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		<title>Per Regna  - Recent changes [en]</title>
		<link>https://wiki.perregna.com/Special:RecentChanges</link>
		<description>Track the most recent changes to the wiki in this feed.</description>
		<language>en</language>
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		<lastBuildDate>Fri, 21 Aug 2026 13:25:18 GMT</lastBuildDate>
		<item>
			<title>Score</title>
			<link>https://wiki.perregna.com/index.php?title=Score&amp;diff=345&amp;oldid=247</link>
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			<description>&lt;p&gt;&lt;/p&gt;
&lt;a href=&quot;https://wiki.perregna.com/index.php?title=Score&amp;amp;diff=345&amp;amp;oldid=247&quot;&gt;Show changes&lt;/a&gt;</description>
			<pubDate>Tue, 18 Aug 2026 09:11:47 GMT</pubDate>
			<dc:creator>Admin</dc:creator>
			<comments>https://wiki.perregna.com/Talk:Score</comments>
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			<title>Expeditions</title>
			<link>https://wiki.perregna.com/index.php?title=Expeditions&amp;diff=344&amp;oldid=239</link>
			<guid isPermaLink="false">https://wiki.perregna.com/index.php?title=Expeditions&amp;diff=344&amp;oldid=239</guid>
			<description>&lt;p&gt;&lt;/p&gt;
&lt;a href=&quot;https://wiki.perregna.com/index.php?title=Expeditions&amp;amp;diff=344&amp;amp;oldid=239&quot;&gt;Show changes&lt;/a&gt;</description>
			<pubDate>Tue, 18 Aug 2026 09:00:49 GMT</pubDate>
			<dc:creator>Admin</dc:creator>
			<comments>https://wiki.perregna.com/Talk:Expeditions</comments>
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		<item>
			<title>Patch Notes</title>
			<link>https://wiki.perregna.com/index.php?title=Patch_Notes&amp;diff=343&amp;oldid=340</link>
			<guid isPermaLink="false">https://wiki.perregna.com/index.php?title=Patch_Notes&amp;diff=343&amp;oldid=340</guid>
			<description>&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 06:39, 18 August 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Version 1.3.8]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Version 1.3.7]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Version 1.3.7]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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			<pubDate>Tue, 18 Aug 2026 06:39:09 GMT</pubDate>
			<dc:creator>Admin</dc:creator>
			<comments>https://wiki.perregna.com/Talk:Patch_Notes</comments>
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			<title>Version 1.3.8</title>
			<link>https://wiki.perregna.com/index.php?title=Version_1.3.8&amp;diff=342&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.perregna.com/index.php?title=Version_1.3.8&amp;diff=342&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;A logistics-and-fairness release: pull cargo home with &amp;#039;&amp;#039;&amp;#039;Collect Resources&amp;#039;&amp;#039;&amp;#039;, relocate your alliance &amp;#039;&amp;#039;&amp;#039;Headquarters&amp;#039;&amp;#039;&amp;#039;, save &amp;#039;&amp;#039;&amp;#039;resource templates&amp;#039;&amp;#039;&amp;#039;, and keep late-game &amp;#039;&amp;#039;&amp;#039;building / research scores&amp;#039;&amp;#039;&amp;#039; in line with fleet tonnage — plus harvest payouts that scale with roster size, clearer inbound fleet intel, and a batch of QoL.&amp;lt;blockquote&amp;gt;Headquarters moves are covered in Alliance Territory → Moving the Headquarters. Harvest pool shares are in Alliances. Or open...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;A logistics-and-fairness release: pull cargo home with &amp;#039;&amp;#039;&amp;#039;Collect Resources&amp;#039;&amp;#039;&amp;#039;, relocate your alliance &amp;#039;&amp;#039;&amp;#039;Headquarters&amp;#039;&amp;#039;&amp;#039;, save &amp;#039;&amp;#039;&amp;#039;resource templates&amp;#039;&amp;#039;&amp;#039;, and keep late-game &amp;#039;&amp;#039;&amp;#039;building / research scores&amp;#039;&amp;#039;&amp;#039; in line with fleet tonnage — plus harvest payouts that scale with roster size, clearer inbound fleet intel, and a batch of QoL.&amp;lt;blockquote&amp;gt;Headquarters moves are covered in Alliance Territory → Moving the Headquarters. Harvest pool shares are in Alliances. Or open &amp;#039;&amp;#039;&amp;#039;Settings → Quick Guides&amp;#039;&amp;#039;&amp;#039; in-game.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New Features ==&lt;br /&gt;
&lt;br /&gt;
=== Collect Resources ===&lt;br /&gt;
&lt;br /&gt;
* New mission type: send a fleet to &amp;#039;&amp;#039;&amp;#039;your own&amp;#039;&amp;#039;&amp;#039; planet or moon, pick up cargo, and fly it home. Alliance systems, allied colonies, and enemy targets are rejected.&lt;br /&gt;
* Amounts are decided &amp;#039;&amp;#039;&amp;#039;on arrival&amp;#039;&amp;#039;&amp;#039; from live stock: take a &amp;#039;&amp;#039;&amp;#039;% of full stock&amp;#039;&amp;#039;&amp;#039;, then clamp so a &amp;#039;&amp;#039;&amp;#039;leave-behind&amp;#039;&amp;#039;&amp;#039; amount remains. If cargo is short, the take scales down proportionally. &amp;#039;&amp;#039;&amp;#039;No tax&amp;#039;&amp;#039;&amp;#039;. First fleet to arrive wins the pickup.&lt;br /&gt;
* Configure a shared rate + leave-behind, or go &amp;#039;&amp;#039;&amp;#039;per resource&amp;#039;&amp;#039;&amp;#039;. Save collect setups locally (QoL). Reports show requested rates, leave-behind, stock on arrival, and what was actually taken.&lt;br /&gt;
* Open &amp;#039;&amp;#039;&amp;#039;Collect&amp;#039;&amp;#039;&amp;#039; from your own colony overlay, or pick it in the mission list when the target is yours.&lt;br /&gt;
&lt;br /&gt;
=== Headquarters relocation ===&lt;br /&gt;
&lt;br /&gt;
* A Deputy or Leader can &amp;#039;&amp;#039;&amp;#039;Set as HQ&amp;#039;&amp;#039;&amp;#039; on a &amp;#039;&amp;#039;&amp;#039;connected Division&amp;#039;&amp;#039;&amp;#039; or an &amp;#039;&amp;#039;&amp;#039;Expansion Bastion&amp;#039;&amp;#039;&amp;#039; from &amp;#039;&amp;#039;&amp;#039;Alliance → Territories&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* The two systems &amp;#039;&amp;#039;&amp;#039;trade roles and swap everything built on them&amp;#039;&amp;#039;&amp;#039;, so HQ-only buildings (Vault, Research Lab, Diplomacy, Archive, Bazaar) travel with the seat.&lt;br /&gt;
* When the target is a standalone Expansion Bastion, the old HQ blob must fit Expansion&amp;#039;s child cap (&amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039; Divisions) — abandon extras first. An Expansion that already touches the blob is absorbed (old HQ becomes a Division); a distant one swaps so the old HQ becomes the new Expansion root.&lt;br /&gt;
* Blocked while either system is under siege. Alliance-wide cooldown &amp;#039;&amp;#039;&amp;#039;48 hours&amp;#039;&amp;#039;&amp;#039;. A doctrine that is illegal in the new role is cleared and can be picked again for free.&lt;br /&gt;
&lt;br /&gt;
=== Resource templates ===&lt;br /&gt;
&lt;br /&gt;
* Save cargo loadouts — &amp;#039;&amp;#039;&amp;#039;fixed amounts&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;% of available&amp;#039;&amp;#039;&amp;#039;, one mode per template — under &amp;#039;&amp;#039;&amp;#039;Settings → Fleet&amp;#039;&amp;#039;&amp;#039;, same pattern as fleet templates.&lt;br /&gt;
* Load them from the fleet cargo card when filling Transport (and similar) missions.&lt;br /&gt;
&lt;br /&gt;
=== Fleet template leave-behind ===&lt;br /&gt;
&lt;br /&gt;
* Templates can now be marked &amp;#039;&amp;#039;&amp;#039;Leave behind&amp;#039;&amp;#039;&amp;#039;: the amounts you set stay at the colony, and every remaining ship of those types goes with the fleet — useful for garrison vs sortie compositions.&lt;br /&gt;
&lt;br /&gt;
== Improvements ==&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Upgrade ×5&amp;#039;&amp;#039;&amp;#039; — QoL commanders can queue five consecutive upgrades when the next build is under &amp;#039;&amp;#039;&amp;#039;30 seconds&amp;#039;&amp;#039;&amp;#039;, resources cover the batch, and the building is not at max / blocked. Hidden whenever a single upgrade would be disabled.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Hostile fleet intel&amp;#039;&amp;#039;&amp;#039; — inbound composition unlocks from your &amp;#039;&amp;#039;&amp;#039;sensor rate advantage&amp;#039;&amp;#039;&amp;#039; vs the attacker (types / counts / full). Equal sensors show full composition; being &amp;#039;&amp;#039;&amp;#039;20%&amp;#039;&amp;#039;&amp;#039; behind still reveals types. The last &amp;#039;&amp;#039;&amp;#039;5 minutes&amp;#039;&amp;#039;&amp;#039; before arrival bump intel one tier.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Boss loot reports&amp;#039;&amp;#039;&amp;#039; show &amp;#039;&amp;#039;&amp;#039;entitled share&amp;#039;&amp;#039;&amp;#039; vs &amp;#039;&amp;#039;&amp;#039;carried share&amp;#039;&amp;#039;&amp;#039;. Uncarried entitled loot stays on the boss — it is no longer water-filled onto high-cargo haulers.&lt;br /&gt;
* Bastion and doctrine buildings (Embassy / War / Expansion, Shipyard Outpost, Intelligence Center, Warp Gate) have proper art, including cosmetic variants.&lt;br /&gt;
* Fleet ship-quantity +/− no longer caps an entered amount at &amp;#039;&amp;#039;&amp;#039;99,999&amp;#039;&amp;#039;&amp;#039; per tap.&lt;br /&gt;
&lt;br /&gt;
== Balance ==&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Score soft-cap:&amp;#039;&amp;#039;&amp;#039; building and research scores count 1:1 up to &amp;#039;&amp;#039;&amp;#039;500B&amp;#039;&amp;#039;&amp;#039;, then diminish toward a ~&amp;#039;&amp;#039;&amp;#039;1T&amp;#039;&amp;#039;&amp;#039; ceiling so they stay in the same ballpark as tonnage-limited fleet + defense (~500B). Ships, defenses, and alliance donations are not soft-capped. Profile tooltips explain the curve.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Harvest pool floor:&amp;#039;&amp;#039;&amp;#039; the daily alliance harvest/survey pool pays out in full only once &amp;#039;&amp;#039;&amp;#039;15&amp;#039;&amp;#039;&amp;#039; eligible (Realm 4+, active) members are on the roster. A 1-member alliance receives &amp;#039;&amp;#039;&amp;#039;1/15&amp;#039;&amp;#039;&amp;#039;; the rest is discarded. Matches default alliance size.&lt;br /&gt;
&lt;br /&gt;
== Bug Fixes ==&lt;br /&gt;
&lt;br /&gt;
* FCS battles apply &amp;#039;&amp;#039;&amp;#039;class loot multipliers&amp;#039;&amp;#039;&amp;#039; and hangar &amp;#039;&amp;#039;&amp;#039;stun&amp;#039;&amp;#039;&amp;#039; correctly for coordinated strikes; uncarried boss share is no longer redistributed to other participants.&lt;br /&gt;
* Tonnage-based bully / war-fatigue checks read fleet + hangar tonnage more consistently.&lt;br /&gt;
* Building upgrades no longer fail with an unresolvable build-time in edge cases.&lt;br /&gt;
* Latest scout reports look up the stored planet id instead of a brittle JSON extract.&lt;/div&gt;</description>
			<pubDate>Tue, 18 Aug 2026 06:09:33 GMT</pubDate>
			<dc:creator>Admin</dc:creator>
			<comments>https://wiki.perregna.com/Talk:Version_1.3.8</comments>
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			<title>Fleet Combat</title>
			<link>https://wiki.perregna.com/index.php?title=Fleet_Combat&amp;diff=341&amp;oldid=338</link>
			<guid isPermaLink="false">https://wiki.perregna.com/index.php?title=Fleet_Combat&amp;diff=341&amp;oldid=338</guid>
			<description>&lt;p&gt;&lt;/p&gt;
&lt;a href=&quot;https://wiki.perregna.com/index.php?title=Fleet_Combat&amp;amp;diff=341&amp;amp;oldid=338&quot;&gt;Show changes&lt;/a&gt;</description>
			<pubDate>Wed, 05 Aug 2026 11:37:40 GMT</pubDate>
			<dc:creator>Admin</dc:creator>
			<comments>https://wiki.perregna.com/Talk:Fleet_Combat</comments>
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			<title>Patch Notes</title>
			<link>https://wiki.perregna.com/index.php?title=Patch_Notes&amp;diff=340&amp;oldid=332</link>
			<guid isPermaLink="false">https://wiki.perregna.com/index.php?title=Patch_Notes&amp;diff=340&amp;oldid=332</guid>
			<description>&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 11:21, 4 August 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Version 1.3.7]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Version 1.3.6]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Version 1.3.6]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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			<pubDate>Tue, 04 Aug 2026 11:21:39 GMT</pubDate>
			<dc:creator>Admin</dc:creator>
			<comments>https://wiki.perregna.com/Talk:Patch_Notes</comments>
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			<title>Version 1.3.7</title>
			<link>https://wiki.perregna.com/index.php?title=Version_1.3.7&amp;diff=339&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.perregna.com/index.php?title=Version_1.3.7&amp;diff=339&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;A territory-and-combat release: alliances assign each system a &amp;#039;&amp;#039;&amp;#039;Doctrine&amp;#039;&amp;#039;&amp;#039;, plant &amp;#039;&amp;#039;&amp;#039;Bastions&amp;#039;&amp;#039;&amp;#039; far from home, and fight &amp;#039;&amp;#039;&amp;#039;defence-window sieges&amp;#039;&amp;#039;&amp;#039; that scale with Bastion roots — plus &amp;#039;&amp;#039;&amp;#039;Carrier&amp;#039;&amp;#039;&amp;#039; rapid-fire screens, a &amp;#039;&amp;#039;&amp;#039;boss loot&amp;#039;&amp;#039;&amp;#039; rework, safer &amp;#039;&amp;#039;&amp;#039;expeditions&amp;#039;&amp;#039;&amp;#039;, score-gap war fatigue, and &amp;#039;&amp;#039;&amp;#039;Diplomacy / FCS chat&amp;#039;&amp;#039;&amp;#039;.&amp;lt;blockquote&amp;gt;New to Bastions and Doctrines? See the full Alliance Territory guide. Staged conquest and defence windows are in Territory Siege. Bo...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;A territory-and-combat release: alliances assign each system a &amp;#039;&amp;#039;&amp;#039;Doctrine&amp;#039;&amp;#039;&amp;#039;, plant &amp;#039;&amp;#039;&amp;#039;Bastions&amp;#039;&amp;#039;&amp;#039; far from home, and fight &amp;#039;&amp;#039;&amp;#039;defence-window sieges&amp;#039;&amp;#039;&amp;#039; that scale with Bastion roots — plus &amp;#039;&amp;#039;&amp;#039;Carrier&amp;#039;&amp;#039;&amp;#039; rapid-fire screens, a &amp;#039;&amp;#039;&amp;#039;boss loot&amp;#039;&amp;#039;&amp;#039; rework, safer &amp;#039;&amp;#039;&amp;#039;expeditions&amp;#039;&amp;#039;&amp;#039;, score-gap war fatigue, and &amp;#039;&amp;#039;&amp;#039;Diplomacy / FCS chat&amp;#039;&amp;#039;&amp;#039;.&amp;lt;blockquote&amp;gt;New to Bastions and Doctrines? See the full Alliance Territory guide. Staged conquest and defence windows are in Territory Siege. Boss haul math is in Pirate Bosses. Or open &amp;#039;&amp;#039;&amp;#039;Settings → Quick Guides&amp;#039;&amp;#039;&amp;#039; in-game.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New Features ==&lt;br /&gt;
&lt;br /&gt;
=== Doctrines ===&lt;br /&gt;
&lt;br /&gt;
* Every system center — Headquarters, Division, and Bastion — carries exactly &amp;#039;&amp;#039;&amp;#039;one Doctrine&amp;#039;&amp;#039;&amp;#039;, set on the main building by a Deputy or Leader.&lt;br /&gt;
* Five doctrines: &amp;#039;&amp;#039;&amp;#039;Production Hub&amp;#039;&amp;#039;&amp;#039; (resource production), &amp;#039;&amp;#039;&amp;#039;Shipyard Outpost&amp;#039;&amp;#039;&amp;#039; (ship build-time reduction), &amp;#039;&amp;#039;&amp;#039;Fortress&amp;#039;&amp;#039;&amp;#039; (tonnage capacity + neighbour defence projection), &amp;#039;&amp;#039;&amp;#039;Logistics Center&amp;#039;&amp;#039;&amp;#039; (alliance Warp Gate), and &amp;#039;&amp;#039;&amp;#039;Anti-Intel &amp;amp; Sensor&amp;#039;&amp;#039;&amp;#039; (alliance scans / counter-scout).&lt;br /&gt;
* The signature building is an &amp;#039;&amp;#039;&amp;#039;activation gate&amp;#039;&amp;#039;&amp;#039;: the effect stays at zero until that building exists at level ≥ 1; the &amp;#039;&amp;#039;size&amp;#039;&amp;#039; of the bonus comes from the node&amp;#039;s &amp;#039;&amp;#039;&amp;#039;main building level&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* First doctrine pick is free; switching costs the last upgrade of the main building, may demolish incompatible signature buildings (with confirmation), and starts a &amp;#039;&amp;#039;&amp;#039;72h&amp;#039;&amp;#039;&amp;#039; cooldown.&lt;br /&gt;
* The &amp;#039;&amp;#039;&amp;#039;HQ&amp;#039;&amp;#039;&amp;#039; may only take Production Hub or Shipyard Outpost. Fortress, Logistics, and Anti-Intel stay out on Divisions and Bastions where positioning still matters.&lt;br /&gt;
* Alliance-wide bonuses use a diminishing-returns curve with a hard ceiling (tonnage &amp;#039;&amp;#039;&amp;#039;+5%&amp;#039;&amp;#039;&amp;#039;, production &amp;#039;&amp;#039;&amp;#039;+10%&amp;#039;&amp;#039;&amp;#039;, ship time &amp;#039;&amp;#039;&amp;#039;−25%&amp;#039;&amp;#039;&amp;#039;). Only &amp;#039;&amp;#039;&amp;#039;connected&amp;#039;&amp;#039;&amp;#039; (effective) nodes with an active signature contribute.&lt;br /&gt;
&lt;br /&gt;
=== Bastions ===&lt;br /&gt;
&lt;br /&gt;
* Standalone territory anchors for systems that are &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; adjacent to your HQ blob. The Bastion main &amp;#039;&amp;#039;is&amp;#039;&amp;#039; the system main — no separate Division Center on that system.&lt;br /&gt;
* Three archetypes (instance caps apply):&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Embassy&amp;#039;&amp;#039;&amp;#039; — 1 system, 0 children (max &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;War&amp;#039;&amp;#039;&amp;#039; — root + up to &amp;#039;&amp;#039;&amp;#039;2&amp;#039;&amp;#039;&amp;#039; child Divisions (max &amp;#039;&amp;#039;&amp;#039;3&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Expansion&amp;#039;&amp;#039;&amp;#039; — root + up to &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039; child Divisions (max &amp;#039;&amp;#039;&amp;#039;2&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
* Each Bastion&amp;#039;s territory-cap grant matches its child capacity, so a Bastion is &amp;#039;&amp;#039;&amp;#039;capacity-neutral&amp;#039;&amp;#039;&amp;#039; for the main blob. Capturing a whole cluster nets &amp;#039;&amp;#039;&amp;#039;+1&amp;#039;&amp;#039;&amp;#039; slot.&lt;br /&gt;
* Embassy placement requires hex adjacency to Ally / NAP territory; Expansion needs clearance from at-war territory. Bastions are &amp;#039;&amp;#039;&amp;#039;always conquerable&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* Abandon (Deputy+) releases the entire cluster, frees the archetype slot, and starts a &amp;#039;&amp;#039;&amp;#039;168h&amp;#039;&amp;#039;&amp;#039; per-archetype cooldown. Blocked while any siege is open in the cluster.&lt;br /&gt;
* New &amp;#039;&amp;#039;&amp;#039;Alliance → Territories&amp;#039;&amp;#039;&amp;#039; tab shows HQ / Bastion / Division nesting, connection flags, capacity, and live territory effects.&lt;br /&gt;
&lt;br /&gt;
=== Connected territory ===&lt;br /&gt;
&lt;br /&gt;
* Bonuses, Fortress projection, alliance scans, and warp hops only count while a system is &amp;#039;&amp;#039;&amp;#039;linked&amp;#039;&amp;#039;&amp;#039; back to the HQ blob or its Bastion root over hex adjacency.&lt;br /&gt;
* Cutting a corridor orphans systems: they keep buildings, harvest, and missions, but feed &amp;#039;&amp;#039;&amp;#039;nothing&amp;#039;&amp;#039;&amp;#039; alliance-wide until reconnected.&lt;br /&gt;
&lt;br /&gt;
=== Fortress projection &amp;amp; Anti-Intel ===&lt;br /&gt;
&lt;br /&gt;
* The &amp;#039;&amp;#039;&amp;#039;strongest&amp;#039;&amp;#039;&amp;#039; adjacent Fortress projects &amp;#039;&amp;#039;&amp;#039;50%&amp;#039;&amp;#039;&amp;#039; of its held defence into a neighbour&amp;#039;s fight. Borrowed units are never consumed from the projecting colony.&lt;br /&gt;
* Anti-Intel Intelligence Centers enable vault-paid &amp;#039;&amp;#039;&amp;#039;alliance scans&amp;#039;&amp;#039;&amp;#039; (radius scales with level) and strengthen counter-scouting nearby.&lt;br /&gt;
