor are out because a warp hub or sensor bubble parked permanently at a fixed, unconquerable, publicly known location takes the positioning decision out of those doctrines entirely.&lt;br /&gt;
&lt;br /&gt;
Whatever the HQ does run is a contribution nobody can ever cut, since it is permanently connected and cannot be taken.&lt;br /&gt;
&lt;br /&gt;
== Setting and switching a doctrine ==&lt;br /&gt;
&lt;br /&gt;
Doctrine is chosen on the system&#039;s main building — Headquarters, Division Center or Bastion main — by a &#039;&#039;&#039;Deputy or Leader&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
On a Division or Bastion, opening an empty building slot before a doctrine is set prompts you to choose one, because the rest of the build list depends on it. The &#039;&#039;&#039;HQ is the exception&#039;&#039;&#039;: its own buildings (Vault, Research Lab, Diplomacy Office, Archive, Bazaar, Engineering Lab, extractors) are always available, and the doctrine only decides whether the &#039;&#039;&#039;Shipyard Outpost&#039;&#039;&#039; can be added on top — Production Hub&#039;s signature, the extractors, is on the HQ list either way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First pick is free.&#039;&#039;&#039; After that:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Switching a doctrine&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Cost&lt;br /&gt;
|The &#039;&#039;&#039;last upgrade cost&#039;&#039;&#039; of that node&#039;s main building&lt;br /&gt;
|-&lt;br /&gt;
|Cooldown&lt;br /&gt;
|&#039;&#039;&#039;72 hours&#039;&#039;&#039; per node&lt;br /&gt;
|-&lt;br /&gt;
|While a siege is open on that system&lt;br /&gt;
|&#039;&#039;&#039;Blocked&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Buildings&lt;br /&gt;
|Signature buildings that are illegal under the new doctrine are &#039;&#039;&#039;demolished&#039;&#039;&#039; — you confirm first, nothing is wiped silently&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Only three buildings are doctrine-exclusive and can be demolished this way: &#039;&#039;&#039;Shipyard Outpost&#039;&#039;&#039;, &#039;&#039;&#039;Intelligence Center&#039;&#039;&#039;, and &#039;&#039;&#039;Warp Gate&#039;&#039;&#039;. Extractors and the Defense Yard are always kept.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;HQ&#039;&#039;&#039; follows the same rule, priced off the Headquarters building — about a third more than a Division Center at the same level, and in absolute terms usually your dearest switch simply because the HQ is your highest main. It is not a one-way door: the price is exactly one HQ upgrade, an amount you have already paid once to reach your current level.&lt;br /&gt;
&lt;br /&gt;
There is also no reason to rush the HQ&#039;s first pick. Its buildings are available regardless, so you can leave it unset until you know whether the alliance wants the production or the shipbuilding side.&lt;br /&gt;
&lt;br /&gt;
The siege block exists for a specific exploit: without it, a defender would flip to Fortress the moment stage 1 opened and flip back afterwards, paying a cost that is trivial next to losing the system.&lt;br /&gt;
&lt;br /&gt;
Note that the first pick also clears illegal exclusive buildings — a legacy system that somehow holds a Warp Gate cannot keep it by choosing Fortress.&lt;br /&gt;
&lt;br /&gt;
== Territory effects ==&lt;br /&gt;
&lt;br /&gt;
Three doctrines pay an alliance-wide bonus. Each uses the same diminishing-returns curve with a hard ceiling:&lt;br /&gt;
&lt;br /&gt;
effective% = cap × L / (L + K)&lt;br /&gt;
&lt;br /&gt;
L = sum of main building levels across your connected, active nodes&lt;br /&gt;
    that carry that doctrine AND have its signature building at level ≥ 1&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Effect&lt;br /&gt;
!Doctrine&lt;br /&gt;
!Ceiling&lt;br /&gt;
!&amp;lt;code&amp;gt;K&amp;lt;/code&amp;gt;&lt;br /&gt;
!Reference budget → value&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tonnage capacity&#039;&#039;&#039;&lt;br /&gt;
|Fortress&lt;br /&gt;
|&#039;&#039;&#039;+5%&#039;&#039;&#039;&lt;br /&gt;
|25&lt;br /&gt;
|100 levels → &#039;&#039;&#039;4.00%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resource production&#039;&#039;&#039;&lt;br /&gt;
|Production Hub&lt;br /&gt;
|&#039;&#039;&#039;+10%&#039;&#039;&#039;&lt;br /&gt;
|50&lt;br /&gt;
|200 levels → &#039;&#039;&#039;8.00%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ship build-time reduction&#039;&#039;&#039;&lt;br /&gt;
|Shipyard Outpost&lt;br /&gt;
|&#039;&#039;&#039;−25%&#039;&#039;&#039;&lt;br /&gt;
|60&lt;br /&gt;
|250 levels → &#039;&#039;&#039;20.16%&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Invested levels&lt;br /&gt;
!Tonnage&lt;br /&gt;
!Production&lt;br /&gt;
!Ship time&lt;br /&gt;
|-&lt;br /&gt;
|Reference (100 / 200 / 250)&lt;br /&gt;
|4.00%&lt;br /&gt;
|8.00%&lt;br /&gt;
|20.16%&lt;br /&gt;
|-&lt;br /&gt;
|2× reference&lt;br /&gt;
|4.44%&lt;br /&gt;
|8.89%&lt;br /&gt;
|22.32%&lt;br /&gt;
|-&lt;br /&gt;
|4× reference&lt;br /&gt;
|4.71%&lt;br /&gt;
|9.41%&lt;br /&gt;
|23.58%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why a curve and not a flat rate.&#039;&#039;&#039; Early levels pay &#039;&#039;better&#039;&#039; than a linear rate, so a young alliance feels every upgrade; past the reference budget each level is worth progressively less but &#039;&#039;&#039;never zero&#039;&#039;&#039;, so there are no dead levels and no runaway snowball from simply owning more space. The ceiling is the ceiling — alliance research may make the curve climb faster, but it can never raise the cap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Who gets them:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Effect&lt;br /&gt;
!Eligibility&lt;br /&gt;
|-&lt;br /&gt;
|Tonnage capacity&lt;br /&gt;
|&#039;&#039;&#039;Every member&#039;&#039;&#039; of the alliance&lt;br /&gt;
|-&lt;br /&gt;
|Resource production&lt;br /&gt;
|Members holding &#039;&#039;&#039;≥ 1 colony inside connected territory&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Ship build-time reduction&lt;br /&gt;
|Members holding &#039;&#039;&#039;≥ 1 colony inside connected territory&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Any colony counts — it does not have to be your capital, and one colony gives the full bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Logistics Center and Anti-Intel &amp;amp; Sensor pay no curve bonus.&#039;&#039;&#039; They are utility doctrines: their value is warp routing and intel, and a node running one contributes nothing to tonnage, production, or ship time.&lt;br /&gt;
&lt;br /&gt;
== Fortress projection ==&lt;br /&gt;
&lt;br /&gt;
Defence built on a Fortress node counts &#039;&#039;&#039;100% on its own system&#039;&#039;&#039;, and &#039;&#039;&#039;50% on hex-adjacent systems your alliance owns&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Only &#039;&#039;&#039;one&#039;&#039;&#039; Fortress projects onto any given system — the &#039;&#039;&#039;strongest&#039;&#039;&#039;, not the sum.&lt;br /&gt;
* &amp;quot;Strongest&amp;quot; is measured in actual &#039;&#039;&#039;defense tonnage held&#039;&#039;&#039; (catalog &amp;lt;code&amp;gt;tonnage × quantity&amp;lt;/code&amp;gt;), not building level: a modest Defense Yard sitting on a huge stockpile beats a high-level yard with nothing in it.&lt;br /&gt;
* The projecting node must be &#039;&#039;&#039;connected&#039;&#039;&#039;, &#039;&#039;&#039;active&#039;&#039;&#039;, and hold a &#039;&#039;&#039;Defense Yard (level ≥ 1)&#039;&#039;&#039;.&lt;br /&gt;
* Projected units are computed live at battle time, so they always reflect current stock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Projected defence is borrowed, not spent.&#039;&#039;&#039; The projecting colony never loses units from a fight it did not host. On the defending side, damage is spread across the combined pool and only the colony&#039;s &#039;&#039;&#039;own proportion&#039;&#039;&#039; is destroyed — if it fields 10 turrets alongside 10 projected and 12 are wrecked, it loses 6, not all 10. The borrowed half simply evaporates, and auto-repair is calculated from the colony&#039;s real losses.&lt;br /&gt;
&lt;br /&gt;
So standing next to a Fortress genuinely protects your hardware: the extra bodies soak damage that would otherwise have hit your own turrets.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Why &amp;quot;strongest&amp;quot; instead of banning adjacent Fortresses.&#039;&#039;&#039; On a hex grid, neighbouring cells of a system are themselves partly adjacent, so the largest set of mutually non-adjacent neighbours is three. A no-adjacent-Fortresses rule would still allow 150% borrowed defence, while adding an annoying restriction inside your own territory. Capping at one Fortress caps it at 50% unconditionally, with no placement rule at all.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Logistics Center &amp;amp; warp gates ==&lt;br /&gt;
&lt;br /&gt;
The alliance &#039;&#039;&#039;Warp Gate&#039;&#039;&#039; can only be built on a Logistics Center node. Member fleets launching toward a distant target exit through the closest useful gate and fly the short remaining leg, after a warp readiness delay.&lt;br /&gt;
&lt;br /&gt;
Once alliance territory is live, the alliance warp network only includes gates on &#039;&#039;&#039;Logistics Center nodes that are connected and active&#039;&#039;&#039; — an orphaned Logistics node stops routing until it reconnects. Gates built before territory went live keep working normally while the feature is off.&lt;br /&gt;
&lt;br /&gt;
Fleet-hop mechanics (readiness timing, route selection) are covered in [[1.3.6#alliance warp gates  fleet hops|Patch Notes 1.3.6]].&lt;br /&gt;
&lt;br /&gt;
== Anti-Intel &amp;amp; Sensor ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Intelligence Center&#039;&#039;&#039; turns a node into both a scanner and a counter-intelligence bubble.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scanning (offence).&#039;&#039;&#039; Any active member can trigger an alliance system scan from the node, revealing &#039;&#039;&#039;asteroid fields&#039;&#039;&#039; and &#039;&#039;&#039;pirate strongholds / outposts&#039;&#039;&#039; around it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Scan&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|Radius&lt;br /&gt;
|&amp;lt;code&amp;gt;1 + floor(√ main building level)&amp;lt;/code&amp;gt; hexes, capped at &#039;&#039;&#039;8&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Requires&lt;br /&gt;
|Anti-Intel doctrine · Intelligence Center ≥ 1 · main building ≥ 1 · node &#039;&#039;&#039;connected&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Cost&lt;br /&gt;
|Gas, paid from the &#039;&#039;&#039;alliance vault&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Cooldown&lt;br /&gt;
|&#039;&#039;&#039;10 minutes&#039;&#039;&#039; per node, with a live countdown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The cooldown exists because the scan is billed to a shared vault — without it, one member could drain it. Results and cost mirror the personal Sensor Array scan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Counter-intel (defence).&#039;&#039;&#039; Enemy scouts aimed at your systems &#039;&#039;&#039;within &amp;lt;code&amp;gt;ceil(level / 2)&amp;lt;/code&amp;gt; hexes&#039;&#039;&#039; (capped at 8) of a qualifying Anti-Intel node face that node&#039;s main building level added to your side of the intel maths. Practically: &#039;&#039;&#039;higher detection chance&#039;&#039;&#039; for the scout, and &#039;&#039;&#039;shallower&#039;&#039;&#039; reports. The strongest covering node applies.&lt;br /&gt;
&lt;br /&gt;
== Bastions ==&lt;br /&gt;
&lt;br /&gt;
A Bastion is a secondary anchor you plant &#039;&#039;&#039;outside&#039;&#039;&#039; your main blob — the only way to hold territory that does not chain back to your Headquarters.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Archetype&lt;br /&gt;
!Max instances&lt;br /&gt;
!Child Divisions&lt;br /&gt;
!Territory cap granted&lt;br /&gt;
!Building slots&lt;br /&gt;
!Footprint&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Embassy&#039;&#039;&#039;&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
| +0&lt;br /&gt;
|20&lt;br /&gt;
|1 system&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;War&#039;&#039;&#039;&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
| +2&lt;br /&gt;
|40&lt;br /&gt;
|3 systems&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Expansion&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
|5&lt;br /&gt;
| +5&lt;br /&gt;
|60&lt;br /&gt;
|6 systems&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Both active and stunned Bastions count toward instance caps — they physically occupy a system. Fully built out, Bastions can hold &#039;&#039;&#039;29 systems&#039;&#039;&#039; outside your blob.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Every Bastion is always conquerable.&#039;&#039;&#039; There is no safe structure anywhere in this design, deliberately: a permanently protected node feeding alliance bonus ceilings would be the single strongest exploit in the system.&lt;br /&gt;
&lt;br /&gt;
== Founding a Bastion ==&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Conquer a standalone system&#039;&#039;&#039; — one that is &#039;&#039;&#039;not hex-adjacent to any system your alliance already controls.&#039;&#039;&#039; If it &#039;&#039;is&#039;&#039; adjacent, it is a normal Division and you will be offered a Division Center instead.&lt;br /&gt;
# &#039;&#039;&#039;Place a Bastion main as its first alliance building&#039;&#039;&#039; (Deputy or Leader). The building you choose &#039;&#039;is&#039;&#039; the archetype, and the system locks to that archetype the moment construction starts.&lt;br /&gt;
# Until that build starts, the system counts as an ordinary Division for territory cap and protector difficulty. Cancelling the level-0 main returns it to a plain Division.&lt;br /&gt;
&lt;br /&gt;
Placement rules, validated &#039;&#039;&#039;once&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Archetype&lt;br /&gt;
!Placement requirement&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Embassy&#039;&#039;&#039;&lt;br /&gt;
|Hex-adjacent to the territory of an &#039;&#039;&#039;Ally or NAP&#039;&#039;&#039; alliance, &#039;&#039;&#039;or&#039;&#039;&#039; within &#039;&#039;&#039;Contagion access range&#039;&#039;&#039; (default &#039;&#039;&#039;2&#039;&#039;&#039; hexes) of any &#039;&#039;&#039;Riftwake Scar&#039;&#039;&#039; Contagion belt — so Logistics / Warp Gate hubs can stage on scar approaches without a treaty neighbor&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;War&#039;&#039;&#039;&lt;br /&gt;
|None beyond standalone + your HQ&#039;s galaxy&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Expansion&#039;&#039;&#039;&lt;br /&gt;
|At least &#039;&#039;&#039;6 hexes&#039;&#039;&#039; from the territory of any alliance you are &#039;&#039;&#039;at war&#039;&#039;&#039; with&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All Bastions must sit in the &#039;&#039;&#039;same galaxy as your HQ&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example — Riftwake staging.&#039;&#039;&#039; Contagion itself cannot be held. An alliance conquers a standalone system &#039;&#039;&#039;two hexes&#039;&#039;&#039; outside a Scar&#039;s Contagion belt, founds an &#039;&#039;&#039;Embassy Bastion&#039;&#039;&#039;, picks &#039;&#039;&#039;Logistics Center&#039;&#039;&#039;, and builds a &#039;&#039;&#039;Warp Gate&#039;&#039;&#039;. Members hop there and launch Riftwake attacks from the gate exit — no Ally / NAP neighbor required on that approach. The same Embassy rule still covers classic Ally / NAP footholds elsewhere.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;At war&amp;quot; means an active war state only — not NAP, not neutral, not merely un-allied. And because the check happens &#039;&#039;&#039;once, at construction&#039;&#039;&#039;, borders may drift freely afterwards: a later war declaration never invalidates a standing Bastion, and parking a puppet alliance next to a rival&#039;s chosen site only delays when they can start building.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Why the clearance is 6 hexes and not 15–20.&#039;&#039;&#039; Exclusion zones grow with the square of their radius. A 20-hex zone around a compact 40-system alliance spans roughly 1,685 of the galaxy&#039;s ~11,250 cells, so about &#039;&#039;&#039;seven well-spread alliances would saturate the entire map&#039;&#039;&#039; and no legal Bastion site would exist anywhere, ever. At 15 hexes it breaks around eleven alliances. Six hexes preserves the &amp;quot;don&#039;t plant a fort in someone&#039;s face&amp;quot; intent while degrading gracefully as the galaxy fills.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Child Divisions ==&lt;br /&gt;
&lt;br /&gt;
War and Expansion Bastions host child Divisions, which are ordinary Divisions with their own doctrine.&lt;br /&gt;
&lt;br /&gt;
* A child must be &#039;&#039;&#039;hex-adjacent to the Bastion root or to another Division already attached to that same Bastion&#039;&#039;&#039;, and the cluster must have a free slot.&lt;br /&gt;
* A Division Center completed next to one of your Bastions &#039;&#039;&#039;attaches automatically&#039;&#039;&#039; when the cluster has room; a Deputy can also attach an unparented Division manually.&lt;br /&gt;
* Attachment is per-cluster: a system cannot serve two Bastions, and joining one consumes one of that archetype&#039;s child slots.&lt;br /&gt;
&lt;br /&gt;
Embassy Bastions have &#039;&#039;&#039;no&#039;&#039;&#039; child capacity — they are single-system diplomatic footholds.&lt;br /&gt;
&lt;br /&gt;
== Embassy stun: when a treaty ends ==&lt;br /&gt;
&lt;br /&gt;
An Embassy is placed on the strength of a treaty, so it is the one node whose founding condition can be pulled out from under it. If a NAP or Alliance ends — broken, or replaced by war — every Embassy of yours &#039;&#039;&#039;adjacent to that former partner&#039;s territory&#039;&#039;&#039; is &#039;&#039;&#039;stunned&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!While stunned (&#039;&#039;&#039;48 hours&#039;&#039;&#039;)&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Contributes to territory effects&lt;br /&gt;
|&#039;&#039;&#039;No&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Projects Fortress defence · scans · routes warp&lt;br /&gt;
|&#039;&#039;&#039;No&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Counts toward controlled systems and the Embassy cap&lt;br /&gt;
|&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Can be attacked&lt;br /&gt;
|&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Before the timer expires a Deputy or Leader must &#039;&#039;&#039;convert it to a War Bastion&#039;&#039;&#039;. Conversion:&lt;br /&gt;
&lt;br /&gt;
* requires a &#039;&#039;&#039;free War Bastion slot&#039;&#039;&#039; (max 3) — if you are at the cap, you must &#039;&#039;&#039;abandon&#039;&#039;&#039; a War Bastion first, inside the 48h;&lt;br /&gt;
* &#039;&#039;&#039;always&#039;&#039;&#039; requires choosing a new doctrine, because Embassy doctrines (Production Hub / Logistics Center) are never legal on a War Bastion;&lt;br /&gt;
* charges the standard doctrine-switch cost and demolishes buildings illegal under the new doctrine (with confirmation);&lt;br /&gt;
* &#039;&#039;&#039;ignores&#039;&#039;&#039; the 72h doctrine cooldown — this is a forced decision, not a strategic flip;&lt;br /&gt;
* replaces the Embassy main with a War Bastion main at the same level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If it is not converted in time, the system is lost&#039;&#039;&#039; — it reverts to neutral. You are mailed on the treaty break, again at the halfway point, and again shortly before expiry, because a silent destructive deadline reads as a bug.&lt;br /&gt;
&lt;br /&gt;
A stunned Embassy &#039;&#039;&#039;captured&#039;&#039;&#039; by another alliance arrives &#039;&#039;&#039;clean and active&#039;&#039;&#039;: the stun was a consequence of the previous owner&#039;s diplomacy and does not bind the new one.&lt;br /&gt;
&lt;br /&gt;
== Abandoning a Bastion ==&lt;br /&gt;
&lt;br /&gt;
Bastion mains cannot be demolished, so &#039;&#039;&#039;abandon&#039;&#039;&#039; is the release valve that keeps an alliance at archetype cap from being stuck forever. A Deputy or Leader can abandon a Bastion, freeing that archetype slot immediately.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;It releases the entire cluster.&#039;&#039;&#039; The root &#039;&#039;and every attached child&#039;&#039; revert to neutral.&lt;br /&gt;
* &#039;&#039;&#039;Blocked while any siege is open anywhere in the cluster&#039;&#039;&#039;, so a Bastion about to fall cannot be abandoned to deny the attacker their prize.&lt;br /&gt;
* &#039;&#039;&#039;168h cooldown per archetype&#039;&#039;&#039;, so Bastions cannot be hot-swapped around the map.&lt;br /&gt;
* Requires an explicit typed confirmation — it is irreversible.&lt;br /&gt;
&lt;br /&gt;
Releasing the children too is not a punishment, it is arithmetic: abandoning a root also removes its territory-cap grant (up to −5), so keeping the children would immediately push you over your own cap. It also keeps the action honest — abandoning is a genuine loss, not a trick for shedding a root while keeping the ground.&lt;br /&gt;
&lt;br /&gt;
Abandon is load-bearing in two places: freeing a slot to &#039;&#039;&#039;capture&#039;&#039;&#039; another root of that type, and making room for a &#039;&#039;&#039;forced Embassy conversion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Caps &amp;amp; capacity ==&lt;br /&gt;
&lt;br /&gt;
max controlled systems = base (1)&lt;br /&gt;
                       + 4 × Territorial Expansion research level&lt;br /&gt;
                       + Σ (each Bastion&#039;s cap grant)&lt;br /&gt;
&lt;br /&gt;
Each archetype grants exactly the child capacity it provides (&#039;&#039;&#039;Embassy +0 · War +2 · Expansion +5&#039;&#039;&#039;), so &#039;&#039;&#039;a Bastion is capacity-neutral for your main blob&#039;&#039;&#039; — it pays for its own children and nothing more.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Archetype caps are enforced when a siege starts, not when it finishes.&#039;&#039;&#039; If you already hold 3 War Bastions you cannot &#039;&#039;Contest&#039;&#039; a fourth. Gating at the start is deliberate: nobody should discover the block after completing a three-stage siege. It only blocks the &#039;&#039;&#039;root&#039;&#039;&#039; — you can still besiege and take a capped cluster&#039;s &#039;&#039;&#039;child&#039;&#039;&#039; Divisions, which are ordinary Divisions consuming ordinary territory cap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capturing a cluster costs exactly one net slot.&#039;&#039;&#039; Because the cap grant matches child capacity, taking an Expansion cluster gains 6 systems and +5 cap; a War cluster gains 3 and +2; an Embassy gains 1 and +0. Every cluster capture nets &#039;&#039;&#039;+1&#039;&#039;&#039;, the same as taking a lone Division — a depleted cluster is even cheaper.&lt;br /&gt;
&lt;br /&gt;
One thing to plan for: &#039;&#039;&#039;system protectors scale with how many systems you already control&#039;&#039;&#039;, so a wide alliance faces meaningfully tougher NPC garrisons on its next conquest than a small one does.&lt;br /&gt;
&lt;br /&gt;
== Sieges against territory ==&lt;br /&gt;
&lt;br /&gt;
Territory shape changes what a siege costs an attacker:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Target&lt;br /&gt;
!Stages&lt;br /&gt;
!Scheduled waits&lt;br /&gt;
!Prize&lt;br /&gt;
|-&lt;br /&gt;
|Neutral system · Division · Bastion &#039;&#039;&#039;child&#039;&#039;&#039;&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|That one system&lt;br /&gt;
|-&lt;br /&gt;
|Bastion &#039;&#039;&#039;root&#039;&#039;&#039;&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|The &#039;&#039;&#039;whole cluster&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Capturing a root transfers the root and every attached child together, keeping archetype, doctrines, parent links, and buildings (minus the capture penalty). Capturing a child alone yields one unattached Division that may not even connect to anything you own — a clean risk/reward gradient between a long root siege and a quick child raid.&lt;br /&gt;
&lt;br /&gt;
Open sieges elsewhere in the cluster are &#039;&#039;&#039;cancelled&#039;&#039;&#039; when the root changes hands or the cluster is abandoned.&lt;br /&gt;
&lt;br /&gt;
Full siege rules — stage scheduling, the defence window, debris and Graveyard rates, the building penalty — are on the [[Territory Siege]] page.&lt;br /&gt;
&lt;br /&gt;
== Bosses in owned space ==&lt;br /&gt;
&lt;br /&gt;
Pirate boss loot is modified by who owns the system the boss sits in:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Boss location&lt;br /&gt;
!Group loot modifier&lt;br /&gt;
|-&lt;br /&gt;
|System owned by a &#039;&#039;&#039;hostile&#039;&#039;&#039; alliance (raid)&lt;br /&gt;
|&#039;&#039;&#039;+10%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|System owned by &#039;&#039;&#039;your own&#039;&#039;&#039; alliance (home)&lt;br /&gt;
|&#039;&#039;&#039;+5%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Neutral space, or an Ally / NAP holder&lt;br /&gt;
|none&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The modifier applies to the whole shared boss pool, so it is resolved from the alliance &#039;&#039;&#039;most participants belong to&#039;&#039;&#039; — arrival order and an unallied mercenary tagging along cannot change anyone&#039;s payout. See [[Pirate Bosses]] for how the pool itself is shared.&lt;br /&gt;
&lt;br /&gt;
== Where to see all of this ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Surface&lt;br /&gt;
!What it shows&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Alliance → Territories&#039;&#039;&#039; tab (Realm 4+)&lt;br /&gt;
|Every node as HQ / Bastion / Division, cluster nesting, connection flags, capacity, live territory effects, and &#039;&#039;&#039;Set as HQ&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Galaxy map&#039;&#039;&#039;&lt;br /&gt;
|Doctrine tint on your own systems, alliance borders, siege borders&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;System main building modal&#039;&#039;&#039;&lt;br /&gt;
|Current doctrine, switch action and cooldown, doctrine guide — on the Headquarters as well as Divisions and Bastions&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tonnage summary&#039;&#039;&#039;&lt;br /&gt;
|The Fortress contribution to your empire tonnage capacity&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resource overlay&#039;&#039;&#039;&lt;br /&gt;
|The Production Hub contribution to a colony&#039;s output&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Alliance → Admin → Settings&#039;&#039;&#039;&lt;br /&gt;
|Defence window start hour (Deputy+)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quick reference ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Thing&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|Doctrines per node&lt;br /&gt;
|1 · HQ may take Production Hub or Shipyard Outpost&lt;br /&gt;
|-&lt;br /&gt;
|First doctrine pick&lt;br /&gt;
|Free&lt;br /&gt;
|-&lt;br /&gt;
|Doctrine switch cost&lt;br /&gt;
|Last upgrade cost of the node&#039;s main building&lt;br /&gt;
|-&lt;br /&gt;
|Doctrine switch cooldown&lt;br /&gt;
|72h per node · blocked during a siege on that system&lt;br /&gt;
|-&lt;br /&gt;
|Who sets doctrine / founds or abandons Bastions / moves HQ&lt;br /&gt;
|&#039;&#039;&#039;Deputy or Leader&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|HQ switch cooldown&lt;br /&gt;
|&#039;&#039;&#039;48h&#039;&#039;&#039; alliance-wide · blocked during a siege on either system · Expansion target needs ≤5 blob Divisions&lt;br /&gt;
|-&lt;br /&gt;
|Tonnage (Fortress)&lt;br /&gt;
| +5% ceiling, K 25 — all members&lt;br /&gt;
|-&lt;br /&gt;
|Resource production (Production Hub)&lt;br /&gt;
| +10% ceiling, K 50 — needs a colony in connected territory&lt;br /&gt;
|-&lt;br /&gt;
|Ship build time (Shipyard Outpost)&lt;br /&gt;
|−25% ceiling, K 60 — needs a colony in connected territory&lt;br /&gt;
|-&lt;br /&gt;
|Fortress projection&lt;br /&gt;
|50% of the &#039;&#039;&#039;strongest&#039;&#039;&#039; adjacent Fortress&#039;s defense tonnage&lt;br /&gt;
|-&lt;br /&gt;
|Bastion instances&lt;br /&gt;
|Embassy 8 · War 3 · Expansion 2&lt;br /&gt;
|-&lt;br /&gt;
|Bastion children&lt;br /&gt;
|Embassy 0 · War 2 · Expansion 5&lt;br /&gt;
|-&lt;br /&gt;
|Bastion cap grant&lt;br /&gt;
|Embassy +0 · War +2 · Expansion +5&lt;br /&gt;
|-&lt;br /&gt;
|Bastion slots&lt;br /&gt;
|Embassy 20 · War 40 · Expansion 60&lt;br /&gt;
|-&lt;br /&gt;
|Expansion clearance&lt;br /&gt;
|6 hexes from at-war territory&lt;br /&gt;
|-&lt;br /&gt;
|Embassy placement&lt;br /&gt;
|Hex-adjacent to Ally / NAP &#039;&#039;&#039;or&#039;&#039;&#039; within Contagion access range of a Riftwake Scar&lt;br /&gt;
|-&lt;br /&gt;
|Embassy stun&lt;br /&gt;
|48h to convert to a War Bastion, or the system is lost&lt;br /&gt;
|-&lt;br /&gt;
|Abandon cooldown&lt;br /&gt;
|168h per archetype · releases the whole cluster&lt;br /&gt;
|-&lt;br /&gt;
|Territory cap&lt;br /&gt;
|1 + 4 per Territorial Expansion level + Bastion grants&lt;br /&gt;
|-&lt;br /&gt;
|Max Bastion footprint outside the blob&lt;br /&gt;
|29 systems&lt;br /&gt;
|-&lt;br /&gt;
|Alliance scan&lt;br /&gt;
|radius &amp;lt;code&amp;gt;1 + floor(√level)&amp;lt;/code&amp;gt; capped 8 · vault-paid · 10 min cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Counter-intel radius&lt;br /&gt;
|&amp;lt;code&amp;gt;ceil(level / 2)&amp;lt;/code&amp;gt; capped 8&lt;br /&gt;
|-&lt;br /&gt;
|Boss loot&lt;br /&gt;
| +10% hostile-owned · +5% own · none neutral/friendly&lt;br /&gt;
|-&lt;br /&gt;
|Feature flags&lt;br /&gt;
|&amp;lt;code&amp;gt;allianceTerritory&amp;lt;/code&amp;gt; (territory, doctrines, Bastions) · &amp;lt;code&amp;gt;systemSiege&amp;lt;/code&amp;gt; (staged sieges)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related ==&lt;br /&gt;
&lt;br /&gt;
* Alliances&lt;br /&gt;
* Territory Siege&lt;br /&gt;
* Pirate Bosses&lt;br /&gt;
* Player Classes&lt;br /&gt;
* Patch notes: [[1.3.8#headquarters relocation|1.3.8 Headquarters relocation]]&lt;br /&gt;
* In-game: &#039;&#039;&#039;Settings → Quick Guides → Alliance Territorial Control&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Score&amp;diff=931</id>
		<title>Score</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Score&amp;diff=931"/>
		<updated>2026-10-10T13:28:04Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from Score.wikitext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Score =&lt;br /&gt;
&lt;br /&gt;
Score represents the overall development level of an empire in &#039;&#039;&#039;Per Regna&#039;&#039;&#039;. It reflects the combined progress of a player’s economy, technology, fleets, defenses, alliance donations, and items.&lt;br /&gt;
&lt;br /&gt;
Score is used to:&lt;br /&gt;
&lt;br /&gt;
* measure empire progression&lt;br /&gt;
* determine player rankings within a &#039;&#039;&#039;Realm&#039;&#039;&#039;&lt;br /&gt;
* unlock access to higher Realms&lt;br /&gt;
* compare the strength of different empires and alliances&lt;br /&gt;
&lt;br /&gt;
As players expand their colonies, build fleets, research technologies, and donate to their alliance, their total score gradually increases. Fleet and defense scores are naturally bounded by [[Tonnage|tonnage]]. Buildings, research, and alliance donations count 1:1 until &#039;&#039;&#039;500B&#039;&#039;&#039;, then diminish so late-game uncapped investment cannot dwarf military mass. Items (engines, monument upgrades and relocate boosts) diminish from the first purchase and never pass &#039;&#039;&#039;500B&#039;&#039;&#039; together.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weekly events&#039;&#039;&#039; and the &#039;&#039;&#039;Daily Race&#039;&#039;&#039; use a separate event-score — they do not add to this empire total. See [[#weekly events vs empire score|Weekly events vs empire score]].&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
&lt;br /&gt;
* What contributes to score&lt;br /&gt;
* Score formula&lt;br /&gt;
* Score resource weights&lt;br /&gt;
* Building / research / donation soft-cap&lt;br /&gt;
* What does not count&lt;br /&gt;
* Realm progression&lt;br /&gt;
* Where score is shown&lt;br /&gt;
* Score and leaderboards&lt;br /&gt;
* How other systems use score&lt;br /&gt;
* Weekly events vs empire score&lt;br /&gt;
* Strategic considerations&lt;br /&gt;
* Quick reference&lt;br /&gt;
* Related pages&lt;br /&gt;
&lt;br /&gt;
== What contributes to score ==&lt;br /&gt;
&lt;br /&gt;
Several major gameplay systems contribute to a player’s total score. Each is converted from &#039;&#039;&#039;catalog resource costs&#039;&#039;&#039; (see [[#score resource weights|weights]]), then divided into score units.&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
&lt;br /&gt;
Constructing and upgrading buildings increases score because it represents long-term infrastructure development. Score is the &#039;&#039;&#039;sum of every completed upgrade&#039;&#039;&#039; on your colonies (planets and moons), from level 1 up to the current level. Each level uses that building’s catalog cost (typically &#039;&#039;&#039;1.5×&#039;&#039;&#039; per level).&lt;br /&gt;
&lt;br /&gt;
Example buildings include:&lt;br /&gt;
&lt;br /&gt;
* resource mines&lt;br /&gt;
* research laboratories&lt;br /&gt;
* shipyards&lt;br /&gt;
* planetary infrastructure&lt;br /&gt;
&lt;br /&gt;
Queued upgrades that have not finished &#039;&#039;&#039;do not&#039;&#039;&#039; count. Alliance-system buildings (HQ / Division / Bastion) are paid from the alliance vault and &#039;&#039;&#039;do not&#039;&#039;&#039; add to your personal building score.&lt;br /&gt;
&lt;br /&gt;
After the sum, the [[#building  research  donation soft cap|soft-cap]] is applied.&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
&lt;br /&gt;
Technological development is a major contributor to score. Each completed &#039;&#039;&#039;personal&#039;&#039;&#039; research level increases score from that level’s catalog cost (typically &#039;&#039;&#039;2×&#039;&#039;&#039; per level).&lt;br /&gt;
&lt;br /&gt;
Important research areas include:&lt;br /&gt;
&lt;br /&gt;
* propulsion technologies&lt;br /&gt;
* weapons systems&lt;br /&gt;
* shield technology&lt;br /&gt;
* economic and industrial research&lt;br /&gt;
&lt;br /&gt;
Alliance research is &#039;&#039;&#039;not&#039;&#039;&#039; part of this component. After the sum, the [[#building  research  donation soft cap|soft-cap]] is applied independently of buildings.&lt;br /&gt;
&lt;br /&gt;
=== Fleet ===&lt;br /&gt;
&lt;br /&gt;
Ships contribute to score based on their &#039;&#039;&#039;construction cost&#039;&#039;&#039; (not combat stats). Large fleets significantly increase an empire’s score, especially when they contain advanced warships.&lt;br /&gt;
&lt;br /&gt;
Counts:&lt;br /&gt;
&lt;br /&gt;
* ships in &#039;&#039;&#039;hangars&#039;&#039;&#039; on all of your colonies&lt;br /&gt;
* ships in &#039;&#039;&#039;active fleets&#039;&#039;&#039; (traveling, stationed, returning, on a mission)&lt;br /&gt;
&lt;br /&gt;
Example ship classes include Fighters, Cruisers, Dreadnoughts, Carriers, and Titans. Support ships such as cargo vessels and recyclers also contribute, though each hull is worth less.&lt;br /&gt;
&lt;br /&gt;
Lost hull sitting in the [[Tonnage#ship graveyard|Ship Graveyard]] awaiting buyback does &#039;&#039;&#039;not&#039;&#039;&#039; count. After buyback, recovered ships are hangar ships again and count immediately.&lt;br /&gt;
&lt;br /&gt;
This is the &#039;&#039;&#039;Fleet&#039;&#039;&#039; column on the Players leaderboard.&lt;br /&gt;
&lt;br /&gt;
=== Defenses ===&lt;br /&gt;
&lt;br /&gt;
Planetary [[Defenses|defenses]] also contribute to score: &#039;&#039;&#039;catalog unit cost × quantity&#039;&#039;&#039; on all of your colonies. Defensive structures represent the military investment of a colony.&lt;br /&gt;
&lt;br /&gt;
Examples include missile batteries, railgun towers, plasma cannons, and shield domes.&lt;br /&gt;
&lt;br /&gt;
Alliance-system turrets use a separate alliance pool and do not add here. This is the &#039;&#039;&#039;Defense&#039;&#039;&#039; column on the Players leaderboard.&lt;br /&gt;
&lt;br /&gt;
=== Alliance donations ===&lt;br /&gt;
&lt;br /&gt;
Cumulative weighted value of resources you have donated into &#039;&#039;&#039;any&#039;&#039;&#039; alliance vault. Same resource weights as the other components. This is the only way idle resources (that never became buildings, ships, or research) still grant empire score.&lt;br /&gt;
&lt;br /&gt;
Alliance &#039;&#039;&#039;tax&#039;&#039;&#039; on mission returns also contributes when tax is credited to the vault. See [[Alliances]].&lt;br /&gt;
&lt;br /&gt;
After the sum, the [[#building  research  donation soft cap|soft-cap]] is applied independently.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Resources sunk into items, worked out from what you own or have used:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Monument upgrades&#039;&#039;&#039; — every upgrade from [[Monuments#Resource cost from level 9|level 9]] on, at its catalog cost, for each monument copy at its current level. Copies used up as spares do not count.&lt;br /&gt;
* &#039;&#039;&#039;Engines&#039;&#039;&#039; — every engine you bought at its catalog price, including engines still forging, worn out, burned out, stolen or destroyed. &#039;&#039;&#039;Scrapped&#039;&#039;&#039; engines do not count (their refund went back to the colony). Each &#039;&#039;&#039;overcharge&#039;&#039;&#039; adds its price.&lt;br /&gt;
* &#039;&#039;&#039;Colony Relocate boosts&#039;&#039;&#039; bought at the Engineering Lab — the price you paid for each, used or not. Free boosts from realm ascension do not count.&lt;br /&gt;
&lt;br /&gt;
==== Item curve ====&lt;br /&gt;
&lt;br /&gt;
Engines, monument upgrades and relocate boosts share one budget. Their combined value counts less with every purchase and slowly approaches &#039;&#039;&#039;500B&#039;&#039;&#039;, but never reaches it:&lt;br /&gt;
&lt;br /&gt;
effective = 500B × (1 − e^(−raw / 2.5T))&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Raw item value&lt;br /&gt;
!Effective&lt;br /&gt;
|-&lt;br /&gt;
|40.75B (one Mk I ship engine)&lt;br /&gt;
|~8B&lt;br /&gt;
|-&lt;br /&gt;
|407.5B&lt;br /&gt;
|~75B&lt;br /&gt;
|-&lt;br /&gt;
|1T&lt;br /&gt;
|~165B&lt;br /&gt;
|-&lt;br /&gt;
|2T&lt;br /&gt;
|~275B&lt;br /&gt;
|-&lt;br /&gt;
|5T&lt;br /&gt;
|~432B&lt;br /&gt;
|-&lt;br /&gt;
|10T&lt;br /&gt;
|~491B&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [[#building  research  donation soft cap|soft-cap]] is applied after the curve; it has no effect below 500B.&lt;br /&gt;
&lt;br /&gt;
=== Colonies and infrastructure ===&lt;br /&gt;
&lt;br /&gt;
Colonizing new planets does &#039;&#039;&#039;not&#039;&#039;&#039; add a flat colony bonus. New worlds increase score &#039;&#039;&#039;through&#039;&#039;&#039; the buildings, ships, and defenses you place on them — extra mines, yards, labs, and hangars.&lt;br /&gt;
&lt;br /&gt;
== Score formula ==&lt;br /&gt;
&lt;br /&gt;
Every component starts from catalog costs:&lt;br /&gt;
&lt;br /&gt;
rawValue    = floor(Σ resource × weight)&lt;br /&gt;
scoreUnits  = ceil(rawValue / 1000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy never counts&#039;&#039;&#039; (weight 0).&lt;br /&gt;
&lt;br /&gt;
Then:&lt;br /&gt;
&lt;br /&gt;
buildingScore           = softCap(buildings)&lt;br /&gt;
researchScore           = softCap(research)&lt;br /&gt;
allianceDonationScore   = softCap(donations)&lt;br /&gt;
itemScore               = softCap(itemCurve(engines + monuments + relocateBoosts))&lt;br /&gt;
totalScore              = buildingScore + researchScore + shipScore + defenseScore + allianceDonationScore + itemScore&lt;br /&gt;
&lt;br /&gt;
Ships and defenses are &#039;&#039;&#039;not&#039;&#039;&#039; soft-capped.&lt;br /&gt;
&lt;br /&gt;
In general:&lt;br /&gt;
&lt;br /&gt;
* expensive structures and technologies contribute more score&lt;br /&gt;
* large fleets and turret walls significantly impact total score&lt;br /&gt;
* &#039;&#039;&#039;ships and defenses&#039;&#039;&#039; reflect the &#039;&#039;&#039;current&#039;&#039;&#039; inventory — if they are destroyed, that score is removed; rebuilding restores it&lt;br /&gt;
* &#039;&#039;&#039;buildings and research&#039;&#039;&#039; reflect the cumulative cost of &#039;&#039;&#039;current levels&#039;&#039;&#039; — losing or downgrading a level removes that level’s cost&lt;br /&gt;
* &#039;&#039;&#039;alliance donations&#039;&#039;&#039; are cumulative: they are not removed if you leave the alliance&lt;br /&gt;
* &#039;&#039;&#039;items&#039;&#039;&#039; stay counted once used: a worn-out engine or a used relocate boost keeps its score; scrapping an engine removes it&lt;br /&gt;
&lt;br /&gt;
Scores refresh on a periodic engine tick (default &#039;&#039;&#039;30 minutes&#039;&#039;&#039;), and immediately after actions such as finishing research or donating to the vault. Opening &#039;&#039;&#039;My Rank&#039;&#039;&#039; recalculates your live breakdown; the published rank still comes from the last stored realm ranking.&lt;br /&gt;
&lt;br /&gt;
== Score resource weights ==&lt;br /&gt;
