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	<id>https://wiki.perregna.com/index.php?action=history&amp;feed=atom&amp;title=Version_1.3.7</id>
	<title>Version 1.3.7 - Revision history</title>
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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_1.3.7&amp;diff=339&amp;oldid=prev</id>
		<title>Admin: Created page with &quot;A territory-and-combat release: alliances assign each system a &#039;&#039;&#039;Doctrine&#039;&#039;&#039;, plant &#039;&#039;&#039;Bastions&#039;&#039;&#039; far from home, and fight &#039;&#039;&#039;defence-window sieges&#039;&#039;&#039; that scale with Bastion roots — plus &#039;&#039;&#039;Carrier&#039;&#039;&#039; rapid-fire screens, a &#039;&#039;&#039;boss loot&#039;&#039;&#039; rework, safer &#039;&#039;&#039;expeditions&#039;&#039;&#039;, score-gap war fatigue, and &#039;&#039;&#039;Diplomacy / FCS chat&#039;&#039;&#039;.&lt;blockquote&gt;New to Bastions and Doctrines? See the full Alliance Territory guide. Staged conquest and defence windows are in Territory Siege. Bo...&quot;</title>
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		<updated>2026-08-04T11:20:02Z</updated>

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