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

Monuments: Difference between revisions

From Per Regna
Created page with " = Monuments & Player Classes = Monuments are legendary mega-structures you assemble piece by piece, forge in your inventory, and deploy on your '''Capital Colony'''. Once active, they grant '''empire-wide bonuses'''—stronger fleets, safer colonies, richer expeditions, or faster industry—across every planet and ship you control. Unlike ships or buildings, monuments define your '''long-term identity''' on the galaxy map. Your chosen path (Warlord, Guardian, Explorer,..."
 
No edit summary
Line 144: Line 144:


A '''level 3 Warlord Core''' with leveled Supports often outperforms a fresh high-tier monument swapped in without upgrades—factor leveling into your seasonal plans.
A '''level 3 Warlord Core''' with leveled Supports often outperforms a fresh high-tier monument swapped in without upgrades—factor leveling into your seasonal plans.
----
== The four player classes ==
Each monument belongs to one class. Classes are designed so that '''committing to a path''' amplifies a specific loop in the game—not just a single stat, but how you spend your time and resources.
=== Warlord — Conquer, strike, recycle ===
'''Purpose:''' Aggressive commanders who grow through '''combat''': PvP, pirate clears, debris recycling, and fleet-focused weekly events.
'''What Warlords optimize:'''
* '''Stronger attacks''' — Higher fleet damage in offensive battles.
* '''More fleets''' — Extra fleet slot capacity for simultaneous raids and escorts.
* '''Faster ships''' — Shorter travel time to hit targets before they react.
* '''Lower fuel burn''' — Cheaper long campaigns so you can keep pressure up.
* '''Faster rebuilds''' — Construction speed helps replace losses after wars.
'''Typical day:''' Scout → strike → collect debris with Recyclers → rebuild → repeat. Warlord monuments reward commanders who treat battle debris and pirate loot as primary income, not a side activity.
'''Monuments:''' Titan-Class Mech (Core), Stargate (Support), Mass Relay (Support).
----
=== Guardian — Hold, shield, mine securely ===
'''Purpose:''' Defensive commanders who protect colonies, absorb attacks, and grow through '''secure production''' and '''asteroid mining'''.
'''What Guardians optimize:'''
* '''Stronger shields''' — Planetary shields resist more damage.
* '''Safer storage''' — More resources survive when you are raided offline.
* '''Tougher defenses''' — Higher defense HP and hangar capacity for a larger garrison.
* '''Better defense when attacked''' — Stronger defender firepower and shorter stun lockout under pressure.
* '''More mining operations''' — 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.
'''Monuments:''' Halo Ring (Core), Ancient City-Ship (Support), Precursor Forge (Support).
----
=== Explorer — Expeditions, discovery, technology ===
'''Purpose:''' Commanders who push the '''nebula''', research tree, and anomaly content—finding items, relics, monument pieces, and flexible rewards at scale.
'''What Explorers optimize:'''
* '''More expeditions''' — Extra expedition slot and deeper maximum depth.
* '''Faster expedition cycles''' — Shorter time per run means more rolls per week.
* '''Higher success rates''' — Better odds on expedition outcomes.
* '''Wider sensors''' — Stronger scouting and intelligence play.
* '''Faster research''' — Tech pace accelerates everything else.
* '''Better anomaly discovery''' — 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 expeditions—not because they ignore combat, but because their engine is discovery.
'''Monuments:''' Celestial Orrery (Core), The Monolith (Support), Crystalline Spire (Support).
----
=== Industrialist — Produce, build, trade ===
'''Purpose:''' Economic commanders who scale through '''mines, construction queues, and the galactic market'''—funding fleets and alliance projects from surplus.
'''What Industrialists optimize:'''
* '''Higher production''' — All resource types benefit from mining output bonuses.
* '''Faster construction''' — Buildings and infrastructure rise faster empire-wide.
* '''Better trade''' — More value kept on deals and faster convoys.
* '''More trade capacity''' — 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 — Choose your Core (identity) ===
