Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Player Classes: Difference between revisions

From Per Regna
No edit summary
Publish PlayerClasses.wikitext β†’ Player Classes
Β 
(2 intermediate revisions by the same user not shown)
Line 1: Line 1:
== Player classes ==
= Player Classes =
Each [[Monuments]] belongs to one class. Classes are designed so that committing to a path amplifies a specific loop in the gameβ€”not just a single stat, but how you spend your time and resources.


=== Warlord β€” Conquer, strike, recycle ===
Every commander follows one of four '''player classes''': '''Warlord''', '''Guardian''', '''Explorer''', or '''Industrialist'''. Your class is set by the '''Core monument''' deployed on your capital, and it grants empire-wide bonuses and penalties that shape how you fight, explore, harvest, and trade.
Purpose: Aggressive commanders who grow through combat: PvP, pirate clears, debris recycling, and fleet-focused weekly events.


What Warlords optimize:
Support monuments add a '''Sub Class''' tag and their own boosts, but they do '''not''' change the numeric class effects below β€” those come from your Core only.


* Stronger attacks β€” Higher fleet damage in offensive battles.
<blockquote>Your current class and its effects are shown on your '''profile''' under '''Class Effects'''.</blockquote>
* More fleets β€” Extra fleet slot capacity for simultaneous raids and escorts.
* Faster ships β€” Shorter travel time to hit targets before they react.
* Lower fuel burn β€” Cheaper long campaigns so you can keep pressure up.
* Faster rebuilds β€” Construction speed helps replace losses after wars.


Typical day: Scout β†’ strike β†’ collect debris with Recyclers β†’ rebuild β†’ repeat. Warlord monuments reward commanders who treat battle debris and pirate loot as primary income, not a side activity.
== Contents ==


Monuments: Titan-Class Mech (Core), Stargate (Support), Mass Relay (Support).
* How class works
----
* Class effects table
* Alliance system bonuses
* FCS coordinated attacks
* Choosing a class
* Monuments by class
* FAQ


=== Guardian β€” Hold, shield, mine securely ===
== How class works ==
Purpose: Defensive commanders who protect colonies, absorb attacks, and grow through secure production and asteroid mining.


What Guardians optimize:
# Collect and '''forge''' monument pieces (expeditions, pirate raids, and more).
# '''Deploy''' a Core monument on your capital (Realm II+). Only one Core can be active at a time.
# After the activation timer finishes, your profile '''Class (Stereotype)''' updates and the matching class effects apply empire-wide.
# Deploy up to two '''Support''' monuments for extra boosts and Sub Class tags. Mixing classes is allowed; synergistic Core + Support pairings usually perform best.


* Stronger shields β€” Planetary shields resist more damage.
Core activation takes about '''24 hours'''; Support about '''12 hours'''.
* Safer storage β€” More resources survive when you are raided offline.
* Tougher defenses β€” Higher defense HP and hangar capacity for a larger garrison.
* Better defense when attacked β€” Stronger defender firepower and shorter stun lockout under pressure.
* More mining operations β€” Extra miner slot capacity pairs with asteroid harvesting in Realm II+.


Typical day: Upgrade defenses, run harvest missions, hold alliance lines, retaliate from a fortified position. Guardians win by being expensive to crack and by converting time into irreplaceable stockpiles.
== Class effects table ==


Monuments: Halo Ring (Core), Ancient City-Ship (Support), Precursor Forge (Support).
Values are relative to a commander with no class modifier. A dash (β€”) means that class has no effect for that row.
----
Β 
=== Explorer β€” Expeditions, discovery, technology ===
Purpose: Commanders who push the nebula, research tree, and anomaly contentβ€”finding items, relics, monument pieces, and flexible rewards at scale.
Β 
What Explorers optimize:


