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This guide is broken into two parts: The first deals with important
strategic concepts in details and the second covers with all attributes in
Morale and Government Power
Morale is how happy your workers are. The happier they are,
the better the industrial and research output of your planet is. Morale can be
increased through special structures (such as the
Entertainment Center) or through improved government power.
A government structure provides a morale boost (empire wide) and a
government power level. The latter, government power, is the most effective way
to improve morale in the galaxy. A government center,
parliament, or palace helps maintain your
government infrastructure. With too little government power, corruption
blossoms and your people no longer feel safe. This is translated into lower
morale. The closer a planet is to the center of government, the less they are
affected by this corruption, and the higher their morale is. Conversely,
a planet further away may have issues with corruption even when you have
adequate government power.
Any unused government power is applied directly to the production of planets
as a bonus. Thus if you can support 50,000 people and you have 40,000 people,
the remaining government power will give a small percent bonus to the output of
all your planets. This can be seen in the Empire Overview
dialog under "Unused Production".
The third way to maintain high morale is to prevent your planet from going
over 5,000 population, but this is impractical if you expect the planet to have
any decent production output. Instead, use this limit to get your basic factory
production and an initial entertainment center out when you know the planet
will have too little government power to stamp down the corruption.
Production, Trade Treaties, Excess Government Power, Idle Task, and Fleet
Production is the output of your planets, measured in CP
or Construction Points. By opening Empire Overview you can see
the combined totals of your entire empire's production.
There are two primary components under this: Unused production
and Fleet support.
If you want to increase the unused production component, there are three
ways to do it:
Trade Treaties: Broker treaties with your neighbors
through Diplomacy. Each trade treaty can add up to 5% to the
unused production figure, based on the weakest player's raw economy
Government Power: Unused government power is converted
into unused production as a bonus. There is little you can do to change this
Idle Planets: Either through idling the planet (empty
queue) or by running the idle task project, you can temporarily boost your
production bonus. However, you lose the production of those planets you idled
to do this, so use this method sparingly.
Fleet support is then removed from your production,
resulting in your total empire effectivity rating and your final production
Combat and War
Military fleets, when they encounter each other, will attack unless you have
"Passage for military ships" enabled with that player. When
ships engage in battle, war is immediately declared.
When ships fight, both sides fire as many weapons as they can, but since
a large fleet trying to attack a small fleet will have some of their own ships
getting in the way, some weapons on the larger fleet will be unable to fire.
This is called "Shot Limiting" and is discussed elsewhere.
Each turn damage is done, destroyed ships are removed, and combat is
finished until the next turn. So long as combat has occurred, ships are
prevented from immediate retreat. There is a three turn delay on retreating.
This is because you are actively engaged in battle and it takes time for your
fleet to fully disengage. It also prevents people that have too much time and
can log in every turn from having too large an advantage.
Be aware: Many new players think a handful of fighters and
bombers is a large fleet. It is not. Mid to late game fleet often enter the
thousands or tens of thousands of ships in any single battle.
To capture planets, simply bomb them until either they rebel, or you wipe
the surface of all population. In the first case, it will be a lengthy
rebuilding process and you and you may need a colony ship to drop a base on the
planet to prevent the population from dieing of starvation. In the latter, you
will need colony ships.
There are four classes of weapons:
Anti-small: These include cannons, turrets, mortars, and
pods. They are used primarily to shoot small hulls, but can damage larger hulls
and planets, albeit minimally.
Anti-medium: These include missiles and beam weapons. They
are primarily used to shoot medium hulls, but can be useful vs large hulls.
Against planets, their firepower is weak. Due to their unwieldy nature and the
high maneuverability of smaller ships, they are ineffective against small
Anti-large: Torpedoes are the ultimate anti-ship weapon,
but they are useless vs medium and small hulls. Due to their high firepower,
they can be used to effectively bomb planets.
Anti-planet: Bombs are the primary bombing technology.
Because they are unguided, they cannot shoot ships.
Odds and Ends
Ships gain experience when in combat. When they gain enough, they gain an
experience level. Every level of experience increase the chance for your
weapons to hit an enemy, and decreases your enemy's chance to hit you. You can
also train your ships through training facilities.
