Game Overview
- To create a militarily strategic arena where combat is for a purpose other than itself.
ie; Combat being a means to an end (a tool of diplomacy). - An arena where strategy is the winning factor, not game resources or mechanics.
- A deep game that can be played with limited time in-game.
- Local exploration and defining your realm boundaries - days to a week
- Buildup & political manoeuvre - up to 6 weeks
- Mature realm interactions - 1 to 3 months
- Not exploring as quickly as possible.
- Not building infrastructure early.
- Restricting access to your space.
- Not getting a liege as soon as possible.
- Being hostile before you know the diplomatic situation.
- Holding on to pre-conceived ideas of game mechanics.
- New players should select Bannerman for their first game.
- New players should avoid Monarch and Warlord.
- For details see victory paths.
- The best traits for a new player are Negotiator, Merchant or Technocrat.
- For details see lord's traitss.
- New players should not select Ship, Military or Modules techs as they will not benefit you in early game.
- Good choices for new players (under Civil) are Entertainment and Innovation. Under Structure Fabrication, Financial and Infrastructure will all decrease the burden of the inital building of infrastructure.
- Only available after a player has played several games.
- Designed for players who find the initial exploration phase ponderous.
- Not recommended for players with limited time in first days of play.
- Somewhat emulates a realm after 4 days of a normal startup.
- Your realm will begin with 13 domestic stars.
- You are still under Imperial protection.
- Using normal startup a player will have more advantages.
- There are no cultural awards.
- Bonuses kick in if starting beyond 8 days of when the game began.
- The realm gets increasingly more starting assets the longer from the game beginning.
- This will never exceed the amount of assets a realm could generate by starting earlier.
- Switch between current games.
- Start a new game.
- View player statistics.
- Logout.
- Use the mouse wheel to zoom.
- Wheel zooming only works while the mouse is over the map.
- Pressing the 1,2,3 or 4 key will zoom the map as well.
hint : Use zoom level 1 with both starlanes and zones turned on, for a good strategic view. - Double click a star and the map will center on that star.
- Use the star list.
- Use the star hot buttons.
- While in a report see here.
- Drag the map, begin with a mouse-down on an empty area of the map.
- Click a star once to select it, the green torus will identify it as the 'current star'.
- All star specific panels display information for the currently selected star.
- A second click will center the star in the viewport.
- Locate a star by hovering over a name in the list.
- Select a star by clicking a name.
- Center a star in the map by clicking the name twice.
- The buttons at the top of the panel are filters, click to select the type of star.
- There is no hot key for the star list.
- In floating mode the info will change on a star hover.
- In snapped mode, you must select a star to load the panel.
- The filter buttons may only be clicked while in snapped mode.
- You may turn the text on or off in the map display panel.
- Click the active button to hide the panel (both buttons up).
- Displays jump connections between stars.
- See Starlanes
- Displays Ownership of zones / stars.
- See Zones
- Displays at all scanned stars.
- Indicates mineral type (Icon).
- Indicates mineral value or output quantity if you have mines present.
- Number of mine levels is in small circle.
- Displays at explored stars with structures.
- A miniature icon for each type of structure is shown.
- Tap twice to return to multi-mode from a specific map option.
- Displays at stars with fleets having charged engines.
- Some fleet types are exempt. See fleet types
- Will filter star sequence, see star sequences
- Displays access level or permission icons.
- For details see Access Levels & Permissions
- Displays piracy threat % - on black.
- Displays anti-piracy values - on green.
- Shown for domesitc stars, territories and stars of a liege.
- Each sector has own colour.
- Council stars are highlighed.
- Displays at stars with a jumpgate.
- Shows domestic & foreign where you have access.
- Displays Trade Routes.
- Displays at stars that have had trade interdicted in last 10 cycles.
- The size of the circle indicates frequency of interdictions.
- The brighter red the ring, the higher the value of the interdiction(s).
- Displays the current trade of FO to the indy in black
- Available trade with Indy in green.
- Displays at stars where you have a note posted.
- Displays at domestic stars with idle builders.
- Idles are indicated for works yard, shipyard,crafter and assembler.
- Displays highest known artifact levels searched for.
- Displays last known structure levels.
- For domestic labs, academy & admin, shows assignment or not.
- Displays unexplored stars in range.
- Displays realm insignia for star owner.
- Displays the Insurgency Level
- Displays the contentment trend
- Displays both security and covert counts
- Value of luxuries on top.
- Demand amount on bottom.
- No trade access.
- Cycles until demand critical.
- Contentment loss due to demand.
- Displays all project queues at the star.
- Displays time to completion and number of builders.
- Dormant projects in red.
- Displays the location grid.
- Amount of workers still required (on cyan).
- Amount of nanobits still required (on grey).
- If all requirements allocated, displays "In Transit".
- If all requirements on hand, displays "Ready".
- A cyan diamond indicates supplier of workers.
- A white diamond indicates supplier of nanobits.
- Green : Has idle builders.
- Yellow : Has dormant projects.
- Red : Has dormant projects & idle builders.
- Starlanes are the jump connections between stars.
- Starlane colour indicates the access permissions for the connected stars.
Green: Access granted for both stars.
Tan: Access unknown for one of the stars.
Tan Transparent: No Access, Restricted Space.
Red: Access denied for at least one of the stars.
Cyan: Jumpgate connected stars, access granted.
- Toggle Range / Starlanes with hotkey [L]
- You may set starlane brightness in map configuration.
- Indicates stars within jump range of the last star pointed to.
- Toggle Range / Starlanes with hotkey [L]
- The sphere may be turned off, so [L] toggles lanes & nothing.
- Checkbox is under map options. - Only fleets containing a ship with a scanner may jump to an unexplored star.
- If there are foreign fleets at the star, combat may occur, see Star Access
- If your fleet survives, it scans any stars in range.
- You will see any foreign structures at the star.
- If your fleet has sensors and is not retreating, it may detect the following :
- Foreign ships & Raiders, but not retreating fleets (unless your fleet is a recon fleet)
- Derelict ships - These may be examined, they may be a reclaimable ship or contain artifacts.
- Escape pods - These may contain a marooned official.
- Debris - This may be taken to a recycler and converted to nanobits.
- If your fleet contains an archaeologist, they may discover an artifact.
- If you are at war with the star owner, you may capture an undefended star, see Star Capture
- Many stars are "Independent" (Indies) These may be claimed if they have no shield or defending fleet.
If they have a defending fleet, it must be defeated before you may claim the star.
Well defended Indies may be better as trade partners than an enemy, so do not attack those. - Sometimes, while surveying a newly explored star, the crew are presented with a dilemma.
- This takes the form of a question with several answers.
- An alert to the dilemma will show in the advisor comm channel.
- You MAY CHOOSE to resolve the dilemma or not :
- If you choose to resolve, then you must answer the dilemma question.
Exiting without answering will have worse consequences than answering. - If you choose NOT to resolve, then you will not have to answer and there will be no consequences.
- There is a resolve button you must click to resolve the dilemma,
DO NOT CLICK the button if you wish to ignore the dilemma.
Once clicked you must answer the question.
- If you choose to resolve, then you must answer the dilemma question.
- There is a wide variety of questions, benefits and consequences. On average they will be positive, but some may be a difficult choice between really bad options.
- Dilemmas may be turned off in comm > configuration > filters.
- A fleet on a route or on auto-explore may move away from the star before you resolve the dilemma, in this case the opportunity to resolve the dilemma is lost.
- Only fleets containing a ship with a scanner may conduct a scan.
- Scanning automatically occurs when your fleet arrives at an unexplored star.
- A scan will inform you of the mineral type and mineral value for all adjacent stars.
- The scanned stars are labelled 'Unexplored'.
- The scan does NOT give you information regarding ownership or whether any fleets are present.
- You may see broadcasts from scanned stars that have a beacon.
- A text message that is displayed when other lords hover over the star.
- A beacon is require to send a broadcast.
- You do not see your own messages, unless you are on the star panel and select the star.
- Edit the message from the star panel > admin > broadcast.
Foreign Broadcasts :
- You may hide broadcasts from specific foreign stars by removing the checkmark on the message.
- To display the message again, open the star panel and check the box found there.
- A Gate Jump requires both origin and destination stars to have jumpgates.
- A Gate Jump requires only 10% of a jump engine charge to jump.
- Access permission is required to use a jumpgate.
- Jumpgates controlled by foreign realms may not be used without a Jumpgate Agreement.
- Jumpgates may only be used on stars the realm has explored.
- If a Gate Jump is not available, a jump using a 100% charge may be made.
- A fleet may Gate Jump until its jump charge falls below 10%.
ie; a fleet with a 100% charge may Gate Jump 10 times along a fully gated path. - To build a jumpgate, jumpgate tech must be researched.
- To build a jumpgate module, both jumpgate tech and JG module tech are required.
- The above techs are not required to deploy a jumpgate module.
- Control of the jumpgate is by the Transponder Controller.
- If the transponder is seized, the control of the jumpgate will change as well.
- Access to the jumpgate is the same as the transponder access level.
- Anonymous control is possible.
- Off-line jumpgates may not be used by any fleet.
Causes of Off-line Status:- A jumpgate goes off-line when the transponder is seized. This lasts for 3 cycles.
- An agent succeeds in a Set Jumpgate Off-line operation. This lasts for 3 cycles.
- An agent succeeds in a Disable Jumpgate operation. The jumpgate will require re-enabling.
- An engineer disables the jumpgate. The jumpgate will require re-enabling.
- Jumpgates immediately go off-line when when disabled.
- Agents may attempt to disable a jumpgate with a cyber attack operation.
There are no requirements other than the success of the operation.
Requirements for an engineer to disable:- The controller may not have any combat fleets present.
- The engineer may be from any realm except the controller.
- The controller may set access to deny instead. - The engineer must be on a fleet in local space.
- The engineer may not be on a fleet within a haven.
- A re-enabled jumpgate takes 3 cycles to gain On-line status.
Requirements to Enable:- An engineer unit must be present.
- The engineer may be from any realm.
- The engineer must be on a fleet in local space.
- The engineer may not be on a fleet within a haven.
- Is the star owner.
- Has control of the transponder.
- An engineer unit must be present.
- The engineer must be on a fleet in local space.
- The engineer may not be on a fleet within a haven.
- Destruction is immediate.
- Each star has a transponder built by the Empire in the distant past.
- Transponders are indistructable.
- Transponders are normally controlled by the star owner.
- Control may be transferred to another lord with a proposal.
- Control may also be seized, see below.
- The transponder panel is displayed by a button at the top of the fleet or star panels.
- The controller may set the access level for that star.
- The access level determines which foreign fleets are permitted access.
- Denying access does not prevent foreign fleets from jumping to the star, it may cause the controllers fleets to attack the foreign fleet. This is called a police action and may result in an access infringement battle
- At an Indy controlled transponder, access is automatically denied to enemies of its motherland.
- Fleets may not retreat to a star where access is denied.
- Limiting access to a star (above trade access) will increase rebel activity and raiders at the star and adjacent stars.
Seizing Control:
- If a jumpgate is present, it will go off-line for 3 cycles.
If the transponder is seized by another realm the 3 cycle timer is restarted. - Control may be seized under the following conditions :
- The controller may not have any combat fleets present.
- An engineer unit must be present.
- The engineer must be on a fleet in local space.
- The engineer may not be on a fleet within a haven.
- Indy fleets do not prevent seizure of TP controlled by the motherland.
- Indies will only defend their transponder if they control it.
If the transponder is controlled by their motherland, the motherland will need to defend it. - Seizing a TP from an Indy will damage your relationship.
It is better to get control with a treaty.
Control Flags:
- Control may be flagged as realm, anonymous and corporate defence (at controlled corporate enterprises).
- For non-realm flags, access levels will be limited to Open and Closed.