&lt;br /&gt;
Rarer resources are worth more per unit:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Resource&lt;br /&gt;
!Weight&lt;br /&gt;
|-&lt;br /&gt;
|Steel&lt;br /&gt;
|&#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Quartz&lt;br /&gt;
|&#039;&#039;&#039;1.5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Gas&lt;br /&gt;
|&#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Silicium&lt;br /&gt;
|&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Iridium&lt;br /&gt;
|&#039;&#039;&#039;3.5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Elerium&lt;br /&gt;
|&#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Energy&lt;br /&gt;
|&#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example: a ship that costs 1,000 steel + 400 quartz is &amp;lt;code&amp;gt;floor(1000×1 + 400×1.5) = 1,600&amp;lt;/code&amp;gt; raw, then &amp;lt;code&amp;gt;ceil(1600 / 1000) = 2&amp;lt;/code&amp;gt; score per hull.&lt;br /&gt;
&lt;br /&gt;
== Building / research / donation soft-cap ==&lt;br /&gt;
&lt;br /&gt;
Fleet + defense are bounded by [[Tonnage|tonnage]] (~&#039;&#039;&#039;500B&#039;&#039;&#039; combined score at the ceiling). Buildings, research, alliance donations, and items have no such hard limit and can reach tens of trillions of raw cost-score. Each of those four components is mapped independently (items after the [[#item curve|item curve]]):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Raw component&lt;br /&gt;
!Effective component&lt;br /&gt;
|-&lt;br /&gt;
|≤ &#039;&#039;&#039;500B&#039;&#039;&#039;&lt;br /&gt;
|1:1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;gt; &#039;&#039;&#039;500B&#039;&#039;&#039;&lt;br /&gt;
|500B + 500B × excess / (excess + &#039;&#039;&#039;5T&#039;&#039;&#039;)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
effective = 500B + 500B × (raw − 500B) / ((raw − 500B) + 5T)&lt;br /&gt;
&lt;br /&gt;
The curve approaches &#039;&#039;&#039;1T&#039;&#039;&#039; per component and never hits a hard wall:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Raw building, research, or donation&lt;br /&gt;
!Effective&lt;br /&gt;
|-&lt;br /&gt;
|500B&lt;br /&gt;
|500B&lt;br /&gt;
|-&lt;br /&gt;
|1.5T&lt;br /&gt;
|~583B&lt;br /&gt;
|-&lt;br /&gt;
|5.5T&lt;br /&gt;
|750B&lt;br /&gt;
|-&lt;br /&gt;
|30T&lt;br /&gt;
|~929B&lt;br /&gt;
|-&lt;br /&gt;
|40T&lt;br /&gt;
|~944B&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
At ~30–40T of actual investment in any of those components, that component’s &#039;&#039;&#039;displayed&#039;&#039;&#039; score sits near &#039;&#039;&#039;1T&#039;&#039;&#039;, in line with a maxed fleet + defense.&lt;br /&gt;
&lt;br /&gt;
== What does not count ==&lt;br /&gt;
&lt;br /&gt;
* resources sitting in warehouses, fleets, or the alliance vault (until donated)&lt;br /&gt;
* buildings / ships / defenses &#039;&#039;&#039;in queue&#039;&#039;&#039;&lt;br /&gt;
* alliance HQ / Division / Bastion buildings and alliance defenses&lt;br /&gt;
* alliance research&lt;br /&gt;
* Ship Graveyard hull not yet bought back&lt;br /&gt;
* energy costs&lt;br /&gt;
* weekly event / Daily Race points (different system)&lt;br /&gt;
* monument and relic &#039;&#039;&#039;collection&#039;&#039;&#039; scores (separate leaderboard; see [[#players|Players]])&lt;br /&gt;
&lt;br /&gt;
== Realm progression ==&lt;br /&gt;
&lt;br /&gt;
Score determines when players can ascend to higher [[Realms Overview|Realms]]. Realms represent major stages of technological and strategic progression. Each Realm unlocks new ships, buildings, research, and gameplay systems.&lt;br /&gt;
&lt;br /&gt;
Players gain access to the next Realm once their empire reaches the required score threshold (shown on the HUD realm bar and &#039;&#039;&#039;Settings → Profile&#039;&#039;&#039;). Live values are server-configured; typical published thresholds:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Realm&lt;br /&gt;
!Required score&lt;br /&gt;
|-&lt;br /&gt;
|Realm 2&lt;br /&gt;
|&#039;&#039;&#039;1,000,000&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Realm 3&lt;br /&gt;
|&#039;&#039;&#039;50,000,000&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Realm 4&lt;br /&gt;
|&#039;&#039;&#039;2,500,000,000&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Reaching each milestone usually requires multiple colonies, advanced research, powerful fleets, and large industrial infrastructure.&lt;br /&gt;
&lt;br /&gt;
Realm 1 also shows smaller onboarding brackets (I-1 … I-4) so the path to Realm 2 is visible in pieces. Rank is &#039;&#039;&#039;per realm&#039;&#039;&#039;: #1 is the highest total in &#039;&#039;&#039;your&#039;&#039;&#039; realm, not the whole galaxy. Recently ascended commanders (last &#039;&#039;&#039;7 days&#039;&#039;&#039;) appear on the Players leaderboard.&lt;br /&gt;
&lt;br /&gt;
Once per day the server snapshots score and rank. &#039;&#039;&#039;My Rank&#039;&#039;&#039; shows the delta since that snapshot (score ↑/↓ and ranks gained or lost).&lt;br /&gt;
&lt;br /&gt;
== Where score is shown ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Place&lt;br /&gt;
!What you see&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Leaderboard&#039;&#039;&#039; (trophy on the bottom bar, large screens)&lt;br /&gt;
|Full Leaderboard modal — My Rank, Players, Battles, Missions, Alliances&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Settings → Profile → Total Score&#039;&#039;&#039;&lt;br /&gt;
|Compact total; tap to open the same Leaderboard modal&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Settings → Profile → Realm&#039;&#039;&#039;&lt;br /&gt;
|Score vs the next realm / bracket ceiling&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HUD realm bar&#039;&#039;&#039;&lt;br /&gt;
|Same realm-progress number&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Imperial Overview → Summary&#039;&#039;&#039;&lt;br /&gt;
|Full breakdown: Buildings, Research, Ships, Defenses, Alliance Donations, Total (QoL Imperial Access)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Galaxy / colony overlay&#039;&#039;&#039; on another player’s planet&lt;br /&gt;
|Owner &#039;&#039;&#039;score&#039;&#039;&#039; and &#039;&#039;&#039;rank&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Player profile&#039;&#039;&#039; (tap a name on the leaderboard or events)&lt;br /&gt;
|&#039;&#039;&#039;Realm Score&#039;&#039;&#039; (empire total), plus league tier and weekly-event score&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Alliance → Members&#039;&#039;&#039;&lt;br /&gt;
|Each member’s total, if &#039;&#039;&#039;Settings → Game → Show member scores&#039;&#039;&#039; is on&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Alliance leaderboard&#039;&#039;&#039;&lt;br /&gt;
|Sum of members’ totals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Score and leaderboards ==&lt;br /&gt;
&lt;br /&gt;
Open &#039;&#039;&#039;Leaderboard&#039;&#039;&#039; from the trophy button or by tapping Total Score on Profile. Five tabs:&lt;br /&gt;
&lt;br /&gt;
=== My Rank ===&lt;br /&gt;
&lt;br /&gt;
Your official &#039;&#039;&#039;rank&#039;&#039;&#039; and &#039;&#039;&#039;total score&#039;&#039;&#039;, with change since the daily snapshot, plus nearby players in your realm (about 10 ranks around you). Tap a row for that commander’s profile, message, or galaxy jump.&lt;br /&gt;
&lt;br /&gt;
=== Players ===&lt;br /&gt;
&lt;br /&gt;
Your &#039;&#039;&#039;realm&#039;&#039;&#039; only. Podium for the top 3, then a paginated list. Sort chips:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Sort&lt;br /&gt;
!Ordered by&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|Official empire total (stored rank)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Research&#039;&#039;&#039;&lt;br /&gt;
|Soft-capped research score&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fleet&#039;&#039;&#039;&lt;br /&gt;
|Current ship score&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defense&#039;&#039;&#039;&lt;br /&gt;
|Current defense score&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Buildings&#039;&#039;&#039;&lt;br /&gt;
|Soft-capped building score&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Collection&#039;&#039;&#039;&lt;br /&gt;
|Monument or Relic collection score (see below)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Collection&#039;&#039;&#039; opens a second row of chips:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Sub-tab&lt;br /&gt;
!Shows&lt;br /&gt;
!Ranked by&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Monuments&#039;&#039;&#039;&lt;br /&gt;
|Loose pieces (not forged), total levels across owned monuments, highest monument level, and collection score&lt;br /&gt;
|Monument collection score&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Relics&#039;&#039;&#039;&lt;br /&gt;
|Loose pieces (not forged), forged count, and collection score&lt;br /&gt;
|Relic collection score&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Monument and relic collection scores are stored per player and refreshed with empire score, but they &#039;&#039;&#039;do not&#039;&#039;&#039; add to empire total or realm rank. Rarity and monument level drive the score; loose pieces contribute a small amount. A &#039;&#039;&#039;Recently Ascended&#039;&#039;&#039; strip lists commanders who moved realm in the last week (Total sort only).&lt;br /&gt;
&lt;br /&gt;
Top players often specialize — military dominance, economic expansion, or technological development — which is why the granular sorts exist.&lt;br /&gt;
&lt;br /&gt;
=== Battles ===&lt;br /&gt;
&lt;br /&gt;
Same realm. Combat &#039;&#039;&#039;statistics&#039;&#039;&#039;, not empire score:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Sub-tab&lt;br /&gt;
!Ranked by&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PvP&#039;&#039;&#039;&lt;br /&gt;
|Attacker victories, then loot&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pirate&#039;&#039;&#039;&lt;br /&gt;
|Attacker victories vs pirates, then loot&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Debris&#039;&#039;&#039;&lt;br /&gt;
|Debris collected from recycle missions&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Missions ===&lt;br /&gt;
&lt;br /&gt;
Same realm. Activity &#039;&#039;&#039;statistics&#039;&#039;&#039;, not empire score:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Sub-tab&lt;br /&gt;
!Ranked by&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Asteroid Harvest&#039;&#039;&#039;&lt;br /&gt;
|Resources harvested&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nebula Harvest&#039;&#039;&#039;&lt;br /&gt;
|Gas harvested&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Exploration&#039;&#039;&#039;&lt;br /&gt;
|Expeditions completed (loot / ships / artifacts)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alliances ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Galaxy-wide&#039;&#039;&#039; (not realm-filtered). Sort chips:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Sort&lt;br /&gt;
!Ordered by&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|Sum of active members’ empire totals&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Buildings&#039;&#039;&#039;&lt;br /&gt;
|Sum of members’ building scores&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Collection → Monuments / Relics&#039;&#039;&#039;&lt;br /&gt;
|Sum of members’ collection scores (plus combined pieces / levels / forged stats)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The alliance [[Relics#alliance relics|badge]] appears beside the name.&lt;br /&gt;
&lt;br /&gt;
Battle / mission / alliance boards are cached on the order of &#039;&#039;&#039;15 minutes&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== How other systems use score ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!System&lt;br /&gt;
!Role of score&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Realm ascension&#039;&#039;&#039;&lt;br /&gt;
|Progress to the next realm&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Alliance harvest / survey pool&#039;&#039;&#039;&lt;br /&gt;
|Daily shares weighted by √score so lower-score members still get a floor&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pirate boss loot&#039;&#039;&#039;&lt;br /&gt;
|Inverse-score lift for smaller commanders — see [[Pirate Bosses]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Transport to allies&#039;&#039;&#039;&lt;br /&gt;
|You may only send resources to alliance members with &#039;&#039;&#039;lower&#039;&#039;&#039; score than you&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Expeditions&#039;&#039;&#039;&lt;br /&gt;
|Per-run loot ceiling grows with score — see [[Expeditions]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Attack “bully” limits and war-fatigue loot cuts use &#039;&#039;&#039;fleet tonnage&#039;&#039;&#039;, not this score number — see [[Fleet Combat]].&lt;br /&gt;
&lt;br /&gt;
== Weekly events vs empire score ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weekly events&#039;&#039;&#039; and the &#039;&#039;&#039;Daily Race&#039;&#039;&#039; award a different point total from in-week actions (battles, expeditions, building, and so on). That number ranks event groups, unlocks milestone rewards, and feeds alliance events / league LP. It is &#039;&#039;&#039;not&#039;&#039;&#039; added to empire total score.&lt;br /&gt;
&lt;br /&gt;
Event leaderboards live on the &#039;&#039;&#039;Events&#039;&#039;&#039; screen (Weekly / Daily toggle), not on the Score Leaderboard. Quick Guide: &#039;&#039;&#039;Settings → Quick Guides → Weekly Events&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Strategic considerations ==&lt;br /&gt;
&lt;br /&gt;
Score growth depends heavily on playstyle. Different strategies lead to different score distributions.&lt;br /&gt;
&lt;br /&gt;
=== Economic strategy ===&lt;br /&gt;
&lt;br /&gt;
Focus on mines, production, and infrastructure. Building score grows steadily and, late game, is [[#building  research  donation soft cap|soft-capped]] so it cannot run away from fleet.&lt;br /&gt;
&lt;br /&gt;
=== Military strategy ===&lt;br /&gt;
&lt;br /&gt;
Focus on fleet production and combat. Ship and defense scores track &#039;&#039;&#039;current&#039;&#039;&#039; hull — losses drop you on the Fleet / Defense boards until you rebuild. [[Tonnage]] is the real ceiling here.&lt;br /&gt;
&lt;br /&gt;
=== Technological strategy ===&lt;br /&gt;
&lt;br /&gt;
Prioritize advanced research to unlock powerful ships and buildings. Research score is also soft-capped after 500B (same curve as buildings and donations).&lt;br /&gt;
&lt;br /&gt;
Balanced empires typically achieve the most stable long-term growth: enough yards and research to field a tonnage-capped fleet, without pouring endless resources into uncapped buildings or vault donations that convert poorly after the soft-cap.&lt;br /&gt;
&lt;br /&gt;
== Quick reference ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Rule&lt;br /&gt;
|-&lt;br /&gt;
|Total&lt;br /&gt;
|Soft-capped buildings + soft-capped research + ships + defenses + soft-capped donations&lt;br /&gt;
|-&lt;br /&gt;
|Score unit&lt;br /&gt;
|&amp;lt;code&amp;gt;ceil(weighted resources / 1000)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Soft-cap start&lt;br /&gt;
|&#039;&#039;&#039;500B&#039;&#039;&#039; per building / research / donation component&lt;br /&gt;
|-&lt;br /&gt;
|Soft-cap ceiling&lt;br /&gt;
|Approaches &#039;&#039;&#039;1T&#039;&#039;&#039; per those components (&amp;lt;code&amp;gt;K = 5T&amp;lt;/code&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
|Ships / defenses&lt;br /&gt;
|No soft-cap&lt;br /&gt;
|-&lt;br /&gt;
|Rank&lt;br /&gt;
|Per realm, by total&lt;br /&gt;
|-&lt;br /&gt;
|Alliance score&lt;br /&gt;
|Sum of members’ totals (global board)&lt;br /&gt;
|-&lt;br /&gt;
|Refresh&lt;br /&gt;
|~30 min tick + on research / donation&lt;br /&gt;
|-&lt;br /&gt;
|Daily delta&lt;br /&gt;
|Snapshot of score and rank&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related pages ==&lt;br /&gt;
&lt;br /&gt;
* Realms Overview&lt;br /&gt;
* Buildings&lt;br /&gt;
* Research&lt;br /&gt;
* Fleet &amp;amp; Ships&lt;br /&gt;
* Defenses&lt;br /&gt;
* Tonnage&lt;br /&gt;
* Alliances&lt;br /&gt;
* Pirate Bosses&lt;br /&gt;
* Expeditions&lt;br /&gt;
* Fleet Combat&lt;br /&gt;
* Player Classes&lt;br /&gt;
* Patch notes: [[1.3.5#granular leaderboard|1.3.5 Granular leaderboard]], [[1.3.8|1.3.8 Score soft-cap]]&lt;br /&gt;
&lt;br /&gt;
Public article: [[Score|wiki.perregna.com/Score]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Fleet_Combat&amp;diff=930</id>
		<title>Fleet Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Fleet_Combat&amp;diff=930"/>
		<updated>2026-10-10T13:28:03Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from FleetCombat.wikitext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fleet Combat =&lt;br /&gt;
&lt;br /&gt;
Fleet combat in Per Regna happens when fleets engage pirates, other empires, or planetary defenses. Battles resolve automatically over multiple rounds: ships pick targets, fire, shields absorb, hull takes the rest, and destroyed units leave the fight.&lt;br /&gt;
&lt;br /&gt;
This page answers the practical questions commanders ask before and after a strike. For loot math in depth, see [[Resource Protection]] and [[Battle Looting]]. For hangar / stun recovery, see [[Fleet Stun]]. For hull buyback limits, see [[Tonnage#ship graveyard|Tonnage → Ship Graveyard]].&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
&lt;br /&gt;
* Who can attack whom?&lt;br /&gt;
* Attack limits &amp;amp; rates&lt;br /&gt;
* What can you steal?&lt;br /&gt;
* Debris vs Ship Graveyard&lt;br /&gt;
* Is there stun?&lt;br /&gt;
* Noob &amp;amp; attack protection&lt;br /&gt;
* Resource protection (summary)&lt;br /&gt;
* How a battle runs&lt;br /&gt;
* Related pages&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Who can attack whom? ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Target / situation&lt;br /&gt;
!Attack?&lt;br /&gt;
!Scout?&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Your own colonies&#039;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|Launch / FCS join both blocked&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ally alliance&#039;&#039;&#039;&lt;br /&gt;
|No*&lt;br /&gt;
|Yes&lt;br /&gt;
|*Solo &#039;&#039;&#039;moon test&#039;&#039;&#039; allowed if fleet tonnage ≤ &#039;&#039;&#039;1B&#039;&#039;&#039; (ally only, not NAP; no FCS)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Non-aggression pact (NAP)&#039;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|No moon-test exception&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Active rival&#039;&#039;&#039;&lt;br /&gt;
|Yes†&lt;br /&gt;
|Yes&lt;br /&gt;
|†Subject to immunity, score-bully limits, realm PvP rules&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inactive&#039;&#039;&#039; (7+ days offline)&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|Grief protection bypassed; special loot rules&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacation / banned&#039;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Full block&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Immunity shield&#039;&#039;&#039;&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|New accounts, raid-triggered, realm migrate, etc.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pirates / system protectors&#039;&#039;&#039;&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No player grief protection&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Same alliance (no ally treaty needed)&#039;&#039;&#039;&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|Alliance membership alone does not block PvP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacker immunity:&#039;&#039;&#039; launching a PvP attack against an &#039;&#039;&#039;active&#039;&#039;&#039; defender is allowed while you still have an immunity shield — completing that attack &#039;&#039;&#039;removes&#039;&#039;&#039; your immunity. Attacking inactive / vacation / banned targets does not strip it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Realm restrictions (maintenance):&#039;&#039;&#039; operators may temporarily lock combat per realm in two modes:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Full attack lock&#039;&#039;&#039; — no new attack missions from or into the listed realms. Potentially a battle mechanics update in place or a change on ship&amp;amp;defense battle stats.&lt;br /&gt;
* &#039;&#039;&#039;Active-player PvP lock&#039;&#039;&#039; — attacks against &#039;&#039;&#039;active&#039;&#039;&#039; players are blocked in the listed realms, but &#039;&#039;&#039;pirate&#039;&#039;&#039; and &#039;&#039;&#039;inactive&#039;&#039;&#039; targets remain attackable.&lt;br /&gt;
&lt;br /&gt;
When a lock is active, returning commanders in an affected realm see a brief launch warning (at most once per day) with the expected resume time when one is set. The same maintenance message appears if you try to launch a blocked attack. New commanders on first access do not see the launch warning. Fleets already in flight are not cancelled.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Attack limits &amp;amp; rates ==&lt;br /&gt;
&lt;br /&gt;
=== Score-bully limits (anti-farm) ===&lt;br /&gt;
&lt;br /&gt;
When your &#039;&#039;&#039;fleet tonnage&#039;&#039;&#039; (hangar + active fleets) is at least &#039;&#039;&#039;3×&#039;&#039;&#039; the defender’s (active players only):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Limit&lt;br /&gt;
!Rule&lt;br /&gt;
|-&lt;br /&gt;
|Rolling week&lt;br /&gt;
|&#039;&#039;&#039;1&#039;&#039;&#039; distinct attack event&lt;br /&gt;
|-&lt;br /&gt;
|Rolling month&lt;br /&gt;
|&#039;&#039;&#039;2&#039;&#039;&#039; distinct attack events&lt;br /&gt;
|-&lt;br /&gt;
|Event grouping&lt;br /&gt;
|Strikes within &#039;&#039;&#039;2 hours&#039;&#039;&#039; of the event&#039;s first strike count as &#039;&#039;&#039;one&#039;&#039;&#039; event (the window is not extended by later strikes)&lt;br /&gt;
|-&lt;br /&gt;
|After a fair fight&lt;br /&gt;
|For &#039;&#039;&#039;24 hours&#039;&#039;&#039; after you &#039;&#039;&#039;win&#039;&#039;&#039; an attack on a player while under &#039;&#039;&#039;3×&#039;&#039;&#039; their fleet tonnage, these caps do not apply to them — your win shrank their fleet, which does not make them a weaker target. If that first win was already at &#039;&#039;&#039;3×+&#039;&#039;&#039;, the caps keep applying&lt;br /&gt;
|-&lt;br /&gt;
|Scouting&lt;br /&gt;
|Always allowed&lt;br /&gt;
|-&lt;br /&gt;
|Retaliation exception&lt;br /&gt;
|Caps do &#039;&#039;&#039;not&#039;&#039;&#039; apply if the weaker player attacked you or a current member of your alliance within the last &#039;&#039;&#039;7 days&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Inactive / vacation / immunity paths are unchanged by this rule.&lt;br /&gt;
&lt;br /&gt;
The check runs twice: when you launch and again when the fleet arrives. A fleet launched inside a window that lands after it closes is judged on arrival. The 24-hour window starts at your first fair-fight win and is not extended by later wins. A win at &#039;&#039;&#039;3×+&#039;&#039;&#039; never opens one; a later fair-fight win still does.&lt;br /&gt;
&lt;br /&gt;
=== Repeat-raid war fatigue (loot rate) ===&lt;br /&gt;
&lt;br /&gt;
Against the &#039;&#039;&#039;same active&#039;&#039;&#039; defender, loot is reduced by how many times you already hit them in the last &#039;&#039;&#039;6 hours&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Prior attacks in 6h&lt;br /&gt;
!Loot multiplier&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|&#039;&#039;&#039;100%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|&#039;&#039;&#039;70%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;&#039;50%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|3+&lt;br /&gt;
|&#039;&#039;&#039;20%&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Inactive defenders skip war fatigue (loot uses the inactive rules below instead).&lt;br /&gt;
&lt;br /&gt;
=== Tonnage-gap war fatigue (loot rate) ===&lt;br /&gt;
&lt;br /&gt;
Separately, a large &#039;&#039;&#039;fleet tonnage&#039;&#039;&#039; gap (hangar + active fleets) trims loot even on the first hit:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Attacker / defender fleet tonnage&lt;br /&gt;
!Loot multiplier&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;lt; &#039;&#039;&#039;3×&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;100%&#039;&#039;&#039; (no penalty)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;3×&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;95%&#039;&#039;&#039; (−5%)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;6×&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;90%&#039;&#039;&#039; (−10%)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;9×&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;85%&#039;&#039;&#039; (−15%)&lt;br /&gt;
|-&lt;br /&gt;
|Each additional &#039;&#039;&#039;3×&#039;&#039;&#039;&lt;br /&gt;
|another &#039;&#039;&#039;−5%&#039;&#039;&#039; (linear)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Tonnage-gap fatigue can continue until loot is wiped (&#039;&#039;&#039;0%&#039;&#039;&#039;). &#039;&#039;&#039;Repeat fatigue × tonnage-gap fatigue stack&#039;&#039;&#039; (multiply together).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;After a fair fight it is skipped:&#039;&#039;&#039; for &#039;&#039;&#039;24 hours&#039;&#039;&#039; after you win an attack on a player while under &#039;&#039;&#039;3×&#039;&#039;&#039; their fleet tonnage, tonnage-gap fatigue does not apply to them. If that first win was already at &#039;&#039;&#039;3×+&#039;&#039;&#039;, tonnage-gap fatigue keeps applying (measured on their current fleet). Repeat-raid fatigue always applies, so a second strike within 6 hours loots at &#039;&#039;&#039;70%&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Raid immunity trigger ===&lt;br /&gt;
&lt;br /&gt;
If an &#039;&#039;&#039;active&#039;&#039;&#039; defender takes &#039;&#039;&#039;3&#039;&#039;&#039; distinct raid events within &#039;&#039;&#039;6 hours&#039;&#039;&#039;, they gain a &#039;&#039;&#039;24-hour&#039;&#039;&#039; immunity shield (attack and scout blocked). One FCS battle counts as &#039;&#039;&#039;one&#039;&#039;&#039; raid for this counter. Inactive players never gain this shield.&lt;br /&gt;
&lt;br /&gt;
=== Blocked attacks and loot cuts in reports ===&lt;br /&gt;
&lt;br /&gt;
Protection is checked at launch and again on arrival. If it refuses a fleet that has already arrived, no battle happens: the fleet turns around with its ships and cargo, both sides get a report marked as a draw with &#039;&#039;&#039;0 rounds&#039;&#039;&#039;, and the report states the reason. A blocked attack never shows a war-fatigue loot cut.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Reason on the report&lt;br /&gt;
!When&lt;br /&gt;
!Scouting&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Score-bully weekly cap&#039;&#039;&#039;&lt;br /&gt;
|You have &#039;&#039;&#039;3×+&#039;&#039;&#039; the defender&#039;s fleet tonnage and already hit them in a separate event this week&lt;br /&gt;
|Allowed&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Score-bully monthly cap&#039;&#039;&#039;&lt;br /&gt;
|Same tonnage gap and two separate events in the last 30 days&lt;br /&gt;
|Allowed&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Immunity shield&#039;&#039;&#039;&lt;br /&gt;
|The defender&#039;s shield (new account, raid-triggered, realm move) was active when you arrived&lt;br /&gt;
|Blocked&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacation mode&#039;&#039;&#039;&lt;br /&gt;
|The defender entered vacation mode&lt;br /&gt;
|Blocked&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Suspended account&#039;&#039;&#039;&lt;br /&gt;
|The defender&#039;s account is banned&lt;br /&gt;
|Blocked&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Allied alliances&#039;&#039;&#039;&lt;br /&gt;
|Your alliances became allies (allied moon tests under 1B tonnage still fight)&lt;br /&gt;
|Allowed&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Non-aggression pact&#039;&#039;&#039;&lt;br /&gt;
|Your alliances signed a non-aggression pact&lt;br /&gt;
|Allowed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When an attack does fight, the report lists each loot cut separately:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Repeated attacks&#039;&#039;&#039; — repeat-raid fatigue from your earlier hits on this player in the last 6 hours.&lt;br /&gt;
* &#039;&#039;&#039;Fleet tonnage gap&#039;&#039;&#039; — tonnage-gap fatigue.&lt;br /&gt;
&lt;br /&gt;
If neither is listed, no loot cut applied.&lt;br /&gt;
&lt;br /&gt;
=== Hangar protection (not an attack ban) ===&lt;br /&gt;
&lt;br /&gt;
Fleets in a &#039;&#039;&#039;protected Fleet Hangar&#039;&#039;&#039; do not enter the fight until exposed. If you are over hangar capacity, only a &#039;&#039;&#039;proportional share&#039;&#039;&#039; of each ship type is protected — the rest fights and can be destroyed (see [[Fleet Stun]]). Switching protected ↔ exposed takes &#039;&#039;&#039;10 minutes&#039;&#039;&#039; each way. You cannot change hangar mode while stunned. Protected ships still matter for [[#is there stun|stun]] after a lost or drawn defense. &#039;&#039;&#039;Stationary&#039;&#039;&#039; hull (planetary collectors, etc.) never uses hangar capacity.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What can you steal? ==&lt;br /&gt;
&lt;br /&gt;
Short version for &#039;&#039;&#039;active PvP&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Warehouse&#039;&#039;&#039; decides how much of each resource can be partially shielded.&lt;br /&gt;
# &#039;&#039;&#039;Resource Protection&#039;&#039;&#039; (base + research + monuments, capped) shields a share &#039;&#039;&#039;inside&#039;&#039;&#039; capacity; &#039;&#039;&#039;overflow is fully exposed&#039;&#039;&#039;.&lt;br /&gt;
# Of the exposed amount, attackers take a &#039;&#039;&#039;loot rate&#039;&#039;&#039; (default &#039;&#039;&#039;50%&#039;&#039;&#039;, plus Titan-Class Mech &amp;lt;code&amp;gt;pvpLootPct&amp;lt;/code&amp;gt; up to &#039;&#039;&#039;+30%&#039;&#039;&#039;).&lt;br /&gt;
# &#039;&#039;&#039;War fatigue&#039;&#039;&#039; (repeat × tonnage-gap) multiplies the haul.&lt;br /&gt;
# &#039;&#039;&#039;Cargo capacity&#039;&#039;&#039; is the final gate — bring haulers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Target&lt;br /&gt;
!What you can expect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Active PvP&#039;&#039;&#039;&lt;br /&gt;
|Exposed × loot rate × fatigue, then cargo. Full formulas: [[Resource Protection]] · [[Battle Looting]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inactive colony&#039;&#039;&#039;&lt;br /&gt;
|Flat &#039;&#039;&#039;80%&#039;&#039;&#039; of stored resources (protection bypassed), cargo still limits&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pirates (PvE)&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;100%&#039;&#039;&#039; of stored resources, cargo still limits&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Probe-only attack&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;No loot&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;FCS class bonuses&#039;&#039;&#039;&lt;br /&gt;
|Mixed-class synergy raises group loot access; personal class multipliers reallocate shares — see [[Player Classes#fcs coordinated attacks|Player Classes → FCS]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Engines]]&#039;&#039;&#039; stored in the target&#039;s Colony Stores are loot too (Realm 4+): the same loot rate and protection apply, engines beyond warehouse capacity are fully exposed, and engines share the cargo with resources in proportion (whole engines). Each &#039;&#039;&#039;installed&#039;&#039;&#039; engine (not overcharged) also rolls once: a 25% chance to be stolen (if the raiders have free cargo for it) and a 15% chance to be destroyed, both scaled by war fatigue. Joint (FCS) attacks take no engines: no stored ones, and installed ones can only be destroyed. Overcharged engines and engines still being forged are safe; pirates and NPCs never take engines.&lt;br /&gt;
&lt;br /&gt;
You never wipe a well-warehoused active economy in one hit; overflow and low protection are what make raids fat.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Debris vs Ship Graveyard ==&lt;br /&gt;
&lt;br /&gt;
When ships die in &#039;&#039;&#039;PvP&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Outcome&lt;br /&gt;
!What happens&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Debris field&#039;&#039;&#039;&lt;br /&gt;
|A share of lost hull becomes recyclable materials at the battle location (Recyclers collect). Base ship debris rate comes from combat config (often around &#039;&#039;&#039;30–50%&#039;&#039;&#039;); [[Salvage Operations]] and realm adjust it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ship Graveyard&#039;&#039;&#039;&lt;br /&gt;
|The rest of lost hull deposits at the colony Shipyard as recoverable ships (feature-flagged). Buy back at &#039;&#039;&#039;90%&#039;&#039;&#039; build cost within &#039;&#039;&#039;tonnage headroom&#039;&#039;&#039;; unpurchased hull expires in &#039;&#039;&#039;14 days&#039;&#039;&#039;; after buyback, ships recover over &#039;&#039;&#039;~2–7 days&#039;&#039;&#039; before they can launch. If your empire is near the tonnage cap, less than the debris-rate remainder may deposit — the battle report &#039;&#039;&#039;Graveyard rate&#039;&#039;&#039; is the share of your losses that actually entered the graveyard after that limit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defenses&#039;&#039;&#039;&lt;br /&gt;
|No graveyard. ~&#039;&#039;&#039;50%&#039;&#039;&#039; of destroyed defense value becomes debris; &#039;&#039;&#039;50%&#039;&#039;&#039; of destroyed defenses &#039;&#039;&#039;auto-restore&#039;&#039;&#039; after battle (raised by [[Defensive Logistics]]).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Installed [[Engines]]&#039;&#039;&#039;&lt;br /&gt;
|No graveyard. A raid-destroyed engine adds its install price × the share of wear it had left to the debris field, at the same rate as the defender&#039;s lost ships.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Who decides the rate (PvP):&#039;&#039;&#039; Salvage is &#039;&#039;&#039;cross-side&#039;&#039;&#039; so researching it improves scrap from the enemy, not your own losses.&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;attacker&#039;&#039;&#039;&#039;s Salvage sets debris (vs graveyard) for &#039;&#039;&#039;defender&#039;&#039;&#039; ships and defenses.&lt;br /&gt;
* The &#039;&#039;&#039;defender&#039;&#039;&#039;&#039;s Salvage sets debris (vs graveyard) for the &#039;&#039;&#039;attacking fleet&#039;&#039;&#039;&#039;s losses.&lt;br /&gt;
* Realm scaling uses the battle realm (attacker) for both sides.&lt;br /&gt;
&lt;br /&gt;
Example: an attacker with high Salvage converts more of the defender&#039;s destroyed hull into the debris field (less defender graveyard). The attacker&#039;s own lost ships use the defender&#039;s Salvage rate instead.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Graveyard Reconstruction Engine&#039;&#039;&#039; in the Shipyard&#039;s Engine Bay speeds up recovery of every batch on that planet (+15 / 25 / 35% passive, or +50 / 100 / 200% for 7 days when overcharged; never below 12h per batch). See [[Engines]].&lt;br /&gt;
&lt;br /&gt;
Moon losses map to the parent planet’s graveyard UI. Territory Siege phases can override the debris / graveyard split — see [[Territory Siege]].&lt;br /&gt;
&lt;br /&gt;
Pirate fights use a single &#039;&#039;&#039;Debris rate&#039;&#039;&#039; (attacker Salvage) for both sides — the same fraction drives scrap resources. No player graveyard for pirate hull.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Is there stun? ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yes — mainly for the defender after a lost or drawn colony battle.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Who&lt;br /&gt;
!Stun?&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defender&#039;&#039;&#039; (attacker win or draw)&lt;br /&gt;
|Protected hangar ships and stationed defender fleets can be &#039;&#039;&#039;stunned&#039;&#039;&#039;: cannot move / attack until recovery. Base around &#039;&#039;&#039;1 hour&#039;&#039;&#039;, can scale with losses up toward &#039;&#039;&#039;24 hours&#039;&#039;&#039;, reduced by hangar research / monuments. Hull returns in quarters over the stun window (&#039;&#039;&#039;25% → 50% → 75% → 100%&#039;&#039;&#039;). Full guide: [[Fleet Stun]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defender wins&#039;&#039;&#039;&lt;br /&gt;
|Protected hangar ships restore &#039;&#039;&#039;without&#039;&#039;&#039; stun.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Attacker (PvP)&#039;&#039;&#039;&lt;br /&gt;
|No hangar stun from the battle itself; losses go to debris / graveyard. Returning attack fleets can enter a &#039;&#039;&#039;PvP retaliation window&#039;&#039;&#039; (~&#039;&#039;&#039;2–24 hours&#039;&#039;&#039; by return tonnage) where surviving hull docks &#039;&#039;&#039;outside&#039;&#039;&#039; hangar protection and is scoutable/attackable — except after attacks on &#039;&#039;&#039;inactive&#039;&#039;&#039; players (or Pirate / Riftwake NPCs), which skip the window. See [[Fleet Stun]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Expeditions / Nebula&#039;&#039;&#039;&lt;br /&gt;
|Separate stun / risk rules (not colony PvP).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
While stunned you also cannot toggle hangar protection.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Noob &amp;amp; attack protection ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Protection&lt;br /&gt;
!Rule&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;New account immunity&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;7 days&#039;&#039;&#039; from signup (&amp;lt;code&amp;gt;immunityUntil&amp;lt;/code&amp;gt;) — cannot be attacked or scouted&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Realm migration&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;48 hours&#039;&#039;&#039; immunity after ascending / migrating realm&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Raid-triggered immunity&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;24 hours&#039;&#039;&#039; after &#039;&#039;&#039;3&#039;&#039;&#039; raids in &#039;&#039;&#039;6 hours&#039;&#039;&#039; (active only)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacation&#039;&#039;&#039;&lt;br /&gt;
|Full attack + scout block while active&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Score-bully limits&#039;&#039;&#039;&lt;br /&gt;
|High fleet-tonnage farmers capped at 1/week and 2/month vs much weaker actives (3× fleet tonnage); strikes within 2 hours of the first count as the same attack; no caps for 24 hours after winning a fair fight — see [[#score bully limits anti farm|above]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;New colony alone&#039;&#039;&#039;&lt;br /&gt;
|No separate per-colony attack shield beyond player immunity / hangar / warehouse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
“Attack protection” on the public wiki is this combined package: early immunity, raid shields, hangar docking, score-gap limits, and resource shielding — not a single toggle.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Resource protection (summary) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Piece&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|Base protected share (in warehouse)&lt;br /&gt;
|&#039;&#039;&#039;10%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Resource Protection research&lt;br /&gt;
|&#039;&#039;&#039;+1% per level&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Hard cap&lt;br /&gt;
|&#039;&#039;&#039;70%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Warehouse capacity&lt;br /&gt;
|&#039;&#039;&#039;15,000 × 2^level&#039;&#039;&#039; per resource type&lt;br /&gt;
|-&lt;br /&gt;
|Overflow above capacity&lt;br /&gt;
|&#039;&#039;&#039;100% exposed&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Loot of exposed (active PvP)&lt;br /&gt;
|&#039;&#039;&#039;50%&#039;&#039;&#039; base (+ Titan bonus, cargo, fatigue)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Full pipeline, formulas, and worked examples: [[Resource Protection|Resource Protection &amp;amp; Looting]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== How a battle runs ==&lt;br /&gt;
&lt;br /&gt;
# Each side aims fire by &#039;&#039;&#039;[[Targeting and Priority|target priority]]&#039;&#039;&#039; (front screens before mid combat before rear logistics). Planetary turrets use the same ship tiers; colony ships + turrets merge into &#039;&#039;&#039;one&#039;&#039;&#039; priority pass against the attacker.&lt;br /&gt;
# Incoming fire at defenses uses &#039;&#039;&#039;dome-first&#039;&#039;&#039; soak (domes before armed turrets), with barrier/absorption reductions while domes live — see [[Damage and Shields]].&lt;br /&gt;
# Weapons resolve as &#039;&#039;&#039;shots&#039;&#039;&#039; ([[Rapid Fire]]): RF adds expected extra shots against preferred types; &#039;&#039;&#039;overkill does not splash&#039;&#039;&#039;. Realm 4 capitals use high anti-fodder RF (see [[Rapid Fire]]) so soft screens do not erase capital value.&lt;br /&gt;
# Each side’s &#039;&#039;&#039;shield pool&#039;&#039;&#039; absorbs first (ships and turrets share one pool when firing at the attacker); excess damages &#039;&#039;&#039;hull&#039;&#039;&#039;.&lt;br /&gt;
# Destroyed ships leave combat and feed debris / graveyard splits; destroyed defenses follow repair / debris rules.&lt;br /&gt;
# Fight ends when one side is gone, retreats, or the round cap is hit.&lt;br /&gt;
&lt;br /&gt;