* More expeditions β€” Extra expedition slot and deeper maximum depth.
* Faster expedition cycles β€” Shorter time per run means more rolls per week.
* Higher success rates β€” Better odds on expedition outcomes.
* Wider sensors β€” Stronger scouting and intelligence play.
* Faster research β€” Tech pace accelerates everything else.
* Better anomaly discovery β€” More frequent high-value expedition events.
Typical day: Cycle nebula zones, depth-push when safe, claim research and inventory rewards, feed alliance with relics and intel. Explorers often find more monument pieces and rare items simply because they run more successful expeditionsβ€”not because they ignore combat, but because their engine is discovery.
Monuments: Celestial Orrery (Core), The Monolith (Support), Crystalline Spire (Support).
----
=== Industrialist β€” Produce, build, trade ===
Purpose: Economic commanders who scale through mines, construction queues, and the galactic marketβ€”funding fleets and alliance projects from surplus.
What Industrialists optimize:
* Higher production β€” All resource types benefit from mining output bonuses.
* Faster construction β€” Buildings and infrastructure rise faster empire-wide.
* Better trade β€” More value kept on deals and faster convoys.
* More trade capacity β€” Extra trade slot for market-focused empires.
Typical day: Balance mine upgrades, shipyard output, trade routes, and alliance donations. Industrialists win long wars by replacing losses and bankrolling coordinated pushes.
Monuments: Dyson Sphere Fragment (Core), The Pyramids (Support), Interstellar Trade Nexus (Support).
----
== Planning your class path ==
=== Step 1 β€” Choose your Core (identity) ===
Ask: ''Where do most of my resources and power come from today?''
{| class="wikitable"
{| class="wikitable"
!If you mainly…
! Effect !! Warlord !! Guardian !! Explorer !! Industrialist
!Consider Core
|-
|Raid players/pirates and live off battle loot
|Titan-Class Mech (Warlord)
|-
|Defend, mine asteroids, and hate losing stockpiles
|Halo Ring (Guardian)
|-
|Run expeditions daily and chase tech/relics
|Celestial Orrery (Explorer)
|-
|-
|Maximize mines, builds, and market income
| Hostile fleet speed || +12% || βˆ’12% || β€” || βˆ’15%
|Dyson Sphere Fragment (Industrialist)
|}
The Core has the longest activation (~24 hours). Treat it as a seasonal commitment, not a weekly experiment.
Β 
=== Step 2 β€” Pick Supports that reinforce the same loop ===
{| class="wikitable"
!Core class
!Strong Support pairings
!Why
|-
|-
|Warlord
| Station fleet speed || βˆ’15% || +15% || β€” || β€”
|Stargate + Mass Relay
|Speed + fuel for constant campaigning
|-
|-
|Warlord
| Fleet attack || +10% || βˆ’8% || βˆ’10% || βˆ’12%
|Stargate + Pyramids (mixed)
|Offense + rebuild economy (hybrid)
|-
|-
|Guardian
| Pirate debris || +5% || βˆ’10% || βˆ’10% || βˆ’10%
|Ancient City-Ship + Precursor Forge
|Layered defense under attack
|-
|-
|Guardian
| Defense HP || βˆ’10% || +12% || βˆ’8% || β€”
|Halo + City-Ship (if Core is Halo)
|Maximum fortress profile
|-
|-
|Explorer
| Defender attack || βˆ’8% || +10% || β€” || β€”
|Monolith + Crystalline Spire
|Research + expedition reliability
|-
|-
|Explorer
| Rapid fire cancel || β€” || +50% || β€” || β€”
|Orrery + both Explorer Supports
|Maximum nebula throughput
|-
|-
|Industrialist
| Expedition loot || βˆ’10% || β€” || +12% || β€”
|Pyramids + Trade Nexus
|Production + market dominance
|-
|-
|Industrialist
| Expedition success || β€” || β€” || +10% || β€”
|Dyson + Trade Nexus
