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| Β | | #REDIRECT [[Frequently Asked Questions]] |
| = Frequently Asked Questions =
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| This page answers common questions about progression, economy, fleets, combat, and core systems.
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| Β | |
| == Getting Started ==
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| Β | |
| === What is a Realm? ===
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| A Realm represents a stage of progression in the universe.
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| * There are 4 Realms in total.
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| * You ascend by reaching the required Realm Score (visible in your profile).
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| * Upon ascension:
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| ** Colonies move to a new galaxy.
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| ** Ships and resources transfer with you.
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| ** New mechanics unlock.
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| {| class="wikitable"
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| !Realm
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| !Unlock Highlights
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| |-
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| |Realm 1
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| |Foundation systems
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| |-
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| |Realm 2
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| |Moons unlocked
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| |-
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| |Realm 3
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| |Warp Gates unlocked
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| |-
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| |Realm 4
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| |Prestige systems
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| |}
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| Realms ensure steady progression without overwhelming new players.
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| ---
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| Β | |
| === What should I focus on in my first days? ===
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| Priorities:
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| # Upgrade Steel and Quartz Mines
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| # Maintain positive Energy via Solar Plants
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| # Upgrade your Homeworld
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| # Complete Daily Quests
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| Early economic growth is more important than rushing fleets.
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| ---
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| Β | |
| === What makes my Homeworld special? ===
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| Your Homeworld:
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| * Has higher base production
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| * Has extra building slots
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| * Cannot be destroyed
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| It is the core of your empire and provides the best long-term return on investment.
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| ----
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| Β | |
| == Resources & Energy ==
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| === Why is my mine production low? ===
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| If your energy is negative:
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| * Mine output is reduced
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| * Production efficiency drops
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| Solution: Upgrade Solar Plants or other power sources before upgrading mines further.
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| ---
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| Β | |
| === When does Gas become important? ===
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| Gas is required for:
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| * Fleet fuel
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| * Advanced research
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| * Expeditions
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| It becomes critical once you begin regular fleet movement.
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| ---
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| Β | |
| === What are Experience Points used for? ===
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| Experience Points are used for:
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| * Trade Center offers
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| * Battle simulations
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| * Imperial access features
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| They are valuable and should be spent carefully.
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| ----
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| Β | |
| == Fleets & Expeditions ==
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| === What are Expeditions? ===
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| Expeditions send fleets into deep space to discover:
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| * Resources
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| * Ships
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| * Fragments
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| * Special events
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| Larger fleets increase potential rewards but also increase risk.
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| ---
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| Β | |
| === How do I start an expedition? ===
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| Expeditions require two steps:
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| # Scout a Nebula Center
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| # Once scanned, available Nebula Zones appear in Galaxy View
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| # Choose a zone and send an exploration fleet
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| ---
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| === Which ships should I send on an expedition? ===
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| Recommended fleet composition:
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| * Probes
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| * Cargo Ships
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| * Fighter-class ships
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| * (Realm 3+) Exploration Ship
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| ==== Probe Discovery Chance ====
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| <pre>
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| Discovery Chance (%) = MIN(LOG2(probeCount), 10)
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| </pre>More probes increase event discovery chance.
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| ==== Exploration Ship Bonus ====
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| <pre>
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| Explorer Bonus (%) = MIN(LOG2(explorerCount + 1) Γ 10, 100)
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| </pre>Exploration Ships increase resource and ship discovery rates.
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| ==== Ship Type Influence ====
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| Ship types affect what ships can be discovered.
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| Example:
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| * Sending Kamikaze may discover Kamikaze or Fighter.
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| * Sending Battleship may unlock Kamikaze, Fighter, Battleship, Destroyer, or Frigate.
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| ---
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| === What does Nebula Zone difficulty mean? ===
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| Higher difficulty zones:
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| * Offer greater rewards
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| * Increase chance of ship loss
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| * Increase stun probability
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| {| class="wikitable"
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| !Difficulty
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| !Risk Level
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| !Reward Potential
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| |-
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| |Easy
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| |Very Low
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| |Low
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| |-
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| |Medium
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| |Moderate
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| |Balanced
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| |-
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| |Extreme
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| |High
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| |Very High
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| |}
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| Higher risk equals higher potential gain.
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| ---
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| === Can I recall fleets? ===
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| Yes.
