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===World processing and tick system=== |
===World processing and tick system=== |
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===Timers and clock=== |
===Timers and clock=== |
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===Space combat=== |
===Space combat=== |
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− | Fleet attacks the enemy system for 20 minutes. Several players can attack one system simultaneously, in that case defending fleet engage combat against all attackers simultaneously. Only allies have a possibility to help you in defence (your alliance or coalition players). You |
+ | Fleet attacks the enemy system for 20 minutes. Several players can attack one system simultaneously, in that case defending fleet engage in combat against all attackers simultaneously. Only allies have a possibility to help you in defence (your alliance or coalition players). You cannot attack your ally. |
===Resources raiding=== |
===Resources raiding=== |
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− | After successful attack your fleet |
+ | After successful attack your fleet starts raiding enemy planets. Raiding speed = 1/20 of total cargo capacity of raiding fleet per minute. So 20 minutes raiding gives you 100% cargo if possible. |
===Bombardment=== |
===Bombardment=== |
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− | If you gave your fleet an order to start bombardment, your bombers will start to bomb selected target right after arrival, they will not engage combat against defending forces. Defending forces will select enemy bombers as top priority target to eliminate them as soon as possible. |
+ | If you gave your fleet an order to start bombardment, your bombers will start to bomb selected target right after arrival, they will not engage in combat against defending forces. Defending forces will select enemy bombers as top priority target to eliminate them as soon as possible. |
===Invasion=== |
===Invasion=== |
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− | If you give a fleet an order to |
+ | If you give a fleet an order to "capture the planet" after entering the enemy system, landing ships will start landing, that will last for 5 minutes. Then they start capturing planet, that will last for 15 minutes. During this time loyalty on the planet will decline by 5%. When loyalty fall to 0% planet come under your control. |
Control of landing robots is carried out from orbit of the planet and therefore landing ships are vulnerable to enemy fire. |
Control of landing robots is carried out from orbit of the planet and therefore landing ships are vulnerable to enemy fire. |
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===Maximum level of mines=== |
===Maximum level of mines=== |
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− | Maximum level of mines on resourceful planets is 8 and 10 on others. |
+ | Maximum level of mines on resourceful planets is 8 and 10 on others. With help of technology maximum level can be raised to 14 level on resourceful planets, and to 12 on others. |
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− | + | Resource planets types are: minor metallic, minor polymeric, minor radium, medium metallic, medium polymeric and medium radium. |
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===Orbital resource dock=== |
===Orbital resource dock=== |
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− | Orbital resource dock allows to store some resources |
+ | Orbital resource dock allows to store some resources in planet orbit. It’s common to all planets in the system that belong to one player so now there is no need to transport resources between planets. *Important* caches do not effect orbital docks. |
===Cache=== |
===Cache=== |
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⚫ | Building caches allows you to hide some resources; which depends on their level. Researching “New metamaterials” tech makes 10% of your storage and orbital resource docks capacity invisible to enemy. Example: if enemy has 2 level 10 caches and a storehouse with 11500 capacity. One cache hides 1600 resources, and the storehouse 11500 * 10% = 1150. That gives us 2 х 1600 + 1150 = 4350 hidden resources. |
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===Ships repairs=== |
===Ships repairs=== |
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⚫ | Building caches allows you to hide some resources; which depends on their level. Researching “New metamaterials” tech makes 10% of your storage and orbital resource docks capacity invisible to enemy. Example: if enemy |
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==Science== |
==Science== |
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===Science levels and technologies=== |
===Science levels and technologies=== |
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− | There is 10 science levels, each |
+ | There is 10 science levels, each with a unique set of technologies. At the start of the game the player has level 1 tech available for research. To get access to next science levels the player has to research “transition to level #” technology. There is no need to research all technologies on a level, player can return to research of any available technology any time. |
− | ===Technologies of |
+ | ===Technologies of ancients=== |
− | + | This is a special science level where ancients tech discovered by player will appear. |
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==Special abilities== |
==Special abilities== |
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Space map contains following objects: players stars, stars with planets that can be colonized, asteroid systems, systems of ancients and anomalies. |