|Endgame economy ceiling
|}
One mixed Support is fine (e.g. Warlord Core + Trade Nexus for raid income and market funding)β€”but two off-class Supports usually dilute your identity bonuses.
Β 
=== Step 3 β€” Level before you swap ===
If you are considering changing Core mid-season:
Β 
* Count spare copies and upgrade costs.
* Schedule the swap during a quiet week (activation downtime).
* Re-align fleet templates, research priorities, and alliance role with the new class.
Β 
=== Step 4 β€” Align research and fleets ===
Monuments multiply what you already do well:
Β 
* Warlord β€” Weapon Systems, Shield breaking, Recycler-heavy fleets, short-range rapid strikes.
* Guardian β€” Shield Technology, defense structures, harvest fleets, safe storage habits.
* Explorer β€” Expedition Basics, Sensor Technology, Probes and Exploration ships, deep-depth templates.
* Industrialist β€” Industrial Engineering, trade technologies, Cargo/Freighter logistics.
Β 
----
Β 
== Recommended combinations ==
Β 
=== Pure Warlord (raider) ===
Β 
* Core: Titan-Class Mech
* Support: Mass Relay + Stargate
* Loop: Fast hits, debris recycling, event scores on Fleet Commander / Loot Master weeks.
Β 
=== Pure Guardian (turtle miner) ===
Β 
* Core: Halo Ring
* Support: Ancient City-Ship + Precursor Forge
* Loop: Asteroid harvest, alliance defense, survive double taps, outlast attackers.
Β 
=== Pure Explorer (nebula farmer) ===
Β 
* Core: Celestial Orrery
* Support: Crystalline Spire + The Monolith
* Loop: Maximum expedition slots and depth, research rush, monument piece farming for your alliance.
Β 
=== Pure Industrialist (economic engine) ===
Β 
* Core: Dyson Sphere Fragment
* Support: The Pyramids + Interstellar Trade Nexus
* Loop: Fund fleet rebuilds, alliance research donations, trade income, construction races.
Β 
=== Hybrid: Warlord Core + Industrial Support (raid economy) ===
Β 
* Core: Titan-Class Mech
* Support: Stargate + The Pyramids
* Loop: Aggressive outward play with strong rebuildβ€”common for commanders who raid but need construction speed to recover.
Β 
=== Hybrid: Explorer Core + Warlord Support (expedition-funded wars) ===
Β 
* Core: Celestial Orrery
* Support: Crystalline Spire + Mass Relay
* Loop: Farm relics and pieces in the nebula, then spend wealth on timed warsβ€”higher skill ceiling.
Β 
== Class effects table ==
Values are relative to a commander with no class modifier. A dash (β€”) means that class has no effect for that row.
{| class="wikitable"
!Effect
!Warlord
!Guardian
!Explorer
!Industrialist
|-
|-
|Hostile fleet speed
| Anomaly discovery || β€” || β€” || +10% || β€”
| +12%
|βˆ’12%
|β€”
|βˆ’15%
|-
|-
|Fleet attack
| Harvest speed (asteroid fields) || β€” || +12% || β€” || β€”
| +10%
|βˆ’8%
|βˆ’10%
|βˆ’12%
|-
|-
|Pirate debris
| Convoy speed || β€” || β€” || β€” || +15%
| +5%
|βˆ’10%
|βˆ’10%
|βˆ’10%
|-
|-
|Defense HP
| Exploration speed || β€” || β€” || +15% || β€”
|βˆ’10%
| +12%
|βˆ’8%
|β€”
|-
|-
|Defender attack
| Trade fee || +1% || β€” || β€” || βˆ’1%
|βˆ’8%
| +10%
|β€”
|β€”
|-
|-
|Expedition loot
| Planetary Harvesters || β€” || β€” || β€” || Hybrid log+√ bonus up to +250% (~20M)
|βˆ’10%
|β€”
| +12%
|β€”
|-
|Expedition success
|β€”
|β€”
| +10%
|β€”
|-
|Anomaly discovery
|β€”
|β€”
| +10%
|β€”
|-
|Harvest speed (asteroid fields)
|β€”
| +12%
|β€”
|β€”
|-
|Convoy speed
|β€”
|β€”
|β€”
| +15%
|-
|Exploration speed
|β€”
|β€”
| +15%
|β€”
|-
|Trade fee
| +1%
|β€”
|β€”
|βˆ’1%
|-
|Production / harvesters
|β€”
|β€”
|β€”
|Hybrid log+√ harvester bonus up to +250% (~20M)
|}
|}