After combat, expect possible &#039;&#039;&#039;loot&#039;&#039;&#039;, &#039;&#039;&#039;debris&#039;&#039;&#039;, &#039;&#039;&#039;graveyard deposits&#039;&#039;&#039;, &#039;&#039;&#039;defender stun&#039;&#039;&#039;, and &#039;&#039;&#039;war-fatigue / immunity&#039;&#039;&#039; bookkeeping for the next engagement.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Related pages ==&lt;br /&gt;
&lt;br /&gt;
* Resource Protection&lt;br /&gt;
* Battle Looting&lt;br /&gt;
* Fleet Stun&lt;br /&gt;
* Rapid Fire&lt;br /&gt;
* Tonnage&lt;br /&gt;
* Player Classes&lt;br /&gt;
* Territory Siege&lt;br /&gt;
* Pirates&lt;br /&gt;
* Alliances&lt;br /&gt;
* Patch notes: [[1.3.7#score gap protections|1.3.7 Score-gap protections]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Numbers reflect current defaults (&amp;lt;code&amp;gt;combat.&#039;&#039;&amp;lt;/code&amp;gt; game config and catalog). Realms or seasons may tune loot %, debris rate, and protection caps — check in-game Warehouse / combat tooltips when in doubt.*&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Engines&amp;diff=929</id>
		<title>Engines</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Engines&amp;diff=929"/>
		<updated>2026-10-10T13:28:03Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from Engines.wikitext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Engines =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engines&#039;&#039;&#039; are devices for &#039;&#039;&#039;Realm 4&#039;&#039;&#039; and above. Your [[Engineering Lab]] forges them with resources, they wait in that colony&#039;s &#039;&#039;&#039;Colony Stores&#039;&#039;&#039;, and you install one in a planet&#039;s [[Shipyard]]. An installed engine gives a &#039;&#039;&#039;passive&#039;&#039;&#039; bonus for 30 days. Once calibrated it can be &#039;&#039;&#039;overcharged&#039;&#039;&#039;: a week at full power, after which it burns out. Overcharge is built for the moment after a hard battle: rebuilding a fleet or getting graveyard hull back sooner.&lt;br /&gt;
&lt;br /&gt;
Engines are bought with resources only, never with Quantum Shards. They are valuable: stored engines can be looted, and installed ones can be stolen or destroyed in raids.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Build them at &#039;&#039;&#039;Engineering Lab → Open Workshop → Engines&#039;&#039;&#039;, see them in &#039;&#039;&#039;Inventory → Colony Stores&#039;&#039;&#039;, and run them from &#039;&#039;&#039;Shipyard → Engines&#039;&#039;&#039; (the Engine Bay). In game: &#039;&#039;&#039;Quick Guides → Engines&#039;&#039;&#039;.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;A new core must be calibrated to its Shipyard: engineers run it at rising load before trusting it at full power. Only a calibrated core can be redlined.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
&lt;br /&gt;
* Engine types&lt;br /&gt;
* Grades&lt;br /&gt;
* Building (forging)&lt;br /&gt;
* Colony Stores&lt;br /&gt;
* Installing (Engine Bay)&lt;br /&gt;
* Calibration and wear&lt;br /&gt;
* Overcharge&lt;br /&gt;
* Scrap&lt;br /&gt;
* Raiding&lt;br /&gt;
* Transport&lt;br /&gt;
* Scouting&lt;br /&gt;
* Tips&lt;br /&gt;
* FAQ&lt;br /&gt;
&lt;br /&gt;
== Engine types ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Engine&lt;br /&gt;
!Engine Bay slot&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ship Production Engine&#039;&#039;&#039;&lt;br /&gt;
|Forge&lt;br /&gt;
|Ships in that Shipyard build faster, also below the minimum build time, by the engine&#039;s current bonus: passive Mk III down to about 74% of it, overcharged down to 1/2, 1/3 or 1/4 of it (Mk I / II / III). It never offsets the [[Tonnage]] over-capacity penalty.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graveyard Reconstruction Engine&#039;&#039;&#039;&lt;br /&gt;
|Recovery&lt;br /&gt;
|Every recovering [[Fleet Combat#Debris vs Ship Graveyard|graveyard]] batch on that planet recovers faster, including buybacks made while it runs. A batch is never shortened below &#039;&#039;&#039;12h&#039;&#039;&#039; in total.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Every speed change (install, calibration step, overcharge, end) applies from that moment. Progress already made is kept.&lt;br /&gt;
&lt;br /&gt;
== Grades ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Engine&lt;br /&gt;
!Grade&lt;br /&gt;
!Passive (30 days)&lt;br /&gt;
!Overcharge (7 days)&lt;br /&gt;
!Calibration&lt;br /&gt;
!Forge time&lt;br /&gt;
!Build cost (raw)&lt;br /&gt;
!Overcharge cost (raw)&lt;br /&gt;
!Cargo space&lt;br /&gt;
!Engineering Lab (build and run)&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Ship Production&lt;br /&gt;
|Mk I||+15%||+100%||72h||4h||≈ 25T||≈ 25T||2.5T||31&lt;br /&gt;
|-&lt;br /&gt;
|Mk II||+25%||+200%||72h||12h||≈ 90T||≈ 90T||9T||33&lt;br /&gt;
|-&lt;br /&gt;
|Mk III||+35%||+300%||72h||24h||≈ 225T||≈ 225T||22.5T||35&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Graveyard Reconstruction&lt;br /&gt;
|Mk I||+15%||+50%||24h||4h||≈ 30T||≈ 30T||3T||31&lt;br /&gt;
|-&lt;br /&gt;
|Mk II||+25%||+100%||24h||12h||≈ 90T||≈ 90T||9T||33&lt;br /&gt;
|-&lt;br /&gt;
|Mk III||+35%||+200%||24h||24h||≈ 250T||≈ 250T||25T||35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Speed bonuses are shown as &#039;&#039;&#039;+%&#039;&#039;&#039; for both modes: +100% means twice as fast (half the build or recovery time).&lt;br /&gt;
* &#039;&#039;&#039;Cost&#039;&#039;&#039; is about 80% steel and quartz; the rest is rare resources (iridium, silicium, elerium; gas for graveyard engines). The Workshop shows the exact prices.&lt;br /&gt;
* &#039;&#039;&#039;Higher grades&#039;&#039;&#039; (Mk IV at lab 37, Mk V at lab 39) are planned.&lt;br /&gt;
&lt;br /&gt;
=== How much does it help? ===&lt;br /&gt;
* &#039;&#039;&#039;Passive&#039;&#039;&#039; is a steady edge: +15–35% build or recovery speed for a month on that planet.&lt;br /&gt;
* &#039;&#039;&#039;Overcharge&#039;&#039;&#039; is for the &#039;&#039;&#039;aftermath of a big battle&#039;&#039;&#039;. When a large fleet falls in PvP, most of the lost hull goes to the [[Fleet Combat#Debris vs Ship Graveyard|Ship Graveyard]] and comes back within 2–7 days; only the destroyed share has to be rebuilt. Late-game Shipyards already build at the minimum build time, so rebuilding can take weeks. An overcharged Ship Production Engine on each planet adds +100%, +200% or +300% to that week (2, 3 or 4 weeks of building in one); Mk II–III bring a typical large loss back within about a week.&lt;br /&gt;
* An overcharged &#039;&#039;&#039;Graveyard Reconstruction Engine&#039;&#039;&#039; brings the graveyard part back sooner, so both slots together cover the whole recovery.&lt;br /&gt;
* Overcharging Mk III on every planet is a major spend. It is meant for the occasional big loss, not to run all the time.&lt;br /&gt;
&lt;br /&gt;
== Building (forging) ==&lt;br /&gt;
&lt;br /&gt;
# Open an [[Engineering Lab]] (planet or moon) and tap &#039;&#039;&#039;Open Workshop → Engines&#039;&#039;&#039;.&lt;br /&gt;
# Pick the engine, the grade and how many, then tap &#039;&#039;&#039;Build&#039;&#039;&#039;. The colony pays straight away.&lt;br /&gt;
# The lab &#039;&#039;&#039;forges&#039;&#039;&#039; each engine for the grade&#039;s forge time. Each colony forges one engine after another, so orders queue; the Workshop shows the queue with timers.&lt;br /&gt;
# A finished engine moves into that colony&#039;s &#039;&#039;&#039;Colony Stores&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Rules:&lt;br /&gt;
* The colony&#039;s Engineering Lab must be at the grade&#039;s level (31 / 33 / 35)&lt;br /&gt;
* No bulk surcharge: forging ahead is fine, but every stored engine is something raiders can take&lt;br /&gt;
* Not available in vacation mode or on alliance colonies&lt;br /&gt;
* Engines still being forged cannot be raided, moved or installed&lt;br /&gt;
&lt;br /&gt;
== Colony Stores ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inventory → Colony Stores&#039;&#039;&#039; lists the engines held on each colony and the ones still being forged. Stored engines:&lt;br /&gt;
* do not wear while stored&lt;br /&gt;
* can be &#039;&#039;&#039;installed&#039;&#039;&#039; (on a planet with a Shipyard), &#039;&#039;&#039;transported&#039;&#039;&#039;, &#039;&#039;&#039;scrapped&#039;&#039;&#039; or &#039;&#039;&#039;raided&#039;&#039;&#039;&lt;br /&gt;
* a &#039;&#039;&#039;used&#039;&#039;&#039; engine (e.g. one stolen from a Shipyard) shows the wear it has left and stacks apart from new ones&lt;br /&gt;
&lt;br /&gt;
== Installing (Engine Bay) ==&lt;br /&gt;
&lt;br /&gt;
Open the planet&#039;s [[Shipyard]] and tap &#039;&#039;&#039;Engines&#039;&#039;&#039; in its tool row. The Engine Bay has two slots, one engine each:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Forge slot&#039;&#039;&#039;: Ship Production Engine&lt;br /&gt;
* &#039;&#039;&#039;Recovery slot&#039;&#039;&#039;: Graveyard Reconstruction Engine&lt;br /&gt;
&lt;br /&gt;
To install:&lt;br /&gt;
* the engine must be in &#039;&#039;&#039;that planet&#039;s&#039;&#039;&#039; Colony Stores&lt;br /&gt;
* the planet&#039;s Engineering Lab must meet the grade&#039;s level. The check is always the &#039;&#039;&#039;installing&#039;&#039;&#039; planet&#039;s own lab: a Mk III forged at a level-35 lab and moved to a planet with a level-32 lab cannot be installed there&lt;br /&gt;
&lt;br /&gt;
You can install at any time, even before you queue ships or buy back graveyard hull. An installed engine cannot go back to Colony Stores (you can scrap it). While an engine is installed, that planet&#039;s Engineering Lab cannot be downgraded below the engine&#039;s level. Once the engine gives a bonus (from the first calibration step), the Shipyard progress bar and the Graveyard screen show it, and ship build times show the boosted time with the normal time struck through, e.g. ⏱ 50ms (&amp;lt;s&amp;gt;100ms&amp;lt;/s&amp;gt;). Each calibration step, overcharge or end updates these and the running ship order straight away.&lt;br /&gt;
&lt;br /&gt;
== Calibration and wear ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Calibration&#039;&#039;&#039;: 72h for Ship Production, 24h for Graveyard Reconstruction. The passive bonus rises in quarters: 0% at install, then 25%, 50% and 75% of it, and the full bonus when calibration ends. Every install calibrates from zero, including a used engine.&lt;br /&gt;
* &#039;&#039;&#039;Wear&#039;&#039;&#039;: a new engine has &#039;&#039;&#039;30 days&#039;&#039;&#039; of passive running. When it runs out the engine is worn out, the slot frees up and you get a mail.&lt;br /&gt;
* Calibration and wear run in real time and pause only in vacation mode.&lt;br /&gt;
&lt;br /&gt;
== Overcharge ==&lt;br /&gt;
&lt;br /&gt;
Once calibrated, tap &#039;&#039;&#039;Overcharge&#039;&#039;&#039; in the Engine Bay:&lt;br /&gt;
* the planet pays the overcharge cost (shown on the Engine Bay card)&lt;br /&gt;
* the engine runs at its overcharge bonus for &#039;&#039;&#039;7 days&#039;&#039;&#039;, then &#039;&#039;&#039;burns out&#039;&#039;&#039; and is gone (you get a mail)&lt;br /&gt;
* &#039;&#039;&#039;wear is the engine&#039;s whole life&#039;&#039;&#039;: with less than 7 days of wear left, the overcharge only lasts until the wear runs out. Plan it with at least a week of wear to spare; the Engine Bay shows how long it will run&lt;br /&gt;
* an overcharged engine cannot be stolen, destroyed or scrapped&lt;br /&gt;
* you cannot overcharge while a hostile attack fleet is heading to that planet&lt;br /&gt;
&lt;br /&gt;
== Scrap ==&lt;br /&gt;
&lt;br /&gt;
Scrapping dismantles an engine for &#039;&#039;&#039;75% of its build price × the share of wear it has left&#039;&#039;&#039; (a new engine counts as unworn).&lt;br /&gt;
* Installed engines: &#039;&#039;&#039;Scrap&#039;&#039;&#039; in the Engine Bay (not while overcharged)&lt;br /&gt;
* Stored engines: &#039;&#039;&#039;Scrap&#039;&#039;&#039; in Colony Stores, on a colony with an Engineering Lab&lt;br /&gt;
* Not while a hostile attack fleet is heading to that colony: engines cannot be scrapped to dodge a raid&lt;br /&gt;
&lt;br /&gt;
== Raiding ==&lt;br /&gt;
&lt;br /&gt;
Engines still being forged and overcharged engines are always safe.&lt;br /&gt;
&lt;br /&gt;
=== Stored engines ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rule&lt;br /&gt;
!Detail&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Share&#039;&#039;&#039;&lt;br /&gt;
|Same as resources: the loot rate and [[Resource Protection]] apply to engines up to your warehouse capacity (in cargo space); engines beyond it are fully exposed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inactive colony&#039;&#039;&#039;&lt;br /&gt;
|Flat &#039;&#039;&#039;80%&#039;&#039;&#039; of stored engines&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cargo&#039;&#039;&#039;&lt;br /&gt;
|Engines and resources share the raiders&#039; free cargo &#039;&#039;&#039;in proportion&#039;&#039;&#039;, in whole engines&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;War fatigue&#039;&#039;&#039;&lt;br /&gt;
|Reduces engines like resources&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Joint attacks&#039;&#039;&#039;&lt;br /&gt;
|Never take stored engines (whole engines cannot be split fairly between members); all the cargo goes to resources&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worked example:&#039;&#039;&#039; a raid has 25,000 free cargo. The target exposes 80,000 steel and 8 engines of 9 cargo each (72). Total 80,072 &amp;gt; 25,000, so everything is scaled by 25,000 / 80,072 ≈ 0.31: about 24,980 steel and 2 engines.&lt;br /&gt;
&lt;br /&gt;
=== Installed engines ===&lt;br /&gt;
When the attacker wins, each installed engine that is passive or calibrating rolls once:&lt;br /&gt;
* &#039;&#039;&#039;25%&#039;&#039;&#039;: &#039;&#039;&#039;stolen&#039;&#039;&#039;, if the raiders still have free cargo for it (otherwise nothing happens). It keeps its wear, lands in the raider&#039;s home Colony Stores and must calibrate again when installed&lt;br /&gt;
* &#039;&#039;&#039;15%&#039;&#039;&#039;: &#039;&#039;&#039;destroyed&#039;&#039;&#039;. It leaves &#039;&#039;&#039;debris&#039;&#039;&#039; like a destroyed ship: its install price × the share of wear it had left, at the battle&#039;s ship debris rate (iridium and silicium 60% of that rate, elerium 48%). See [[Fleet Combat#Debris vs Ship Graveyard|Debris]]&lt;br /&gt;
* otherwise nothing happens&lt;br /&gt;
* Both chances are scaled by war fatigue&lt;br /&gt;
* &#039;&#039;&#039;Joint (FCS) attacks&#039;&#039;&#039; cannot steal installed engines; they can still destroy them (15%)&lt;br /&gt;
&lt;br /&gt;
Battle reports list &#039;&#039;&#039;Engines Captured&#039;&#039;&#039; / &#039;&#039;&#039;Engines Lost&#039;&#039;&#039; (stored) and &#039;&#039;&#039;Installed Engine Stolen&#039;&#039;&#039; / &#039;&#039;&#039;Installed Engine Destroyed&#039;&#039;&#039;. Pirates and NPCs never take engines.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&lt;br /&gt;
Use &#039;&#039;&#039;Transport&#039;&#039;&#039; or &#039;&#039;&#039;Dispatch&#039;&#039;&#039;. The fleet send screen has an Engines section listing the source colony&#039;s stored engines. Each engine takes cargo space equal to &#039;&#039;&#039;1/10 of its build price&#039;&#039;&#039;, shared with the resources you load.&lt;br /&gt;
&lt;br /&gt;
* Deliver to your own colonies or to another player who has reached Realm 4 (the usual transport rules apply)&lt;br /&gt;
* Moving an engine does not lower its lab requirement: send it to a planet whose Engineering Lab meets its grade if you want to run it there&lt;br /&gt;
* Used engines keep their wear&lt;br /&gt;
* If the target cannot receive engines, they stay aboard and come home&lt;br /&gt;
* Recalled fleets bring their engines back; fleet details list the engines aboard&lt;br /&gt;
* Engines are lost if the carrying fleet is destroyed&lt;br /&gt;
&lt;br /&gt;
== Scouting ==&lt;br /&gt;
&lt;br /&gt;
Scout reports show a &#039;&#039;&#039;Colony Stores&#039;&#039;&#039; section: the number of stored engines from intel level &#039;&#039;&#039;−5&#039;&#039;&#039;, and the breakdown by type and grade from &#039;&#039;&#039;−2&#039;&#039;&#039;. Installed engines are never shown.&lt;br /&gt;
&lt;br /&gt;
The [[Fleet Combat|battle simulator]] never includes engines in its loot estimate, with or without a scout report: only a scout report tells you what is stored.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Install early: calibration takes days, and only a calibrated engine can be overcharged when a battle hits.&lt;br /&gt;
* Don&#039;t hold an overcharge too long: in the engine&#039;s last week it gets shorter, because it cannot run past the engine&#039;s wear.&lt;br /&gt;
* Overcharge once you have the work queued: a long ship queue after losses, or a big graveyard buyback.&lt;br /&gt;
* Overcharge before the enemy launches: it is blocked while an attack fleet is inbound, and an overcharged engine cannot be taken.&lt;br /&gt;
* Keep stored engines within your warehouse share, or install them.&lt;br /&gt;
* A captured Mk III needs Engineering Lab 35 to run. Store it, move it to a lab that can, send it to an ally, or scrap it.&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
&lt;br /&gt;
=== Why does the Engine Bay say &amp;quot;Lab 35&amp;quot;? ===&lt;br /&gt;
An engine only runs on a planet whose Engineering Lab meets its grade: 31 (Mk I), 33 (Mk II), 35 (Mk III).&lt;br /&gt;
&lt;br /&gt;
=== Why can&#039;t I overcharge? ===&lt;br /&gt;
The engine is still calibrating, a hostile attack fleet is heading to that planet, you are in vacation mode, or the colony cannot pay the overcharge cost.&lt;br /&gt;
&lt;br /&gt;
=== Why can&#039;t I downgrade my Engineering Lab? ===&lt;br /&gt;
An installed engine on that planet needs the lab at its grade&#039;s level. Wait for it to wear or burn out, or scrap it.&lt;br /&gt;
&lt;br /&gt;
=== Can I cancel a forging order? ===&lt;br /&gt;
No. The colony pays when you tap Build and the engines arrive when forging ends.&lt;br /&gt;
&lt;br /&gt;
== Related pages ==&lt;br /&gt;
* [[Engineering Lab]] · [[Shipyard]] · [[Fleet Combat]] · [[Resource Protection]] · [[Tonnage]] · [[Colonization#Colony Relocate|Translocator / Colony Relocate]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Battle_Looting&amp;diff=928</id>
		<title>Battle Looting</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Battle_Looting&amp;diff=928"/>
		<updated>2026-10-10T13:28:02Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from BattleLooting.wikitext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Battle Looting =&lt;br /&gt;
When you win a &#039;&#039;&#039;PvP&#039;&#039;&#039; attack, you steal a share of the defender’s &#039;&#039;&#039;raidable&#039;&#039;&#039; resources, limited by your free cargo. Pirates and inactive targets use different rules.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== How much can be stolen ==&lt;br /&gt;
&lt;br /&gt;
=== Base loot rate ===&lt;br /&gt;
Against an active player defender, the default loot rate is about &#039;&#039;&#039;50%&#039;&#039;&#039; of raidable resources (server-configurable). Attacker [[Monuments]] with PvP loot bonuses can raise the rate (research text cites up to about &#039;&#039;&#039;+30%&#039;&#039;&#039;), capped so the total rate cannot exceed &#039;&#039;&#039;100%&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== What is raidable ===&lt;br /&gt;
Not everything in storage is lootable:&lt;br /&gt;
&lt;br /&gt;
* About &#039;&#039;&#039;10%&#039;&#039;&#039; of in-warehouse resources is always protected.&lt;br /&gt;
* [[Resource Protection]] research adds more safe storage (about &#039;&#039;&#039;+1% per level&#039;&#039;&#039;).&lt;br /&gt;
* Defender monuments can add further safe storage.&lt;br /&gt;
* Protection on the warehouse portion is hard-capped (default about &#039;&#039;&#039;70%&#039;&#039;&#039; max protected).&lt;br /&gt;
* Resources &#039;&#039;&#039;over warehouse capacity&#039;&#039;&#039; are fully raidable.&lt;br /&gt;
&lt;br /&gt;
See [[Resource Protection]] and [[Warehouse]].&lt;br /&gt;
&lt;br /&gt;
=== Cargo limit ===&lt;br /&gt;
Loot cannot exceed the attackers’ &#039;&#039;&#039;free cargo&#039;&#039;&#039; (ship cargo + bonuses such as [[Trade Networks]] and [[Galactic Commerce]], minus cargo already on the mission). If cargo is smaller than available loot, each resource type is taken &#039;&#039;&#039;proportionally&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Probe-only&#039;&#039;&#039; attacks take &#039;&#039;&#039;no loot&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Special targets ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Target&lt;br /&gt;
!Loot rules&lt;br /&gt;
|-&lt;br /&gt;
|[[Pirates]]&lt;br /&gt;
|Up to &#039;&#039;&#039;100%&#039;&#039;&#039; of available resources&lt;br /&gt;
|-&lt;br /&gt;
|Inactive player (7+ days)&lt;br /&gt;
|About &#039;&#039;&#039;80%&#039;&#039;&#039; lootable; &#039;&#039;&#039;no&#039;&#039;&#039; war fatigue&lt;br /&gt;
|-&lt;br /&gt;
|Vacation / banned&lt;br /&gt;
|Attack blocked&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== War fatigue ==&lt;br /&gt;
Repeated or unfair attacks reduce loot (and may be blocked entirely).&lt;br /&gt;
&lt;br /&gt;
=== Repeat attacks (same attacker → defender) ===&lt;br /&gt;
Within a rolling &#039;&#039;&#039;6-hour&#039;&#039;&#039; window:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Prior attacks in window&lt;br /&gt;
!Loot multiplier&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|70%&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|50%&lt;br /&gt;
|-&lt;br /&gt;
|3+&lt;br /&gt;
|20%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tonnage-gap fatigue ===&lt;br /&gt;
If your empire fleet &#039;&#039;&#039;tonnage&#039;&#039;&#039; greatly exceeds the defender’s:&lt;br /&gt;
&lt;br /&gt;
* No tonnage penalty below about &#039;&#039;&#039;3×&#039;&#039;&#039;&lt;br /&gt;
* About &#039;&#039;&#039;−5%&#039;&#039;&#039; loot per additional &#039;&#039;&#039;3×&#039;&#039;&#039; step (e.g. 6× → −10%)&lt;br /&gt;
* Can stack until loot is wiped&lt;br /&gt;
&lt;br /&gt;
Repeat fatigue and tonnage fatigue &#039;&#039;&#039;multiply&#039;&#039;&#039; together. For &#039;&#039;&#039;24 hours&#039;&#039;&#039; after you win a fair fight against a player (under &#039;&#039;&#039;3×&#039;&#039;&#039; their fleet tonnage), the tonnage-gap penalty does not apply to them; repeat fatigue still does.&lt;br /&gt;
&lt;br /&gt;
=== Immunity &amp;amp; bully caps ===&lt;br /&gt;
* If a defender is hit by enough grouped attacks in &#039;&#039;&#039;6 hours&#039;&#039;&#039; (default &#039;&#039;&#039;3&#039;&#039;&#039;), they can gain a &#039;&#039;&#039;24-hour&#039;&#039;&#039; immunity shield.&lt;br /&gt;
* Attackers at &#039;&#039;&#039;≥3×&#039;&#039;&#039; defender tonnage are also limited in how often they may attack (weekly / monthly caps). Strikes within 2 hours of the first strike count as one attack, and the caps are lifted for 24 hours after winning a fair fight.&lt;br /&gt;
* A blocked attack returns home without fighting; its report names the reason. See [[Fleet Combat#blocked attacks and loot cuts in reports|Fleet Combat]].&lt;br /&gt;
&lt;br /&gt;
See [[Tonnage]] and [[Fleet Combat]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== After the battle ==&lt;br /&gt;
&lt;br /&gt;
* Loot rides home with each attacker fleet (FCS splits contribution — see [[FleetCoordinationSystem(FCS)|FCS]]).&lt;br /&gt;
* Debris and moons follow normal combat rules.&lt;br /&gt;
* Defender hangar / stun rules: [[Fleet Stun]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Practical tips ==&lt;br /&gt;
&lt;br /&gt;
* Fill cargo for real payouts — empty holds leave loot on the table.&lt;br /&gt;
* Watch war fatigue before farming the same target.&lt;br /&gt;
* Don’t expect full warehouses to be empty after one raid — safe storage and warehouse caps matter.&lt;br /&gt;
* Monument PvP loot helps attackers; defender safe-storage monuments blunt raids.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
* [[Fleet Combat]] · [[Resource Protection]] · [[Warehouse]] · [[FleetCoordinationSystem(FCS)|Fleet Coordination System]] · [[Tonnage]] · [[Fleet Stun]] · [[Monuments]] · [[Pirates]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Version_1.4.9&amp;diff=927</id>
		<title>Version 1.4.9</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Version_1.4.9&amp;diff=927"/>
		<updated>2026-10-10T05:11:00Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from 1.4.9.wikitext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Deep expeditions now pay mainly in resources, monument resource costs start one level earlier, galaxy activity dots catch more of what a commander does, the Quests window is tidier, and Android Access Pass purchases and Nano-boosted quest progress are fixed.&lt;br /&gt;
&lt;br /&gt;
== Expeditions ==&lt;br /&gt;
&lt;br /&gt;
=== Item finds past depth 3 ===&lt;br /&gt;
* Every depth from 3 down used to roll the same item table, so deep runs found relic pieces, monument pieces and boosts at the full rate on every depth.&lt;br /&gt;
* Past depth 3, each of those item types now loses &#039;&#039;&#039;2 percentage points&#039;&#039;&#039; of chance per extra depth, down to a &#039;&#039;&#039;2%&#039;&#039;&#039; floor. For example, a 10% find at depth 3 is 8% at depth 4, 6% at depth 5, 4% at depth 6 and 2% from depth 7. Types already below 2% are unchanged.&lt;br /&gt;
* The lost chance becomes an empty roll. Resource, ship and cosmetic chances and the depth earning multiplier are unchanged.&lt;br /&gt;
* See [[Expeditions/Depth System]] and [[Expeditions/Rewards]].&lt;br /&gt;
&lt;br /&gt;
== Monuments ==&lt;br /&gt;
* &#039;&#039;&#039;Monuments&#039;&#039;&#039;: the resource cost on upgrades now starts at &#039;&#039;&#039;level 9&#039;&#039;&#039; instead of level 10, at the same amounts (about &#039;&#039;&#039;63T–80T&#039;&#039;&#039; for the upgrade to level 9, &#039;&#039;&#039;1.8×&#039;&#039;&#039; per level after). Upgrades to levels 2–8 still cost spares only. Empire score counts monument upgrades from level 9. See [[Monuments#Resource cost from level 9|Monuments]].&lt;br /&gt;
&lt;br /&gt;
== Galaxy map ==&lt;br /&gt;
* &#039;&#039;&#039;Galaxy activity dots&#039;&#039;&#039;: a colony now also lights up when its owner switches to it, cancels, reorders or scraps ship and defense orders, buys back wrecks, recalls a fleet, decides an expedition, joins a coordinated attack, warps or scans, trades from it, starts a moon, uses the hangar or monuments, activates a boost, or moves, rearranges, downgrades or throttles buildings. Opening the game or leaving it open does not light a colony. See [[Fleet Detection#Galaxy activity dots|Fleet Detection]].&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
* The red counters on the &#039;&#039;&#039;Onboarding&#039;&#039;&#039; and &#039;&#039;&#039;Daily&#039;&#039;&#039; tabs now sit next to the tab name instead of hanging over the tab edge, and long onboarding category names fit their tab.&lt;br /&gt;
* Tap the &#039;&#039;&#039;Commander&#039;s Path&#039;&#039;&#039; header to collapse it to one line (current goal and steps done), with a red counter when a goal or chest is ready to claim. The choice is remembered on your device.&lt;br /&gt;
* When an onboarding chest is ready, a card under the progress bar shows its rewards with a &#039;&#039;&#039;Claim Chest&#039;&#039;&#039; button.&lt;br /&gt;
* See [[Quest System#Commander&#039;s Path|Quest System]].&lt;br /&gt;
&lt;br /&gt;
== Fixes ==&lt;br /&gt;
* Building levels finished with a &#039;&#039;&#039;Nano Boost&#039;&#039;&#039; now count for quests, including daily and weekly building quests. Commander&#039;s Path goals such as &#039;&#039;&#039;Speed up construction&#039;&#039;&#039; can be claimed right away instead of after the next normal upgrade.&lt;br /&gt;
* Buying the &#039;&#039;&#039;Imperial Access Pass&#039;&#039;&#039; on Android no longer fails after payment. If you were charged without receiving it, use &#039;&#039;&#039;Restore purchases&#039;&#039;&#039; in the store.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Expeditions]]&lt;br /&gt;
* [[Monuments]]&lt;br /&gt;
* [[Fleet Detection]]&lt;br /&gt;
* [[Quest System]]&lt;br /&gt;
* [[Version 1.4.8]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Score&amp;diff=926</id>
		<title>Score</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Score&amp;diff=926"/>
		<updated>2026-10-10T05:10:59Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from Score.wikitext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Score =&lt;br /&gt;
&lt;br /&gt;
Score represents the overall development level of an empire in &#039;&#039;&#039;Per Regna&#039;&#039;&#039;. It reflects the combined progress of a player’s economy, technology, fleets, defenses, alliance donations, and items.&lt;br /&gt;
&lt;br /&gt;
Score is used to:&lt;br /&gt;
&lt;br /&gt;
* measure empire progression&lt;br /&gt;
* determine player rankings within a &#039;&#039;&#039;Realm&#039;&#039;&#039;&lt;br /&gt;
* unlock access to higher Realms&lt;br /&gt;
* compare the strength of different empires and alliances&lt;br /&gt;
&lt;br /&gt;
As players expand their colonies, build fleets, research technologies, and donate to their alliance, their total score gradually increases. Fleet and defense scores are naturally bounded by [[Tonnage|tonnage]]. Buildings, research, alliance donations, and items count 1:1 until &#039;&#039;&#039;500B&#039;&#039;&#039;, then diminish so late-game uncapped investment cannot dwarf military mass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weekly events&#039;&#039;&#039; and the &#039;&#039;&#039;Daily Race&#039;&#039;&#039; use a separate event-score — they do not add to this empire total. See [[#weekly events vs empire score|Weekly events vs empire score]].&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
&lt;br /&gt;
* What contributes to score&lt;br /&gt;
* Score formula&lt;br /&gt;
* Score resource weights&lt;br /&gt;
* Building / research / donation soft-cap&lt;br /&gt;
* What does not count&lt;br /&gt;
* Realm progression&lt;br /&gt;
* Where score is shown&lt;br /&gt;
* Score and leaderboards&lt;br /&gt;
* How other systems use score&lt;br /&gt;
* Weekly events vs empire score&lt;br /&gt;
* Strategic considerations&lt;br /&gt;
* Quick reference&lt;br /&gt;
* Related pages&lt;br /&gt;
&lt;br /&gt;
== What contributes to score ==&lt;br /&gt;
&lt;br /&gt;
Several major gameplay systems contribute to a player’s total score. Each is converted from &#039;&#039;&#039;catalog resource costs&#039;&#039;&#039; (see [[#score resource weights|weights]]), then divided into score units.&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
&lt;br /&gt;
Constructing and upgrading buildings increases score because it represents long-term infrastructure development. Score is the &#039;&#039;&#039;sum of every completed upgrade&#039;&#039;&#039; on your colonies (planets and moons), from level 1 up to the current level. Each level uses that building’s catalog cost (typically &#039;&#039;&#039;1.5×&#039;&#039;&#039; per level).&lt;br /&gt;
&lt;br /&gt;
Example buildings include:&lt;br /&gt;
&lt;br /&gt;
* resource mines&lt;br /&gt;
* research laboratories&lt;br /&gt;
* shipyards&lt;br /&gt;
* planetary infrastructure&lt;br /&gt;
&lt;br /&gt;
Queued upgrades that have not finished &#039;&#039;&#039;do not&#039;&#039;&#039; count. Alliance-system buildings (HQ / Division / Bastion) are paid from the alliance vault and &#039;&#039;&#039;do not&#039;&#039;&#039; add to your personal building score.&lt;br /&gt;
&lt;br /&gt;
After the sum, the [[#building  research  donation soft cap|soft-cap]] is applied.&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
&lt;br /&gt;
Technological development is a major contributor to score. Each completed &#039;&#039;&#039;personal&#039;&#039;&#039; research level increases score from that level’s catalog cost (typically &#039;&#039;&#039;2×&#039;&#039;&#039; per level).&lt;br /&gt;
&lt;br /&gt;
Important research areas include:&lt;br /&gt;
&lt;br /&gt;
* propulsion technologies&lt;br /&gt;
* weapons systems&lt;br /&gt;
* shield technology&lt;br /&gt;
* economic and industrial research&lt;br /&gt;
&lt;br /&gt;
Alliance research is &#039;&#039;&#039;not&#039;&#039;&#039; part of this component. After the sum, the [[#building  research  donation soft cap|soft-cap]] is applied independently of buildings.&lt;br /&gt;
&lt;br /&gt;
=== Fleet ===&lt;br /&gt;
&lt;br /&gt;
Ships contribute to score based on their &#039;&#039;&#039;construction cost&#039;&#039;&#039; (not combat stats). Large fleets significantly increase an empire’s score, especially when they contain advanced warships.&lt;br /&gt;
&lt;br /&gt;
Counts:&lt;br /&gt;
&lt;br /&gt;
* ships in &#039;&#039;&#039;hangars&#039;&#039;&#039; on all of your colonies&lt;br /&gt;
* ships in &#039;&#039;&#039;active fleets&#039;&#039;&#039; (traveling, stationed, returning, on a mission)&lt;br /&gt;
&lt;br /&gt;
Example ship classes include Fighters, Cruisers, Dreadnoughts, Carriers, and Titans. Support ships such as cargo vessels and recyclers also contribute, though each hull is worth less.&lt;br /&gt;
&lt;br /&gt;
Lost hull sitting in the [[Tonnage#ship graveyard|Ship Graveyard]] awaiting buyback does &#039;&#039;&#039;not&#039;&#039;&#039; count. After buyback, recovered ships are hangar ships again and count immediately.&lt;br /&gt;
&lt;br /&gt;
This is the &#039;&#039;&#039;Fleet&#039;&#039;&#039; column on the Players leaderboard.&lt;br /&gt;
&lt;br /&gt;
=== Defenses ===&lt;br /&gt;
&lt;br /&gt;
Planetary [[Defenses|defenses]] also contribute to score: &#039;&#039;&#039;catalog unit cost × quantity&#039;&#039;&#039; on all of your colonies. Defensive structures represent the military investment of a colony.&lt;br /&gt;
&lt;br /&gt;
Examples include missile batteries, railgun towers, plasma cannons, and shield domes.&lt;br /&gt;
&lt;br /&gt;
Alliance-system turrets use a separate alliance pool and do not add here. This is the &#039;&#039;&#039;Defense&#039;&#039;&#039; column on the Players leaderboard.&lt;br /&gt;
&lt;br /&gt;
=== Alliance donations ===&lt;br /&gt;
&lt;br /&gt;
Cumulative weighted value of resources you have donated into &#039;&#039;&#039;any&#039;&#039;&#039; alliance vault. Same resource weights as the other components. This is the only way idle resources (that never became buildings, ships, or research) still grant empire score.&lt;br /&gt;
&lt;br /&gt;
Alliance &#039;&#039;&#039;tax&#039;&#039;&#039; on mission returns also contributes when tax is credited to the vault. See [[Alliances]].&lt;br /&gt;
&lt;br /&gt;
After the sum, the [[#building  research  donation soft cap|soft-cap]] is applied independently.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Resources sunk into items, worked out from what you own or have used:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Monument upgrades&#039;&#039;&#039; — every upgrade from [[Monuments#Resource cost from level 9|level 9]] on, at its catalog cost, for each monument copy at its current level. Copies used up as spares do not count.&lt;br /&gt;
* &#039;&#039;&#039;Engines&#039;&#039;&#039; — every engine you bought at its catalog price, including engines still forging, worn out, burned out, stolen or destroyed. &#039;&#039;&#039;Scrapped&#039;&#039;&#039; engines do not count (their refund went back to the colony). Each &#039;&#039;&#039;overcharge&#039;&#039;&#039; adds its price.&lt;br /&gt;
* &#039;&#039;&#039;Colony Relocate boosts&#039;&#039;&#039; bought at the Engineering Lab — the price you paid for each, used or not. Free boosts from realm ascension do not count.&lt;br /&gt;
&lt;br /&gt;
After the sum, the [[#building  research  donation soft cap|soft-cap]] is applied independently.&lt;br /&gt;
&lt;br /&gt;
=== Colonies and infrastructure ===&lt;br /&gt;
&lt;br /&gt;
Colonizing new planets does &#039;&#039;&#039;not&#039;&#039;&#039; add a flat colony bonus. New worlds increase score &#039;&#039;&#039;through&#039;&#039;&#039; the buildings, ships, and defenses you place on them — extra mines, yards, labs, and hangars.&lt;br /&gt;
&lt;br /&gt;
== Score formula ==&lt;br /&gt;
&lt;br /&gt;
Every component starts from catalog costs:&lt;br /&gt;
&lt;br /&gt;
rawValue    = floor(Σ resource × weight)&lt;br /&gt;
scoreUnits  = ceil(rawValue / 1000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy never counts&#039;&#039;&#039; (weight 0).&lt;br /&gt;
&lt;br /&gt;
Then:&lt;br /&gt;
&lt;br /&gt;
buildingScore           = softCap(buildings)&lt;br /&gt;
researchScore           = softCap(research)&lt;br /&gt;
allianceDonationScore   = softCap(donations)&lt;br /&gt;
itemScore               = softCap(items)&lt;br /&gt;
totalScore              = buildingScore + researchScore + shipScore + defenseScore + allianceDonationScore + itemScore&lt;br /&gt;
&lt;br /&gt;
Ships and defenses are &#039;&#039;&#039;not&#039;&#039;&#039; soft-capped.&lt;br /&gt;
&lt;br /&gt;
In general:&lt;br /&gt;
&lt;br /&gt;
* expensive structures and technologies contribute more score&lt;br /&gt;
* large fleets and turret walls significantly impact total score&lt;br /&gt;
* &#039;&#039;&#039;ships and defenses&#039;&#039;&#039; reflect the &#039;&#039;&#039;current&#039;&#039;&#039; inventory — if they are destroyed, that score is removed; rebuilding restores it&lt;br /&gt;
* &#039;&#039;&#039;buildings and research&#039;&#039;&#039; reflect the cumulative cost of &#039;&#039;&#039;current levels&#039;&#039;&#039; — losing or downgrading a level removes that level’s cost&lt;br /&gt;
* &#039;&#039;&#039;alliance donations&#039;&#039;&#039; are cumulative: they are not removed if you leave the alliance&lt;br /&gt;
* &#039;&#039;&#039;items&#039;&#039;&#039; stay counted once used: a worn-out engine or a used relocate boost keeps its score; scrapping an engine removes it&lt;br /&gt;
&lt;br /&gt;
Scores refresh on a periodic engine tick (default &#039;&#039;&#039;30 minutes&#039;&#039;&#039;), and immediately after actions such as finishing research or donating to the vault. Opening &#039;&#039;&#039;My Rank&#039;&#039;&#039; recalculates your live breakdown; the published rank still comes from the last stored realm ranking.&lt;br /&gt;
&lt;br /&gt;
== Score resource weights ==&lt;br /&gt;
&lt;br /&gt;
Rarer resources are worth more per unit:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Resource&lt;br /&gt;
!Weight&lt;br /&gt;
|-&lt;br /&gt;
|Steel&lt;br /&gt;
|&#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Quartz&lt;br /&gt;
|&#039;&#039;&#039;1.5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Gas&lt;br /&gt;
|&#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Silicium&lt;br /&gt;
|&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Iridium&lt;br /&gt;
|&#039;&#039;&#039;3.5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Elerium&lt;br /&gt;
|&#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Energy&lt;br /&gt;
|&#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example: a ship that costs 1,000 steel + 400 quartz is &amp;lt;code&amp;gt;floor(1000×1 + 400×1.5) = 1,600&amp;lt;/code&amp;gt; raw, then &amp;lt;code&amp;gt;ceil(1600 / 1000) = 2&amp;lt;/code&amp;gt; score per hull.&lt;br /&gt;
&lt;br /&gt;
== Building / research / donation soft-cap ==&lt;br /&gt;
&lt;br /&gt;
Fleet + defense are bounded by [[Tonnage|tonnage]] (~&#039;&#039;&#039;500B&#039;&#039;&#039; combined score at the ceiling). Buildings, research, alliance donations, and items have no such hard limit and can reach tens of trillions of raw cost-score. Each of those four components is mapped independently:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Raw component&lt;br /&gt;
!Effective component&lt;br /&gt;
|-&lt;br /&gt;
|≤ &#039;&#039;&#039;500B&#039;&#039;&#039;&lt;br /&gt;
|1:1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;gt; &#039;&#039;&#039;500B&#039;&#039;&#039;&lt;br /&gt;
|500B + 500B × excess / (excess + &#039;&#039;&#039;5T&#039;&#039;&#039;)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
effective = 500B + 500B × (raw − 500B) / ((raw − 500B) + 5T)&lt;br /&gt;
&lt;br /&gt;
The curve approaches &#039;&#039;&#039;1T&#039;&#039;&#039; per component and never hits a hard wall:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Raw building, research, or donation&lt;br /&gt;
!Effective&lt;br /&gt;
|-&lt;br /&gt;
|500B&lt;br /&gt;
|500B&lt;br /&gt;
|-&lt;br /&gt;
|1.5T&lt;br /&gt;
|~583B&lt;br /&gt;
|-&lt;br /&gt;
|5.5T&lt;br /&gt;
|750B&lt;br /&gt;
|-&lt;br /&gt;
|30T&lt;br /&gt;
|~929B&lt;br /&gt;
|-&lt;br /&gt;
|40T&lt;br /&gt;
|~944B&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
At ~30–40T of actual investment in any of those components, that component’s &#039;&#039;&#039;displayed&#039;&#039;&#039; score sits near &#039;&#039;&#039;1T&#039;&#039;&#039;, in line with a maxed fleet + defense.&lt;br /&gt;
&lt;br /&gt;
== What does not count ==&lt;br /&gt;
&lt;br /&gt;
* resources sitting in warehouses, fleets, or the alliance vault (until donated)&lt;br /&gt;