&lt;br /&gt;
=== Territory Siege defence windows ===&lt;br /&gt;
&lt;br /&gt;
* Rival-held system conquest no longer uses a fully random Contested timer. After Contest, later stages wait at least &amp;#039;&amp;#039;&amp;#039;24h&amp;#039;&amp;#039;&amp;#039;, then open a random &amp;#039;&amp;#039;&amp;#039;2h&amp;#039;&amp;#039;&amp;#039; Vulnerable slot inside the defender alliance&amp;#039;s &amp;#039;&amp;#039;&amp;#039;8-hour defence window&amp;#039;&amp;#039;&amp;#039; (start hour chosen by Deputy/Leader, default &amp;#039;&amp;#039;&amp;#039;17:00 UTC&amp;#039;&amp;#039;&amp;#039;).&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Divisions / Bastion children / neutrals:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;2&amp;#039;&amp;#039;&amp;#039; stages (1 wait). &amp;#039;&amp;#039;&amp;#039;Bastion roots:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;3&amp;#039;&amp;#039;&amp;#039; stages (2 waits) — capturing the root takes the &amp;#039;&amp;#039;&amp;#039;whole cluster&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* Defence window start hour has a &amp;#039;&amp;#039;&amp;#039;168h&amp;#039;&amp;#039;&amp;#039; change cooldown and is blocked while the alliance has any open siege. If no alliance member has been active within &amp;#039;&amp;#039;&amp;#039;7 days&amp;#039;&amp;#039;&amp;#039;, the defence-window benefit is skipped.&lt;br /&gt;
* Contested income (&amp;#039;&amp;#039;&amp;#039;×0.5&amp;#039;&amp;#039;&amp;#039;), Graveyard debris rates, building penalty (&amp;#039;&amp;#039;&amp;#039;−3&amp;#039;&amp;#039;&amp;#039; levels; mains floor at 1), and the &amp;#039;&amp;#039;&amp;#039;7-day&amp;#039;&amp;#039;&amp;#039; previous-owner waiver are unchanged in spirit from 1.3.6.&lt;br /&gt;
&lt;br /&gt;
=== Carrier rapid-fire screen ===&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Carriers&amp;#039;&amp;#039;&amp;#039; project a rapid-fire screen that cancels part of the enemy RF value aimed at their own ships each round (escorts thinning as Carriers fall).&lt;br /&gt;
* The screen is deliberately partial: a line keeps at least &amp;#039;&amp;#039;&amp;#039;half&amp;#039;&amp;#039;&amp;#039; of its RF advantage and can never be pushed down to RF &amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039; (max cancel fraction &amp;#039;&amp;#039;&amp;#039;50%&amp;#039;&amp;#039;&amp;#039;, capped cancel points).&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Guardian&amp;#039;&amp;#039;&amp;#039; class amplifies the screen via &amp;#039;&amp;#039;&amp;#039;+50% Rapid fire cancel&amp;#039;&amp;#039;&amp;#039;. Battle reports, Item Info, and the combat simulator surface the effect.&lt;br /&gt;
&lt;br /&gt;
=== Boss loot in owned space &amp;amp; haul rework ===&lt;br /&gt;
&lt;br /&gt;
* Pirate boss group loot gains a territory ownership modifier: &amp;#039;&amp;#039;&amp;#039;+10%&amp;#039;&amp;#039;&amp;#039; when the boss sits in a &amp;#039;&amp;#039;&amp;#039;hostile&amp;#039;&amp;#039;&amp;#039; alliance&amp;#039;s system, &amp;#039;&amp;#039;&amp;#039;+5%&amp;#039;&amp;#039;&amp;#039; in &amp;#039;&amp;#039;&amp;#039;your own&amp;#039;&amp;#039;&amp;#039; alliance&amp;#039;s space, and none in neutral or Ally / NAP territory.&lt;br /&gt;
* The modifier is resolved from the alliance &amp;#039;&amp;#039;&amp;#039;most participants belong to&amp;#039;&amp;#039;&amp;#039;, so arrival order or an unallied tag-along cannot rewrite the payout.&lt;br /&gt;
* Hauls now extract a &amp;#039;&amp;#039;&amp;#039;curve fraction of the boss&amp;#039;s actual stockpile&amp;#039;&amp;#039;&amp;#039; (not a detached baseline that could empty a thin stock):&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Mid-Boss:&amp;#039;&amp;#039;&amp;#039; per-player curve &amp;#039;&amp;#039;&amp;#039;0.8× → 3.75×&amp;#039;&amp;#039;&amp;#039;; a full &amp;#039;&amp;#039;&amp;#039;6&amp;#039;&amp;#039;&amp;#039;-player rally accesses ≈&amp;#039;&amp;#039;&amp;#039;90%&amp;#039;&amp;#039;&amp;#039; of the &amp;#039;&amp;#039;&amp;#039;25×&amp;#039;&amp;#039;&amp;#039; pool.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Boss:&amp;#039;&amp;#039;&amp;#039; front-loaded group curve — ~&amp;#039;&amp;#039;&amp;#039;60%&amp;#039;&amp;#039;&amp;#039; of the &amp;#039;&amp;#039;&amp;#039;100×&amp;#039;&amp;#039;&amp;#039; pool by &amp;#039;&amp;#039;&amp;#039;10&amp;#039;&amp;#039;&amp;#039; players, full stock by &amp;#039;&amp;#039;&amp;#039;20&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* Share blend weights lean on &amp;#039;&amp;#039;&amp;#039;fleet build-cost (50%)&amp;#039;&amp;#039;&amp;#039;, with combat power and damage at &amp;#039;&amp;#039;&amp;#039;25%&amp;#039;&amp;#039;&amp;#039; each (linear, not ^1.8). Inverse-score boost for smaller commanders caps at &amp;#039;&amp;#039;&amp;#039;2×&amp;#039;&amp;#039;&amp;#039; the least-boosted fleet.&lt;br /&gt;
* High-Boss &amp;#039;&amp;#039;&amp;#039;per-alliance&amp;#039;&amp;#039;&amp;#039; join cap raised to &amp;#039;&amp;#039;&amp;#039;12&amp;#039;&amp;#039;&amp;#039; (overall still &amp;#039;&amp;#039;&amp;#039;20&amp;#039;&amp;#039;&amp;#039;). Full rules: Pirate Bosses.&lt;br /&gt;
&lt;br /&gt;
=== Score-gap protections ===&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Score-bully attack limits:&amp;#039;&amp;#039;&amp;#039; when your total score is at least &amp;#039;&amp;#039;&amp;#039;10×&amp;#039;&amp;#039;&amp;#039; the defender&amp;#039;s, attacks against that player are capped at &amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039; distinct event per rolling week and &amp;#039;&amp;#039;&amp;#039;2&amp;#039;&amp;#039;&amp;#039; per rolling month. Strikes within &amp;#039;&amp;#039;&amp;#039;1 hour&amp;#039;&amp;#039;&amp;#039; on the same pair count as a single event. Scouting remains allowed.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Score-gap war fatigue:&amp;#039;&amp;#039;&amp;#039; separately, attacking a much weaker player trims loot — &amp;#039;&amp;#039;&amp;#039;−5%&amp;#039;&amp;#039;&amp;#039; from &amp;#039;&amp;#039;&amp;#039;5×&amp;#039;&amp;#039;&amp;#039; score ratio, scaling to &amp;#039;&amp;#039;&amp;#039;−20%&amp;#039;&amp;#039;&amp;#039; at &amp;#039;&amp;#039;&amp;#039;50×+&amp;#039;&amp;#039;&amp;#039;. Stacks multiplicatively with repeat-raid war fatigue.&lt;br /&gt;
&lt;br /&gt;
=== Diplomacy &amp;amp; FCS chat ===&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Diplomacy chat&amp;#039;&amp;#039;&amp;#039; — Ally treaties unlock a shared chat channel between the two alliances (Messages → Diplomacy).&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;FCS chat&amp;#039;&amp;#039;&amp;#039; — each open FCS rally gets a participant-only room for coordinating the strike (Messages → FCS). Rooms stay available for a short window after the rally closes.&lt;br /&gt;
&lt;br /&gt;
== Improvements ==&lt;br /&gt;
&lt;br /&gt;
* Galaxy map and system UIs tint your own systems by doctrine, show Bastion / Division nesting, and surface siege stage countdowns on Bastion mains as well as HQ / Division centers.&lt;br /&gt;
* Alliance Admin Settings expose the defence-window start hour for Deputies and Leaders.&lt;br /&gt;
* Tonnage summary and resource overlays call out Fortress and Production Hub territory contributions.&lt;br /&gt;
* Quick Guides cover Bastions, Doctrines, territory buildings, and the updated Territory Siege flow.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Expedition Protocols&amp;#039;&amp;#039;&amp;#039; risk reduction and &amp;#039;&amp;#039;&amp;#039;Legendary Expeditions&amp;#039;&amp;#039;&amp;#039; insurance now reduce expedition &amp;#039;&amp;#039;&amp;#039;ship-loss rate&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;stun duration&amp;#039;&amp;#039;&amp;#039; (combined, capped at &amp;#039;&amp;#039;&amp;#039;25%&amp;#039;&amp;#039;&amp;#039;). Per-level values retuned so the cap is reachable without overshooting.&lt;br /&gt;
* Mass &amp;#039;&amp;#039;&amp;#039;Explorer / Science Vessel&amp;#039;&amp;#039;&amp;#039; stacks count at &amp;#039;&amp;#039;&amp;#039;1/1000&amp;#039;&amp;#039;&amp;#039; of stack size when applying expedition ship-loss percentages (still at least 1 hull if present), so large explorer fleets are not wiped by the same % as combat hull.&lt;br /&gt;
* Daily Race reward mails use distinct daily subject/body copy. Direct-message threads can be deleted from your side.&lt;br /&gt;
* FCS combat simulation applies per-player class bonuses correctly when mixed fleets fight together.&lt;br /&gt;
&lt;br /&gt;
== Balance ==&lt;br /&gt;
&lt;br /&gt;
* Fortress tonnage, Production Hub output, and Shipyard Outpost build-time bonuses use diminishing returns with hard ceilings so wide empires do not stack endlessly.&lt;br /&gt;
* Bastion archetype and territory caps are checked when a Contest &amp;#039;&amp;#039;&amp;#039;starts&amp;#039;&amp;#039;&amp;#039;, not at the final stage — no three-stage surprise blocks.&lt;br /&gt;
* System protector garrisons still scale with how many systems you already control.&lt;br /&gt;
* Boss loot fairness leans toward invested fleet value and pool access rates that match the designed occupied-rate curve (mid full rally ≈90%; high boss fills by 20).&lt;br /&gt;
&lt;br /&gt;
== Bug Fixes ==&lt;br /&gt;
&lt;br /&gt;
* Fixed pirate stronghold / outpost respawn edge cases that could leave cleared pirate sites stuck or respawning incorrectly.&lt;br /&gt;
* Fixed boss FCS target joins that failed to resolve the stronghold when launch stored planet/moon &amp;lt;code&amp;gt;targetType&amp;lt;/code&amp;gt; without &amp;lt;code&amp;gt;toPirateStrongholdId&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Siege, Bastion cluster, and doctrine UI edge cases cleaned up alongside the territory features above.&lt;br /&gt;
* FCS per-player bonus and rapid-fire screen edge cases cleaned up in battle reports and the simulator.&lt;/div&gt;</description>
			<pubDate>Tue, 04 Aug 2026 11:20:02 GMT</pubDate>
			<dc:creator>Admin</dc:creator>
			<comments>https://wiki.perregna.com/Talk:Version_1.3.7</comments>
		</item>
		<item>
			<title>Fleet Combat</title>
			<link>https://wiki.perregna.com/index.php?title=Fleet_Combat&amp;diff=338&amp;oldid=279</link>
			<guid isPermaLink="false">https://wiki.perregna.com/index.php?title=Fleet_Combat&amp;diff=338&amp;oldid=279</guid>
			<description>&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Attack Protection&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 00:53, 1 August 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l209&quot;&gt;Line 209:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 209:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* the player is significantly weaker than the attacker&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* the player is significantly weaker than the attacker&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Protection gradually expires as the empire develops.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Protection gradually expires as the empire develops.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Extended attack protection for high-score farming of much weaker active players.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Rules&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* Applies when attacker score ≥ 10× defender score&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* Max 1 attack event / rolling week, 2 / rolling month&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* Strikes within a 1-hour window (from event start) count as one event&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* Inactive / vacation / immunity paths unchanged; scouting still allowed&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;----&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;----&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;

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			<pubDate>Sat, 01 Aug 2026 00:53:08 GMT</pubDate>
			<dc:creator>Admin</dc:creator>
			<comments>https://wiki.perregna.com/Talk:Fleet_Combat</comments>
		</item>
		<item>
			<title>Shipyard</title>
			<link>https://wiki.perregna.com/index.php?title=Shipyard&amp;diff=337&amp;oldid=214</link>
			<guid isPermaLink="false">https://wiki.perregna.com/index.php?title=Shipyard&amp;diff=337&amp;oldid=214</guid>
			<description>&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 11:43, 31 July 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l75&quot;&gt;Line 75:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 75:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Engineering Lab always matters.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Engineering Lab always matters.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Nano Construction only matters if it is active in your game ruleset.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Nano Construction only matters if it is active in your game ruleset.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* No other construction-speed research is referenced in the currently loaded live building/research data for ship production.  [&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;oai_citation:2‡buildings.json&lt;/del&gt;]&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;(sediment://file_00000000c100720a88ad0b1e9bc0bd5e)  [oai_citation:3‡buildings.json&lt;/del&gt;]&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;(sediment://file_00000000c100720a88ad0b1e9bc0bd5e)&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* No other construction-speed research is referenced in the currently loaded live building/research data for ship production.   &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;=== References ===&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* &lt;/ins&gt;[&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[Tonnage&lt;/ins&gt;]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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			<pubDate>Fri, 31 Jul 2026 11:43:20 GMT</pubDate>
			<dc:creator>Admin</dc:creator>
			<comments>https://wiki.perregna.com/Talk:Shipyard</comments>
		</item>
		<item>
			<title>Tonnage</title>
			<link>https://wiki.perregna.com/index.php?title=Tonnage&amp;diff=336&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.perregna.com/index.php?title=Tonnage&amp;diff=336&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Tonnage&amp;#039;&amp;#039;&amp;#039; is a soft empire-wide ceiling on military mass — ships and planetary defenses. It does not block construction outright; going over capacity multiplies ship and defense &amp;#039;&amp;#039;&amp;#039;build time&amp;#039;&amp;#039;&amp;#039;. Capacity comes from your Shipyard and Defense Yard levels across colonies (with moon yards counting at a reduced weight). Long-term power is meant to grow from monuments and strategy more than from endless fleet size.  This page covers how capacity is calculated, what coun...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Tonnage&amp;#039;&amp;#039;&amp;#039; is a soft empire-wide ceiling on military mass — ships and planetary defenses. It does not block construction outright; going over capacity multiplies ship and defense &amp;#039;&amp;#039;&amp;#039;build time&amp;#039;&amp;#039;&amp;#039;. Capacity comes from your Shipyard and Defense Yard levels across colonies (with moon yards counting at a reduced weight). Long-term power is meant to grow from monuments and strategy more than from endless fleet size.&lt;br /&gt;
&lt;br /&gt;
This page covers how capacity is calculated, what counts as used tonnage, over-capacity penalties, unit values, alliance bonuses, and related systems (Ship Graveyard, boss FCS, ally moon tests).&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
&lt;br /&gt;
* Why tonnage exists&lt;br /&gt;
* How it works&lt;br /&gt;
* Empire capacity&lt;br /&gt;
* Moon yard contribution (75%)&lt;br /&gt;
* Used tonnage&lt;br /&gt;
* Over-capacity penalties&lt;br /&gt;
* Ships&lt;br /&gt;
* Defenses&lt;br /&gt;
* Alliance effects&lt;br /&gt;
* Related systems&lt;br /&gt;
* When to plan around it&lt;br /&gt;
* Quick reference&lt;br /&gt;
* See also&lt;br /&gt;
&lt;br /&gt;
== Why tonnage exists ==&lt;br /&gt;
End-game play centres on PvP, coordinated pirate-boss raids, and alliance warfare. Without a ceiling, fleets and turret walls would grow without bound. Tonnage:&lt;br /&gt;
&lt;br /&gt;
* Caps how large an empire can grow in ships and defenses &amp;#039;&amp;#039;&amp;#039;without hard-blocking&amp;#039;&amp;#039;&amp;#039; builds&lt;br /&gt;
* Slows construction when over capacity instead of forbidding queues&lt;br /&gt;
* Pushes late-game power toward &amp;#039;&amp;#039;&amp;#039;monuments&amp;#039;&amp;#039;&amp;#039;, class choices, and strategy rather than raw hull count&lt;br /&gt;
&lt;br /&gt;
Most players hit a meaningful first ceiling after roughly 3–4 months; after that, expansion of military mass is deliberately slower.&lt;br /&gt;
&lt;br /&gt;
== How it works ==&lt;br /&gt;
Every ship and defense unit has a catalog &amp;#039;&amp;#039;&amp;#039;tonnage&amp;#039;&amp;#039;&amp;#039; value. Your empire’s &amp;#039;&amp;#039;&amp;#039;used tonnage&amp;#039;&amp;#039;&amp;#039; is the sum of those values across hangars, active fleets, and planetary defenses. Your &amp;#039;&amp;#039;&amp;#039;tonnage capacity&amp;#039;&amp;#039;&amp;#039; is the sum of capacity from all Shipyards and Defense Yards (plus an optional Fortress doctrine bonus).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Concept&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Capacity&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Soft cap from yard levels (and alliance Fortress %)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Used&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Hangar ships + active fleets + planetary defenses&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Headroom&amp;#039;&amp;#039;&amp;#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;
|&amp;#039;&amp;#039;&amp;#039;Penalty&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Build-time multiplier when used exceeds capacity&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tonnage does not change combat stats&amp;#039;&amp;#039;&amp;#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 &amp;#039;&amp;#039;&amp;#039;one combined empire pool&amp;#039;&amp;#039;&amp;#039;. Building either type checks the same empire capacity vs the same empire used total.&lt;br /&gt;
&lt;br /&gt;
== Empire capacity ==&lt;br /&gt;
&lt;br /&gt;
=== Yard bases ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Building&lt;br /&gt;
!Base &amp;lt;code&amp;gt;tonnageCapacity&amp;lt;/code&amp;gt;&lt;br /&gt;
!Growth&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Shipyard&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;45,000,000&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Power curve (below)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Defense Yard&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;25,000,000&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Power curve (below)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Alliance Defense Yard&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;2,000,000,000 per level&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Linear&amp;#039;&amp;#039;&amp;#039; (separate system pool — see Alliance Defense Yard)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effective levels ===&lt;br /&gt;
Across every colony that has a Shipyard or Defense Yard:&lt;br /&gt;
 &amp;lt;code&amp;gt;effectiveLevelContribution = isMoon ? level × moonFactor : level&lt;br /&gt;
 effectiveLevelSum = Σ contributions   (separately per building type)&amp;lt;/code&amp;gt;&lt;br /&gt;