Line 274: Line 67:


* '''Hostile fleet speed''' applies to your '''solo attack''' fleets only. It does '''not''' apply on FCS coordinated attacks (so joining as Industrialist or Guardian will not slow the rally).
* '''Hostile fleet speed''' applies to your '''solo attack''' fleets only. It does '''not''' apply on FCS coordinated attacks (so joining as Industrialist or Guardian will not slow the rally).
* '''Station fleet speed''' applies to '''station''' and '''defend''' missions (reinforcing a colony or alliance system center). Guardians arrive faster; Warlords are slower at parking defensive fleets.
* '''Pirate debris''' applies to loot from '''pirate''' battles, not player-vs-player.
* '''Pirate debris''' applies to loot from '''pirate''' battles, not player-vs-player.
* '''Rapid fire cancel''' strengthens the rapid-fire screen your [[Carrier|Carriers]] put over your fleet (Guardian only). See [[Rapid Fire]].
* '''Harvest speed''' is for '''asteroid field''' harvest missions, not alliance System Harvest.
* '''Harvest speed''' is for '''asteroid field''' harvest missions, not alliance System Harvest.
* '''Trade fee''' adjusts the trading-center tax (Warlord pays more; Industrialist pays less).
* '''Trade fee''' adjusts the trading-center tax (Warlord pays more; Industrialist pays less).
* '''Planetary Harvesters''' (Industrialist): hybrid curve <code>log + √count</code>, soft-capped at '''+250%''' near '''~20M''' harvesters β€” early stays close to the default curve; most of the climb is in the late millions so the grind stays worthwhile. Other classes use the default log curve and soft-cap near '''~35%''' (around '''~10M'''). Past each soft-cap, extra harvesters do '''not''' raise the bonus further (they still cost tonnage). Harvesters are land-based and '''not''' protected by the hangar; tonnage (147 each) soft-limits how many you can field.
* '''Planetary Harvesters''' (Industrialist): hybrid log + √count curve, soft-capped at '''+250%''' near '''~20M''' harvesters β€” early stays close to the default curve; most of the climb is in the late millions so the grind stays worthwhile. Other classes use the default log curve and soft-cap near '''~35%''' (around '''~10M'''). Past each soft-cap, extra harvesters do '''not''' raise the bonus further (they still cost tonnage). Harvesters are land-based and '''not''' protected by the hangar; tonnage (147 each) soft-limits how many you can field.


== Alliance system bonuses ==
== Alliance system bonuses ==
These are separate from the table above and apply when your alliance controls star systems:
These are separate from the table above and apply when your alliance controls star systems:
{| class="wikitable"
{| class="wikitable"
!Class
! Class !! Bonus
!Bonus
|-
|-
|'''Industrialist'''
| '''Industrialist''' || ~'''4Γ—''' output on '''System Harvest'''
|~'''4Γ—''' output on '''System Harvest'''
|-
|-
|'''Explorer'''
| '''Explorer''' || ~'''4Γ—''' output on '''System Survey'''
|~'''4Γ—''' output on '''System Survey'''
|}
|}
Other classes run those missions at base (1Γ—) output. Pair Industrialists with Harvest and Explorers with Survey for the best alliance yields. See Alliances for system control, Harvest, and Survey details.
Β 
Other classes run those missions at base (1Γ—) output. Pair Industrialists with Harvest and Explorers with Survey for the best alliance yields. See [[Alliances]] for system control, Harvest, and Survey details.


== FCS coordinated attacks ==
== FCS coordinated attacks ==
Coordinated (FCS) strikes β€” including pirate bosses and system conquest β€” get extra class rules on top of the solo table.
Coordinated (FCS) strikes β€” including pirate bosses and system conquest β€” get extra class rules on top of the solo table.


=== Combat bonuses ===
=== Combat bonuses ===
Each participant’s '''research, monuments, and class fleet attack''' apply to '''their own ships''' in the combined fight (same model as stationed defenders). First strike and prolonged-combat researches scale by each living fleet’s attack share β€” they do not copy the lead’s bonuses onto the whole group.
Each participant’s '''research, monuments, and class fleet attack''' apply to '''their own ships''' in the combined fight (same model as stationed defenders). First strike and prolonged-combat researches scale by each living fleet’s attack share β€” they do not copy the lead’s bonuses onto the whole group.


=== Travel speed ===
=== Travel speed ===
Class '''hostile fleet speed''' is ignored for FCS travel. Research, ship composition, and speed % still apply per fleet; the group still waits for the slowest natural arrival.
Class '''hostile fleet speed''' is ignored for FCS travel. Research, ship composition, and speed % still apply per fleet; the group still waits for the slowest natural arrival.


