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= Quest System =
= Quest System =
The '''Quest System''' in ''Per Regna'' provides structured objectives that guide commanders through the core mechanics of the game while rewarding regular activity and progression.
The '''Quest System''' in '''Per Regna''' provides structured objectives that guide commanders through core mechanics while rewarding regular activity.


Quests help new players learn the game systems while giving experienced players recurring goals that encourage exploration, expansion, combat, and economic development.
Quests are organized into three tabs:


Quests are divided into three major systems:
* '''Onboarding''' β€” permanent early-game paths (complete at your own pace)
* '''Daily''' β€” rotating objectives that reset each day
* '''Weekly''' β€” multi-step quest '''chains''' plus '''streak''' milestones for consecutive daily completion


* '''Onboarding Quests''' β€” guided progression during early gameplay
* '''Daily Quests''' β€” rotating objectives that reward active play
* '''Weekly Streak Rewards''' β€” bonuses earned through consistent completion of daily quests
Together these systems provide a steady flow of rewards, experience, and gameplay direction.
----
= Quest Categories =
During the onboarding phase, quests are organized into several thematic '''paths''', each focusing on a major gameplay area.
Current onboarding quest paths include:
* '''Exploration Path''' β€” teaches scanning systems and expeditions
* '''Resource Management Path''' β€” focuses on economy and infrastructure
* '''Combat Path''' β€” introduces fleets, battles, and debris recycling
* '''Colonization Path''' β€” guides players toward founding new colonies
Each path contains a sequence of quests that must be completed in order.
Completing an entire quest category grants a '''Category Bonus''', providing additional rewards such as resources, items, or temporary boosts.Β 
----
= Onboarding Quests =
Onboarding quests are designed to guide new commanders through the early stages of the game.
They introduce essential mechanics step-by-step, ensuring players become familiar with:
* building infrastructure
* researching technologies
* constructing fleets
* launching expeditions
* expanding to new colonies
Unlike daily quests, onboarding quests are '''permanent progression tasks''' and can be completed at the player’s own pace.
----
----


== Example Onboarding Progression ==
= Quest Categories (Onboarding) =
Typical onboarding tasks include:
Onboarding quests are grouped into thematic '''paths'''. Each path is a sequence completed in order. Finishing every quest in a path grants a '''Category Bonus''' (resources, items, or temporary boosts).


'''Exploration Path'''
Typical paths:


# Build a [[Research Lab]] building
* '''Exploration''' β€” scanning, sensors, expeditions, archive finds
# Research [[Sensor Technology]]
* '''Resource Management''' β€” mines, energy, warehouse, engineering
# Research [[Chemical Propulsion]]
* '''Combat''' β€” shipyard, fleets, pirate fights, debris recycling
# Scan nearby systems with probes
* '''Colonization''' β€” alliance, Astrophysics, colony ship, new colony. The alliance quest points out alliances marked '''Tribute''', which pay Realm 1–3 members a daily [[Alliances#Alliance tribute (Realm 1–3)|alliance tribute]].
# Research [[Expedition Basics]]
# Complete the first [[Expeditions|Expedition]]
# Successfully complete multiple expeditions
# Discover your first archive item


This sequence teaches players how to explore the galaxy and discover rare artifacts.Β 
Exact step lists follow the live onboarding catalog and can change with patches β€” treat in-game quest cards as the checklist.


Related pages:
Some action quests count only after the research that equips them, so your starter fleet does not tick them off early:
* '''Scan a Pirate or Player''' and '''Scan Nebula System''' need '''Research Sensor Technologies''' first.
* '''First Pirate Raid''' needs '''Research Chemical Propulsion''' (level 2, the research that grants Light Interceptors) first.
* '''First Victory''' and '''Recycler Duty''' need '''Research Weapon Systems II''' (the research that grants Light Fighters) first.
Until then the quest card shows as locked and names the research still missing. Once it is done, your next scout, raid, victory or salvage counts.