* buildings / ships / defenses &#039;&#039;&#039;in queue&#039;&#039;&#039;&lt;br /&gt;
* alliance HQ / Division / Bastion buildings and alliance defenses&lt;br /&gt;
* alliance research&lt;br /&gt;
* Ship Graveyard hull not yet bought back&lt;br /&gt;
* energy costs&lt;br /&gt;
* weekly event / Daily Race points (different system)&lt;br /&gt;
* monument and relic &#039;&#039;&#039;collection&#039;&#039;&#039; scores (separate leaderboard; see [[#players|Players]])&lt;br /&gt;
&lt;br /&gt;
== Realm progression ==&lt;br /&gt;
&lt;br /&gt;
Score determines when players can ascend to higher [[Realms Overview|Realms]]. Realms represent major stages of technological and strategic progression. Each Realm unlocks new ships, buildings, research, and gameplay systems.&lt;br /&gt;
&lt;br /&gt;
Players gain access to the next Realm once their empire reaches the required score threshold (shown on the HUD realm bar and &#039;&#039;&#039;Settings → Profile&#039;&#039;&#039;). Live values are server-configured; typical published thresholds:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Realm&lt;br /&gt;
!Required score&lt;br /&gt;
|-&lt;br /&gt;
|Realm 2&lt;br /&gt;
|&#039;&#039;&#039;1,000,000&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Realm 3&lt;br /&gt;
|&#039;&#039;&#039;50,000,000&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Realm 4&lt;br /&gt;
|&#039;&#039;&#039;2,500,000,000&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Reaching each milestone usually requires multiple colonies, advanced research, powerful fleets, and large industrial infrastructure.&lt;br /&gt;
&lt;br /&gt;
Realm 1 also shows smaller onboarding brackets (I-1 … I-4) so the path to Realm 2 is visible in pieces. Rank is &#039;&#039;&#039;per realm&#039;&#039;&#039;: #1 is the highest total in &#039;&#039;&#039;your&#039;&#039;&#039; realm, not the whole galaxy. Recently ascended commanders (last &#039;&#039;&#039;7 days&#039;&#039;&#039;) appear on the Players leaderboard.&lt;br /&gt;
&lt;br /&gt;
Once per day the server snapshots score and rank. &#039;&#039;&#039;My Rank&#039;&#039;&#039; shows the delta since that snapshot (score ↑/↓ and ranks gained or lost).&lt;br /&gt;
&lt;br /&gt;
== Where score is shown ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Place&lt;br /&gt;
!What you see&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Leaderboard&#039;&#039;&#039; (trophy on the bottom bar, large screens)&lt;br /&gt;
|Full Leaderboard modal — My Rank, Players, Battles, Missions, Alliances&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Settings → Profile → Total Score&#039;&#039;&#039;&lt;br /&gt;
|Compact total; tap to open the same Leaderboard modal&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Settings → Profile → Realm&#039;&#039;&#039;&lt;br /&gt;
|Score vs the next realm / bracket ceiling&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HUD realm bar&#039;&#039;&#039;&lt;br /&gt;
|Same realm-progress number&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Imperial Overview → Summary&#039;&#039;&#039;&lt;br /&gt;
|Full breakdown: Buildings, Research, Ships, Defenses, Alliance Donations, Total (QoL Imperial Access)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Galaxy / colony overlay&#039;&#039;&#039; on another player’s planet&lt;br /&gt;
|Owner &#039;&#039;&#039;score&#039;&#039;&#039; and &#039;&#039;&#039;rank&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Player profile&#039;&#039;&#039; (tap a name on the leaderboard or events)&lt;br /&gt;
|&#039;&#039;&#039;Realm Score&#039;&#039;&#039; (empire total), plus league tier and weekly-event score&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Alliance → Members&#039;&#039;&#039;&lt;br /&gt;
|Each member’s total, if &#039;&#039;&#039;Settings → Game → Show member scores&#039;&#039;&#039; is on&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Alliance leaderboard&#039;&#039;&#039;&lt;br /&gt;
|Sum of members’ totals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Score and leaderboards ==&lt;br /&gt;
&lt;br /&gt;
Open &#039;&#039;&#039;Leaderboard&#039;&#039;&#039; from the trophy button or by tapping Total Score on Profile. Five tabs:&lt;br /&gt;
&lt;br /&gt;
=== My Rank ===&lt;br /&gt;
&lt;br /&gt;
Your official &#039;&#039;&#039;rank&#039;&#039;&#039; and &#039;&#039;&#039;total score&#039;&#039;&#039;, with change since the daily snapshot, plus nearby players in your realm (about 10 ranks around you). Tap a row for that commander’s profile, message, or galaxy jump.&lt;br /&gt;
&lt;br /&gt;
=== Players ===&lt;br /&gt;
&lt;br /&gt;
Your &#039;&#039;&#039;realm&#039;&#039;&#039; only. Podium for the top 3, then a paginated list. Sort chips:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Sort&lt;br /&gt;
!Ordered by&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|Official empire total (stored rank)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Research&#039;&#039;&#039;&lt;br /&gt;
|Soft-capped research score&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fleet&#039;&#039;&#039;&lt;br /&gt;
|Current ship score&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defense&#039;&#039;&#039;&lt;br /&gt;
|Current defense score&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Buildings&#039;&#039;&#039;&lt;br /&gt;
|Soft-capped building score&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Collection&#039;&#039;&#039;&lt;br /&gt;
|Monument or Relic collection score (see below)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Collection&#039;&#039;&#039; opens a second row of chips:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Sub-tab&lt;br /&gt;
!Shows&lt;br /&gt;
!Ranked by&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Monuments&#039;&#039;&#039;&lt;br /&gt;
|Loose pieces (not forged), total levels across owned monuments, highest monument level, and collection score&lt;br /&gt;
|Monument collection score&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Relics&#039;&#039;&#039;&lt;br /&gt;
|Loose pieces (not forged), forged count, and collection score&lt;br /&gt;
|Relic collection score&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Monument and relic collection scores are stored per player and refreshed with empire score, but they &#039;&#039;&#039;do not&#039;&#039;&#039; add to empire total or realm rank. Rarity and monument level drive the score; loose pieces contribute a small amount. A &#039;&#039;&#039;Recently Ascended&#039;&#039;&#039; strip lists commanders who moved realm in the last week (Total sort only).&lt;br /&gt;
&lt;br /&gt;
Top players often specialize — military dominance, economic expansion, or technological development — which is why the granular sorts exist.&lt;br /&gt;
&lt;br /&gt;
=== Battles ===&lt;br /&gt;
&lt;br /&gt;
Same realm. Combat &#039;&#039;&#039;statistics&#039;&#039;&#039;, not empire score:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Sub-tab&lt;br /&gt;
!Ranked by&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PvP&#039;&#039;&#039;&lt;br /&gt;
|Attacker victories, then loot&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pirate&#039;&#039;&#039;&lt;br /&gt;
|Attacker victories vs pirates, then loot&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Debris&#039;&#039;&#039;&lt;br /&gt;
|Debris collected from recycle missions&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Missions ===&lt;br /&gt;
&lt;br /&gt;
Same realm. Activity &#039;&#039;&#039;statistics&#039;&#039;&#039;, not empire score:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Sub-tab&lt;br /&gt;
!Ranked by&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Asteroid Harvest&#039;&#039;&#039;&lt;br /&gt;
|Resources harvested&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nebula Harvest&#039;&#039;&#039;&lt;br /&gt;
|Gas harvested&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Exploration&#039;&#039;&#039;&lt;br /&gt;
|Expeditions completed (loot / ships / artifacts)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alliances ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Galaxy-wide&#039;&#039;&#039; (not realm-filtered). Sort chips:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Sort&lt;br /&gt;
!Ordered by&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|Sum of active members’ empire totals&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Buildings&#039;&#039;&#039;&lt;br /&gt;
|Sum of members’ building scores&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Collection → Monuments / Relics&#039;&#039;&#039;&lt;br /&gt;
|Sum of members’ collection scores (plus combined pieces / levels / forged stats)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The alliance [[Relics#alliance relics|badge]] appears beside the name.&lt;br /&gt;
&lt;br /&gt;
Battle / mission / alliance boards are cached on the order of &#039;&#039;&#039;15 minutes&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== How other systems use score ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!System&lt;br /&gt;
!Role of score&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Realm ascension&#039;&#039;&#039;&lt;br /&gt;
|Progress to the next realm&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Alliance harvest / survey pool&#039;&#039;&#039;&lt;br /&gt;
|Daily shares weighted by √score so lower-score members still get a floor&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pirate boss loot&#039;&#039;&#039;&lt;br /&gt;
|Inverse-score lift for smaller commanders — see [[Pirate Bosses]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Transport to allies&#039;&#039;&#039;&lt;br /&gt;
|You may only send resources to alliance members with &#039;&#039;&#039;lower&#039;&#039;&#039; score than you&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Expeditions&#039;&#039;&#039;&lt;br /&gt;
|Per-run loot ceiling grows with score — see [[Expeditions]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Attack “bully” limits and war-fatigue loot cuts use &#039;&#039;&#039;fleet tonnage&#039;&#039;&#039;, not this score number — see [[Fleet Combat]].&lt;br /&gt;
&lt;br /&gt;
== Weekly events vs empire score ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weekly events&#039;&#039;&#039; and the &#039;&#039;&#039;Daily Race&#039;&#039;&#039; award a different point total from in-week actions (battles, expeditions, building, and so on). That number ranks event groups, unlocks milestone rewards, and feeds alliance events / league LP. It is &#039;&#039;&#039;not&#039;&#039;&#039; added to empire total score.&lt;br /&gt;
&lt;br /&gt;
Event leaderboards live on the &#039;&#039;&#039;Events&#039;&#039;&#039; screen (Weekly / Daily toggle), not on the Score Leaderboard. Quick Guide: &#039;&#039;&#039;Settings → Quick Guides → Weekly Events&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Strategic considerations ==&lt;br /&gt;
&lt;br /&gt;
Score growth depends heavily on playstyle. Different strategies lead to different score distributions.&lt;br /&gt;
&lt;br /&gt;
=== Economic strategy ===&lt;br /&gt;
&lt;br /&gt;
Focus on mines, production, and infrastructure. Building score grows steadily and, late game, is [[#building  research  donation soft cap|soft-capped]] so it cannot run away from fleet.&lt;br /&gt;
&lt;br /&gt;
=== Military strategy ===&lt;br /&gt;
&lt;br /&gt;
Focus on fleet production and combat. Ship and defense scores track &#039;&#039;&#039;current&#039;&#039;&#039; hull — losses drop you on the Fleet / Defense boards until you rebuild. [[Tonnage]] is the real ceiling here.&lt;br /&gt;
&lt;br /&gt;
=== Technological strategy ===&lt;br /&gt;
&lt;br /&gt;
Prioritize advanced research to unlock powerful ships and buildings. Research score is also soft-capped after 500B (same curve as buildings and donations).&lt;br /&gt;
&lt;br /&gt;
Balanced empires typically achieve the most stable long-term growth: enough yards and research to field a tonnage-capped fleet, without pouring endless resources into uncapped buildings or vault donations that convert poorly after the soft-cap.&lt;br /&gt;
&lt;br /&gt;
== Quick reference ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Rule&lt;br /&gt;
|-&lt;br /&gt;
|Total&lt;br /&gt;
|Soft-capped buildings + soft-capped research + ships + defenses + soft-capped donations&lt;br /&gt;
|-&lt;br /&gt;
|Score unit&lt;br /&gt;
|&amp;lt;code&amp;gt;ceil(weighted resources / 1000)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Soft-cap start&lt;br /&gt;
|&#039;&#039;&#039;500B&#039;&#039;&#039; per building / research / donation component&lt;br /&gt;
|-&lt;br /&gt;
|Soft-cap ceiling&lt;br /&gt;
|Approaches &#039;&#039;&#039;1T&#039;&#039;&#039; per those components (&amp;lt;code&amp;gt;K = 5T&amp;lt;/code&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
|Ships / defenses&lt;br /&gt;
|No soft-cap&lt;br /&gt;
|-&lt;br /&gt;
|Rank&lt;br /&gt;
|Per realm, by total&lt;br /&gt;
|-&lt;br /&gt;
|Alliance score&lt;br /&gt;
|Sum of members’ totals (global board)&lt;br /&gt;
|-&lt;br /&gt;
|Refresh&lt;br /&gt;
|~30 min tick + on research / donation&lt;br /&gt;
|-&lt;br /&gt;
|Daily delta&lt;br /&gt;
|Snapshot of score and rank&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related pages ==&lt;br /&gt;
&lt;br /&gt;
* Realms Overview&lt;br /&gt;
* Buildings&lt;br /&gt;
* Research&lt;br /&gt;
* Fleet &amp;amp; Ships&lt;br /&gt;
* Defenses&lt;br /&gt;
* Tonnage&lt;br /&gt;
* Alliances&lt;br /&gt;
* Pirate Bosses&lt;br /&gt;
* Expeditions&lt;br /&gt;
* Fleet Combat&lt;br /&gt;
* Player Classes&lt;br /&gt;
* Patch notes: [[1.3.5#granular leaderboard|1.3.5 Granular leaderboard]], [[1.3.8|1.3.8 Score soft-cap]]&lt;br /&gt;
&lt;br /&gt;
Public article: [[Score|wiki.perregna.com/Score]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Realms_Overview&amp;diff=925</id>
		<title>Realms Overview</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Realms_Overview&amp;diff=925"/>
		<updated>2026-10-10T05:10:59Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from RealmsOverview.wikitext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Realms Overview =&lt;br /&gt;
Realms define the core progression structure of Per Regna.&lt;br /&gt;
&lt;br /&gt;
Rather than endlessly scaling numbers within a single universe, the game is divided into structured stages called Realms. Each Realm introduces new mechanics, deeper strategy, and additional galaxies while preserving player progress.&lt;br /&gt;
&lt;br /&gt;
Realms ensure:&lt;br /&gt;
&lt;br /&gt;
* Steady complexity growth&lt;br /&gt;
* Strategic evolution&lt;br /&gt;
* Controlled power scaling&lt;br /&gt;
* Long-term replayability&lt;br /&gt;
* Separation between early and advanced systems&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Purpose of the Realm System ==&lt;br /&gt;
The Realm system was designed to solve several progression challenges common in MMO strategy games:&lt;br /&gt;
&lt;br /&gt;
=== 1. Prevent Early Overwhelm ===&lt;br /&gt;
New players are not exposed to:&lt;br /&gt;
&lt;br /&gt;
* All mechanics at once&lt;br /&gt;
* High-tier ships immediately&lt;br /&gt;
* Complex diplomatic systems&lt;br /&gt;
* Extreme PvP pressure&lt;br /&gt;
&lt;br /&gt;
Systems unlock gradually.&lt;br /&gt;
&lt;br /&gt;
=== 2. Maintain Long-Term Depth ===&lt;br /&gt;
Instead of infinite stat inflation, Realms introduce:&lt;br /&gt;
&lt;br /&gt;
* New mechanics&lt;br /&gt;
* New celestial structures&lt;br /&gt;
* New strategic layers&lt;br /&gt;
* New resource tiers&lt;br /&gt;
&lt;br /&gt;
=== 3. Controlled Power Curve ===&lt;br /&gt;
Each Realm:&lt;br /&gt;
&lt;br /&gt;
* Caps early exponential growth&lt;br /&gt;
* Introduces new scaling ceilings&lt;br /&gt;
* Prevents older players from permanently dominating new ones&lt;br /&gt;
&lt;br /&gt;
=== 4. Strategic Evolution ===&lt;br /&gt;
Your empire evolves through phases:&lt;br /&gt;
&lt;br /&gt;
* Foundation&lt;br /&gt;
* Expansion&lt;br /&gt;
* Strategic warfare&lt;br /&gt;
* Prestige dominance&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What Is Ascension? ==&lt;br /&gt;
Ascension is the transition from one Realm to the next.&lt;br /&gt;
&lt;br /&gt;
You ascend when:&lt;br /&gt;
&lt;br /&gt;
* You reach the required [[Score|Realm Score]]&lt;br /&gt;
* You manually trigger ascension from your profile&lt;br /&gt;
&lt;br /&gt;
=== What Happens During Ascension ===&lt;br /&gt;
&lt;br /&gt;
* All colonies move to a new galaxy in the next Realm&lt;br /&gt;
* Ships transfer with you&lt;br /&gt;
* Resources transfer with you&lt;br /&gt;
* Research remains unlocked&lt;br /&gt;
* Progression systems expand&lt;br /&gt;
&lt;br /&gt;
Ascension is not a reset. It is an expansion into a more advanced universe layer.&lt;br /&gt;
&lt;br /&gt;
When you become eligible, the ascension mail lists what is &#039;&#039;&#039;coming&#039;&#039;&#039; in the next Realm. After you arrive, the &#039;&#039;&#039;Welcome to Realm&#039;&#039;&#039; mail lists what is new there and what gets harder. The first time you open the game in your new Realm (within 7 days of arriving), a &#039;&#039;&#039;Welcome to Realm&#039;&#039;&#039; screen shows the same list once; the full report stays in your mail.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Multiple Galaxies per Realm ==&lt;br /&gt;
Each Realm contains its own galaxy cluster.&lt;br /&gt;
&lt;br /&gt;
When you ascend:&lt;br /&gt;
&lt;br /&gt;
* You enter a new galaxy group exclusive to that Realm&lt;br /&gt;
* Lower Realm players cannot interact with higher Realm players&lt;br /&gt;
* The economy and competition are contained within each Realm&lt;br /&gt;
&lt;br /&gt;
This creates:&lt;br /&gt;
&lt;br /&gt;
* Balanced competition&lt;br /&gt;
* Realm-specific political ecosystems&lt;br /&gt;
* Controlled economic scaling&lt;br /&gt;
* Distinct strategic metas per Realm&lt;br /&gt;
&lt;br /&gt;
Future expansions may introduce:&lt;br /&gt;
&lt;br /&gt;
* Additional galaxies within a Realm&lt;br /&gt;
* Realm-specific events&lt;br /&gt;
* Inter-galactic competitive modes&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Realm Progression Structure ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Realm&lt;br /&gt;
!Focus&lt;br /&gt;
!Major Unlocks&lt;br /&gt;
!Strategic Theme&lt;br /&gt;
|-&lt;br /&gt;
|Realm 1&lt;br /&gt;
|Foundation&lt;br /&gt;
|Basic fleets, Expeditions, Economy&lt;br /&gt;
|Growth &amp;amp; Learning&lt;br /&gt;
|-&lt;br /&gt;
|Realm 2&lt;br /&gt;
|Expansion&lt;br /&gt;
|Moons, Trading, Rally Expeditions&lt;br /&gt;
|Cooperation&lt;br /&gt;
|-&lt;br /&gt;
|Realm 3&lt;br /&gt;
|Strategic Warfare&lt;br /&gt;
|Warp Gates, Elerium, capital ships, pirate diplomacy &amp;amp; Bosses&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|Realm 4&lt;br /&gt;
|Prestige&lt;br /&gt;
|Alliance territory, Riftwake Incursion, Titans &amp;amp; Colossus, Workshop&lt;br /&gt;
|Dominance&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Early-Realm Travel Speed ==&lt;br /&gt;
Fleets move faster in the early realms so that the opening hours are not spent waiting on flight timers. The bonus is based on &#039;&#039;&#039;your&#039;&#039;&#039; realm, applies to &#039;&#039;&#039;all&#039;&#039;&#039; fleet missions, and tapers off as you ascend:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Your realm&lt;br /&gt;
!Fleet travel speed&lt;br /&gt;
|-&lt;br /&gt;
|Realm 1&lt;br /&gt;
|&#039;&#039;&#039;×3&#039;&#039;&#039; — three times faster&lt;br /&gt;
|-&lt;br /&gt;
|Realm 2&lt;br /&gt;
|&#039;&#039;&#039;×2&#039;&#039;&#039; — twice as fast&lt;br /&gt;
|-&lt;br /&gt;
|Realm 3&lt;br /&gt;
|&#039;&#039;&#039;×1.5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Realm 4&lt;br /&gt;
|Base speed (no bonus)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The multiplier applies to your &#039;&#039;&#039;total&#039;&#039;&#039; speed — drive research, hull speed stats, and monument speed bonuses are added up first, then multiplied by the realm factor. Realms 1 and 2 additionally shorten on-station [[Expeditions|expedition]] depth timers (&#039;&#039;&#039;×0.5&#039;&#039;&#039; and &#039;&#039;&#039;×0.75&#039;&#039;&#039;); Realms 3 and 4 use full depth timers.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Realm 1 – Foundation ==&lt;br /&gt;
Realm 1 focuses on:&lt;br /&gt;
&lt;br /&gt;
* Economic growth&lt;br /&gt;
* Core fleet mechanics&lt;br /&gt;
* Basic expeditions&lt;br /&gt;
* Pirate PvE&lt;br /&gt;
* Learning energy and resource balance&lt;br /&gt;
&lt;br /&gt;
Design Philosophy:&lt;br /&gt;
&lt;br /&gt;
* Safe environment&lt;br /&gt;
* Low punishment&lt;br /&gt;
* Structured onboarding&lt;br /&gt;
&lt;br /&gt;
Key Characteristics:&lt;br /&gt;
&lt;br /&gt;
* No complex alliance warfare&lt;br /&gt;
* No faction diplomacy&lt;br /&gt;
* Controlled PvP pressure&lt;br /&gt;
&lt;br /&gt;
Purpose: Build player confidence and understanding.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Realm 2 – Expansion ==&lt;br /&gt;
Realm 2 introduces social and cooperative systems.&lt;br /&gt;
&lt;br /&gt;
New systems include:&lt;br /&gt;
&lt;br /&gt;
* Moons&lt;br /&gt;
* [[Trading System]]&lt;br /&gt;
* [[FleetCoordinationSystem(FCS)|Fleet Coordination System (FCS)]] for alliance attacks&lt;br /&gt;
* Alliance contribution mechanics&lt;br /&gt;
* [[Asteroid Harvesting]]&lt;br /&gt;
* Iridium &amp;amp; Silicium-tier economy&lt;br /&gt;
* [[Player Classes]] with [[Monuments]]&lt;br /&gt;
&lt;br /&gt;
Design Philosophy: Shift from solo growth to coordinated play.&lt;br /&gt;
&lt;br /&gt;
Strategic Shift:&lt;br /&gt;
&lt;br /&gt;
* Resource competition increases&lt;br /&gt;
* Diplomacy begins to matter&lt;br /&gt;
* Economic optimization becomes important&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Realm 3 – Strategic Era ==&lt;br /&gt;
Realm 3 introduces dynamic political gameplay.&lt;br /&gt;
&lt;br /&gt;
Major unlocks:&lt;br /&gt;
&lt;br /&gt;
* [[Warp Gate|Warp Gates]]&lt;br /&gt;
* Pirate factions &amp;amp; diplomacy (bribes / reputation)&lt;br /&gt;
* Deeper [[Asteroid Harvesting]] and nebula play&lt;br /&gt;
* Pirate &#039;&#039;&#039;retaliation&#039;&#039;&#039; (escalation growth is still disabled)&lt;br /&gt;
* Elerium-tier economy&lt;br /&gt;
* [[Pirate Bosses]] (rare FCS targets)&lt;br /&gt;
* Capital ships (Heavy Cruiser, Carrier, Dreadnought), Science Vessels and the Advanced Recycler&lt;br /&gt;
* A second [[Monuments|Monument]] slot and 6 daily quests&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heads-up:&#039;&#039;&#039; PvP is fully open here, and commanders raid each other. Join an alliance, keep your fleet in hangar protection and strike back.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alliance tribute:&#039;&#039;&#039; in Realms 1–3, members of an alliance that holds star systems get a daily share of its harvest, which grows with their score. See [[Alliances#Alliance tribute (Realm 1–3)|Alliance tribute]].&lt;br /&gt;
&lt;br /&gt;
Design Philosophy: Introduce meaningful conflict and territory strategy.&lt;br /&gt;
&lt;br /&gt;
Strategic Themes:&lt;br /&gt;
&lt;br /&gt;
* System control&lt;br /&gt;
* Reputation management&lt;br /&gt;
* Advanced fleet composition&lt;br /&gt;
* Risk vs reward expansion&lt;br /&gt;
&lt;br /&gt;
Realm 3 marks the shift from growth to control.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Realm 4 – Prestige Era ==&lt;br /&gt;
Realm 4 represents endgame strategic mastery.&lt;br /&gt;
&lt;br /&gt;
New mechanics:&lt;br /&gt;
&lt;br /&gt;
* [[Alliance Territory|Alliance territory]]: claim systems, raise alliance structures (Headquarters, Vault, Bastions…) and run System Harvest and Survey&lt;br /&gt;
* [[Riftwake Incursion]] and high-stakes alliance warfare&lt;br /&gt;
* Titans, Colossus and Battlecruisers, Prism Towers and Planetary Domes, and much lower build-time floors&lt;br /&gt;
* Legendary [[Expeditions]] research&lt;br /&gt;
* The Engineering Lab Workshop ([[Colonization#Colony Relocate|Translocators]]); [[Engines]] are not enabled yet&lt;br /&gt;
* A third [[Monuments|Monument]] slot and 8 daily quests&lt;br /&gt;
* Peak contested economic targets&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heads-up:&#039;&#039;&#039; Realm 4 is built around alliances. Territory, Riftwake and the alliance structures all need one. Pirates are far stronger and pay less per raid, and [[Relics]] and monuments are rarer from expeditions, so the biggest rewards come from territory and Riftwake.&lt;br /&gt;
&lt;br /&gt;
Design Philosophy: Reward mastery, coordination, and dominance.&lt;br /&gt;
&lt;br /&gt;
Strategic Focus:&lt;br /&gt;
&lt;br /&gt;
* Large alliance coordination&lt;br /&gt;
* High-risk, high-reward warfare&lt;br /&gt;
* Political influence&lt;br /&gt;
* Prestige recognition&lt;br /&gt;
&lt;br /&gt;
Realm 4 is designed for veteran empires.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Realm Score ==&lt;br /&gt;
Realm Score determines ascension eligibility.&lt;br /&gt;
&lt;br /&gt;
It reflects:&lt;br /&gt;
&lt;br /&gt;
* Economic development&lt;br /&gt;
* Fleet value&lt;br /&gt;
* Research progress&lt;br /&gt;
* Expansion achievements&lt;br /&gt;
&lt;br /&gt;
Realm Score needed to ascend to the next Realm (your current progress is shown on the HUD realm bar and &#039;&#039;&#039;Settings → Profile&#039;&#039;&#039;):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Ascension&lt;br /&gt;
!Required Realm Score&lt;br /&gt;
|-&lt;br /&gt;
|Realm 1 → Realm 2&lt;br /&gt;
|&#039;&#039;&#039;1,000,000&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Realm 2 → Realm 3&lt;br /&gt;
|&#039;&#039;&#039;50,000,000&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Realm 3 → Realm 4&lt;br /&gt;
|&#039;&#039;&#039;2,500,000,000&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Realm 4&lt;br /&gt;
|Highest Realm (no further ascension)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[Score#Realm progression|Score]] for how Realm Score is calculated.&lt;br /&gt;
&lt;br /&gt;
Realm Score ensures players:&lt;br /&gt;
&lt;br /&gt;
* Progress naturally&lt;br /&gt;
* Cannot rush advanced systems prematurely&lt;br /&gt;
* Experience each Realm phase fully&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Design Decisions Behind Realms ==&lt;br /&gt;
The Realm system was intentionally designed to:&lt;br /&gt;
&lt;br /&gt;
* Avoid permanent snowball dominance&lt;br /&gt;
* Prevent early burnout&lt;br /&gt;
* Encourage cooperation before conflict&lt;br /&gt;
* Introduce mechanics in layers&lt;br /&gt;
* Separate casual and hardcore play phases&lt;br /&gt;
* Keep late-game content aspirational&lt;br /&gt;
&lt;br /&gt;
Realms are not seasons. They are evolutionary layers of the same empire.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Strategic Impact of Realms ==&lt;br /&gt;
Realms affect:&lt;br /&gt;
&lt;br /&gt;
=== Economy ===&lt;br /&gt;
Each Realm introduces new rare resources.&lt;br /&gt;
&lt;br /&gt;
=== Fleet Meta ===&lt;br /&gt;
Ship composition changes between Realms.&lt;br /&gt;
&lt;br /&gt;
=== Political Landscape ===&lt;br /&gt;
Alliances reform and restructure each Realm.&lt;br /&gt;
&lt;br /&gt;
=== Risk Scaling ===&lt;br /&gt;
Higher Realms introduce higher consequence systems.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Long-Term Vision ==&lt;br /&gt;
Future design direction for Realms includes:&lt;br /&gt;
&lt;br /&gt;
* Additional galaxy clusters per Realm&lt;br /&gt;
* Realm-exclusive seasonal events&lt;br /&gt;
* Inter-Realm competitive rankings&lt;br /&gt;
* Realm-based achievements&lt;br /&gt;
* Realm historical leaderboards&lt;br /&gt;
&lt;br /&gt;
The Realm system ensures Per Regna remains:&lt;br /&gt;
&lt;br /&gt;
* Structured&lt;br /&gt;
* Competitive&lt;br /&gt;
* Evolving&lt;br /&gt;
* Balanced across years of growth&lt;br /&gt;
&lt;br /&gt;
----&#039;&#039;In Per Regna, power is not gained in a single leap.  &#039;&#039;It is earned across Realms.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Quest_System&amp;diff=924</id>
		<title>Quest System</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Quest_System&amp;diff=924"/>
		<updated>2026-10-10T05:10:58Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from QuestSystem.wikitext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Quest System =&lt;br /&gt;
The &#039;&#039;&#039;Quest System&#039;&#039;&#039; in &#039;&#039;&#039;Per Regna&#039;&#039;&#039; provides structured objectives that guide commanders through core mechanics while rewarding regular activity.&lt;br /&gt;
&lt;br /&gt;
Quests are organized into three tabs:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Onboarding&#039;&#039;&#039; — permanent early-game paths (complete at your own pace)&lt;br /&gt;
* &#039;&#039;&#039;Daily&#039;&#039;&#039; — rotating objectives that reset each day&lt;br /&gt;
* &#039;&#039;&#039;Weekly&#039;&#039;&#039; — multi-step quest &#039;&#039;&#039;chains&#039;&#039;&#039; plus &#039;&#039;&#039;streak&#039;&#039;&#039; milestones for consecutive daily completion&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Quest Categories (Onboarding) =&lt;br /&gt;
Onboarding quests are grouped into thematic &#039;&#039;&#039;paths&#039;&#039;&#039;. Each path is a sequence completed in order. Finishing every quest in a path grants a &#039;&#039;&#039;Category Bonus&#039;&#039;&#039; (resources, items, or temporary boosts).&lt;br /&gt;
&lt;br /&gt;
Typical paths:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Exploration&#039;&#039;&#039; — scanning, sensors, expeditions, archive finds&lt;br /&gt;
* &#039;&#039;&#039;Resource Management&#039;&#039;&#039; — mines, energy, warehouse, engineering&lt;br /&gt;
* &#039;&#039;&#039;Combat&#039;&#039;&#039; — shipyard, fleets, pirate fights, debris recycling&lt;br /&gt;
* &#039;&#039;&#039;Colonization&#039;&#039;&#039; — alliance, Astrophysics, colony ship, new colony. The alliance quest points out alliances marked &#039;&#039;&#039;Tribute&#039;&#039;&#039;, which pay Realm 1–3 members a daily [[Alliances#Alliance tribute (Realm 1–3)|alliance tribute]].&lt;br /&gt;
&lt;br /&gt;
Exact step lists follow the live onboarding catalog and can change with patches — treat in-game quest cards as the checklist.&lt;br /&gt;
&lt;br /&gt;
Some action quests count only after the research that equips them, so your starter fleet does not tick them off early:&lt;br /&gt;
* &#039;&#039;&#039;Scan a Pirate or Player&#039;&#039;&#039; and &#039;&#039;&#039;Scan Nebula System&#039;&#039;&#039; need &#039;&#039;&#039;Research Sensor Technologies&#039;&#039;&#039; first.&lt;br /&gt;
* &#039;&#039;&#039;First Pirate Raid&#039;&#039;&#039; needs &#039;&#039;&#039;Research Chemical Propulsion&#039;&#039;&#039; (level 2, the research that grants Light Interceptors) first.&lt;br /&gt;
* &#039;&#039;&#039;First Victory&#039;&#039;&#039; and &#039;&#039;&#039;Recycler Duty&#039;&#039;&#039; need &#039;&#039;&#039;Research Weapon Systems II&#039;&#039;&#039; (the research that grants Light Fighters) first.&lt;br /&gt;
Until then the quest card shows as locked and names the research still missing. Once it is done, your next scout, raid, victory or salvage counts.&lt;br /&gt;
&lt;br /&gt;
== Commander&#039;s Path ==&lt;br /&gt;
At the top of the Onboarding tab, &#039;&#039;&#039;Commander&#039;s Path&#039;&#039;&#039; shows a single current goal so there is always one clear next step. It is shown while your Onboarding tab is visible, and the tab stays open while a Path goal or chest is still waiting to be claimed. Goals unlock one at a time, in two acts. Tap the Commander&#039;s Path header to collapse it to one line showing the current goal and its steps done; a red counter on the header shows when a goal or chest is ready to claim. Your choice is remembered on the device.&lt;br /&gt;
&lt;br /&gt;
=== Starter fleet ===&lt;br /&gt;
A handful of your father&#039;s ships survived the fall. Every new commander starts with them docked at the homeworld: &#039;&#039;&#039;5 Probes, 10 Cargo Ships, 40 Fighters and 5 Recyclers&#039;&#039;&#039;. Act I is played with these ships; building more takes the research of Act II.&lt;br /&gt;
&lt;br /&gt;
=== Act I: The Survivor Fleet ===&lt;br /&gt;
Act I goals are tracked by the Path itself: the action counts the moment you do it, separately from the onboarding quests above. Pirate raids, salvage and nebula scans you completed as onboarding quests before the Path arrived count too.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! # !! Goal !! What to do&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;Scout a Pirate&#039;&#039;&#039; || Send a Probe to a [[Pirates|pirate]] outpost with a green ring (Scout Party or Weak, the safest first targets) and read the report before you attack. Leave the strongholds for later. Scouting a player does not count.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;First Strike&#039;&#039;&#039; || Study the scout report and simulate the fight, send Cargo Ships along for the loot, then raid the outpost you scouted and win the battle. Only a win against pirates counts; battles against players do not.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Salvage the Wreckage&#039;&#039;&#039; || Send Recyclers to collect the debris from the battle.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;Chart a Nebula&#039;&#039;&#039; || Send a Probe to scan a nearby nebula.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Act II: A Fleet of Our Own ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! # !! Goal !! Steps (onboarding quests)&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &#039;&#039;&#039;Growing Economy&#039;&#039;&#039; || Industrial Engineering 2, Solar Plant 5, a mine at level 5, a Warehouse, Engineering Lab 2&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;Into the Unknown&#039;&#039;&#039; || Expedition Basics, your first expedition, your first Archive find&lt;br /&gt;
|-&lt;br /&gt;
| 7 || &#039;&#039;&#039;A Second World&#039;&#039;&#039; || Astrophysics, a Colony Ship, found a colony&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Each goal lists its steps; tap a step to jump to that quest. Steps are ordinary onboarding quests, so you still claim their own rewards as usual.&lt;br /&gt;
* Act I goals are done on the galaxy map: while one has steps left, a button under it takes you there. On First Strike it is &#039;&#039;&#039;Open Scout Report&#039;&#039;&#039; instead: it opens your latest scout report, whose &#039;&#039;&#039;Attack&#039;&#039;&#039; button launches the raid. On Chart a Nebula it is &#039;&#039;&#039;Go to Nebula&#039;&#039;&#039;: it centers the map on the nearest nebula.&lt;br /&gt;
* When every step of the current goal is done, claim the goal&#039;s reward (resources, experience and often a boost item). The next goal then becomes current. Steps of later goals count as soon as you finish them, so a later goal can be ready to claim the moment it becomes current.&lt;br /&gt;
* Under the goal, one &#039;&#039;&#039;overall onboarding bar&#039;&#039;&#039; tracks every onboarding quest across all paths. Reward chests open at &#039;&#039;&#039;10, 20, 30 and 40&#039;&#039;&#039; completed quests; when a chest is ready, a card under the bar lists what it contains with a &#039;&#039;&#039;Claim Chest&#039;&#039;&#039; button (tapping the gift on the bar also claims it). Chests count quests from any path, in any order.&lt;br /&gt;
* Goal and chest rewards come on top of the quest rewards and Category Bonuses.&lt;br /&gt;
&lt;br /&gt;
Related: [[Research]], [[Fleet and Ships]], [[Expeditions]], [[Pirates]], [[Colonization]], [[Alliances]], [[Buildings]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Daily Quests =&lt;br /&gt;
Once onboarding is underway, commanders get a daily pool of objectives spanning economy, combat, exploration, trade, and alliance play.&lt;br /&gt;
&lt;br /&gt;
=== How many quests per day ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Realm&lt;br /&gt;
!Daily quests&lt;br /&gt;
|-&lt;br /&gt;
|1–2&lt;br /&gt;
|&#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|&#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|4+&lt;br /&gt;
|&#039;&#039;&#039;8&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The pool mixes a few &#039;&#039;&#039;fixed&#039;&#039;&#039; quests with &#039;&#039;&#039;rotating&#039;&#039;&#039; picks from a larger catalog (filtered by your realm).&lt;br /&gt;
&lt;br /&gt;
=== Daily completion bonus ===&lt;br /&gt;
You do &#039;&#039;&#039;not&#039;&#039;&#039; need every quest. The daily completion bonus unlocks after finishing &#039;&#039;&#039;total quests − 1&#039;&#039;&#039; (for example: 4 of 5, 5 of 6, or 7 of 8). That lets you skip one awkward task and still clear the day.&lt;br /&gt;
&lt;br /&gt;
The exception is the short set of 3 easy dailies new commanders get while their onboarding is unfinished (first 14 days): there the bonus needs &#039;&#039;&#039;all 3&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Imperial Credits (IC) on dailies ===&lt;br /&gt;
Only &#039;&#039;&#039;4&#039;&#039;&#039; quests each day are marked &#039;&#039;&#039;reward-eligible&#039;&#039;&#039; for Imperial Credits (experience points toward Imperial Access). Completing other dailies still progresses objectives and can grant non-IC rewards when defined, but IC from the daily pool is limited to those four.&lt;br /&gt;
&lt;br /&gt;
Quest cards and the claim flow show which rewards you actually receive.&lt;br /&gt;
&lt;br /&gt;
=== Difficulty ===&lt;br /&gt;
Dailies are tagged Easy / Medium / Hard. Harder tasks generally pay more when they are IC-eligible.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Weekly tab =&lt;br /&gt;
The Weekly tab has two layers:&lt;br /&gt;
&lt;br /&gt;
=== Weekly quest chains ===&lt;br /&gt;
Multi-step storylines (realm-gated). Examples from the live catalog:&lt;br /&gt;
&lt;br /&gt;
* The Lost Signal (R2+)&lt;br /&gt;
* Pirate Warlord Hunt (R2+)&lt;br /&gt;
* Colonial Push (R2+)&lt;br /&gt;
* Industrial Overhaul (R2+)&lt;br /&gt;
* Trade Winds (R2+)&lt;br /&gt;
* Alliance Road (R2+)&lt;br /&gt;
* Frontier Defense (R2+)&lt;br /&gt;
* Nebula Mysteries (R3+)&lt;br /&gt;
* Grand Salvage Operation (R3+)&lt;br /&gt;
&lt;br /&gt;
Complete steps in order; finishing a chain grants a completion reward (IC and/or items).&lt;br /&gt;
&lt;br /&gt;
=== Weekly streak milestones ===&lt;br /&gt;
Streaks track consecutive days where you earned the &#039;&#039;&#039;daily completion bonus&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Milestone&lt;br /&gt;
!Requirement&lt;br /&gt;
|-&lt;br /&gt;
|3-day streak&lt;br /&gt;
|3 consecutive completed days&lt;br /&gt;
|-&lt;br /&gt;
|7-day streak&lt;br /&gt;
|7 consecutive completed days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Claim each milestone once per streak window when eligible. Rewards are typically temporary boosts (tech, production, quest, etc.).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Imperial Credits &amp;amp; rewards =&lt;br /&gt;
Quest rewards can include:&lt;br /&gt;
&lt;br /&gt;
* Imperial Credits (IC) — used toward Imperial Access&lt;br /&gt;
* resources and packages&lt;br /&gt;
* items and temporary boosts&lt;br /&gt;
&lt;br /&gt;
Onboarding category bonuses and weekly chain completions often include IC or strong boosts. Daily IC is capped as noted above (4 eligible quests per day).&lt;br /&gt;
&lt;br /&gt;
In-game tooltips are authoritative for exact reward packages.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Quest Interface =&lt;br /&gt;
Tabs: &#039;&#039;&#039;Onboarding&#039;&#039;&#039; · &#039;&#039;&#039;Daily&#039;&#039;&#039; · &#039;&#039;&#039;Weekly&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Players can view active objectives, progress, claimable rewards, category bonuses, and chain status. Badges highlight pending claims (daily, weekly streak, weekly chains).&lt;br /&gt;
&lt;br /&gt;
=== Welcome back briefing ===&lt;br /&gt;
During your first 7 days, opening the game after being away for a while may show a &#039;&#039;&#039;Welcome back, Commander&#039;&#039;&#039; screen (at most once per session). It shows:&lt;br /&gt;
* How long you were away.&lt;br /&gt;
* &#039;&#039;&#039;While you were away&#039;&#039;&#039;: the mail that arrived, grouped into battles, scout reports, expeditions, harvests, fleet reports, trade updates and rewards. Tap a tile or &#039;&#039;&#039;Open Mail&#039;&#039;&#039; to read them.&lt;br /&gt;
* &#039;&#039;&#039;Your next objectives&#039;&#039;&#039;: your next two onboarding quests, with progress (only while onboarding is unfinished). Tap one to open it on the Quest Board.&lt;br /&gt;
* &#039;&#039;&#039;Daily quests&#039;&#039;&#039; still open today.&lt;br /&gt;
Tap outside the screen or &#039;&#039;&#039;Continue&#039;&#039;&#039; to close it.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Strategic Importance =&lt;br /&gt;
&lt;br /&gt;
* Teaches new commanders the core systems&lt;br /&gt;
* Encourages diversified play each day&lt;br /&gt;
* Adds steady IC and boost income for active empires&lt;br /&gt;
* Weekly chains steer mid-game goals (pirates, trade, nebula, alliance)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
* [[Expeditions]] · [[Trading System]] · [[Pirates]] · [[Asteroid Harvesting]] · [[Alliances]] · [[Player Classes]] · [[Beginner Guides]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Monuments&amp;diff=923</id>
		<title>Monuments</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Monuments&amp;diff=923"/>
		<updated>2026-10-10T05:10:58Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from Monuments.wikitext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
