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Planet Type information
|
|
Planet Type
|
Pros
|
Cons
|
Research
|
| Mountainous |
+20% income
+65% honor
-30% probe shield cost
|
-20% power produced |
none |
| Forest and Wilderness |
+15% barracks space
+10 starmine income
|
None |
population land bonuses always maxed |
| Herbal Jungle |
-20% scientists cost
+10% capacity for all military housing
-50% training camps required
|
-15% probe production |
none |
| Terra Form |
-50% research required for land bonuses
-30% research required for static researches
+5% max research on land bonuses
|
-10% income |
Starts with 1500 research points for pop, power, mili, and money |
| Mystical Lands |
-20% return time
-10% offensive losses
-5% hybrid unit cost
|
-10% offensive strength |
Starts with fusion technology. |
| Volcanic Inferno |
-55% power required (except kingdom shields)
-55% power to shield probes
3x power storage
|
None |
Starts with fusion technology |
| Jagged Tundra |
-15% unit cost (excluding scientists)
+10% land gain
|
+10% scientist costs |
none |
| Oceanic |
+10% defensive strength
+10% income
+10% enemy offensive losses
|
-10% research efficiency |
Starts with laser dragoons |
| Desert Wasteland |
+15% offensive strength
-10% offensive unit cost
+50% Honor Gains
+10% Mech Space
|
None |
Starts with dragoons and FDC always 50% |
| Ice Giant |
-20% building cost
+7% land gains
enemy +10% return time
|
-5% Defense |
Starts with dragoons |
| Shadow Lands |
+10% probe production
-15% probe losses
+25% probe attempts (extra PA every 4 ticks)
+50% ignore MA
-10% return time
|
None |
Starts with fusion technology, Probe Armor II and Expanded Recon 2 |
| Multiple Terrain |
Ability to switch race every 6 ticks
Switch state: 12 ticks
Module cooldown: 12 ticks
1.5 module points per tick
|
none |
Dragoons
Laser Dragoons
High Guard Lancers
Fighters
Race Tokens 30% Cheaper
|
| Helium |
+10% offensive strength
-10% building cost
+30% research efficiency
|
-5% population |
none |
| Eternal Plains |
+15% Defense
-15% Explore Cost
+10% Probe Production
|
+10% research required |
Starts with Laser Dragoons |
| Albion Prime |
+10% income
+10% probe production
+10% offensive strength
+10% land gain
|
+10% return time |
none |
|
Race Type information
|
|
Race Type
|
Pros
|
Cons
|
| Ancients
|
| Ancients Lvl 1 |
+15% research efficiency
|
none |
| Ancients Lvl 2 |
+25% research efficiency
-5% scientist cost
|
none |
| Ancients Lvl 3 |
+35% research efficiency
-10% scientist cost
8 tick faster scientist production
|
none |
| Terran |
| Terran Lvl 1 |
+8% population
Soldiers cost 140 gold
|
none |
| Terran Lvl 2 |
+10% population
Soldiers cost 130 gold
|
none |
| Terran Lvl 3 |
+12% population Soldiers cost 120 gold
-4 ticks soldiers training time
|
none |
| Xivornai |
| Xivornai Lvl 1 |
+4% income |
none |
| Xivornai Lvl 2 |
+7% income |
none |
| Xivornai Lvl 3 |
+10% income |
none |
| Gistrami |
| Gistrami Lvl 1 |
+5% offense
-5% offensive losses
|
none |
| Gistrami Lvl 2 |
+10% offense
-5% return time
-10% offensive losses
|
none |
| Gistrami Lvl 3 |
+10% offense
-10% return time
-15% offensive losses
|
none |
| Mafielven |
| Mafielven Lvl 1 |
+5% defense
-10% shield cost reduction
|
none |
| Mafielven Lvl 2 |
+7% defense
-15% shield cost reduction
|
none |
| Mafielven Lvl 3 |
+10%defense
-20% shield cost reduction
+10% max probe shields
|
none |
| Qanut |
| Qanut Lvl 1 |
-5% building cost
-5% exploration cost
|
none |
| Qanut Lvl 2 |
-10% building cost
-10% exploration cost
|
none |
| Qanut Lvl 3 |
-15% building cost
-15% exploration cost
building construction -4 ticks
|
none |
| Shadow |
| Shadow Lvl 1 |
+10% probes production
-5% probe losses
|
none |
| Shadow Lvl 2 |
+15% probes production
-10% probe losses
+5% probe damage
|
none |
| Shadow Lvl 3 |
+15% probes production
-15% probe losses
+15% probe damage
|
none |
|
Pick a starting Race at signup, after that research the other races on the research page to
unlock them. Once Races are unlocked you can switch your
race every 16 ticks by the Status page.
