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	<id>https://wiki.perregna.com/index.php?action=history&amp;feed=atom&amp;title=Version_1.3.6</id>
	<title>Version 1.3.6 - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.perregna.com/index.php?action=history&amp;feed=atom&amp;title=Version_1.3.6"/>
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	<updated>2026-08-21T12:41:22Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.perregna.com/index.php?title=Version_1.3.6&amp;diff=333&amp;oldid=prev</id>
		<title>Admin at 08:31, 30 July 2026</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Version_1.3.6&amp;diff=333&amp;oldid=prev"/>
		<updated>2026-07-30T08:31:22Z</updated>

		<summary type="html">&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 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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		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.perregna.com/index.php?title=Version_1.3.6&amp;diff=331&amp;oldid=prev</id>
		<title>Admin: Created page with &quot;A territory-and-travel release: system conquest becomes a &#039;&#039;&#039;two-phase Territory Siege&#039;&#039;&#039;, alliances can stitch space together with &#039;&#039;&#039;Warp Gate hops&#039;&#039;&#039;, and &#039;&#039;&#039;Support Vessels&#039;&#039;&#039; finally repair hull mid-fight — plus smarter energy recovery when a colony goes dark, tougher (and clearer) pirate bosses, and richer pirate scout intel.&lt;blockquote&gt;New to sieges? See the full Territory Siege guide, or open &#039;&#039;&#039;Settings → Quick Guides&#039;&#039;&#039; in-game. Alliance territory basics ar...&quot;</title>
		<link rel="alternate" type="text/html" href="https://wiki.perregna.com/index.php?title=Version_1.3.6&amp;diff=331&amp;oldid=prev"/>
		<updated>2026-07-30T07:43:55Z</updated>

		<summary type="html">&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;</summary>
		<author><name>Admin</name></author>
	</entry>
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