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

Version 1.3.2

From Per Regna
Revision as of 13:32, 24 June 2026 by Admin (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision β†’ (diff)

This update is all about Alliance Territorial Control: your alliance can now conquer star systems, build on them, harvest and survey their deposits, research alliance-wide upgrades, run diplomacy with other alliances, and collect a daily share of everything your territory produces. The more systems you hold β€” and the longer you hold them β€” the bigger the shared advantage for every member.

New to alliance play? See the full Alliances guide, or open Settings β†’ Quick Guides β†’ Alliance Territorial Control in-game.

New Features

Conquer & control star systems

  • Every star system is anchored by a Stellar Nexus, a fortified core defended by a System Protector.
  • Scout the nexus first to reveal its garrison strength and resource focus (its common and rare deposits).
  • Only a coordinated alliance (FCS) attack can defeat the protector and claim a system β€” it's far too strong for a single commander.
  • Win the assault and the system transfers to your alliance immediately. Its protector fleet, defenses, and stored resources are wiped, and the system center becomes a colony your alliance controls.
  • Your alliance's first conquered system becomes its Headquarters; every system after that becomes a Division. Holding more systems compounds your economic and military edge.

Alliance buildings

Built on conquered system centers and funded by the shared Alliance Vault:

  • Headquarters β€” the core of the alliance. Unlocks and gates every other alliance building and drives your alliance level. One per alliance; its level caps every Division Center.
  • Division Center β€” command hub for a conquered division system; its level can never exceed the Headquarters level.
  • Vault β€” expands shared resource storage from member donations.
  • Research Lab β€” hosts the shared alliance research network and reduces research time.
  • Diplomacy Office β€” manages treaties and unlocks additional treaty slots.
  • Archive β€” stores donated cosmetics, relics, and artifacts, and showcases alliance branding.
  • Bazaar β€” the alliance marketplace for trading Quantum Shards into new cosmetic families.
  • Engineering Lab β€” speeds up construction on the system it's built on.
  • Defense Yard β€” enables building alliance defenses on the system (after researching Defense Protocols).
  • Common Extractor / Rare Extractor β€” boost the common (Harvest) and rare (Survey) output of missions run on that system.

Alliance Vault & Research

  • Members donate resources to the shared Alliance Vault; leaders and deputies spend the vault to start research.
  • A single shared alliance research network with four categories β€” Infrastructure, Logistics, Membership, and Defense.
  • New research lines include:
    • Alliance Infrastructure & Supply Logistics β€” reduce system upkeep and unlock per-resource refinement programs.
    • Per-resource Refinements (Steel, Quartz, Gas, Iridium, Silicium, Elerium) β€” lower that resource's upkeep across alliance systems.
    • Recruitment Doctrine β€” permanently raises the alliance member limit.
    • Territorial Expansion β€” permanently raises how many systems the alliance can control.
    • Defense Protocols, Reinforced Armor, Deflector Shields, Weapons Calibration, Garrison Capacity β€” unlock and strengthen alliance-built defenses and add defense build slots.

System Harvesting & Surveying

  • Send Harvest missions (require Orbital Refineries) to pull a system's deposits β€” 70% common / 30% rare. Industrialist-class commanders earn a large output bonus.
  • Send Survey missions (require Science Vessels) for the mirror ratio β€” 30% common / 70% rare β€” the best way to gather rare deposits. Explorer-class commanders earn the bonus here.
  • Both run as recallable cycles (~30 minutes each): recall any time and keep what's already processed.
  • Output is split each cycle: 10% returns in your fleet cargo, 5% goes to stationed Guardians, and 85% feeds the alliance daily pool.
  • Available from Realm 4 onward.

The daily system share

  • The 85% pooled from every Harvest and Survey haul accumulates in a shared daily pool.
  • At midnight UTC the pool finalizes and is divided among active members into reserved personal shares, weighted to give newer commanders a meaningful floor while still rewarding top contributors.
  • Open the System Harvest tab and tap Collect to claim your share β€” a Trade Union convoy delivers it to your capital colony (about an hour, reduced by Supply Logistics research). Collect daily, or that day's share is discarded on the next rollover.