* [[Research]]
== Commander's Path ==
* [[Fleet and Ships]]
At the top of the Onboarding tab, '''Commander's Path''' shows a single current goal so there is always one clear next step. It is shown while your Onboarding tab is visible, and the tab stays open while a Path goal or chest is still waiting to be claimed. Goals unlock one at a time, in two acts. Tap the Commander's Path header to collapse it to one line showing the current goal and its steps done; a red counter on the header shows when a goal is ready to claim. Your choice is remembered on the device.
* [[Expeditions]]


----'''Resource Path'''
While a Path goal is active, the Quests button shows only its reward counter; the per-category quest counters return once the Path is done. When an onboarding reward becomes ready to claim, a "+1" badge flies to the Quests button and the counter pops, so you can claim it without checking the board.


This quest chain introduces planetary development.
=== Starter fleet ===
A handful of your father's ships survived the fall. Every new commander starts with them docked at the homeworld: '''5 Probes, 10 Cargo Ships, 40 Fighters and 5 Recyclers'''. Act I is played with these ships; building more takes the research of Act II.


Tasks include:
=== Act I: The Survivor Fleet ===
'''Newcomer fleet slots:''' for the first 3 days of your account you have 2 extra fleet slots, so a probe, a raid and your recyclers can be out at the same time. The fleet list shows when they end. Fleets already out when they end finish normally; after that, new launches use your regular limit from research.


* building basic mines for [[Resources]] production
Act I goals are tracked by the Path itself: the action counts the moment you do it, separately from the onboarding quests above. Pirate raids, salvage and nebula scans you completed as onboarding quests before the Path arrived count too.
* upgrading mines
* constructing energy infrastructure via [[Solar Plant]] / [[Fusion Reactor]] / [[Elerium Reactor]]
* unlocking the [[Warehouse]]
* improving construction efficiency through the [[Engineering Lab]]Related pages:


----'''Combat Path'''
For Scout a Pirate and Salvage the Wreckage, the goal's '''Go to pirate''' button (also on the matching onboarding quests) takes you to the nearest Scout Party or Weak pirate around your homeworld and opens its panel; if none is that weak it picks the nearest pirate, and if no pirate is near yet it shows your home system (new pirate bases appear every 30 minutes). Tapping '''Scout''' on a pirate starts with your probes already selected (the '''Spy Probe Count''' setting, 1 by default), so you only confirm and send.


The combat questline teaches fleet construction and battle mechanics.
{| class="wikitable"
! # !! Goal !! What to do
|-
| 1 || '''Scout a Pirate''' || Send a Probe to a [[Pirates|pirate]] outpost with a green ring (Scout Party or Weak, the safest first targets) and read the report before you attack. Leave the strongholds for later. Scouting a player does not count.
|-
| 2 || '''First Strike''' || Study the scout report and simulate the fight, send Cargo Ships along for the loot, then raid the outpost you scouted and win the battle. Only a win against pirates counts; battles against players do not.
|-
| 3 || '''Salvage the Wreckage''' || Send Recyclers to collect the debris from the battle.
|-
| 4 || '''Chart a Nebula''' || Send a Probe to scan a nearby nebula.
|}


Players will:
=== Act II: A Fleet of Our Own ===
{| class="wikitable"
! # !! Goal !! Steps (onboarding quests)
|-
| 5 || '''Growing Economy''' || Industrial Engineering 2, Solar Plant 5, a mine at level 5, a Warehouse, Engineering Lab 2
|-
| 6 || '''Into the Unknown''' || Expedition Basics, your first expedition, your first Archive find
|-
| 7 || '''A Second World''' || Astrophysics, a Colony Ship, found a colony
|}


* build a [[Shipyard]]
* Each goal lists its steps; tap a step to jump to that quest. Steps are ordinary onboarding quests, so you still claim their own rewards as usual.
* research [[Chemical Propulsion]] technologies
* Act I goals are done on the galaxy map: while one has steps left, a button under it takes you there. On Scout a Pirate and Salvage the Wreckage it is '''Go to pirate'''. On First Strike it is '''Open Scout Report''': it opens your latest scout report, whose '''Attack''' button launches the raid (with no scout report left, it goes to the nearest pirate instead). On Chart a Nebula it is '''Go to Nebula''': it centers the map on the nearest nebula.
* construct their first combat ships ([[Fleet and Ships]])
* When every step of the current goal is done, claim the goal's reward (resources, experience and often a boost item). The next goal then becomes current. Steps of later goals count as soon as you finish them, so a later goal can be ready to claim the moment it becomes current.
* attack [[Pirates]]' outposts
* Above the category tabs, one '''overall onboarding bar''' tracks every onboarding quest across all paths. Reward chests open at '''10, 20, 30 and 40''' completed quests; when a chest is ready, a card under the bar lists what it contains with a '''Claim Chest''' button (tapping the gift on the bar also claims it). Chests count quests from any path, in any order.
* win battles ([[Fleet Combat]])
* Goal and chest rewards come on top of the quest rewards and Category Bonuses.
* recycle debris fields via [[Recycler]]
Β 
----'''Colonization Path'''
Β 
The [[Colonization]] questline focuses on empire expansion.
Β 
Players will:
Β 
* join or create an [[Alliances]]
* personalize their commander identity
* research [[Astrophysics]]
* construct a [[Colony Ship]]<nowiki/>establish a new colony
* develop infrastructure on that colony ([[Buildings]])