Default &amp;lt;code&amp;gt;moonFactor&amp;lt;/code&amp;gt; is &amp;#039;&amp;#039;&amp;#039;0.75&amp;#039;&amp;#039;&amp;#039; (see Moon yard contribution).&lt;br /&gt;
&lt;br /&gt;
=== Capacity formula (player yards) ===&lt;br /&gt;
 &amp;lt;code&amp;gt;capacity = floor(baseTonnageCapacity × effectiveLevelSum^1.1)&lt;br /&gt;
 combinedCapacity = shipyardCapacity + defenseYardCapacity&amp;lt;/code&amp;gt;&lt;br /&gt;
Shipyard and Defense Yard are computed separately (each with its own base and effective level sum), then &amp;#039;&amp;#039;&amp;#039;added&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==== Sample capacities (single yard type, planet levels only) ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Effective level&lt;br /&gt;
!Shipyard&lt;br /&gt;
!Defense Yard&lt;br /&gt;
!Combined&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|45.0M&lt;br /&gt;
|25.0M&lt;br /&gt;
|70.0M&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|566.5M&lt;br /&gt;
|314.7M&lt;br /&gt;
|881.2M&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|1.21B&lt;br /&gt;
|674.6M&lt;br /&gt;
|1.89B&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|1.90B&lt;br /&gt;
|1.05B&lt;br /&gt;
|2.95B&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|3.33B&lt;br /&gt;
|1.85B&lt;br /&gt;
|5.18B&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|5.58B&lt;br /&gt;
|3.10B&lt;br /&gt;
|8.68B&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|7.13B&lt;br /&gt;
|3.96B&lt;br /&gt;
|11.09B&lt;br /&gt;
|}&lt;br /&gt;
Levels from different colonies &amp;#039;&amp;#039;&amp;#039;sum&amp;#039;&amp;#039;&amp;#039; before the curve. Two planet Shipyards at L15 count as effective level &amp;#039;&amp;#039;&amp;#039;30&amp;#039;&amp;#039;&amp;#039;, not two separate L15 caps.&lt;br /&gt;
&lt;br /&gt;
==== Worked example ====&lt;br /&gt;
Planet Shipyard L30 + moon Defense Yard L40:&lt;br /&gt;
&lt;br /&gt;
* Shipyard effective levels: &amp;#039;&amp;#039;&amp;#039;30&amp;#039;&amp;#039;&amp;#039; → ≈ &amp;#039;&amp;#039;&amp;#039;1.90B&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Defense Yard effective levels: &amp;#039;&amp;#039;&amp;#039;40 × 0.75 = 30&amp;#039;&amp;#039;&amp;#039; → ≈ &amp;#039;&amp;#039;&amp;#039;1.05B&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Combined ≈ &amp;#039;&amp;#039;&amp;#039;2.95B&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Moon yard contribution (75%) ==&lt;br /&gt;
Yards on &amp;#039;&amp;#039;&amp;#039;moon&amp;#039;&amp;#039;&amp;#039; colonies contribute only a fraction of their building level toward empire capacity:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Config&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;tonnage.moonYardCapacityFactor&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;0.75&amp;#039;&amp;#039;&amp;#039; (75%)&lt;br /&gt;
|}&lt;br /&gt;
 &amp;lt;code&amp;gt;moon contribution = buildingLevel × 0.75&lt;br /&gt;
 planet contribution = buildingLevel × 1.0&amp;lt;/code&amp;gt;&lt;br /&gt;
In practice this mainly affects &amp;#039;&amp;#039;&amp;#039;Defense Yards&amp;#039;&amp;#039;&amp;#039;: Defense Yard may be built on moons and planets; Shipyard is planet-only under current building rules. The factor still applies to any moon yard that exists in data.&lt;br /&gt;
&lt;br /&gt;
Moon yards are a useful place to add defense capacity — just remember each moon level is worth &amp;#039;&amp;#039;&amp;#039;three-quarters&amp;#039;&amp;#039;&amp;#039; of a planet level toward the empire cap.&lt;br /&gt;
&lt;br /&gt;
== Used tonnage ==&lt;br /&gt;
 &amp;lt;code&amp;gt;totalUsedTonnage = hangar ships + active fleets + planetary defenses&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Component&lt;br /&gt;
!What counts&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Hangar&amp;#039;&amp;#039;&amp;#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;
|&amp;#039;&amp;#039;&amp;#039;Active fleets&amp;#039;&amp;#039;&amp;#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;
|&amp;#039;&amp;#039;&amp;#039;Defenses&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|All planetary defenses on all colonies&lt;br /&gt;
|}&lt;br /&gt;
Per unit: &amp;lt;code&amp;gt;catalog.stats.tonnage × quantity&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Not counted:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Ship Graveyard &amp;#039;&amp;#039;&amp;#039;awaiting&amp;#039;&amp;#039;&amp;#039; hull (not yet bought back)&lt;br /&gt;
* Permanently destroyed ships that became debris&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Counted immediately on graveyard buyback:&amp;#039;&amp;#039;&amp;#039; recovered ships are added to the colony hangar when purchased, so they consume tonnage &amp;#039;&amp;#039;&amp;#039;before&amp;#039;&amp;#039;&amp;#039; recovery finishes and they can launch.&lt;br /&gt;
&lt;br /&gt;
== Over-capacity penalties ==&lt;br /&gt;
When used tonnage exceeds capacity, ship and defense &amp;#039;&amp;#039;&amp;#039;build times&amp;#039;&amp;#039;&amp;#039; are multiplied. Below 5% over, there is no penalty.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Excess over capacity&lt;br /&gt;
!Penalty level&lt;br /&gt;
!Build-time multiplier&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt; 5%&lt;br /&gt;
|—&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;1×&amp;#039;&amp;#039;&amp;#039; (none)&lt;br /&gt;
|-&lt;br /&gt;
|≥ 5%&lt;br /&gt;
|1&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;5×&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|≥ 10%&lt;br /&gt;
|2&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;10×&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|≥ 15%&lt;br /&gt;
|3&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;20×&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|≥ 20%&lt;br /&gt;
|4&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;100×&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|}&lt;br /&gt;
 &amp;lt;code&amp;gt;excessRatio = (used − capacity) / capacity&lt;br /&gt;
 finalBuildTimeMs = floor(baseBuildTimeMs × multiplier)&amp;lt;/code&amp;gt;&lt;br /&gt;
The penalty applies to both Shipyard and Defense Yard queues against the &amp;#039;&amp;#039;&amp;#039;same&amp;#039;&amp;#039;&amp;#039; empire combined totals. Negative energy (a separate system) can pause production entirely; that is not a tonnage effect.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
Each ship type has a fixed catalog tonnage (design baseline: Light Interceptor / Kamikaze = &amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039;).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Ship&lt;br /&gt;
!Tonnage&lt;br /&gt;
!Ship&lt;br /&gt;
!Tonnage&lt;br /&gt;
|-&lt;br /&gt;
|Probe&lt;br /&gt;
|1&lt;br /&gt;
|Carrier&lt;br /&gt;
|69&lt;br /&gt;
|-&lt;br /&gt;
|Kamikaze&lt;br /&gt;
|1&lt;br /&gt;
|Orbital Refinery&lt;br /&gt;
|71&lt;br /&gt;
|-&lt;br /&gt;
|Cargo Ship&lt;br /&gt;
|1&lt;br /&gt;
|Destroyer&lt;br /&gt;
|81&lt;br /&gt;
|-&lt;br /&gt;
|Recycler&lt;br /&gt;
|3&lt;br /&gt;
|Heavy Cruiser&lt;br /&gt;
|94&lt;br /&gt;
|-&lt;br /&gt;
|Freighter&lt;br /&gt;
|5&lt;br /&gt;
|Science Vessel&lt;br /&gt;
|127&lt;br /&gt;
|-&lt;br /&gt;
|Colony Ship&lt;br /&gt;
|6&lt;br /&gt;
|Dreadnought&lt;br /&gt;
|133&lt;br /&gt;
|-&lt;br /&gt;
|Fighter&lt;br /&gt;
|9&lt;br /&gt;
|Planetary Harvester&lt;br /&gt;
|147&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Recycler&lt;br /&gt;
|9&lt;br /&gt;
|Support Vessel&lt;br /&gt;
|165&lt;br /&gt;
|-&lt;br /&gt;
|Corvette&lt;br /&gt;
|20&lt;br /&gt;
|Megahauler&lt;br /&gt;
|65&lt;br /&gt;
|-&lt;br /&gt;
|Frigate&lt;br /&gt;
|27&lt;br /&gt;
|Battlecruiser&lt;br /&gt;
|975&lt;br /&gt;
|-&lt;br /&gt;
|Bomber&lt;br /&gt;
|33&lt;br /&gt;
|Titan&lt;br /&gt;
|1888&lt;br /&gt;
|-&lt;br /&gt;
|Cruiser&lt;br /&gt;
|36&lt;br /&gt;
|Colossus&lt;br /&gt;
|2829&lt;br /&gt;
|-&lt;br /&gt;
|Battleship&lt;br /&gt;
|45&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Capital hulls (Battlecruiser, Titan, Colossus) dominate late-game used tonnage. Utility ships such as Planetary Harvesters (147 each) also add up quickly if mass-produced.&lt;br /&gt;
&lt;br /&gt;
== Defenses ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Defense&lt;br /&gt;
!Tonnage&lt;br /&gt;
!Defense&lt;br /&gt;
!Tonnage&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Turret&lt;br /&gt;
|1&lt;br /&gt;
|EMP Emitter&lt;br /&gt;
|24&lt;br /&gt;
|-&lt;br /&gt;
|Laser Turret&lt;br /&gt;
|2&lt;br /&gt;
|Railgun Tower&lt;br /&gt;
|45&lt;br /&gt;
|-&lt;br /&gt;
|Flak Cannon&lt;br /&gt;
|4&lt;br /&gt;
|Plasma Cannon&lt;br /&gt;
|53&lt;br /&gt;
|-&lt;br /&gt;
|Ion Turret&lt;br /&gt;
|9&lt;br /&gt;
|Large Shield Dome&lt;br /&gt;
|57&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Laser&lt;br /&gt;
|12&lt;br /&gt;
|Planetary Dome&lt;br /&gt;
|210&lt;br /&gt;
|-&lt;br /&gt;
|Missile Battery&lt;br /&gt;
|15&lt;br /&gt;
|Prism Tower&lt;br /&gt;
|220&lt;br /&gt;
|-&lt;br /&gt;
|Small Shield Dome&lt;br /&gt;
|22&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Defenses share the empire pool with ships. Heavy late-game turrets and domes are expensive in tonnage; stacking them without upgrading yards will push you into penalty bands.&lt;br /&gt;
&lt;br /&gt;
== Alliance effects ==&lt;br /&gt;
&lt;br /&gt;
=== Fortress doctrine (capacity %) ===&lt;br /&gt;
Connected &amp;#039;&amp;#039;&amp;#039;Fortress&amp;#039;&amp;#039;&amp;#039; nodes grant an alliance-wide &amp;#039;&amp;#039;&amp;#039;percentage bonus&amp;#039;&amp;#039;&amp;#039; to tonnage capacity:&lt;br /&gt;
 &amp;lt;code&amp;gt;effective% = (tonnageCapPct × L) / (L + tonnageCurveK)&lt;br /&gt;
 boostedCapacity = floor(baseCapacity × (1 + effective% / 100))&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Config&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|Cap (&amp;lt;code&amp;gt;territory.tonnageCapPct&amp;lt;/code&amp;gt;)&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;5%&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|Curve K (&amp;lt;code&amp;gt;territory.tonnageCurveK&amp;lt;/code&amp;gt;)&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;25&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;L&amp;#039;&amp;#039;&amp;#039; is the sum of main-building levels on connected, active Fortress nodes (with signature building ≥ 1).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Fortress levels (L)&lt;br /&gt;
!Effective bonus&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
| +2.50%&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
| +3.33%&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
| +4.00%&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
| +4.44%&lt;br /&gt;
|-&lt;br /&gt;
|400&lt;br /&gt;
| +4.71%&lt;br /&gt;
|}&lt;br /&gt;
The bonus applies to player empire capacity for members, and to alliance Defense Yard capacity on systems. Full doctrine rules: Alliance Territory.&lt;br /&gt;
&lt;br /&gt;
=== Alliance Defense Yard ===&lt;br /&gt;
Alliance system defenses use a &amp;#039;&amp;#039;&amp;#039;separate per-system&amp;#039;&amp;#039;&amp;#039; pool:&lt;br /&gt;
 &amp;lt;code&amp;gt;allianceCapacity = yardLevel × 2,000,000,000&amp;lt;/code&amp;gt;&lt;br /&gt;
Max level 15 → &amp;#039;&amp;#039;&amp;#039;30B&amp;#039;&amp;#039;&amp;#039; before Fortress %. Penalty compares &amp;#039;&amp;#039;&amp;#039;that colony’s defense tonnage&amp;#039;&amp;#039;&amp;#039; to &amp;#039;&amp;#039;&amp;#039;that system’s&amp;#039;&amp;#039;&amp;#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: &amp;#039;&amp;#039;&amp;#039;−25% time per level&amp;#039;&amp;#039;&amp;#039; (&amp;lt;code&amp;gt;0.75^level&amp;lt;/code&amp;gt;), unrelated to the tonnage curve.&lt;br /&gt;
&lt;br /&gt;
== Related systems ==&lt;br /&gt;
&lt;br /&gt;
=== Ship Graveyard ===&lt;br /&gt;
Hull lost in PvP can enter the Ship Graveyard. Buyback is limited by &amp;#039;&amp;#039;&amp;#039;tonnage headroom&amp;#039;&amp;#039;&amp;#039; (&amp;lt;code&amp;gt;capacity − used&amp;lt;/code&amp;gt;). Awaiting graveyard inventory does &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; count toward used tonnage until purchased; after buyback, ships count immediately even while recovering.&lt;br /&gt;
&lt;br /&gt;
=== Boss FCS minimum fleet tonnage ===&lt;br /&gt;
Boss coordinated strikes require each participating fleet to meet a &amp;#039;&amp;#039;&amp;#039;minimum fleet tonnage&amp;#039;&amp;#039;&amp;#039; that scales with realm (whole fleet — attack, defense, and support ships all qualify):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Realm&lt;br /&gt;
!Minimum fleet tonnage&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|100,000&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|1,000,000&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|10,000,000&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1,000,000,000&lt;br /&gt;
|}&lt;br /&gt;
See Pirate Bosses.&lt;br /&gt;
&lt;br /&gt;
=== Ally moon test attacks ===&lt;br /&gt;
Solo fleets attacking an ally’s moon are capped at &amp;#039;&amp;#039;&amp;#039;1,000,000,000&amp;#039;&amp;#039;&amp;#039; fleet tonnage. Group FCS attacks do not use this exemption path.&lt;br /&gt;
&lt;br /&gt;
== When to plan around it ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stage&lt;br /&gt;
!Guidance&lt;br /&gt;
|-&lt;br /&gt;
|Early realms&lt;br /&gt;
|Basic yard levels usually cover any ship tier you can unlock&lt;br /&gt;
|-&lt;br /&gt;
|Realm 4+&lt;br /&gt;
|Watch the tonnage bar, especially with capital ships&lt;br /&gt;
|-&lt;br /&gt;
|Approaching / over cap&lt;br /&gt;
|Upgrade yards, scrap older hulls, or stay under the limit before queuing more&lt;br /&gt;
|}&lt;br /&gt;
Actions that help when over capacity: raise Shipyard / Defense Yard levels (planet yards give full weight), scrap or lose obsolete hulls, use alliance Fortress investment for a few percent more capacity, or delay further builds until headroom returns.&lt;br /&gt;
&lt;br /&gt;
== Quick reference ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Value / rule&lt;br /&gt;
|-&lt;br /&gt;
|Shipyard base capacity&lt;br /&gt;
|45,000,000 × L^1.1&lt;br /&gt;
|-&lt;br /&gt;
|Defense Yard base capacity&lt;br /&gt;
|25,000,000 × L^1.1&lt;br /&gt;
|-&lt;br /&gt;
|Moon yard level weight&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;75%&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|Combined pool&lt;br /&gt;
|Ships + defenses vs SY + DY capacity&lt;br /&gt;
|-&lt;br /&gt;
|Penalty bands&lt;br /&gt;
|5%→5×, 10%→10×, 15%→20×, 20%→100×&lt;br /&gt;
|-&lt;br /&gt;
|Fortress tonnage bonus&lt;br /&gt;
|Up to +5%, K=25 diminishing return&lt;br /&gt;
|-&lt;br /&gt;
|Alliance Defense Yard&lt;br /&gt;
|2B × level (linear, per system)&lt;br /&gt;
|-&lt;br /&gt;
|Combat stats from tonnage?&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;No&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* Alliance Territory — Fortress doctrine, tonnage % curve, projection&lt;br /&gt;
* Alliances — alliance overview and doctrines summary&lt;br /&gt;
* Pirate Bosses — FCS boss raids and minimum fleet tonnage&lt;br /&gt;
* Player Classes — monuments and long-term power growth&lt;br /&gt;
* In-game Quick Guide: &amp;#039;&amp;#039;&amp;#039;Settings → Quick Guides → Tonnage&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</description>
			<pubDate>Fri, 31 Jul 2026 11:42:31 GMT</pubDate>
			<dc:creator>Admin</dc:creator>
			<comments>https://wiki.perregna.com/Talk:Tonnage</comments>
		</item>
		<item>
			<title>Territory Siege</title>
			<link>https://wiki.perregna.com/index.php?title=Territory_Siege&amp;diff=335&amp;oldid=329</link>
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			<description>&lt;p&gt;&lt;/p&gt;
&lt;a href=&quot;https://wiki.perregna.com/index.php?title=Territory_Siege&amp;amp;diff=335&amp;amp;oldid=329&quot;&gt;Show changes&lt;/a&gt;</description>
			<pubDate>Fri, 31 Jul 2026 11:39:22 GMT</pubDate>
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			<title>Alliance Territory</title>
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			<description>&lt;p&gt;Created page with &amp;quot;= Bastions &amp;amp; Doctrines = Holding systems is only the first half of alliance territory. The second half is &amp;#039;&amp;#039;&amp;#039;shape and specialisation&amp;#039;&amp;#039;&amp;#039;: which of your systems are &amp;#039;&amp;#039;connected&amp;#039;&amp;#039;, what each one is &amp;#039;&amp;#039;for&amp;#039;&amp;#039;, and how far from home you can plant a flag.  Three ideas drive everything on this page:  * &amp;#039;&amp;#039;&amp;#039;Connection matters.&amp;#039;&amp;#039;&amp;#039; A system only pays alliance-wide bonuses while it is linked back to your Headquarters or to one of your Bastions. Cut the corridor, cut the benefit. * &amp;#039;&amp;#039;...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;= Bastions &amp;amp; Doctrines =&lt;br /&gt;
Holding systems is only the first half of alliance territory. The second half is &amp;#039;&amp;#039;&amp;#039;shape and specialisation&amp;#039;&amp;#039;&amp;#039;: which of your systems are &amp;#039;&amp;#039;connected&amp;#039;&amp;#039;, what each one is &amp;#039;&amp;#039;for&amp;#039;&amp;#039;, and how far from home you can plant a flag.&lt;br /&gt;
&lt;br /&gt;
Three ideas drive everything on this page:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Connection matters.&amp;#039;&amp;#039;&amp;#039; A system only pays alliance-wide bonuses while it is linked back to your Headquarters or to one of your Bastions. Cut the corridor, cut the benefit.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Every node has a job.&amp;#039;&amp;#039;&amp;#039; Each system carries exactly one &amp;#039;&amp;#039;&amp;#039;Doctrine&amp;#039;&amp;#039;&amp;#039; — production, shipbuilding, defence, logistics, or intel — and its main building level is the dial.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Distance is buyable, not free.&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;Bastions&amp;#039;&amp;#039;&amp;#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 &amp;#039;&amp;#039;&amp;#039;Alliance Territory&amp;#039;&amp;#039;&amp;#039; feature to be enabled. Staged sieges additionally require &amp;#039;&amp;#039;&amp;#039;Territory Siege&amp;#039;&amp;#039;&amp;#039; — see Territory Siege. Territory basics (conquest, harvest, vault, research) are in Alliances.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
&lt;br /&gt;
* The three tiers&lt;br /&gt;
* Connected territory&lt;br /&gt;
* Doctrines&lt;br /&gt;
* Which doctrines a node may take&lt;br /&gt;
* Setting and switching a doctrine&lt;br /&gt;
* Territory effects&lt;br /&gt;
* Fortress projection&lt;br /&gt;
* Logistics Center &amp;amp; warp gates&lt;br /&gt;
* Anti-Intel &amp;amp; Sensor&lt;br /&gt;
* Bastions&lt;br /&gt;
* Founding a Bastion&lt;br /&gt;
* Child Divisions&lt;br /&gt;
* Embassy stun: when a treaty ends&lt;br /&gt;
* Abandoning a Bastion&lt;br /&gt;
* Caps &amp;amp; capacity&lt;br /&gt;
* Sieges against territory&lt;br /&gt;
* Bosses in owned space&lt;br /&gt;
* Where to see all of this&lt;br /&gt;
* Quick reference&lt;br /&gt;
&lt;br /&gt;
== The three tiers ==&lt;br /&gt;
 &amp;lt;code&amp;gt;HQ  (1 per alliance, cannot be sieged, root of the main blob)&lt;br /&gt;
  └── Division*  (hex-adjacent chain, 1 doctrine each)&lt;br /&gt;
 &lt;br /&gt;
 Bastion  (standalone anchor, planted away from the blob — always conquerable)&lt;br /&gt;
  ├── Embassy    Bastion — 1 system,       max 5&lt;br /&gt;
  ├── War        Bastion — root + 2 kids,  max 3&lt;br /&gt;
  └── Expansion  Bastion — root + 5 kids,  max 2&lt;br /&gt;
       └── Division*  (adjacent to the cluster, 1 doctrine each)&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier&lt;br /&gt;
!Main building&lt;br /&gt;