Access Levels :
 Open - Grant access to all fleets except enemy realms (at war). Trade - Grant access to realms with trade agreement or better. Defence - Grant access to realms with defence pact or are allied. Alliance - Grant access to allied realms. Closed - Deny access to all foreign fleets.
Change Access Level :
- This is done on the transponder panel.
- View the transponder panel by clicking the access button on a star panel or the fleets panel.
Access Permissions :
- When selecting a jump destination the targeting icon is a larger version this icon.
- Combat does not cause realms to be at war, see diplomacy for declarations of war.
- Stars may be captured if at war with the owner, see Star Capture
- Fleets may not jump to stars that are restricted, see Restricted Space.
Access Permissions Chart Access Level Diplomatic
Relationship
with ControllerOpenTradeDefenceAllianceClosedWarNeutralTrade
PactDefence
AgreementAlliance
Permission Icons :
 Granted - Combat will not occur with controller but may occur if enemy fleet at star. Denied - Combat may occur if controller or enemy fleet at star. Unknown - Combat may occur depending on the access permission or if enemy fleet at star. Restricted - No jump possible, see Restricted Space
- If a jumpgate is present, it will go off-line for 3 cycles.
- This panel can be displayed by selecting the Star Panel [S] at a foreign star.
- It may display in place of other panels as well. (Build Panel for example)
- The foreign star panel will display the last known assets of the star owner only.
(Ship totals for other realms may be found on the foreign ships panel) - Structures are seen by any fleet at the star.
- Ships are only seen by non-retreating fleets that have a sensor equipped ship.
- If the star was broadcasting a beacon message, and you turned it off, you may turn it on here.
Links to info on NPC star owners :
Claim Star :
- You may claim stars regardless of your relationship with the owner.
- You do not have to be at war to claim and claiming does not cause you to be at war.
- You must have a fleet with diplomatic ability must be present to claim a star.
- There must be no non-retreating combat ships present that belong to the owner.
- You may not claim if there is a shield on the star, unless the star is in rebellion (a rebel star)
- Stars with an Imperial shield may never be claimed.
- Displays a summary of ships for each realm at the star.
- Available from the fleets panel or the foreign star panel.
- Requirements to see foreign ships :
- Have a monitor (if an owned star).
- Have a non-retreating fleet with sensors at the star.
- Have an agent on the "View Fleets" operation at the star (must have monitor).
- If the foreign fleet is a recon fleet or is retreating, it may only be seen by a recon fleet.
- Click the attack button to initiate combat see Local Attacks for details
- Click the Intel button to send a report on a fleet to the current comm channel.
- This is not active if the comm panel is closed or the current channel is "Advisor" or "GNN" - Contentment is the civil morale level at domestic stars.
- Contentment ranges from −1000 to +1000.
- Under 200 your crime and rebel activity will be difficult to control.
- Under zero , it will be increasingly hard to deal with "situations".
Trend :
- Trend is the change in contentment each cycle.
- Trend only incorporates the current values for crime, piracy and insurrection.
So the trend may be positive, but contentment may go down due to these factors.
View the history chart and the "Star Status" report to be alerted to these changes.
- Morale of new ships is based on contentment
- Adoration prestige is based on contentment
- New worker are increased by higher contentment
- Crime will increase on low contentment
- A Subsidy is gained via adoration
- Low contentment will cause insurrection
- Rebellion occurs at −1000 contentment
- Moderation is normally 10% of contentment. This will cause a trend towards zero.
ie; The contentment is +500, moderation will be −50.
or the contentment is −400, moderation will be +40. - Moderation will also cap the trend to + / − 99
- Zeal is a positive modifier to contentment.
- Zeal decreases by 1 per cycle until zero (except prestige leaders, see below).
- Realms begin a game with 60 zeal (60 cycles ~ 25 days).
- There is a minimum zeal for realms leading in prestige :
- The minimum is not calculated unitl cycle end.
- Only realms with greater than 1000 prestige qualify for a minimum.
- Minimums :
1st place : 20 points 2nd place : 15 points 3rd place : 10 points 4th place : 5 points
- A declaration of war on a realm with more than 2,500 prestige increases zeal by up to 20.
Zeal will never rise above 20 due to declarations of war.
A peace treaty sooner that 20 cycles after the war started, will zesult in loss of all zeal. - The conqueror in a conditional surrender gains +1 zeal for each cycle the war has existed.
- Rivalry is a negative modifier to contentment.
- Rivalry has two sources :
Council Star Control :
- Applies to stars in a sector whose council seat is controlled by a realm in another fealty tree.
- This type of rivalry is a flat −50 contentment.
Exemptions :
- Realms under protection.
- Vassals of the council.
- Stars owned by a realm who has not explored the council star for that sector.
Rival Sovereigns :
- Applies to sovereigns with greater than 3,000 prestige.
- Rivalry increases by 1 per cycle while more than one sovereign is over 3,000 prestige.
- Rivalry decreases by 10 per cycle while either :
- At war with all other sovereigns over 3,000 prestige.
- Has less than 3,000 prestige.
- No longer a sovereign. - Note that a sovereign is the liege at the top of a fealty hierarchy.
- A star may become irradiated depending on the length/intensity of "Irradiate" bombardment.
- When the shield is destroyed, the star will not be able to be built on.
- The radiation level will drop each cycle, once down to an acceptable level, building may resume.
- The length/intensity of bombardment will determine how long the star remains irradiated.
- A radiation level of 100% results in no building.
- Radiation levels lower than 100% results in lower contentment and worker die-off.
- A rebellion results in a star becoming a rebel star.
- For information about stars after they rebel, see rebel stars.
- Rebellion is triggered by low Contentment on a star.
- When contentment reaches −1000, the star rebels.
- Rebellion on a star can be devastating.
- All build projects are lost.
- The owner loses control of the star. Rebels now are in control.
- Ships on the starbase may change to rebel. - A notable difference between a rebel star and an independent is the independent will build structures whereas a rebel star will not.
- Insurrection is the chance of a star claiming independence.
- At 100% insurrection the star will claim independence.
- Once an insurgency reaches 50% it is considered a civil war and martial law may be required.
Insurrection Causes Effects - Low contentment
- Lack of a habitat
- The realm is in debt
- Distance from capital star
- High number of stars in the realm
- Change of ownership
- Prolonged periods of access restriction
to the star or adjacent stars.- Black market buying weapons
- Ops by foreign agents
- Periodic spikes due to :
- Lack of governance (off line for many days)
- High credit balance (inequality due to elites having all the cash)
- Random factors
- Lowers contentment
- Insurgency events
- Leads to independence
Dealing with Insurrection :
- Increase contentment.
- Low contentment may be due to a high piracy value, if so, garrison some fighters or sloops.
- If you have high crime, level up your SHQ.
- Reduce taxes
- Increase your services level, build an administration if not already.
- A governor with high charisma will help too.
- If things get really bad you can demolish any mines and lose the -5 to contentment they have.
- Build positive contentment structures, like Rec Centers, Admin, Shield or SHQ.
- SHQ is very effective when both crime and insurgency are high.
- Demolish negative contentment structures, like mines.
- Assign agents on counter insurgency operations, the more the better.
- As the insurgency gets worse there will be acts of sabotage. It would be wise to have modules on hand to replace SHQ's, administrations & rec centers.
- The policing technology will help too.
- Check the "History" chart on the admin panel for progress/causes.
- Check the "Star Status" report under top secret each day to see emerging problems.
- Once the insurgency becomes a civil war, martial law may be required.
- This is a realm star that has a successful insurrection.
- The newly independent star will be at war with the realm it separated from.
- Some structures may be destroyed as a result.
- An independent star will build whereas a rebel star is static and more vulnerable.
- Some Imperial stars host corporate enterprises.
- These are normally independent corporate entities conducting some activity.
- Possible activities are mining, refining, slavery, crafting, farming and ranching.
- They usually have a defending fleet.
Possible Interactions:
- Defeat the defending fleet.
- If no defending fleet is present, activate the raid with the option on the foreign star panel.
- Any stockpile of the production item will be captured.
There is no way to determine the amount of stock on hand prior to the raid. - Defeat the defending fleet.
- This may only be done with an anonymous fleet.
- If no defending fleet is present, take control with the option on the foreign star panel.
- A successful takeover will take control of the "Corporate Warehouse" fleet at the star.
- Any stock in the warehouse will be captured.
- Only the produce from the enterprise is/may be stored on this fleet.
- A UTS or domestic fleet may be used to transport the stock elsewhere.
- The true owner of the enterprise will not be shown to other realms.
- Only possible if a sabotage mercenary mission for the star is advertised on GNN.
- Defeat the defending fleet to complete the mission.
- If no defending fleet is present, use the "Corporate Raid" option on the foreign star panel.
- Any stock in the warehouse will be captured.
- Workers involved in the enterprise will be enslaved and gained as booty.
- The corporate enterprise will be destroyed.
Raid:
Corporate Takeover:
Corporate Sabotage:
Note :-
Attack with an anonymous or a privateer flagged fleet, otherwise the Empire knows
who owns the attacking fleet and will deny access to the star for several cycles
(assuming the Empire controls the transponder).
Corporate Defence Fleets (CD):
- Only fleets flagged as Corporate Defence will defend an enterprise from raids and takeovers.
- These fleets are seen as Corporate Defence fleets by other realms.
- The flag may be changed on the fleet options panel.
- The true owner of these fleets is not shown.
Type vs Flag
- A CD flagged fleet may onlt exist at an owned corporate enterprise.
- A CD type fleet designates the fleet for use as Corporate Defence.
- The flag changes to Anonymous any time it is not in position to do Corporate Defence.
- Any CD type fleet that is in position to do Corporate Defence automatically changes to a CD flag.
- This is useful for CD fleets on resupply routes and fleets being sent out to garrison a corporation.
Note :- These fleets do not receive supply from the star, use one of the following methods to keep it supplied:
- Place a supply ship on a route to supply the star.
- Set the fleet type to "Corporate Defence", place it on a route to a supply star, then back to the star they will defend, with the "wait for cycles" set at that waypoint. The enterprise will be undefended while the fleet is in transit.
- This panel has several sub panels, use the buttons down right side of screen to access.
- Domestic stars are stars you control.
- Details for panels at foreign stars is here
Summary Panel
- Stats for ships are not displayed,
as this is a summary of
all ships at the star.
- Hot key S
- Stats for ships are not displayed,
- Required for a manager to be assigned as governor of the star.
- The admin structure allows one to set the service level.
- Each higher level of administration reduces service costs.
- Increased output is gained once a governor is appointed.
- Governors leadership trait affects the amount of output, higher levels of admin need high level leadership.
Overview Panel :
Memo :
- Click the memo bar to add a reminder for the star.
- If map option "Star Notes" is on and a memo is set, a yellow square will show on the map.
When the star is selected while viewing the "Star Panel" the memo text will display on the map.
Star Status Bar :
- see contentment
- Set on the finances panel
- As you increase the tax level:
- the amount of credits received increases.
- the number of new workers decreases.
- contentment decreases. - see Taxation
- Set on the finances panel.
- Increases contentment by +5 per level.
- See contentment pop-up for effect.
- Cost based on population.
- Maximum Level based on habitat level and administration level.
- Each level of power station supplies 10 structure levels.
- Level 1 structures do not require power.
- A power shortage reduces contentment by −2 per level lacking.
- This is caused by the irradiate type bombardment
- Critical levels will prevent building on the star if no shield is present.
- The radiation level decreases each cycle.
- Low contentment - Primary cause.
- High accumulations of luxuries on the starbase.
- High quantity of credits on hand.
- The black market buying illicit drugs.
- The black market selling illegal goods.
- Periodic spikes due to random factors.
- Lowers contentment.
- Increases contraband supply and demand.
- Reduces income from mercantiles.
- Reduces new workers.
- May increase rebellion.