=== Mixed-class synergy ===
=== Mixed-class synergy ===
When an FCS group includes '''2+ distinct primary classes''', the whole group gains a loot bonus (regular FCS and bosses):
When an FCS group includes '''2+ distinct primary classes''', the whole group gains a loot bonus (regular FCS and bosses):
{| class="wikitable"
{| class="wikitable"
!Distinct classes
! Distinct classes !! Group loot bonus
!Group loot bonus
|-
|-
|2
| 2 || +5%
| +5%
|-
|-
|3
| 3 || +7.5%
| +7.5%
|-
|-
|4
| 4 || +10% (cap)
| +10% (cap)
|}
|}
This stacks with the normal fleet-count coordination bonus on non-boss FCS fights.
This stacks with the normal fleet-count coordination bonus on non-boss FCS fights.


=== Personal FCS loot multipliers ===
=== Personal FCS loot multipliers ===
After the group loot is split by contribution, each commander’s share is multiplied by their Core class:
After the group loot is split by contribution, each commander’s share is multiplied by their Core class:
{| class="wikitable"
{| class="wikitable"
!Class
! Class !! FCS loot share
!FCS loot share
|-
|-
|'''Warlord'''
| '''Warlord''' || '''Γ—1.2'''
|'''Γ—1.2'''
|-
|-
|'''Guardian'''
| '''Guardian''' || '''Γ—1.1'''
|'''Γ—1.1'''
|-
|-
|'''Explorer'''
| '''Explorer''' || '''Γ—1.1'''
|'''Γ—1.1'''
|-
|-
|'''Industrialist'''
| '''Industrialist''' || Γ—1.0
|Γ—1.0
|}
|}


=== Explorer special drops ===
=== Explorer special drops ===
If at least one '''Explorer''' is in an FCS pirate fight, the chance of special drops (tech/nano boosts, relic pieces, monument pieces, cosmetics) is increased (~'''+25%''' relative chance). Drops go to the rally lead fleet.
If at least one '''Explorer''' is in an FCS pirate fight, the chance of special drops (tech/nano boosts, relic pieces, monument pieces, cosmetics) is increased (~'''+25%''' relative chance). Drops go to the rally lead fleet.


=== FAQ ===
== Choosing a class ==
Β 
{| class="wikitable"
! Class !! Playstyle focus
|-
| '''Warlord''' || Aggression β€” faster attack fleets, stronger fleet attack, more pirate debris; weaker defenses, less expedition loot, higher trade fees.
|-
| '''Guardian''' || Defense & holding ground β€” tougher defenses and defender firepower, stronger Carrier rapid-fire screen, faster asteroid harvest; slower attacks and weaker fleet offense.
|-
| '''Explorer''' || Expeditions & discovery β€” better loot, success, anomalies, and exploration speed; weaker combat stats. Strong on System Survey.
|-
| '''Industrialist''' || Economy & logistics β€” faster convoys, lower trade fees, much higher Planetary Harvester bonus ceiling; weaker combat. Strong on System Harvest.
|}
Β 
== Monuments by class ==
Β 
Each class has one '''Core''' and one or more '''Support''' monuments:
Β 
=== Warlord ===
Β 
* '''Titan-Class Mech''' (Core) β€” also grants '''+3%''' base PvP loot rate (scales with monument level like other percent boosts, hard-capped at '''+30%''')
* '''Stargate''' (Support β€” defensive mobility)
* '''Mass Relay''' (Support β€” offensive mobility)
Β 
=== Guardian ===
Β 
* '''Halo Ring''' (Core)
* '''Ancient City-Ship''' (Support β€” defensive fortress)
* '''Precursor Forge''' (Support β€” defender combat)
Β 
=== Explorer ===
Β 
* '''Celestial Orrery''' (Core)
* '''The Monolith''' (Support β€” research & progress hybrid)
* '''Crystalline Spire''' (Support β€” research focus)
Β 
=== Industrialist ===
Β 
* '''Dyson Sphere Fragment''' (Core)
* '''The Pyramids''' (Support β€” balanced production)
* '''Interstellar Trade Nexus''' (Support β€” trade focus)
Β 
Monument percentage boosts also scale with monument level (~+50% of the base boost per level above 1). Slot-cap boosts gain +1 per level instead.
Β 
== FAQ ==
Β 
'''Do Support monuments change my class effects?'''Β 
No. Only your Core sets the class effects table. Supports add Sub Class tags and their own monument bonuses.
Β 
'''Can I change class later?'''Β 
Yes. Deploy a different Core on your capital. Effects update after the new Core finishes activating.
Β 
'''Where can I see my live bonuses?'''Β 
On your profile under '''Class Effects''', after a Core is active.


