| . |  | Fleets and battles |  | Ships Each race (among Human, Azterk, Xillor) builds its own kind of ships with specific characteristics. Nevertheless, there are four categories of ships: - cruisers are large and powerful battle ships, designed to provide support to smaller ships and ground armies, with increased efficiency in attack, and one army carrying capacity. - destroyers are intermediate and polyvalent war ships, as powerful in attack as in defence, also able to carry one army. - scouts are very light individual fighters, especially useful when grouped in numerous formations, with increased efficiency in defence. - bombers are heavy ships dedicated to carrying armies and to massive planet bombing. They destroy: + population, exploitations and factories (the "massive bombing" mode must be activated), + enemy ground armies (full space control needed). Bombers are more powerful than cruisers and destroyers at bombing ground armies.
Below is a brief summary of the characteristics of these ships, for each race:
| Average Power | | Army carrying capacity | | Human | Azterk | Xillor | | Human | Azterk | Xillor | | Destroyers | 56 | 68 | 80 | | 1 | 1 | 1 | | Cruisers | 337 | 425 | 511 | | 1 | 1 | 1 | | Scouts | 8 | 10 | 12 | | 0 | 0 | 0 | | Bombers | 29 | 32 | 34 | | 5 | 5 | 5 |
The average power (or AvgP) is just an estimation of the global power of a war ship or a fleet. Do not rely too much on it, but rather on your own experience. As you can see, Xillor ships are somehow more powerful than those of the other races. They also take more time to build.
Each ship type requests a specific technology research in order to be built. Have a look at the tech tree.
Armies As war ships are useful to gain control of the space around a planet, only ground armies can effectively take control of an enemy planet. And if you can teleport your armies between your own planets or to a friendly planet, you can not teleport them to an enemy planet (unless you manage to discover its teleportation password). The only way is to drop your armies from your carrying ships (bombers, cruisers and destroyers) down to the planet you want to conquer. Beware that armies are unable to fight during 2 hours after teleportation.
Below is a summary of the armies characteristics, for each race. Note that Xillor armies are particularly weak (unlike their ships) and that the Azterk ones are the most powerful.
| Average Ground Power | | Average space power | | Human | Azterk | Xillor | | Human | Azterk | Xillor | | Armies | 300 | 360 | 240 | | 150 | 180 | 120 |
The space power shows how much the ground armies can participate in the space battle (via ground-to-space missiles) when they are not too busy on the ground. These missiles can only target large ships: bombers, cruisers and destroyers.
Building ships: factories Ships are built by the factories of your planet(s). Each ship takes a predefined amount of hour-factory to be built, depending on its category and its race. For instance, a human destroyer needs 4 hours-factory to be built, thus it can be completed in one hour if you have 4 factories, or in 4 hours if you have only one factory. The more factories you have, the faster you build your ships.
In order to increase your number of factories, you must... build them with your existing factories, the same way you build ships. You define the order in which your ships and factories must be built with the build pipe. You must pay for a build task at the time you put it in the build pipe. You are immediately and totally refunded if you remove a task from the build pipe (or if you lose the planet).
The stasis field decreases the factory productivity by 66%. The building of ships and factories is suspended when the planet is under attack and the enemy armies are in superiority on the ground.
Army generation Armies are not built, they are generated by your planets. When activating the army generation on a planet, armies are always generated at the maximum rate. Army generation can be activated or deactivated at any time, depending on your needs.
The generation rate is based on several parameters. The main one, which will determine the growth of the generation rate over time, is the population size. Other impacting parameters are race, government system and production type. Agro and Xillor planets, for instance, have increased generation rates. Army generation is suspended when the planet is under attack and the enemy armies are in superiority on the ground.
Upkeep costs All military units have a daily upkeep cost, as specified in the table below:
| Destroyers | 1,000 | | Cruisers | 7,200 | | Scouts | 150 | | Ground Armies | 2,000 | | Carried Armies | 3,000 | | Bombers | 1,000 |
There is also an additional daily cost for each deployed Fleet or Army (group of armies), "deployed" meaning: not stationed at one of your planets. This additional cost increases linearly with the number of deployed Fleets/Armies, until a certain limit also known as the "deployment limit", which is equal to 3 times the number of planets you control. Above this point, the marginal cost of one more deployed Fleet/Army increases exponentially.
If, at any time, you are unable to pay all or part of the upkeep cost for your military units, you will immediately suffer damages and lose units proportionnally to the part of the upkeep cost that you could not afford.
Buying/selling ships & armies 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.
You can sell your armies and your ships at any time, wherever they are (except when they are moving). On the web interface, click on the name of the Fleet or Army you want to sell, then on the "Sell" button. You just need to define the unit selling price, an optional password if you want to sell to a specific player, then wait for somebody to place an order. You can change the selling price and the password whenever you want. Like for cash donations, there is a 20% tax, so you get only 80% of the selling price. The buyer can buy all or part of the Fleet or Army your are selling. Once bought, the units stay where they are, but they are the property of another player... so beware if you sell huge Fleets or Armies on your own planets.
If you want to buy, you will need to locate ships or armies on sale near the point where you need them, unless you already know the seller's planet. Once confirmed, the sale is immediate; the seller can not choose nor refuse a buyer. The ships and/or armies immediately belong to the buyer, but they become available for moving or fighting only 2 hours later. Beware that buying/selling is disabled on planets under blockade.
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