- Increase contentment - best solution.
- Build up the security HQ.
- Research policing tech.
- Research service tech.
- Place agents on the anti-crime operation.
The anti-crime tech will increase their effectiveness. - Assign a governor that has a high security trait.
- This is the chance of raiders showing up.
- Caused by lack of combat ships or patrols.
- Lowers contentment.
- Reduces income from taxation.
- For more on raiders, see raiders.
Star Status Descriptions Population The population consists of the workers required to build each structure level X 50 plus workers on the starbase X 10 Contentment Tax Level Service
LevelPower
SupplyRadiation Level Crime Causes : Piracy Insurrection This is the chance of rebellion and insurgency events.
See Insurrection.Star Resource Output Panel :
- Shows the output per cycle.
Finances Panel :
- For taxation see here.
- Services :
- Increases contentment by +5 per level.
- The cost is based on population.
- Maximum Level is based on habitat level and administration level.
- Luxury Funding :
- Each 3 cycles a star does not receive luxuries from another realm, contentment decreases by 1.
- Once a star receives luxuries they are content for 40 cycles.
- Luxury Funding is a way to offest a lack of luxury imports.
Each 100 credits spent offsets 3 cycles of demand.
Broadcast Panel :
- A beacon must be present to broadcast a message.
- A message will display to other realms when they hover over the star on the map.
Demolish Panel :
- Select a structure (habitats mat not be demolished).
- Select the number of levels you wish to demolish.
- The total cost in workers is returned as available workers.
- The total cost in nanobits is returned as scrap.
- No credits are recovered.
- Habitats may not be demolished.
- Level 1 shields may not be demolished.
- Jumpgates may not be demolished unless the star owner has control of the transponder or it is set to permit access. Only the star owner may destroy jumpgates (changed from previous versions).
Designation Panel :
- The designation will display along with the star name on most panels.
- Other realms do not see your designations.
Option Panel :
Move Capital :
- You may move the location of your capital to any domestic star.
- The cost is dependent on the number of stars in your realm and the number of times you have moved it.
Effects :
- The capital is the destination of diplomats, agents and other staff that must return home.
- The distance between capitals is one factor in tradegoods value and the demand for luxuries.
- The distance between the capital and an independent star is one factor in trade value.
- The old capital will take a 300 point contentment hit. All other stars in the realm will take a 100 point contentment hit.
- An increase in rebel activity may take place on some stars.
- Ambassadors will move to the new capital.
- Covert agents at the old capital will move to the new capital.
- Demand for luxuries is reduced to zero and will increase over time.
Grant Independence :
- You may grant independence to any star you own except your capital.
- There is no cost.
- All assets on the starbase will be transferred to the new owner.
- You may choose to transfer control of the transponder as well.
Request an Imperial Fleet :
- The empire is not always available or able to respond.
- If they agree to send a fleet, it will cost you 300 credits.
- The fleet may then take a few cycles to arrive.
- The fleet will stay for several cycles ensuring the raiders stay away.
- Once the Imperial fleet leaves, it will be some time before the raiders try to return.
Pay Off Raiders :
- Some raiders may not wish to be bought off, but due to their craven nature their commanders change frequently, so try them again the following cycle.
- This will cost an amount of credits dependent on the number of raiders and how greedy they are.
- If they do accept the payment, they will leave, but there is no guarrantee how long they will stay away.
Martial Law :
- Martial law should not be declared until an insurgency becomes a civil war (insurgency > 50%)
- Martial law can be used on a star that is dedicated to mines and slave markets.
- Martial law may be effective against very high crime rates. It negates the contentment loss from mines (20 per level)
- A repression level must be set, this may be adjusted at any time.
- The repression range is level 1 to 3.
Effects :
- No new workers are gained from the star, except those from slave markets.
- No taxes are gained from the star.
- Prevents contentment loss for mines and slave markets.
- Reduced piracy, crime and rebel activity.
- Increased black market prices.
Repression :
Each level of repression causes the following each cycle :- − 3 Prestige (Infamy).
- − 50 Credits per habitat level.
- − 25% Insurgency events (sabotage & resource losses).
Example for level 2 repression on a level 3 habitat star :- − 6 Prestige (Infamy).
- − 300 Credits .
- − 50% Insurgency events.
- Set the type of food distribution on this panel.
- For details on food types and farms, see here.
- Only food on starbase fleets is used in distribution.
Local Distribution :
- Distribution only uses food on the starbase and produced at the star.
- Food stocks are not automatically shared with the global distribution network.
- Local distribution feeds workers in structures and workers on fleets at the star.
- Stars not connected contiguously with the capital must use local distribution.
- Each star set to local distribution has its own diet ratio.
Global Distribution :
- Stars set to global distribution share their stock and food production.
- All food is transported automatically and those shipments are not represented in-game.
- There is a single diet ratio for all stars on global distribution.
- Global distribution feeds workers in structures and workers on fleets.
Consuming Populations Local Distribution At a specific starGlobal Distribution Excludes those under Local DistributionWorkers on the starbase Workers on all other fleets Workers in structures at the star Workers in structures Workers on offer at the sector market Crews of all ships - This panel provides an overview of mineral output for the star.
- A mine manager may be assigned on the panel.
- No minerals used
- No nanobits output
- Use when you wish to ensure maximum mineral types used.
- May result in less than maximum or no output.
- Use when you wish to have a minimum mineral quantity used.
- Will normally result in highest output.
- May result in less than maximum output if several selected types have low stock.
- The maximum input (of minerals) is based on refinery level.
- The output is based on how many mineral types you use.
The following table is based on a level 1 refinery (maximum input 1000 minerals)-
- Using 1 mineral, you get an equal amount of Nanobits.
- Use 5 mineral types and you triple your output!
- Use all 12 mineral types and you get over 6 times your input!!Refinery Input / Output Number of
Mineral TypesAmount per Mineral Type Minerals
Used
(Input)Nanobits Produced
(Output)Production
Increase
(each type)Production
Increase
(overall)1 1000 1000 1,000 0.0 % 0 % 2 500 1000 1,500 50.0 % 50 % 3 333 999 1,998 33.2 % 100 % 4 250 1000 2,500 25.1 % 150 % 5 200 1000 3,000 20.0 % 200 % 6 166 996 3,486 16.2 % 249 % 7 142 994 3,976 14.1 % 298 % 8 125 1000 4,500 13.2 % 350 % 9 111 999 4,995 11.0 % 400 % 10 100 1000 5,500 10.1 % 450 % 11 90 990 5,940 8.0 % 494 % 12 83 996 6,474 9.0 % 547 % - This example is based on 9 mineral types.
- 3 types are from your own mines and cost an averge of .40c per unit.
- 3 types are purchased at an average of 2.00c per unit.
- 3 types are purchased at an average of 2.50c per unit.
- Misc expenses is shipping and refinery support.
- At a Lv1 refinery 9 minerals require 111 units of each mineral.
- Output will be 4,995 nanobits (more with tech)
- This results in a cost of .35 per nanobit.
- Selling at 1.00c per nanobit you will triple your investment.
Number
of TypesAverage Cost Units per
TypeCost 3 .40 111 133 3 2.00 111 666 3 2.50 111 833 Misc : 100 Total Cost : 1,732 1,732 / 4,995 = .35 per nanobit - These may be created at a level 2 supply depot for 100 credits each.
- Costs are included in Building Expenses in the economic report.
- They hold 100 units of supply.
- Contents degrade by 1 supply per cycle, to a minimum of 10 supply.
- They use 10 units of cargo space, so 10 will fit in a small cargo bay.
- Used mainly for emergency resupply of ships when no supply ship is available.
- Ships that are disbanded may eject supply containers. This is a way to profit from piracy.
Capture freighters, take their cargo, disband them and take the supply containers.
Note : You will need a tracktor beam equiped ship to gather the containers. - Supply containers may be converted to credits at any domestic star.
This will show on the economic report as Treasure Cashed In. - A receiving dock is located at a star if no spaceport has been built.
- The receiving dock enables deliveries of shipments.
- To send shipments a spaceport is required.
- For DS shipments see here
- For UTS shipments see here
- This will set the amount of workers and nanobits that will be sent to build plans from this star.
- Set the amount of stock to be shipped to stars/plans in the plan allotment queue.
- If a resource allocation is set to "No" the spaceport will not automatically supply build plans.
- If set to "Yes", set the amount of stock you wish to retain at the star.
- Any amount in excess of the minimum stock retained, will be shipped to stars with build plans.
- The build plans & supply allocation is explained more fully in the build section, see build planning.
- The map display for allocation is explained here.
- In addition to the level prestige, Mystic Crystals can add presitige when on the starbase of a star with a monument. Mystic Crystals are usually found by archaeologists.
- Monuments are not dedicated by default.
- Dedication may be made after the first level is built.
- Dedication of a monument is permanent.
- Dedication may only be changed by demolition and rebuilding.
- The bonus is only applied to the star where it is located.
- An undedicated monument receives the prestige above, but not any of the bonuses below.
- Monuments may have an archaeologist assigned as curator.
- Curators have no effect if the monument is not dedicated.
- The curator bonus increases the dedication bonus.
Examples:- A 4 star curator at a level 3 monument could increase fertility by 42%.
A 2 star curator at a level 2 monument could increase contentment by 26. - An academy structure is required before this panel may be accessed, see academy.
- To recruit personnel, select a profession, then click recruit in the training panel.
- A maximum of 8 recruits for each profession are available each cycle per realm.
- If a professor has been assigned dean, training time will be reduced and graduation rank increased.
- Training is done in terms, maximum term equals academy level.
- Maximum rank increase is one bar per term.
- New recruits may only be trained by their own realm.
- When training an new recruit, the base fee must be paid.
- When training recruits or enrolling existing officials, pay the term fee times terms selected.
- Enrolment may be for less terms than the maximum. ie; you may train for 2 terms at a level 4 academy.
- Training to highest level when a new recuit may be cheaper than additional training later, due to the Group Discount when multiple new recruits are trained.
- Costs will be applied to Tuition Fees in the Non-Budgetary section of the economic report.
- Academies may be dedicated to a specific profession see below.
- Graduation values are locked in on enrolment, so changes to dean, tech or academy level do not affect existing students.
- Maximum rank/experience (for the academy level) on graduation is not guarranteed.
There must be enough training influences to gain maximum experience.Maximum Rank on Graduation Academy
LevelOfficials Officers Experience Rating Dedicated Academies :
- Once dedicated, an academy may not change the profession it trains.
- The academy may be demolished and reconstructed, then dedicated to a new profession.
- Dedicated academies train recruits at a lower cost and increase the rank on graduation.
- Dedicated academies of level 2 or higher may train foreign personnel.
- The cost of training is reduced by 25%.
- The experience of graduates is increased over normal by:
- Level 1: 50%
- Level 2: 50%
- Level 3: 33%
- Level 4: 25%
Foreign Enrolment :
- Dedicated academies of level 2 or higher may train foreign personnel.
- The owner of the academy controls permission for enrolment for each relationship type.
- The fees may be set by the owner once an academy is dedicated (and above level 1).
- Cost to the academy owner is per term, this equals the cost multiplied by the term.
- Costs will be applied to Tuition Fees in the Non-Budgetary section of the economic report.
- Fees (charged to those enrolling) are per term, so an official enrolled for 2 terms will pay twice the fee.
- Fees will be applied to Foreign Enrolments as income for the academy owner and Tuition Fees for the enrolling realm. These will be under the Non-Budgetary section of the economic report.
Enrolment Costs :
Enrolment Costs These costs are modified by the training influences in the next tableProfession Base Fee Fee per Term Time per Term Training Influences :
Training Influences Source Type Cost Time Experience Other Term 1 - 4 More More Increase Maximum rank
on graduationAcademy Level Maximum term
availableAcademy Dedicated Less Increase Dean Experience Increase Dean Leadership Increase Dean Ability Less Tech Education Less Tech Profession
SpecificLess Lords Trait Trait
SpecificLess Group Greater than
1 new recruitLess - To assign or dismiss personnel, go to the relevant panel. ie: for dean, go to academy.
