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Diplomacy

Alliances
Each of your planets can join or create a different alliance. The form is located in the planet overview page.
By creating an alliance, you automatically become its president, which gives you the ability to accept and reject players, define a keeper and a moderator, and define the member list confidentiality.
Each of your planets can belong up to two alliances. Once your planet has been accepted in an alliance, you can get information on the alliance by clicking on the alliance tag. The list of alliance members (planet and owner names) may be unavailable to you if your rank is below the confidentiality level set by the president. You can also choose to make your planet's alliance tag(s) public or private (hidden), but a planet can not display more than one public tag. Private tags allow the creation of secret/underground alliances.
Each alliance automatically gets its own private discussion forum.
The alliance size is unlimited.


Feudal system
This feature is open to players older than 32 days in a protected cluster, and to those older than 16 days in a non-protected one.

The Hyperiums feudal system (which is quite different from the feudal system of the ancient ages, but still has some similarities) brings a new kind of vassal/lord relationship.

Any player, at any time, can request to become the vassal of another player (the lord). If the request is accepted, the following happens immediately:
- the lord automatically pays a daily grant to the vassal. This grant amounts to 75% of the vassal's fleets & armies upkeep cost, plus 25% of the vassal's income. This grant is subject to the same tax as the donations (20%), and it is permanently reevaluated (each cash tick).
The following happens 3 cash ticks later:
- the lord's scores get increased by the vassal's scores.
- the vassal's scores are divided by two (after being added to the lord's scores).

Such a relationship can last forever. Only the lord can decide to break it.
A lord can have as many vassals as he wants. A vassal can have only one lord and can not be the lord of another player.


Restoring planets to Hyperiums
All planets at or above civilization level 30 are randomly elected, everyday, to be restored to Hyperiums.
Once a planet elected, the planet owner can decide if and when he wants to restore the planet. Once restored to Hyperiums, the planet drops all trading relations and all infiltrations (to and from), and is definitely out of the game, although it still appears on the maps with public tag [*=H=*]. In compensation, the owner gets his influence score credited with the planet influence value... in other words, he gets the influence points of this planet "forever".
The influence value of a planet is based on the population size and the processed civilization investments.
The process to restore a planet lasts 2 days. If the planet is taken by someone else during the process, the process is aborted, but the planet is still elected to be restored by the new owner, who can in turn try to restore the planet and get the influence points.
The higher the planet's civ level compared to the average civ level of the universe, the greater the probability to be elected.


End of game/Key-Planets
In games that are neither permanent nor based on a predefined duration, the end of the game is triggered by the domination of one single alliance. In order to be declared the winner of the game, an alliance must control all Key-Planets during 7 days in a row. The countdown is made public as soon as an alliance controls all Key-Planets. If one Key-Planet is lost during the countdown, the countdown is reset.

Key-Planets are randomly nominated by the Hyperiums empire; if a Key-Planet is annihilated, another planet is automatically and randomly nominated to become a Key-Planet.
Key planets are not concerned by the vacation mode. In all other aspects, Key-Planets behave exactly like normal planets.

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