# Collection leaderboard&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. In &#039;&#039;&#039;Realms 1–3&#039;&#039;&#039;, monument-piece expedition finds are weighted &#039;&#039;&#039;×3&#039;&#039;&#039; (and relic pieces &#039;&#039;&#039;×4&#039;&#039;&#039;) versus Realm 4.&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;
=== Resource cost from level 9 ===&lt;br /&gt;
&amp;lt;span id=&amp;quot;Resource cost from level 10&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
From the upgrade to &#039;&#039;&#039;level 9&#039;&#039;&#039; on, leveling also costs &#039;&#039;&#039;resources&#039;&#039;&#039; on top of the spares. They are paid by the colony you have open when you tap &#039;&#039;&#039;Upgrade&#039;&#039;&#039;. The cost is shown above the Upgrade button, and the button stays disabled until that colony can pay.&lt;br /&gt;
&lt;br /&gt;
* Each monument asks for its own resource mix, matched to its theme: &#039;&#039;&#039;3 to 5&#039;&#039;&#039; resource types for Support monuments, all &#039;&#039;&#039;6&#039;&#039;&#039; for Core monuments.&lt;br /&gt;
* Each level after 9 costs &#039;&#039;&#039;1.8×&#039;&#039;&#039; the level before it (level 10 = 1.8× the level 9 cost, level 11 = 3.24×, and so on).&lt;br /&gt;
* Upgrades to levels 2–8 still cost spares only.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Monument&lt;br /&gt;
!Type&lt;br /&gt;
!Upgrade to level 9 cost&lt;br /&gt;
!Total&lt;br /&gt;
|-&lt;br /&gt;
|Dyson Sphere Fragment&lt;br /&gt;
|Core&lt;br /&gt;
|34T Steel, 17T Quartz, 14T Gas, 7T Iridium, 5T Silicium, 3.5T Elerium&lt;br /&gt;
|80.5T&lt;br /&gt;
|-&lt;br /&gt;
|Halo Ring&lt;br /&gt;
|Core&lt;br /&gt;
|35T Steel, 18T Quartz, 10T Gas, 8T Iridium, 4.5T Silicium, 4T Elerium&lt;br /&gt;
|79.5T&lt;br /&gt;
|-&lt;br /&gt;
|Titan-Class Mech&lt;br /&gt;
|Core&lt;br /&gt;
|38T Steel, 15T Quartz, 11T Gas, 9T Iridium, 4T Silicium, 3T Elerium&lt;br /&gt;
|80T&lt;br /&gt;
|-&lt;br /&gt;
|Celestial Orrery&lt;br /&gt;
|Core&lt;br /&gt;
|30T Steel, 20T Quartz, 10T Gas, 6T Iridium, 6T Silicium, 4T Elerium&lt;br /&gt;
|76T&lt;br /&gt;
|-&lt;br /&gt;
|The Pyramids&lt;br /&gt;
|Support&lt;br /&gt;
|35T Steel, 20T Quartz, 8T Iridium, 3.5T Elerium&lt;br /&gt;
|66.5T&lt;br /&gt;
|-&lt;br /&gt;
|The Monolith&lt;br /&gt;
|Support&lt;br /&gt;
|34T Steel, 20T Quartz, 6T Silicium, 5T Elerium&lt;br /&gt;
|65T&lt;br /&gt;
|-&lt;br /&gt;
|The Stargate&lt;br /&gt;
|Support&lt;br /&gt;
|32T Steel, 16T Quartz, 12T Gas, 8T Iridium, 5T Elerium&lt;br /&gt;
|73T&lt;br /&gt;
|-&lt;br /&gt;
|Interstellar Trade Nexus&lt;br /&gt;
|Support&lt;br /&gt;
|30T Steel, 18T Quartz, 14T Gas, 6T Silicium&lt;br /&gt;
|68T&lt;br /&gt;
|-&lt;br /&gt;
|Mass Relay&lt;br /&gt;
|Support&lt;br /&gt;
|35T Steel, 16T Gas, 7T Iridium, 5.5T Elerium&lt;br /&gt;
|63.5T&lt;br /&gt;
|-&lt;br /&gt;
|Ancient City-Ship&lt;br /&gt;
|Support&lt;br /&gt;
|38T Steel, 15T Quartz, 12T Gas, 8T Iridium, 4T Elerium&lt;br /&gt;
|77T&lt;br /&gt;
|-&lt;br /&gt;
|Precursor Forge&lt;br /&gt;
|Support&lt;br /&gt;
|42T Steel, 12T Gas, 9T Iridium&lt;br /&gt;
|63T&lt;br /&gt;
|-&lt;br /&gt;
|Crystalline Spire&lt;br /&gt;
|Support&lt;br /&gt;
|40T Quartz, 14T Gas, 8T Silicium, 4T Elerium&lt;br /&gt;
|66T&lt;br /&gt;
|}&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;
&lt;br /&gt;
== Collection leaderboard ==&lt;br /&gt;
The &#039;&#039;&#039;Leaderboard → Players → Collection → Monuments&#039;&#039;&#039; board ranks commanders in your realm by monument collection score. Rows also show loose pieces still in inventory (not forged), total levels across owned monuments, and your highest monument level. Alliance boards sum the same stats from active members. Collection score does &#039;&#039;&#039;not&#039;&#039;&#039; change empire total or realm rank — see [[Score#players|Score]].&lt;br /&gt;
&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>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Fleet_Detection&amp;diff=922</id>
		<title>Fleet Detection</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Fleet_Detection&amp;diff=922"/>
		<updated>2026-10-10T05:10:58Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from FleetDetection.wikitext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fleet Detection =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fleet Detection&#039;&#039;&#039; in &#039;&#039;&#039;Per Regna&#039;&#039;&#039; covers how commanders learn about hostile (and friendly) fleet movements: &#039;&#039;&#039;Radar Station&#039;&#039;&#039; fleet scans, &#039;&#039;&#039;early-warning push alerts&#039;&#039;&#039; for incoming attacks, &#039;&#039;&#039;incoming probe alerts&#039;&#039;&#039;, the &#039;&#039;&#039;galaxy activity dots&#039;&#039;&#039; that hint when a target is at the keyboard, and how attackers use &#039;&#039;&#039;Frigates&#039;&#039;&#039; and &#039;&#039;&#039;moon launches&#039;&#039;&#039; to stay harder to spot.&lt;br /&gt;
&lt;br /&gt;
In-game help: &#039;&#039;&#039;Settings → Quick Guides&#039;&#039;&#039; (Early Warning Alerts, Radar Station, moon launches).&lt;br /&gt;
&lt;br /&gt;
Notification preferences: &#039;&#039;&#039;Settings → Notifications&#039;&#039;&#039; (push) and &#039;&#039;&#039;Settings → Mail&#039;&#039;&#039; (probe mail importance).&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
* [[#Early-warning attack alerts|Early-warning attack alerts]]&lt;br /&gt;
* [[#Incoming probe alerts|Incoming probe alerts]]&lt;br /&gt;
* [[#Fleet return notifications|Fleet return notifications]]&lt;br /&gt;
* [[#Frigate stealth|Frigate stealth]]&lt;br /&gt;
* [[#Radar Station scans|Radar Station scans]]&lt;br /&gt;
* [[#Moon launches|Moon launches]]&lt;br /&gt;
* [[#Galaxy activity dots|Galaxy activity dots]]&lt;br /&gt;
* [[#Sensor Array|Sensor Array]]&lt;br /&gt;
* [[#Related|Related]]&lt;br /&gt;
&lt;br /&gt;
== Early-warning attack alerts ==&lt;br /&gt;
&lt;br /&gt;
Colony-under-attack push notifications for &#039;&#039;&#039;PvP attacks&#039;&#039;&#039; do &#039;&#039;&#039;not&#039;&#039;&#039; fire when the fleet launches. The defender is warned only when the attack is in its final approach window.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Base warning:&#039;&#039;&#039; 20 minutes before arrival&lt;br /&gt;
* &#039;&#039;&#039;Radar bonus:&#039;&#039;&#039; each level of [[Radar Station]] on moons orbiting the target world adds &#039;&#039;&#039;+1 minute&#039;&#039;&#039; (the &#039;&#039;&#039;highest&#039;&#039;&#039; radar among those moons is used)&lt;br /&gt;
* &#039;&#039;&#039;Frigate reduction:&#039;&#039;&#039; attacker [[Frigate]] escorts shorten the window (see below)&lt;br /&gt;
* &#039;&#039;&#039;Final window:&#039;&#039;&#039; always clamped between &#039;&#039;&#039;10 and 30 minutes&#039;&#039;&#039; remaining&lt;br /&gt;
&lt;br /&gt;
If the flight is already inside that window when it launches, the defender is notified immediately.&lt;br /&gt;
&lt;br /&gt;
Pirate / PvE targets do not use this attack early-warning flow the same way — it is aimed at player colonies.&lt;br /&gt;
&lt;br /&gt;
Attack and probe alerts are controlled separately in notification settings. You can keep attack warnings on while turning off incoming probe pushes.&lt;br /&gt;
&lt;br /&gt;
== Incoming probe alerts ==&lt;br /&gt;
&lt;br /&gt;
When scout probes approach your colony at &#039;&#039;&#039;30%+ speed&#039;&#039;&#039;, you can receive an &#039;&#039;&#039;Incoming Probes&#039;&#039;&#039; push. This is separate from colony-under-attack alerts.&lt;br /&gt;
&lt;br /&gt;
Probe detection still creates mail. In &#039;&#039;&#039;Settings → Mail&#039;&#039;&#039; you can choose whether new probe detection reports are automatically flagged as important (they still always arrive in your inbox).&lt;br /&gt;
&lt;br /&gt;
== Fleet return notifications ==&lt;br /&gt;
&lt;br /&gt;
When your fleet docks at home, a fleet-return push can fire. Under &#039;&#039;&#039;Fleet Returning&#039;&#039;&#039; in notification settings you can choose which mission types notify you.&lt;br /&gt;
&lt;br /&gt;
Example: keep &#039;&#039;&#039;Attack returns&#039;&#039;&#039; and &#039;&#039;&#039;Expedition returns&#039;&#039;&#039; on, but turn off &#039;&#039;&#039;Harvest returns&#039;&#039;&#039; and &#039;&#039;&#039;Transport &amp;amp; collect returns&#039;&#039;&#039; so quiet logistics runs do not ping your device.&lt;br /&gt;
&lt;br /&gt;
Mission report mail (harvest, transport, expedition, and so on) can still be filtered separately under Mail notifications if you have Imperial Access.&lt;br /&gt;
&lt;br /&gt;
== Frigate stealth ==&lt;br /&gt;
&lt;br /&gt;
Matching [[Frigate]]s to the rest of an &#039;&#039;&#039;attack&#039;&#039;&#039; fleet shortens the defender’s early-warning push:&lt;br /&gt;
&lt;br /&gt;
* For every &#039;&#039;&#039;5%&#039;&#039;&#039; of other ships matched by Frigates, warning time drops by &#039;&#039;&#039;1 minute&#039;&#039;&#039;&lt;br /&gt;
* Maximum reduction: &#039;&#039;&#039;−20 minutes&#039;&#039;&#039; when Frigates equal or exceed the rest of the fleet&lt;br /&gt;
* Combined with radar, the alert still never leaves the &#039;&#039;&#039;10–30 minute&#039;&#039;&#039; band&lt;br /&gt;
&lt;br /&gt;
Example: a fleet with as many Frigates as other hulls can push a low-radar defender toward the &#039;&#039;&#039;~10 minute&#039;&#039;&#039; end of the window.&lt;br /&gt;
&lt;br /&gt;
== Radar Station scans ==&lt;br /&gt;
&lt;br /&gt;
The moon-only [[Radar Station]] can run a &#039;&#039;&#039;fleet scan&#039;&#039;&#039; on an enemy or pirate &#039;&#039;&#039;planet&#039;&#039;&#039; in range (Gas cost scales with distance; range grows with level — about &#039;&#039;&#039;+1 system grid every two levels&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
A successful scan can reveal fleets traveling to or launching from that planet: mission type, timing, composition, and cargo.&lt;br /&gt;
&lt;br /&gt;
Fleets launched from the scanned planet stay visible on their way back: a returning fleet is listed from its mission target &#039;&#039;&#039;to&#039;&#039;&#039; the scanned planet, with its return time. Other players&#039; fleets flying home after reaching the scanned planet are &#039;&#039;&#039;not&#039;&#039;&#039; shown; their return can only be seen from their own home planet. Distance is shown in grids, rounded to two decimals.&lt;br /&gt;
&lt;br /&gt;
Radar &#039;&#039;&#039;does not&#039;&#039;&#039; see:&lt;br /&gt;
&lt;br /&gt;
* Your own moon&lt;br /&gt;
* Another player’s moon base as a scan target in the same way as a planet&lt;br /&gt;
* Targets beyond radar range&lt;br /&gt;
* Fleets that &#039;&#039;&#039;launched from a moon&#039;&#039;&#039; (see below)&lt;br /&gt;
&lt;br /&gt;
== Moon launches ==&lt;br /&gt;
&lt;br /&gt;
Fleets launched from a &#039;&#039;&#039;moon&#039;&#039;&#039; are invisible to Radar Station scans of planet activity. Radar tracks planet-tied movements; outbound moon launches do not appear on those scans.&lt;br /&gt;
&lt;br /&gt;
Use moons as staging points for surprise attacks, covert transports, and timed raids. Pair with Sensor Array scouting when you need target intel without advertising your own launch.&lt;br /&gt;
&lt;br /&gt;
== Galaxy activity dots ==&lt;br /&gt;
&lt;br /&gt;
Colonized planets belonging to &#039;&#039;&#039;other&#039;&#039;&#039; commanders carry a small &#039;&#039;&#039;activity dot&#039;&#039;&#039; in the galaxy view. It is a coarse &amp;quot;someone was here recently&amp;quot; signal, not a fleet scan — it says nothing about ships, resources, or defenses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Dot&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Green&#039;&#039;&#039;&lt;br /&gt;
|Acted within the last &#039;&#039;&#039;15 minutes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Yellow&#039;&#039;&#039;&lt;br /&gt;
|Acted within the last &#039;&#039;&#039;30 minutes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Orange&#039;&#039;&#039;&lt;br /&gt;
|Acted within the last &#039;&#039;&#039;hour&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;None&#039;&#039;&lt;br /&gt;
|Nothing in the last hour&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The dot marks the &#039;&#039;&#039;colony the owner actually acted on&#039;&#039;&#039; — the planet where they built, researched, queued, cancelled or scrapped ships, launched, recalled or warped a fleet, traded, ran a scan, managed buildings, the hangar or monuments, or simply &#039;&#039;&#039;switched to&#039;&#039;&#039; it — not every colony they own. Opening the game does not count as a switch, and leaving the game open on one colony does not keep it lit. A commander who is online but only browsing the map still lights the colony they worked on last, so an active player shows exactly &#039;&#039;&#039;one&#039;&#039;&#039; lit planet rather than their whole empire. Actions on a &#039;&#039;&#039;moon&#039;&#039;&#039; count for its parent planet.&lt;br /&gt;
&lt;br /&gt;
Your own planets never show a dot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reading it.&#039;&#039;&#039; A green dot means the owner is very likely at the keyboard right now — worth weighing before committing a raid, since resources can be moved and fleets saved. An orange dot on a large colony is a softer signal. No dot means only that nothing happened there in the last hour, not that the player is gone.&lt;br /&gt;
&lt;br /&gt;
== Sensor Array ==&lt;br /&gt;
&lt;br /&gt;
[[Sensor Array]] (moon) is a different tool: it scans nearby space for &#039;&#039;&#039;asteroids&#039;&#039;&#039; and &#039;&#039;&#039;pirate&#039;&#039;&#039; activity, not the attack early-warning timer. It complements Fleet Detection but does not replace Radar Station or Frigate stealth.&lt;br /&gt;
&lt;br /&gt;
== Related ==&lt;br /&gt;
&lt;br /&gt;
* [[Frigate]] — attack escort that shortens early-warning&lt;br /&gt;
* [[Radar Station]] — scans + lengthens early-warning&lt;br /&gt;
* [[Sensor Array]] — asteroid / pirate system scans&lt;br /&gt;
* [[Fleet Combat]] — general PvP combat&lt;br /&gt;
* [[Fleet and Ships]] — ship catalog&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Expeditions/Rewards&amp;diff=921</id>
		<title>Expeditions/Rewards</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Expeditions/Rewards&amp;diff=921"/>
		<updated>2026-10-10T05:10:57Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from Expeditions-Rewards.wikitext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Expedition Rewards =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Subpage of &#039;&#039;&#039;[[Expeditions]]&#039;&#039;&#039;. Wiki path: &amp;lt;code&amp;gt;Expeditions/Rewards&amp;lt;/code&amp;gt;.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Expedition payouts scale with &#039;&#039;&#039;fleet catalog value&#039;&#039;&#039;, &#039;&#039;&#039;zone difficulty&#039;&#039;&#039;, &#039;&#039;&#039;depth&#039;&#039;&#039;, &#039;&#039;&#039;research / class&#039;&#039;&#039;, and a &#039;&#039;&#039;variance roll&#039;&#039;&#039;. They do &#039;&#039;&#039;not&#039;&#039;&#039; use a flat node base reward, Charged/Dormant loot mods, or a rally multiplier — expeditions are solo.&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
&lt;br /&gt;
* What actually scales rewards&lt;br /&gt;
* Resource formula&lt;br /&gt;
* Resources by realm&lt;br /&gt;
* Drops&lt;br /&gt;
* Recovered ships&lt;br /&gt;
* Failure vs rewards&lt;br /&gt;
* Caps&lt;br /&gt;
* What this page used to claim&lt;br /&gt;
&lt;br /&gt;
== What actually scales rewards ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Lever&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fleet catalog value&#039;&#039;&#039;&lt;br /&gt;
|Resource and ship finds start at &#039;&#039;&#039;15%&#039;&#039;&#039; of the ships you sent&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zone difficulty&#039;&#039;&#039;&lt;br /&gt;
|Easy ×1.0 / Medium ×1.2 / Hard ×1.6 / Extreme ×2.0 (resources)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Depth&#039;&#039;&#039;&lt;br /&gt;
|Earning ×1.0 → ×3.0 from D1 to D10 (see [[Expeditions/Depth System|Depth System]])&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Science Vessels&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;min(100%, log₂(count + 1) × 5%)&amp;lt;/code&amp;gt; extra loot and a matching cap lift&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Explorer class&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;+12%&#039;&#039;&#039; loot; Warlord &#039;&#039;&#039;−10%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Expedition Basics / Legendary Expeditions&#039;&#039;&#039;&lt;br /&gt;
|Extra loot %&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Variance roll&#039;&#039;&#039;&lt;br /&gt;
|0.7–1.3× base, plus rare minor / major / jackpot&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cargo&#039;&#039;&#039;&lt;br /&gt;
|Resources scale down if the hold is full; recovered ships are not cargo-capped&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Node type, node state, and rally participation are &#039;&#039;&#039;not&#039;&#039;&#039; live loot multipliers.&lt;br /&gt;
&lt;br /&gt;
== Resource formula ==&lt;br /&gt;
&lt;br /&gt;
payout ≈ fleet catalog value × 15%&lt;br /&gt;
        × difficulty&lt;br /&gt;
        × depth earning&lt;br /&gt;
        × research + class loot&lt;br /&gt;
        × variance roll&lt;br /&gt;
        × (1 + Science Vessel bonus)&lt;br /&gt;
&lt;br /&gt;
Then the total is split across resource types (steel-heavy, quartz-heavy, or gas-heavy emphasis is random). Full tables: [[Expeditions#how loot is calculated|Expeditions → How loot is calculated]].&lt;br /&gt;
&lt;br /&gt;
== Resources by realm ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Realm&lt;br /&gt;
!Resources&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
|Steel, Quartz, Gas&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;2+&#039;&#039;&#039;&lt;br /&gt;
|+ Iridium and Silicium&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;3+&#039;&#039;&#039;&lt;br /&gt;
|+ Elerium (not on every find)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Silicium is a &#039;&#039;&#039;Realm 2&#039;&#039;&#039; expedition resource, not a Realm 3 unlock.&lt;br /&gt;
&lt;br /&gt;
== Drops ==&lt;br /&gt;
&lt;br /&gt;
Item finds are &#039;&#039;&#039;nano boosts&#039;&#039;&#039;, &#039;&#039;&#039;tech boosts&#039;&#039;&#039;, &#039;&#039;&#039;relic pieces&#039;&#039;&#039;, &#039;&#039;&#039;monument pieces&#039;&#039;&#039;, and (very rarely) &#039;&#039;&#039;cosmetics&#039;&#039;&#039;. There are no research fragments, blueprint fragments, or Codex entries on this mission.&lt;br /&gt;
&lt;br /&gt;
* Harder zones, and depths up to 3, weight &amp;lt;code&amp;gt;item found&amp;lt;/code&amp;gt; more heavily. Past depth 3, each item type&#039;s chance drops by &#039;&#039;&#039;2 percentage points&#039;&#039;&#039; per extra depth, to a minimum of &#039;&#039;&#039;2%&#039;&#039;&#039; (see [[Expeditions/Depth System|Depth System]]). There is &#039;&#039;&#039;no guaranteed fragment at depth 5&#039;&#039;&#039; and &#039;&#039;&#039;no guaranteed relic at depths 9–10&#039;&#039;&#039;.&lt;br /&gt;
* Deep Space Sensors, Monolith, Explorer class, and one specialist ship type bias the &#039;&#039;&#039;family&#039;&#039;&#039; of item (relic &amp;gt; monument &amp;gt; nano &amp;gt; tech). See [[Expeditions#fleet composition|Expeditions → Fleet composition]].&lt;br /&gt;
* In &#039;&#039;&#039;Realms 1–3&#039;&#039;&#039;, relic-piece weights are &#039;&#039;&#039;×4&#039;&#039;&#039; and monument-piece weights &#039;&#039;&#039;×3&#039;&#039;&#039; versus Realm 4 baseline.&lt;br /&gt;
* Above &#039;&#039;&#039;1 trillion&#039;&#039;&#039; player score, nano and tech boost weights drop to &#039;&#039;&#039;10%&#039;&#039;&#039; of normal. Relics, monuments, and cosmetics are unchanged by that throttle.&lt;br /&gt;
&lt;br /&gt;
Relic drop context: [[Relics#collecting relic pieces|Relics → Collecting relic pieces]].&lt;br /&gt;
&lt;br /&gt;
== Recovered ships ==&lt;br /&gt;
&lt;br /&gt;
A &amp;lt;code&amp;gt;ships found&amp;lt;/code&amp;gt; event pays from a &#039;&#039;&#039;ship-value budget&#039;&#039;&#039; (~15% of fleet value × a steeper difficulty curve: Easy ×1 / Medium ×1.5 / Hard ×2.5 / Extreme ×4, then depth and Science Vessel bonus).&lt;br /&gt;
&lt;br /&gt;
* Pool is &#039;&#039;&#039;current realm and previous realm&#039;&#039;&#039; only.&lt;br /&gt;
* Class is capped near &#039;&#039;&#039;one above&#039;&#039;&#039; the strongest ship you sent (jackpots can stretch that).&lt;br /&gt;
* Colony ships, Recyclers, Advanced Recyclers, Planetary Harvesters, Support Vessels, and Science Vessels are &#039;&#039;&#039;not&#039;&#039;&#039; recovered.&lt;br /&gt;
&lt;br /&gt;
== Failure vs rewards ==&lt;br /&gt;
&lt;br /&gt;
A bad depth does &#039;&#039;&#039;not&#039;&#039;&#039; wipe or tax loot from earlier depths.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Outcome&lt;br /&gt;
!Typical result&lt;br /&gt;
|-&lt;br /&gt;
|Empty / quiet&lt;br /&gt;
|No payout this depth&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|Delay &#039;&#039;&#039;15–120 min&#039;&#039;&#039;, then Extract or Continue; &#039;&#039;&#039;loot kept&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Ship loss / pirate ambush&lt;br /&gt;
|Permanent hull removed (small %, then capped — see [[Expeditions/Depth System#ship loss and stun by depth|Depth System]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Realm 1 is &#039;&#039;&#039;not&#039;&#039;&#039; stun-only. Easy zones can lose ships from depth 2 onward.&lt;br /&gt;
&lt;br /&gt;
== Caps ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Per-expedition&#039;&#039;&#039; ceiling from player score (slower growth after ~1M) and a &#039;&#039;&#039;realm hard cap&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Daily&#039;&#039;&#039; ceiling = &#039;&#039;&#039;15×&#039;&#039;&#039; the per-expedition cap (a small floor remains if you are near the daily limit).&lt;br /&gt;
* Science Vessel bonus &#039;&#039;&#039;raises&#039;&#039;&#039; the ceiling on that run.&lt;br /&gt;
* &#039;&#039;&#039;Legendary Expeditions&#039;&#039;&#039; raises per-run and daily ceilings further.&lt;br /&gt;
&lt;br /&gt;
== What this page used to claim ==&lt;br /&gt;
&lt;br /&gt;
Ignore older copy that mentioned:&lt;br /&gt;
&lt;br /&gt;
* Rally multiplier &amp;lt;code&amp;gt;1 + 0.28 × log₂(participants + 1)&amp;lt;/code&amp;gt;&lt;br /&gt;
* Meteorite coordinates as an expedition reward&lt;br /&gt;
* Guaranteed fragment at depth 5&lt;br /&gt;
* Depth 7–8 at &#039;&#039;&#039;6×&#039;&#039;&#039; / depth 9–10 at &#039;&#039;&#039;10×&#039;&#039;&#039; with guaranteed relic pieces&lt;br /&gt;
* “No ship loss, stun only” in Realm 1&lt;br /&gt;
* Research / blueprint / Codex fragment drops&lt;br /&gt;
&lt;br /&gt;
Those are not how live expeditions pay.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Expeditions/Fleet_Mechanics&amp;diff=920</id>
		<title>Expeditions/Fleet Mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Expeditions/Fleet_Mechanics&amp;diff=920"/>
		<updated>2026-10-10T05:10:57Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from Expeditions-Fleet-Mechanics.wikitext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Expeditions/Fleet Mechanics =&lt;br /&gt;
Expedition outcomes depend heavily on the fleet you send.&lt;br /&gt;
&lt;br /&gt;
== Composition notes ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fleet catalog value&#039;&#039;&#039; drives resource and ship-recovery budgets (~&#039;&#039;&#039;15%&#039;&#039;&#039; of sent fleet value before difficulty/depth/variance).&lt;br /&gt;
* [[Probe|Probes]] and specialist hulls affect discovery odds; [[Science Vessel|Science Vessels]] improve expedition quality and count lightly toward loss weight.&lt;br /&gt;
* [[Player Classes|Explorer]] class boosts loot, success, and anomaly odds; Warlord is weaker on expedition loot.&lt;br /&gt;
* Combat ships can appear in discovery pools; loss events scale with depth.&lt;br /&gt;
&lt;br /&gt;
Full guide: [[Expeditions]] · [[Expeditions/Rewards]] · [[Expeditions/Depth System]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Expeditions/Depth_System&amp;diff=919</id>
		<title>Expeditions/Depth System</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Expeditions/Depth_System&amp;diff=919"/>
		<updated>2026-10-10T05:10:57Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from Expeditions-Depth-System.wikitext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Expedition Depth System =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Subpage of &#039;&#039;&#039;[[Expeditions]]&#039;&#039;&#039;. Wiki path: &amp;lt;code&amp;gt;Expeditions/Depth_System&amp;lt;/code&amp;gt;.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each depth is a timed layer with its own &#039;&#039;&#039;event roll&#039;&#039;&#039;. Deeper is slower and pays more, with a looser ship-loss cap — not a loot-wipe, not a rally-only layer, and not a guaranteed fragment at a fixed depth.&lt;br /&gt;
&lt;br /&gt;
Unlock extra depths with &#039;&#039;&#039;Celestial Orrery&#039;&#039;&#039; (base max &#039;&#039;&#039;3&#039;&#039;&#039;, then &#039;&#039;&#039;+1 per Orrery level&#039;&#039;&#039;). Details: [[Expeditions#maximum depth|Expeditions → Maximum depth]].&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
&lt;br /&gt;
* How a depth works&lt;br /&gt;
* Duration&lt;br /&gt;
* Earning multipliers&lt;br /&gt;
* Depth 1–3&lt;br /&gt;
* Depth 4–10&lt;br /&gt;
* Ship loss and stun by depth&lt;br /&gt;
* What this page used to claim&lt;br /&gt;
&lt;br /&gt;
== How a depth works ==&lt;br /&gt;
&lt;br /&gt;
# The fleet spends the depth’s duration on station.&lt;br /&gt;
# One weighted event resolves (resources, ships, items, empty, stun, or ship loss).&lt;br /&gt;
# Rewards and penalties apply &#039;&#039;&#039;immediately&#039;&#039;&#039; to the fleet.&lt;br /&gt;
# If max depth is not reached, you have &#039;&#039;&#039;30 minutes&#039;&#039;&#039; to &#039;&#039;&#039;Extract&#039;&#039;&#039; or &#039;&#039;&#039;Continue&#039;&#039;&#039; (or your saved default runs).&lt;br /&gt;
&lt;br /&gt;
Continuing does &#039;&#039;&#039;not&#039;&#039;&#039; put earlier loot at risk. Extract whenever you like the pile. Full flow: [[Expeditions#core flow|Expeditions → Core flow]].&lt;br /&gt;
&lt;br /&gt;
Event tables are shared by &#039;&#039;&#039;difficulty&#039;&#039;&#039;. A depth is eligible for any outcome whose &#039;&#039;&#039;minimum depth&#039;&#039;&#039; is ≤ the current depth, so D4+ reuses the D1–D3 pools with higher earning and a stricter loss cap — there is no separate “Realm 3 rally-only D4” table.&lt;br /&gt;
&lt;br /&gt;
== Duration ==&lt;br /&gt;
&lt;br /&gt;
Base time per depth (Orrery / exploration speed can shorten this):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Depth&lt;br /&gt;
!Duration&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|30 min&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|1 h&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 h&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4 h&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|4 h&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|6 h&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|8 h&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|10 h&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|12 h&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|15 h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Earning multipliers ==&lt;br /&gt;
&lt;br /&gt;
Live &#039;&#039;&#039;resource&#039;&#039;&#039; depth multipliers (not 1.0 / 1.5 / 2.5, and not 6× / 10× at D7–D10):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Depth&lt;br /&gt;
!Multiplier&lt;br /&gt;
!Risk notes&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|×1.0&lt;br /&gt;
|Lowest payout; Easy has no stun. Medium/Hard can still EMP-stun.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|×1.2&lt;br /&gt;
|Ship-loss and stun events join the pool.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|×1.6&lt;br /&gt;
|Disasters (stun and/or loss) appear. Item finds more common.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|×1.8&lt;br /&gt;
|Same event pool; loss cap rises (see below). Relic / monument / boost chance −2 points.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|×2.0&lt;br /&gt;
|Same; &#039;&#039;&#039;no&#039;&#039;&#039; guaranteed fragment.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|×2.2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|×2.4&lt;br /&gt;
|Loss cap 50% of expected loot.&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|×2.6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|×2.8&lt;br /&gt;
|&#039;&#039;&#039;No&#039;&#039;&#039; guaranteed relic piece.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|×3.0&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Difficulty stacks on top (Easy ×1.0 … Extreme ×2.0). Reward math: [[Expeditions/Rewards]].&lt;br /&gt;
&lt;br /&gt;
“Fragment chance 10–30%” is not a live per-depth guarantee. Item weight rises up to depth 3 and with difficulty, then specialist / sensor / class bonuses.&lt;br /&gt;
&lt;br /&gt;
Past depth 3, each item type (relic pieces, monument pieces, nano boosts, tech boosts) loses &#039;&#039;&#039;2 percentage points&#039;&#039;&#039; of chance per extra depth, down to a floor of &#039;&#039;&#039;2%&#039;&#039;&#039;. For example, a 10% monument chance at depth 3 becomes 8% at depth 4, 6% at depth 5, 4% at depth 6 and 2% from depth 7. Types already below 2% are not reduced. The lost chance becomes an empty roll; resource, ship and cosmetic chances are unchanged.&lt;br /&gt;
&lt;br /&gt;
== Depth 1–3 ==&lt;br /&gt;
&lt;br /&gt;
=== Depth 1 ===&lt;br /&gt;
&lt;br /&gt;
Low-stakes introduction. Typical Easy events: &#039;&#039;&#039;Derelict Probe&#039;&#039;&#039; (resources), &#039;&#039;&#039;Quiet Drift&#039;&#039;&#039; (empty). Medium/Hard add radiation damage and short EMP stuns.&lt;br /&gt;
&lt;br /&gt;
=== Depth 2 ===&lt;br /&gt;
&lt;br /&gt;
The first real Extract-or-Continue decision. New outcomes include cargo wrecks, salvage (ships), caches (items), &#039;&#039;&#039;Ion / EMP storms&#039;&#039;&#039; (stun), debris (ship loss), and on Medium+ &#039;&#039;&#039;Pirate Ambush&#039;&#039;&#039; (ship loss, not a full battle).&lt;br /&gt;
&lt;br /&gt;
=== Depth 3 ===&lt;br /&gt;
&lt;br /&gt;
Higher item weight (nano / tech / relic / monument depending on difficulty). Disasters appear (e.g. Easy &#039;&#039;&#039;Spatial Anomaly Collapse&#039;&#039;&#039; stun; Hard &#039;&#039;&#039;Antimatter Cascade&#039;&#039;&#039; ship loss; Extreme &#039;&#039;&#039;Reality Breach&#039;&#039;&#039; long stun).&lt;br /&gt;
&lt;br /&gt;
== Depth 4–10 ==&lt;br /&gt;
&lt;br /&gt;
Unlocked by &#039;&#039;&#039;Celestial Orrery&#039;&#039;&#039;, not by “Realm 3 rally” or “Realm 4 guaranteed fragment.”&lt;br /&gt;
&lt;br /&gt;
* Same outcome families as D1–D3 (&amp;lt;code&amp;gt;minDepth ≤ current&amp;lt;/code&amp;gt;).&lt;br /&gt;
* Earning keeps climbing (table above).&lt;br /&gt;
* Relic / monument / boost chances fall by 2 points per depth past 3 (minimum 2%), so deep runs pay mostly in resources.&lt;br /&gt;
* Ship-loss &#039;&#039;&#039;value cap&#039;&#039;&#039; steps up at D4 and again at D7.&lt;br /&gt;
&lt;br /&gt;
== Ship loss and stun by depth ==&lt;br /&gt;
&lt;br /&gt;
Stun &#039;&#039;&#039;pauses&#039;&#039;&#039; the fleet &#039;&#039;&#039;15–120 minutes&#039;&#039;&#039;, then you still Extract or Continue. Loot stays. Hangar / monument / Protocols+Legendary (combined &#039;&#039;&#039;25%&#039;&#039;&#039; cap) shorten stun and cut loss rate.&lt;br /&gt;
&lt;br /&gt;
Ship loss is &#039;&#039;&#039;permanent hull&#039;&#039;&#039;, typically &#039;&#039;&#039;~1–5.5%&#039;&#039;&#039; of counted ships, then capped against expected loot:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Depth&lt;br /&gt;
!Max loss vs expected loot&lt;br /&gt;
|-&lt;br /&gt;
|1–3&lt;br /&gt;
|10%&lt;br /&gt;
|-&lt;br /&gt;
|4–6&lt;br /&gt;
|25%&lt;br /&gt;
|-&lt;br /&gt;
|7+&lt;br /&gt;
|50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Science Vessels count as &#039;&#039;&#039;quantity / 1,000&#039;&#039;&#039; (at least 1 if present). This is not “10–30% hull damage” and not “0–50% loot retained.”&lt;br /&gt;
&lt;br /&gt;
Full rules: [[Expeditions#stun|Expeditions → Stun]] and [[Expeditions#ship loss|Expeditions → Ship loss]].&lt;br /&gt;
&lt;br /&gt;
== What this page used to claim ==&lt;br /&gt;
&lt;br /&gt;
Ignore older copy that mentioned:&lt;br /&gt;
&lt;br /&gt;
* Depth multipliers &#039;&#039;&#039;1.0 / 1.5 / 2.5&#039;&#039;&#039; (and R4 &#039;&#039;&#039;6× / 10×&#039;&#039;&#039;)&lt;br /&gt;
* Failure &#039;&#039;&#039;keeps 0–50% loot&#039;&#039;&#039; or &#039;&#039;&#039;full loot loss&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;10–20% / 30% hull damage&#039;&#039;&#039; as the loss model&lt;br /&gt;
* Realm 3 &#039;&#039;&#039;rally-only depth 4&#039;&#039;&#039; and Realm 4 &#039;&#039;&#039;guaranteed fragment at depth 5&#039;&#039;&#039;&lt;br /&gt;
* Codex / fragment-farming as the D3 purpose&lt;br /&gt;
&lt;br /&gt;
Those do not match live depth behavior.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Expeditions&amp;diff=918</id>
		<title>Expeditions</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Expeditions&amp;diff=918"/>
		<updated>2026-10-10T05:10:56Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from Expeditions.wikitext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Expeditions =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Expeditions&#039;&#039;&#039; are a depth-based exploration of nebula zones. You send a fleet, resolve a random event at each depth, then choose to &#039;&#039;&#039;Extract&#039;&#039;&#039; with what you have or &#039;&#039;&#039;Continue&#039;&#039;&#039; deeper for a larger payout at higher risk.&lt;br /&gt;
&lt;br /&gt;
Unlike passive harvest, each depth is a roll: resources, recovered ships, items, a stun delay, or ship losses. Expeditions are &#039;&#039;&#039;solo&#039;&#039;&#039; — there is no rally / FCS loot share on this mission type.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;You must &#039;&#039;&#039;scout the nebula system&#039;&#039;&#039; with probes before you can launch an expedition to its zones. Settings → Expedition stores default depth, default extract/continue, and one-click templates. The &#039;&#039;&#039;Explore again&#039;&#039;&#039; button on an expedition report, or on the fleet return report when the expedition fleet docks (in the report, or in the mail list by tapping the row&#039;s &#039;&#039;&#039;⋮&#039;&#039;&#039; button), starts a new expedition to the same zone: it opens the fleet send screen, or with One-Click Expedition on sends straight away from your active colony (long-press for the fleet send screen). In the mail list, an expedition report&#039;s row shows the resources, ships and items it brought home, and with Imperial Access a fleet icon on an expedition or return report row means one of your fleets is already heading to or exploring that zone.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Subpages: [[Expeditions/Rewards|Rewards]] · [[Expeditions/Depth System|Depth System]]&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
&lt;br /&gt;
* Core flow&lt;br /&gt;
* Maximum depth&lt;br /&gt;
* Depth timing&lt;br /&gt;
* How loot is calculated&lt;br /&gt;
* Resource mix by realm&lt;br /&gt;
* Items &amp;amp; recovered ships&lt;br /&gt;
* Fleet composition&lt;br /&gt;
* Stun&lt;br /&gt;
* Ship loss&lt;br /&gt;
* What failure does *not* do&lt;br /&gt;
* Research, class, and monuments&lt;br /&gt;
* Caps and late-game throttles&lt;br /&gt;
* Cargo&lt;br /&gt;
* FAQ&lt;br /&gt;
&lt;br /&gt;
== Core flow ==&lt;br /&gt;
&lt;br /&gt;
# Scout the nebula system, then pick a &#039;&#039;&#039;nebula zone&#039;&#039;&#039; on the galaxy map.&lt;br /&gt;
# Launch an expedition fleet and choose a &#039;&#039;&#039;maximum depth&#039;&#039;&#039; (and a default Extract / Continue if you miss the prompt).&lt;br /&gt;
# The fleet spends time at the current depth, then a random &#039;&#039;&#039;event&#039;&#039;&#039; resolves.&lt;br /&gt;
# Rewards (resources, ships, items) are applied immediately to the fleet. Penalties (stun, ship loss) are applied immediately.&lt;br /&gt;
# If more depths remain, you have &#039;&#039;&#039;30 minutes&#039;&#039;&#039; to &#039;&#039;&#039;Extract&#039;&#039;&#039; or &#039;&#039;&#039;Continue&#039;&#039;&#039;. If you do not answer, your saved default decision is used.&lt;br /&gt;
# On Extract (or after the last depth), the fleet returns with accumulated cargo, recovered ships, and items.&lt;br /&gt;
&lt;br /&gt;
You may only have &#039;&#039;&#039;one expedition (or gas harvest) per nebula zone&#039;&#039;&#039; at a time.&lt;br /&gt;
&lt;br /&gt;
== Maximum depth ==&lt;br /&gt;
&lt;br /&gt;
Every commander can send depths &#039;&#039;&#039;1–3&#039;&#039;&#039;. Deeper runs come from the &#039;&#039;&#039;Celestial Orrery&#039;&#039;&#039; (Explorer Core monument) on your capital:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Orrery level&lt;br /&gt;
!Max selectable depth&lt;br /&gt;
|-&lt;br /&gt;
|Not deployed&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|…&lt;br /&gt;
|Base 3 + Orrery level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Depths &#039;&#039;&#039;6–10&#039;&#039;&#039; are real earning layers once Orrery (and related research) unlocks them. They are not a separate “Realm 4 only” event table — deeper depths reuse the same outcome pool as shallower ones, with higher earning multipliers and a stricter ship-loss cap (see [[#ship loss|Ship loss]]).&lt;br /&gt;
&lt;br /&gt;
== Depth timing ==&lt;br /&gt;
&lt;br /&gt;
Each depth has its own duration (before monument / class / realm speed). Celestial Orrery and Explorer class can shorten expedition mission time. Early realms also shorten on-station depth timers: &#039;&#039;&#039;R1 ×0.5&#039;&#039;&#039;, &#039;&#039;&#039;R2 ×0.75&#039;&#039;&#039;, &#039;&#039;&#039;R3+ ×1.0&#039;&#039;&#039;. Travel to and from the nebula is sped up separately — &#039;&#039;&#039;R1 ×3&#039;&#039;&#039;, &#039;&#039;&#039;R2 ×2&#039;&#039;&#039;, &#039;&#039;&#039;R3 ×1.5&#039;&#039;&#039;, R4 base (see [[Realms Overview]]).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Depth&lt;br /&gt;
!Base duration&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|30 min&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|1 h&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 h&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4 h&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|4 h&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|6 h&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|8 h&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|10 h&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|12 h&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|15 h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Zone &#039;&#039;&#039;difficulty&#039;&#039;&#039; (Easy / Medium / Hard / Extreme) changes event weights and payout multipliers, not this timer.&lt;br /&gt;
&lt;br /&gt;
== How loot is calculated ==&lt;br /&gt;
&lt;br /&gt;
Resource finds are &#039;&#039;&#039;not&#039;&#039;&#039; a flat “node base reward.” The amount scales with the &#039;&#039;&#039;catalog build cost&#039;&#039;&#039; of the ships you sent:&lt;br /&gt;
&lt;br /&gt;
payout ≈ fleet catalog value × 15%&lt;br /&gt;
        × difficulty&lt;br /&gt;
        × depth earning&lt;br /&gt;
        × research + class loot&lt;br /&gt;
        × variance roll&lt;br /&gt;
        × (1 + Science Vessel bonus)&lt;br /&gt;
&lt;br /&gt;
Then the result is &#039;&#039;&#039;capped&#039;&#039;&#039; (see [[#caps and late game throttles|Caps]]) and split across resource types.&lt;br /&gt;
&lt;br /&gt;
=== Difficulty ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Zone difficulty&lt;br /&gt;
!Resource multiplier&lt;br /&gt;
|-&lt;br /&gt;
|Easy&lt;br /&gt;
|×1.0&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|×1.2&lt;br /&gt;
|-&lt;br /&gt;
|Hard&lt;br /&gt;
|×1.6&lt;br /&gt;
|-&lt;br /&gt;
|Extreme&lt;br /&gt;
|×2.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Depth earning ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Depth&lt;br /&gt;
!Multiplier&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|×1.0&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|×1.2&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|×1.6&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|×1.8&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|×2.0&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|×2.2&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|×2.4&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|×2.6&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|×2.8&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|×3.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Variance roll ===&lt;br /&gt;
&lt;br /&gt;
Every resource find also rolls:&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;base&#039;&#039;&#039; multiplier between &#039;&#039;&#039;0.7× and 1.3×&#039;&#039;&#039;.&lt;br /&gt;
* A chance of a bonus, which rises with difficulty and depth:&lt;br /&gt;
  - &#039;&#039;&#039;Minor&#039;&#039;&#039; ~1.15–1.5×&lt;br /&gt;