Signature of a ship is based on hull size and equipment installed.
The higher your ship's signature, the easier your enemies can see you.
Note: ships in close proximity during movement sum their
signatures for detection.
Important Attributes of a Planet
Min / Minerals: The mineral abundance of a planet. Early
technology factories and power planets are entirely dependent on mineral
abundance. Later in the game, cyborg and (less so) human factories and power
plants continue to rely on mineral abundance.
En / Energy Abundance: The energy abundance of a planet.
Solar power plants, advanced human factories and farms, and some other
structures rely on the energy level of a planet. Additionally, you can only
terraform planets within specific energy ranges.
Slots / Available Space: This is how much room you have on
a planet. You can increase your slots to the maximum (hover over the slot
number to view the maximum) using Habitable Surface Expansion.
Env / Environment: Environment represents how hospitable
the environment is on the planet. This is especially important for early level
farms and all bio race technologies. It is also an important factor in
terraforming. See also Env Status.
Env Status: Every time this breaks 1000, a planet will
upgrade to the next env level. See also Env.
Diameter: This is the actual diameter of the planet and is
used to determine the maximum number of slots a planet can contain during
galaxy generation or planet condensation.
Population: This is the number of people you have on the
planet. On the planet info screen, you will also see "Free Workers," which
represents the portion of your population that your structures are not using.
Every 100 people, by default, consume 1 unit of food. The exact consumption is
available under "population support".
Biomatter: This is how much food reserve you have. Every
100 people, by default, consume 1 unit of food. The exact consumption is
available under "population support". Some structures may also consume food.
Biomatter is shared among planets you own in the system.
Energy: Separate from the Energy Abundance, this number
details the reserve energy you have on a planet. Your various structures on the
planet will use energy. Energy is shared among planets you own in the system.
CP / Construction Points: The industrial output of your
RP / Research Points: The research output of your planet.
Morale: This represents how happy your workers are. When
they are happier, they are more productive.
Important Attributes of a System
Refuel: This represents how fast and how much you can
refuel your ships. Your home system has a basic level space dock with 60%
maximum refueling. If you want more, you need to research Space Port,
Space Dock, or any other refueling technology.
Repair Ratio: This represents how fast your ships can
repair battle damage. These are cumulative between multiple docks, but there is
a limit to prevent 100% repair rates.
Upgrade Points: This represents how fast your ships can
upgrade. Larger hull classes take more upgrade points to upgrade than smaller
hull classes. In general, a single dock can upgrade one large hull, or multiple
medium or small hulls, per turn.
Fleet Speed: This represents how fast this system can
accelerate/decelerate your fleet. The receiving system must also have a fleet
speed boost and be owned by your or a fueling partner for your ships to be
accelerated. The slowest of the acceleration and deceleration values are used
when determining fleet speed. 100% is normal speed and all planets have this by
default. Scanning facilities can provide a nominal speed increase, but you need
Star Gate technology for significant speed bonuses.
Strategic Resources: Strategic resources belong to a single
planet in the system, and you must have colonized that planet to gain access to
them. Strategic resources grow at one per week, and building a structure, hull,
weapon, or other device that uses the strategic resource will deplete them at
one per use.
Important Attributes of an Empire
Government Power: This represents the power of your central
government. See the section titled "Morale and Government Power" above.
MP / Military Power: This is a general representation of
how strong your fleet is. However, it can be deceptive. For instance, if you
have a large number of large hulls with torpedoes on them, they could be
vulnerable to a well designed and crafted small hull fleet of significantly
Upgrade Pool: This shows how many CPs you have invested
toward upgrading ships. The upgrade pool can be stored up, but like ships, they
require fleet support. Unlike ships, however, they have no MP value. When you
order a ship class upgraded to a new design, your ships will upgrade at systems
with Upgrade Points and deplete the upgrade pool. For example, if you are
upgrading a ship that cost 2000CP to one that costs 3400CP, you will use 1400CP
from the upgrade pool for each ship upgraded.
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