| Diplomacy & Scores | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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 be a member of 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, both in number of planets and number of players. 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. You can, at any time, request another player to become your lord in exchange of a predefined amount of money, which you specify in your request. If the lord pays you the requested amount, you instantly become his vassal and owe him an annuity of 25% of your daily profit. That annuity is automatically withheld from your profit, until either you release yourself by paying him back 100% of the initial donation, or the lord decides by himself to release you. The amount withheld from your profit is subject to the same tax as the donations (20%), and is permanently reevaluated (at each cash tick). Note that the amount of the initial lord's donation specified in the request must be understood "after tax". The lord's influence score is also increased by 25% of the vassal's influence score, which, in turn, is decreased by the same amount. A lord can have up to 5 vassals, while a vassal can have only one lord and can not be the lord of another player. Restoring planets to Hyperiums Everyday, some planets are randomly designated as restorable, among all planets at or above civilization level 30 and located in an Open Supercluster. The higher the planet's civ level compared to the average civ level of the universe, the greater the probability to be elected. The owner of a restorable planet decides if and whenever he wants to restore the planet to Hyperiums, at the sole condition that the government system is democratic. The process to restore a planet lasts 48 hours. If the planet is taken by someone else during the process, the process is aborted, but the planet remains restorable by the new owner, who can in turn try to restore the planet and get the influence points. Once restored to Hyperiums, the planet drops all trading relations and all infiltrations (to and from it), and is definitely out of the game, although it still appears on the maps for some time, with public tag [=H=]. In compensation, the owner gets his restoration score credited with the planet influence value. The influence value of a planet is based on the total income of all its exploitations (including those controlled by foreign investors). The restoration ranking's top 50 players get an accelerated population growth on all their planets; if they are also in the top 50 of the influence ranking, the growth limit is removed on all their planets. Influence score & ranking The main ranking at Hyperiums is the influence ranking. Your personal influence score is computed by adding the part of influence you hold on each planet where you have exploitations: if you have 50% of the exploitations of a planet, even if you do not own it, you get 50% of this planet's influence score; if you have no exploitation on a planet, you get no influence score from this planet, even if you own it. The influence score of a planet is based on the raw income of all its exploitations. If the planet is captive, its influence score goes to the infiltrator, proportionally to the captivity tax. The influence score is updated 3 times a day. Top players of the influence ranking get several population growth advantages for all their planets. Other scores & rankings In the Account tab of your Preferences, you can find several other scores and rankings: - the restoration score and ranking are explained just above, - the military score and ranking are private and based on your military power, - the financial score and ranking are also private, and based on your financial power (ie, your overall income and your cash reserves), - the inflicted damage score and ranking show the cumulated damage you have inflicted to enemy fleets and armies so far; note that, in a Black Hole, all destroyed units are considered as enemy units, whatever their status (defend/attack) and their owner, - the cumulated civilization investment shows the total amount of money you have invested in the civilization level of your planets (including those you do not control anymore), - your Hyperiums rank/title is based on several factors, according to the table below, where each column represents a conditional score; you are promoted to a higher rank when each conditional score is reached:
Besides the instantaneous scores & rankings above, the external Rankings page (accessible from the Hyperiums home page) displays the all times scores, which show how long the players lasted in the top 10 of the main (influence) ranking. The all times scores are calculated by giving points, each day, to the top 10 players, as follows:
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