Forums
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The forums are an area where players go to get current events from the Administrators, ask questions about
the game, and discuss just about anything under the sun. These forums are quite fast paced and
chock full of valuable information and strategy. Visit them often.
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Guide
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You have already found the guide so you can see what an important resource it is to you as a player.
Many of the questions you will have about the game can be answered here. You can access the guide
at anytime by visiting you HQ and following the link.
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Cash
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Cash (in addition to other resources) is used to buy everything and pay maintenance on your buildings
and fleet. You should always maintain a positive cash flow. If your cash flow becomes negative and
you run out of cash, your fleet will begin to disband itself (at the rate of 1% per tick) and
you will be more open to attack. Cash is also susceptible to the agent op "Destroy Cash", so make sure
you guard it well.
You can generate cash by building Cash Factories (CFs) or Living Quarters (LQs). You
can increase the amount of cash generated by these buildings through race bonus, Tax Offices (TOs) and research points. As in life,
you can never have too much cash.
An annoying phenomenon called bureaucracy makes you lose 0,5% of your stockpiled cash each tick. So storing cash for a long time is not advisable. Note that storing cash on the market is not effected by bureaucracy, but is subject to a market fee.
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Food
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Your general population needs food to continue working. If you ever run out of food your
ability to generate income will be greatly diminished (in game terms you are reduced to 50%
of your gross income). This increases the risk you will run out of cash and lose some of
your fleet.
Food is created at Hydroponic Farms (HFs or farms). Your food production is susceptible to the wizard op "Reduced Food Production" so, like cash, guard it well. 0,5% of the food in your stockpile
will decay each week. The only way to offset this decay is to sell your surplus
each week at the market. Do note that food that doesn't get sold in the same tick, will suffer a 0,5% decay rate per tick as well.
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Iron
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Iron is used to build most buildings and to create most fleet units.
It is gathered at Mining Facilities. Iron is susceptible to the wizard op "Destroy Iron"
so, like cash, guard it well. 0,5% of the iron in your stockpile
will decay each week. The only way to offset this decay is to sell your surplus
each week at the market. Do note that iron that doesn't get sold in the same tick, will suffer a 0,5% decay rate per tick as well.
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Octarine
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Octarine is used to fuel wizards and their spells.
Octarine is generated at Occult Centers (OCs). Due to it's instability 0,5% of your octarine
will decay each week from your stockpile. The only way to offset this decay is to sell your surplus
each week at the market. Do note that octarine that doesn't get sold in the same tick, will suffer a 0,5% decay rate per tick as well.
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Endurium
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Endurium is refined at the Refinement Stations (RSs) and, like iron and cash, is used
to build most buildings and fleet units. However, you require much less endurium
than iron to build each unit.
0,5% of the endurium in your stockpile will decay each week. The only way to offset this decay is to sell your surplus each week at the market. Do note that endurium that doesn't get sold in the same tick, will suffer a 0,5% decay rate per tick as well.
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Population
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Population is simply a count of the number of people in your empire. The larger your population the more cash you generate, but also the more food you consume. Population also is in danger of getting killed by enemy magic.
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Networth
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Networth is a calculated value that is used to rank your empire against others in
your galaxy. You can see your networth ranking, and the top 100 players networth ranking
in the rankings area. The networth is calculated by the values of your buildings, units and other things in your empire.
List of Networths |
Fighters = 3 nw |
Bombers = 5 nw |
Soldiers = 1 nw |
Droids = 1 nw |
Wizards = 1 nw |
Agents = 1 nw |
Transports = 6 nw |
Buildings = 4 nw |
Population = 0.025 nw |
RP = 0.001 nw |
Planets = 800 nw |
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Morale
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Morale is an indication of the morale of your fleet, that is,
whether or not you will be able to attack during the current turn. If you have a
positive morale you may attack. If your morale is negative you
cannot attack. It is that simple. Your morale goes down each time you
attack, but the amount it goes down varies depending on the size of the empire
you attack. If the empire you attack is smaller by planets than your empire, your morale will go down more quickly than if the empire you attack is about your
size or larger. Don't go picking on newbies or you may be vunerable to attacks and
you won't be able to retaliate. The decrease of morale is also affected by your diplomatic state. If theres a peace agreement between your family and your target's family, you should note that morale losses will be 2,5 times as much as normal. If your target is in war with someone else, you will loose 4 times the amount of morale you would loose normally. Attacking a family members home planet doesn't reduce morale at all, if you succeed. Otherwise morale will go down. Morale constantly rises 5% per week until it reaches 100%. Above, it will rise to a maximum of 110% with 1% per week. Morale planets give you 1% extra morale growth per morale planet, per tick
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Special Operations
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Special Ops denote how many Spells/Agent operations you can perform during the current turn.
You can perform one special op per tick or save it and perform 2 the next tick. You may save
a maximum of 7 special ops.
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