!Slots&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Headquarters&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Alliance Headquarters&lt;br /&gt;
|100&lt;br /&gt;
|One per alliance. Cannot be Contested or taken. Only place for Research Lab, Vault, Diplomacy Office, Archive, Bazaar. Has &amp;#039;&amp;#039;&amp;#039;no&amp;#039;&amp;#039;&amp;#039; doctrine.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Division&amp;#039;&amp;#039;&amp;#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;
|&amp;#039;&amp;#039;&amp;#039;Bastion&amp;#039;&amp;#039;&amp;#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 &amp;#039;&amp;#039;&amp;#039;and&amp;#039;&amp;#039;&amp;#039; hosts child Divisions.&lt;br /&gt;
|}&lt;br /&gt;
A Bastion is deliberately just &amp;#039;&amp;#039;a Division with an archetype wrapper&amp;#039;&amp;#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;
&amp;#039;&amp;#039;&amp;#039;A Bastion main is the system&amp;#039;s main building.&amp;#039;&amp;#039;&amp;#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&amp;#039;s child systems.&lt;br /&gt;
&lt;br /&gt;
== Connected territory ==&lt;br /&gt;
Your territory is walked as a graph over &amp;#039;&amp;#039;&amp;#039;hex adjacency&amp;#039;&amp;#039;&amp;#039;, from two kinds of root:&lt;br /&gt;
&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;The HQ blob&amp;#039;&amp;#039;&amp;#039; — starts at your Headquarters and spreads through neighbouring systems that are not attached to a Bastion.&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Each Bastion cluster&amp;#039;&amp;#039;&amp;#039; — starts at the Bastion root and spreads through the child Divisions attached to &amp;#039;&amp;#039;that&amp;#039;&amp;#039; Bastion, up to its child capacity.&lt;br /&gt;
&lt;br /&gt;
Systems the walk reaches are &amp;#039;&amp;#039;&amp;#039;connected&amp;#039;&amp;#039;&amp;#039; (the UI calls them effective). Systems it cannot reach are owned but orphaned.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Connected node&lt;br /&gt;
!Orphaned / stunned node&lt;br /&gt;
|-&lt;br /&gt;
|Feeds alliance-wide territory effects&lt;br /&gt;
|Feeds &amp;#039;&amp;#039;&amp;#039;nothing&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|Projects and receives Fortress defence&lt;br /&gt;
|No projection either way&lt;br /&gt;
|-&lt;br /&gt;
|Can run alliance scans&lt;br /&gt;
|Cannot scan&lt;br /&gt;
|-&lt;br /&gt;
|Routes alliance warp hops&lt;br /&gt;
|Not part of the warp network&lt;br /&gt;
|-&lt;br /&gt;
|Keeps buildings, harvest, survey, missions&lt;br /&gt;
|Keeps buildings, harvest, survey, missions&lt;br /&gt;
|}&lt;br /&gt;
That last row is the important one: an orphaned system is not dead, it is just &amp;#039;&amp;#039;&amp;#039;no longer contributing&amp;#039;&amp;#039;&amp;#039;. This is what makes cutting a corridor — taking one system in the middle of a chain — a real strategic act rather than a rounding error.&lt;br /&gt;
&lt;br /&gt;
== Doctrines ==&lt;br /&gt;
Every Division and Bastion carries exactly &amp;#039;&amp;#039;&amp;#039;one&amp;#039;&amp;#039;&amp;#039; Doctrine. The Headquarters has none.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Doctrine&lt;br /&gt;
!What it does&lt;br /&gt;
!Signature building&lt;br /&gt;
!Alliance-wide effect&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Production Hub&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Resource extraction hub&lt;br /&gt;
|Common &amp;#039;&amp;#039;&amp;#039;or&amp;#039;&amp;#039;&amp;#039; Rare Extractor&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Resource production&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Shipyard Outpost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Faster ship construction&lt;br /&gt;
|Shipyard Outpost&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Ship build-time reduction&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Fortress&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Defence, and the only doctrine that &amp;#039;&amp;#039;&amp;#039;projects&amp;#039;&amp;#039;&amp;#039; defence to neighbours&lt;br /&gt;
|Defense Yard&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Tonnage capacity&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Logistics Center&amp;#039;&amp;#039;&amp;#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;
|&amp;#039;&amp;#039;&amp;#039;Anti-Intel &amp;amp; Sensor&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Alliance scanning and counter-scouting&lt;br /&gt;
|Intelligence Center&lt;br /&gt;
|— (utility)&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The signature building is an activation gate, not a cost multiplier.&amp;#039;&amp;#039;&amp;#039; The doctrine&amp;#039;s effect stays at zero until that building exists at &amp;#039;&amp;#039;&amp;#039;level ≥ 1&amp;#039;&amp;#039;&amp;#039;; after that the &amp;#039;&amp;#039;size&amp;#039;&amp;#039; of the effect comes from the node&amp;#039;s &amp;#039;&amp;#039;&amp;#039;main building level&amp;#039;&amp;#039;&amp;#039; (Division Center or Bastion main). You level one building per system, not two.&lt;br /&gt;
&lt;br /&gt;
You do &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#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;
&amp;#039;&amp;#039;&amp;#039;Defense Yard is legal on every doctrine.&amp;#039;&amp;#039;&amp;#039; Any node can defend itself; Fortress&amp;#039;s identity is &amp;#039;&amp;#039;projection plus tonnage&amp;#039;&amp;#039;, not a monopoly on turrets. That also means switching away from Fortress never forces you to demolish a long-invested Defense Yard.&lt;br /&gt;
&lt;br /&gt;
== Which doctrines a node may take ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Node&lt;br /&gt;
!Doctrines it may take&lt;br /&gt;
!Child Divisions&lt;br /&gt;
!Child doctrines&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;HQ&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|none&lt;br /&gt;
|up to territory cap&lt;br /&gt;
|all five&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;HQ-blob Division&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|all five&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Embassy Bastion&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Production Hub, Logistics Center&lt;br /&gt;
|0&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;War Bastion&amp;#039;&amp;#039;&amp;#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;
|&amp;#039;&amp;#039;&amp;#039;Expansion Bastion&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Production Hub, Logistics Center, Anti-Intel &amp;amp; Sensor&lt;br /&gt;
|5&lt;br /&gt;
|all five&lt;br /&gt;
|}&lt;br /&gt;
One consequence worth planning around: &amp;#039;&amp;#039;&amp;#039;Fortress — and therefore tonnage capacity — is only reachable on HQ-blob Divisions, War Bastions, and Expansion children.&amp;#039;&amp;#039;&amp;#039; Embassy and Expansion &amp;#039;&amp;#039;roots&amp;#039;&amp;#039; cannot take it.&lt;br /&gt;
&lt;br /&gt;
== Setting and switching a doctrine ==&lt;br /&gt;
Doctrine is chosen on the system&amp;#039;s main building (Division Center or Bastion main) by a &amp;#039;&amp;#039;&amp;#039;Deputy or Leader&amp;#039;&amp;#039;&amp;#039;. Opening an empty building slot on a node with no doctrine prompts you to choose one first, because the rest of the build list depends on it.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;First pick is free.&amp;#039;&amp;#039;&amp;#039; After that:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Switching a doctrine&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Cost&lt;br /&gt;
|The &amp;#039;&amp;#039;&amp;#039;last upgrade cost&amp;#039;&amp;#039;&amp;#039; of that node&amp;#039;s main building&lt;br /&gt;
|-&lt;br /&gt;
|Cooldown&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;72 hours&amp;#039;&amp;#039;&amp;#039; per node&lt;br /&gt;
|-&lt;br /&gt;
|While a siege is open on that system&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Blocked&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|Buildings&lt;br /&gt;
|Signature buildings that are illegal under the new doctrine are &amp;#039;&amp;#039;&amp;#039;demolished&amp;#039;&amp;#039;&amp;#039; — you confirm first, nothing is wiped silently&lt;br /&gt;
|}&lt;br /&gt;
Only three buildings are doctrine-exclusive and can be demolished this way: &amp;#039;&amp;#039;&amp;#039;Shipyard Outpost&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Intelligence Center&amp;#039;&amp;#039;&amp;#039;, and &amp;#039;&amp;#039;&amp;#039;Warp Gate&amp;#039;&amp;#039;&amp;#039;. Extractors and the Defense Yard are always kept.&lt;br /&gt;
&lt;br /&gt;
The siege block exists for a specific exploit: without it, a defender would flip to Fortress the moment stage 1 opened and flip back afterwards, paying a cost that is trivial next to losing the system.&lt;br /&gt;
&lt;br /&gt;
Note that the first pick also clears illegal exclusive buildings — a legacy system that somehow holds a Warp Gate cannot keep it by choosing Fortress.&lt;br /&gt;
&lt;br /&gt;
== Territory effects ==&lt;br /&gt;
Three doctrines pay an alliance-wide bonus. Each uses the same diminishing-returns curve with a hard ceiling:&lt;br /&gt;
 &amp;lt;code&amp;gt;effective% = cap × L / (L + K)&lt;br /&gt;
 &lt;br /&gt;
 L = sum of main building levels across your connected, active nodes&lt;br /&gt;
     that carry that doctrine AND have its signature building at level ≥ 1&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Effect&lt;br /&gt;
!Doctrine&lt;br /&gt;
!Ceiling&lt;br /&gt;
!&amp;lt;code&amp;gt;K&amp;lt;/code&amp;gt;&lt;br /&gt;
!Reference budget → value&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Tonnage capacity&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Fortress&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;+5%&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|25&lt;br /&gt;
|100 levels → &amp;#039;&amp;#039;&amp;#039;4.00%&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Resource production&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Production Hub&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;+10%&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|50&lt;br /&gt;
|200 levels → &amp;#039;&amp;#039;&amp;#039;8.00%&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Ship build-time reduction&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Shipyard Outpost&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;−25%&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|60&lt;br /&gt;
|250 levels → &amp;#039;&amp;#039;&amp;#039;20.16%&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Invested levels&lt;br /&gt;
!Tonnage&lt;br /&gt;
!Production&lt;br /&gt;
!Ship time&lt;br /&gt;
|-&lt;br /&gt;
|Reference (100 / 200 / 250)&lt;br /&gt;
|4.00%&lt;br /&gt;
|8.00%&lt;br /&gt;
|20.16%&lt;br /&gt;
|-&lt;br /&gt;
|2× reference&lt;br /&gt;
|4.44%&lt;br /&gt;
|8.89%&lt;br /&gt;
|22.32%&lt;br /&gt;
|-&lt;br /&gt;
|4× reference&lt;br /&gt;
|4.71%&lt;br /&gt;
|9.41%&lt;br /&gt;
|23.58%&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Why a curve and not a flat rate.&amp;#039;&amp;#039;&amp;#039; Early levels pay &amp;#039;&amp;#039;better&amp;#039;&amp;#039; than a linear rate, so a young alliance feels every upgrade; past the reference budget each level is worth progressively less but &amp;#039;&amp;#039;&amp;#039;never zero&amp;#039;&amp;#039;&amp;#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;
&amp;#039;&amp;#039;&amp;#039;Who gets them:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Effect&lt;br /&gt;
!Eligibility&lt;br /&gt;
|-&lt;br /&gt;
|Tonnage capacity&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Every member&amp;#039;&amp;#039;&amp;#039; of the alliance&lt;br /&gt;
|-&lt;br /&gt;
|Resource production&lt;br /&gt;
|Members holding &amp;#039;&amp;#039;&amp;#039;≥ 1 colony inside connected territory&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|Ship build-time reduction&lt;br /&gt;
|Members holding &amp;#039;&amp;#039;&amp;#039;≥ 1 colony inside connected territory&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|}&lt;br /&gt;
Any colony counts — it does not have to be your capital, and one colony gives the full bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Logistics Center and Anti-Intel &amp;amp; Sensor pay no curve bonus.&amp;#039;&amp;#039;&amp;#039; They are utility doctrines: their value is warp routing and intel, and a node running one contributes nothing to tonnage, production, or ship time.&lt;br /&gt;
&lt;br /&gt;
== Fortress projection ==&lt;br /&gt;
Defence built on a Fortress node counts &amp;#039;&amp;#039;&amp;#039;100% on its own system&amp;#039;&amp;#039;&amp;#039;, and &amp;#039;&amp;#039;&amp;#039;50% on hex-adjacent systems your alliance owns&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
* Only &amp;#039;&amp;#039;&amp;#039;one&amp;#039;&amp;#039;&amp;#039; Fortress projects onto any given system — the &amp;#039;&amp;#039;&amp;#039;strongest&amp;#039;&amp;#039;&amp;#039;, not the sum.&lt;br /&gt;
* &amp;quot;Strongest&amp;quot; is measured in actual &amp;#039;&amp;#039;&amp;#039;defence value held&amp;#039;&amp;#039;&amp;#039;, not building level: a modest Defense Yard sitting on a huge stockpile beats a high-level yard with nothing in it.&lt;br /&gt;
* The projecting node must be &amp;#039;&amp;#039;&amp;#039;connected&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;active&amp;#039;&amp;#039;&amp;#039;, and hold a &amp;#039;&amp;#039;&amp;#039;Defense Yard (level ≥ 1)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* Projected units are computed live at battle time, so they always reflect current stock.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Projected defence is borrowed, not spent.&amp;#039;&amp;#039;&amp;#039; The projecting colony never loses units from a fight it did not host, and the defending colony can never lose more units than it actually owns. Losses and auto-repair are both capped at the defender&amp;#039;s real stock.&amp;lt;blockquote&amp;gt;&amp;#039;&amp;#039;&amp;#039;Why &amp;quot;strongest&amp;quot; instead of banning adjacent Fortresses.&amp;#039;&amp;#039;&amp;#039; On a hex grid, neighbouring cells of a system are themselves partly adjacent, so the largest set of mutually non-adjacent neighbours is three. A no-adjacent-Fortresses rule would still allow 150% borrowed defence, while adding an annoying restriction inside your own territory. Capping at one Fortress caps it at 50% unconditionally, with no placement rule at all.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Logistics Center &amp;amp; warp gates ==&lt;br /&gt;
The alliance &amp;#039;&amp;#039;&amp;#039;Warp Gate&amp;#039;&amp;#039;&amp;#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 &amp;#039;&amp;#039;&amp;#039;Logistics Center nodes that are connected and active&amp;#039;&amp;#039;&amp;#039; — an orphaned Logistics node stops routing until it reconnects. Gates built before territory went live keep working normally while the feature is off.&lt;br /&gt;
&lt;br /&gt;
Fleet-hop mechanics (readiness timing, route selection) are covered in Patch Notes 1.3.6.&lt;br /&gt;
&lt;br /&gt;
== Anti-Intel &amp;amp; Sensor ==&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Intelligence Center&amp;#039;&amp;#039;&amp;#039; turns a node into both a scanner and a counter-intelligence bubble.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Scanning (offence).&amp;#039;&amp;#039;&amp;#039; Any active member can trigger an alliance system scan from the node, revealing &amp;#039;&amp;#039;&amp;#039;asteroid fields&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;pirate strongholds / outposts&amp;#039;&amp;#039;&amp;#039; around it.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Scan&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|Radius&lt;br /&gt;
|&amp;lt;code&amp;gt;ceil(√ main building level)&amp;lt;/code&amp;gt; hexes, capped at &amp;#039;&amp;#039;&amp;#039;8&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|Requires&lt;br /&gt;
|Anti-Intel doctrine · Intelligence Center ≥ 1 · main building ≥ 1 · node &amp;#039;&amp;#039;&amp;#039;connected&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|Cost&lt;br /&gt;
|Gas, paid from the &amp;#039;&amp;#039;&amp;#039;alliance vault&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|Cooldown&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;10 minutes&amp;#039;&amp;#039;&amp;#039; per node, with a live countdown&lt;br /&gt;
|}&lt;br /&gt;
The cooldown exists because the scan is billed to a shared vault — without it, one member could drain it. Results and cost mirror the personal Sensor Array scan.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Counter-intel (defence).&amp;#039;&amp;#039;&amp;#039; Enemy scouts aimed at your systems &amp;#039;&amp;#039;&amp;#039;within &amp;lt;code&amp;gt;ceil(level / 2)&amp;lt;/code&amp;gt; hexes&amp;#039;&amp;#039;&amp;#039; (capped at 8) of a qualifying Anti-Intel node face that node&amp;#039;s main building level added to your side of the intel maths. Practically: &amp;#039;&amp;#039;&amp;#039;higher detection chance&amp;#039;&amp;#039;&amp;#039; for the scout, and &amp;#039;&amp;#039;&amp;#039;shallower&amp;#039;&amp;#039;&amp;#039; reports. The strongest covering node applies.&lt;br /&gt;
&lt;br /&gt;
== Bastions ==&lt;br /&gt;
A Bastion is a secondary anchor you plant &amp;#039;&amp;#039;&amp;#039;outside&amp;#039;&amp;#039;&amp;#039; your main blob — the only way to hold territory that does not chain back to your Headquarters.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Archetype&lt;br /&gt;
!Max instances&lt;br /&gt;
!Child Divisions&lt;br /&gt;
!Territory cap granted&lt;br /&gt;
!Building slots&lt;br /&gt;
!Footprint&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Embassy&amp;#039;&amp;#039;&amp;#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;
|&amp;#039;&amp;#039;&amp;#039;War&amp;#039;&amp;#039;&amp;#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;
|&amp;#039;&amp;#039;&amp;#039;Expansion&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|2&lt;br /&gt;
|5&lt;br /&gt;
| +5&lt;br /&gt;
|60&lt;br /&gt;
|6 systems&lt;br /&gt;
|}&lt;br /&gt;
Both active and stunned Bastions count toward instance caps — they physically occupy a system. Fully built out, Bastions can hold &amp;#039;&amp;#039;&amp;#039;26 systems&amp;#039;&amp;#039;&amp;#039; outside your blob.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Every Bastion is always conquerable.&amp;#039;&amp;#039;&amp;#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;
# &amp;#039;&amp;#039;&amp;#039;Conquer a standalone system&amp;#039;&amp;#039;&amp;#039; — one that is &amp;#039;&amp;#039;&amp;#039;not hex-adjacent to any system your alliance already controls.&amp;#039;&amp;#039;&amp;#039; If it &amp;#039;&amp;#039;is&amp;#039;&amp;#039; adjacent, it is a normal Division and you will be offered a Division Center instead.&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Place a Bastion main as its first alliance building&amp;#039;&amp;#039;&amp;#039; (Deputy or Leader). The building you choose &amp;#039;&amp;#039;is&amp;#039;&amp;#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 &amp;#039;&amp;#039;&amp;#039;once&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Archetype&lt;br /&gt;
!Placement requirement&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Embassy&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Hex-adjacent to the territory of an &amp;#039;&amp;#039;&amp;#039;Ally or NAP&amp;#039;&amp;#039;&amp;#039; alliance&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;War&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|None beyond standalone + your HQ&amp;#039;s galaxy&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Expansion&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|At least &amp;#039;&amp;#039;&amp;#039;6 hexes&amp;#039;&amp;#039;&amp;#039; from the territory of any alliance you are &amp;#039;&amp;#039;&amp;#039;at war&amp;#039;&amp;#039;&amp;#039; with&lt;br /&gt;