Ask: ''Where do most of my resources and power come from today?''
{| class="wikitable"
!If you mainly…
!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
|'''Dyson Sphere Fragment''' (Industrialist)
|}
The Core has the '''longest activation''' (~24 hours). Treat it as a seasonal commitment, not a weekly experiment.
=== Step 2 — Pick Supports that reinforce the same loop ===
{| class="wikitable"
!Core class
!Strong Support pairings
!Why
|-
|Warlord
|Stargate + Mass Relay
|Speed + fuel for constant campaigning
|-
|Warlord
|Stargate + Pyramids (mixed)
|Offense + rebuild economy (hybrid)
|-
|Guardian
|Ancient City-Ship + Precursor Forge
|Layered defense under attack
|-
|Guardian
|Halo + City-Ship (if Core is Halo)
|Maximum fortress profile
|-
|Explorer
|Monolith + Crystalline Spire
|Research + expedition reliability
|-
|Explorer
|Orrery + both Explorer Supports
|Maximum nebula throughput
|-
|Industrialist
|Pyramids + Trade Nexus
|Production + market dominance
|-
|Industrialist
|Dyson + Trade Nexus
|Endgame economy ceiling
|}
'''One mixed Support''' is fine (e.g. Warlord Core + Trade Nexus for raid income and market funding)—but two off-class Supports usually dilute your identity bonuses.
=== Step 3 — Level before you swap ===
If you are considering changing Core mid-season:
* 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.
=== Step 4 — Align research and fleets ===
Monuments multiply what you already do well:
* '''Warlord''' — Weapon Systems, Shield breaking, Recycler-heavy fleets, short-range rapid strikes.
* '''Guardian''' — Shield Technology, defense structures, harvest fleets, safe storage habits.
* '''Explorer''' — Expedition Basics, Sensor Technology, Probes and Exploration ships, deep-depth templates.
* '''Industrialist''' — Industrial Engineering, trade technologies, Cargo/Freighter logistics.
----
== Recommended combinations ==
=== Pure Warlord (raider) ===
* '''Core:''' Titan-Class Mech
* '''Support:''' Mass Relay + Stargate
* '''Loop:''' Fast hits, debris recycling, event scores on Fleet Commander / Loot Master weeks.
=== Pure Guardian (turtle miner) ===
* '''Core:''' Halo Ring
* '''Support:''' Ancient City-Ship + Precursor Forge
* '''Loop:''' Asteroid harvest, alliance defense, survive double taps, outlast attackers.
=== Pure Explorer (nebula farmer) ===
* '''Core:''' Celestial Orrery
* '''Support:''' Crystalline Spire + The Monolith
* '''Loop:''' Maximum expedition slots and depth, research rush, monument piece farming for your alliance.
=== Pure Industrialist (economic engine) ===
* '''Core:''' Dyson Sphere Fragment
* '''Support:''' The Pyramids + Interstellar Trade Nexus
* '''Loop:''' Fund fleet rebuilds, alliance research donations, trade income, construction races.
=== Hybrid: Warlord Core + Industrial Support (raid economy) ===
* '''Core:''' Titan-Class Mech
* '''Support:''' Stargate + The Pyramids
* '''Loop:''' Aggressive outward play with strong rebuild—common for commanders who raid but need construction speed to recover.
=== Hybrid: Explorer Core + Warlord Support (expedition-funded wars) ===
* '''Core:''' Celestial Orrery
* '''Support:''' Crystalline Spire + Mass Relay
* '''Loop:''' Farm relics and pieces in the nebula, then spend wealth on timed wars—higher skill ceiling.
----
== Full monument catalog ==
== Full monument catalog ==
Bonuses listed are '''level 1, active''' values (empire-wide after activation completes). See Leveling monuments for scaling.
Bonuses listed are '''level 1, active''' values (empire-wide after activation completes). See Leveling monuments for scaling.
Line 858: Line 670:
=== Should I level Support or Core first? ===
=== Should I level Support or Core first? ===
Usually '''Core first''' (biggest identity bonus), then Supports you will keep for several months. Level Supports you swap often only if you have excess spares.
Usually '''Core first''' (biggest identity bonus), then Supports you will keep for several months. Level Supports you swap often only if you have excess spares.
=== Can I change class every week? ===
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'''.
=== Which class is best? ===
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.