- For detail on types of personnel see here.
- The following options may be available by hovering a panel. If the option button is greyed-out, hover the button to find reason.
- You may select multiple personnel for identical orders. BUT you must have selected a specific profession first (with the top buttons).
Enrol :
- Personnel may be enrolled for additional training when their experience is lower than what academies are offering.
- If they are currently assigned, in transit or captured, they may not be enrolled.
- Clicking the Enrol button will display a list of academies, both domestic and foreign.
- Personnel must be on a starbase in order to enrol.
Move :
- Movement is via the civil transportation system, which is not represented in game.
- Time to destination is about 1 hour per star hop.
- Personnel must be on the starbase to be seen in the personnel panel.
- Personnel may be moved to any domestic star.
- Agents may also move to foreign stars.
- Agents may also move via the operations panel. This is the only way to move them while at foreign stars.
- Diplomats may also move to owned territorial stars.
- Personnel may be moved via the fleets panel, hover the official's icon to display the move button.
- Personnel may also be moved as passengers on a fleet.
- Personnel may not move while assigned or in training.
Retire :
- Personnel may not retired while they are in transit or training.
- Captured personnel may not be retired.
- Once retired they are no longer accessible.
- There is no support cost for retirees.
- Retirees continue to generate prestige.
- Personnel must be on a starbase in order to retire.
- For more detail see building
- When a project is completed, the builders drop to the next project in the queue.
This may be overridden by the "go idle" and "do upgrade" options. - There are no queue order buttons for pending upgrades as they will automatically replace the preceding level in the queue.
- There are no cancel buttons for upgrades when further upgrades for the structure are in the queue.
- If there is a pending upgrade for a completed project without the "do upgrade" option, the upgrade is added to the end of the queue.
- Projects may be canceled, see here
- Number of builders
- Position in queue
- Cancel the project
- The Structure Overview can be found Here
- Structures may be built from scratch or in combination with components
- The build subsidy may be used to reduce the cost in credits and nanobits.
- Amortisation nay be used to spread the credit cost over several cycles.
- Amortisation, modules and components are all mutually exclusive (you may only use one per project).
- Subsidy may not be used with amortisation or module builds.
Choosing a Build Method :
- Use modules to build on stars not contiguous with your core realm.
- Use components when you want a fast build within your core realm area.
- Use subsidy when you are low on credits or nanobits.
- Use amortisation when low on credits.
Overview of the Various Queues :
- This queue is used to prioritise build projects.
- This is the queue you drop builders onto.
- This queue is not used for plans.
- This is a list of all build plans at the star.
- You add plans to this list, or apply a plan scheme to add multiple plans at once.
- The order of this list is of no consequence as the allotment queue is used to prioritise supply. But you may reorder it to assist your planning. Drag and drop a plan row to change the order.
- When you activate a plan, it moves from this list to the build queue.
- This queue is used to prioritise all plans across all stars.
- This queue dictates what order stars receive resources (resource allocation).
- Access this queue with the "Allotment Queue" button on the plans panel.
Build Queue :
Plan list :
Allotment Queue :
Cost of Level Upgrades :
-
This applies only to those structures built in levels.
Each successive level increases in cost.
But the relative advantage(s) for the higher level increases at a diminishing rate.
The following example is for a habitat, but the method applies to all structures.
Example:
The following table compares the cost of a building a habitat to each level.
The point is, you can build 2 new habitats for the cost of a level 2, and you gain 100 credits per cycle rather than 50.
* Increase in credits = Increase in income per cycle over previous level at 25% tax rate.Habitat Upgrade Example Habitat
LevelRequired
CreditsRequired
WorkersRequired
NanobitsIncrease
in Credits *Recovery
Cycles **1 300 800 800 50 8 2 600 1,600 1,600 50 16 3 900 2,400 2,400 50 24 4 1,200 3,200 3,200 50 32 5 1,500 4,000 4,000 50 40 6 1,800 4,800 4,800 50 48 7 2,100 5,600 5,600 50 56 8 2,400 6,400 6,400 50 64 9 2,700 7,200 7,200 50 72 10 3,000 8,000 8,000 50 80
** Recovery cycles = Number of cycles to recover credit cost at 25% tax rate.Build Projects :
-
There are 3 ways of adding a build to the queue :
- Build a new project on the build panel.
- Activate a planned project in planning on the build panel.
- Deploy a module on a fleet in the fleets panel.
- Not available for structure builds.
- The more units built in a project, the less time is required to build each item.
- For module assembly, less than 4 units will increase build time.
Batch Time Savings :
Ship
Batch SavingsBatch
SizeTime
Saved5 10% 10 17% 20 28% 50 49% 100 72% Component
Group A
Batch SavingsBatch
SizeTime
Saved10 0% 20 4% 40 12% 60 24% 80 39% 100 60% Component
Group B
Batch SavingsBatch
SizeTime
Saved20 1% 40 4% 100 11% 200 25% 300 40% 400 57% 500 75% Module
Batch SavingsBatch
SizeTime
Saved1 -20% 2 -13% 3 -6% 4 2% 5 11% 6 20% 7 31% 8 43% 9 56% 10 70% Builders :
- The more builders on a specific project, the less efficient they are.
- It will be quicker to have several projects active than having all builders on each project, sequentially.
- ie; If you have 3 projects and all builders work on one at a time, the total build time will be longer than if you place one builder on each project.
- Idle builders have no support cost.
- Active builders have a support cost of 50 credits per cycle.
- When you add builders to a project you are charged for the time remaining in the cycle.
- Each cycle end you are charged 50c for all active builders.
- When you remove builders from a project you are refunded for the time remaining in the cycle.
- When a project is completed and the "go idle" option is selected or there are no projects next in the queue, you are refunded the builder fees for time remaining in the cycle (the builders have gone idle).
- In other words the 50c fee is prorated to actual time working.
Builders Provided Structure Builders Works Yard 1 for starbase
1 per WY levelShipyard 2 per level Crafter 1 per level Assembler 1 per level Builder Fees :
Dedicated Builds And Retooling :
- Shipyards and assemblers may be configured to dedicated building of one item type.
- Crafters must be configured to craft one component type at a time.
- The structure must be retooled to change the build item.
- Retooling takes 5 cycles to complete, except :
When retooling from one ship design to a similar one,retooling only takes 2 cycles.
The following are required for single day retooling :- Both designs must be same hull class.
- Both are combat designs or both are non-combat designs.
- Both designs are system ships or both are interstellar ships.
- There must not be other retooling projects in the queue.
- Retooling may use only one builder.
- Build projects may be queued (but not activated) while retooling is under way.
- Multiple retooling and builds may be queued, but these may not be moved in the queue, only deleted.
- Dedicated shipyards and assemblers reduce project build times by 40%.
- The dedicated bonus is applied to the amount of time reduced by components.
ie; If a component normally reduces time by 20% of a cycle, this will drop to 12%.
This is 40%, the same ratio applied to all dedicated builds. - The technologies that reduce build time have no effect on dedicated builds.
Join Route :
- Ships in the build queue may have a route set to join upon completion.
Select the build project, the click the Join Route button. - Only interstellar ships may join a route.
- The fleet will be of a type and have a name as set in the ship design options.
- Combat orders will be the default for the fleet type.
- The fleet will join the route at the first waypoint that is the production star.
- The fleet always joins in normal direction of travel.
Retrofit Ships :
- This requires the Retrofit technology to have been researched.
- Retrofiting will convert an existing ship group on a starbase to a different design.
- Any experience on the existing ship group will be retained.
- You may only retrofit to a design of the same hull class.
- Combat ships may only convert to combat ship designs.
- Non-combat ships may only convert to non-combat ship designs.
- Access this feature on the shipyard build panel > Create Project > then the button in the top right of the list of ship designs.
- Component types on the new design but not on the original may be used to retrofit.
- Components not used in the new design will be reclaimed.
- There are ship components that are used to build a design but are not craftable.
These will be scrapped if not needed on the new design, or built if required. - All reclaimed components and resources are gained once the retrofit is completed.
- On confirmation, the existing ship group will be removed from the starbase and a new project for the new design will be added to the build queue.
- Cancelling a retrofit project is costly, see Retrofit Cancellation.
Cancel Project :
- When the cancel button is clicked, a warning panel will display what resources are recovered.
- Recovery amounts depend on build method and whether it had been activated (builders assigned).
Built with resources :
-
Project was activated :
- If amortised, remaining payments are forgiven, otherwise no credits are recovered.
- All workers are recovered.
- 50% of the nanobit cost is recovered as scrap.
- None of the subsidy is recovered (if used)
- If amortised, initial payment is lost, otherwise all credits are recovered.
- All workers are recovered.
- All nanobits are recovered.
- Full subsidy cost is recovered (if used).
Built from a module :
-
Project was activated :
- No credits are recovered.
- All workers are recovered.
- 50% of the nanobit cost is recovered as scrap.
- No credits are recovered.
- All workers are recovered.
- 80% of the nanobit cost is recovered as scrap.
Cancel Ship Retrofit :
-
Project was activated :
- No credits are recovered.
- All workers are recovered.
- 50% of the nanobit cost of the new design is recovered as scrap.
- No credits, workers, nanobits or scrap are recovered.
- The original ship(s) are returned at 10% effectiveness.
Amortisation :
- Amortising a project will spread the credit cost over time.
- There are two amortization terms :
- 10% of total credit cost paid on project confirmation.
- 10% of total credit cost paid each cyle, for 10 cycles.
- Total cost equals 110% of normal project cost.
10 Cycle Term :
- 20% of total credit cost paid on project confirmation.
- 5% of total credit cost paid each cyle, for 20 cycles.
- Total cost equals 120% of normal project cost.
20 Cycle Term :
Build Planning :
- Build planning is a way to automate the supply of building resources to build sites.
- Plans & plan queues are set on the build panel > works yard > planning.
- Plan Schemes may be used to add projects to the plan queue.
- Allocate to plans (resources for builds) is set in the spaceport > plan allocation.
Build Plan Options :
- When all prerequisites are available/met, the project will automatically activate.
- If the build would place the realm in debt, the project is not activated.
- This option is selectable only when the requirements are not already available.
If the requirements are available, use the "Activate" button. - Auto activate is not available to plans where the Use Components
option is selected.
On Activation :
- The plan will be added to the bottom of the build project queue.
- All requirements will be depleted.
- Any idle builders will be added to the project.
- A message is sent to the "Build" comm channel.
- No modules are automatically shipped.
- Resource allocation shipments are not made when Use Module is selected.
- If Auto Activate is on and the prerequisites are met and the required module is on the starbase, the module will automatically be deployed and the project activated.
- No requirements are automatically shipped.
- Resource allocation shipments are not made when Use Components is selected.
- You need to send enough resources to the star to cover the requirements.
- If the star is not contiguous with your core realm, you will neeed to ship any components to be used.
- Auto Activate is not available when Use Components is selected. You will need to manually activate the plan when the components and resources are available.
- Allocation shipments will be reduced to reflect the use of the subsidy.
- If Auto Activate is on plan will activate when the prerequisite resources are on the starbase and sufficient subsidy and credits are available.
- Shipments of resource requirements will automatically be shipped if Plan Allocation is on.
- If Auto Activate is on plan will activate when the required resources are on the starbase and sufficient credits are available.
Auto Activate :
Use Module :
Use Components :
Use Subsidy :
No Option selected :
Sequence of Tasks :
- Create build plans at stars for the structures you wish to have.
- Prioritize the allocation queue (not the build queue) for all your plans.