|}&lt;br /&gt;
All Bastions must sit in the &amp;#039;&amp;#039;&amp;#039;same galaxy as your HQ&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;At war&amp;quot; means an active war state only — not NAP, not neutral, not merely un-allied. And because the check happens &amp;#039;&amp;#039;&amp;#039;once, at construction&amp;#039;&amp;#039;&amp;#039;, borders may drift freely afterwards: a later war declaration never invalidates a standing Bastion, and parking a puppet alliance next to a rival&amp;#039;s chosen site only delays when they can start building.&amp;lt;blockquote&amp;gt;&amp;#039;&amp;#039;&amp;#039;Why the clearance is 6 hexes and not 15–20.&amp;#039;&amp;#039;&amp;#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&amp;#039;s ~11,250 cells, so about &amp;#039;&amp;#039;&amp;#039;seven well-spread alliances would saturate the entire map&amp;#039;&amp;#039;&amp;#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&amp;#039;t plant a fort in someone&amp;#039;s face&amp;quot; intent while degrading gracefully as the galaxy fills.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Child Divisions ==&lt;br /&gt;
War and Expansion Bastions host child Divisions, which are ordinary Divisions with their own doctrine.&lt;br /&gt;
&lt;br /&gt;
* A child must be &amp;#039;&amp;#039;&amp;#039;hex-adjacent to the Bastion root or to another Division already attached to that same Bastion&amp;#039;&amp;#039;&amp;#039;, and the cluster must have a free slot.&lt;br /&gt;
* A Division Center completed next to one of your Bastions &amp;#039;&amp;#039;&amp;#039;attaches automatically&amp;#039;&amp;#039;&amp;#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&amp;#039;s child slots.&lt;br /&gt;
&lt;br /&gt;
Embassy Bastions have &amp;#039;&amp;#039;&amp;#039;no&amp;#039;&amp;#039;&amp;#039; child capacity — they are single-system diplomatic footholds.&lt;br /&gt;
&lt;br /&gt;
== Embassy stun: when a treaty ends ==&lt;br /&gt;
An Embassy is placed on the strength of a treaty, so it is the one node whose founding condition can be pulled out from under it. If a NAP or Alliance ends — broken, or replaced by war — every Embassy of yours &amp;#039;&amp;#039;&amp;#039;adjacent to that former partner&amp;#039;s territory&amp;#039;&amp;#039;&amp;#039; is &amp;#039;&amp;#039;&amp;#039;stunned&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!While stunned (&amp;#039;&amp;#039;&amp;#039;48 hours&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Contributes to territory effects&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;No&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|Projects Fortress defence · scans · routes warp&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;No&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|Counts toward controlled systems and the Embassy cap&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Yes&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|Can be attacked&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Yes&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|}&lt;br /&gt;
Before the timer expires a Deputy or Leader must &amp;#039;&amp;#039;&amp;#039;convert it to a War Bastion&amp;#039;&amp;#039;&amp;#039;. Conversion:&lt;br /&gt;
&lt;br /&gt;
* requires a &amp;#039;&amp;#039;&amp;#039;free War Bastion slot&amp;#039;&amp;#039;&amp;#039; (max 3) — if you are at the cap, you must &amp;#039;&amp;#039;&amp;#039;abandon&amp;#039;&amp;#039;&amp;#039; a War Bastion first, inside the 48h;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;always&amp;#039;&amp;#039;&amp;#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;
* &amp;#039;&amp;#039;&amp;#039;ignores&amp;#039;&amp;#039;&amp;#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;
&amp;#039;&amp;#039;&amp;#039;If it is not converted in time, the system is lost&amp;#039;&amp;#039;&amp;#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 &amp;#039;&amp;#039;&amp;#039;captured&amp;#039;&amp;#039;&amp;#039; by another alliance arrives &amp;#039;&amp;#039;&amp;#039;clean and active&amp;#039;&amp;#039;&amp;#039;: the stun was a consequence of the previous owner&amp;#039;s diplomacy and does not bind the new one.&lt;br /&gt;
&lt;br /&gt;
== Abandoning a Bastion ==&lt;br /&gt;
Bastion mains cannot be demolished, so &amp;#039;&amp;#039;&amp;#039;abandon&amp;#039;&amp;#039;&amp;#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;
* &amp;#039;&amp;#039;&amp;#039;It releases the entire cluster.&amp;#039;&amp;#039;&amp;#039; The root &amp;#039;&amp;#039;and every attached child&amp;#039;&amp;#039; revert to neutral.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Blocked while any siege is open anywhere in the cluster&amp;#039;&amp;#039;&amp;#039;, so a Bastion about to fall cannot be abandoned to deny the attacker their prize.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;168h cooldown per archetype&amp;#039;&amp;#039;&amp;#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 &amp;#039;&amp;#039;&amp;#039;capture&amp;#039;&amp;#039;&amp;#039; another root of that type, and making room for a &amp;#039;&amp;#039;&amp;#039;forced Embassy conversion&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
== Caps &amp;amp; capacity ==&lt;br /&gt;
 &amp;lt;code&amp;gt;max controlled systems = base (1)&lt;br /&gt;
                        + 4 × Territorial Expansion research level&lt;br /&gt;
                        + Σ (each Bastion&amp;#039;s cap grant)&amp;lt;/code&amp;gt;&lt;br /&gt;
Each archetype grants exactly the child capacity it provides (&amp;#039;&amp;#039;&amp;#039;Embassy +0 · War +2 · Expansion +5&amp;#039;&amp;#039;&amp;#039;), so &amp;#039;&amp;#039;&amp;#039;a Bastion is capacity-neutral for your main blob&amp;#039;&amp;#039;&amp;#039; — it pays for its own children and nothing more.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Archetype caps are enforced when a siege starts, not when it finishes.&amp;#039;&amp;#039;&amp;#039; If you already hold 3 War Bastions you cannot &amp;#039;&amp;#039;Contest&amp;#039;&amp;#039; a fourth. Gating at the start is deliberate: nobody should discover the block after completing a three-stage siege. It only blocks the &amp;#039;&amp;#039;&amp;#039;root&amp;#039;&amp;#039;&amp;#039; — you can still besiege and take a capped cluster&amp;#039;s &amp;#039;&amp;#039;&amp;#039;child&amp;#039;&amp;#039;&amp;#039; Divisions, which are ordinary Divisions consuming ordinary territory cap.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Capturing a cluster costs exactly one net slot.&amp;#039;&amp;#039;&amp;#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 &amp;#039;&amp;#039;&amp;#039;+1&amp;#039;&amp;#039;&amp;#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: &amp;#039;&amp;#039;&amp;#039;system protectors scale with how many systems you already control&amp;#039;&amp;#039;&amp;#039;, so a wide alliance faces meaningfully tougher NPC garrisons on its next conquest than a small one does.&lt;br /&gt;
&lt;br /&gt;
== Sieges against territory ==&lt;br /&gt;
Territory shape changes what a siege costs an attacker:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Target&lt;br /&gt;
!Stages&lt;br /&gt;
!Scheduled waits&lt;br /&gt;
!Prize&lt;br /&gt;
|-&lt;br /&gt;
|Neutral system · Division · Bastion &amp;#039;&amp;#039;&amp;#039;child&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|That one system&lt;br /&gt;
|-&lt;br /&gt;
|Bastion &amp;#039;&amp;#039;&amp;#039;root&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|The &amp;#039;&amp;#039;&amp;#039;whole cluster&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|}&lt;br /&gt;
Capturing a root transfers the root and every attached child together, keeping archetype, doctrines, parent links, and buildings (minus the capture penalty). Capturing a child alone yields one unattached Division that may not even connect to anything you own — a clean risk/reward gradient between a long root siege and a quick child raid.&lt;br /&gt;
&lt;br /&gt;
Open sieges elsewhere in the cluster are &amp;#039;&amp;#039;&amp;#039;cancelled&amp;#039;&amp;#039;&amp;#039; when the root changes hands or the cluster is abandoned.&lt;br /&gt;
&lt;br /&gt;
Full siege rules — stage scheduling, the defence window, debris and Graveyard rates, the building penalty — are on the Territory Siege page.&lt;br /&gt;
&lt;br /&gt;
== Bosses in owned space ==&lt;br /&gt;
Pirate boss loot is modified by who owns the system the boss sits in:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Boss location&lt;br /&gt;
!Group loot modifier&lt;br /&gt;
|-&lt;br /&gt;
|System owned by a &amp;#039;&amp;#039;&amp;#039;hostile&amp;#039;&amp;#039;&amp;#039; alliance (raid)&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;+10%&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|System owned by &amp;#039;&amp;#039;&amp;#039;your own&amp;#039;&amp;#039;&amp;#039; alliance (home)&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;+5%&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|Neutral space, or an Ally / NAP holder&lt;br /&gt;
|none&lt;br /&gt;
|}&lt;br /&gt;
The modifier applies to the whole shared boss pool, so it is resolved from the alliance &amp;#039;&amp;#039;&amp;#039;most participants belong to&amp;#039;&amp;#039;&amp;#039; — arrival order and an unallied mercenary tagging along cannot change anyone&amp;#039;s payout. See Pirate Bosses for how the pool itself is shared.&lt;br /&gt;
&lt;br /&gt;
== Where to see all of this ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Surface&lt;br /&gt;
!What it shows&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Alliance → Territories&amp;#039;&amp;#039;&amp;#039; tab&lt;br /&gt;
|Every node as HQ / Bastion / Division, cluster nesting, connection flags, capacity, and your live territory effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Galaxy map&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Doctrine tint on your own systems, alliance borders, siege borders&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;System main building modal&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Current doctrine, switch action and cooldown, doctrine guide&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Tonnage summary&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|The Fortress contribution to your empire tonnage capacity&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Resource overlay&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|The Production Hub contribution to a colony&amp;#039;s output&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Alliance → Admin → Settings&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Defence window start hour (Deputy+)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quick reference ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Thing&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|Doctrines per node&lt;br /&gt;
|1 (HQ has none)&lt;br /&gt;
|-&lt;br /&gt;
|First doctrine pick&lt;br /&gt;
|Free&lt;br /&gt;
|-&lt;br /&gt;
|Doctrine switch cost&lt;br /&gt;
|Last upgrade cost of the node&amp;#039;s main building&lt;br /&gt;
|-&lt;br /&gt;
|Doctrine switch cooldown&lt;br /&gt;
|72h per node · blocked during a siege on that system&lt;br /&gt;
|-&lt;br /&gt;
|Who sets doctrine / founds or abandons Bastions&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Deputy or Leader&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|Tonnage (Fortress)&lt;br /&gt;
| +5% ceiling, K 25 — all members&lt;br /&gt;
|-&lt;br /&gt;
|Resource production (Production Hub)&lt;br /&gt;
| +10% ceiling, K 50 — needs a colony in connected territory&lt;br /&gt;
|-&lt;br /&gt;
|Ship build time (Shipyard Outpost)&lt;br /&gt;
|−25% ceiling, K 60 — needs a colony in connected territory&lt;br /&gt;
|-&lt;br /&gt;
|Fortress projection&lt;br /&gt;
|50% of the &amp;#039;&amp;#039;&amp;#039;strongest&amp;#039;&amp;#039;&amp;#039; adjacent Fortress&amp;#039;s defence value&lt;br /&gt;
|-&lt;br /&gt;
|Bastion instances&lt;br /&gt;
|Embassy 5 · War 3 · Expansion 2&lt;br /&gt;
|-&lt;br /&gt;
|Bastion children&lt;br /&gt;
|Embassy 0 · War 2 · Expansion 5&lt;br /&gt;
|-&lt;br /&gt;
|Bastion cap grant&lt;br /&gt;
|Embassy +0 · War +2 · Expansion +5&lt;br /&gt;
|-&lt;br /&gt;
|Bastion slots&lt;br /&gt;
|Embassy 20 · War 40 · Expansion 60&lt;br /&gt;
|-&lt;br /&gt;
|Expansion clearance&lt;br /&gt;
|6 hexes from at-war territory&lt;br /&gt;
|-&lt;br /&gt;
|Embassy placement&lt;br /&gt;
|Hex-adjacent to Ally / NAP territory&lt;br /&gt;
|-&lt;br /&gt;
|Embassy stun&lt;br /&gt;
|48h to convert to a War Bastion, or the system is lost&lt;br /&gt;
|-&lt;br /&gt;
|Abandon cooldown&lt;br /&gt;
|168h per archetype · releases the whole cluster&lt;br /&gt;
|-&lt;br /&gt;
|Territory cap&lt;br /&gt;
|1 + 4 per Territorial Expansion level + Bastion grants&lt;br /&gt;
|-&lt;br /&gt;
|Max Bastion footprint outside the blob&lt;br /&gt;
|26 systems&lt;br /&gt;
|-&lt;br /&gt;
|Alliance scan&lt;br /&gt;
|radius &amp;lt;code&amp;gt;ceil(√level)&amp;lt;/code&amp;gt; capped 8 · vault-paid · 10 min cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Counter-intel radius&lt;br /&gt;
|&amp;lt;code&amp;gt;ceil(level / 2)&amp;lt;/code&amp;gt; capped 8&lt;br /&gt;
|-&lt;br /&gt;
|Boss loot&lt;br /&gt;
| +10% hostile-owned · +5% own · none neutral/friendly&lt;br /&gt;
|-&lt;br /&gt;
|Feature flags&lt;br /&gt;
|&amp;lt;code&amp;gt;allianceTerritory&amp;lt;/code&amp;gt; (territory, doctrines, Bastions) · &amp;lt;code&amp;gt;systemSiege&amp;lt;/code&amp;gt; (staged sieges)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related ==&lt;br /&gt;
&lt;br /&gt;
* [[Alliances]] — vault, research, buildings, diplomacy, harvest&lt;br /&gt;
* [[Territory Siege]] — staged conquest, defence windows, capture penalties&lt;br /&gt;
* [[Pirate Bosses]] — coordinated boss raids and loot sharing&lt;br /&gt;
* [[Player Classes]] — class bonuses on harvest, survey, and FCS&lt;br /&gt;
* In-game: &amp;#039;&amp;#039;&amp;#039;Settings → Quick Guides → Alliance Territorial Control&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</description>
			<pubDate>Fri, 31 Jul 2026 11:38:17 GMT</pubDate>
			<dc:creator>Admin</dc:creator>
			<comments>https://wiki.perregna.com/Talk:Alliance_Territory</comments>
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		<item>
			<title>Version 1.3.6</title>
			<link>https://wiki.perregna.com/index.php?title=Version_1.3.6&amp;diff=333&amp;oldid=331</link>
			<guid isPermaLink="false">https://wiki.perregna.com/index.php?title=Version_1.3.6&amp;diff=333&amp;oldid=331</guid>
			<description>&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 08:31, 30 July 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l39&quot;&gt;Line 39:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 39:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;Negative energy&amp;#039;&amp;#039;&amp;#039; on a colony now &amp;#039;&amp;#039;&amp;#039;pauses ship and defense production&amp;#039;&amp;#039;&amp;#039; until energy recovers (same pause/resume pattern as vacation). Resource mines can still be throttled via Production Rate to claw energy back.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;Negative energy&amp;#039;&amp;#039;&amp;#039; on a colony now &amp;#039;&amp;#039;&amp;#039;pauses ship and defense production&amp;#039;&amp;#039;&amp;#039; until energy recovers (same pause/resume pattern as vacation). Resource mines can still be throttled via Production Rate to claw energy back.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* While energy is negative, you can still upgrade &amp;#039;&amp;#039;&amp;#039;energy providers&amp;#039;&amp;#039;&amp;#039; (Solar Plant, Fusion Reactor, Elerium Reactor). Other queued building upgrades on that colony are cancelled so recovery isn’t blocked.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* While energy is negative, you can still upgrade &amp;#039;&amp;#039;&amp;#039;energy providers&amp;#039;&amp;#039;&amp;#039; (Solar Plant, Fusion Reactor, Elerium Reactor). Other queued building upgrades on that colony are cancelled so recovery isn’t blocked.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &#039;&#039;&#039;Moon &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;shipyards&lt;/del&gt;&#039;&#039;&#039; contribute &#039;&#039;&#039;75%&#039;&#039;&#039; of their level toward empire tonnage capacity (configurable), so moon yards still help — but less than planet yards.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &#039;&#039;&#039;Moon &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;defense yards&lt;/ins&gt;&#039;&#039;&#039; contribute &#039;&#039;&#039;75%&#039;&#039;&#039; of their level toward empire tonnage capacity (configurable), so moon yards still help — but less than planet yards.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Trade offer UI and fleet overlays call out hop routes, readiness, and energy-stressed colonies more clearly.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Trade offer UI and fleet overlays call out hop routes, readiness, and energy-stressed colonies more clearly.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;

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			<pubDate>Thu, 30 Jul 2026 08:31:22 GMT</pubDate>
			<dc:creator>Admin</dc:creator>
			<comments>https://wiki.perregna.com/Talk:Version_1.3.6</comments>
		</item>
		<item>
			<title>Patch Notes</title>
			<link>https://wiki.perregna.com/index.php?title=Patch_Notes&amp;diff=332&amp;oldid=325</link>
			<guid isPermaLink="false">https://wiki.perregna.com/index.php?title=Patch_Notes&amp;diff=332&amp;oldid=325</guid>
			<description>&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 07:44, 30 July 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Version 1.3.6]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Version 1.3.5]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Version 1.3.5]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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&lt;/table&gt;</description>
			<pubDate>Thu, 30 Jul 2026 07:44:15 GMT</pubDate>
			<dc:creator>Admin</dc:creator>
			<comments>https://wiki.perregna.com/Talk:Patch_Notes</comments>
		</item>
		<item>
			<title>Version 1.3.6</title>
			<link>https://wiki.perregna.com/index.php?title=Version_1.3.6&amp;diff=331&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.perregna.com/index.php?title=Version_1.3.6&amp;diff=331&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;A territory-and-travel release: system conquest becomes a &amp;#039;&amp;#039;&amp;#039;two-phase Territory Siege&amp;#039;&amp;#039;&amp;#039;, alliances can stitch space together with &amp;#039;&amp;#039;&amp;#039;Warp Gate hops&amp;#039;&amp;#039;&amp;#039;, and &amp;#039;&amp;#039;&amp;#039;Support Vessels&amp;#039;&amp;#039;&amp;#039; finally repair hull mid-fight — plus smarter energy recovery when a colony goes dark, tougher (and clearer) pirate bosses, and richer pirate scout intel.&amp;lt;blockquote&amp;gt;New to sieges? See the full Territory Siege guide, or open &amp;#039;&amp;#039;&amp;#039;Settings → Quick Guides&amp;#039;&amp;#039;&amp;#039; in-game. Alliance territory basics ar...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;A territory-and-travel release: system conquest becomes a &amp;#039;&amp;#039;&amp;#039;two-phase Territory Siege&amp;#039;&amp;#039;&amp;#039;, alliances can stitch space together with &amp;#039;&amp;#039;&amp;#039;Warp Gate hops&amp;#039;&amp;#039;&amp;#039;, and &amp;#039;&amp;#039;&amp;#039;Support Vessels&amp;#039;&amp;#039;&amp;#039; finally repair hull mid-fight — plus smarter energy recovery when a colony goes dark, tougher (and clearer) pirate bosses, and richer pirate scout intel.&amp;lt;blockquote&amp;gt;New to sieges? See the full Territory Siege guide, or open &amp;#039;&amp;#039;&amp;#039;Settings → Quick Guides&amp;#039;&amp;#039;&amp;#039; in-game. Alliance territory basics are in Alliances. Boss fights are covered in Pirate Bosses.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New Features ==&lt;br /&gt;