  - &#039;&#039;&#039;Major&#039;&#039;&#039; ~1.5–2.0×&lt;br /&gt;
  - &#039;&#039;&#039;Jackpot&#039;&#039;&#039; ~2.5–4.0×&lt;br /&gt;
&lt;br /&gt;
=== Science Vessels vs Explorer class ===&lt;br /&gt;
&lt;br /&gt;
These are two different bonuses:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Source&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Explorer class&#039;&#039;&#039; (Core monument)&lt;br /&gt;
|&#039;&#039;&#039;+12%&#039;&#039;&#039; expedition loot, &#039;&#039;&#039;+10%&#039;&#039;&#039; success weight, &#039;&#039;&#039;+10%&#039;&#039;&#039; anomaly (item) weight. Warlord is &#039;&#039;&#039;−10%&#039;&#039;&#039; loot. See [[Player Classes]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Science Vessels&#039;&#039;&#039; in the fleet&lt;br /&gt;
|Quantity / quality bonus: &amp;lt;code&amp;gt;min(100%, log₂(count + 1) × 5%)&amp;lt;/code&amp;gt;. About &#039;&#039;&#039;+5%&#039;&#039;&#039; at 1 ship, &#039;&#039;&#039;+50%&#039;&#039;&#039; near 1,000, &#039;&#039;&#039;+100%&#039;&#039;&#039; near &#039;&#039;&#039;1 million&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Science Vessel bonus also &#039;&#039;&#039;raises the per-expedition cap&#039;&#039;&#039; by the same multiplier, so a large Science Vessel stack is not immediately flattened by the score ceiling.&lt;br /&gt;
&lt;br /&gt;
== Resource mix by realm ==&lt;br /&gt;
&lt;br /&gt;
The payout is a total value, then distributed:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Realm&lt;br /&gt;
!Resources that can appear&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
|Steel, Quartz, Gas&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;2+&#039;&#039;&#039;&lt;br /&gt;
|+ Iridium and Silicium&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;3+&#039;&#039;&#039;&lt;br /&gt;
|+ Elerium (not every find)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Steel / quartz / gas emphasis is randomized per find (steel-heavy, quartz-heavy, or gas-heavy). Advanced resources only appear when that realm’s types are in the event’s reward table.&lt;br /&gt;
&lt;br /&gt;
== Items &amp;amp; recovered ships ==&lt;br /&gt;
&lt;br /&gt;
Successful depths can also roll:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Outcome&lt;br /&gt;
!What you get&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resources found&#039;&#039;&#039;&lt;br /&gt;
|Cargo as above&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ships found&#039;&#039;&#039;&lt;br /&gt;
|Combat / cargo hull from &#039;&#039;&#039;your current realm and the previous realm&#039;&#039;&#039;, up to about &#039;&#039;&#039;one class above&#039;&#039;&#039; the strongest ship you sent (jackpots can stretch that). Colony ships, Recyclers, Advanced Recyclers, Planetary Harvesters, Support Vessels, and Science Vessels are &#039;&#039;&#039;not&#039;&#039;&#039; in the recovery pool.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Item found&#039;&#039;&#039;&lt;br /&gt;
|Nano boosts, tech boosts, relic pieces, monument pieces, or (very rarely) cosmetics&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is &#039;&#039;&#039;no guaranteed fragment at a specific depth&#039;&#039;&#039;. Deeper / harder zones weight item outcomes more heavily; Deep Space Sensors, Monolith, Explorer class, and specialist ships bias &#039;&#039;which&#039;&#039; item family you see.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;Realms 1–3&#039;&#039;&#039;, relic-piece outcomes are weighted &#039;&#039;&#039;×4&#039;&#039;&#039; and monument-piece outcomes &#039;&#039;&#039;×3&#039;&#039;&#039; versus the Realm 4 baseline (other item types unchanged). Example: if a depth would normally put about 3% of weight on relic pieces, early-realm play puts about 12% on relics before other bonuses.&lt;br /&gt;
&lt;br /&gt;
Very late game (player score above &#039;&#039;&#039;1 trillion&#039;&#039;&#039;), nano and tech boost finds drop at &#039;&#039;&#039;10%&#039;&#039;&#039; of their normal weight. Relics, monuments, and cosmetics are unchanged by that late-game throttle.&lt;br /&gt;
&lt;br /&gt;
== Fleet composition ==&lt;br /&gt;
&lt;br /&gt;
=== Probes — find chance (max +15%) ===&lt;br /&gt;
&lt;br /&gt;
Probes raise the weight of &#039;&#039;&#039;positive&#039;&#039;&#039; outcomes (resources, ships, items). They do not change which item family you roll, and they do not boost empty / stun / damage outcomes.&lt;br /&gt;
&lt;br /&gt;
bonus ≈ 15% × (probes / (probes + 175))&lt;br /&gt;
&lt;br /&gt;
Examples: ~50 probes → ~3%, ~150 → ~7%, ~500 → ~11%, ~1,000 → ~13%. The bonus never exceeds &#039;&#039;&#039;+15%&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Specialist ships — item family bias ===&lt;br /&gt;
&lt;br /&gt;
Only &#039;&#039;&#039;one&#039;&#039;&#039; specialist type applies per expedition, in this priority:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Orbital Refinery&#039;&#039;&#039; → relic pieces&lt;br /&gt;
# &#039;&#039;&#039;Advanced Recycler&#039;&#039;&#039; → monument pieces&lt;br /&gt;
# &#039;&#039;&#039;Support Vessel&#039;&#039;&#039; → nano boosts&lt;br /&gt;
# &#039;&#039;&#039;Frigate&#039;&#039;&#039; → tech boosts&lt;br /&gt;
&lt;br /&gt;
Presence of that type biases matching &amp;lt;code&amp;gt;item found&amp;lt;/code&amp;gt; rows. Extra copies currently add very little compared to simply bringing the right specialist.&lt;br /&gt;
&lt;br /&gt;
=== Science Vessels — quantity and quality ===&lt;br /&gt;
&lt;br /&gt;
See [[#science vessels vs explorer class|Science Vessels vs Explorer class]]. This is the main stack-for-payout ship. Large stacks are &#039;&#039;&#039;not&#039;&#039;&#039; wiped by the same loss % as combat hull (see [[#ship loss|Ship loss]]).&lt;br /&gt;
&lt;br /&gt;
=== Combat ships — discovery pool ===&lt;br /&gt;
&lt;br /&gt;
The highest ship &#039;&#039;&#039;class&#039;&#039;&#039; in the fleet unlocks higher-tier recovery. Sending only low-tier hull keeps discoveries in the low-tier pool; battleships / later combat ships open the next class.&lt;br /&gt;
&lt;br /&gt;
=== Fleet size ===&lt;br /&gt;
&lt;br /&gt;
Larger catalog value raises &#039;&#039;&#039;resource volume&#039;&#039;&#039; and the &#039;&#039;&#039;ship-recovery budget&#039;&#039;&#039; (also ~15% of fleet value, with a steeper difficulty curve for ships). Probability caps (probe / specialist) are separate from that volume.&lt;br /&gt;
&lt;br /&gt;
== Stun ==&lt;br /&gt;
&lt;br /&gt;
Stun is an &#039;&#039;&#039;event penalty&#039;&#039;&#039;, not a separate “you failed, dump the loot” roll.&lt;br /&gt;
&lt;br /&gt;
* Typical durations are &#039;&#039;&#039;15–120 minutes&#039;&#039;&#039;, depending on the event and zone difficulty (Easy ion storms ~30 min; Extreme failures can reach ~90–120 min).&lt;br /&gt;
* The fleet &#039;&#039;&#039;pauses&#039;&#039;&#039;. When the stun expires, you still &#039;&#039;&#039;Extract or Continue&#039;&#039;&#039; as usual.&lt;br /&gt;
* &#039;&#039;&#039;Cargo, items, and recovered ships from this and earlier depths are kept.&#039;&#039;&#039;&lt;br /&gt;
* Duration is reduced by monument stun reduction and expedition safety research (see below). Fleet Hangar Protocols does &#039;&#039;&#039;not&#039;&#039;&#039; apply here — it only shortens hangar and PvE recovery stun at your colonies. Combined stun reduction is &#039;&#039;&#039;capped at 50%&#039;&#039;&#039;. Stun never drops below &#039;&#039;&#039;1 minute&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Stun does &#039;&#039;&#039;not&#039;&#039;&#039; force a return and does &#039;&#039;&#039;not&#039;&#039;&#039; tax accumulated loot.&lt;br /&gt;
&lt;br /&gt;
== Ship loss ==&lt;br /&gt;
&lt;br /&gt;
Some events (&amp;lt;code&amp;gt;fleet damaged&amp;lt;/code&amp;gt;, pirate ambush, some disasters) remove ships from the expedition fleet &#039;&#039;&#039;permanently&#039;&#039;&#039;. This is hull lost, not a temporary “damage %” that heals.&lt;br /&gt;
&lt;br /&gt;
Configured loss rates are small (&#039;&#039;&#039;about 1–5.5%&#039;&#039;&#039; of counted ships, depending on the event). Two safeties sit on top:&lt;br /&gt;
&lt;br /&gt;
=== Loot-relative cap ===&lt;br /&gt;
&lt;br /&gt;
Loss value cannot exceed a fraction of the &#039;&#039;&#039;expected loot&#039;&#039;&#039; for that depth (same 15% × difficulty × depth scale used for rewards):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Depth&lt;br /&gt;
!Max loss vs expected loot&lt;br /&gt;
|-&lt;br /&gt;
|1–3&lt;br /&gt;
|10%&lt;br /&gt;
|-&lt;br /&gt;
|4–6&lt;br /&gt;
|25%&lt;br /&gt;
|-&lt;br /&gt;
|7+&lt;br /&gt;
|50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
So a huge combat stack cannot lose more hull value than a slice of what the run was expected to pay.&lt;br /&gt;
&lt;br /&gt;
=== Science Vessel counting ===&lt;br /&gt;
&lt;br /&gt;
Science Vessels are counted as &#039;&#039;&#039;quantity / 1,000&#039;&#039;&#039; when applying the percentage (still at least &#039;&#039;&#039;1&#039;&#039;&#039; hull if any are present). A 1% event on 1,000,000 Science Vessels is on the order of &#039;&#039;&#039;10&#039;&#039;&#039; hull, not 10,000.&lt;br /&gt;
&lt;br /&gt;
=== Safety research ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Expedition Protocols&#039;&#039;&#039; (risk reduction) and &#039;&#039;&#039;Legendary Expeditions&#039;&#039;&#039; (insurance) &#039;&#039;&#039;add together&#039;&#039;&#039; and cut both ship-loss rate and stun duration, &#039;&#039;&#039;capped at 25%&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Realm 1 Easy zones &#039;&#039;&#039;can&#039;&#039;&#039; still lose ships from D2 onward. Stun-only is not the R1 rule.&lt;br /&gt;
&lt;br /&gt;
== What failure does *not* do ==&lt;br /&gt;
&lt;br /&gt;
* It does &#039;&#039;&#039;not&#039;&#039;&#039; confiscate loot from earlier depths.&lt;br /&gt;
* It does &#039;&#039;&#039;not&#039;&#039;&#039; roll “keep 0–50% of cargo.”&lt;br /&gt;
* A stun does &#039;&#039;&#039;not&#039;&#039;&#039; cancel the extract / continue choice after it ends.&lt;br /&gt;
* Recovered ships are &#039;&#039;&#039;not&#039;&#039;&#039; dumped if cargo is full (only &#039;&#039;&#039;resources&#039;&#039;&#039; are scaled to remaining cargo).&lt;br /&gt;
&lt;br /&gt;
Each depth is independent: a bad roll applies its penalty; a good roll adds its reward. Extract whenever you are happy with the pile.&lt;br /&gt;
&lt;br /&gt;
== Research, class, and monuments ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Source&lt;br /&gt;
!What it changes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Expedition Basics&#039;&#039;&#039;&lt;br /&gt;
|+loot % per level&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Expedition Mastery&#039;&#039;&#039;&lt;br /&gt;
|+success weight (fewer empty / penalty rolls)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Deep Space Sensors&#039;&#039;&#039;&lt;br /&gt;
|+item-found weight (anomalies)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Expedition Protocols&#039;&#039;&#039;&lt;br /&gt;
|+success weight, −ship-loss / stun (part of the 25% safety cap)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Legendary Expeditions&#039;&#039;&#039;&lt;br /&gt;
|+loot %, insurance (same 25% cap), &#039;&#039;&#039;higher reward ceilings&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Explorer class&#039;&#039;&#039;&lt;br /&gt;
|+12% loot, +10% success, +10% anomalies, +15% exploration speed&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Warlord class&#039;&#039;&#039;&lt;br /&gt;
|−10% expedition loot&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Celestial Orrery&#039;&#039;&#039;&lt;br /&gt;
|Extra max depth (+1 per level), shorter expedition time&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crystalline Spire&#039;&#039;&#039;&lt;br /&gt;
|Expedition success&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Monolith&#039;&#039;&#039;&lt;br /&gt;
|Anomaly discovery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Success-weight bonuses shift probability toward rewarding outcomes without changing the total weight of the table. They cannot delete failure events entirely.&lt;br /&gt;
&lt;br /&gt;
== Caps and late-game throttles ==&lt;br /&gt;
&lt;br /&gt;
Payouts are limited by &#039;&#039;&#039;player score&#039;&#039;&#039;, &#039;&#039;&#039;realm&#039;&#039;&#039;, and &#039;&#039;&#039;daily tracking&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;per-expedition&#039;&#039;&#039; ceiling that grows with score (linear early, slower after ~1M score) and is hard-capped by realm.&lt;br /&gt;
* A &#039;&#039;&#039;daily&#039;&#039;&#039; ceiling of &#039;&#039;&#039;15×&#039;&#039;&#039; the per-expedition cap. A small floor remains so a commander who is near the daily cap can still receive a reduced find.&lt;br /&gt;
* &#039;&#039;&#039;Science Vessel bonus&#039;&#039;&#039; multiplies the ceiling applied to that run.&lt;br /&gt;
* &#039;&#039;&#039;Legendary Expeditions&#039;&#039;&#039; &amp;lt;code&amp;gt;expeditionCapBonusPct&amp;lt;/code&amp;gt; raises both per-run and daily ceilings.&lt;br /&gt;
&lt;br /&gt;
These caps exist so expedition income stays in band with the rest of the economy. Sending a larger fleet still helps until you hit the ceiling.&lt;br /&gt;
&lt;br /&gt;
== Cargo ==&lt;br /&gt;
&lt;br /&gt;
When resources are found, they are added to the fleet up to &#039;&#039;&#039;remaining cargo capacity&#039;&#039;&#039; (Trade Networks and Galactic Commerce research included). If the find is larger than free space, &#039;&#039;&#039;all resource types are scaled down together&#039;&#039;&#039; — you keep a proportional slice, not a random subset.&lt;br /&gt;
&lt;br /&gt;
Ships recovered on the expedition are added to the fleet &#039;&#039;&#039;without&#039;&#039;&#039; a cargo check. Bring haulers if you care about resource volume; they are not required to keep recovered hull.&lt;br /&gt;
&lt;br /&gt;
Alliance resource tax, if your alliance collects it, is applied when the fleet &#039;&#039;&#039;returns&#039;&#039;&#039;, same as other mission cargo.&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do I lose everything if I continue and fail?&#039;&#039;&#039;  &lt;br /&gt;
No. Earlier depths stay in the fleet. A later stun or ship-loss event delays you or removes some hull; it does not empty the hold.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Is there a rally multiplier?&#039;&#039;&#039;  &lt;br /&gt;
No. Expeditions are solo. Rally math belongs to pirate / FCS combat, not this mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do Charged / Dormant zone labels change loot?&#039;&#039;&#039;  &lt;br /&gt;
Those states exist on nebula zones, but they currently &#039;&#039;&#039;do not&#039;&#039;&#039; change expedition payout or risk. Treat difficulty, depth, and fleet value as the live levers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do I need Science Vessels?&#039;&#039;&#039;  &lt;br /&gt;
The quantity bonus is on &#039;&#039;&#039;Science Vessels&#039;&#039;&#039;. Specialist Support Vessels bias nano-boost finds; they are not the payout stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Can recovered ships be higher class than anything I sent?&#039;&#039;&#039;  &lt;br /&gt;
Usually at most &#039;&#039;&#039;one class above&#039;&#039;&#039; your strongest ship, unless a jackpot stretches the pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Are pirate ambushes a full battle?&#039;&#039;&#039;  &lt;br /&gt;
No. They are an expedition event that applies a &#039;&#039;&#039;ship-loss&#039;&#039;&#039; penalty. There is no fight / bribe / negotiate menu on the expedition itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where do relic and monument pieces come from?&#039;&#039;&#039;  &lt;br /&gt;
Expeditions are a primary source. See [[Relics]] and [[Player Classes]] for forging and class Core monuments (including Celestial Orrery).&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Warp_Gate&amp;diff=917</id>
		<title>Warp Gate</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Warp_Gate&amp;diff=917"/>
		<updated>2026-10-08T19:04:16Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from Warp_Gate.wikitext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|name=Warp Gate|image=Building_WarpGate.png|category=Lunar|realm=3|placement=Moon|steel=2000000|quartz=4000000|gas=2000000|iridium=1000000|silicium=500000|elerium=250000|time=86400s|effects=Allows instant fleet travel between connected Warp Gates.|requirements=Engineering Lab Level 16&amp;lt;br&amp;gt;&lt;br /&gt;
Warp Technology Level 8|costMultiplier=2.5|buildTimeMultiplier=2.2}}&lt;br /&gt;
&lt;br /&gt;
= Warp Gate =&lt;br /&gt;
The &#039;&#039;&#039;Warp Gate&#039;&#039;&#039; is a moon-only dimensional gateway that lets fleets travel instantly between &#039;&#039;&#039;paired&#039;&#039;&#039; gates — revolutionizing empire mobility in Per Regna.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
* &#039;&#039;&#039;Moon-only&#039;&#039;&#039; — plan moon infrastructure before investing&lt;br /&gt;
* Requires a &#039;&#039;&#039;paired&#039;&#039;&#039; Warp Gate at the destination; unlinkable gates do nothing&lt;br /&gt;
* Each use triggers a &#039;&#039;&#039;cooldown&#039;&#039;&#039;; higher levels reduce cooldown duration&lt;br /&gt;
* &#039;&#039;&#039;Warp hop&#039;&#039;&#039; launches start from the gate moon; the parent planet can hop through it too once the planet has an [[Ascension Gate]]. Planet launches add readiness that shrinks with Ascension Gate level (&#039;&#039;&#039;5 minutes&#039;&#039;&#039; at level 1 down to &#039;&#039;&#039;2 minutes&#039;&#039;&#039;)&lt;br /&gt;
* &#039;&#039;&#039;One-click missions&#039;&#039;&#039; (scout, recycler, asteroid and gas harvest, expedition, alliance system Harvest / Survey) take the nearest eligible hop automatically with the Imperial Access setting &#039;&#039;&#039;One-Click Auto Warp Hop&#039;&#039;&#039; (&#039;&#039;&#039;Settings → Fleet&#039;&#039;&#039;, on by default); if the hop cannot be used, the fleet flies directly&lt;br /&gt;
* A hop is only used when it &#039;&#039;&#039;arrives sooner&#039;&#039;&#039; than flying direct. When the readiness delay (plus any planet launch delay) is longer than the time saved, the fleet flies directly and the send screen does not offer the hop&lt;br /&gt;
&lt;br /&gt;
== Special capabilities ==&lt;br /&gt;
=== Paired instant travel ===&lt;br /&gt;
* Link two gates to open a corridor bypassing normal flight time&lt;br /&gt;
* Cooldown between jumps decreases as the gate levels up&lt;br /&gt;
* Ideal for redeploying defenders or staging surprise offensives&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
* Build pairs between your main fleet world and border moons&lt;br /&gt;
* Combine with [[Radar Station]] stealth limits — inbound moon launches stay off enemy planet scans ([[Fleet Detection#Moon launches|moon launches]])&lt;br /&gt;
* Protect gate moons; losing a gate strand isolates fleets&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
Warp Gates generate temporary dimensional corridors that bypass conventional hyperspace travel.&lt;br /&gt;
&lt;br /&gt;
These corridors allow fleets to cross vast interstellar distances instantly.&lt;br /&gt;
&lt;br /&gt;
Only the most advanced civilizations possess the technology to construct and maintain these gates.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [[Warp Technology]]&lt;br /&gt;
* [[Fleet Detection]] · [[Radar Station]]&lt;br /&gt;
* [[Buildings]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Score&amp;diff=916</id>
		<title>Score</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Score&amp;diff=916"/>
		<updated>2026-10-08T19:04:15Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from Score.wikitext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Score =&lt;br /&gt;
&lt;br /&gt;
Score represents the overall development level of an empire in &#039;&#039;&#039;Per Regna&#039;&#039;&#039;. It reflects the combined progress of a player’s economy, technology, fleets, defenses, alliance donations, and items.&lt;br /&gt;
&lt;br /&gt;
Score is used to:&lt;br /&gt;
&lt;br /&gt;
* measure empire progression&lt;br /&gt;
* determine player rankings within a &#039;&#039;&#039;Realm&#039;&#039;&#039;&lt;br /&gt;
* unlock access to higher Realms&lt;br /&gt;
* compare the strength of different empires and alliances&lt;br /&gt;
&lt;br /&gt;
As players expand their colonies, build fleets, research technologies, and donate to their alliance, their total score gradually increases. Fleet and defense scores are naturally bounded by [[Tonnage|tonnage]]. Buildings, research, alliance donations, and items count 1:1 until &#039;&#039;&#039;500B&#039;&#039;&#039;, then diminish so late-game uncapped investment cannot dwarf military mass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weekly events&#039;&#039;&#039; and the &#039;&#039;&#039;Daily Race&#039;&#039;&#039; use a separate event-score — they do not add to this empire total. See [[#weekly events vs empire score|Weekly events vs empire score]].&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
&lt;br /&gt;
* What contributes to score&lt;br /&gt;
* Score formula&lt;br /&gt;
* Score resource weights&lt;br /&gt;
* Building / research / donation soft-cap&lt;br /&gt;
* What does not count&lt;br /&gt;
* Realm progression&lt;br /&gt;
* Where score is shown&lt;br /&gt;
* Score and leaderboards&lt;br /&gt;
* How other systems use score&lt;br /&gt;
* Weekly events vs empire score&lt;br /&gt;
* Strategic considerations&lt;br /&gt;
* Quick reference&lt;br /&gt;
* Related pages&lt;br /&gt;
&lt;br /&gt;
== What contributes to score ==&lt;br /&gt;
&lt;br /&gt;
Several major gameplay systems contribute to a player’s total score. Each is converted from &#039;&#039;&#039;catalog resource costs&#039;&#039;&#039; (see [[#score resource weights|weights]]), then divided into score units.&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
&lt;br /&gt;
Constructing and upgrading buildings increases score because it represents long-term infrastructure development. Score is the &#039;&#039;&#039;sum of every completed upgrade&#039;&#039;&#039; on your colonies (planets and moons), from level 1 up to the current level. Each level uses that building’s catalog cost (typically &#039;&#039;&#039;1.5×&#039;&#039;&#039; per level).&lt;br /&gt;
&lt;br /&gt;
Example buildings include:&lt;br /&gt;
&lt;br /&gt;
* resource mines&lt;br /&gt;
* research laboratories&lt;br /&gt;
* shipyards&lt;br /&gt;
* planetary infrastructure&lt;br /&gt;
&lt;br /&gt;
Queued upgrades that have not finished &#039;&#039;&#039;do not&#039;&#039;&#039; count. Alliance-system buildings (HQ / Division / Bastion) are paid from the alliance vault and &#039;&#039;&#039;do not&#039;&#039;&#039; add to your personal building score.&lt;br /&gt;
&lt;br /&gt;
After the sum, the [[#building  research  donation soft cap|soft-cap]] is applied.&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
&lt;br /&gt;
Technological development is a major contributor to score. Each completed &#039;&#039;&#039;personal&#039;&#039;&#039; research level increases score from that level’s catalog cost (typically &#039;&#039;&#039;2×&#039;&#039;&#039; per level).&lt;br /&gt;
&lt;br /&gt;
Important research areas include:&lt;br /&gt;
&lt;br /&gt;
* propulsion technologies&lt;br /&gt;
* weapons systems&lt;br /&gt;
* shield technology&lt;br /&gt;
* economic and industrial research&lt;br /&gt;
&lt;br /&gt;
Alliance research is &#039;&#039;&#039;not&#039;&#039;&#039; part of this component. After the sum, the [[#building  research  donation soft cap|soft-cap]] is applied independently of buildings.&lt;br /&gt;
&lt;br /&gt;
=== Fleet ===&lt;br /&gt;
&lt;br /&gt;
Ships contribute to score based on their &#039;&#039;&#039;construction cost&#039;&#039;&#039; (not combat stats). Large fleets significantly increase an empire’s score, especially when they contain advanced warships.&lt;br /&gt;
&lt;br /&gt;
Counts:&lt;br /&gt;
&lt;br /&gt;
* ships in &#039;&#039;&#039;hangars&#039;&#039;&#039; on all of your colonies&lt;br /&gt;
* ships in &#039;&#039;&#039;active fleets&#039;&#039;&#039; (traveling, stationed, returning, on a mission)&lt;br /&gt;
&lt;br /&gt;
Example ship classes include Fighters, Cruisers, Dreadnoughts, Carriers, and Titans. Support ships such as cargo vessels and recyclers also contribute, though each hull is worth less.&lt;br /&gt;
&lt;br /&gt;
Lost hull sitting in the [[Tonnage#ship graveyard|Ship Graveyard]] awaiting buyback does &#039;&#039;&#039;not&#039;&#039;&#039; count. After buyback, recovered ships are hangar ships again and count immediately.&lt;br /&gt;
&lt;br /&gt;
This is the &#039;&#039;&#039;Fleet&#039;&#039;&#039; column on the Players leaderboard.&lt;br /&gt;
&lt;br /&gt;
=== Defenses ===&lt;br /&gt;
&lt;br /&gt;
Planetary [[Defenses|defenses]] also contribute to score: &#039;&#039;&#039;catalog unit cost × quantity&#039;&#039;&#039; on all of your colonies. Defensive structures represent the military investment of a colony.&lt;br /&gt;
&lt;br /&gt;
Examples include missile batteries, railgun towers, plasma cannons, and shield domes.&lt;br /&gt;
&lt;br /&gt;
Alliance-system turrets use a separate alliance pool and do not add here. This is the &#039;&#039;&#039;Defense&#039;&#039;&#039; column on the Players leaderboard.&lt;br /&gt;
&lt;br /&gt;
=== Alliance donations ===&lt;br /&gt;
&lt;br /&gt;
Cumulative weighted value of resources you have donated into &#039;&#039;&#039;any&#039;&#039;&#039; alliance vault. Same resource weights as the other components. This is the only way idle resources (that never became buildings, ships, or research) still grant empire score.&lt;br /&gt;
&lt;br /&gt;
Alliance &#039;&#039;&#039;tax&#039;&#039;&#039; on mission returns also contributes when tax is credited to the vault. See [[Alliances]].&lt;br /&gt;
&lt;br /&gt;
After the sum, the [[#building  research  donation soft cap|soft-cap]] is applied independently.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Resources sunk into items, worked out from what you own or have used:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Monument upgrades&#039;&#039;&#039; — every upgrade from [[Monuments#Resource cost from level 7|level 7]] on, at its catalog cost, for each monument copy at its current level. Copies used up as spares do not count.&lt;br /&gt;
* &#039;&#039;&#039;Engines&#039;&#039;&#039; — every engine you bought at its catalog price, including engines still forging, worn out, burned out, stolen or destroyed. &#039;&#039;&#039;Scrapped&#039;&#039;&#039; engines do not count (their refund went back to the colony). Each &#039;&#039;&#039;overcharge&#039;&#039;&#039; adds its price.&lt;br /&gt;
* &#039;&#039;&#039;Colony Relocate boosts&#039;&#039;&#039; bought at the Engineering Lab — the price you paid for each, used or not. Free boosts from realm ascension do not count.&lt;br /&gt;
&lt;br /&gt;
After the sum, the [[#building  research  donation soft cap|soft-cap]] is applied independently.&lt;br /&gt;
&lt;br /&gt;
=== Colonies and infrastructure ===&lt;br /&gt;
&lt;br /&gt;
Colonizing new planets does &#039;&#039;&#039;not&#039;&#039;&#039; add a flat colony bonus. New worlds increase score &#039;&#039;&#039;through&#039;&#039;&#039; the buildings, ships, and defenses you place on them — extra mines, yards, labs, and hangars.&lt;br /&gt;
&lt;br /&gt;
== Score formula ==&lt;br /&gt;
&lt;br /&gt;
Every component starts from catalog costs:&lt;br /&gt;
&lt;br /&gt;
rawValue    = floor(Σ resource × weight)&lt;br /&gt;
scoreUnits  = ceil(rawValue / 1000)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy never counts&#039;&#039;&#039; (weight 0).&lt;br /&gt;
&lt;br /&gt;
Then:&lt;br /&gt;
&lt;br /&gt;
buildingScore           = softCap(buildings)&lt;br /&gt;
researchScore           = softCap(research)&lt;br /&gt;
allianceDonationScore   = softCap(donations)&lt;br /&gt;
itemScore               = softCap(items)&lt;br /&gt;
totalScore              = buildingScore + researchScore + shipScore + defenseScore + allianceDonationScore + itemScore&lt;br /&gt;
&lt;br /&gt;
Ships and defenses are &#039;&#039;&#039;not&#039;&#039;&#039; soft-capped.&lt;br /&gt;
&lt;br /&gt;
In general:&lt;br /&gt;
&lt;br /&gt;
* expensive structures and technologies contribute more score&lt;br /&gt;
* large fleets and turret walls significantly impact total score&lt;br /&gt;
* &#039;&#039;&#039;ships and defenses&#039;&#039;&#039; reflect the &#039;&#039;&#039;current&#039;&#039;&#039; inventory — if they are destroyed, that score is removed; rebuilding restores it&lt;br /&gt;
* &#039;&#039;&#039;buildings and research&#039;&#039;&#039; reflect the cumulative cost of &#039;&#039;&#039;current levels&#039;&#039;&#039; — losing or downgrading a level removes that level’s cost&lt;br /&gt;
* &#039;&#039;&#039;alliance donations&#039;&#039;&#039; are cumulative: they are not removed if you leave the alliance&lt;br /&gt;
* &#039;&#039;&#039;items&#039;&#039;&#039; stay counted once used: a worn-out engine or a used relocate boost keeps its score; scrapping an engine removes it&lt;br /&gt;
&lt;br /&gt;
Scores refresh on a periodic engine tick (default &#039;&#039;&#039;30 minutes&#039;&#039;&#039;), and immediately after actions such as finishing research or donating to the vault. Opening &#039;&#039;&#039;My Rank&#039;&#039;&#039; recalculates your live breakdown; the published rank still comes from the last stored realm ranking.&lt;br /&gt;
&lt;br /&gt;
== Score resource weights ==&lt;br /&gt;
&lt;br /&gt;
Rarer resources are worth more per unit:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Resource&lt;br /&gt;
!Weight&lt;br /&gt;
|-&lt;br /&gt;
|Steel&lt;br /&gt;
|&#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Quartz&lt;br /&gt;
|&#039;&#039;&#039;1.5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Gas&lt;br /&gt;
|&#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Silicium&lt;br /&gt;
|&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Iridium&lt;br /&gt;
|&#039;&#039;&#039;3.5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Elerium&lt;br /&gt;
|&#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Energy&lt;br /&gt;
|&#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example: a ship that costs 1,000 steel + 400 quartz is &amp;lt;code&amp;gt;floor(1000×1 + 400×1.5) = 1,600&amp;lt;/code&amp;gt; raw, then &amp;lt;code&amp;gt;ceil(1600 / 1000) = 2&amp;lt;/code&amp;gt; score per hull.&lt;br /&gt;
&lt;br /&gt;
== Building / research / donation soft-cap ==&lt;br /&gt;
&lt;br /&gt;
Fleet + defense are bounded by [[Tonnage|tonnage]] (~&#039;&#039;&#039;500B&#039;&#039;&#039; combined score at the ceiling). Buildings, research, alliance donations, and items have no such hard limit and can reach tens of trillions of raw cost-score. Each of those four components is mapped independently:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Raw component&lt;br /&gt;
!Effective component&lt;br /&gt;
|-&lt;br /&gt;
|≤ &#039;&#039;&#039;500B&#039;&#039;&#039;&lt;br /&gt;
|1:1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;gt; &#039;&#039;&#039;500B&#039;&#039;&#039;&lt;br /&gt;
|500B + 500B × excess / (excess + &#039;&#039;&#039;5T&#039;&#039;&#039;)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
effective = 500B + 500B × (raw − 500B) / ((raw − 500B) + 5T)&lt;br /&gt;
&lt;br /&gt;
The curve approaches &#039;&#039;&#039;1T&#039;&#039;&#039; per component and never hits a hard wall:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Raw building, research, or donation&lt;br /&gt;
!Effective&lt;br /&gt;
|-&lt;br /&gt;
|500B&lt;br /&gt;
|500B&lt;br /&gt;
|-&lt;br /&gt;
|1.5T&lt;br /&gt;
|~583B&lt;br /&gt;
|-&lt;br /&gt;
|5.5T&lt;br /&gt;
|750B&lt;br /&gt;
|-&lt;br /&gt;
|30T&lt;br /&gt;
|~929B&lt;br /&gt;
|-&lt;br /&gt;
|40T&lt;br /&gt;
|~944B&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
At ~30–40T of actual investment in any of those components, that component’s &#039;&#039;&#039;displayed&#039;&#039;&#039; score sits near &#039;&#039;&#039;1T&#039;&#039;&#039;, in line with a maxed fleet + defense.&lt;br /&gt;
&lt;br /&gt;
== What does not count ==&lt;br /&gt;
&lt;br /&gt;
* resources sitting in warehouses, fleets, or the alliance vault (until donated)&lt;br /&gt;
* buildings / ships / defenses &#039;&#039;&#039;in queue&#039;&#039;&#039;&lt;br /&gt;
* alliance HQ / Division / Bastion buildings and alliance defenses&lt;br /&gt;
* alliance research&lt;br /&gt;
* Ship Graveyard hull not yet bought back&lt;br /&gt;
* energy costs&lt;br /&gt;
* weekly event / Daily Race points (different system)&lt;br /&gt;
* monument and relic &#039;&#039;&#039;collection&#039;&#039;&#039; scores (separate leaderboard; see [[#players|Players]])&lt;br /&gt;
&lt;br /&gt;
== Realm progression ==&lt;br /&gt;
&lt;br /&gt;
Score determines when players can ascend to higher [[Realms Overview|Realms]]. Realms represent major stages of technological and strategic progression. Each Realm unlocks new ships, buildings, research, and gameplay systems.&lt;br /&gt;
&lt;br /&gt;
Players gain access to the next Realm once their empire reaches the required score threshold (shown on the HUD realm bar and &#039;&#039;&#039;Settings → Profile&#039;&#039;&#039;). Live values are server-configured; typical published thresholds:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Realm&lt;br /&gt;
!Required score&lt;br /&gt;
|-&lt;br /&gt;
|Realm 2&lt;br /&gt;
|&#039;&#039;&#039;1,000,000&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Realm 3&lt;br /&gt;
|&#039;&#039;&#039;50,000,000&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Realm 4&lt;br /&gt;
|&#039;&#039;&#039;2,500,000,000&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Reaching each milestone usually requires multiple colonies, advanced research, powerful fleets, and large industrial infrastructure.&lt;br /&gt;
&lt;br /&gt;
Realm 1 also shows smaller onboarding brackets (I-1 … I-4) so the path to Realm 2 is visible in pieces. Rank is &#039;&#039;&#039;per realm&#039;&#039;&#039;: #1 is the highest total in &#039;&#039;&#039;your&#039;&#039;&#039; realm, not the whole galaxy. Recently ascended commanders (last &#039;&#039;&#039;7 days&#039;&#039;&#039;) appear on the Players leaderboard.&lt;br /&gt;
&lt;br /&gt;
Once per day the server snapshots score and rank. &#039;&#039;&#039;My Rank&#039;&#039;&#039; shows the delta since that snapshot (score ↑/↓ and ranks gained or lost).&lt;br /&gt;
&lt;br /&gt;
== Where score is shown ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Place&lt;br /&gt;
!What you see&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Leaderboard&#039;&#039;&#039; (trophy on the bottom bar, large screens)&lt;br /&gt;
|Full Leaderboard modal — My Rank, Players, Battles, Missions, Alliances&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Settings → Profile → Total Score&#039;&#039;&#039;&lt;br /&gt;
|Compact total; tap to open the same Leaderboard modal&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Settings → Profile → Realm&#039;&#039;&#039;&lt;br /&gt;
|Score vs the next realm / bracket ceiling&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;HUD realm bar&#039;&#039;&#039;&lt;br /&gt;
|Same realm-progress number&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Imperial Overview → Summary&#039;&#039;&#039;&lt;br /&gt;
|Full breakdown: Buildings, Research, Ships, Defenses, Alliance Donations, Total (QoL Imperial Access)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Galaxy / colony overlay&#039;&#039;&#039; on another player’s planet&lt;br /&gt;
|Owner &#039;&#039;&#039;score&#039;&#039;&#039; and &#039;&#039;&#039;rank&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Player profile&#039;&#039;&#039; (tap a name on the leaderboard or events)&lt;br /&gt;
|&#039;&#039;&#039;Realm Score&#039;&#039;&#039; (empire total), plus league tier and weekly-event score&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Alliance → Members&#039;&#039;&#039;&lt;br /&gt;
|Each member’s total, if &#039;&#039;&#039;Settings → Game → Show member scores&#039;&#039;&#039; is on&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Alliance leaderboard&#039;&#039;&#039;&lt;br /&gt;
|Sum of members’ totals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Score and leaderboards ==&lt;br /&gt;
&lt;br /&gt;
Open &#039;&#039;&#039;Leaderboard&#039;&#039;&#039; from the trophy button or by tapping Total Score on Profile. Five tabs:&lt;br /&gt;
&lt;br /&gt;
=== My Rank ===&lt;br /&gt;
&lt;br /&gt;
Your official &#039;&#039;&#039;rank&#039;&#039;&#039; and &#039;&#039;&#039;total score&#039;&#039;&#039;, with change since the daily snapshot, plus nearby players in your realm (about 10 ranks around you). Tap a row for that commander’s profile, message, or galaxy jump.&lt;br /&gt;
&lt;br /&gt;
=== Players ===&lt;br /&gt;
&lt;br /&gt;
Your &#039;&#039;&#039;realm&#039;&#039;&#039; only. Podium for the top 3, then a paginated list. Sort chips:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Sort&lt;br /&gt;
!Ordered by&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|Official empire total (stored rank)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Research&#039;&#039;&#039;&lt;br /&gt;
|Soft-capped research score&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fleet&#039;&#039;&#039;&lt;br /&gt;
|Current ship score&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defense&#039;&#039;&#039;&lt;br /&gt;
|Current defense score&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Buildings&#039;&#039;&#039;&lt;br /&gt;
|Soft-capped building score&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Collection&#039;&#039;&#039;&lt;br /&gt;
|Monument or Relic collection score (see below)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Collection&#039;&#039;&#039; opens a second row of chips:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Sub-tab&lt;br /&gt;
!Shows&lt;br /&gt;
!Ranked by&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Monuments&#039;&#039;&#039;&lt;br /&gt;
|Loose pieces (not forged), total levels across owned monuments, highest monument level, and collection score&lt;br /&gt;
|Monument collection score&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Relics&#039;&#039;&#039;&lt;br /&gt;
|Loose pieces (not forged), forged count, and collection score&lt;br /&gt;
|Relic collection score&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Monument and relic collection scores are stored per player and refreshed with empire score, but they &#039;&#039;&#039;do not&#039;&#039;&#039; add to empire total or realm rank. Rarity and monument level drive the score; loose pieces contribute a small amount. A &#039;&#039;&#039;Recently Ascended&#039;&#039;&#039; strip lists commanders who moved realm in the last week (Total sort only).&lt;br /&gt;
&lt;br /&gt;
Top players often specialize — military dominance, economic expansion, or technological development — which is why the granular sorts exist.&lt;br /&gt;
&lt;br /&gt;
=== Battles ===&lt;br /&gt;
&lt;br /&gt;
Same realm. Combat &#039;&#039;&#039;statistics&#039;&#039;&#039;, not empire score:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Sub-tab&lt;br /&gt;
!Ranked by&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;PvP&#039;&#039;&#039;&lt;br /&gt;
|Attacker victories, then loot&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pirate&#039;&#039;&#039;&lt;br /&gt;
|Attacker victories vs pirates, then loot&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Debris&#039;&#039;&#039;&lt;br /&gt;
|Debris collected from recycle missions&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Missions ===&lt;br /&gt;
&lt;br /&gt;
Same realm. Activity &#039;&#039;&#039;statistics&#039;&#039;&#039;, not empire score:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Sub-tab&lt;br /&gt;
!Ranked by&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Asteroid Harvest&#039;&#039;&#039;&lt;br /&gt;
|Resources harvested&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nebula Harvest&#039;&#039;&#039;&lt;br /&gt;
|Gas harvested&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Exploration&#039;&#039;&#039;&lt;br /&gt;
|Expeditions completed (loot / ships / artifacts)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alliances ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Galaxy-wide&#039;&#039;&#039; (not realm-filtered). Sort chips:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Sort&lt;br /&gt;
!Ordered by&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|Sum of active members’ empire totals&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Buildings&#039;&#039;&#039;&lt;br /&gt;
|Sum of members’ building scores&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Collection → Monuments / Relics&#039;&#039;&#039;&lt;br /&gt;
|Sum of members’ collection scores (plus combined pieces / levels / forged stats)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The alliance [[Relics#alliance relics|badge]] appears beside the name.&lt;br /&gt;
&lt;br /&gt;
Battle / mission / alliance boards are cached on the order of &#039;&#039;&#039;15 minutes&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== How other systems use score ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!System&lt;br /&gt;
!Role of score&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Realm ascension&#039;&#039;&#039;&lt;br /&gt;
|Progress to the next realm&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Alliance harvest / survey pool&#039;&#039;&#039;&lt;br /&gt;