Defending your systems

  • Guardians β€” keep a fleet stationed at a system center to help hold it and share the 5% security cut from every Harvest and Survey haul.
  • Alliance defenses β€” build a Defense Yard and (after Defense Protocols) construct defenses on the system, strengthened further by armor, shield, and weapon research.

Diplomacy & war

  • Manage relations with other alliances from the Diplomacy screen: Non-Aggression Pacts, Alliances, Declare War, and Propose Peace.
  • Treaty slots are unlocked by the Diplomacy Office.

Alliance Archive, Bazaar & branding

  • Archive Collection & Shop: donate a relic's base to unlock it for the alliance, then any member can buy alternate skins with Quantum Shards.
  • Alliance Wishlist: flag the cosmetics your alliance wants so members can purchase and donate them.
  • Branding: choose your active alliance Badge and Banner from donated relics, and attach System Themes and Monuments to the systems your alliance controls.

Alliance Tax

  • Alliances can set an optional tax (0–5%). Members automatically contribute that share of resources brought home from attack, debris, explore, and harvest missions to the alliance vault. Fleet return reports now show the tax breakdown.

Building Cosmetic Packs

  • The cosmetics store now offers themed building packs that bundle every skin of one theme (e.g. Ancient, Arctic) for a building category β€” Production, Infrastructure, Moon, and more.
  • Packs are discounted ~20% versus buying each skin individually, and a partial purchase only charges and grants the skins you don't already own.
  • The cosmetics store is now split into Player and Alliance sub-tabs, so personal building skins and alliance Bazaar cosmetics each have their own space.

Ambient soundtrack

  • An in-game ambient music layer now plays across the galaxy, planets, moons, alliance views, and the backstory, plus building-specific ambiance.
  • Control it with the Music toggle in Settings β†’ Sound.

Improvements

  • Harvest Fleet Optimization setting for one-click asteroid harvest: choose Max Harvest Speed (finish in a single cycle) or Min Orbital Needed (fewest refineries, with haulers carrying the load).
  • New mail reports: System Harvest Report, System Survey Report, System Defense Report, and System Captured / Lost battle-impact reports β€” the latter now break down damage dealt/taken, defenses destroyed, buildings razed, and daily revenue lost.
  • Harvest and survey reports include a "How to Improve" section (class bonus, extractor boosts, fleet-cap research, and your share split) so you can see exactly what raises your output.
  • The System Harvest tab now shows Yesterday's Alliance Pool split into a passive baseline (extractors and refinement research) and member activity, alongside top-contributor stats.
  • New Configure System flow to attach a Monument or System Theme to each conquered system from donated relics.
  • Mail importance β€” important reports are now prioritized so critical mail stands out.
  • FCS battle simulation now surfaces per-player factor, group multiplier, pool taken, contribution, and score boost for coordinated attacks.
  • Resource Protection breakdown in the building view β€” see base protection, research, monuments, and the combat cap at a glance.
  • New alliance setting to show member online & last-active status in the member list.
  • Member list now includes a Donations column, and your score now counts an Alliance Donation contribution.
  • Hide ships and defenses from the defense list and Imperial Overview to keep your lists focused.
  • Shared scout reports now indicate who a report was shared for.
  • Coordinated FCS attacks are now required to attack systems and boss pirates, with clearer territory-limit messaging.
  • New Pirate Bosses quick guide covering boss tiers, rallying an FCS strike, participant limits, and how the enormous loot is scaled and shared by contribution.

Balance

  • Stationed fleets now lose ships when only partially defeated, rather than surviving intact.
  • Asteroid and nebula harvest efficiency improved through research tuning (faster harvest speed and larger gas-harvest fleet caps, including a new contribution from Imperial Architecture).
  • Prism Tower tonnage reduced.

Bug Fixes

  • Fixed PvE stun / grief-protection ship recovery so partially stunned hangars recover correctly.
  • Fixed a pirate stronghold spawn issue.
  • Fixed FCS coordinated-attack issues around failed participation and battle simulation.
  • Cleaned up migration data and localization, and refined battle simulation around alliance territory counts.