&lt;br /&gt;
=== Territory Siege (Being tested) ===&lt;br /&gt;
&lt;br /&gt;
* Capturing a Division is no longer a single FCS snap. Attackers must &amp;#039;&amp;#039;&amp;#039;Contest&amp;#039;&amp;#039;&amp;#039; first, wait a &amp;#039;&amp;#039;&amp;#039;random Contested timer&amp;#039;&amp;#039;&amp;#039;, then win a &amp;#039;&amp;#039;&amp;#039;Takeover&amp;#039;&amp;#039;&amp;#039; inside a short &amp;#039;&amp;#039;&amp;#039;Vulnerable&amp;#039;&amp;#039;&amp;#039; window before ownership changes.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Contest&amp;#039;&amp;#039;&amp;#039; (Phase 1): win an FCS at the system center → system becomes Contested. Ownership does &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; transfer; NPC garrison and alliance buildings stay.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Contested timer:&amp;#039;&amp;#039;&amp;#039; random &amp;#039;&amp;#039;&amp;#039;20–28 hours&amp;#039;&amp;#039;&amp;#039; (nobody picks it — no defender “Defense Hour”).&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Vulnerable&amp;#039;&amp;#039;&amp;#039; (Phase 2): exactly &amp;#039;&amp;#039;&amp;#039;2 hours&amp;#039;&amp;#039;&amp;#039;. Only the &amp;#039;&amp;#039;&amp;#039;contester&amp;#039;&amp;#039;&amp;#039; alliance can finish Takeover with a second FCS win. Fail, miss the window, or hit a gate → defenders keep it + cooldown.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Headquarters cannot be sieged.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* While Contested or Vulnerable, that system’s &amp;#039;&amp;#039;&amp;#039;daily pool&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Harvest&amp;#039;&amp;#039;&amp;#039;, and &amp;#039;&amp;#039;&amp;#039;Survey&amp;#039;&amp;#039;&amp;#039; yields are cut to &amp;#039;&amp;#039;&amp;#039;×0.5&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* Siege ship losses use the &amp;#039;&amp;#039;&amp;#039;Ship Graveyard&amp;#039;&amp;#039;&amp;#039; with softer debris: Contest ~&amp;#039;&amp;#039;&amp;#039;85%&amp;#039;&amp;#039;&amp;#039; buyback / ~&amp;#039;&amp;#039;&amp;#039;15%&amp;#039;&amp;#039;&amp;#039; debris; Takeover ~&amp;#039;&amp;#039;&amp;#039;70%&amp;#039;&amp;#039;&amp;#039; / ~&amp;#039;&amp;#039;&amp;#039;30%&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* PvP Takeover of a held Division applies a &amp;#039;&amp;#039;&amp;#039;−3 level&amp;#039;&amp;#039;&amp;#039; building penalty (buildings drop below level 4 are removed). Retaking a system you held within &amp;#039;&amp;#039;&amp;#039;7 days&amp;#039;&amp;#039;&amp;#039; waives the penalty.&lt;br /&gt;
* Caps: &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039; open Contests per alliance; &amp;#039;&amp;#039;&amp;#039;24h&amp;#039;&amp;#039;&amp;#039; re-contest cooldown after fail / expire / cancel. NAP / Ally blocks Contest; a mid-siege protective treaty &amp;#039;&amp;#039;&amp;#039;cancels&amp;#039;&amp;#039;&amp;#039; the siege.&lt;br /&gt;
* Map and Alliance UI show Contested (amber) / Vulnerable (red) borders, live countdowns, and threat badges. Siege mails fire for Contest, Vulnerable, defended, expired, and cancelled outcomes.&lt;br /&gt;
&lt;br /&gt;
=== Alliance Warp Gates &amp;amp; fleet hops ===&lt;br /&gt;
&lt;br /&gt;
* Alliances can build a &amp;#039;&amp;#039;&amp;#039;Warp Gate&amp;#039;&amp;#039;&amp;#039; on controlled system centers. Member fleets launch from a personal &amp;#039;&amp;#039;&amp;#039;moon Warp Gate&amp;#039;&amp;#039;&amp;#039;, exit through the best available own or alliance gate, then fly the short remaining leg.&lt;br /&gt;
* Fleet send can &amp;#039;&amp;#039;&amp;#039;Use nearest warp gate&amp;#039;&amp;#039;&amp;#039;; ETA includes a &amp;#039;&amp;#039;&amp;#039;warp readiness&amp;#039;&amp;#039;&amp;#039; delay (&amp;#039;&amp;#039;&amp;#039;180s&amp;#039;&amp;#039;&amp;#039; at Warp Technology 8, &amp;#039;&amp;#039;&amp;#039;−8s&amp;#039;&amp;#039;&amp;#039; per level above that, floor &amp;#039;&amp;#039;&amp;#039;60s&amp;#039;&amp;#039;&amp;#039;) plus the short hop flight.&lt;br /&gt;
* Gates only help when the exit is meaningfully closer than a direct flight; stale routes refresh before send.&lt;br /&gt;
&lt;br /&gt;
=== Support Vessel field repairs ===&lt;br /&gt;
&lt;br /&gt;
* Surviving &amp;#039;&amp;#039;&amp;#039;Support Vessels&amp;#039;&amp;#039;&amp;#039; restore combat ships &amp;#039;&amp;#039;&amp;#039;each round&amp;#039;&amp;#039;&amp;#039; after damage — field-repair capacity scales with vessel count, research, and monuments.&lt;br /&gt;
* Repair efficiency ramps from &amp;#039;&amp;#039;&amp;#039;80%&amp;#039;&amp;#039;&amp;#039; early in the fight to &amp;#039;&amp;#039;&amp;#039;100%&amp;#039;&amp;#039;&amp;#039; on the final round; restored losses are capped per round (also &amp;#039;&amp;#039;&amp;#039;80→100%&amp;#039;&amp;#039;&amp;#039;).&lt;br /&gt;
* Battle reports, the combat simulator, and unit stats show &amp;#039;&amp;#039;&amp;#039;field repair&amp;#039;&amp;#039;&amp;#039; and ships repaired for both sides.&lt;br /&gt;
* The &amp;#039;&amp;#039;&amp;#039;Halo Ring&amp;#039;&amp;#039;&amp;#039; Core monument now grants &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;shipRepairSpeedPct&amp;lt;/code&amp;gt; (+15%)&amp;#039;&amp;#039;&amp;#039; toward support-vessel repair capacity (stacks with Fleet Preservation and related boosts).&lt;br /&gt;
&lt;br /&gt;
=== Pirate boss combat research ===&lt;br /&gt;
&lt;br /&gt;
* Mid-Bosses and Bosses now fight with a full &amp;#039;&amp;#039;&amp;#039;combat-research profile&amp;#039;&amp;#039;&amp;#039; (weapons, shields, defense doctrines, and more), applied consistently in battle and on scout reports.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Faction flavor:&amp;#039;&amp;#039;&amp;#039; Raider / Fortress / Tech bosses get &amp;#039;&amp;#039;&amp;#039;+2&amp;#039;&amp;#039;&amp;#039; on their signature techs above the shared base (currently base level &amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039; for both tiers — tuned for gradual rollout).&lt;br /&gt;
* Scout reports on pirate strongholds and outposts now include &amp;#039;&amp;#039;&amp;#039;strength&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;faction&amp;#039;&amp;#039;&amp;#039;, and &amp;#039;&amp;#039;&amp;#039;boss tier&amp;#039;&amp;#039;&amp;#039; intel when applicable.&lt;br /&gt;
&lt;br /&gt;
== Improvements ==&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Negative energy&amp;#039;&amp;#039;&amp;#039; on a colony now &amp;#039;&amp;#039;&amp;#039;pauses ship and defense production&amp;#039;&amp;#039;&amp;#039; until energy recovers (same pause/resume pattern as vacation). Resource mines can still be throttled via Production Rate to claw energy back.&lt;br /&gt;
* While energy is negative, you can still upgrade &amp;#039;&amp;#039;&amp;#039;energy providers&amp;#039;&amp;#039;&amp;#039; (Solar Plant, Fusion Reactor, Elerium Reactor). Other queued building upgrades on that colony are cancelled so recovery isn’t blocked.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Moon shipyards&amp;#039;&amp;#039;&amp;#039; contribute &amp;#039;&amp;#039;&amp;#039;75%&amp;#039;&amp;#039;&amp;#039; of their level toward empire tonnage capacity (configurable), so moon yards still help — but less than planet yards.&lt;br /&gt;
* Trade offer UI and fleet overlays call out hop routes, readiness, and energy-stressed colonies more clearly.&lt;br /&gt;
&lt;br /&gt;
== Balance ==&lt;br /&gt;
&lt;br /&gt;
* Pirate boss combat research landed soft (base &amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039;, faction &amp;#039;&amp;#039;&amp;#039;+2&amp;#039;&amp;#039;&amp;#039;) after higher initial drafts — bosses are stronger than a naked stronghold, without jumping straight to late-game research walls.&lt;br /&gt;
* Support Vessel repair math favors bringing them to long FCS fights (bosses, sieges, prolonged PvP) rather than pure alpha fleets.&lt;br /&gt;
&lt;br /&gt;
== Bug Fixes ==&lt;br /&gt;
&lt;br /&gt;
* Fixed ship/defense queues that could stick paused or lose completion timers after negative-energy pause/resume.&lt;br /&gt;
* Energy-provider upgrades no longer get wiped from the queue just because the colony is already in energy debt.&lt;br /&gt;
* Warp hop selection rejects mismatched or obsolete exit gates instead of launching on a bad route.&lt;br /&gt;
* Various siege mail, scout pirate-intel, and battle-report repair display edge cases cleaned up alongside the features above.&lt;/div&gt;</description>
			<pubDate>Thu, 30 Jul 2026 07:43:55 GMT</pubDate>
			<dc:creator>Admin</dc:creator>
			<comments>https://wiki.perregna.com/Talk:Version_1.3.6</comments>
		</item>
		<item>
			<title>Alliances</title>
			<link>https://wiki.perregna.com/index.php?title=Alliances&amp;diff=330&amp;oldid=275</link>
			<guid isPermaLink="false">https://wiki.perregna.com/index.php?title=Alliances&amp;diff=330&amp;oldid=275</guid>
			<description>&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 13:44, 28 July 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l176&quot;&gt;Line 176:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 176:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;blockquote&amp;gt;Most advanced alliance systems — buildings, conquest, and shared harvest — open up around &amp;#039;&amp;#039;&amp;#039;Realm 4&amp;#039;&amp;#039;&amp;#039;.&amp;lt;/blockquote&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;blockquote&amp;gt;Most advanced alliance systems — buildings, conquest, and shared harvest — open up around &amp;#039;&amp;#039;&amp;#039;Realm 4&amp;#039;&amp;#039;&amp;#039;.&amp;lt;/blockquote&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;System conquest &amp;amp; &lt;/del&gt;control ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Territorial &lt;/ins&gt;control ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Alliances &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can &lt;/del&gt;capture star systems &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;by winning a &lt;/del&gt;&#039;&#039;&#039;coordinated &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;attack&lt;/del&gt;&#039;&#039;&#039; (&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Fleet Coordination System&lt;/del&gt;) &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;against a system&#039;s protector&lt;/del&gt;. You must be in an active alliance to participate.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&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;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The winning strategy is to &#039;&#039;&#039;conquer aggressively, defend relentlessly, and keep expanding&#039;&#039;&#039;:&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* &#039;&#039;&#039;Conquer.&#039;&#039;&#039; &lt;/ins&gt;Alliances capture star systems &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;through &lt;/ins&gt;&#039;&#039;&#039;coordinated &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;(FCS)&#039;&#039;&#039; assaults on the system center. With &#039;&#039;&#039;Territory Siege&lt;/ins&gt;&#039;&#039;&#039; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;enabled, that is a two-phase Campaign &lt;/ins&gt;(&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Contest, then Takeover&lt;/ins&gt;) &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;— see Territory Siege&lt;/ins&gt;. You must be in an active alliance to participate&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&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;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&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;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Once captured:&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Once captured:&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l184&quot;&gt;Line 184:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 190:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Controlled systems support a shared &amp;#039;&amp;#039;&amp;#039;harvest &amp;amp; survey pool&amp;#039;&amp;#039;&amp;#039;: production each cycle is split between the runner, guardians, and an alliance daily pool that members collect their share from.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Controlled systems support a shared &amp;#039;&amp;#039;&amp;#039;harvest &amp;amp; survey pool&amp;#039;&amp;#039;&amp;#039;: production each cycle is split between the runner, guardians, and an alliance daily pool that members collect their share from.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Controlled systems can be dressed up with &amp;#039;&amp;#039;&amp;#039;system themes&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;monuments&amp;#039;&amp;#039;&amp;#039; (see below).&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Controlled systems can be dressed up with &amp;#039;&amp;#039;&amp;#039;system themes&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;monuments&amp;#039;&amp;#039;&amp;#039; (see below).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;== Territory Siege ==&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;When the Territory Siege feature is enabled, taking a neutral system or a rival &#039;&#039;&#039;Division&#039;&#039;&#039; is no longer a single fight.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;# &#039;&#039;&#039;Contest&#039;&#039;&#039; — Win an FCS assault → the system is Contested for a &#039;&#039;&#039;random 20–28 hours&#039;&#039;&#039;. Ownership does &#039;&#039;&#039;not&#039;&#039;&#039; change yet; income from that system is reduced.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;# &#039;&#039;&#039;Takeover&#039;&#039;&#039; — A &#039;&#039;&#039;2-hour Vulnerable&#039;&#039;&#039; window opens. Only the Contester can win a second FCS fight in that window to claim the system.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;# Fail, lose, or miss the window → the holder keeps it, and a &#039;&#039;&#039;24-hour&#039;&#039;&#039; re-contest cooldown applies.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&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;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Full rules — Graveyard debris rates, building −3 penalty, diplomacy cancels — are on the dedicated Territory Siege page. In-game: &#039;&#039;&#039;Settings → Quick Guides → Alliance Territorial Control&#039;&#039;&#039;.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Diplomacy &amp;amp; war ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Diplomacy &amp;amp; war ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l263&quot;&gt;Line 263:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 280:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|Vault capacity (per resource)&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|Vault capacity (per resource)&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2 &lt;/del&gt;billion base, +&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;10 &lt;/del&gt;billion per Vault level&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;20 &lt;/ins&gt;billion base, +&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;20 &lt;/ins&gt;billion per Vault level&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|HQ building slots&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|HQ building slots&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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&lt;/table&gt;</description>
			<pubDate>Tue, 28 Jul 2026 13:44:52 GMT</pubDate>
			<dc:creator>Admin</dc:creator>
			<comments>https://wiki.perregna.com/Talk:Alliances</comments>
		</item>
		<item>
			<title>Territory Siege</title>
			<link>https://wiki.perregna.com/index.php?title=Territory_Siege&amp;diff=329&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.perregna.com/index.php?title=Territory_Siege&amp;diff=329&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Territory Siege&amp;#039;&amp;#039;&amp;#039; turns system conquest into a &amp;#039;&amp;#039;&amp;#039;two-phase campaign&amp;#039;&amp;#039;&amp;#039; instead of a single raid. An alliance must &amp;#039;&amp;#039;&amp;#039;Contest&amp;#039;&amp;#039;&amp;#039; a system, wait through a random timer, then win a &amp;#039;&amp;#039;&amp;#039;Takeover&amp;#039;&amp;#039;&amp;#039; fight in a short Vulnerable window before ownership changes hands.&amp;lt;blockquote&amp;gt;Requires the &amp;#039;&amp;#039;&amp;#039;Territory Siege&amp;#039;&amp;#039;&amp;#039; feature to be enabled. Classic instant conquest still applies when the feature is off. You must also have &amp;#039;&amp;#039;&amp;#039;System Conquering&amp;#039;&amp;#039;&amp;#039; and use &amp;#039;&amp;#039;&amp;#039;FCS&amp;#039;&amp;#039;&amp;#039; (Fleet Coordinat...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Territory Siege&amp;#039;&amp;#039;&amp;#039; turns system conquest into a &amp;#039;&amp;#039;&amp;#039;two-phase campaign&amp;#039;&amp;#039;&amp;#039; instead of a single raid. An alliance must &amp;#039;&amp;#039;&amp;#039;Contest&amp;#039;&amp;#039;&amp;#039; a system, wait through a random timer, then win a &amp;#039;&amp;#039;&amp;#039;Takeover&amp;#039;&amp;#039;&amp;#039; fight in a short Vulnerable window before ownership changes hands.&amp;lt;blockquote&amp;gt;Requires the &amp;#039;&amp;#039;&amp;#039;Territory Siege&amp;#039;&amp;#039;&amp;#039; feature to be enabled. Classic instant conquest still applies when the feature is off. You must also have &amp;#039;&amp;#039;&amp;#039;System Conquering&amp;#039;&amp;#039;&amp;#039; and use &amp;#039;&amp;#039;&amp;#039;FCS&amp;#039;&amp;#039;&amp;#039; (Fleet Coordination System) for system-center assaults. See Alliances → Territorial control.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
&lt;br /&gt;
* Why sieges exist&lt;br /&gt;
* The flow&lt;br /&gt;
* Timers&lt;br /&gt;
* Contest (Phase 1)&lt;br /&gt;
* Vulnerable window (Phase 2)&lt;br /&gt;
* Takeover success&lt;br /&gt;
* Defending&lt;br /&gt;
* Economy while Contested&lt;br /&gt;
* Ship losses &amp;amp; Ship Graveyard&lt;br /&gt;
* Building penalty&lt;br /&gt;
* Limits &amp;amp; cooldowns&lt;br /&gt;
* Map &amp;amp; UI signals&lt;br /&gt;
* Diplomacy&lt;br /&gt;
* Quick reference&lt;br /&gt;
&lt;br /&gt;
== Why sieges exist ==&lt;br /&gt;
Under instant conquest, one FCS win could flip a Division while defenders were offline, and full permanent capital losses made serious territory wars feel suicidal.&lt;br /&gt;
&lt;br /&gt;
Sieges keep wars meaningful while:&lt;br /&gt;
&lt;br /&gt;
* Giving both sides &amp;#039;&amp;#039;&amp;#039;notice&amp;#039;&amp;#039;&amp;#039; before ownership changes&lt;br /&gt;
* Using a &amp;#039;&amp;#039;&amp;#039;random&amp;#039;&amp;#039;&amp;#039; Contested timer (no defender-picked “Defense Hour”) so alliances cannot permanently timezone-tank each other&lt;br /&gt;
* Softening hull loss through the &amp;#039;&amp;#039;&amp;#039;Ship Graveyard&amp;#039;&amp;#039;&amp;#039; with phase-specific debris rates&lt;br /&gt;
&lt;br /&gt;
== The flow ==&lt;br /&gt;
 &amp;lt;code&amp;gt;Neutral or Held Division&lt;br /&gt;
         │&lt;br /&gt;
         │  FCS Contest win&lt;br /&gt;
         ▼&lt;br /&gt;
    Contested  ──(random 20–28h)──►  Vulnerable (2h)&lt;br /&gt;
         │                                │&lt;br /&gt;