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| * Fleets can be recalled before arrival.
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| * They return faster.
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| * Fuel is not refunded.
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| Recalling in time can prevent fleet loss.
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| ---
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| === Why is my fleet slow? ===
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| Fleet speed is determined by:
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| * Slowest ship in the fleet
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| * Combustion technologies
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| Lower speed:
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| * Uses less fuel
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| * Takes longer
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| ---
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| === What is debris? ===
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| When ships are destroyed in battle, debris fields form.
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| Base debris generation:
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| {| class="wikitable"
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| !Battle Type
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| !Base Debris Rate R1 & R2
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| !Realm 3
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| !Realm 4
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| |-
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| |PvP
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| |30%
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| |22.5%
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| |15%
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| |-
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| |Pirate Battles
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| |40%
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| |37.5%
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| |35%
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| |}
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| ==== Salvage Operations Research ====
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| * PvP: +0.5% per level
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| * Pirate: +0.25% per level
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| Example (Realm 3, Salvage Level 20):<pre>
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| Pirate:
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| 20% + (20 Γ 0.25%) - 2.5% = 22.5%
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| PvP:
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| 40% + (20 Γ 0.5%) - 2.5% = 47.5%
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| </pre>
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| ----
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| == Research ==
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| === Why is research taking so long? ===
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| Research speed depends on:
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| * Research Lab levels
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| * Colonial Administration research (Realm 2+)
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| Each Colonial Administration level links another Research Lab into the research network.
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| ---
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| === What research should I prioritize early? ===
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| Recommended early research:
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| * Energy Technology
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| * Drive Technologies
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| * Computer Technology
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| * Basic combat technologies
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| ----
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| == Alliances ==
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| === Why should I join an Alliance? ===
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| Alliances provide:
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| * Protection
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| * Shared knowledge
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| * Coordinated attacks
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| * Trading opportunities
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| * Social gameplay
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| Active alliances are a major advantage.
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| ---
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| === What happens during Alliance wars? ===
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| Alliance wars involve:
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| * Coordinated attacks
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| * Diplomacy
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| * Strategy
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| * Political shifts
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| Success depends on teamwork, not only fleet size.
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| ----
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| Β | |
| == Combat & Protection ==
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| === How does PvP work? ===
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| PvP occurs when attacking another playerβs planet or fleet.
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| Key elements:
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| * Espionage before attack
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| * Timing
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| * Fleet composition
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| * Tactical coordination
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| Planning matters more than raw numbers.
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| ---
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| === Can I lose everything if attacked? ===
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| No.
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| * A portion of resources is always protected.
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| * Defenses may partially rebuild.
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| * Fleet Hangar can protect ships.
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| However:
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| * Protected ships are stunned temporarily.
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| ==== Fleet Hangar Stun Formula ====
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| <pre>
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| Stun Duration =
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| MIN(3600 + (1800 Γ FLOOR(Total Lost Ship Value / 10000)), 86400)
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| </pre>Range: 1 hour to 24 hours.
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| ---
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| === How do I defend my planet? ===
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| Recommended approach:
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| * Mixed defensive structures
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| * Protected fleets when offline
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| * Balance economy and military growth
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| ---
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| === What do Probes do? ===
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| Probes are used for scouting Pirates or Players.
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| Scouting:
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| * Reveals fleet
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| * Reveals defenses
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| * Reveals protection status
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| Detection depends on:
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| * Enemy Sensor Technology
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| * Number of probes sent
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| ==== Scout Capability Formula ====
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| <pre>
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| Scout Power =
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| Player Sensor Tech
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| - Enemy Sensor Tech
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| + sqrt(Number of Probes)
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| </pre>Higher scout power reveals more detailed reports.
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| ---
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| === What does Rapid Fire mean? ===
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| Rapid Fire allows an attacking ship to strike multiple targets in the same combat round.
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| Example:
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| If 1 Fighter (700 attack) fights 10 Probes (200 HP + 15 Shield):
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| Without Rapid Fire:
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| * Fighter destroys only one target per attack cycle.
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| * Battle may last multiple rounds.
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| With 5Γ Rapid Fire:
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| * Fighter may apply its 700 attack multiple times in one round.
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| * Multiple probes can be destroyed instantly.
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| Rapid Fire increases efficiency against specific ship types.
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