----
Related: [[Research]], [[Fleet and Ships]], [[Expeditions]], [[Pirates]], [[Colonization]], [[Alliances]], [[Buildings]]
Β 
= Category Completion Rewards =
Completing all quests within a category grants a '''Category Bonus'''.
Β 
Category bonuses may include:
Β 
* imperial credits
* resources
* temporary boosts
* special items
Β 
For example:
Β 
* Exploration completion may grant expedition technology boosts.
* Resource completion may grant quality-of-life boosts for production.
* Combat completion may grant ship construction boosts.
Β 
These rewards help accelerate player progression after mastering each gameplay system.
----
----


= Daily Quests =
= Daily Quests =
Daily quests provide recurring objectives that encourage regular gameplay activity.
Once onboarding is underway, commanders get a daily pool of objectives spanning economy, combat, exploration, trade, and alliance play.


Once onboarding progression begins, players gain access to a rotating pool of daily tasks.
=== How many quests per day ===
{| class="wikitable"
!Realm
!Daily quests
|-
|1–2
|'''5'''
|-
|3
|'''6'''
|-
|4+
|'''8'''
|}


Each day several quests are selected from a larger pool covering different gameplay systems.Β 
The pool mixes a few '''fixed''' quests with '''rotating''' picks from a larger catalog (filtered by your realm).


Examples of daily objectives include:
=== Daily completion bonus ===
You do '''not''' need every quest. The daily completion bonus unlocks after finishing '''total quests βˆ’ 1''' (for example: 4 of 5, 5 of 6, or 7 of 8). That lets you skip one awkward task and still clear the day.


* upgrade buildings
The exception is the short set of 3 easy dailies new commanders get while their onboarding is unfinished (first 14 days): there the bonus needs '''all 3'''.
* complete research
* build ships
* attack pirate outposts
* complete expeditions
* recycle debris
* trade resources
* scout enemy systems
* transport resources
* harvest meteorites
* donate resources to alliances


These tasks encourage players to interact with many different parts of the game.
=== Imperial Credits (IC) on dailies ===
Only '''4''' quests each day are marked '''reward-eligible''' for Imperial Credits (experience points toward Imperial Access). Completing other dailies still progresses objectives and can grant non-IC rewards when defined, but IC from the daily pool is limited to those four.


Related pages:
Quest cards and the claim flow show which rewards you actually receive.
Β 
* [[Expeditions]]
* [[Trading Center]]
* [[Pirates]]
* [[Asteroid Mining]]
* [[Alliances]]


=== Difficulty ===
Dailies are tagged Easy / Medium / Hard. Harder tasks generally pay more when they are IC-eligible.
----
----


= Quest Difficulty =
= Weekly tab =
Daily quests are categorized by difficulty.
The Weekly tab has two layers:
Β 
Difficulty determines the reward value.
Β 
Typical difficulty levels include:


* '''Easy''' β€” quick tasks such as building ships or scouting
=== Weekly quest chains ===
* '''Medium''' β€” moderate tasks like recycling debris or completing research
Multi-step storylines (realm-gated). Examples from the live catalog:
* '''Hard''' β€” longer activities such as expeditions or attack missions


Harder quests usually reward more experience.
* The Lost Signal (R2+)
----
* Pirate Warlord Hunt (R2+)
* Colonial Push (R2+)
* Industrial Overhaul (R2+)
* Trade Winds (R2+)
* Alliance Road (R2+)
* Frontier Defense (R2+)
* Nebula Mysteries (R3+)
* Grand Salvage Operation (R3+)


= Imperial Credits Rewards =
Complete steps in order; finishing a chain grants a completion reward (IC and/or items).
Completing quests grants '''Imperial Credits (IC)'''. This credits will be used to acquire Imperial Access. As there is no other purpose for Imperial Credits, Life Time Player's won't get any Imperial CreditsΒ  from daily activities but will get other boosts&items.