         │                                ├─ Contester FCS win → ownership flips&lt;br /&gt;
         │                                ├─ Contester loses / blocked → defenders keep it&lt;br /&gt;
         │                                └─ Window ends with no Takeover → defenders keep it&lt;br /&gt;
         │&lt;br /&gt;
         └── Headquarters cannot be sieged&amp;lt;/code&amp;gt;&lt;br /&gt;
Ownership &amp;#039;&amp;#039;&amp;#039;never&amp;#039;&amp;#039;&amp;#039; changes on Contest — only on a successful &amp;#039;&amp;#039;&amp;#039;Takeover&amp;#039;&amp;#039;&amp;#039; inside the Vulnerable window.&lt;br /&gt;
&lt;br /&gt;
== Timers ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Phase&lt;br /&gt;
!Duration&lt;br /&gt;
!Who chooses it?&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Contested&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Random &amp;#039;&amp;#039;&amp;#039;20–28 hours&amp;#039;&amp;#039;&amp;#039; after Contest&lt;br /&gt;
|Nobody — rolled when Contest succeeds&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Vulnerable&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Exactly &amp;#039;&amp;#039;&amp;#039;2 hours&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Starts when Contested ends&lt;br /&gt;
|}&lt;br /&gt;
Attackers may land the Takeover FCS &amp;#039;&amp;#039;&amp;#039;anytime&amp;#039;&amp;#039;&amp;#039; in those 2 hours. You do &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; need to sit and DPS for two hours — Regna resolves one battle when the fleet arrives.&lt;br /&gt;
&lt;br /&gt;
== Contest (Phase 1) ==&lt;br /&gt;
&lt;br /&gt;
# Scout the system center / rival Division center.&lt;br /&gt;
# Launch a &amp;#039;&amp;#039;&amp;#039;coordinated FCS&amp;#039;&amp;#039;&amp;#039; attack on the system center.&lt;br /&gt;
# On victory (and if gates pass), the system becomes &amp;#039;&amp;#039;&amp;#039;Contested&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Contest does not:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Transfer &amp;lt;code&amp;gt;controlling&amp;lt;/code&amp;gt; ownership&lt;br /&gt;
* Wipe remaining NPC garrison beyond battle losses&lt;br /&gt;
* Raze alliance buildings&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gates (high level):&amp;#039;&amp;#039;&amp;#039; active alliance, System Conquering + Territory Siege enabled, not your own system, not an HQ, not NAP/Ally with the holder, under territory hold cap, system not already sieged / not in re-contest cooldown, and your alliance has fewer than &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039; open Contests.&lt;br /&gt;
&lt;br /&gt;
Only the alliance that Contested the system may later finish the Takeover.&lt;br /&gt;
&lt;br /&gt;
== Vulnerable window (Phase 2) ==&lt;br /&gt;
When Contested ends, the system becomes &amp;#039;&amp;#039;&amp;#039;Vulnerable&amp;#039;&amp;#039;&amp;#039; for &amp;#039;&amp;#039;&amp;#039;2 hours&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
* The &amp;#039;&amp;#039;&amp;#039;contester&amp;#039;&amp;#039;&amp;#039; must win another FCS fight at the system center during that window to take ownership.&lt;br /&gt;
* If they lose, hit a gate failure (e.g. territory cap), or never show up, the siege resolves as &amp;#039;&amp;#039;&amp;#039;defended&amp;#039;&amp;#039;&amp;#039; / &amp;#039;&amp;#039;&amp;#039;expired&amp;#039;&amp;#039;&amp;#039; and the holder keeps the system (with cooldown).&lt;br /&gt;
&lt;br /&gt;
Station Guardians and alliance defenses matter most here — the battle is a snapshot of whoever is stationed (plus garrison and turrets) when the attackers arrive.&lt;br /&gt;
&lt;br /&gt;
== Takeover success ==&lt;br /&gt;
On a successful Takeover:&lt;br /&gt;
&lt;br /&gt;
* Ownership transfers to the contester (same HQ / Division rules as before).&lt;br /&gt;
* Center military and resources are cleared as on conquest.&lt;br /&gt;
* For a &amp;#039;&amp;#039;&amp;#039;PvP&amp;#039;&amp;#039;&amp;#039; take of a held Division: buildings take a &amp;#039;&amp;#039;&amp;#039;level penalty&amp;#039;&amp;#039;&amp;#039; (see below) instead of a full raze when Territory Siege is on.&lt;br /&gt;
* The usual &amp;#039;&amp;#039;&amp;#039;2-day&amp;#039;&amp;#039;&amp;#039; grace to build Headquarters / Division Center still applies after a real conquest.&lt;br /&gt;
* Harvest / survey / pool income returns to normal once the siege is resolved.&lt;br /&gt;
&lt;br /&gt;
== Defending ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Layer&lt;br /&gt;
!Role&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Station Guardians&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Park fleets on the system center before the Vulnerable window; they fight in the Takeover battle and earn harvest security cuts in peacetime&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Defense Yard turrets&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Cheap regenerating layer; participate in combat and partially auto-repair&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Alliance research&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Armor / shields / weapons / garrison capacity strengthen defenses&lt;br /&gt;
|}&lt;br /&gt;
When Contested mail arrives: form Guardians, refresh station durations, and watch the countdown on the galaxy map, system details, Alliance Systems list, and HQ/Division building modal.&lt;br /&gt;
&lt;br /&gt;
== Economy while Contested ==&lt;br /&gt;
While a system is &amp;#039;&amp;#039;&amp;#039;Contested&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;Vulnerable&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
* That system’s contribution to the alliance &amp;#039;&amp;#039;&amp;#039;daily pool&amp;#039;&amp;#039;&amp;#039; is reduced (&amp;#039;&amp;#039;&amp;#039;×0.5&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Harvest&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Survey&amp;#039;&amp;#039;&amp;#039; mission yields from that system are reduced (&amp;#039;&amp;#039;&amp;#039;×0.5&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
&lt;br /&gt;
Contesting hurts the holder’s economy without giving the attacker free ownership.&lt;br /&gt;
&lt;br /&gt;
== Ship losses &amp;amp; Ship Graveyard ==&lt;br /&gt;
Winner of each fight is still decided by the normal battle simulation — not by who lost more ships.&lt;br /&gt;
&lt;br /&gt;
Destroyed &amp;#039;&amp;#039;&amp;#039;player&amp;#039;&amp;#039;&amp;#039; hull (attackers and stationed Guardians) uses the &amp;#039;&amp;#039;&amp;#039;Ship Graveyard&amp;#039;&amp;#039;&amp;#039; pipeline with siege debris overrides:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Phase&lt;br /&gt;
!Debris (gone / salvage field)&lt;br /&gt;
!Graveyard buyback&lt;br /&gt;
|-&lt;br /&gt;
|Contest&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;~15%&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;~85%&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|Takeover&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;~30%&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;~70%&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|}&lt;br /&gt;
NPC protector ships do not enter the Graveyard. Planetary defenses use normal damage + auto-repair (no Graveyard).&lt;br /&gt;
&lt;br /&gt;
== Building penalty ==&lt;br /&gt;
When Territory Siege is on and you successfully Take over a &amp;#039;&amp;#039;&amp;#039;held&amp;#039;&amp;#039;&amp;#039; Division:&lt;br /&gt;
&lt;br /&gt;
* Each alliance building on the center loses &amp;#039;&amp;#039;&amp;#039;3 levels&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* If the new level is &amp;#039;&amp;#039;&amp;#039;below 4&amp;#039;&amp;#039;&amp;#039;, the building is &amp;#039;&amp;#039;&amp;#039;removed&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* If &amp;#039;&amp;#039;&amp;#039;your&amp;#039;&amp;#039;&amp;#039; alliance lost this system recently and retakes it within &amp;#039;&amp;#039;&amp;#039;7 days&amp;#039;&amp;#039;&amp;#039;, the −3 pass is &amp;#039;&amp;#039;&amp;#039;waived&amp;#039;&amp;#039;&amp;#039; (you keep buildings as they currently are)&lt;br /&gt;
&lt;br /&gt;
Neutral first takes have no player buildings to penalize. When Territory Siege is &amp;#039;&amp;#039;&amp;#039;off&amp;#039;&amp;#039;&amp;#039;, rival takeovers still use the older full building wipe.&lt;br /&gt;
&lt;br /&gt;
== Limits &amp;amp; cooldowns ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rule&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|Max open Contests per alliance (Contested + Vulnerable)&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|Re-contest cooldown after fail / expire / cancel&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;24 hours&amp;#039;&amp;#039;&amp;#039; on that system&lt;br /&gt;
|-&lt;br /&gt;
|Headquarters&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Cannot&amp;#039;&amp;#039;&amp;#039; be Contested or Taken&lt;br /&gt;
|-&lt;br /&gt;
|Who can Takeover&lt;br /&gt;
|Only the &amp;#039;&amp;#039;&amp;#039;Contester&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Map &amp;amp; UI signals ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Signal&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Amber / warning&amp;#039;&amp;#039;&amp;#039; system border&lt;br /&gt;
|Contested&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Red / danger&amp;#039;&amp;#039;&amp;#039; system border&lt;br /&gt;
|Vulnerable&lt;br /&gt;
|-&lt;br /&gt;
|Alliance Systems list flags + countdown&lt;br /&gt;
|Per-Division siege status&lt;br /&gt;
|-&lt;br /&gt;
|HQ / Division Center building modal&lt;br /&gt;
|Live countdown + defend hints&lt;br /&gt;
|-&lt;br /&gt;
|Alliance bottom-nav red border + &amp;lt;code&amp;gt;!&amp;lt;/code&amp;gt;&lt;br /&gt;
|Alliance system under inbound threat and/or under siege&lt;br /&gt;
|-&lt;br /&gt;
|System details popup&lt;br /&gt;
|Contested / Vulnerable status with live timer&lt;br /&gt;
|}&lt;br /&gt;
Long-press the Alliance button to open the Alliance Systems selector.&lt;br /&gt;
&lt;br /&gt;
== Diplomacy ==&lt;br /&gt;
&lt;br /&gt;
* You cannot Contest a system held by an alliance you have a &amp;#039;&amp;#039;&amp;#039;NAP&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;Ally&amp;#039;&amp;#039;&amp;#039; treaty with.&lt;br /&gt;
* If a protective treaty is formed &amp;#039;&amp;#039;&amp;#039;mid-siege&amp;#039;&amp;#039;&amp;#039; between contester and defender, the open siege is &amp;#039;&amp;#039;&amp;#039;cancelled&amp;#039;&amp;#039;&amp;#039; and the holder keeps the system.&lt;br /&gt;
&lt;br /&gt;
== Quick reference ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Thing&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|Contested duration&lt;br /&gt;
|Random 20–28h&lt;br /&gt;
|-&lt;br /&gt;
|Vulnerable window&lt;br /&gt;
|2h&lt;br /&gt;
|-&lt;br /&gt;
|Max open Contests&lt;br /&gt;
|5 per alliance&lt;br /&gt;
|-&lt;br /&gt;
|Failed siege cooldown&lt;br /&gt;
|24h&lt;br /&gt;
|-&lt;br /&gt;
|Contested income factor&lt;br /&gt;
|×0.5 (pool + harvest + survey)&lt;br /&gt;
|-&lt;br /&gt;
|Contest debris / Graveyard&lt;br /&gt;
|~15% / ~85%&lt;br /&gt;
|-&lt;br /&gt;
|Takeover debris / Graveyard&lt;br /&gt;
|~30% / ~70%&lt;br /&gt;
|-&lt;br /&gt;
|Building penalty&lt;br /&gt;
|−3 levels; remove if &amp;lt; 4&lt;br /&gt;
|-&lt;br /&gt;
|Previous-owner waiver&lt;br /&gt;
|7 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related ==&lt;br /&gt;
&lt;br /&gt;
* [[Alliances]] — territory, HQ/Divisions, harvest, diplomacy&lt;br /&gt;
* [[Player Classes]] — FCS and harvest/survey class bonuses&lt;br /&gt;
* [[Resource Protection]] — general PvP loot context&lt;br /&gt;
* In-game: &amp;#039;&amp;#039;&amp;#039;Settings → Quick Guides → Alliance Territorial Control&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</description>
			<pubDate>Tue, 28 Jul 2026 13:42:33 GMT</pubDate>
			<dc:creator>Admin</dc:creator>
			<comments>https://wiki.perregna.com/Talk:Territory_Siege</comments>
		</item>
		<item>
			<title>Version 1.3.5</title>
			<link>https://wiki.perregna.com/index.php?title=Version_1.3.5&amp;diff=328&amp;oldid=324</link>
			<guid isPermaLink="false">https://wiki.perregna.com/index.php?title=Version_1.3.5&amp;diff=328&amp;oldid=324</guid>
			<description>&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Ship Graveyard (beta will be tested internally, will be released later in the week)&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 09:20, 28 July 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;4&quot; class=&quot;diff-multi&quot; lang=&quot;en&quot;&gt;(2 intermediate revisions by the same user not shown)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A class-and-coordination release: your Core monument now defines a full &#039;&#039;&#039;player class&#039;&#039;&#039; with empire-wide tradeoffs, weekly events gain a &#039;&#039;&#039;Daily Race&#039;&#039;&#039;, allies can trade in private and join each other&#039;s FCS rallies, and the scoreboard finally splits into Research / Fleet / Defense — plus deeper expedition rewards, stronger &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;system &lt;/del&gt;yields, and a stricter vacation mode.&amp;lt;blockquote&amp;gt;New to classes? See the full Player Classes guide, or open &#039;&#039;&#039;Settings → Quick Guides&#039;&#039;&#039; in-game. Alliance play is covered in Alliances.&amp;lt;/blockquote&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A class-and-coordination release: your Core monument now defines a full &#039;&#039;&#039;player class&#039;&#039;&#039; with empire-wide tradeoffs, weekly events gain a &#039;&#039;&#039;Daily Race&#039;&#039;&#039;, allies can trade in private and join each other&#039;s FCS rallies, and the scoreboard finally splits into Research / Fleet / Defense — plus &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a &#039;&#039;&#039;Ship Graveyard&#039;&#039;&#039; for PvP losses, &#039;&#039;&#039;early-warning&#039;&#039;&#039; attack alerts, &lt;/ins&gt;deeper expedition rewards, stronger &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;harvest &lt;/ins&gt;yields, and a stricter vacation mode.&amp;lt;blockquote&amp;gt;New to classes? See the full Player Classes guide, or open &#039;&#039;&#039;Settings → Quick Guides&#039;&#039;&#039; in-game. Alliance play is covered in Alliances&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. Resource protection and Titan loot are covered in Resource Protection&lt;/ins&gt;.&amp;lt;/blockquote&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== New Features ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== New Features ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l10&quot;&gt;Line 10:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 10:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Alliance system missions scale with class: &amp;#039;&amp;#039;&amp;#039;Industrialist ~4× System Harvest&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Explorer ~4× System Survey&amp;#039;&amp;#039;&amp;#039;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Alliance system missions scale with class: &amp;#039;&amp;#039;&amp;#039;Industrialist ~4× System Harvest&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Explorer ~4× System Survey&amp;#039;&amp;#039;&amp;#039;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;Industrialist&amp;#039;&amp;#039;&amp;#039; Planetary Harvesters use a hybrid log+√ curve soft-capped near &amp;#039;&amp;#039;&amp;#039;+250%&amp;#039;&amp;#039;&amp;#039; (~20M harvesters), so late-game collector investment stays worthwhile.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;Industrialist&amp;#039;&amp;#039;&amp;#039; Planetary Harvesters use a hybrid log+√ curve soft-capped near &amp;#039;&amp;#039;&amp;#039;+250%&amp;#039;&amp;#039;&amp;#039; (~20M harvesters), so late-game collector investment stays worthwhile.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Full effect tables, FCS rules, and monument pairings are in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[&lt;/del&gt;Player Classes&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;]]&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Full effect tables, FCS rules, and monument pairings are in Player Classes.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Class effects on FCS ===&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Class effects on FCS ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l19&quot;&gt;Line 19:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 19:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* After loot is split by contribution, personal FCS shares are &amp;#039;&amp;#039;&amp;#039;Warlord ×1.2&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Guardian / Explorer ×1.1&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Industrialist ×1.0&amp;#039;&amp;#039;&amp;#039;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* After loot is split by contribution, personal FCS shares are &amp;#039;&amp;#039;&amp;#039;Warlord ×1.2&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Guardian / Explorer ×1.1&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Industrialist ×1.0&amp;#039;&amp;#039;&amp;#039;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* An &amp;#039;&amp;#039;&amp;#039;Explorer&amp;#039;&amp;#039;&amp;#039; in a pirate FCS fight raises the chance of special drops (tech/nano boosts, relic and monument pieces). Battle reports show class loot, coordination, and synergy lines.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* An &amp;#039;&amp;#039;&amp;#039;Explorer&amp;#039;&amp;#039;&amp;#039; in a pirate FCS fight raises the chance of special drops (tech/nano boosts, relic and monument pieces). Battle reports show class loot, coordination, and synergy lines.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;=== Ship Graveyard (beta will be tested internally, will be released later in the week) ===&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* Hull destroyed in &#039;&#039;&#039;player combat&#039;&#039;&#039; now goes to a per-colony &#039;&#039;&#039;Ship Graveyard&#039;&#039;&#039; (open from the Shipyard).&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* Buy back what your &#039;&#039;&#039;tonnage headroom&#039;&#039;&#039; allows at 9&#039;&#039;&#039;0%&#039;&#039;&#039; of ship build cost; purchased ships recover gradually up to 7 days depending on the size of te recovery. Min recovery time is 2 days.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* Unpurchased hull expires after &#039;&#039;&#039;14 days&#039;&#039;&#039; (expiry refreshes when new losses deposit). Remaining inventory stays until you buy it or it expires.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;=== Early Warning Alerts ===&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* Incoming &#039;&#039;&#039;attack&#039;&#039;&#039; push alerts no longer fire at launch. Defenders are warned when the fleet is &#039;&#039;&#039;10–30 minutes&#039;&#039;&#039; from arrival.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* Base window is &#039;&#039;&#039;20 minutes&#039;&#039;&#039;. Each &#039;&#039;&#039;Radar Station&#039;&#039;&#039; level on moons orbiting the target adds &#039;&#039;&#039;+1 minute&#039;&#039;&#039; (highest moon radar is used).&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* Attackers can shorten the window with &#039;&#039;&#039;Frigates&#039;&#039;&#039;: every &#039;&#039;&#039;5%&#039;&#039;&#039; of other ships matched by Frigates cuts &#039;&#039;&#039;1 minute&#039;&#039;&#039;, up to &#039;&#039;&#039;−20 minutes&#039;&#039;&#039;. Short flights already inside the window notify immediately.