=== How do monuments interact with weekly events? ===
=== How do monuments interact with weekly events? ===

Revision as of 19:48, 21 May 2026

Monuments & Player Classes

Monuments are legendary mega-structures you assemble piece by piece, forge in your inventory, and deploy on your Capital Colony. Once active, they grant empire-wide bonuses—stronger fleets, safer colonies, richer expeditions, or faster industry—across every planet and ship you control.

Unlike ships or buildings, monuments define your long-term identity on the galaxy map. Your chosen path (Warlord, Guardian, Explorer, or Industrialist) should match how you actually play: who you attack, how you defend, whether you live in the nebula, or whether you out-produce everyone else.


Table of contents

  1. How monuments work
  2. Core vs Support monuments
  3. Capital slots and activation
  4. Collecting pieces and forging
  5. Leveling monuments
  6. The four player classes
  7. Planning your class path
  8. Recommended combinations
  9. Full monument catalog
  10. Frequently asked questions

How monuments work

The journey: pieces → forge → deploy → activate

  1. Collect pieces — Each monument is a set of unique parts (4–10 depending on the monument). Pieces arrive as rewards from expeditions, pirate content, weekly events, and other high-value activities. Progress is tracked in Inventory → Monuments.
  2. Forge — When you own every piece in a set, forge the complete monument. It moves to your forged inventory and can be deployed later.
  3. Deploy on capital — Starting in Realm II, place monuments on dedicated slots on your Capital Colony surface (not on ordinary colonies).
  4. Activate — After deployment, the monument charges up (about 12 hours for Support, about 24 hours for Core). Until activation finishes, bonuses are not applied.
  5. Empire-wide power — When active, bonuses affect your entire empire: all colonies, fleets in transit, defenses, expeditions, trade, and combat calculations tied to your account.

Why monuments matter in the late game

Fleet size is capped by tonnage and realm progression. Monuments are one of the main ways experienced commanders keep growing after the shipyard ceiling—through percentage bonuses, extra fleet/expedition/miner/trade slots, and specialized strengths that research alone cannot replicate.

Your profile displays your primary class from your active Core monument. Support monuments add secondary class tags, so allies and rivals can see your specialization at a glance.


Core vs Support monuments

Role Purpose Limit Activation time
Core Your main identity and strongest thematic bonuses Only one Core at a time across all slots ~24 hours
Support Specialized layer that stacks with your Core Up to two Supports (with all slots unlocked) ~12 hours each
  • Core monuments are the headline choice: committing to Titan-Class Mech, Halo Ring, Celestial Orrery, or Dyson Sphere Fragment signals how you intend to win wars, hold territory, explore, or fund your economy.
  • Support monuments refine that identity—extra speed for raids, safer storage, faster research, trade efficiency, and so on.
  • You may mix Support monuments from different classes than your Core, but the most efficient accounts usually align all three slots toward one playstyle.

Capital slots and activation

Realm Monument slots unlocked
Realm I Monuments not available
Realm II 1 slot
Realm III 2 slots
Realm IV 3 slots (typical endgame layout: 1 Core + 2 Support)

Rules:

  • Monuments can only be deployed on your capital (homeworld capital colony).
  • Only one Core may be deployed at any time. If a Core is already active, you cannot place a second Core until you remove the first.
  • The same monument type cannot be deployed twice.
  • Undeploying returns the monument to inventory (activation must complete again on redeploy).
  • Swapping before a big war or event week costs another full activation wait—plan changes ahead of time.