Quest rewards typically include:
=== Weekly streak milestones ===
Streaks track consecutive days where you earned the '''daily completion bonus''':


* imperial credits
{| class="wikitable"
* resource packages
!Milestone
* items
!Requirement
* temporary boosts
|-
|3-day streak
|3 consecutive completed days
|-
|7-day streak
|7 consecutive completed days
|}


Category completion rewards provide additional IC bonuses.
Claim each milestone once per streak window when eligible. Rewards are typically temporary boosts (tech, production, quest, etc.).
----
----


= Quest Completion System =
= Imperial Credits & rewards =
Daily quests follow a flexible completion system.
Quest rewards can include:
Β 
Players are '''not required to complete every quest''' to receive the daily completion reward.
Β 
Instead:
Β 
* A portion of available quests must be completed to trigger the daily completion bonus.
Β 
This system allows players to ignore tasks that may not fit their current strategy.
----
Β 
= Weekly Streak Rewards =
Consistent activity is rewarded through the '''Weekly Streak System'''.
Β 
Players who complete daily quests across multiple consecutive days unlock additional rewards.
Β 
Typical streak structure:
Β 
Day 1 β†’ Daily rewards
Β 
Day 2 β†’ Daily rewards
Β 
Day 3 β†’ '''Special streak reward'''


The 3-day streak reward often includes temporary boosts that improve gameplay efficiency.
* Imperial Credits (IC) β€” used toward Imperial Access
* resources and packages
* items and temporary boosts


Examples include:
Onboarding category bonuses and weekly chain completions often include IC or strong boosts. Daily IC is capped as noted above (4 eligible quests per day).
Β 
* technology boosts
* production boosts
* quest reward boosts


In-game tooltips are authoritative for exact reward packages.
----
----


= Quest Interface =
= Quest Interface =
The Quest interface organizes tasks into separate tabs:
Tabs: '''Onboarding''' Β· '''Daily''' Β· '''Weekly'''


* '''Onboarding'''
Players can view active objectives, progress, claimable rewards, category bonuses, and chain status. Badges highlight pending claims (daily, weekly streak, weekly chains).
* '''Daily'''
* '''Weekly'''
Β 
Players can view:
Β 
* active quests
* progress toward completion
* available rewards
* category bonuses
Β 
Quest badges indicate:
Β 
* number of pending quests
* available rewards
* completed quest chains


=== Welcome back briefing ===
During your first 7 days, opening the game after being away for a while may show a '''Welcome back, Commander''' screen (at most once per session). It shows:
* How long you were away.
* '''While you were away''': the mail that arrived, grouped into battles, scout reports, expeditions, harvests, fleet reports, trade updates and rewards. Tap a tile or '''Open Mail''' to read them.
* '''Your next objectives''': your next two onboarding quests, with progress (only while onboarding is unfinished). Tap one to open it on the Quest Board.
* '''Daily quests''' still open today.
Tap outside the screen or '''Continue''' to close it.
----
----


= Strategic Importance =
= Strategic Importance =
The Quest System provides several gameplay benefits:


Guidance for new players
* Teaches new commanders the core systems
* Encourages diversified play each day
* Adds steady IC and boost income for active empires
* Weekly chains steer mid-game goals (pirates, trade, nebula, alliance)


Encouragement for diverse gameplay
----
Β 
Additional progression rewards


Regular incentives for daily activity
== References ==


By completing quests, players gain both knowledge and resources that help accelerate their empire’s development.
* [[Expeditions]] Β· [[Trading System]] Β· [[Pirates]] Β· [[Asteroid Harvesting]] Β· [[Alliances]] Β· [[Player Classes]] Β· [[Beginner Guides]]

Latest revision as of 11:46, 13 October 2026

Quest System

The Quest System in Per Regna provides structured objectives that guide commanders through core mechanics while rewarding regular activity.