- At stars from where you wish to supply the build resources,
set allocate to plans to "Yes" in the spaceport > plan allocation. - Press "Shift P" to turn on map display planning mode, check all is as desired.
- Once all the above steps are complete,
Set Global Allocation to "On" at any spaceport or planning queue. - Resources will then be shipped from the supply stars to the stars with build plans.
- If Global Allocation is left on, then each cycle resources will automatically be shipped to existing plans and any new ones created.
- Build plans may be created for structures only.
- Build plans may be created when a star does not have the resources to create the build project.
- Use your freighters or domestic shipping (DS) to supply the resources.
- The map display option "Plan Allocations" will help you administer your planned builds.
- Resources moved with domestic freighters will not show until they are unloaded at the plan site.
- UTS and DS shipments will be deducted from the displayed values.
- The "Use Components" option does not reduce the resources shipped, as there is no way of calculating which components will be available at time of build activation.
- You may automate the supply of build requirements using "Plan Allocation", see below.
- This is a global setting, it sets allocation on/off for all spaceports.
- This is not "Allocate to plans", for this see below.
- This is set on the build panel or in the spaceport.
- When on, any spaceport that has excess stock, will ship to your build plans.
- When off, no shipments are automatically made.
- When changed from "Off" to "On", automated supply will begin and shipments may be sent immediately.
- Since plans will be supplied from the closest spaceport, it is a good idea to configure all your spaceports and prioritize your allotment queue before activating allocation.
- When "Off", a small red "X" icon will blink on the spaceport button.
- The allotment queue is global in nature.
- This queue sets the order resources will be shipped to projects at various stars.
- Access this on the build panel under works yard > planning.
- Be sure to turn off allocation prior to changing your allotment queue.
- After you create build plans, prioritize them in the allotment queue.
- Set your plans in the order you wish them to be supplied.
- Drag and drop a plan row to change the order.
- New plans are placed at the bottom of this queue.
- This is done at your spaceports.
- Be sure to turn off allocation prior to changing these settings.
- Set the amount of workers and nanobits that will be sent to build plans from the star.
- If set to "No", the spaceport will not automatically supply build plans.
- If set to "Yes", set the amount of stock you wish to retain at the star (if any).
- Any amount in excess of the minimum stock retained, will be shipped to stars with build plans.
Limit Range :
- Use this option if you have more than one distribution star.
- Limiting range will ensure that only the closest distribution star sends resources.
ie; Rather than having resources sent from the other side of your realm, a plan will not be supplied until a closer distribution star can send the resources. - This enables the strategy of having several refineries to supply only nearby stars.
- A scheme is a preset list of projects that may be added to a build plan queue.
- Schemes may be found via a button on the plans panel in the works yard page.
- Schemes created in a game will be preserved for the next game (account specific).
- The order of the schemes may be changed by dragging and dropping a scheme row.
- Add structure build plan projects to the scheme, then drag and drop the project bar to change the queue sequence.
- Plan options are available, see Build Plan Options
Applying a Scheme to a Star :
- Use the "Apply" button on a scheme panel to add to the star.
- Projects in the scheme are added to the bottom of the build plan queue.
- Any projects that are already built or queued are not added.
- Projects that are unable to activate due to improper sequencing are labeled "Error".
ie; A level 3 habitat is placed in the queue and no level 2 is built or queued. - Multiple schemes may be applied at a star.
ie; you could add a "Minimum Base" scheme and then a "Farming" scheme.
Overview :
Build Plans :
Plan Allocation :
Allocation Activation :
Allotment Queue :
Allocate to Plans (Setting up resource distribution stars) :
Plan Schemes :
Build Bonus Summary :
Bonuses are multiplied, not added together.Structure Construction Source Type Reduces Max. Tech Architecture Time Lv50 : 60% Tech Financial Credits Lv50 : 60% Tech Fabrication Nanobits Lv50 : 60% Tech Automation Workers Lv50 : 60% Ministry Development Time
Credits
Nanobits
Workers15% Components
UsedVarious Time
Credits
NanobitsVaries
by
TypeShip Production Source Type Reduces Max. Tech Integration Time Lv50 : 60% Integration has no effect at dedicated shipyards Tech Efficiency Credits Lv50 : 60% Tech Hull Design Nanobits Lv50 : 60% Tech Robotics Workers Lv50 : 60% Ministry Ordnance Time
Credits
Nanobits
Workers15% Components
UsedVarious Time
Credits
NanobitsVaries
by
TypeShipyard Dedicated Time 40% Project Batch Size Time 72% Component Crafting Source Type Reduces Max. Tech Procurement Credits Lv20 : 35% Tech Processing Nanobits Lv20 : 35% Tech Specific
ComponentCredits Lv20 : 57% Project Group A
Batch Size
Min: 5
Max: 25
Credits
Nanobits
Time
100u 19%
100u 19%
100u 60%Project Group B
Batch Size
Min: 10
Max: 100
Credits
Nanobits
Time
500u 24%
500u 24%
500u 75%Module Assembly Source Type Reduces Max. Tech Architecture Time Lv50 : 60% Tech Financial Credits Lv50 : 60% Tech Fabrication Nanobits Lv50 : 60% Tech Automation Workers Lv50 : 60% Tech Module
TypeCredits
TimeLv10 : 45%
Lv10 : 27%Ministry Development Time
Credits
Nanobits
Workers15% Components
UsedVarious Time
Credits
NanobitsVaries
by
TypeAssembler Dedicated Time 40% Project Batch Size Time 70% Recycling :
- Recycling turns scrap into nanobits.
- A recycler structure is needed at the star.
- The recycler functions automatically while scrap is on the starbase.
- The recycler level determines the base maximum input.
- The recycling technology increases the maximum input amount.
- The ministry of environment increases the maximum input amount.
- The recycler level governs how efficient the conversion rate is :
Recycler Conversion Rates Recyler
LevelMinimum
Habitat
LevelBase
Maximum
Scrap InputNanobit
Conversion
Rate1 1 1,000 40% 2 2 2,000 60% 3 3 3,000 80% 4 4 4,000 100% - Some structures have a corresponding module.
- A module is essentially a prefabricated structure that may be transported as cargo.
- Modules are assembled (created) by an assembler
- Modules, once at the build location, may be deployed. This places them in the build queue.
- The structure module tech must be researched before the module may be assembled.
- Modules may be assembled from scratch or in combination with components
- To deploy modules, click the button that displays when you hover over a module on a fleet.
A panel will display so modules can be selected for deployment. - When a module is deployed, it is placed in the build queue as a dormant project.
- Modules have levels that equate to structure levels.
- Level 1 modules may be deployed provided requirements are met,
ie: LV3 Habitat is required to deploy a LV1 Academy. - Higher level modules may be deployed where the prior level exists or is queued.
- Cargo space required to transport is equal to the structure nanobit build requirement.
- If you build many modules at once, they will be faster to build.
- Subsidisation and amortisation are not available when building modules.
- It is 4 times faster to build a structure deployed from module, than to build it from scratch.
- Modules have no support cost.
Module / Structure Comparison Resource Assembly Deployment Credits −5% per tech level of module type Workers Equal to structure requirement Nanobits +10% of structure requirement 10% of structure requirement returned as scrap Build Time - +20% of structure build time
- −3% per tech level of module type
- Reduced by project batch quantity
25% of structure build time Available Modules :
- Contract goods are not a hard asset in the game, they just identify the type of contract.
- Contracts themselves exist in game as an asset that is normally acquired from the Contract Market found in the reports section.
- See here for how contracts work.
- There are 2 types of contracts :
Tradegoods Contracts :
Civil Goods Contracts :
- Used in structure and module build projects.
- These may be crafted themselves and sold or used later when the structure is built.
- They may also be constructed when the structure/module is built.
- Used in ship build projects.
- These may be crafted themselves and sold or used later when the ship is built.
- They may also be constructed when the ship is built.
- Some ship components consist of parts, which are craftable components.
- The parent component is not craftable.
- In a ship design, the parent component reflects the total cost including its parts.
- When building a ship, pre-crafted or purchased part components may be used to lower the ship build time.
- These are used in ship designs, but may not be crafted themselves.
- They are constructed when the ship is built.
- Craftable components reduce the build time and cost of the project.
- Craftable components are crafted at a crafter
- Each component type must have its corresponding tech researched before it may be crafted.
- All build bonuses are applied after costs are reduced by component use.
In dedicated configurations, the dedication bonus is applied to the build time for components not used plus any base build time. - Amortization may not be used in conjunction with components.
- Components have no support cost prior to use in a completed ship.
- The more components crafted in one batch, the less time each item will take to build.
Logistics :
- Components, once they are unloaded at a core realm star, are available to all your core realm stars for build projects. They do not need to be transported to the build site.
- Stars not contiguous with your core realm must have components shipped in some way.
- Components may be sent to/from a sector market or another realm via UTS.
- UTS shipments may be captured, this may cause components to be on realm fleets.
- Shipments from the universal component storage must be sent from your capital.
- There are 2 component groups A & B.
- The group defines the cost reductions for crafting component batches.
- There is no cost reductions for a minimum batch.
- Cost reductions increase the larger the batch.
- A list of standard designs only, to view created designs use "Design View" mode in the designer.
- Production costs can be found here
- Hover over an icon to see the info panel.
- Credits is the currency in the game.
- There are many ways to gain credits, the main being; taxes , mechantile income , trade agreements , luxury taxes and sales at sector markets.
- The main outflow of credits tends to be build costs and support for structures and ships. Aid to territories, salaries can also be major expenses.
- A high accumulation of credits will increase crime and embezzlement.
- See the economy section for other factors.
- Workers are gained from habitats and slave markets.
- New workers can be increased in the following ways :
- Level up the habitat and slave markets.
- Reduce taxes.
- Research the fertility tech.
- Dedicate a monument to fertility.
- Get appointed to the ministry of health by your liege.
- Appoint an effective governor and level up the administration.
- Ensure a good food surplus and a healthy diet.
- Increase contentment.
- Workers are used to build structures, ships & modules.
- Workers represent unemployed manpower, when you build an asset, workers become employed and are no longer seen in the game.
- The tax rate for the star governs the quantity of new workers a habitat generates.
High taxes reduce immigration and increases emmigration causing less new manpower. - Nanobits are refined from minerals at a refinery.
- Nanobits are used to build structures, ships & modules.
- Food is required by the population of each star.
- Food shortages will result in loss of workers and contentment decrease.
- There are 2 modes of Food Distribution
Local and Global,
which are set on the Star Panel > Food Distribution. - Each unit of food nourishes 10,000 population. The population consists of the workers required to build each structure level X 50 plus workers on the starbase X 10.
- The nutrition technology will increase the population nourished per unit.
Storage :
- Each level of the food storage structure may hold 1000 units of each food type.
- Food remaining after consumption at stars on global distribution will have the remaining food distributed evenly between stars, then storage limits will be applied.
- Warning: Stars on local distribution are more
susceptible to loss from lack of storage, as only the local food storage is used.
Output :
- Output may be increased by the technology for the farm type.
- Output is reduced by environmental degradation caused by other structures (see table below).
Farm Output Farm
LevelOutput
per CycleWith 25%
DegradationWith 50%
DegradationWith 75%
Degradation1 100 75 50 25 2 216 162 108 54 3 364 273 182 91 4 544 408 272 136 5 756 567 378 189 6 1000 750 500 250 Diet & Contentment :
- Contentment may increase or decrease depending on the type of food supply.
- A 100% Protein diet will add 20 contentment.
- A 100% Produce diet will not change contentment.
- A 100% Synthetic diet will reduce contentment by 20.
- A mixed diet will average the effect on contentment.
ie; 30% protein, 40% produce and 30% synthetic will result in no contentment change.Diet & Workers :
- New workers will decrease due to a poor diet.
- New workers will increase from a healty diet.
- The ideal diet for health is 50% Proteins and 50% Produce. This will result in +10% to new workers.