In-game flow: Open your capital → tap a monument slot on the surface → choose a forged monument from inventory → wait for activation → bonuses appear in combat reports, colony panels, expedition UI, and trade screens.


Collecting pieces and forging

Where pieces come from

  • Nebula expeditions — Primary source over a commander’s career. Explorer-oriented fleets and specialist support ships improve discovery rates for monument-related rewards.
  • Pirate content — Raids, strongholds, and convoys can drop specific monument pieces (often tied to a monument key and piece number).
  • Weekly and seasonal events — Champion-tier and milestone rewards sometimes include monument pieces or high-rarity piece packs.
  • Generic monument drops — Rare packs may grant a random piece toward monuments of a given rarity tier.

Pieces are account-bound and tracked per monument set. If you are missing one piece for months, the game’s pity systems may steer your next drop toward a piece you still need (especially when you are one piece away from forging).

Forging

  • Requires 100% of the set (every listed piece).
  • Forging is instant once complete; the monument waits in inventory until you deploy.
  • You can forge multiple copies of the same monument over time—extra copies become spares for leveling (see below).

Duplicate pieces before forging

If you find a piece you already own, it still counts toward collection progress but does not create a second entry—completion is about owning each unique piece at least once.


Leveling monuments

Forging the same monument again gives a spare copy. Spares are consumed to level up that monument type.

Upgrade cost per level

Current level Spares needed for next level
1 → 2 2 spares
2 → 3 3 spares
3 → 4 4 spares
Current level + 1

Upgrades apply to the monument whether it is deployed or in inventory. Many commanders level their intended Core and Supports before locking a long-term layout.

How bonuses scale with level

Percentage bonuses (attack, production, shields, research speed, etc.):

  • Each level above 1 adds roughly +50% of the base value to the bonus.
  • Example: +15% Fleet Attack at level 1 → about +22.5% at level 2 → about +30% at level 3.

Slot bonuses (+1 fleet slot, +1 expedition slot, +1 miner slot, +1 trade slot):

  • Each level above 1 adds +1 to the slot bonus instead of scaling by percentage.
  • Example: +1 Fleet Slot at level 1 → +2 at level 2 → +3 at level 3.

A level 3 Warlord Core with leveled Supports often outperforms a fresh high-tier monument swapped in without upgrades—factor leveling into your seasonal plans.

Full monument catalog

Bonuses listed are level 1, active values (empire-wide after activation completes). See Leveling monuments for scaling.


Warlord monuments

Titan-Class Mech — Core (6 pieces)

Role: Flagship war engine—the definitive Warlord identity.

Best for: Commanders who win wars through fleet power and need an extra fleet on the board.

Piece Name
1 Chassis Frame
2 Reactor Core
3 Weapon Systems
4 Neural Interface
5 Armor Plating
6 Thruster Array

Active bonuses:

Bonus Value
Fleet Attack +15%
Fleet Slot Capacity +1

In-game impact: Offensive battles hit harder; you field one more fleet for simultaneous operations (raids, escorts, debris runs).


Stargate — Support (7 pieces)

Role: Rapid redeployment—infrastructure for a mobile war empire.

Best for: Commanders who raid across distance and need fleets back in action quickly after losses.

Piece Name
1 Gate Ring Segment I
2 Gate Ring Segment II
3 Gate Ring Segment III
4 Gate Ring Segment IV
5 Chevron Assembly
6 Power Crystal
7 Control DHD

Active bonuses:

Bonus Value
Ship Speed +15%
Construction Speed +15%

In-game impact: Fleets arrive sooner; colonies rebuild ships and structures faster after war—pairs with debris farming and constant harassment.


Mass Relay — Support (6 pieces)

Role: Sustained campaigning—cheaper long-range operations.

Best for: Commanders running repeated cross-galaxy strikes without bankrupting gas reserves.