|
| Modules |
| Points for the modules are earned each tick(after newbie mode), can reset your tree
once every 36 ticks(then tree will be on 36 tick cooldown before you can perform this action
again.). |
| Income Lvl Max |
Income increased by 1% for each Level. Unlock Income. Requires 60 points to complete, 12
points per level. |
| Population Lvl Max |
Population increased by 1% for each Level. Unlock Population. Requires 60 points to
complete, 12 points per level. |
| Building Cost Reduction Lvl 1 |
Building costs decreased by 1%. Unlock Building Cost Reduction. Requires 10 points for
level 1. |
| Barracks Capacity Lvl Max |
Barracks Capacity increased by 1% for each Level. Unlock Barracks Capacity. Requires 100
points to complete, 10 points per level. |
| Exploration Cost Reduction Lvl 1 |
Exploring costs decreased by 1%. Unlock Exploration Cost Reduction. Requires 8 points for
level 1. |
| Max Explore Increase |
Max explore increased to 12% of land instead of 10%. Unlock Max Explore Increase. Requires
25 points. |
| Research Drones Lvl 1 |
Research efficiency increased by 1%. Unlock Research Drones. Requires 5 points for level
1. |
| Power Lvl 3 |
Power production increased by 3%. Unlock Power. Requires 15 points for level 3. |
| Power Storage Lvl 2 |
Power storage increased by x0.4. Unlock Power Storage. Requires 40 points for level 2.
|
| Starmine Efficiency |
Starmines can now produce 140 gold instead of 130. Unlock Starmine Efficiency. Requires 75
points. |
| Residence Housing |
Residence can now house 5 additional population. Unlock Residence Housing. Requires 75
points. |
| Building Construction Booster |
Building can be constructed in 12 ticks. Unlock Building Construction Booster. Requires 50
points. |
| ASB Space Increase |
ASB can now hold 5 additional units. Unlock ASB Spacing. Requires 50 points. |
| ACH Space Increase |
ACH can now hold 5 additional units. Unlock ACH Spacing. Requires 50 points. |
| Defense Cost Reduction |
Defense units cost reduced by 5%. Unlock Defense Cost Reduction. Requires 75 points. |
| Balance Unit Cost Reduction |
Balance units cost reduced by 5%. Unlock Balance Cost Reduction. Requires 75 points. |
| Scientists Cost Reduction |
Scientists cost reduced by 10%. Unlock Scientists Cost Reduction. Requires 50 points. |
| Scientist Bunk |
Scientists require 50% less barracks space. Unlock Scientist Bunk. Requires 75 points.
|
| Offense Unit Cost Reduction |
Offense units cost reduced by 5%. Unlock Offense Cost Reduction. Requires 75 points. |
| Max Soldier Trainable Increase |
Max soldiers trainable increased to 12% of current population instead of 10%. Unlock Max
Soldier Trainable Increase. Requires 50 points. |
| Soldier Cost Reduction |
Soldier cost reduced by 25 money per. Unlock Soldier Cost Reduction. Requires 75 points.
|
| Offensive Losses Reduction |
Offensive losses reduced by 15%. Unlock Offensive Losses Reduction. Requires 60 points.
|
| Missile Building Reducer |
Missiles can be built 50% faster. Unlock Missile Building Reducer. Requires 75 points.
|
| Honor Gain Lvl 1 |
Honor gain increased by 2%. Unlock Honor Gain. Requires 5 points for level 1. |
| Reduced Probe Damage |
Decreases probe damages from incoming probes by 20%. Unlock Reduced Probe Damage. Requires
75 points. |
| Shield Efficiency |
Shields power requirement reduced by 35%. Unlock Shield Efficiency. Requires 75 points.
|
| Probe Production Increase Lvl 1 |
Probe production increased by 1%. Unlock Probe Production Increase. Requires 4 points for
level 1. |
| Probe Loss Protection Lvl 1 |
Probe losses decreased by 1%. Unlock Probe Loss Protection. Requires 4 points for level 1.
|
| Probe Shield Cost Reduction Lvl 1 |
Probe shield cost decreased by 3%. Unlock Probe Shield Cost Reduction. Requires 6 points
for level 1. |
| Universe Events |
| Event Name |
Effect |
| Solar Storm |
-25% power production |
| Medal of Honor |
+20% honor, +3% income |
| Tranquil Weather Upon Us |
-20% exploration cost and -10% building cost
|
| Visit from Unknown Beings |
+25% research efficiency
|
| Hazy Skies Ahead |
+15% probe damage
|
| Gravity Wave |
+10% defensive losses
|
| Knowledge is Power |
SOKs reveals scientist and probe counts. Gain 1 Intel PA per tick |
| Offense is the Best Defense |
+5% offensive strength Those in defensive state will be changed
to none state with 0
cooldown, and defensive state is blocked for event duration |
| On the Double |
Double module points per tick |
| Solar Flare |
+25% power production |
None the Wiser Stuck where you are |
All kingdoms are stuck for 24 ticks in their current state |
| Shattered Shields |
-25% shield effectiveness |
| Malicious Attack |
attacks ignore MA protection. |
| Hidden Cache |
Instantly get 2 million and a full set of missiles.