- An all Synthetic diet will result in a decrease of 10% of new workers per cycle.
- Greater than 50% Proteins or Produce has no effect.
Food Security :
- Having 5 or more cycles of food in stock provides +5 contentment.
- Having less than 4 cycles of food in stock decreases contentment, the decrease becoming greater the less the surplus.
- Having greater than ~3 cycles of food in stock will increase new workers.
- Having less than ~3 cycles of food in stock will decrease new workers.
Starvation :
- Workers will be lost when food is less than the population requires.
- 100% lack of food will result in 10% loss of existing workers per cycle. 50% lack will cause 5% loss, etc.
- This will also be applied to workers offered on the sector market.
- Minerals are produced by mines.
- Minerals are refined into nanobits at a refinery.
- There are 12 minerals :
Minerals Artium Bomite Caplon Duram Gratium Jarvus Kristalite Romide Synate Tegomide Xalac Zircon How much are minerals worth?
- You have 3 main domestic minerals. The average cost of production should be about .40c each.
- Your primary mineral may cost you as low as .15c, but high production of only this mineral would require too much capital investment.
- Since 3 mineral types will produce 2,000 nanobits, your average nanobit cost is .20c each.
- Based on that value, the following table will show the break even price for each additional mineral type.
- If you buy at less than the break even price the overall cost of your nanobits will decrease.
- If you are refining 12 minerals, you can pay 1.30c per mineral on average to break even.
- If you can buy all minerals at an average of 1.00c your cost at 12 minerals is reduced by 35% this means your nanobit cost is .12c each, cheaper than what you produce your primary mineral for!
Maximum Price for each Additional Mineral Type Type # Average
CostBreak Even
PriceSavings
@ 1.00c ea.3 .40 4 0.50 0.80 -10 % 5 0.60 1.00 -7 % 6 0.70 1.20 0 % 7 0.80 1.40 7 % 8 0.90 1.60 14 % 9 1.00 1.80 20 % 10 1.10 2.00 25 % 11 1.20 2.20 30 % 12 1.30 2.40 35 %
- Luxuries are produced by factories.
- 10 units are produced per cycle per level of factory.
- High accumulations of luxuries will increase crime and attract raiders.
- Luxuries on traded or captured fleets convert to tradegoods.
- Luxuries may be pillaged by raiders.
Uses for Luxuries :
- The most lucrative use is exporting to foreign realms.
- Gifting luxuries to your territories will increase your influence with them and help the development of the star.
- Luxuries may be converted to tradegoods in the fleet options panel.
- Luxuries may be sold at the sector markets.
Export of Luxuries to Foreign Realms :
- The producer must take their luxuries to/and unload at a star of a foreign realm.
- Fleets automatically unload luxuries when on a route with the "Unload Luxuries" option set for that star/waypoint.
- Luxuries may be offloaded manually with the "Export" button. This button is displayed on hover of the luxuries icon/panel in the fleet view panel, but only at a foreign star requiring luxuries.
- Only fleets that have a trade access agreement or better and access permission may unload luxuries.
- When luxuries are unloaded, demand decreases for luxuries from the delivering realm.
- Both realms receive excise taxes when luxuries are delivered, see below.
- Delivered luxuries are removed from the game.
Waste of Luxuries :
- Transfer of luxuries to a foreign realm in any way other than delivery to one of their stars will result in the luxuries being converted to tradegoods.
- Applies to cargo on fleets on proposals.
- Applies to those captured during combat.
- Applies to those confiscated during boarding actions.
Demand for Luxuries :
- Luxuries are in demand at realm stars that are not under protection.
- Demand governs the amount of luxuries that may be unloaded at a star by each realm.
- Demand increases each cycle depending on the distance to the star, the further away, the faster demand will grow.
- Maximum demand is 25 X habitat level plus 25 .
- Value depends on the time since previous deliveries to that star, see below.
- Use the map display option Luxury Value/Demand to view demand at each star.
- Use [Shift][L] (hot key) to access.
- See Luxury Value/Demand for details.Domestic Demand & Value :
- These refer to luxuries other realms may drop at your stars.
- Use the map display option to view (see above).
Foreign Demand & Value :
- These refer to luxuries your realm may drop at a foreign star.
- These are found on the Luxury Demand report.
- Use the map display option to view on map (see above).
Lack of Supply :
- When demand for luxuries is not met (no realm delivers to your star), the star gains a Luxury Demand contentment reduction.
- The contenment penalty kicks in when there has been no supply from any realm for 40 cycles.
Dealing with Lack of Supply
- Ask other realms to deliver luxuries.
- Fund the luxury demand at a star, see Luxury Funding.
- Reduce consumer demand (domain option), see Counter Consumerism Policy.
Income from Luxuries :
- Both realms receive excise taxes when luxuries are delivered.
- The producer gains credits in Export Taxes when they unload luxuries.
- The realm receiving the luxuries gains credits in Import Taxes.
- These values show as excise taxes on the economic report.
- You can also see the history of imports & exports on the Excise Tax report.
- Maximum demand is based on habitat levels at the star.
- Current demand is specific to each trade partner.
- Current demand increases over time until it reaches the maximum.
- Current demand decreases each time luxuries are imported to the realm.
- Value depends on the time since previous deliveries to that star by the trade partner.
- Maximum value is based on the current demand relative to the maximum demand.
- You may only deliver quantities of luxuries up to the current demand.
- So you want to make large deliveries to stars you have not delivered to for some time.
Maximum Value of Luxuries Current Demand vs
Maximum DemandMaximum Tax Value
per Unit100% 8 Credits 50% 4 Credits 10% 1 Credit
- A star has 3 habitat levels, so maximum demand is 100 (3 X 25 + 25).
- If the current demand is also 100, you would get 8c per luxury, income of 800c.
- If the current demand is 50, you would get 4c per luxury, income of 400c.
- Above examples assume there have been no deliveries for some time, so maximum value has been reached.
- Tradegoods come in many flavours, one for each realm.
- Each independent star may have their own brand of tradegoods as well.
- There are also Imperial tradegoods.
- 10 tradegoods are produced each cycle, for each factory level.
- Factory Output (FO) that is not used in trade agreements or treaties may become tradegoods.
- TG are placed on the starbase fleet when produced.
- Lords may trade their FO/TG with other realms.
- Diplomatic Trade Agreements facilitate FO trades. This is done on the diplomacy page.
- TG must may be traded via diplomatic UTS shipments or fleet swaps.
- TG may also be used in treaties with independent stars.
- The "Trade Values" report shows the value of your FO/TGs.
- Foreign TG must be transferred to a domestic starbase connected to the capital.
- On transfer, they will be converted to credits.
- This will show as excise taxes in the economic report (imports).
- The "Excise Tax" report will show past imports.
- The value of the foreign TG will be their value as shown on the "Trade Values" report.
- Value is based on total habitat levels in the foreign realm and the distance to its capital.
Factory Output (FO) :
- 100 FO are generated per factory level.
- FO is not seen in-game as a hard asset, it just represents production capability.
- FO is automatically used up by :
- trade agreements with realms (other players).
- treaties with Indies.
- If more FO is generated than are needed for trade agreements and treaties :
- They will be converted to TG and/or Military Materiel.
- The ratio is set on the domain configuration panel.
- TG are placed on the starbase of each producing star.
- Military Materiel is a accumulated globally and available to all the realm's repair depots, see military materiel.
Tradegoods Value :
- Each tradegood brand has a value that may differ for each realm.
- For realm TG's, the base value is the number of habitat levels X the distance between capitals.
- This base value is modified by the demand of that specific TG by the receiving realm (see below).
- Indy TG values (both import & export) are based on habitat level, distance and relationship.
- Generic indy TG are worth 2 credits (TG from uncontacted indies).
- Imperial TG are worth 5 credits each.
Trade Demand :
- Each realm can accept any amount of FO/TG from another realm.
- Demand is specific to each realm importer/exporter pair.
- Each habitat level in a realm generates 15 demand per cycle (for FO/TG from each realm).
- If the demand is not met the FO/TG value will increase.
- When demand is exceeded, the value of the FO/TG is reduced.
- The effect is smoothed over several cycles.
- Trade demand for to independent stars have their own limits based on your relationship with them.
- Archaeological : These must be discovered by an archaeologist.
- Flotsam : These are found by any fleet with a sensor equipped ship.
Archaeological Artifacts :
- Each star may provide any number of artifacts of varying ratings. When an artifact is found a higher rated artifact is then available to be found. The new artifact will be a few ratings higher than the ability of the archaeologist that found the current one.
- An artifact may only be owned by one realm.
- Most artifacts are discovered by roving archaeologists (see "Discovering Artifacts" below)
- The rating and the grade are not interdependent (a low grade may be hard to find, a high, easy)
- Searching for artifacts on Imperial stars is prohibited.
How to Discover :
- Have the first archaeologist (of any realm) of a sufficient ability level, to search the star.
- An archaeologist will search on arriving at a star.
- An increase in archaeology tech will cause all archaeologists to search again.
- In order to search, the archaeologist may not be on a retreating or recon fleet.
- Once a search has been made, with a certain ability level,
all artifacts of that rating and below will be found.
A higher ability level is required to search for higher rated artifacts. - Hover over an archaeologist portrait to see their search ability.
- The hot key Shift S will display previous known searches of stars.
Notes on Specific Types :
- These boost prestige at monuments.
- Maximum of 1 crystal (highest grade present) will affect a monument at a given star.
Crystals :
Archaeological Terminology Term Definition Archaeologist Ability Level The combination of archaeologist rank and archaeology tech level of his realm.
(Each star of rank = 1 search level, bars do not increase search)Artifact Archaeological Rating The minimum ability level required to find the artifact. Artifact Type The general area the bonus applies to. Artifact Category Some types have categories, these indicate a specific area for the bonus. Artifact Grade The value of the bonus the artifact gives to the owner. Flotsam & Jetsam :
- An archaeologist is not required, these are found by any fleet with a sensor equipped ship.
- To get flotsam onto a fleet, a tracktor beam equiped ship is required.
Some flotsam is very large and multiple beams may be needed. - There is a wide variety of flotsam, some of which must be examined to determine its exact nature.
- Some examinations will have negative effects on a ship, fleet or star.
- Flotsam may be contaminated with a virus.
Be sure to examine artifacts while they are on a non-essential fleet and especially not a starbase.
Flotsam & Jetsam Notes Debris This item has a scrap value, which may be more or less than the cargo space it needs. Lifeboats These keep refugees or crews alive for a limited amount of time. Escape Pods These keep an official alive for a limited amount of time. Ore Containers These require offloading at a starbase to gain the mineral. Supply Containers - Supply containers hold 100 units of supply.
- These have 2 uses :
- Resupply ships, use the "Adjust Supplies" fleet option
- Cash in at a domestic star to convert to credits.
The credits gained will show as "Treasure Cashed In" on the economic report.
- Supply containers may be created at supply depots.
Tribbles These cute guys sometimes sneak aboard with other flotsam.
There is no known way to expel tribbles.
It is rumoured that they leave on their own eventually.
One must be careful not to let the infestation spread.
More infoVarious Some artifacts require a transfer to a domestic starbase to gain something.
Artifact Types :
Artifact Types Icon Type Notes - These are bought & sold only at black markets.
- Contraband may not be sold at sector markets.
- Lords may only trade contraband at foreign stars.
- Lords have no access to black markets at their own stars.
- Buy & sell prices will vary dependent on the local situation, see black market section for details.
- Contraband is lost if jettisoned.
- Contraband may not be transferred to a fleet with a higher charge, unless at a domestic star or haven.
- The effect of contraband on a star is delayed.
- Contraband affects realm stars in different ways :
- This is a hidden compartment that may store contraband.
- A ship must contain the "Stash" component.