Quests are organized into three tabs:

  • Onboarding β€” permanent early-game paths (complete at your own pace)
  • Daily β€” rotating objectives that reset each day
  • Weekly β€” multi-step quest chains plus streak milestones for consecutive daily completion

Quest Categories (Onboarding)

Onboarding quests are grouped into thematic paths. Each path is a sequence completed in order. Finishing every quest in a path grants a Category Bonus (resources, items, or temporary boosts).

Typical paths:

  • Exploration β€” scanning, sensors, expeditions, archive finds
  • Resource Management β€” mines, energy, warehouse, engineering
  • Combat β€” shipyard, fleets, pirate fights, debris recycling
  • Colonization β€” alliance, Astrophysics, colony ship, new colony. The alliance quest points out alliances marked Tribute, which pay Realm 1–3 members a daily alliance tribute.

Exact step lists follow the live onboarding catalog and can change with patches β€” treat in-game quest cards as the checklist.

Some action quests count only after the research that equips them, so your starter fleet does not tick them off early:

  • Scan a Pirate or Player and Scan Nebula System need Research Sensor Technologies first.
  • First Pirate Raid needs Research Chemical Propulsion (level 2, the research that grants Light Interceptors) first.
  • First Victory and Recycler Duty need Research Weapon Systems II (the research that grants Light Fighters) first.

Until then the quest card shows as locked and names the research still missing. Once it is done, your next scout, raid, victory or salvage counts.

Commander's Path

At the top of the Onboarding tab, Commander's Path shows a single current goal so there is always one clear next step. It is shown while your Onboarding tab is visible, and the tab stays open while a Path goal or chest is still waiting to be claimed. Goals unlock one at a time, in two acts. Tap the Commander's Path header to collapse it to one line showing the current goal and its steps done; a red counter on the header shows when a goal is ready to claim. Your choice is remembered on the device.

While a Path goal is active, the Quests button shows only its reward counter; the per-category quest counters return once the Path is done. When an onboarding reward becomes ready to claim, a "+1" badge flies to the Quests button and the counter pops, so you can claim it without checking the board.

Starter fleet

A handful of your father's ships survived the fall. Every new commander starts with them docked at the homeworld: 5 Probes, 10 Cargo Ships, 40 Fighters and 5 Recyclers. Act I is played with these ships; building more takes the research of Act II.

Act I: The Survivor Fleet

Newcomer fleet slots: for the first 3 days of your account you have 2 extra fleet slots, so a probe, a raid and your recyclers can be out at the same time. The fleet list shows when they end. Fleets already out when they end finish normally; after that, new launches use your regular limit from research.

Act I goals are tracked by the Path itself: the action counts the moment you do it, separately from the onboarding quests above. Pirate raids, salvage and nebula scans you completed as onboarding quests before the Path arrived count too.

For Scout a Pirate and Salvage the Wreckage, the goal's Go to pirate button (also on the matching onboarding quests) takes you to the nearest Scout Party or Weak pirate around your homeworld and opens its panel; if none is that weak it picks the nearest pirate, and if no pirate is near yet it shows your home system (new pirate bases appear every 30 minutes). Tapping Scout on a pirate starts with your probes already selected (the Spy Probe Count setting, 1 by default), so you only confirm and send.

# Goal What to do
1 Scout a Pirate Send a Probe to a pirate outpost with a green ring (Scout Party or Weak, the safest first targets) and read the report before you attack. Leave the strongholds for later. Scouting a player does not count.
2 First Strike Study the scout report and simulate the fight, send Cargo Ships along for the loot, then raid the outpost you scouted and win the battle. Only a win against pirates counts; battles against players do not.
3 Salvage the Wreckage Send Recyclers to collect the debris from the battle.
4 Chart a Nebula Send a Probe to scan a nearby nebula.