You will get 1/1/1 if Anti Matter Reactor Core is not researched and missiles do not
stack.
|
| Battle Scarred |
-5% balanced unit cost |
| Caffeine Crusaders |
-10% return time
Minimum return time reduced to 5
|
| Twice the Shame |
Double Honor Losses
|
| Relic Raid |
All relics are captured by bot alliances.
Event Duration: 1 tick
|
| Final Call to Arms |
All troop training finishes 4 ticks faster.
|
| Total Recon Protocol |
+1 PA and +1 Intel gained per tick.
|
| Research |
| Land Based Bonuses |
| Population Bonus |
By increasing the capacity of the residence building, a kingdom can increase the population
above normal.
Maximum 20%
Increases Population
|
| Power Bonus |
More efficient fuel can be discovered to increase the power output of any given powerplant.
Maximum 50%
Increases Power
|
| Military Strength |
By discovering new weapons and armor one can make there army more effective.
Maximum 30%
Increases Military Strength
|
| Money |
Improved government projects can increase revenue.
Maximum 25%
Increases Income
|
| Frequency Decryption |
Gives a chance at knowing which kingdom successfully probed you.
Maximum 25%
|
| Warp Drive |
Increases the speed at which armies move.
Maximum 20%
Requires Energy Core research.
Decreases attack time.
|
| Military Researches |
| Dragoons |
Develop Dragoon
Requires 60,000 points.
|
| Fighters |
Develop Fighters
Requires 150,000 points + Dragoons.
|
| Vesudian Core and AI Technology |
Allows Tactical Fighters and Air Support Bays.
Requires 300,000 points + Fighters.
|
| Large ASB |
Supports 40 Tactical Fighters.
Requires 350,000 points + Vesudian Core.
|
| Laser Dragoons |
Develop Laser Dragoon
Requires 72,000 points.
|
| Laser Fighters |
Develop Laser Fighter
Requires 180,000 points.
|
| Aegis Control Hub |
Develop Interceptor Drones.
Requires 350,000 points + Laser Fighters.
|
| Large ACH |
Large ACHs can house 60 F74 Interceptor Drones.
Requires 500,000 points + Aegis Control Hub.
|
| High Guard Lancers |
Develop High Guard Lancers
Requires 200,000 points.
|
| Hover Tanks |
Develop Hover Tanks
Requires 500,000 points.
|
| Eco Research |
| Fusion Technology |
Learn how to harness the power of fusion in order to build more powerful missiles, and produce
power more
efficiently. Allows the production of the fusion missile and upgrades power plant.
Develop Fusion Technology
Requires 30,000 points.
|
| Energy Core |
Research the use of an advanced energy based core in machinery's engines and power plants.
Increases power production of power plants by 20%, allows you to produce the Energy Missiles,
and decreases attack time by 10%.
Develop Energy Core
Requires 50,000 points and Fusion Technology to be completed.
|
| Quantum Power Matrix |
Stabilizes quantum fluctuations within power plant matrices, allowing energy to be extracted
with unprecedented
efficiency.
Increases power production of power plants by 20.
Develop Quantum Power Matrix.
Requires 500,000 points and the research of Energy Core to be completed.
|
| Singularity Core |
Utilizes a contained spacetime singularity to generate power beyond the limits of conventional
physics.
Increases power production of power plants by 20.
Develop Singularity Core.
Requires 1,000,000 points and the research of Quantum Power Matrix to be completed.
|
| AntiMatter Reactor Core |
Research the use of Antimatter which allows for production of the Falcon and Raptor missiles.
Develop AntiMatter Reactor Core
Requires 250,000 points and Energy Core to be completed.
|
| Probe Armor I–V |
Progressive armor upgrades for probes.
Each level reduces probe losses by 10%.
Requires:
I – 25,000 points
II – 50,000 points
III – 75,000 points
IV – 100,000 points
V – 125,000 points
Fusion Technology required for level I.
|
| Advanced Probe Assembly I–III |
Integrates high-speed robotic fabrication to streamline the probe manufacturing process.
Each level increases probe production by 5%.
Requires:
I – 250,000 points
II – 500,000 points
III – 1,000,000 points
Probe Armour V required.
|
| Expanded Recon Capacity I–III |
Additional probe capacity dedicated to intelligence gathering.
Each level grants +1 Intel Probe attempt every 5 ticks.
Requires:
I – 500,000 points
II – 1,000,000 points
|
| Longevity I–II |
Advanced medical and genetic research to improve civilian life expectancy.
Each level increases residence capacity by +5 population and birthrate by
2x.
Requires:
I – 200,000 points
II – 400,000 points
Fusion Technology and Energy Core must be completed.
|
| Enlarged Military Quarters |
Advanced military engineering increases barracks capacity by +5 per building.
Requires:
400,000 points
Requires Longevity II.
|
| Race Token 1–9 |
Race tokens are used to unlock and level up your races into a more evolved form.
Use tokens on the status page.
Requires:
35,000 / 70,000 / 105,000 / 140,000 / 175,000 / 210,000 / 245,000 / 280,000 / 315,000
points.
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