=== Can I change class every week? ===
'''Is Guardian harvest speed the same as System Harvest?'''
Technically you can swap monuments, but '''activation downtime''' and '''lost leveling momentum''' make frequent swaps inefficient. Most commanders pick a class per '''season''' or '''realm phase'''.
No. Guardian’s harvest speed bonus is for asteroid fields. System Harvest’s large multiplier is the Industrialist alliance bonus.


=== Which class is best? ===
'''Do class speed penalties slow FCS rallies?'''
None. '''Warlord''' dominates short aggressive metas; '''Guardian''' wins long defensive wars; '''Explorer''' maximizes discovery income; '''Industrialist''' funds everyone else. Match class to your alliance role and personal schedule.
No. Hostile fleet speed is solo-attack only. FCS travel ignores that class effect. Station fleet speed is unrelated to FCS.
----

Latest revision as of 10:11, 22 September 2026

Player Classes

Every commander follows one of four player classes: Warlord, Guardian, Explorer, or Industrialist. Your class is set by the Core monument deployed on your capital, and it grants empire-wide bonuses and penalties that shape how you fight, explore, harvest, and trade.

Support monuments add a Sub Class tag and their own boosts, but they do not change the numeric class effects below β€” those come from your Core only.

Your current class and its effects are shown on your profile under Class Effects.

Contents

  • How class works
  • Class effects table
  • Alliance system bonuses
  • FCS coordinated attacks
  • Choosing a class
  • Monuments by class
  • FAQ

How class works

  1. Collect and forge monument pieces (expeditions, pirate raids, and more).
  2. Deploy a Core monument on your capital (Realm II+). Only one Core can be active at a time.
  3. After the activation timer finishes, your profile Class (Stereotype) updates and the matching class effects apply empire-wide.
  4. Deploy up to two Support monuments for extra boosts and Sub Class tags. Mixing classes is allowed; synergistic Core + Support pairings usually perform best.

Core activation takes about 24 hours; Support about 12 hours.

Class effects table

Values are relative to a commander with no class modifier. A dash (β€”) means that class has no effect for that row.

Effect Warlord Guardian Explorer Industrialist
Hostile fleet speed +12% βˆ’12% β€” βˆ’15%
Station fleet speed βˆ’15% +15% β€” β€”
Fleet attack +10% βˆ’8% βˆ’10% βˆ’12%
Pirate debris +5% βˆ’10% βˆ’10% βˆ’10%
Defense HP βˆ’10% +12% βˆ’8% β€”
Defender attack βˆ’8% +10% β€” β€”
Rapid fire cancel β€” +50% β€” β€”
Expedition loot βˆ’10% β€” +12% β€”
Expedition success β€” β€” +10% β€”
Anomaly discovery β€” β€” +10% β€”
Harvest speed (asteroid fields) β€” +12% β€” β€”
Convoy speed β€” β€” β€” +15%
Exploration speed β€” β€” +15% β€”
Trade fee +1% β€” β€” βˆ’1%
Planetary Harvesters β€” β€” β€” Hybrid log+√ bonus up to +250% (~20M)

Notes on specific effects

  • Hostile fleet speed applies to your solo attack fleets only. It does not apply on FCS coordinated attacks (so joining as Industrialist or Guardian will not slow the rally).
  • Station fleet speed applies to station and defend missions (reinforcing a colony or alliance system center). Guardians arrive faster; Warlords are slower at parking defensive fleets.
  • Pirate debris applies to loot from pirate battles, not player-vs-player.
  • Rapid fire cancel strengthens the rapid-fire screen your Carriers put over your fleet (Guardian only). See Rapid Fire.
  • Harvest speed is for asteroid field harvest missions, not alliance System Harvest.
  • Trade fee adjusts the trading-center tax (Warlord pays more; Industrialist pays less).
  • Planetary Harvesters (Industrialist): hybrid log + √count curve, soft-capped at +250% near ~20M harvesters β€” early stays close to the default curve; most of the climb is in the late millions so the grind stays worthwhile. Other classes use the default log curve and soft-cap near ~35% (around ~10M). Past each soft-cap, extra harvesters do not raise the bonus further (they still cost tonnage). Harvesters are land-based and not protected by the hangar; tonnage (147 each) soft-limits how many you can field.