Piece Name
1 Relay Core
2 Relay Arm Alpha
3 Relay Arm Beta
4 Element Zero Capacitor
5 Mass Effect Field Generator
6 Relay Beacon

Active bonuses:

Bonus Value
Ship Speed +12%
Fleet Fuel Reduction +10%

In-game impact: More attacks per stockpile of gas—critical for alliance wars and multi-target raid schedules.


Guardian monuments

Halo Ring — Core (7 pieces)

Role: Planetary fortress—storage, shields, and mining scale.

Best for: Commanders who must survive offline raids and invest in asteroid economies.

Piece Name
1 Ring Section I
2 Ring Section II
3 Ring Section III
4 Control Room
5 Firing Mechanism
6 Life Support System
7 Phase Pulse Generator

Active bonuses:

Bonus Value
Safe Storage +20%
Shield Strength +20%
Miner Slot Capacity +1

In-game impact: Less loot lost when attacked; tougher shields; one more concurrent miner/harvest operation—core Guardian fantasy of hold everything you mine.


Ancient City-Ship — Support (8 pieces)

Role: Citadel in space—defensive structures and hangar depth.

Best for: Commanders stacking planetary defenses and keeping a large garrison at home.

Piece Name
1 Central Spire
2 Outer Pier Alpha
3 Outer Pier Beta
4 Outer Pier Gamma
5 ZPM Chamber
6 Shield Generator
7 Stardrive
8 Control Chair

Active bonuses:

Bonus Value
Defense HP +20%
Hangar Capacity +20%

In-game impact: Turrets and defenses last longer; more ships can sit on the colony for defense—discourages casual raiders.


Precursor Forge — Support (5 pieces)

Role: Hold the line under fire—defensive counter-attack and resilience.

Best for: Commanders who are often the defender in wars and need to punish attackers while stunned.

Piece Name
1 Forge Heart
2 Plasma Conduits
3 Nanoassemblers
4 Blueprint Archive
5 Power Matrix

Active bonuses:

Bonus Value
Defender Attack +15%
Stun Duration Reduction +10%

In-game impact: When your colony or fleet is attacked, defensive strikes bite harder; you recover from stun effects faster—pairs with Halo Ring for a full defensive stack.


Explorer monuments

Celestial Orrery — Core (7 pieces)

Role: Map the unknown—the expedition engine.

Best for: Commanders who treat the nebula as their primary resource pipeline.

Piece Name
1 Orrery Core
2 Gravimetric Ring Alpha
3 Gravimetric Ring Beta
4 Anomaly Predictor
5 Stellar Lens Array
6 Quantum Ephemeris
7 Navigation Spindle

Active bonuses:

Bonus Value
Expedition Duration −30% (faster completions)
Expedition Slot Capacity +1
Expedition Max Depth +1

In-game impact: More expedition runs per week, deeper nebula progression, faster turnaround—directly increases rolls for loot, pieces, relics, and items.


The Monolith — Support (4 pieces)

Role: Accelerate science—research and anomaly discovery.

Best for: Commanders racing the tech tree while running expeditions.

Piece Name
1 Monolith Base
2 Monolith Body
3 Monolith Top
4 Monolith Shield

Active bonuses:

Bonus Value
Research Speed +15%
Anomaly Discovery Chance +10%

In-game impact: Faster laboratories; more special expedition events—feeds both military and economic branches indirectly.


Crystalline Spire — Support (4 pieces)

Role: Expedition reliability—sensors and success rate.

Best for: Commanders pushing difficult nebula zones who want fewer failed or empty runs.

Piece Name
1 Base Crystal
2 Energy Resonator
3 Amplification Matrix
4 Apex Shard

Active bonuses:

Bonus Value
Sensor Range +15%
Expedition Success Rate +20%

In-game impact: Better scouting intelligence; more consistent expedition payouts—ideal second Support for Orrery Core.