Space map contains following objects: players stars, stars with planets that can be colonized, asteroid systems, systems of ancients and anomalies. |
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− | Star |
+ | Star systems have from 3 to 6 planets. |
⚫ | |||
− | Asteroid systems have no planets, only asteroid fields - debris of once existing planets and their satellites. You can find remains of ancients automated defence systems, some resources and useful ancients tech. |
+ | Asteroid systems have no planets, only asteroid fields - debris of once existing planets and their satellites. You can find remains of the ancients' automated defence systems, some resources and useful ancients' tech. |
⚫ | |||
Systems of ancients contains mostly intact uninhabited planets of ancients. |
Systems of ancients contains mostly intact uninhabited planets of ancients. |
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⚫ | Anomalies - unstable objects, they constantly move and can be detected only with |
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⚫ | |||
⚫ | |||
===Anomalies=== |
===Anomalies=== |
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⚫ | Anomalies - unstable objects, they constantly move and can be detected only with hyperspace scanner. After attack they disappear and appear again later in other place, but in same cluster. Anomalies grow when attacked. You can find resources, tech, drifting ships and automated ships of ancients there. |
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===Threat levels=== |
===Threat levels=== |
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+ | |||
===Systems and planets types=== |
===Systems and planets types=== |
Revision as of 21:07, 2 June 2014
Game mechanics
World processing and tick system
Timers and clock
Space battles
Space combat
Fleet attacks the enemy system for 20 minutes. Several players can attack one system simultaneously, in that case defending fleet engage in combat against all attackers simultaneously. Only allies have a possibility to help you in defence (your alliance or coalition players). You cannot attack your ally.
Resources raiding
After successful attack your fleet starts raiding enemy planets. Raiding speed = 1/20 of total cargo capacity of raiding fleet per minute. So 20 minutes raiding gives you 100% cargo if possible.
Bombardment
If you gave your fleet an order to start bombardment, your bombers will start to bomb selected target right after arrival, they will not engage in combat against defending forces. Defending forces will select enemy bombers as top priority target to eliminate them as soon as possible.
Invasion
If you give a fleet an order to "capture the planet" after entering the enemy system, landing ships will start landing, that will last for 5 minutes. Then they start capturing planet, that will last for 15 minutes. During this time loyalty on the planet will decline by 5%. When loyalty fall to 0% planet come under your control.
Control of landing robots is carried out from orbit of the planet and therefore landing ships are vulnerable to enemy fire.
Landing ships can carry out a successful operation only if the number of marines on board of the ships is more than planet population. Researching the "Improved titanium fibers" technology speeds up capture twice.
Economics
Maximum level of mines
Maximum level of mines on resourceful planets is 8 and 10 on others. With help of technology maximum level can be raised to 14 level on resourceful planets, and to 12 on others.
Resource planets types are: minor metallic, minor polymeric, minor radium, medium metallic, medium polymeric and medium radium.
Orbital resource dock
Orbital resource dock allows to store some resources in planet orbit. It’s common to all planets in the system that belong to one player so now there is no need to transport resources between planets. *Important* caches do not effect orbital docks.
Cache
Building caches allows you to hide some resources; which depends on their level. Researching “New metamaterials” tech makes 10% of your storage and orbital resource docks capacity invisible to enemy. Example: if enemy has 2 level 10 caches and a storehouse with 11500 capacity. One cache hides 1600 resources, and the storehouse 11500 * 10% = 1150. That gives us 2 х 1600 + 1150 = 4350 hidden resources.
Ships repairs
Science
Science levels and technologies
There is 10 science levels, each with a unique set of technologies. At the start of the game the player has level 1 tech available for research. To get access to next science levels the player has to research “transition to level #” technology. There is no need to research all technologies on a level, player can return to research of any available technology any time.
Technologies of ancients
This is a special science level where ancients tech discovered by player will appear.
Special abilities
Empire overview +
Commander +
Economist +
Star map
Objects on star map
Space map contains following objects: players stars, stars with planets that can be colonized, asteroid systems, systems of ancients and anomalies.
Star systems have from 3 to 6 planets.
Asteroid system
Asteroid systems have no planets, only asteroid fields - debris of once existing planets and their satellites. You can find remains of the ancients' automated defence systems, some resources and useful ancients' tech.
Systems of ancients
Systems of ancients contains mostly intact uninhabited planets of ancients.
Anomalies
Anomalies - unstable objects, they constantly move and can be detected only with hyperspace scanner. After attack they disappear and appear again later in other place, but in same cluster. Anomalies grow when attacked. You can find resources, tech, drifting ships and automated ships of ancients there.