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* &#039;&#039;&#039;Scout&#039;&#039;&#039; pushes still fire at launch only when the probe flies at &#039;&#039;&#039;30%+&#039;&#039;&#039; speed — slower scouts stay quiet.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Daily Race ===&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Daily Race ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l34&quot;&gt;Line 34:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 47:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* When opening a coordinated attack, you can &amp;#039;&amp;#039;&amp;#039;Allow inter-alliance participation&amp;#039;&amp;#039;&amp;#039; so allied alliances can see and join the rally.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* When opening a coordinated attack, you can &amp;#039;&amp;#039;&amp;#039;Allow inter-alliance participation&amp;#039;&amp;#039;&amp;#039; so allied alliances can see and join the rally.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Inter&lt;/del&gt;-alliance &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;strikes gain &lt;/del&gt;&#039;&#039;&#039;+&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;20&lt;/del&gt;% &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;boss loot&lt;/del&gt;&#039;&#039;&#039; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and &lt;/del&gt;&#039;&#039;&#039;+&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;10&lt;/del&gt;% &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;debris&lt;/del&gt;&#039;&#039;&#039;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Multi&lt;/ins&gt;-alliance &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;groups no longer receive extra loot or debris bonuses for spanning alliances — participation stays; the old inter-alliance reward bump is gone.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;=== Titan-Class Mech — PvP loot ===&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* The &#039;&#039;&#039;Titan-Class Mech&#039;&#039;&#039; (Warlord Core) now grants &#039;&#039;&#039;&amp;lt;code&amp;gt;pvpLootPct&amp;lt;/code&amp;gt;&#039;&#039;&#039;: &lt;/ins&gt;&#039;&#039;&#039;+&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;3&lt;/ins&gt;%&#039;&#039;&#039; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;PvP loot rate at level 1, scaling like other percent monument boosts, hard-capped at &lt;/ins&gt;&#039;&#039;&#039;+&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;30&lt;/ins&gt;%&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&#039;.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* In FCS attacks, the &#039;&#039;&#039;highest&#039;&#039;&#039; Titan loot bonus among attackers is used.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;=== Explorer finding auto-share ===&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* When an &#039;&#039;&#039;Explorer&#039;&#039;&#039; expedition finds pirate bosses, scout reports are saved to mail. By default they are also &#039;&#039;&#039;shared to alliance chat&#039;&#039;&#039;.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* Toggle under &#039;&#039;&#039;Settings → Expedition → Auto-share boss scout reports&lt;/ins&gt;&#039;&#039;&#039;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Granular leaderboard ===&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Granular leaderboard ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l48&quot;&gt;Line 48:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 71:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Expedition &amp;#039;&amp;#039;&amp;#039;depths 6–10&amp;#039;&amp;#039;&amp;#039; now have proper earning multipliers (continuing the climb past depth 5 instead of falling back), matching Legendary Expeditions + Orrery unlocks.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Expedition &amp;#039;&amp;#039;&amp;#039;depths 6–10&amp;#039;&amp;#039;&amp;#039; now have proper earning multipliers (continuing the climb past depth 5 instead of falling back), matching Legendary Expeditions + Orrery unlocks.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Event and trade UIs were refreshed for Daily Race sorting, ally-offer badges, and clearer accept-offer flows.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Event and trade UIs were refreshed for Daily Race sorting, ally-offer badges, and clearer accept-offer flows.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* Ship and defense &#039;&#039;&#039;build-time floors&#039;&#039;&#039; are now tiered by ship realm and player realm (with class specialty floors for Planetary Harvester / Explorer / Advanced Recycler), so early-realm queues stay paced while Realm IV+ can still sprint.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* Early-realm research timing uses each tech&#039;s &#039;&#039;&#039;&amp;lt;code&amp;gt;buildTimeMultiplier&amp;lt;/code&amp;gt;&#039;&#039;&#039; instead of a flat ×2 per level.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Balance ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Balance ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &#039;&#039;&#039;System Harvest&#039;&#039;&#039; yields were raised substantially: active cycle output is about &#039;&#039;&#039;6×&#039;&#039;&#039; higher per production unit, and passive per-system common/rare income about &#039;&#039;&#039;3.5×&#039;&#039;&#039;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &#039;&#039;&#039;System Harvest&#039;&#039;&#039; yields were raised substantially: active cycle output is about &#039;&#039;&#039;6×&#039;&#039;&#039; higher per production unit, and passive per-system common/rare income about &#039;&#039;&#039;3.5×&#039;&#039;&#039;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. Hauls now use per-resource abundance rates, and the mission runner&#039;s cut gets a &#039;&#039;&#039;2.5×&#039;&#039;&#039; cargo bonus (without taking from the pool).&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* &#039;&#039;&#039;Nebula gas harvest&#039;&#039;&#039; now converts zone gas to cargo at &#039;&#039;&#039;3×&#039;&#039;&#039; (same pattern as asteroid ore refining), so gas runs keep pace with other harvest missions&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;Realm 4 catch-up:&amp;#039;&amp;#039;&amp;#039; trailing Realm 4 commanders (by total score) receive stronger expedition &amp;#039;&amp;#039;&amp;#039;nano-boost&amp;#039;&amp;#039;&amp;#039; grants with a &amp;#039;&amp;#039;&amp;#039;ship-biased&amp;#039;&amp;#039;&amp;#039; category roll, so late-realm fleets can close the gap faster.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;Realm 4 catch-up:&amp;#039;&amp;#039;&amp;#039; trailing Realm 4 commanders (by total score) receive stronger expedition &amp;#039;&amp;#039;&amp;#039;nano-boost&amp;#039;&amp;#039;&amp;#039; grants with a &amp;#039;&amp;#039;&amp;#039;ship-biased&amp;#039;&amp;#039;&amp;#039; category roll, so late-realm fleets can close the gap faster.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l57&quot;&gt;Line 57:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 83:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Fixed monument inventory spare / upgrade-eligibility mismatches when the best owned copy was deployed.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Fixed monument inventory spare / upgrade-eligibility mismatches when the best owned copy was deployed.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* &#039;&#039;&#039;FCS&#039;&#039;&#039; fights now count as a &#039;&#039;&#039;single raid&#039;&#039;&#039; toward immunity (not one per participant), so coordinated attacks no longer trip protection unfairly.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* &#039;&#039;&#039;Hull / armor research&#039;&#039;&#039; now correctly reduces ships destroyed in combat, not only the numbers shown on reports.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* Alliance chat messages keep stable timestamps when they arrive live.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* Battle simulation performance improved for large fleets.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Various class-effect, FCS loot, and vacation production edge cases cleaned up alongside the features above.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Various class-effect, FCS loot, and vacation production edge cases cleaned up alongside the features above.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Production side effect to player base has been diagnosed and fixed, required some minor resource rollback.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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&lt;/table&gt;</description>
			<pubDate>Tue, 28 Jul 2026 09:20:19 GMT</pubDate>
			<dc:creator>Admin</dc:creator>
			<comments>https://wiki.perregna.com/Talk:Version_1.3.5</comments>
		</item>
		<item>
			<title>Patch Notes</title>
			<link>https://wiki.perregna.com/index.php?title=Patch_Notes&amp;diff=325&amp;oldid=314</link>
			<guid isPermaLink="false">https://wiki.perregna.com/index.php?title=Patch_Notes&amp;diff=325&amp;oldid=314</guid>
			<description>&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 14:31, 23 July 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Version 1.3.5]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Version 1.3.4]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Version 1.3.4]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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			<pubDate>Thu, 23 Jul 2026 14:31:54 GMT</pubDate>
			<dc:creator>Admin</dc:creator>
			<comments>https://wiki.perregna.com/Talk:Patch_Notes</comments>
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			<title>Version 1.3.5</title>
			<link>https://wiki.perregna.com/index.php?title=Version_1.3.5&amp;diff=324&amp;oldid=0</link>
			<guid isPermaLink="false">https://wiki.perregna.com/index.php?title=Version_1.3.5&amp;diff=324&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;A class-and-coordination release: your Core monument now defines a full &amp;#039;&amp;#039;&amp;#039;player class&amp;#039;&amp;#039;&amp;#039; with empire-wide tradeoffs, weekly events gain a &amp;#039;&amp;#039;&amp;#039;Daily Race&amp;#039;&amp;#039;&amp;#039;, allies can trade in private and join each other&amp;#039;s FCS rallies, and the scoreboard finally splits into Research / Fleet / Defense — plus deeper expedition rewards, stronger system yields, and a stricter vacation mode.&amp;lt;blockquote&amp;gt;New to classes? See the full Player Classes guide, or open &amp;#039;&amp;#039;&amp;#039;Settings → Quick Guides...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;A class-and-coordination release: your Core monument now defines a full &amp;#039;&amp;#039;&amp;#039;player class&amp;#039;&amp;#039;&amp;#039; with empire-wide tradeoffs, weekly events gain a &amp;#039;&amp;#039;&amp;#039;Daily Race&amp;#039;&amp;#039;&amp;#039;, allies can trade in private and join each other&amp;#039;s FCS rallies, and the scoreboard finally splits into Research / Fleet / Defense — plus deeper expedition rewards, stronger system yields, and a stricter vacation mode.&amp;lt;blockquote&amp;gt;New to classes? See the full Player Classes guide, or open &amp;#039;&amp;#039;&amp;#039;Settings → Quick Guides&amp;#039;&amp;#039;&amp;#039; in-game. Alliance play is covered in Alliances.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New Features ==&lt;br /&gt;
&lt;br /&gt;
=== Player Classes ===&lt;br /&gt;
&lt;br /&gt;
* Deploying a &amp;#039;&amp;#039;&amp;#039;Core monument&amp;#039;&amp;#039;&amp;#039; on your capital now sets your primary class: &amp;#039;&amp;#039;&amp;#039;Warlord&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Guardian&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Explorer&amp;#039;&amp;#039;&amp;#039;, or &amp;#039;&amp;#039;&amp;#039;Industrialist&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* Each class applies empire-wide &amp;#039;&amp;#039;&amp;#039;bonuses and penalties&amp;#039;&amp;#039;&amp;#039; — fleet speed and attack, defenses, expedition success and loot, harvest and convoy speed, trade fees, and more. Your live numbers show on your &amp;#039;&amp;#039;&amp;#039;profile under Class Effects&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Support&amp;#039;&amp;#039;&amp;#039; monuments still add Sub Class tags and their own boosts; they do &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; change the Core class effect table.&lt;br /&gt;
* Alliance system missions scale with class: &amp;#039;&amp;#039;&amp;#039;Industrialist ~4× System Harvest&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Explorer ~4× System Survey&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Industrialist&amp;#039;&amp;#039;&amp;#039; Planetary Harvesters use a hybrid log+√ curve soft-capped near &amp;#039;&amp;#039;&amp;#039;+250%&amp;#039;&amp;#039;&amp;#039; (~20M harvesters), so late-game collector investment stays worthwhile.&lt;br /&gt;
* Full effect tables, FCS rules, and monument pairings are in [[Player Classes]].&lt;br /&gt;
&lt;br /&gt;
=== Class effects on FCS ===&lt;br /&gt;
&lt;br /&gt;
* Coordinated attacks (including pirate bosses and system conquest) now respect class combat bonuses &amp;#039;&amp;#039;&amp;#039;per participant&amp;#039;s own ships&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* Class &amp;#039;&amp;#039;&amp;#039;hostile fleet speed&amp;#039;&amp;#039;&amp;#039; is solo-attack only — joining as Industrialist or Guardian will &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; slow an FCS rally.&lt;br /&gt;
* Mixed-class groups earn a loot synergy bonus: &amp;#039;&amp;#039;&amp;#039;+5% / +7.5% / +10%&amp;#039;&amp;#039;&amp;#039; for &amp;#039;&amp;#039;&amp;#039;2 / 3 / 4&amp;#039;&amp;#039;&amp;#039; distinct classes in the group.&lt;br /&gt;
* After loot is split by contribution, personal FCS shares are &amp;#039;&amp;#039;&amp;#039;Warlord ×1.2&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Guardian / Explorer ×1.1&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Industrialist ×1.0&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* An &amp;#039;&amp;#039;&amp;#039;Explorer&amp;#039;&amp;#039;&amp;#039; in a pirate FCS fight raises the chance of special drops (tech/nano boosts, relic and monument pieces). Battle reports show class loot, coordination, and synergy lines.&lt;br /&gt;
&lt;br /&gt;
=== Daily Race ===&lt;br /&gt;
&lt;br /&gt;
* Weekly events now include a &amp;#039;&amp;#039;&amp;#039;Daily Race&amp;#039;&amp;#039;&amp;#039;: today&amp;#039;s score has its own rank, reset timer, and reward floor.&lt;br /&gt;
* Top finishers of the day earn smaller bonus rewards (Champion / Runner-up / Contender tiers), separate from the weekly payout.&lt;br /&gt;
* Event leaderboards can toggle between &amp;#039;&amp;#039;&amp;#039;Weekly&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Daily&amp;#039;&amp;#039;&amp;#039; views; results also arrive by mail.&lt;br /&gt;
&lt;br /&gt;
=== Ally Offers ===&lt;br /&gt;
&lt;br /&gt;
* Trade offers can be marked &amp;#039;&amp;#039;&amp;#039;Ally Offer&amp;#039;&amp;#039;&amp;#039;: visible only to your alliance and &amp;#039;&amp;#039;&amp;#039;allied&amp;#039;&amp;#039;&amp;#039; alliances (not the public market).&lt;br /&gt;
* Ally offers allow up to &amp;#039;&amp;#039;&amp;#039;5×&amp;#039;&amp;#039;&amp;#039; the normal Trading Center resource batch limit — useful for large allied transfers.&lt;br /&gt;
&lt;br /&gt;
=== Inter-alliance FCS ===&lt;br /&gt;
&lt;br /&gt;
* When opening a coordinated attack, you can &amp;#039;&amp;#039;&amp;#039;Allow inter-alliance participation&amp;#039;&amp;#039;&amp;#039; so allied alliances can see and join the rally.&lt;br /&gt;
* Inter-alliance strikes gain &amp;#039;&amp;#039;&amp;#039;+20% boss loot&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;+10% debris&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
=== Granular leaderboard ===&lt;br /&gt;
&lt;br /&gt;
* The player scoreboard can now be sorted by &amp;#039;&amp;#039;&amp;#039;Total&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Research&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Fleet&amp;#039;&amp;#039;&amp;#039;, or &amp;#039;&amp;#039;&amp;#039;Defense&amp;#039;&amp;#039;&amp;#039; — so specialists can climb their own ladder, not only overall score.&lt;br /&gt;
&lt;br /&gt;
== Improvements ==&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Fleet Templates&amp;#039;&amp;#039;&amp;#039; can be edited from Settings (same composition controls as the send screen, without launching a fleet).&lt;br /&gt;
* Sensor scans can &amp;#039;&amp;#039;&amp;#039;scroll to load farther systems&amp;#039;&amp;#039;&amp;#039; instead of stopping at the first page of results.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Vacation Mode&amp;#039;&amp;#039;&amp;#039; now pauses &amp;#039;&amp;#039;&amp;#039;resource, ship, and defense production&amp;#039;&amp;#039;&amp;#039; while active. Activation also requires ship/defense builds to finish, and is blocked while a hostile fleet is inbound.&lt;br /&gt;
* Monument upgrade &amp;#039;&amp;#039;&amp;#039;spare counting&amp;#039;&amp;#039;&amp;#039; now matches the real upgrade target — including when that best copy is already &amp;#039;&amp;#039;&amp;#039;deployed&amp;#039;&amp;#039;&amp;#039; — so the inventory no longer claims an upgrade you can&amp;#039;t afford.&lt;br /&gt;
* Expedition &amp;#039;&amp;#039;&amp;#039;depths 6–10&amp;#039;&amp;#039;&amp;#039; now have proper earning multipliers (continuing the climb past depth 5 instead of falling back), matching Legendary Expeditions + Orrery unlocks.&lt;br /&gt;
* Event and trade UIs were refreshed for Daily Race sorting, ally-offer badges, and clearer accept-offer flows.&lt;br /&gt;
&lt;br /&gt;
== Balance ==&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;System Harvest&amp;#039;&amp;#039;&amp;#039; yields were raised substantially: active cycle output is about &amp;#039;&amp;#039;&amp;#039;6×&amp;#039;&amp;#039;&amp;#039; higher per production unit, and passive per-system common/rare income about &amp;#039;&amp;#039;&amp;#039;3.5×&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Realm 4 catch-up:&amp;#039;&amp;#039;&amp;#039; trailing Realm 4 commanders (by total score) receive stronger expedition &amp;#039;&amp;#039;&amp;#039;nano-boost&amp;#039;&amp;#039;&amp;#039; grants with a &amp;#039;&amp;#039;&amp;#039;ship-biased&amp;#039;&amp;#039;&amp;#039; category roll, so late-realm fleets can close the gap faster.&lt;br /&gt;
&lt;br /&gt;
== Bug Fixes ==&lt;br /&gt;
&lt;br /&gt;
* Fixed monument inventory spare / upgrade-eligibility mismatches when the best owned copy was deployed.&lt;br /&gt;
* Various class-effect, FCS loot, and vacation production edge cases cleaned up alongside the features above.&lt;br /&gt;
* Production side effect to player base has been diagnosed and fixed, required some minor resource rollback.&lt;/div&gt;</description>
			<pubDate>Thu, 23 Jul 2026 14:31:29 GMT</pubDate>
			<dc:creator>Admin</dc:creator>
			<comments>https://wiki.perregna.com/Talk:Version_1.3.5</comments>
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			<title>Player Classes</title>
			<link>https://wiki.perregna.com/index.php?title=Player_Classes&amp;diff=323&amp;oldid=261</link>
			<guid isPermaLink="false">https://wiki.perregna.com/index.php?title=Player_Classes&amp;diff=323&amp;oldid=261</guid>
			<description>&lt;p&gt;&lt;/p&gt;
&lt;a href=&quot;https://wiki.perregna.com/index.php?title=Player_Classes&amp;amp;diff=323&amp;amp;oldid=261&quot;&gt;Show changes&lt;/a&gt;</description>
			<pubDate>Thu, 23 Jul 2026 14:22:12 GMT</pubDate>
			<dc:creator>Admin</dc:creator>
			<comments>https://wiki.perregna.com/Talk:Player_Classes</comments>
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