Act II: A Fleet of Our Own

# Goal Steps (onboarding quests)
5 Growing Economy Industrial Engineering 2, Solar Plant 5, a mine at level 5, a Warehouse, Engineering Lab 2
6 Into the Unknown Expedition Basics, your first expedition, your first Archive find
7 A Second World Astrophysics, a Colony Ship, found a colony
  • Each goal lists its steps; tap a step to jump to that quest. Steps are ordinary onboarding quests, so you still claim their own rewards as usual.
  • Act I goals are done on the galaxy map: while one has steps left, a button under it takes you there. On Scout a Pirate and Salvage the Wreckage it is Go to pirate. On First Strike it is Open Scout Report: it opens your latest scout report, whose Attack button launches the raid (with no scout report left, it goes to the nearest pirate instead). On Chart a Nebula it is Go to Nebula: it centers the map on the nearest nebula.
  • When every step of the current goal is done, claim the goal's reward (resources, experience and often a boost item). The next goal then becomes current. Steps of later goals count as soon as you finish them, so a later goal can be ready to claim the moment it becomes current.
  • Above the category tabs, one overall onboarding bar tracks every onboarding quest across all paths. Reward chests open at 10, 20, 30 and 40 completed quests; when a chest is ready, a card under the bar lists what it contains with a Claim Chest button (tapping the gift on the bar also claims it). Chests count quests from any path, in any order.
  • Goal and chest rewards come on top of the quest rewards and Category Bonuses.

Related: Research, Fleet and Ships, Expeditions, Pirates, Colonization, Alliances, Buildings


Daily Quests

Once onboarding is underway, commanders get a daily pool of objectives spanning economy, combat, exploration, trade, and alliance play.

How many quests per day

Realm Daily quests
1–2 5
3 6
4+ 8

The pool mixes a few fixed quests with rotating picks from a larger catalog (filtered by your realm).

Daily completion bonus

You do not need every quest. The daily completion bonus unlocks after finishing total quests βˆ’ 1 (for example: 4 of 5, 5 of 6, or 7 of 8). That lets you skip one awkward task and still clear the day.

The exception is the short set of 3 easy dailies new commanders get while their onboarding is unfinished (first 14 days): there the bonus needs all 3.

Imperial Credits (IC) on dailies

Only 4 quests each day are marked reward-eligible for Imperial Credits (experience points toward Imperial Access). Completing other dailies still progresses objectives and can grant non-IC rewards when defined, but IC from the daily pool is limited to those four.

Quest cards and the claim flow show which rewards you actually receive.

Difficulty

Dailies are tagged Easy / Medium / Hard. Harder tasks generally pay more when they are IC-eligible.


Weekly tab

The Weekly tab has two layers:

Weekly quest chains

Multi-step storylines (realm-gated). Examples from the live catalog:

  • The Lost Signal (R2+)
  • Pirate Warlord Hunt (R2+)
  • Colonial Push (R2+)
  • Industrial Overhaul (R2+)
  • Trade Winds (R2+)
  • Alliance Road (R2+)
  • Frontier Defense (R2+)
  • Nebula Mysteries (R3+)
  • Grand Salvage Operation (R3+)

Complete steps in order; finishing a chain grants a completion reward (IC and/or items).

Weekly streak milestones

Streaks track consecutive days where you earned the daily completion bonus:

Milestone Requirement
3-day streak 3 consecutive completed days
7-day streak 7 consecutive completed days

Claim each milestone once per streak window when eligible. Rewards are typically temporary boosts (tech, production, quest, etc.).


Imperial Credits & rewards

Quest rewards can include:

  • Imperial Credits (IC) β€” used toward Imperial Access
  • resources and packages
  • items and temporary boosts

Onboarding category bonuses and weekly chain completions often include IC or strong boosts. Daily IC is capped as noted above (4 eligible quests per day).

In-game tooltips are authoritative for exact reward packages.


Quest Interface

Tabs: Onboarding Β· Daily Β· Weekly

Players can view active objectives, progress, claimable rewards, category bonuses, and chain status. Badges highlight pending claims (daily, weekly streak, weekly chains).

Welcome back briefing

During your first 7 days, opening the game after being away for a while may show a Welcome back, Commander screen (at most once per session). It shows:

  • How long you were away.
  • While you were away: the mail that arrived, grouped into battles, scout reports, expeditions, harvests, fleet reports, trade updates and rewards. Tap a tile or Open Mail to read them.
  • Your next objectives: your next two onboarding quests, with progress (only while onboarding is unfinished). Tap one to open it on the Quest Board.
  • Daily quests still open today.

Tap outside the screen or Continue to close it.


Strategic Importance

  • Teaches new commanders the core systems
  • Encourages diversified play each day
  • Adds steady IC and boost income for active empires
  • Weekly chains steer mid-game goals (pirates, trade, nebula, alliance)

References