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Planet characteristics

Production type
There are three types of production/resources: Agro, Minero, Techno. Each planet is specialized in the exploitation of one type of resources. Exploitations, along with the trading relations, are the main source of income in Hyperiums. Click
here to get more details on exploitations and trading.

The production type of your planet also impacts other parameters:
- Agro planets have a faster population growth and a better army generation rate.
- Minero planets have lower ship building costs, faster energy recharging, and offer a better defence for your armies in case of ground battle.
- Techno planets have a faster civilization level growth, and offer faster and cheaper ship building.

Government system
Four government systems are available:
- The Hyperiums Protectorate offers the protection of the Hyperiums Empire, which means that Hyperiums armies are teleported to your planet as soon as it is attacked. In compensation, the protected planet is not allowed to build war ships, and it suffers higher costs in general.
The protectorate status never expires, except if you leave it by yourself, which can be done at any time; this decision is irreversible.
- The Democratic system is efficient for both trading and planet development.
- The Authoritarian system is a mix of the democratic and dictatorial systems.
- The Dictatorial system offers "aggressive" features, like faster ship building and the possibility to preempt exploitations owned by foreign investors; its drawback is a slower planet development.
Click
here for more information about the different government systems.


Population race
There are three known races in the universe:
- The Human race: their armies have an average fighting power; their ships are the worst of the three races, but the fastest to build. Humans are the worst on infiltration matters.
- The Azterk race: their armies are the most powerful, but the slowest to generate; their ships are average; they are the most skilful infiltrators and counter-infiltrators.
- Xillors armies are the most quickly generated, while the worst at fighting; their ships are the most powerful, but the slowest to build.


Population size
The population size, displayed in millions of people, is a key factor of your influence score at Hyperiums, along with the civilization level. It also determines the activity level of the planet, and is the main parameter of the army generation rate. The evolution of the population is linked to the ecomark (ie economic health) of the planet, its government system, its production type, and its civilization level compared to the average civilization level of the area.


Civilization level
The civilization level of a planet is one of the fundamental parameters of its evolution. It impacts all exploitation and trading parameters, like the activity level, it allows advanced technology research, and is a key factor, along with population size, of your influence score at Hyperiums.
You can increase it from the overview page of each planet, by clicking on civ. level and investing some amount of money. The civilization level of a planet never decreases, except when heavily bombed (by bombers).
Your cumulated investment in civilization level (including on planets you have lost afterwards) determines your rank progression (from Ensign to Fleet Admiral).

Click
here for more information about how your influence score is computed function of the civ. level of your planets.

Nexus
A Nexus, in Hyperiums, defines some kind of strategic intelligence center where information is gathered and analyzed, and where all operations are coordinated. There are two kinds of Nexus you can build: the AdmiNexus (Administrative Nexus) and the SatelNexus (Satellite Nexus).

The AdmiNexus is the most important one: it defines the counter-infiltration costs of all your planets. The closer a planet is from the AdmiNexus, the lower its counter-infiltration costs.
The SatelNexus is a backup Nexus. If you lose your AdminNexus (by losing the planet), your SatelNexus immediately becomes your new AdmiNexus. Moreover, counter-infiltration costs on your SatelNexus planet are as low as if it was near your AdmiNexus, whatever the distance.

If you lose your AdmiNexus and have no backup SatelNexus, your empire will suffer maximum counter-infiltration costs until a new AdmiNexus is built.

You can build only one of the two kinds of Nexus; there can be only one Nexus per planet. The time needed to build a Nexus depends on the total size of the population of your planets. You can transfer a Nexus to any other of your planets at any time.


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