Industrialist monuments

Dyson Sphere Fragment — Core (10 pieces)

Role: Stellar-scale industry—the largest set and strongest economic identity.

Best for: Commanders who win by out-producing and out-trading entire alliances.

Piece Name
1 Collector Panel I
2 Collector Panel II
3 Collector Panel III
4 Collector Panel IV
5 Energy Relay
6 Matter Converter
7 Structural Frame Alpha
8 Structural Frame Beta
9 Stabilization Field
10 Quantum Battery

Active bonuses:

Bonus Value
All Resource Production +20%
Trade Efficiency +15%
Trade Slot Capacity +1

In-game impact: Every mine works harder; market play improves; one more trade operation—endgame Industrialist ceiling.


The Pyramids — Support (5 pieces)

Role: Ancient productivity—balanced output and construction.

Best for: Commanders growing infrastructure while maintaining strong mine income.

Piece Name
1 Sphinx
2 Great Pyramid of Nezum
3 Pyramid of Tempest
4 Black Pyramid
5 Golden Pyramid

Active bonuses:

Bonus Value
All Resource Production +10%
Construction Speed +15%

In-game impact: Steady resource curve plus faster building—excellent Support for Dyson Core or hybrid Warlord rebuild strategies.


Interstellar Trade Nexus — Support (6 pieces)

Role: Galactic commerce—convoys and market efficiency.

Best for: Commanders active on the trade hub and alliance logistics.

Piece Name
1 Trade AI Core
2 Quantum Broker Array
3 Convoy Optimizer
4 Market Prediction Matrix
5 Hyperlane Router
6 Logistics Spindle

Active bonuses:

Bonus Value
Convoy Speed +15%
Trade Efficiency +20%

In-game impact: Faster trade missions; more profit kept per deal—turns production surplus into strategic flexibility.


Frequently asked questions

Can I deploy monuments on a regular colony?

No. Only your Capital Colony has monument slots.

Do bonuses apply only on the capital?

No. Once active, bonuses apply empire-wide to all colonies and relevant fleet missions.

Can I run two Core monuments?

No. Only one Core may be deployed at a time.

What happens if I undeploy during activation?

Cancel or undeploy rules depend on in-game controls on the slot—assume you may lose activation progress if you cancel mid-charge. Plan deployments before starting timers.

Should I level Support or Core first?

Usually Core first (biggest identity bonus), then Supports you will keep for several months. Level Supports you swap often only if you have excess spares.

How do monuments interact with weekly events?

Event weeks reward the activities each class already favors (Fleet Commander for Warlords, Expedition Pioneer for Explorers, Ship Builder for Industrialists, etc.). Aligning your Core with the current season’s activity multiplier is a common advanced strategy.


Quick reference — all monuments

Monument Class Role Pieces Key bonuses (level 1)
Titan-Class Mech Warlord Core 6 +15% Fleet Attack, +1 fleet slot
Stargate Warlord Support 7 +15% ship speed, +15% construction
Mass Relay Warlord Support 6 +12% ship speed, +10% fuel reduction
Halo Ring Guardian Core 7 +20% safe storage, +20% shields, +1 miner slot
Ancient City-Ship Guardian Support 8 +20% defense HP, +20% hangar
Precursor Forge Guardian Support 5 +15% defender attack, +10% stun reduction
Celestial Orrery Explorer Core 7 −30% expedition time, +1 expedition slot, +1 max depth
The Monolith Explorer Support 4 +15% research, +10% anomaly discovery
Crystalline Spire Explorer Support 4 +15% sensor range, +20% expedition success
Dyson Sphere Fragment Industrialist Core 10 +20% all production, +15% trade efficiency, +1 trade slot
The Pyramids Industrialist Support 5 +10% all production, +15% construction
Interstellar Trade Nexus Industrialist Support 6 +15% convoy speed, +20% trade efficiency

Last updated for live monument data (12 monuments, production boosts).

Contents