Alliance system bonuses

These are separate from the table above and apply when your alliance controls star systems:

Class Bonus
Industrialist ~4Γ— output on System Harvest
Explorer ~4Γ— output on System Survey

Other classes run those missions at base (1Γ—) output. Pair Industrialists with Harvest and Explorers with Survey for the best alliance yields. See Alliances for system control, Harvest, and Survey details.

FCS coordinated attacks

Coordinated (FCS) strikes β€” including pirate bosses and system conquest β€” get extra class rules on top of the solo table.

Combat bonuses

Each participant’s research, monuments, and class fleet attack apply to their own ships in the combined fight (same model as stationed defenders). First strike and prolonged-combat researches scale by each living fleet’s attack share β€” they do not copy the lead’s bonuses onto the whole group.

Travel speed

Class hostile fleet speed is ignored for FCS travel. Research, ship composition, and speedΒ % still apply per fleet; the group still waits for the slowest natural arrival.

Mixed-class synergy

When an FCS group includes 2+ distinct primary classes, the whole group gains a loot bonus (regular FCS and bosses):

Distinct classes Group loot bonus
2 +5%
3 +7.5%
4 +10% (cap)

This stacks with the normal fleet-count coordination bonus on non-boss FCS fights.

Personal FCS loot multipliers

After the group loot is split by contribution, each commander’s share is multiplied by their Core class:

Class FCS loot share
Warlord Γ—1.2
Guardian Γ—1.1
Explorer Γ—1.1
Industrialist Γ—1.0

Explorer special drops

If at least one Explorer is in an FCS pirate fight, the chance of special drops (tech/nano boosts, relic pieces, monument pieces, cosmetics) is increased (~+25% relative chance). Drops go to the rally lead fleet.

Choosing a class

Class Playstyle focus
Warlord Aggression β€” faster attack fleets, stronger fleet attack, more pirate debris; weaker defenses, less expedition loot, higher trade fees.
Guardian Defense & holding ground β€” tougher defenses and defender firepower, stronger Carrier rapid-fire screen, faster asteroid harvest; slower attacks and weaker fleet offense.
Explorer Expeditions & discovery β€” better loot, success, anomalies, and exploration speed; weaker combat stats. Strong on System Survey.
Industrialist Economy & logistics β€” faster convoys, lower trade fees, much higher Planetary Harvester bonus ceiling; weaker combat. Strong on System Harvest.

Monuments by class

Each class has one Core and one or more Support monuments:

Warlord

  • Titan-Class Mech (Core) β€” also grants +3% base PvP loot rate (scales with monument level like other percent boosts, hard-capped at +30%)
  • Stargate (Support β€” defensive mobility)
  • Mass Relay (Support β€” offensive mobility)

Guardian

  • Halo Ring (Core)
  • Ancient City-Ship (Support β€” defensive fortress)
  • Precursor Forge (Support β€” defender combat)

Explorer

  • Celestial Orrery (Core)
  • The Monolith (Support β€” research & progress hybrid)
  • Crystalline Spire (Support β€” research focus)

Industrialist

  • Dyson Sphere Fragment (Core)
  • The Pyramids (Support β€” balanced production)
  • Interstellar Trade Nexus (Support β€” trade focus)

Monument percentage boosts also scale with monument level (~+50% of the base boost per level above 1). Slot-cap boosts gain +1 per level instead.

FAQ

Do Support monuments change my class effects? No. Only your Core sets the class effects table. Supports add Sub Class tags and their own monument bonuses.

Can I change class later? Yes. Deploy a different Core on your capital. Effects update after the new Core finishes activating.

Where can I see my live bonuses? On your profile under Class Effects, after a Core is active.

Is Guardian harvest speed the same as System Harvest? No. Guardian’s harvest speed bonus is for asteroid fields. System Harvest’s large multiplier is the Industrialist alliance bonus.

Do class speed penalties slow FCS rallies? No. Hostile fleet speed is solo-attack only. FCS travel ignores that class effect. Station fleet speed is unrelated to FCS.