- When a ship is boarded and contraband exceeds the stash space, all contraband will be found.
- If contraband does not exceed stash space, no contraband will be found.
- If you capture a foreign designed ship you do not have the design, you will still not find the stash or the contraband within.
- You must reveres engineer designs to be able to use or detect the stash.
- Patents are the means of trade for technology.
- Patents are sometimes gained upon a research breakthrough.
- Patents are associated with a specific technology.
- Patents may only be transferred to realms with a lower tech level in that technology.
- Patents may be transferred between realms on the diplomacy panel.
- Patents are not lost when transferred, they may be held by several realms.
- Only the discoverer of the patent may trade the patent.
- Obtaining a patent from another realm will increase a technology by 1 tech level.
- The tech increase happens as soon as the offer/request is accepted.
Example :
- Your Laser Tech Level is 4.
- You receive a Laser patent from another realm.
- Your Laser Tech increases to level 5. - Each cycle the following cost in credits are applied per asset.
- While offered for hire, personnel do not have support costs.
- Deactivated ships only require 10% of normal support costs (includes those for sale).
- Display the available actions for the fleet.
- Display the fleet in the Fleet View Panel.
- Optional Detailed Fleet List.
- Link to a report of the history of fleets transiting the star.
- See Transit Report.
- Combine multiple fleets
- Select the fleet to receive the assets then click this button.
- Checkboxes will display for the other fleets.
- All assets on checked fleets will merge into the selected one.
- Only retreating fleets may merge with retreating fleets.
- The starbase may not be merged into another fleet (but may have fleets merged into it)
- Sorts by fleet name.
- The starbase is always at the top of the list (if you own the star)
- Sorts by fleet type.
- The starbase is always at the top of the list (if you own the star)
- The lower section of the panel lists all the domestic fleets at a star.
- The coloured bar behind the fleet name displays the jump engine status.
- On the left side is the fleet type icon see fleet types.
- When the fleet name is yellow, it indicates the fleet is retreating.
- A green diamond indicates a new fleet (just split off)
- When on a route an icon will display indicating the current status or waypoint action.
Fleet Actions
Click on a fleet name in the fleet list to access the following actions :
- actions will vary depending on the fleet situation Starbase Transfer - Move assets to/from the starbase.  Fleet Transfer - Move assets between fleets.  Jump - Move fleet to another star.  Gate Jump - Use jumpgate to move to another star.  Join Route - Select/create a route to travel.  Quit Route - Leave the route.  Edit Route - Edit the current route. - Each of these display a specific ship design version.
- There may be several groups for one ship design if the atributes vary,
ie; one group has more damage. - You may name each ship group, click the design name on the ship group panel.
- Hover a ship group, click the "New Fleet" button
(do not click the ship icon as that will initiate drag & drop). - Unwanted assets may be jettisoned when in fleet view mode.
- Assest may not be jettisoned from loaned or banner fleets.
- Ships may not be jettisoned, use disband instead.
- Hover over the unwanted asset, a "jettison" button will display.
- Resources & Contraband are lost forever if jettisoned, other assets become flotsam.
- Note : You may not be able to pickup a jettisoned item if you do not have sufficient tractor capability.
- Slaves may be set free.
- You gain 1 fame for every 10 slaves set free.
- Transfer mode is when two fleets are open on the fleets panel.
- Transfer mode may be initiated in 3 ways :
- On the fleet options bar in the fleet list,
Click "Combine with starbase" or "Transfer Assets", or create a new fleet. - A mouse-down on an asset icon will initiate drag & drop mode.
- A click on any other part of an asset panel will either move the asset,
if only one remains or open a quantity selection panel.
- On the fleet options bar in the fleet list,
- The bar below the fleet name displays the jump engine status:
Red - System Fleet, May not jump.
Yellow - Jump engines not fully charged, the time remaining is displayed.
Green - Jump engines ready.
Orange - Delayed, due to interaction with foreign officials during a contact dilemma. - Fleet types are used mostly to help identify the purpose of the fleet.
- Some types have special features as listed below.
Note : Non-Combat fleets always have retreat orders, so the default orders do not apply.
Icon Symbology:
Square: Default combat order is always retreat.
Round: Does not show on 'Jump Ready Fleets'
Red: Military.Special Fleet Types Fleet Type Default
OrderComments  - All resource output and newly built ships are placed on this fleet.
- This fleet may not jump.
- May not be set to another fleet type.
- May not set other fleets to this type.
- Limited to "Hold" combat order.
- Does not show on 'Jump Ready Fleets' display.
 - Only available at a territory, once a territorial treaty is in place.
- All resources and ships from a territorial treaty are placed on this fleet.
- This fleet may not jump.
- May not be set to another fleet type.
- May not set other fleets to this type.
- Limited to "Hold" combat order.
- Does not show on 'Jump Ready Fleets' display.
- This fleet is created when a treaty for TG is created at an independent star that is not a territory.
- This fleet may not jump.
- May not be set to another fleet type.
- May not set other fleets to this type.
- Only tradegoods from the treaty may be stored here.
- The fleet does not participate in combat and may never be captured.
- If the star ceases to be independent or the treaty is cancelled, the fleet is eliminated and all tradegoods stored are lost.
- If the star becomes a territory, any treaty storage is eliminated and any tradegoods are transferred to the territorial base.
 - This fleet is created when a repair depot is built.
- This fleet may not jump.
- May not be set to another fleet type.
- May not set other fleets to this type.
- See ship storage
- Ships in the fleet are not seen by foreign fleets.
- Note: All ships in this fleet do not fight even those classed as active.
- The fleet does not participate in combat, if the battle is lost all ships become derelicts.
- If the repair depot is destroyed, all ships become derelicts.
- Ships that become derelicts lose their experience (no longer has crew).
 - Each expored sector market will have one of these fleets.
- This fleet may not jump.
- May not be set to another fleet type.
- May not set other fleets to this type.
- See ship storage
- The fleet does not participate in combat.
- Ships in the fleet are not seen by foreign fleets.
- Note: All ships in this fleet do not fight even those classed as active.
- Note: Ships may only be removed from storage if you have a fleet at the star.
 - This fleet is created when a corporate takeover succeeds.
- This fleet may not jump.
- May not be set to another fleet type.
- May not set other fleets to this type.
- Only products from the corporate enterprise may be stored here.
- The fleet does not participate in combat and may never be captured.
- If the enterprise suffers from a takeover by another realm, the fleet transfers to the new owner.
 - This fleet type should be set anytime, but should be used for a fleet intended to be flagged as "Corporate Defense" ie; a fleet onroute to the enterprise star.
- This type does not defend a corporate enterprise, unless flagged as "Corporate Defense".
- Only fleets Flagged as "Corporate Defense" will defend the enterprise from raids and takeovers.
- If the fleet
- Only accessible by a lord with the smuggler trait.
- Other lords do not see any ships within the haven.
- Havens are found at random stars (when explored) and are fairly rare.
- Ships in a haven may not attack or be attacked.
- Only non-combat ships or warships frigate class and smaller may enter a haven.
- A haven has no combat orders as it never fights.
- Havens that have been located may be found on the domestic fleets report.
- Goods Contracts may be sold at a haven.
- This fleet may not jump.
- May not be set to another fleet type.
- May not set other fleets to this type.
Standard Fleet Types Fleet Type Default
OrderComments  - Generic type, no special attributes.
 - Use for colony fleets or fleets enroute to build.
 - Default for fleet created by splitting off a freighter.
- Use for fleets transporting cargo.
 - Default for fleet created by splitting off a 10K freighter.
- Use for fleets on trade runs.
- If a fleet contains a goods contract, setting type to Trade, will name the fleet with the contract destination.
 - Use for fleets gathering resources.
 - Use for fleets delivering luxuries.
 - Use for fleets to explore new stars or reconnoiter foreign stars.
 - Designate a fleet for recon or screening actions.
- The fleet will not participate in normal combat.
- See Recon Fleet
 - Use on route for policing access infringements or suppress raiders.
- Default for fleet created by splitting off a frigate or destroyer.
 - Use for specific military task.
- Default for fleet created by splitting off a capital class ship.
 - Does not show on 'Jump Ready Fleets' display.
- Default type for a fleet created by splitting off a combat class system ship.
- Use for a fleet you do not intend to move.
 - Does not show on 'Jump Ready Fleets' display.
- Use for a centrally located store of ships, to draw reinforcements from.
 - Does not show on 'Jump Ready Fleets' display.
- Default type for a fleet created by splitting off a sentinel ship.
- Use for monitoring foreign fleets at foreign stars.
 - Prevents the star owner using domestic shipping at or via the star.
- Blocks the star for trade path use (may cause trade inderdiction).
- May attack fleets belonging to the star owner or if a territory, the motherlands fleets.
- Not a good type for fleets in transit, as it may attack ships at each star.
- See Blockade for details
 - Use to identify a fleet on a mission.
- If a fleet contains a mission, setting type to Mission, will name the fleet with the mission destination.
 - Does not show on 'Jump Ready Fleets' display.
- Automatically changes to 'Transit Fleet' when morale is 100% and damage is 0%
- Will enable repair at foreign repair depots.
- Be sure to change orders to "Probe" if you do not want this fleet to retreat from weaker enemies.
 - Use for supply ships to automatically supply ships it encounters.
- Will distribute supplies :
- On arrival by the supply ship.
- On arrival by a ship needing supply.
- At cycle end after ships stores are used.
 - For designating luxury delivery fleets.
 - These are ships provided by stars for civil defence.
- May not be set to another fleet type.
- May not set other fleets to this type.
- See Civil Defence.
 - These are Civil Defence fleets provided to a liege by a vassal.
- May not be set to another fleet type.
- May not set other fleets to this type.
- See Banner Fleets.
- Each fleet has a combat order that determines how it will react to foes.
- Each fleet type has a default combat order, this gets changed when fleet type is set.
- You can change the combat order by clicking the order icon in the fleet view panel.
- You can also set a jump-combat order from the set destination panel when you jump a fleet.
Jump-combat orders are only in effect for that specific jump. - Definitions for local and external battles can be found under battle types
- Orders do not have an effect on what happens after combat.
ie; If you have hold orders, the fleet may still retreat if they are defeated in combat. - The Retreat Early column indicates when a retreat may be triggered during combat. But,
if incomming shots are high enough they may not get the chance to retreat before they are destroyed.
Icon Symbology:- The icon has 2 parts, the top indicates a response to a weaker opponent.
- The bottom indicates a response to a stronger opponent.
- Does not apply to wave icons.
- Does not initiate combat
- If combat, will surrender on defeat
- Surrenders if no combat
- Only applies to non-combat and storage fleets
- Does not initiate combat
- Fleet retreats
- Will not help attacking fleets
- Does not initiate combat
- Fights if attacked
- Will help own attacking fleet
- Initiates combat on access infringement
- Fights if attacked
- Will help own attacking fleet
- Initiates combat
- Will target enemy or infringing fleets
- Will target fleet policing access denial
- Recon fleets attempt to view foreign fleets at the destination.
- Defending recon fleets attempt to screen incoming recon fleets.
- This type of encounter is referred to as a screening action.
- Only recon fleets may exist in Remote Space.
- Screening actions occur when an enemy is encountered or there is an access infringement.
- Recon fleets require the following :
- All ships must have 3+ manoeuvre.
- At least one ship must have long range sensors.
- The fleet may not be a system fleet.
- Recon fleets with an NCO have only 25 CCR. CCR is capped at 100 for true officers.
- Recon fleets do not engage in normal combat.
- Recon fleets do not bombard.
- Recon fleets do not resupply or repair if enemy fleet is in local space.
- Recon fleets may not be linked.
- Recon fleets may only be seen by a recon fleet or there is a level 2 monitor at the star.
- Retreating foreign ships of battleship or larger may be seen by recon fleets.
- Archaeologists on recon fleets do not do searches.