|Daily shares weighted by √score so lower-score members still get a floor&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pirate boss loot&#039;&#039;&#039;&lt;br /&gt;
|Inverse-score lift for smaller commanders — see [[Pirate Bosses]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Transport to allies&#039;&#039;&#039;&lt;br /&gt;
|You may only send resources to alliance members with &#039;&#039;&#039;lower&#039;&#039;&#039; score than you&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Expeditions&#039;&#039;&#039;&lt;br /&gt;
|Per-run loot ceiling grows with score — see [[Expeditions]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Attack “bully” limits and war-fatigue loot cuts use &#039;&#039;&#039;fleet tonnage&#039;&#039;&#039;, not this score number — see [[Fleet Combat]].&lt;br /&gt;
&lt;br /&gt;
== Weekly events vs empire score ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weekly events&#039;&#039;&#039; and the &#039;&#039;&#039;Daily Race&#039;&#039;&#039; award a different point total from in-week actions (battles, expeditions, building, and so on). That number ranks event groups, unlocks milestone rewards, and feeds alliance events / league LP. It is &#039;&#039;&#039;not&#039;&#039;&#039; added to empire total score.&lt;br /&gt;
&lt;br /&gt;
Event leaderboards live on the &#039;&#039;&#039;Events&#039;&#039;&#039; screen (Weekly / Daily toggle), not on the Score Leaderboard. Quick Guide: &#039;&#039;&#039;Settings → Quick Guides → Weekly Events&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Strategic considerations ==&lt;br /&gt;
&lt;br /&gt;
Score growth depends heavily on playstyle. Different strategies lead to different score distributions.&lt;br /&gt;
&lt;br /&gt;
=== Economic strategy ===&lt;br /&gt;
&lt;br /&gt;
Focus on mines, production, and infrastructure. Building score grows steadily and, late game, is [[#building  research  donation soft cap|soft-capped]] so it cannot run away from fleet.&lt;br /&gt;
&lt;br /&gt;
=== Military strategy ===&lt;br /&gt;
&lt;br /&gt;
Focus on fleet production and combat. Ship and defense scores track &#039;&#039;&#039;current&#039;&#039;&#039; hull — losses drop you on the Fleet / Defense boards until you rebuild. [[Tonnage]] is the real ceiling here.&lt;br /&gt;
&lt;br /&gt;
=== Technological strategy ===&lt;br /&gt;
&lt;br /&gt;
Prioritize advanced research to unlock powerful ships and buildings. Research score is also soft-capped after 500B (same curve as buildings and donations).&lt;br /&gt;
&lt;br /&gt;
Balanced empires typically achieve the most stable long-term growth: enough yards and research to field a tonnage-capped fleet, without pouring endless resources into uncapped buildings or vault donations that convert poorly after the soft-cap.&lt;br /&gt;
&lt;br /&gt;
== Quick reference ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Rule&lt;br /&gt;
|-&lt;br /&gt;
|Total&lt;br /&gt;
|Soft-capped buildings + soft-capped research + ships + defenses + soft-capped donations&lt;br /&gt;
|-&lt;br /&gt;
|Score unit&lt;br /&gt;
|&amp;lt;code&amp;gt;ceil(weighted resources / 1000)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Soft-cap start&lt;br /&gt;
|&#039;&#039;&#039;500B&#039;&#039;&#039; per building / research / donation component&lt;br /&gt;
|-&lt;br /&gt;
|Soft-cap ceiling&lt;br /&gt;
|Approaches &#039;&#039;&#039;1T&#039;&#039;&#039; per those components (&amp;lt;code&amp;gt;K = 5T&amp;lt;/code&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
|Ships / defenses&lt;br /&gt;
|No soft-cap&lt;br /&gt;
|-&lt;br /&gt;
|Rank&lt;br /&gt;
|Per realm, by total&lt;br /&gt;
|-&lt;br /&gt;
|Alliance score&lt;br /&gt;
|Sum of members’ totals (global board)&lt;br /&gt;
|-&lt;br /&gt;
|Refresh&lt;br /&gt;
|~30 min tick + on research / donation&lt;br /&gt;
|-&lt;br /&gt;
|Daily delta&lt;br /&gt;
|Snapshot of score and rank&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related pages ==&lt;br /&gt;
&lt;br /&gt;
* Realms Overview&lt;br /&gt;
* Buildings&lt;br /&gt;
* Research&lt;br /&gt;
* Fleet &amp;amp; Ships&lt;br /&gt;
* Defenses&lt;br /&gt;
* Tonnage&lt;br /&gt;
* Alliances&lt;br /&gt;
* Pirate Bosses&lt;br /&gt;
* Expeditions&lt;br /&gt;
* Fleet Combat&lt;br /&gt;
* Player Classes&lt;br /&gt;
* Patch notes: [[1.3.5#granular leaderboard|1.3.5 Granular leaderboard]], [[1.3.8|1.3.8 Score soft-cap]]&lt;br /&gt;
&lt;br /&gt;
Public article: [[Score|wiki.perregna.com/Score]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Monuments&amp;diff=915</id>
		<title>Monuments</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Monuments&amp;diff=915"/>
		<updated>2026-10-08T19:04:15Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from Monuments.wikitext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
# Collection leaderboard&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. In &#039;&#039;&#039;Realms 1–3&#039;&#039;&#039;, monument-piece expedition finds are weighted &#039;&#039;&#039;×3&#039;&#039;&#039; (and relic pieces &#039;&#039;&#039;×4&#039;&#039;&#039;) versus Realm 4.&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;
=== Resource cost from level 7 ===&lt;br /&gt;
&amp;lt;span id=&amp;quot;Resource cost from level 10&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
From the upgrade to &#039;&#039;&#039;level 7&#039;&#039;&#039; on, leveling also costs &#039;&#039;&#039;resources&#039;&#039;&#039; on top of the spares. They are paid by the colony you have open when you tap &#039;&#039;&#039;Upgrade&#039;&#039;&#039;. The cost is shown above the Upgrade button, and the button stays disabled until that colony can pay.&lt;br /&gt;
&lt;br /&gt;
* Each monument asks for its own resource mix, matched to its theme: &#039;&#039;&#039;3 to 5&#039;&#039;&#039; resource types for Support monuments, all &#039;&#039;&#039;6&#039;&#039;&#039; for Core monuments.&lt;br /&gt;
* Each level after 7 costs &#039;&#039;&#039;1.8×&#039;&#039;&#039; the level before it (level 8 = 1.8× the level 7 cost, level 9 = 3.24×, and so on).&lt;br /&gt;
* Upgrades to levels 2–6 still cost spares only.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Monument&lt;br /&gt;
!Type&lt;br /&gt;
!Upgrade to level 7 cost&lt;br /&gt;
!Total&lt;br /&gt;
|-&lt;br /&gt;
|Dyson Sphere Fragment&lt;br /&gt;
|Core&lt;br /&gt;
|34T Steel, 17T Quartz, 14T Gas, 7T Iridium, 5T Silicium, 3.5T Elerium&lt;br /&gt;
|80.5T&lt;br /&gt;
|-&lt;br /&gt;
|Halo Ring&lt;br /&gt;
|Core&lt;br /&gt;
|35T Steel, 18T Quartz, 10T Gas, 8T Iridium, 4.5T Silicium, 4T Elerium&lt;br /&gt;
|79.5T&lt;br /&gt;
|-&lt;br /&gt;
|Titan-Class Mech&lt;br /&gt;
|Core&lt;br /&gt;
|38T Steel, 15T Quartz, 11T Gas, 9T Iridium, 4T Silicium, 3T Elerium&lt;br /&gt;
|80T&lt;br /&gt;
|-&lt;br /&gt;
|Celestial Orrery&lt;br /&gt;
|Core&lt;br /&gt;
|30T Steel, 20T Quartz, 10T Gas, 6T Iridium, 6T Silicium, 4T Elerium&lt;br /&gt;
|76T&lt;br /&gt;
|-&lt;br /&gt;
|The Pyramids&lt;br /&gt;
|Support&lt;br /&gt;
|35T Steel, 20T Quartz, 8T Iridium, 3.5T Elerium&lt;br /&gt;
|66.5T&lt;br /&gt;
|-&lt;br /&gt;
|The Monolith&lt;br /&gt;
|Support&lt;br /&gt;
|34T Steel, 20T Quartz, 6T Silicium, 5T Elerium&lt;br /&gt;
|65T&lt;br /&gt;
|-&lt;br /&gt;
|The Stargate&lt;br /&gt;
|Support&lt;br /&gt;
|32T Steel, 16T Quartz, 12T Gas, 8T Iridium, 5T Elerium&lt;br /&gt;
|73T&lt;br /&gt;
|-&lt;br /&gt;
|Interstellar Trade Nexus&lt;br /&gt;
|Support&lt;br /&gt;
|30T Steel, 18T Quartz, 14T Gas, 6T Silicium&lt;br /&gt;
|68T&lt;br /&gt;
|-&lt;br /&gt;
|Mass Relay&lt;br /&gt;
|Support&lt;br /&gt;
|35T Steel, 16T Gas, 7T Iridium, 5.5T Elerium&lt;br /&gt;
|63.5T&lt;br /&gt;
|-&lt;br /&gt;
|Ancient City-Ship&lt;br /&gt;
|Support&lt;br /&gt;
|38T Steel, 15T Quartz, 12T Gas, 8T Iridium, 4T Elerium&lt;br /&gt;
|77T&lt;br /&gt;
|-&lt;br /&gt;
|Precursor Forge&lt;br /&gt;
|Support&lt;br /&gt;
|42T Steel, 12T Gas, 9T Iridium&lt;br /&gt;
|63T&lt;br /&gt;
|-&lt;br /&gt;
|Crystalline Spire&lt;br /&gt;
|Support&lt;br /&gt;
|40T Quartz, 14T Gas, 8T Silicium, 4T Elerium&lt;br /&gt;
|66T&lt;br /&gt;
|}&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;
&lt;br /&gt;
== Collection leaderboard ==&lt;br /&gt;
The &#039;&#039;&#039;Leaderboard → Players → Collection → Monuments&#039;&#039;&#039; board ranks commanders in your realm by monument collection score. Rows also show loose pieces still in inventory (not forged), total levels across owned monuments, and your highest monument level. Alliance boards sum the same stats from active members. Collection score does &#039;&#039;&#039;not&#039;&#039;&#039; change empire total or realm rank — see [[Score#players|Score]].&lt;br /&gt;
&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>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Version_1.4.8&amp;diff=914</id>
		<title>Version 1.4.8</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Version_1.4.8&amp;diff=914"/>
		<updated>2026-10-08T16:05:02Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New commanders start with a survivor fleet and a &#039;&#039;&#039;Commander&#039;s Path&#039;&#039;&#039; to follow, every mail row now has its actions one tap away, expedition reports show what they brought home right in the mail list, arriving in a new Realm gets a welcome screen, and alliances that hold star systems pay a daily tribute to their Realm 1–3 members.&lt;br /&gt;
&lt;br /&gt;
== Commander&#039;s Path ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;A survivor fleet.&#039;&#039;&#039; A few of your father&#039;s ships escaped the fall. New commanders now start with 5 Probes, 10 Cargo Ships, 40 Fighters and 5 Recyclers docked at the homeworld.&lt;br /&gt;
* The top of the &#039;&#039;&#039;Onboarding&#039;&#039;&#039; tab now shows &#039;&#039;&#039;one current goal&#039;&#039;&#039; at a time, in two acts:&lt;br /&gt;
** &#039;&#039;&#039;Act I: The Survivor Fleet&#039;&#039;&#039;: Scout a Pirate, First Strike, Salvage the Wreckage, Chart a Nebula.&lt;br /&gt;
** &#039;&#039;&#039;Act II: A Fleet of Our Own&#039;&#039;&#039;: Growing Economy, Into the Unknown, A Second World.&lt;br /&gt;
* Each goal lists its steps. Tap a step to jump to its quest, and claim the goal&#039;s reward once every step is done. Act I goals have a button that takes you to the galaxy map, your latest scout report or the nearest nebula.&lt;br /&gt;
* An &#039;&#039;&#039;onboarding bar&#039;&#039;&#039; under the goal opens &#039;&#039;&#039;reward chests at 10, 20, 30 and 40&#039;&#039;&#039; completed quests. Goal and chest rewards come on top of quest rewards and Category Bonuses.&lt;br /&gt;
* Some onboarding quests now count only after the research that equips them, and a locked card names the missing research. &#039;&#039;&#039;Research Weapon Systems&#039;&#039;&#039; is renamed &#039;&#039;&#039;Research Weapon Systems II&#039;&#039;&#039; to tell it apart from level 1.&lt;br /&gt;
&lt;br /&gt;
See [[Quest System#Commander&#039;s Path|Quest System]].&lt;br /&gt;
&lt;br /&gt;
== Tutorial ==&lt;br /&gt;
* Tutorial highlights now outline the button or panel instead of tinting it blue, and tutorial and prologue text is brighter.&lt;br /&gt;
* During the prologue pirate raid, an arrow on the galaxy map points at the pirate stronghold.&lt;br /&gt;
&lt;br /&gt;
== Mail ==&lt;br /&gt;
&lt;br /&gt;
=== Mail row actions ===&lt;br /&gt;
* Each mail row now has a &#039;&#039;&#039;⋮&#039;&#039;&#039; button next to the delete button. Tap it to slide the row aside and show that mail&#039;s actions with labels; tap ⋮ or the row again to close them.&lt;br /&gt;
* &#039;&#039;&#039;Scout reports:&#039;&#039;&#039; &#039;&#039;&#039;Scout&#039;&#039;&#039; (again), &#039;&#039;&#039;Attack&#039;&#039;&#039;, &#039;&#039;&#039;Simulate&#039;&#039;&#039;, &#039;&#039;&#039;Debris&#039;&#039;&#039; (when the report shows a debris field) and &#039;&#039;&#039;Navigate&#039;&#039;&#039;, the same as the buttons in the report. Tap and long-press work as they do there, including One-Click Scout and One-Click Recycler. From an alliance system only &#039;&#039;&#039;Navigate&#039;&#039;&#039; is offered, and a report on a target in another realm has no launch actions.&lt;br /&gt;
* &#039;&#039;&#039;Recall&#039;&#039;&#039; when one of your fleets can still be recalled from a fresh scout report (several fleets still show their list under the row).&lt;br /&gt;
* &#039;&#039;&#039;Explore&#039;&#039;&#039; on expedition reports, the same as &#039;&#039;&#039;Explore again&#039;&#039;&#039; in the report.&lt;br /&gt;
* &#039;&#039;&#039;Star&#039;&#039;&#039; / &#039;&#039;&#039;Unstar&#039;&#039;&#039; on every mail. A starred mail still shows its star on the row; tap it to unstar.&lt;br /&gt;
* Delete stays on the row. Only one row&#039;s actions are open at a time, and scrolling the list closes them.&lt;br /&gt;
&lt;br /&gt;
=== Two-line mail previews ===&lt;br /&gt;
* Mail rows now show up to two lines of the mail&#039;s text instead of one, and the text no longer runs under the star, delete and ⋮ buttons.&lt;br /&gt;
&lt;br /&gt;
=== Expedition results in the mail list ===&lt;br /&gt;
* Expedition report rows now show what the expedition brought home: the resources found, the number of ships recovered and the names of items found. Open the report for the full depth-by-depth breakdown.&lt;br /&gt;
&lt;br /&gt;
=== Explore again from expedition return reports ===&lt;br /&gt;
* When an expedition fleet docks, its &#039;&#039;&#039;return report&#039;&#039;&#039; now has an &#039;&#039;&#039;Explore again&#039;&#039;&#039; button, in the report and in the mail row&#039;s &#039;&#039;&#039;⋮&#039;&#039;&#039; actions. It works like the one on the expedition report.&lt;br /&gt;
* With Imperial Access, expedition report and return report rows show a &#039;&#039;&#039;fleet icon&#039;&#039;&#039; while one of your fleets is already heading to or exploring that zone, like scout reports.&lt;br /&gt;
* Return reports now name the explored zone, show your colony&#039;s coordinates and list the items the fleet brought home.&lt;br /&gt;
&lt;br /&gt;
== Welcome back briefing ==&lt;br /&gt;
* The &#039;&#039;&#039;Welcome back, Commander&#039;&#039;&#039; screen is now for new commanders (first 7 days), and has a new look: how long you were away (in days after 2 days), the mail that arrived grouped into tiles (battles, scout reports, expeditions, harvests, fleet reports, trade, rewards) with a shortcut to your mail, your next objectives with progress bars, and today&#039;s open daily quests. Tap any objective to jump to it on the Quest Board.&lt;br /&gt;
* Fixed the away time showing a raw placeholder instead of the number of hours, and the mail list showing raw text.&lt;br /&gt;
&lt;br /&gt;
== Notifications ==&lt;br /&gt;
* The game asks for notification permission after you queue a building once the tutorial is done, instead of while it loads. If you choose &#039;&#039;&#039;Maybe Later&#039;&#039;&#039;, it asks again a few days later.&lt;br /&gt;
* &#039;&#039;&#039;Notification Settings&#039;&#039;&#039; shows a &#039;&#039;&#039;Turn On Notifications&#039;&#039;&#039; button while notifications are off on your device.&lt;br /&gt;
* &#039;&#039;&#039;Return reminders&#039;&#039;&#039; come after about two days away and again after about five, and tell you if your colonies were attacked or your alliance needs you.&lt;br /&gt;
* See [[FAQ#Notifications|FAQ]].&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
* While your onboarding is unfinished, the &#039;&#039;&#039;daily completion bonus&#039;&#039;&#039; needs all 3 of your easy dailies. See [[Quest System#Daily completion bonus|Quest System]].&lt;br /&gt;
&lt;br /&gt;
== Realms ==&lt;br /&gt;
&lt;br /&gt;
=== Welcome to a new Realm ===&lt;br /&gt;
* After you ascend to Realm 2, 3 or 4, the first time you open the game in the new Realm a &#039;&#039;&#039;Welcome to Realm&#039;&#039;&#039; screen greets you. It lists what is new in that Realm and a &#039;&#039;&#039;Heads-up&#039;&#039;&#039; on what gets harder, the same as the ascension mail.&lt;br /&gt;
* It shows once per Realm, and only within 7 days of arriving. The full ascension report stays in your mail.&lt;br /&gt;
&lt;br /&gt;
== Alliances ==&lt;br /&gt;
&lt;br /&gt;
=== Alliance tribute for Realms 1–3 ===&lt;br /&gt;
* Alliances that hold star systems now share part of their daily harvest with members in Realms 1–3. They are marked &#039;&#039;&#039;Tribute&#039;&#039;&#039; in the alliance list.&lt;br /&gt;
* Your daily tribute grows with your score up to a cap for your Realm: &#039;&#039;&#039;1M&#039;&#039;&#039; in Realm 1, &#039;&#039;&#039;300M&#039;&#039;&#039; in Realm 2 and &#039;&#039;&#039;10B&#039;&#039;&#039; in Realm 3. You get the full cap once your score reaches the next Realm gate, and never less than a quarter of it. It only includes resources your Realm has.&lt;br /&gt;
* Your first tribute comes 2 days after you join. Collect it each day from the alliance &#039;&#039;&#039;Harvest&#039;&#039;&#039; tab; a Trade Union convoy brings it to your capital.&lt;br /&gt;
* Realm 4 members still split the rest of the pool as before.&lt;br /&gt;
* See [[Alliances#Alliance tribute (Realm 1–3)|Alliance tribute]].&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
=== Faster minimum build times (Realm 4+) ===&lt;br /&gt;
* [[Megahauler]]: &#039;&#039;&#039;100 ms&#039;&#039;&#039; per ship (was 200 ms).&lt;br /&gt;
* [[Probe]], [[Kamikaze]], [[Cargo Ship]], [[Recycler]] and [[Colony Ship]]: &#039;&#039;&#039;5 ms&#039;&#039;&#039; per ship (was 10 ms).&lt;br /&gt;
* [[Fighter]] stays at 10 ms, [[Support Vessel]] at 200 ms. Before Realm 4 nothing changes.&lt;br /&gt;
* See [[Shipyard#Minimum build time|Minimum build time]] for every ship.&lt;br /&gt;
&lt;br /&gt;
== Fixes ==&lt;br /&gt;
&lt;br /&gt;
* Translocator prices fixed around 100T Steel for player version, and 200T for Alliance version. See [[Colonization]] and [[Alliance Archive]].&lt;br /&gt;
* Ships warped through a &#039;&#039;&#039;Warp Gate&#039;&#039;&#039; can be sent from the destination right away. Before, the destination could show an empty hangar and refuse to launch them for up to five minutes.&lt;br /&gt;
* Many views now update right away after an action instead of minutes later: colonies, your profile and research, fleet status, alliance membership, members, research, buildings, Warp Gates and territory bonuses, system owners and sieges on the galaxy map, score, tonnage and inventory badges.&lt;br /&gt;
* &#039;&#039;&#039;Alliance ranks&#039;&#039;&#039; are now enforced: you can only promote, demote or remove members ranked below you. Only the Leader can appoint or demote Deputies. Refused alliance actions now show the reason. See [[Alliances#Roles &amp;amp; permissions|Alliances]].&lt;br /&gt;
* The game reconnects by itself after a long session or a lost connection, and chat keeps updating afterwards. If loading fails at launch, or a brief server problem hits while refreshing your login, a &#039;&#039;&#039;Retry&#039;&#039;&#039; button appears instead of an endless loading screen or a sign-out.&lt;br /&gt;
* A purchase the store confirms late now shows as &#039;&#039;&#039;still processing&#039;&#039;&#039; and is delivered automatically. Upgrading an iOS subscription to another plan is now granted.&lt;br /&gt;
* &#039;&#039;&#039;Commander&#039;s Path&#039;&#039;&#039; rewards are no longer lost: the Onboarding tab stays open while a goal or chest is waiting to be claimed. Raids, salvage and nebula scans done before the Path arrived count toward Act I; Scout a Pirate and First Strike need a pirate target.&lt;br /&gt;
* The return briefing and the realm welcome no longer open on top of each other at launch.&lt;br /&gt;
* Mail rows and reports show the real names of relics, monument pieces, surfaces and building skins brought home, and crowded mail row actions switch to icons on narrow screens.&lt;br /&gt;
* The galaxy map no longer leaves empty systems at the edges of large screens.&lt;br /&gt;
* The Tribute quick guide only appears when tribute is active and shows the current values.&lt;br /&gt;
* The moon construction cancel dialog shows the real refund.&lt;br /&gt;
* Fixed many screens and alerts that showed placeholder text (for example &amp;quot;errors:building.upgradeFailed&amp;quot;) instead of a message.&lt;br /&gt;
* Fixed several exploits.&lt;br /&gt;
* Smoother planet view on iOS while buildings upgrade or produce.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Realms Overview]]&lt;br /&gt;
* [[Alliances]]&lt;br /&gt;
* [[Expeditions]]&lt;br /&gt;
* [[Quest System]]&lt;br /&gt;
* [[FAQ]]&lt;br /&gt;
* [[Version 1.4.7]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Version_1.4.8&amp;diff=913</id>
		<title>Version 1.4.8</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Version_1.4.8&amp;diff=913"/>
		<updated>2026-10-08T16:02:33Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from 1.4.8.wikitext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New commanders start with a survivor fleet and a &#039;&#039;&#039;Commander&#039;s Path&#039;&#039;&#039; to follow, every mail row now has its actions one tap away, expedition reports show what they brought home right in the mail list, arriving in a new Realm gets a welcome screen, and alliances that hold star systems pay a daily tribute to their Realm 1–3 members.&lt;br /&gt;
&lt;br /&gt;
== Commander&#039;s Path ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;A survivor fleet.&#039;&#039;&#039; A few of your father&#039;s ships escaped the fall. New commanders now start with 5 Probes, 10 Cargo Ships, 40 Fighters and 5 Recyclers docked at the homeworld.&lt;br /&gt;
* The top of the &#039;&#039;&#039;Onboarding&#039;&#039;&#039; tab now shows &#039;&#039;&#039;one current goal&#039;&#039;&#039; at a time, in two acts:&lt;br /&gt;
** &#039;&#039;&#039;Act I: The Survivor Fleet&#039;&#039;&#039;: Scout a Pirate, First Strike, Salvage the Wreckage, Chart a Nebula.&lt;br /&gt;
** &#039;&#039;&#039;Act II: A Fleet of Our Own&#039;&#039;&#039;: Growing Economy, Into the Unknown, A Second World.&lt;br /&gt;
* Each goal lists its steps. Tap a step to jump to its quest, and claim the goal&#039;s reward once every step is done. Act I goals have a button that takes you to the galaxy map, your latest scout report or the nearest nebula.&lt;br /&gt;
* An &#039;&#039;&#039;onboarding bar&#039;&#039;&#039; under the goal opens &#039;&#039;&#039;reward chests at 10, 20, 30 and 40&#039;&#039;&#039; completed quests. Goal and chest rewards come on top of quest rewards and Category Bonuses.&lt;br /&gt;
* Some onboarding quests now count only after the research that equips them, and a locked card names the missing research. &#039;&#039;&#039;Research Weapon Systems&#039;&#039;&#039; is renamed &#039;&#039;&#039;Research Weapon Systems II&#039;&#039;&#039; to tell it apart from level 1.&lt;br /&gt;
&lt;br /&gt;
See [[Quest System#Commander&#039;s Path|Quest System]].&lt;br /&gt;
&lt;br /&gt;
== Tutorial ==&lt;br /&gt;
* Tutorial highlights now outline the button or panel instead of tinting it blue, and tutorial and prologue text is brighter.&lt;br /&gt;
* During the prologue pirate raid, an arrow on the galaxy map points at the pirate stronghold.&lt;br /&gt;
&lt;br /&gt;
== Mail ==&lt;br /&gt;
&lt;br /&gt;
=== Mail row actions ===&lt;br /&gt;
* Each mail row now has a &#039;&#039;&#039;⋮&#039;&#039;&#039; button next to the delete button. Tap it to slide the row aside and show that mail&#039;s actions with labels; tap ⋮ or the row again to close them.&lt;br /&gt;
* &#039;&#039;&#039;Scout reports:&#039;&#039;&#039; &#039;&#039;&#039;Scout&#039;&#039;&#039; (again), &#039;&#039;&#039;Attack&#039;&#039;&#039;, &#039;&#039;&#039;Simulate&#039;&#039;&#039;, &#039;&#039;&#039;Debris&#039;&#039;&#039; (when the report shows a debris field) and &#039;&#039;&#039;Navigate&#039;&#039;&#039;, the same as the buttons in the report. Tap and long-press work as they do there, including One-Click Scout and One-Click Recycler. From an alliance system only &#039;&#039;&#039;Navigate&#039;&#039;&#039; is offered, and a report on a target in another realm has no launch actions.&lt;br /&gt;
* &#039;&#039;&#039;Recall&#039;&#039;&#039; when one of your fleets can still be recalled from a fresh scout report (several fleets still show their list under the row).&lt;br /&gt;
* &#039;&#039;&#039;Explore&#039;&#039;&#039; on expedition reports, the same as &#039;&#039;&#039;Explore again&#039;&#039;&#039; in the report.&lt;br /&gt;
* &#039;&#039;&#039;Star&#039;&#039;&#039; / &#039;&#039;&#039;Unstar&#039;&#039;&#039; on every mail. A starred mail still shows its star on the row; tap it to unstar.&lt;br /&gt;
* Delete stays on the row. Only one row&#039;s actions are open at a time, and scrolling the list closes them.&lt;br /&gt;
&lt;br /&gt;
=== Two-line mail previews ===&lt;br /&gt;
* Mail rows now show up to two lines of the mail&#039;s text instead of one, and the text no longer runs under the star, delete and ⋮ buttons.&lt;br /&gt;
&lt;br /&gt;
=== Expedition results in the mail list ===&lt;br /&gt;
* Expedition report rows now show what the expedition brought home: the resources found, the number of ships recovered and the names of items found. Open the report for the full depth-by-depth breakdown.&lt;br /&gt;
&lt;br /&gt;
=== Explore again from expedition return reports ===&lt;br /&gt;
* When an expedition fleet docks, its &#039;&#039;&#039;return report&#039;&#039;&#039; now has an &#039;&#039;&#039;Explore again&#039;&#039;&#039; button, in the report and in the mail row&#039;s &#039;&#039;&#039;⋮&#039;&#039;&#039; actions. It works like the one on the expedition report.&lt;br /&gt;
* With Imperial Access, expedition report and return report rows show a &#039;&#039;&#039;fleet icon&#039;&#039;&#039; while one of your fleets is already heading to or exploring that zone, like scout reports.&lt;br /&gt;
* Return reports now name the explored zone, show your colony&#039;s coordinates and list the items the fleet brought home.&lt;br /&gt;
&lt;br /&gt;
== Welcome back briefing ==&lt;br /&gt;
* The &#039;&#039;&#039;Welcome back, Commander&#039;&#039;&#039; screen is now for new commanders (first 7 days), and has a new look: how long you were away (in days after 2 days), the mail that arrived grouped into tiles (battles, scout reports, expeditions, harvests, fleet reports, trade, rewards) with a shortcut to your mail, your next objectives with progress bars, and today&#039;s open daily quests. Tap any objective to jump to it on the Quest Board.&lt;br /&gt;
* Fixed the away time showing a raw placeholder instead of the number of hours, and the mail list showing raw text.&lt;br /&gt;
&lt;br /&gt;
== Notifications ==&lt;br /&gt;
* The game asks for notification permission after you queue a building once the tutorial is done, instead of while it loads. If you choose &#039;&#039;&#039;Maybe Later&#039;&#039;&#039;, it asks again a few days later.&lt;br /&gt;
* &#039;&#039;&#039;Notification Settings&#039;&#039;&#039; shows a &#039;&#039;&#039;Turn On Notifications&#039;&#039;&#039; button while notifications are off on your device.&lt;br /&gt;
* &#039;&#039;&#039;Return reminders&#039;&#039;&#039; come after about two days away and again after about five, and tell you if your colonies were attacked or your alliance needs you.&lt;br /&gt;
* See [[FAQ#Notifications|FAQ]].&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
* While your onboarding is unfinished, the &#039;&#039;&#039;daily completion bonus&#039;&#039;&#039; needs all 3 of your easy dailies. See [[Quest System#Daily completion bonus|Quest System]].&lt;br /&gt;
&lt;br /&gt;
== Realms ==&lt;br /&gt;
&lt;br /&gt;
=== Welcome to a new Realm ===&lt;br /&gt;
* After you ascend to Realm 2, 3 or 4, the first time you open the game in the new Realm a &#039;&#039;&#039;Welcome to Realm&#039;&#039;&#039; screen greets you. It lists what is new in that Realm and a &#039;&#039;&#039;Heads-up&#039;&#039;&#039; on what gets harder, the same as the ascension mail.&lt;br /&gt;
* It shows once per Realm, and only within 7 days of arriving. The full ascension report stays in your mail.&lt;br /&gt;
&lt;br /&gt;
== Alliances ==&lt;br /&gt;
&lt;br /&gt;
=== Alliance tribute for Realms 1–3 ===&lt;br /&gt;
* Alliances that hold star systems now share part of their daily harvest with members in Realms 1–3. They are marked &#039;&#039;&#039;Tribute&#039;&#039;&#039; in the alliance list.&lt;br /&gt;
* Your daily tribute grows with your score up to a cap for your Realm: &#039;&#039;&#039;1M&#039;&#039;&#039; in Realm 1, &#039;&#039;&#039;300M&#039;&#039;&#039; in Realm 2 and &#039;&#039;&#039;10B&#039;&#039;&#039; in Realm 3. You get the full cap once your score reaches the next Realm gate, and never less than a quarter of it. It only includes resources your Realm has.&lt;br /&gt;
* Your first tribute comes 2 days after you join. Collect it each day from the alliance &#039;&#039;&#039;Harvest&#039;&#039;&#039; tab; a Trade Union convoy brings it to your capital.&lt;br /&gt;
* Realm 4 members still split the rest of the pool as before.&lt;br /&gt;
* See [[Alliances#Alliance tribute (Realm 1–3)|Alliance tribute]].&lt;br /&gt;
&lt;br /&gt;
== Translocator prices ==&lt;br /&gt;
* &#039;&#039;&#039;Translocators&#039;&#039;&#039; now cost &#039;&#039;&#039;100T steel, 60T quartz, 30T gas, 15T iridium, 12T silicium and 10T elerium&#039;&#039;&#039; (was 1T of each). The second one in 30 days still costs double.&lt;br /&gt;
* &#039;&#039;&#039;Alliance Translocators&#039;&#039;&#039; cost &#039;&#039;&#039;200T steel, 120T quartz, 60T gas, 30T iridium, 24T silicium and 20T elerium&#039;&#039;&#039; from the Vault (was 5T of each).&lt;br /&gt;
* See [[Colonization]] and [[Alliance Archive]].&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
&lt;br /&gt;
=== Faster minimum build times (Realm 4+) ===&lt;br /&gt;
* [[Megahauler]]: &#039;&#039;&#039;100 ms&#039;&#039;&#039; per ship (was 200 ms).&lt;br /&gt;
* [[Probe]], [[Kamikaze]], [[Cargo Ship]], [[Recycler]] and [[Colony Ship]]: &#039;&#039;&#039;5 ms&#039;&#039;&#039; per ship (was 10 ms).&lt;br /&gt;
* [[Fighter]] stays at 10 ms, [[Support Vessel]] at 200 ms. Before Realm 4 nothing changes.&lt;br /&gt;
* See [[Shipyard#Minimum build time|Minimum build time]] for every ship.&lt;br /&gt;
&lt;br /&gt;
== Fixes ==&lt;br /&gt;
&lt;br /&gt;
* Ships warped through a &#039;&#039;&#039;Warp Gate&#039;&#039;&#039; can be sent from the destination right away. Before, the destination could show an empty hangar and refuse to launch them for up to five minutes.&lt;br /&gt;
* Many views now update right away after an action instead of minutes later: colonies, your profile and research, fleet status, alliance membership, members, research, buildings, Warp Gates and territory bonuses, system owners and sieges on the galaxy map, score, tonnage and inventory badges.&lt;br /&gt;
* &#039;&#039;&#039;Alliance ranks&#039;&#039;&#039; are now enforced: you can only promote, demote or remove members ranked below you. Only the Leader can appoint or demote Deputies. Refused alliance actions now show the reason. See [[Alliances#Roles &amp;amp; permissions|Alliances]].&lt;br /&gt;
* The game reconnects by itself after a long session or a lost connection, and chat keeps updating afterwards. If loading fails at launch, or a brief server problem hits while refreshing your login, a &#039;&#039;&#039;Retry&#039;&#039;&#039; button appears instead of an endless loading screen or a sign-out.&lt;br /&gt;
* A purchase the store confirms late now shows as &#039;&#039;&#039;still processing&#039;&#039;&#039; and is delivered automatically. Upgrading an iOS subscription to another plan is now granted.&lt;br /&gt;
* &#039;&#039;&#039;Commander&#039;s Path&#039;&#039;&#039; rewards are no longer lost: the Onboarding tab stays open while a goal or chest is waiting to be claimed. Raids, salvage and nebula scans done before the Path arrived count toward Act I; Scout a Pirate and First Strike need a pirate target.&lt;br /&gt;
* The return briefing and the realm welcome no longer open on top of each other at launch.&lt;br /&gt;
* Mail rows and reports show the real names of relics, monument pieces, surfaces and building skins brought home, and crowded mail row actions switch to icons on narrow screens.&lt;br /&gt;
* The galaxy map no longer leaves empty systems at the edges of large screens.&lt;br /&gt;
* The Tribute quick guide only appears when tribute is active and shows the current values.&lt;br /&gt;
* The moon construction cancel dialog shows the real refund.&lt;br /&gt;
* Fixed many screens and alerts that showed placeholder text (for example &amp;quot;errors:building.upgradeFailed&amp;quot;) instead of a message.&lt;br /&gt;
* Fixed several exploits.&lt;br /&gt;
* Smoother planet view on iOS while buildings upgrade or produce.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Realms Overview]]&lt;br /&gt;
* [[Alliances]]&lt;br /&gt;
* [[Expeditions]]&lt;br /&gt;
* [[Quest System]]&lt;br /&gt;
* [[FAQ]]&lt;br /&gt;
* [[Version 1.4.7]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Realms_Overview&amp;diff=912</id>
		<title>Realms Overview</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Realms_Overview&amp;diff=912"/>
		<updated>2026-10-08T16:02:33Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from RealmsOverview.wikitext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Realms Overview =&lt;br /&gt;
Realms define the core progression structure of Per Regna.&lt;br /&gt;
&lt;br /&gt;
Rather than endlessly scaling numbers within a single universe, the game is divided into structured stages called Realms. Each Realm introduces new mechanics, deeper strategy, and additional galaxies while preserving player progress.&lt;br /&gt;
&lt;br /&gt;
Realms ensure:&lt;br /&gt;
&lt;br /&gt;
* Steady complexity growth&lt;br /&gt;
* Strategic evolution&lt;br /&gt;
* Controlled power scaling&lt;br /&gt;
* Long-term replayability&lt;br /&gt;
* Separation between early and advanced systems&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Purpose of the Realm System ==&lt;br /&gt;
The Realm system was designed to solve several progression challenges common in MMO strategy games:&lt;br /&gt;
&lt;br /&gt;
=== 1. Prevent Early Overwhelm ===&lt;br /&gt;
New players are not exposed to:&lt;br /&gt;
&lt;br /&gt;
* All mechanics at once&lt;br /&gt;
* High-tier ships immediately&lt;br /&gt;
* Complex diplomatic systems&lt;br /&gt;
* Extreme PvP pressure&lt;br /&gt;
&lt;br /&gt;
Systems unlock gradually.&lt;br /&gt;
&lt;br /&gt;
=== 2. Maintain Long-Term Depth ===&lt;br /&gt;
Instead of infinite stat inflation, Realms introduce:&lt;br /&gt;
&lt;br /&gt;
* New mechanics&lt;br /&gt;
* New celestial structures&lt;br /&gt;
* New strategic layers&lt;br /&gt;
* New resource tiers&lt;br /&gt;
&lt;br /&gt;
=== 3. Controlled Power Curve ===&lt;br /&gt;
Each Realm:&lt;br /&gt;
&lt;br /&gt;
* Caps early exponential growth&lt;br /&gt;
* Introduces new scaling ceilings&lt;br /&gt;
* Prevents older players from permanently dominating new ones&lt;br /&gt;
&lt;br /&gt;
=== 4. Strategic Evolution ===&lt;br /&gt;
Your empire evolves through phases:&lt;br /&gt;
&lt;br /&gt;
* Foundation&lt;br /&gt;
* Expansion&lt;br /&gt;
* Strategic warfare&lt;br /&gt;
* Prestige dominance&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What Is Ascension? ==&lt;br /&gt;
Ascension is the transition from one Realm to the next.&lt;br /&gt;
&lt;br /&gt;
You ascend when:&lt;br /&gt;
&lt;br /&gt;
* You reach the required [[Score|Realm Score]]&lt;br /&gt;
* You manually trigger ascension from your profile&lt;br /&gt;
&lt;br /&gt;
=== What Happens During Ascension ===&lt;br /&gt;
&lt;br /&gt;
* All colonies move to a new galaxy in the next Realm&lt;br /&gt;
* Ships transfer with you&lt;br /&gt;
* Resources transfer with you&lt;br /&gt;
* Research remains unlocked&lt;br /&gt;
* Progression systems expand&lt;br /&gt;
&lt;br /&gt;
Ascension is not a reset. It is an expansion into a more advanced universe layer.&lt;br /&gt;
&lt;br /&gt;
When you become eligible, the ascension mail lists what is &#039;&#039;&#039;coming&#039;&#039;&#039; in the next Realm. After you arrive, the &#039;&#039;&#039;Welcome to Realm&#039;&#039;&#039; mail lists what is new there and what gets harder. The first time you open the game in your new Realm (within 7 days of arriving), a &#039;&#039;&#039;Welcome to Realm&#039;&#039;&#039; screen shows the same list once; the full report stays in your mail.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Multiple Galaxies per Realm ==&lt;br /&gt;
Each Realm contains its own galaxy cluster.&lt;br /&gt;
&lt;br /&gt;
When you ascend:&lt;br /&gt;
&lt;br /&gt;
* You enter a new galaxy group exclusive to that Realm&lt;br /&gt;
* Lower Realm players cannot interact with higher Realm players&lt;br /&gt;
* The economy and competition are contained within each Realm&lt;br /&gt;
&lt;br /&gt;
This creates:&lt;br /&gt;
&lt;br /&gt;
* Balanced competition&lt;br /&gt;
* Realm-specific political ecosystems&lt;br /&gt;
* Controlled economic scaling&lt;br /&gt;
* Distinct strategic metas per Realm&lt;br /&gt;
&lt;br /&gt;
Future expansions may introduce:&lt;br /&gt;
&lt;br /&gt;
* Additional galaxies within a Realm&lt;br /&gt;
* Realm-specific events&lt;br /&gt;
* Inter-galactic competitive modes&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Realm Progression Structure ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Realm&lt;br /&gt;
!Focus&lt;br /&gt;
!Major Unlocks&lt;br /&gt;
!Strategic Theme&lt;br /&gt;
|-&lt;br /&gt;
|Realm 1&lt;br /&gt;
|Foundation&lt;br /&gt;
|Basic fleets, Expeditions, Economy&lt;br /&gt;
|Growth &amp;amp; Learning&lt;br /&gt;
|-&lt;br /&gt;
|Realm 2&lt;br /&gt;
|Expansion&lt;br /&gt;
|Moons, Trading, Rally Expeditions&lt;br /&gt;
|Cooperation&lt;br /&gt;
|-&lt;br /&gt;
|Realm 3&lt;br /&gt;
|Strategic Warfare&lt;br /&gt;
|Warp Gates, Elerium, capital ships, pirate diplomacy &amp;amp; Bosses&lt;br /&gt;
|Control&lt;br /&gt;
|-&lt;br /&gt;
|Realm 4&lt;br /&gt;
|Prestige&lt;br /&gt;
|Alliance territory, Riftwake Incursion, Titans &amp;amp; Colossus, Workshop&lt;br /&gt;
|Dominance&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Early-Realm Travel Speed ==&lt;br /&gt;
Fleets move faster in the early realms so that the opening hours are not spent waiting on flight timers. The bonus is based on &#039;&#039;&#039;your&#039;&#039;&#039; realm, applies to &#039;&#039;&#039;all&#039;&#039;&#039; fleet missions, and tapers off as you ascend:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Your realm&lt;br /&gt;
!Fleet travel speed&lt;br /&gt;
|-&lt;br /&gt;
|Realm 1&lt;br /&gt;
|&#039;&#039;&#039;×3&#039;&#039;&#039; — three times faster&lt;br /&gt;
|-&lt;br /&gt;
|Realm 2&lt;br /&gt;
|&#039;&#039;&#039;×2&#039;&#039;&#039; — twice as fast&lt;br /&gt;
|-&lt;br /&gt;
|Realm 3&lt;br /&gt;
|&#039;&#039;&#039;×1.5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Realm 4&lt;br /&gt;
|Base speed (no bonus)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The multiplier applies to your &#039;&#039;&#039;total&#039;&#039;&#039; speed — drive research, hull speed stats, and monument speed bonuses are added up first, then multiplied by the realm factor. Realms 1 and 2 additionally shorten on-station [[Expeditions|expedition]] depth timers (&#039;&#039;&#039;×0.5&#039;&#039;&#039; and &#039;&#039;&#039;×0.75&#039;&#039;&#039;); Realms 3 and 4 use full depth timers.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Realm 1 – Foundation ==&lt;br /&gt;
Realm 1 focuses on:&lt;br /&gt;
&lt;br /&gt;
* Economic growth&lt;br /&gt;
* Core fleet mechanics&lt;br /&gt;
* Basic expeditions&lt;br /&gt;
* Pirate PvE&lt;br /&gt;
* Learning energy and resource balance&lt;br /&gt;
&lt;br /&gt;
Design Philosophy:&lt;br /&gt;
&lt;br /&gt;
* Safe environment&lt;br /&gt;
* Low punishment&lt;br /&gt;
* Structured onboarding&lt;br /&gt;
&lt;br /&gt;
Key Characteristics:&lt;br /&gt;
&lt;br /&gt;
* No complex alliance warfare&lt;br /&gt;
* No faction diplomacy&lt;br /&gt;
* Controlled PvP pressure&lt;br /&gt;
&lt;br /&gt;
Purpose: Build player confidence and understanding.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Realm 2 – Expansion ==&lt;br /&gt;
Realm 2 introduces social and cooperative systems.&lt;br /&gt;
&lt;br /&gt;
New systems include:&lt;br /&gt;
&lt;br /&gt;
* Moons&lt;br /&gt;
* [[Trading System]]&lt;br /&gt;
* [[FleetCoordinationSystem(FCS)|Fleet Coordination System (FCS)]] for alliance attacks&lt;br /&gt;
* Alliance contribution mechanics&lt;br /&gt;
* [[Asteroid Harvesting]]&lt;br /&gt;
* Iridium &amp;amp; Silicium-tier economy&lt;br /&gt;
* [[Player Classes]] with [[Monuments]]&lt;br /&gt;
&lt;br /&gt;
Design Philosophy: Shift from solo growth to coordinated play.&lt;br /&gt;
&lt;br /&gt;
Strategic Shift:&lt;br /&gt;
&lt;br /&gt;
* Resource competition increases&lt;br /&gt;
* Diplomacy begins to matter&lt;br /&gt;
* Economic optimization becomes important&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Realm 3 – Strategic Era ==&lt;br /&gt;
Realm 3 introduces dynamic political gameplay.&lt;br /&gt;
&lt;br /&gt;
Major unlocks:&lt;br /&gt;
&lt;br /&gt;
* [[Warp Gate|Warp Gates]]&lt;br /&gt;
* Pirate factions &amp;amp; diplomacy (bribes / reputation)&lt;br /&gt;
* Deeper [[Asteroid Harvesting]] and nebula play&lt;br /&gt;
* Pirate &#039;&#039;&#039;retaliation&#039;&#039;&#039; (escalation growth is still disabled)&lt;br /&gt;
* Elerium-tier economy&lt;br /&gt;
* [[Pirate Bosses]] (rare FCS targets)&lt;br /&gt;
* Capital ships (Heavy Cruiser, Carrier, Dreadnought), Explorer Ships and the Advanced Recycler&lt;br /&gt;
* A second [[Monuments|Monument]] slot and 6 daily quests&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heads-up:&#039;&#039;&#039; PvP is fully open here, and commanders raid each other. Join an alliance, keep your fleet in hangar protection and strike back.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alliance tribute:&#039;&#039;&#039; in Realms 1–3, members of an alliance that holds star systems get a daily share of its harvest, which grows with their score. See [[Alliances#Alliance tribute (Realm 1–3)|Alliance tribute]].&lt;br /&gt;
&lt;br /&gt;
Design Philosophy: Introduce meaningful conflict and territory strategy.&lt;br /&gt;
&lt;br /&gt;
Strategic Themes:&lt;br /&gt;
&lt;br /&gt;
* System control&lt;br /&gt;
* Reputation management&lt;br /&gt;
* Advanced fleet composition&lt;br /&gt;
* Risk vs reward expansion&lt;br /&gt;
&lt;br /&gt;
Realm 3 marks the shift from growth to control.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Realm 4 – Prestige Era ==&lt;br /&gt;
Realm 4 represents endgame strategic mastery.&lt;br /&gt;
&lt;br /&gt;
New mechanics:&lt;br /&gt;
&lt;br /&gt;
* [[Alliance Territory|Alliance territory]]: claim systems, raise alliance structures (Headquarters, Vault, Bastions…) and run System Harvest and Survey&lt;br /&gt;
* [[Riftwake Incursion]] and high-stakes alliance warfare&lt;br /&gt;
* Titans, Colossus and Battlecruisers, Prism Towers and Planetary Domes, and much lower build-time floors&lt;br /&gt;
* Legendary [[Expeditions]] research&lt;br /&gt;
* The Engineering Lab Workshop ([[Colonization#Colony Relocate|Translocators]]); [[Engines]] are not enabled yet&lt;br /&gt;
* A third [[Monuments|Monument]] slot and 8 daily quests&lt;br /&gt;
* Peak contested economic targets&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heads-up:&#039;&#039;&#039; Realm 4 is built around alliances. Territory, Riftwake and the alliance structures all need one. Pirates are far stronger and pay less per raid, and [[Relics]] and monuments are rarer from expeditions, so the biggest rewards come from territory and Riftwake.&lt;br /&gt;
&lt;br /&gt;
Design Philosophy: Reward mastery, coordination, and dominance.&lt;br /&gt;
&lt;br /&gt;
Strategic Focus:&lt;br /&gt;
&lt;br /&gt;
* Large alliance coordination&lt;br /&gt;
* High-risk, high-reward warfare&lt;br /&gt;
* Political influence&lt;br /&gt;
* Prestige recognition&lt;br /&gt;
&lt;br /&gt;
Realm 4 is designed for veteran empires.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Realm Score ==&lt;br /&gt;
Realm Score determines ascension eligibility.&lt;br /&gt;
&lt;br /&gt;
It reflects:&lt;br /&gt;
&lt;br /&gt;
* Economic development&lt;br /&gt;
* Fleet value&lt;br /&gt;
* Research progress&lt;br /&gt;
* Expansion achievements&lt;br /&gt;
&lt;br /&gt;
Realm Score needed to ascend to the next Realm (your current progress is shown on the HUD realm bar and &#039;&#039;&#039;Settings → Profile&#039;&#039;&#039;):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Ascension&lt;br /&gt;
!Required Realm Score&lt;br /&gt;
|-&lt;br /&gt;
|Realm 1 → Realm 2&lt;br /&gt;
|&#039;&#039;&#039;1,000,000&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Realm 2 → Realm 3&lt;br /&gt;
|&#039;&#039;&#039;50,000,000&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Realm 3 → Realm 4&lt;br /&gt;
|&#039;&#039;&#039;2,500,000,000&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Realm 4&lt;br /&gt;
|Highest Realm (no further ascension)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[Score#Realm progression|Score]] for how Realm Score is calculated.&lt;br /&gt;
&lt;br /&gt;
Realm Score ensures players:&lt;br /&gt;
&lt;br /&gt;
* Progress naturally&lt;br /&gt;
* Cannot rush advanced systems prematurely&lt;br /&gt;
* Experience each Realm phase fully&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Design Decisions Behind Realms ==&lt;br /&gt;
The Realm system was intentionally designed to:&lt;br /&gt;
&lt;br /&gt;
* Avoid permanent snowball dominance&lt;br /&gt;
* Prevent early burnout&lt;br /&gt;
* Encourage cooperation before conflict&lt;br /&gt;
* Introduce mechanics in layers&lt;br /&gt;
* Separate casual and hardcore play phases&lt;br /&gt;
* Keep late-game content aspirational&lt;br /&gt;
&lt;br /&gt;
Realms are not seasons. They are evolutionary layers of the same empire.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Strategic Impact of Realms ==&lt;br /&gt;
Realms affect:&lt;br /&gt;
&lt;br /&gt;
=== Economy ===&lt;br /&gt;
Each Realm introduces new rare resources.&lt;br /&gt;
&lt;br /&gt;
=== Fleet Meta ===&lt;br /&gt;
Ship composition changes between Realms.&lt;br /&gt;
&lt;br /&gt;
=== Political Landscape ===&lt;br /&gt;
Alliances reform and restructure each Realm.&lt;br /&gt;
&lt;br /&gt;
=== Risk Scaling ===&lt;br /&gt;
Higher Realms introduce higher consequence systems.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Long-Term Vision ==&lt;br /&gt;
Future design direction for Realms includes:&lt;br /&gt;
&lt;br /&gt;
* Additional galaxy clusters per Realm&lt;br /&gt;
* Realm-exclusive seasonal events&lt;br /&gt;
* Inter-Realm competitive rankings&lt;br /&gt;
* Realm-based achievements&lt;br /&gt;
* Realm historical leaderboards&lt;br /&gt;
&lt;br /&gt;
The Realm system ensures Per Regna remains:&lt;br /&gt;
&lt;br /&gt;
* Structured&lt;br /&gt;
* Competitive&lt;br /&gt;
* Evolving&lt;br /&gt;
* Balanced across years of growth&lt;br /&gt;
&lt;br /&gt;
----&#039;&#039;In Per Regna, power is not gained in a single leap.  &#039;&#039;It is earned across Realms.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Frequently_Asked_Questions&amp;diff=911</id>
		<title>Frequently Asked Questions</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Frequently_Asked_Questions&amp;diff=911"/>
		<updated>2026-10-08T16:02:32Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from FAQ.wikitext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Frequently Asked Questions =&lt;br /&gt;
&lt;br /&gt;
Common questions about &#039;&#039;&#039;Per Regna&#039;&#039;&#039; — progression, economy, fleets, combat, and cosmetics.&lt;br /&gt;
&lt;br /&gt;
For step-by-step starts see [[Beginner Guides]]. For deeper play see [[Advanced Strategy]]. In-game: &#039;&#039;&#039;Settings → Quick Guides&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
=== What is a Realm? ===&lt;br /&gt;
A &#039;&#039;&#039;Realm&#039;&#039;&#039; is a progression tier of the universe. Higher Realms unlock ships, buildings, research, and alliance systems.&lt;br /&gt;
&lt;br /&gt;
* Ascend when you meet the Realm Score shown on your profile.&lt;br /&gt;
* On ascension your colonies move to a new galaxy; ships and resources come with you.&lt;br /&gt;
* See [[Realms Overview]] for focus by Realm.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Realm !! Unlock highlights&lt;br /&gt;
|-&lt;br /&gt;
|Realm 1 || Foundation economy and fleets&lt;br /&gt;
|-&lt;br /&gt;
|Realm 2 || Moons, trading, early alliances&lt;br /&gt;
|-&lt;br /&gt;
|Realm 3 || Warp Gates, deeper combat &amp;amp; expeditions&lt;br /&gt;
|-&lt;br /&gt;
|Realm 4 || Prestige, late capitals, major AvA&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== What should I focus on in my first days? ===&lt;br /&gt;
# Keep &#039;&#039;&#039;energy positive&#039;&#039;&#039; ([[Solar Plant]])&lt;br /&gt;
# Upgrade &#039;&#039;&#039;Steel / Quartz&#039;&#039;&#039; mines and [[Warehouse]]&lt;br /&gt;
# Follow [[Quest System|onboarding quests]]&lt;br /&gt;
# Unlock [[Probe]] and scout before hard fights&lt;br /&gt;
# Prefer economy over oversized fleets early&lt;br /&gt;
&lt;br /&gt;
Full checklist: [[Beginner Guides]].&lt;br /&gt;
&lt;br /&gt;
=== What makes my Homeworld special? ===&lt;br /&gt;
Your Homeworld has stronger base production, extra building slots, and cannot be abandoned like a normal colony. Invest in it early.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Resources &amp;amp; Energy ==&lt;br /&gt;
&lt;br /&gt;
=== Why is my mine production low? ===&lt;br /&gt;
&#039;&#039;&#039;Negative energy&#039;&#039;&#039; cuts mine output. Build more power ([[Solar Plant]], [[Fusion Reactor]], [[Elerium Reactor]]) before stacking mines.&lt;br /&gt;
&lt;br /&gt;
=== When does Gas become important? ===&lt;br /&gt;
Gas fuels fleets, many mid/late researches, and expeditions. Prioritize [[Gas Extractor]] once you move fleets often.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Fleets &amp;amp; Expeditions ==&lt;br /&gt;
&lt;br /&gt;
=== How do Expeditions work? ===&lt;br /&gt;
Send fleets into nebula zones for resources, ships, and [[Relics|relic pieces]]. Larger fleets can earn more but risk more. See [[Expeditions]].&lt;br /&gt;
&lt;br /&gt;
=== Which ships should I send? ===&lt;br /&gt;
Early: [[Probe]], cargo, light combat. Later: add [[Science Vessel]] and specialist hulls. Composition affects recovered ship types — see [[Expeditions]].&lt;br /&gt;
&lt;br /&gt;
=== Can I recall fleets? ===&lt;br /&gt;
Yes, before arrival. They return faster; fuel already spent is not refunded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; After a last-minute scout, open the scout report (or its mail row while it is still fresh — about the last &#039;&#039;&#039;10 minutes&#039;&#039;&#039;) to recall &#039;&#039;&#039;Attack&#039;&#039;&#039; or &#039;&#039;&#039;Station&#039;&#039;&#039; fleets still bound for that target. Transport and other peaceful missions are not listed. One fleet shows a single &#039;&#039;&#039;Recall Attack&#039;&#039;&#039; / &#039;&#039;&#039;Recall Station&#039;&#039;&#039; control (on the mail row, tap its &#039;&#039;&#039;⋮&#039;&#039;&#039; button); several fleets show a short list (origin, time remaining, per-fleet recall). Example: launch an attack, scout the destination, see stronger defenses than expected, then recall from the report without hunting the fleet list.&lt;br /&gt;
&lt;br /&gt;
=== What is debris? ===&lt;br /&gt;
Destroyed ships leave debris fields you collect with [[Recycler]] / [[Advanced Recycler]]. Rates differ for PvP vs pirates and rise with [[Salvage Operations]]. See [[Fleet Combat]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
&lt;br /&gt;
=== Why is research slow? ===&lt;br /&gt;
Speed scales with [[Research Lab]] levels and, from mid game, [[Colonial Administration]] linking labs into a network. See [[Research]].&lt;br /&gt;
&lt;br /&gt;
=== What should I research first? ===&lt;br /&gt;
Energy, propulsion, basic weapons/shields, and sensors — enough to unlock Probe, cargo, and early combat. Full tree: [[Research|Research Catalog]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Combat &amp;amp; Protection ==&lt;br /&gt;
&lt;br /&gt;
=== How does PvP warning work? ===&lt;br /&gt;
Defenders are not pinged at launch. Early-warning pushes fire in a &#039;&#039;&#039;10–30 minute&#039;&#039;&#039; window before arrival, shaped by [[Radar Station]] and attacker [[Frigate]]s. Full rules: [[Fleet Detection]].&lt;br /&gt;
&lt;br /&gt;
=== Can I lose everything if attacked? ===&lt;br /&gt;
No. [[Warehouse]] + [[Resource Protection]] shelter a share of resources; [[Fleet Hangar]] can protect docked fleets (with stun rules — [[Fleet Stun]]); defenses may partially recover.&lt;br /&gt;
&lt;br /&gt;
=== What is Rapid Fire? ===&lt;br /&gt;
Some ships and defenses strike certain targets multiple times per round. See [[Rapid Fire]] and each unit’s infobox.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Workshop &amp;amp; Engines ==&lt;br /&gt;
&lt;br /&gt;
=== What does the Engineering Lab Workshop make? ===&lt;br /&gt;
From Realm 4: &#039;&#039;&#039;Translocators&#039;&#039;&#039; (Colony Relocate boosts) and [[Engines]]. Open an Engineering Lab and tap Open Workshop. See [[Engineering Lab#Workshop|Engineering Lab → Workshop]].&lt;br /&gt;
&lt;br /&gt;
=== What do engines do? ===&lt;br /&gt;
A Ship Production Engine speeds up a Shipyard&#039;s ship building; a Graveyard Reconstruction Engine speeds up graveyard recovery. They are forged with resources and installed in the Shipyard&#039;s Engine Bay, where they give a passive bonus (+15–35%) for 30 days. Once calibrated, one can be overcharged for a week at full power (up to +300%), after which it burns out. See [[Engines]].&lt;br /&gt;
&lt;br /&gt;
=== Can engines be stolen? ===&lt;br /&gt;
Yes, in solo attacks. Stored engines are looted like resources, and a winning raid has a 25% chance to steal and a 15% chance to destroy each installed engine. Joint (FCS) attacks take no engines; they can only destroy installed ones. Overcharged engines and engines still being forged are safe. See [[Engines#Raiding|Engines → Raiding]].&lt;br /&gt;
&lt;br /&gt;
== Alliances &amp;amp; Cosmetics ==&lt;br /&gt;
&lt;br /&gt;
=== Why join an Alliance? ===&lt;br /&gt;
Shared vault, research, territory, FCS rallies, and branding. See [[Alliances]].&lt;br /&gt;
&lt;br /&gt;
=== What is Alliance Power? ===&lt;br /&gt;
Investment ranking from alliance buildings and research (not vault balance). Fleet titles from Flotilla to Grand Fleet set the &#039;&#039;&#039;War Guild levy&#039;&#039;&#039; for Riftwake’s alien scar bounty. No territory → ineligible. See [[Alliance Power]].&lt;br /&gt;
&lt;br /&gt;
=== What is the War Guild levy? ===&lt;br /&gt;
The War Guild (Trade Union’s war counterpart) requires a one-time vault contribution before Wakeheart attacks so only prepared alliances contest alien garrisons. Spines stay free. Your alliance must also have taken part in clearing a Siphon Spine that window — joining an ally&#039;s spine rally counts. See [[Riftwake Incursion#war guild levy]].&lt;br /&gt;
&lt;br /&gt;
=== Do relics / cosmetics give combat power? ===&lt;br /&gt;
No. [[Relics]] and [[Cosmetics]] are identity and prestige. Class bonuses come from [[Monuments]] / [[Player Classes]].&lt;br /&gt;
&lt;br /&gt;
== Notifications ==&lt;br /&gt;
&lt;br /&gt;
=== When will the game send me notifications? ===&lt;br /&gt;
The game asks for notification permission after you queue your first building once the tutorial is done, not while it loads. If you choose &#039;&#039;&#039;Maybe Later&#039;&#039;&#039;, it asks again a few days later, up to three times; if notifications are blocked on your device, the prompt offers to open your system settings. You can also turn them on any time from &#039;&#039;&#039;Settings → Notification Settings&#039;&#039;&#039;, which shows a &#039;&#039;&#039;Turn On Notifications&#039;&#039;&#039; button while they are off. With notifications on you get attack alerts, finished builds and research, fleet arrivals and alliance news. &#039;&#039;&#039;Return reminders&#039;&#039;&#039; are occasional nudges when you have been away: if you stop playing, you get one after about two days and another after about five, telling you if your colonies were attacked while you were gone or that your alliance needs you. You can turn Return reminders off under &#039;&#039;&#039;Settings → Notification Settings&#039;&#039;&#039;. See [[Version 1.4.8]].&lt;br /&gt;
&lt;br /&gt;
== Accessibility ==&lt;br /&gt;
&lt;br /&gt;
=== Can I play with a screen reader? ===&lt;br /&gt;
VoiceOver (iPhone, iPad) and TalkBack (Android) read the game&#039;s buttons by name. The bottom bar says each button&#039;s name with its counts and alerts, for example &#039;&#039;Fleets, 3 of 10 fleets in use, Attack incoming&#039;&#039;. Top-bar resources read their name and how full storage is, and timers read as progress bars with the time left. Close and Back buttons are named. On iPhone, the two-finger scrub gesture closes the open window. Commands that need a long press, like sending a fleet straight from the Fleet button, are in the screen reader&#039;s Actions menu. Some players also hear notifications read aloud, and focus moves to the title of each window that opens; this is rolling out gradually. The planet surface and galaxy map are still visual only. Until list views for them are ready, use the colony list, galaxy search and Imperial Overview. See [[Version 1.4.7]].&lt;br /&gt;
&lt;br /&gt;
== Help &amp;amp; Support ==&lt;br /&gt;
&lt;br /&gt;
=== How do I contact support? ===&lt;br /&gt;
Open &#039;&#039;&#039;Settings → About → Help &amp;amp; Support&#039;&#039;&#039;. Check the &#039;&#039;&#039;Game Guide&#039;&#039;&#039; first; if it does not answer your question, tap &#039;&#039;&#039;Contact Support&#039;&#039;&#039; and create a ticket with a category, subject and message. Your tickets show their status — &#039;&#039;&#039;Waiting for support&#039;&#039;&#039;, &#039;&#039;&#039;Answered&#039;&#039;&#039; or &#039;&#039;&#039;Closed&#039;&#039;&#039; — and you can reply inside each ticket. You can attach up to 3 screenshots per message. A push notification and a &#039;&#039;&#039;New reply&#039;&#039;&#039; label tell you when support has answered. Up to 3 tickets can be open at once. A closed ticket can be reopened by replying within 7 days of closing; after that, create a new ticket.&lt;br /&gt;
&lt;br /&gt;
=== Do I need to report an issue listed under Known issues? ===&lt;br /&gt;
No. The &#039;&#039;&#039;Known issues&#039;&#039;&#039; banner at the top of Help &amp;amp; Support lists problems we are already aware of and working on. You don&#039;t need to file a ticket for them.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Related ==&lt;br /&gt;
&lt;br /&gt;
* [[Beginner Guides]] · [[Advanced Strategy]] · [[Glossary]] · [[Patch Notes]] · [[Main Page]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Expeditions&amp;diff=910</id>
		<title>Expeditions</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Expeditions&amp;diff=910"/>
		<updated>2026-10-08T16:02:32Z</updated>

		<summary type="html">&lt;p&gt;Admin: Local CI auto-sync from Expeditions.wikitext&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Expeditions =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Expeditions&#039;&#039;&#039; are a depth-based exploration of nebula zones. You send a fleet, resolve a random event at each depth, then choose to &#039;&#039;&#039;Extract&#039;&#039;&#039; with what you have or &#039;&#039;&#039;Continue&#039;&#039;&#039; deeper for a larger payout at higher risk.&lt;br /&gt;
&lt;br /&gt;
Unlike passive harvest, each depth is a roll: resources, recovered ships, items, a stun delay, or ship losses. Expeditions are &#039;&#039;&#039;solo&#039;&#039;&#039; — there is no rally / FCS loot share on this mission type.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;You must &#039;&#039;&#039;scout the nebula system&#039;&#039;&#039; with probes before you can launch an expedition to its zones. Settings → Expedition stores default depth, default extract/continue, and one-click templates. The &#039;&#039;&#039;Explore again&#039;&#039;&#039; button on an expedition report, or on the fleet return report when the expedition fleet docks (in the report, or in the mail list by tapping the row&#039;s &#039;&#039;&#039;⋮&#039;&#039;&#039; button), starts a new expedition to the same zone: it opens the fleet send screen, or with One-Click Expedition on sends straight away from your active colony (long-press for the fleet send screen). In the mail list, an expedition report&#039;s row shows the resources, ships and items it brought home, and with Imperial Access a fleet icon on an expedition or return report row means one of your fleets is already heading to or exploring that zone.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Subpages: [[Expeditions/Rewards|Rewards]] · [[Expeditions/Depth System|Depth System]]&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
&lt;br /&gt;
* Core flow&lt;br /&gt;
* Maximum depth&lt;br /&gt;
* Depth timing&lt;br /&gt;
* How loot is calculated&lt;br /&gt;
* Resource mix by realm&lt;br /&gt;
* Items &amp;amp; recovered ships&lt;br /&gt;
* Fleet composition&lt;br /&gt;
* Stun&lt;br /&gt;
* Ship loss&lt;br /&gt;
* What failure does *not* do&lt;br /&gt;
* Research, class, and monuments&lt;br /&gt;
* Caps and late-game throttles&lt;br /&gt;
* Cargo&lt;br /&gt;
* FAQ&lt;br /&gt;
&lt;br /&gt;
== Core flow ==&lt;br /&gt;
&lt;br /&gt;
# Scout the nebula system, then pick a &#039;&#039;&#039;nebula zone&#039;&#039;&#039; on the galaxy map.&lt;br /&gt;
# Launch an expedition fleet and choose a &#039;&#039;&#039;maximum depth&#039;&#039;&#039; (and a default Extract / Continue if you miss the prompt).&lt;br /&gt;
# The fleet spends time at the current depth, then a random &#039;&#039;&#039;event&#039;&#039;&#039; resolves.&lt;br /&gt;
# Rewards (resources, ships, items) are applied immediately to the fleet. Penalties (stun, ship loss) are applied immediately.&lt;br /&gt;
# If more depths remain, you have &#039;&#039;&#039;30 minutes&#039;&#039;&#039; to &#039;&#039;&#039;Extract&#039;&#039;&#039; or &#039;&#039;&#039;Continue&#039;&#039;&#039;. If you do not answer, your saved default decision is used.&lt;br /&gt;
# On Extract (or after the last depth), the fleet returns with accumulated cargo, recovered ships, and items.&lt;br /&gt;
&lt;br /&gt;
You may only have &#039;&#039;&#039;one expedition (or gas harvest) per nebula zone&#039;&#039;&#039; at a time.&lt;br /&gt;
&lt;br /&gt;
== Maximum depth ==&lt;br /&gt;
&lt;br /&gt;
Every commander can send depths &#039;&#039;&#039;1–3&#039;&#039;&#039;. Deeper runs come from the &#039;&#039;&#039;Celestial Orrery&#039;&#039;&#039; (Explorer Core monument) on your capital:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Orrery level&lt;br /&gt;
!Max selectable depth&lt;br /&gt;
|-&lt;br /&gt;
|Not deployed&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|…&lt;br /&gt;
|Base 3 + Orrery level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Depths &#039;&#039;&#039;6–10&#039;&#039;&#039; are real earning layers once Orrery (and related research) unlocks them. They are not a separate “Realm 4 only” event table — deeper depths reuse the same outcome pool as shallower ones, with higher earning multipliers and a stricter ship-loss cap (see [[#ship loss|Ship loss]]).&lt;br /&gt;
&lt;br /&gt;
== Depth timing ==&lt;br /&gt;
&lt;br /&gt;
Each depth has its own duration (before monument / class / realm speed). Celestial Orrery and Explorer class can shorten expedition mission time. Early realms also shorten on-station depth timers: &#039;&#039;&#039;R1 ×0.5&#039;&#039;&#039;, &#039;&#039;&#039;R2 ×0.75&#039;&#039;&#039;, &#039;&#039;&#039;R3+ ×1.0&#039;&#039;&#039;. Travel to and from the nebula is sped up separately — &#039;&#039;&#039;R1 ×3&#039;&#039;&#039;, &#039;&#039;&#039;R2 ×2&#039;&#039;&#039;, &#039;&#039;&#039;R3 ×1.5&#039;&#039;&#039;, R4 base (see [[Realms Overview]]).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Depth&lt;br /&gt;
!Base duration&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|30 min&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|1 h&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2 h&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4 h&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|4 h&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|6 h&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|8 h&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|10 h&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|12 h&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|15 h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Zone &#039;&#039;&#039;difficulty&#039;&#039;&#039; (Easy / Medium / Hard / Extreme) changes event weights and payout multipliers, not this timer.&lt;br /&gt;
&lt;br /&gt;
== How loot is calculated ==&lt;br /&gt;
&lt;br /&gt;
Resource finds are &#039;&#039;&#039;not&#039;&#039;&#039; a flat “node base reward.” The amount scales with the &#039;&#039;&#039;catalog build cost&#039;&#039;&#039; of the ships you sent:&lt;br /&gt;
&lt;br /&gt;
payout ≈ fleet catalog value × 15%&lt;br /&gt;
        × difficulty&lt;br /&gt;
        × depth earning&lt;br /&gt;
        × research + class loot&lt;br /&gt;
        × variance roll&lt;br /&gt;
        × (1 + Explorer-ship bonus)&lt;br /&gt;
&lt;br /&gt;
Then the result is &#039;&#039;&#039;capped&#039;&#039;&#039; (see [[#caps and late game throttles|Caps]]) and split across resource types.&lt;br /&gt;
&lt;br /&gt;
=== Difficulty ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Zone difficulty&lt;br /&gt;
!Resource multiplier&lt;br /&gt;
|-&lt;br /&gt;
|Easy&lt;br /&gt;
|×1.0&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|×1.2&lt;br /&gt;
|-&lt;br /&gt;
|Hard&lt;br /&gt;
|×1.6&lt;br /&gt;
|-&lt;br /&gt;
|Extreme&lt;br /&gt;
|×2.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Depth earning ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Depth&lt;br /&gt;
!Multiplier&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|×1.0&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|×1.2&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|×1.6&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|×1.8&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|×2.0&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|×2.2&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|×2.4&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|×2.6&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|×2.8&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|×3.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Variance roll ===&lt;br /&gt;
&lt;br /&gt;
Every resource find also rolls:&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;base&#039;&#039;&#039; multiplier between &#039;&#039;&#039;0.7× and 1.3×&#039;&#039;&#039;.&lt;br /&gt;
* A chance of a bonus, which rises with difficulty and depth:&lt;br /&gt;
  - &#039;&#039;&#039;Minor&#039;&#039;&#039; ~1.15–1.5×&lt;br /&gt;
  - &#039;&#039;&#039;Major&#039;&#039;&#039; ~1.5–2.0×&lt;br /&gt;
  - &#039;&#039;&#039;Jackpot&#039;&#039;&#039; ~2.5–4.0×&lt;br /&gt;
&lt;br /&gt;
=== Explorer ships vs Explorer class ===&lt;br /&gt;
&lt;br /&gt;
These are two different bonuses:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Source&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Explorer class&#039;&#039;&#039; (Core monument)&lt;br /&gt;
|&#039;&#039;&#039;+12%&#039;&#039;&#039; expedition loot, &#039;&#039;&#039;+10%&#039;&#039;&#039; success weight, &#039;&#039;&#039;+10%&#039;&#039;&#039; anomaly (item) weight. Warlord is &#039;&#039;&#039;−10%&#039;&#039;&#039; loot. See [[Player Classes]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Explorer ships&#039;&#039;&#039; in the fleet&lt;br /&gt;
|Quantity / quality bonus: &amp;lt;code&amp;gt;min(100%, log₂(count + 1) × 5%)&amp;lt;/code&amp;gt;. About &#039;&#039;&#039;+5%&#039;&#039;&#039; at 1 ship, &#039;&#039;&#039;+50%&#039;&#039;&#039; near 1,000, &#039;&#039;&#039;+100%&#039;&#039;&#039; near &#039;&#039;&#039;1 million&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Explorer-ship bonus also &#039;&#039;&#039;raises the per-expedition cap&#039;&#039;&#039; by the same multiplier, so a large Explorer stack is not immediately flattened by the score ceiling.&lt;br /&gt;
&lt;br /&gt;
== Resource mix by realm ==&lt;br /&gt;
&lt;br /&gt;
The payout is a total value, then distributed:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Realm&lt;br /&gt;
!Resources that can appear&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
|Steel, Quartz, Gas&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;2+&#039;&#039;&#039;&lt;br /&gt;
|+ Iridium and Silicium&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;3+&#039;&#039;&#039;&lt;br /&gt;
|+ Elerium (not every find)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Steel / quartz / gas emphasis is randomized per find (steel-heavy, quartz-heavy, or gas-heavy). Advanced resources only appear when that realm’s types are in the event’s reward table.&lt;br /&gt;
&lt;br /&gt;
== Items &amp;amp; recovered ships ==&lt;br /&gt;
&lt;br /&gt;
Successful depths can also roll:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Outcome&lt;br /&gt;
!What you get&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resources found&#039;&#039;&#039;&lt;br /&gt;
|Cargo as above&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ships found&#039;&#039;&#039;&lt;br /&gt;
|Combat / cargo hull from &#039;&#039;&#039;your current realm and the previous realm&#039;&#039;&#039;, up to about &#039;&#039;&#039;one class above&#039;&#039;&#039; the strongest ship you sent (jackpots can stretch that). Colony ships, Recyclers, Advanced Recyclers, Planetary Harvesters, Support Vessels, and Explorer ships are &#039;&#039;&#039;not&#039;&#039;&#039; in the recovery pool.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Item found&#039;&#039;&#039;&lt;br /&gt;
|Nano boosts, tech boosts, relic pieces, monument pieces, or (very rarely) cosmetics&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is &#039;&#039;&#039;no guaranteed fragment at a specific depth&#039;&#039;&#039;. Deeper / harder zones weight item outcomes more heavily; Deep Space Sensors, Monolith, Explorer class, and specialist ships bias &#039;&#039;which&#039;&#039; item family you see.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;Realms 1–3&#039;&#039;&#039;, relic-piece outcomes are weighted &#039;&#039;&#039;×4&#039;&#039;&#039; and monument-piece outcomes &#039;&#039;&#039;×3&#039;&#039;&#039; versus the Realm 4 baseline (other item types unchanged). Example: if a depth would normally put about 3% of weight on relic pieces, early-realm play puts about 12% on relics before other bonuses.&lt;br /&gt;
&lt;br /&gt;
Very late game (player score above &#039;&#039;&#039;1 trillion&#039;&#039;&#039;), nano and tech boost finds drop at &#039;&#039;&#039;10%&#039;&#039;&#039; of their normal weight. Relics, monuments, and cosmetics are unchanged by that late-game throttle.&lt;br /&gt;
&lt;br /&gt;
== Fleet composition ==&lt;br /&gt;
&lt;br /&gt;
=== Probes — find chance (max +15%) ===&lt;br /&gt;
&lt;br /&gt;
Probes raise the weight of &#039;&#039;&#039;positive&#039;&#039;&#039; outcomes (resources, ships, items). They do not change which item family you roll, and they do not boost empty / stun / damage outcomes.&lt;br /&gt;
&lt;br /&gt;
bonus ≈ 15% × (probes / (probes + 175))&lt;br /&gt;
&lt;br /&gt;
Examples: ~50 probes → ~3%, ~150 → ~7%, ~500 → ~11%, ~1,000 → ~13%. The bonus never exceeds &#039;&#039;&#039;+15%&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Specialist ships — item family bias ===&lt;br /&gt;
&lt;br /&gt;
Only &#039;&#039;&#039;one&#039;&#039;&#039; specialist type applies per expedition, in this priority:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Orbital Refinery&#039;&#039;&#039; → relic pieces&lt;br /&gt;
# &#039;&#039;&#039;Advanced Recycler&#039;&#039;&#039; → monument pieces&lt;br /&gt;
# &#039;&#039;&#039;Support Vessel&#039;&#039;&#039; → nano boosts&lt;br /&gt;
# &#039;&#039;&#039;Frigate&#039;&#039;&#039; → tech boosts&lt;br /&gt;
&lt;br /&gt;
Presence of that type biases matching &amp;lt;code&amp;gt;item found&amp;lt;/code&amp;gt; rows. Extra copies currently add very little compared to simply bringing the right specialist.&lt;br /&gt;
&lt;br /&gt;
=== Explorer ships — quantity and quality ===&lt;br /&gt;
&lt;br /&gt;
See [[#explorer ships vs explorer class|Explorer ships vs Explorer class]]. This is the main stack-for-payout ship. Large stacks are &#039;&#039;&#039;not&#039;&#039;&#039; wiped by the same loss % as combat hull (see [[#ship loss|Ship loss]]).&lt;br /&gt;
&lt;br /&gt;
=== Combat ships — discovery pool ===&lt;br /&gt;
&lt;br /&gt;
The highest ship &#039;&#039;&#039;class&#039;&#039;&#039; in the fleet unlocks higher-tier recovery. Sending only low-tier hull keeps discoveries in the low-tier pool; battleships / later combat ships open the next class.&lt;br /&gt;
&lt;br /&gt;
=== Fleet size ===&lt;br /&gt;
&lt;br /&gt;
Larger catalog value raises &#039;&#039;&#039;resource volume&#039;&#039;&#039; and the &#039;&#039;&#039;ship-recovery budget&#039;&#039;&#039; (also ~15% of fleet value, with a steeper difficulty curve for ships). Probability caps (probe / specialist) are separate from that volume.&lt;br /&gt;
&lt;br /&gt;
== Stun ==&lt;br /&gt;
&lt;br /&gt;
Stun is an &#039;&#039;&#039;event penalty&#039;&#039;&#039;, not a separate “you failed, dump the loot” roll.&lt;br /&gt;
&lt;br /&gt;
* Typical durations are &#039;&#039;&#039;15–120 minutes&#039;&#039;&#039;, depending on the event and zone difficulty (Easy ion storms ~30 min; Extreme failures can reach ~90–120 min).&lt;br /&gt;
* The fleet &#039;&#039;&#039;pauses&#039;&#039;&#039;. When the stun expires, you still &#039;&#039;&#039;Extract or Continue&#039;&#039;&#039; as usual.&lt;br /&gt;
* &#039;&#039;&#039;Cargo, items, and recovered ships from this and earlier depths are kept.&#039;&#039;&#039;&lt;br /&gt;
* Duration is reduced by monument stun reduction and expedition safety research (see below). Fleet Hangar Protocols does &#039;&#039;&#039;not&#039;&#039;&#039; apply here — it only shortens hangar and PvE recovery stun at your colonies. Combined stun reduction is &#039;&#039;&#039;capped at 50%&#039;&#039;&#039;. Stun never drops below &#039;&#039;&#039;1 minute&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Stun does &#039;&#039;&#039;not&#039;&#039;&#039; force a return and does &#039;&#039;&#039;not&#039;&#039;&#039; tax accumulated loot.&lt;br /&gt;
&lt;br /&gt;
== Ship loss ==&lt;br /&gt;
&lt;br /&gt;
Some events (&amp;lt;code&amp;gt;fleet damaged&amp;lt;/code&amp;gt;, pirate ambush, some disasters) remove ships from the expedition fleet &#039;&#039;&#039;permanently&#039;&#039;&#039;. This is hull lost, not a temporary “damage %” that heals.&lt;br /&gt;
&lt;br /&gt;
Configured loss rates are small (&#039;&#039;&#039;about 1–5.5%&#039;&#039;&#039; of counted ships, depending on the event). Two safeties sit on top:&lt;br /&gt;
&lt;br /&gt;
=== Loot-relative cap ===&lt;br /&gt;
&lt;br /&gt;
Loss value cannot exceed a fraction of the &#039;&#039;&#039;expected loot&#039;&#039;&#039; for that depth (same 15% × difficulty × depth scale used for rewards):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Depth&lt;br /&gt;
!Max loss vs expected loot&lt;br /&gt;
|-&lt;br /&gt;
|1–3&lt;br /&gt;
|10%&lt;br /&gt;
|-&lt;br /&gt;
|4–6&lt;br /&gt;
|25%&lt;br /&gt;
|-&lt;br /&gt;
|7+&lt;br /&gt;
|50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
So a huge combat stack cannot lose more hull value than a slice of what the run was expected to pay.&lt;br /&gt;
&lt;br /&gt;
=== Explorer-ship counting ===&lt;br /&gt;
&lt;br /&gt;
Explorer ships are counted as &#039;&#039;&#039;quantity / 1,000&#039;&#039;&#039; when applying the percentage (still at least &#039;&#039;&#039;1&#039;&#039;&#039; hull if any are present). A 1% event on 1,000,000 Explorers is on the order of &#039;&#039;&#039;10&#039;&#039;&#039; hull, not 10,000.&lt;br /&gt;
&lt;br /&gt;
=== Safety research ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Expedition Protocols&#039;&#039;&#039; (risk reduction) and &#039;&#039;&#039;Legendary Expeditions&#039;&#039;&#039; (insurance) &#039;&#039;&#039;add together&#039;&#039;&#039; and cut both ship-loss rate and stun duration, &#039;&#039;&#039;capped at 25%&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Realm 1 Easy zones &#039;&#039;&#039;can&#039;&#039;&#039; still lose ships from D2 onward. Stun-only is not the R1 rule.&lt;br /&gt;
&lt;br /&gt;
== What failure does *not* do ==&lt;br /&gt;
&lt;br /&gt;
* It does &#039;&#039;&#039;not&#039;&#039;&#039; confiscate loot from earlier depths.&lt;br /&gt;
* It does &#039;&#039;&#039;not&#039;&#039;&#039; roll “keep 0–50% of cargo.”&lt;br /&gt;
* A stun does &#039;&#039;&#039;not&#039;&#039;&#039; cancel the extract / continue choice after it ends.&lt;br /&gt;
* Recovered ships are &#039;&#039;&#039;not&#039;&#039;&#039; dumped if cargo is full (only &#039;&#039;&#039;resources&#039;&#039;&#039; are scaled to remaining cargo).&lt;br /&gt;
&lt;br /&gt;
Each depth is independent: a bad roll applies its penalty; a good roll adds its reward. Extract whenever you are happy with the pile.&lt;br /&gt;
&lt;br /&gt;
== Research, class, and monuments ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Source&lt;br /&gt;
!What it changes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Expedition Basics&#039;&#039;&#039;&lt;br /&gt;
|+loot % per level&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Expedition Mastery&#039;&#039;&#039;&lt;br /&gt;
|+success weight (fewer empty / penalty rolls)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Deep Space Sensors&#039;&#039;&#039;&lt;br /&gt;
|+item-found weight (anomalies)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Expedition Protocols&#039;&#039;&#039;&lt;br /&gt;
|+success weight, −ship-loss / stun (part of the 25% safety cap)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Legendary Expeditions&#039;&#039;&#039;&lt;br /&gt;
|+loot %, insurance (same 25% cap), &#039;&#039;&#039;higher reward ceilings&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Explorer class&#039;&#039;&#039;&lt;br /&gt;
|+12% loot, +10% success, +10% anomalies, +15% exploration speed&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Warlord class&#039;&#039;&#039;&lt;br /&gt;
|−10% expedition loot&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Celestial Orrery&#039;&#039;&#039;&lt;br /&gt;
|Extra max depth (+1 per level), shorter expedition time&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crystalline Spire&#039;&#039;&#039;&lt;br /&gt;
|Expedition success&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Monolith&#039;&#039;&#039;&lt;br /&gt;
|Anomaly discovery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Success-weight bonuses shift probability toward rewarding outcomes without changing the total weight of the table. They cannot delete failure events entirely.&lt;br /&gt;
&lt;br /&gt;
== Caps and late-game throttles ==&lt;br /&gt;
&lt;br /&gt;
Payouts are limited by &#039;&#039;&#039;player score&#039;&#039;&#039;, &#039;&#039;&#039;realm&#039;&#039;&#039;, and &#039;&#039;&#039;daily tracking&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;per-expedition&#039;&#039;&#039; ceiling that grows with score (linear early, slower after ~1M score) and is hard-capped by realm.&lt;br /&gt;
* A &#039;&#039;&#039;daily&#039;&#039;&#039; ceiling of &#039;&#039;&#039;15×&#039;&#039;&#039; the per-expedition cap. A small floor remains so a commander who is near the daily cap can still receive a reduced find.&lt;br /&gt;
* &#039;&#039;&#039;Explorer-ship bonus&#039;&#039;&#039; multiplies the ceiling applied to that run.&lt;br /&gt;
* &#039;&#039;&#039;Legendary Expeditions&#039;&#039;&#039; &amp;lt;code&amp;gt;expeditionCapBonusPct&amp;lt;/code&amp;gt; raises both per-run and daily ceilings.&lt;br /&gt;
&lt;br /&gt;
These caps exist so expedition income stays in band with the rest of the economy. Sending a larger fleet still helps until you hit the ceiling.&lt;br /&gt;
&lt;br /&gt;
== Cargo ==&lt;br /&gt;
&lt;br /&gt;
When resources are found, they are added to the fleet up to &#039;&#039;&#039;remaining cargo capacity&#039;&#039;&#039; (Trade Networks and Galactic Commerce research included). If the find is larger than free space, &#039;&#039;&#039;all resource types are scaled down together&#039;&#039;&#039; — you keep a proportional slice, not a random subset.&lt;br /&gt;
&lt;br /&gt;
Ships recovered on the expedition are added to the fleet &#039;&#039;&#039;without&#039;&#039;&#039; a cargo check. Bring haulers if you care about resource volume; they are not required to keep recovered hull.&lt;br /&gt;
&lt;br /&gt;
Alliance resource tax, if your alliance collects it, is applied when the fleet &#039;&#039;&#039;returns&#039;&#039;&#039;, same as other mission cargo.&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do I lose everything if I continue and fail?&#039;&#039;&#039;  &lt;br /&gt;
No. Earlier depths stay in the fleet. A later stun or ship-loss event delays you or removes some hull; it does not empty the hold.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Is there a rally multiplier?&#039;&#039;&#039;  &lt;br /&gt;
No. Expeditions are solo. Rally math belongs to pirate / FCS combat, not this mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do Charged / Dormant zone labels change loot?&#039;&#039;&#039;  &lt;br /&gt;
Those states exist on nebula zones, but they currently &#039;&#039;&#039;do not&#039;&#039;&#039; change expedition payout or risk. Treat difficulty, depth, and fleet value as the live levers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do I need Science Vessels?&#039;&#039;&#039;  &lt;br /&gt;
The quantity bonus is on &#039;&#039;&#039;Explorer ships&#039;&#039;&#039;. Specialist Support Vessels bias nano-boost finds; they are not the payout stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Can recovered ships be higher class than anything I sent?&#039;&#039;&#039;  &lt;br /&gt;
Usually at most &#039;&#039;&#039;one class above&#039;&#039;&#039; your strongest ship, unless a jackpot stretches the pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Are pirate ambushes a full battle?&#039;&#039;&#039;  &lt;br /&gt;
No. They are an expedition event that applies a &#039;&#039;&#039;ship-loss&#039;&#039;&#039; penalty. There is no fight / bribe / negotiate menu on the expedition itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where do relic and monument pieces come from?&#039;&#039;&#039;  &lt;br /&gt;
Expeditions are a primary source. See [[Relics]] and [[Player Classes]] for forging and class Core monuments (including Celestial Orrery).&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
</feed>