- If there are no normal fleets defending a transponder, a recon fleet may seize it.
- Recon fleets do not defend transponders.
- See details for Screening Action
- Leaving recon has special order types, see Drop form Recon.
- You create a fleet by hovering a ship group in the fleet view a "New Fleet" button will display.
- The transfer panel is displayed when two fleets are selected.
- Retreating fleets may only transfer to other retreating fleets.
- Recon fleets may only transfer to other recon fleets.
- The following buttons are found on the transfer assets panel:
Cargo Space- This is the amount of storage space on the freighters.
- You may not confirm a transfer if the cargo space is exceeded.
- Drag an asset from the view panel & drop onto a fleet in the fleet list.
- This is possible only while in "Fleet View Mode" (not transfer modes).
- The first drop of this type will lock you into this mode until you confirm or cancel the transfers.
- Drag an asset from the either view panel & drop onto the other.
- Only possible while in any transfer mode; Merge with Starbase, Fleet to Fleet or New Fleet.
- Drag a ship & drop on another of the same design.
- This will average all statistics for the two ship groups.
ie; if group A) had 10 ships @ 0% damage and b) had 10 ships @ 50% damage,
The merge would result in 20 ships @ 25% damage. - This is possible only while in "Fleet View Mode" (not transfer modes).
- The first drop of this type will lock you into this mode until you confirm or cancel the merges.
- The starbase may not jump.
- Fleets/ships that do not have fully charged jump engines will not be able to jump.
- Retreating fleets may only jump to stars that grant access.
- The colour of the destination target icon indicates the access permission for that star.
- Jump via jumpgates uses only 10% of the jump engine charge.
You may only use jumpgates at stars that grant access permission. - For access levels to be effective you must police them.
- A fleet must be present and have an aggressive combat order, it will then attack an infringing fleet.
- The starbase may not be used (alone) as a police force, as it can only have hold orders.
The starbase will help another fleet that initiates combat. - The values for looting (amount of credits stolen though pillage) and suppression of raiders are the same.
- Values are reduced in direct proportion to ship damage, ie; a ship with 10% damage gets 90% value.
- For details on raiders see here
Looting and
Suppression ValuesShip Value - Note: All other standard ship designs are ineffective for looting & suppression
- You may design ships with a piracy value
- Fleets have a morale value that is the average of all it's ship groups morale value.
- Morale is specific to each ship group on each fleet.
- It is indicated by the emote icon at the bottom right in the ship group panel.
- Morale may affect if a fleet engages in combat or retreats. See Combat
- Morale changes in the following ways:
- Increases while at a star with a Rec Center, the higher the level,the larger the increase.
- Increases only for ships under 100%.
- This effect will happen at foreign stars where :- The fleet is of type R & R.
OR - The fleet is on route with the morale wait option set for the star.
- The fleet is of type R & R.
- Increases from entertainment tech.
- Increases while minister of culture.
- Decreases while more than 50% damage.
- Decreases while "out of supply".
- Decreases while over 100% morale.
- After combat :
- Decreases by percent of force lost.
- Increases on win or draw dependent on size of battle.
- Increases while at a star with a Rec Center, the higher the level,the larger the increase.
- Minimum morale is 50%, maximum is 150%
- Initial morale (when built) is dependent on contentment at the star:
- Less than −500 contentment = 50% morale.
- −100 contentment = 60% morale.
- +100 contentment = 110% morale.
- More than 500 contentment = 150% morale.
- Merging groups of ships will average morale, prorated for unit quantities,
There is no gain or loss in absolute combat values. - Loaned fleets (from proposals), civil defence and banner fleets are classed as "Lent".
Normal Lent Fleets :
- Fleets may be lent to foreign realms with a diplomatic proposal.
- The owner (lender) will see the fleet in the fleet list but may not modify it in any way.
- Lent fleets may be repatriated on the fleet view options panel.
- The lender may repatriate at any time.
- The lendee has some restrictions, see here
- All missions on lent fleets automatically fail.
- Support for lent ships is paid by the lendee.
Civil Defence Fleets :
- These are "Lent" by the Association for Civil Defence.
- See Civil Defence fleets.
Banner Fleets :
- Banner fleets are Civil Defence fleets lent to a liege.
- See Banner Fleets.
Restrictions to Lent Type Fleets:
- Assets may only be transferred to fleets of same owner and lend type.
ie; No transfers from a banner fleet to a lent fleet even owned by the same realm. - They may not be disbanded.
- Auto fleet merge is not possible.
- Auto explore is not possible.
- Cargo may not be jettisoned.
- One of these ships begin to muster when a new habitat level is built.
- If a civil defence ship is destroyed it will respawn, see time to muster in table below.
- Each habitat level above level 2 will support one ship of a specific design.
- So a level 10 Habitat will support 8 ships, 2 each of the 4 ship designs (see below).
- The ship will muster some time after the level is built or the ship is destroyed, see the table below.
- All ships muster at the capital.
- Ships may only be transferred between Civil Defence fleets.
- Repair and support for Civil Defence ships is paid by the Association for Civil Defence there is no cost to the realm.
- They may not be disbanded.
- Auto fleet merge is not possible.
- Auto explore is not possible.
- No cargo allowed.
- When a lord gives an oath of fealty, all their Civil Defence fleets become banner fleets controlled by their liege.
Ships Supplied by the
Association for Civil DefenceHabitat Level Ship Design Time to Muster 1 & 2 None 3 & 4 Corvette 3 - 6 Cycles 5 & 6 Frigate 4 - 8 Cycles 7 & 8 Destroyer 5 - 10 Cycles 9 & 10 Cruiser 6 - 12 Cycles
Ships Supplied by the
Association for Civil DefenceHabitat Level Ship Design Time to Muster 1 & 2 Corvette 2 - 4 Cycles 3 & 4 Frigate 3 - 6 Cycles 5 & 6 Destroyer 4 - 8 Cycles 7 & 8 Cruiser 5 - 10 Cycles 9 & 10 Battleship 6 - 12 Cycles - When a lord gives an oath of fealty, all their Civil Defence fleets become banner fleets.
- Banner fleets are under full control of the liege while the oath is in effect.
- The fleets will automatically be repatriated when the oath ceases to exist.
They all are placed on routes to the vassal capital.
The vassal may take control of any of these fleets at stars they have explored. - Banner fleets under the liege's control cannot be seen by the vassal.
- Repair and support for banner ships is paid by the Association for Civil Defence.
Neither vassal or liege pays support.
Commanders on Banner Fleets :
- Commanders belonging to the vassal may only be transferred to other banner fleets of the same vassal.
- Commanders belonging to the liege, may be placed on banner fleets BUT, if the fealty agreement ends, they will become prisoners of the vassal. They are sent to the vassal capital and may be repatriated from there.
- The boarding fleet must have a boarding party unit.
- Combat ready ships must be present in order to board, undeployed combat ships are not combat ready.
- Foreign fleets may be boarded under the following circumstances :
- At domestic stars :
- May board any neutral fleet not containing combat ready ships.
- May board any fleet with a trade agreement, defence pact or alliance. - At foreign stars :
- May board any fleet not containing combat ready ships.
- Only if no Imperial fleet is present.
- At domestic stars :
- Any cargo may be seized from the boarded fleet, including ships stored as cargo.
- Ships not stored as cargo may not be seized.
- Any officials seized may be offloaded to a starbase, then dealt with on the operations panel.
- Contraband on the boarded fleet will not be seen or be able to be seized as long as it is fully hidden in a contraband stash.
- UTS fleets may not be boarded.
The International UTS availability agreement (clause 10349.B.98466.s) prohibits boarding of corporate fleets. Any transgressions would result in being cut off from access to UTS services. - Non-combat ships do not take part in normal combat.
- A victorious attacking fleet will capture all enemy non-combat ships.
- All defending combat ships must be destroyed before captures are possible. - Non-combat ships never get damaged, so have no damage statistic or icon.
- Bomardment does not occur as long as enemy fleets are present. You may configure bombardment, but will not happen until enemy ships are gone.
- The bombard options are found on the star panel, see "Bomb Orders".
- Shield hit points equal 1,000 HP per shield level.
- The "Colony Shield" technology will increase the HP of a shield.
- Bombard weapons fire 10 shots per salvo.
- The "Bombard" technology will increase hits.
- Bombing ships must be in supply, not retreating and have enough bombs for the salvo.
- Bomb weapons do not by themselves cause a ship to be classified as a combat ship.
This means bombers without combat weapons may be captured.
Bombard Requirements :
- Bombard will only happen if a bombard option is selected on the foreign star panel.
- All fleets will bomb unless they have the "Do Not Bomb" option set. Not Implemented
- Being at war is no longer required.
A) Bombard Effects for all Bomb Options :
- All queued ship build projects are destroyed if any bombardment takes place.
- Monuments and jumpgates are the only structures not damaged or destroyed by bombardment.
- Contentment at the star decreases depending on the amount of damage.
- Bomb value for a ship is reduced by any damage it has.
B) Bombard Effects for "Reduce Shield" and "Irradiate Star" Options :
- Bombardment for these options occurs 10 times per cycle (called bomb cycles).
- A bomb cycle occurs 1/10th of a cycle after cycle end and each 1/10th cycle thereafter.
- Ship bomb weapons must be fully charged to participate in the bombardment.
- After a shield level loss, any structure levels above the remaining shield level are destroyed.
- Some collateral damage to lower level structures may take place.
Bombard Options :
- These options are found on the star panel at foreign stars.
Destroy all structures :
- This option is only available if there is no shield.
- All structures will be destroyed at the next bomb cycle.
Reduce Shield :
- This will target the shield.
- Maximum 10% of shield value can be lost per bomb cycle
(Maximum 1 shield level per cycle) - See bombard effects A and bombard effects B above.
Irradiate Star :
- Heavy collateral damage to lower level structures may take place.
- Contentment loss is higher than other bombardments.
- Maximum 20% of shield value can be lost per salvo.
- Lord conducting the bombing gains 1 infamy for each salvo.
- See bombard effects A and bombard effects B above.
Irradiation :- A star may become irradiated depending on the length/intensity of bombardment.
- When the shield is destroyed, the star will not be able to be built on.
- The radiation level will drop each cycle, once down to an acceptable level, building may resume.
- The length/intensity of bombardment will determine how long the star remains irradiated.
Strategic Bombardment :
- Up to 6 structures may be selected as targets.
- More targets increases damage. This amount will offset the damage/repair ratio of less targets.
- There is some colateral damage to non-target structures.
- Strategic bombardment may occur any time ship bomb weapons are charged.
- See bombard effects A above.
- The shield will reduce hits, see table :
Effect of Shield on Strategic Bombardment Shield Level Effect 10 No targets hit 9 90% hit reduction 5 50% hit reduction 1 10% hit reduction No Shield All targets destroyed
Bombard Effects :
- Bombardment will delay builds at the star.
- If a shield level is destroyed, all structures and builds above the current shield level are destroyed.
- Depending on the bomb option, structures may be damaged. This has no effect other than to increase chance of loss in future bombings.
Result of Total Shield Loss :
- When all shield levels are destroyed the star may be captured.
- A fleet with diplomatic ability is required to capture the star.
- Several realms may bombard the same star.
- The realm with the largest total tonnage of combat ships, may capture the star. - When the last shield level is destroyed all staff at the star are lost.
This includes agents and diplomats present from other realms and prisoners held at the star. - When habitats are destroyed, refugees may be found at adjacent stars amongst the flotsam.
Damage Repair :
- Repair depots are required for repairs.
- Repairs are done 10 times per cycle (about once an hour in a normal game).
- No repair is done while a realm is in debt.
- Structure repair at 10% per repair depot level per cycle or 1% per repair.
- Repair amount is increased by the "Bomb Repair" technology.
Hint :-
To better understand bombardment, use the bombard simulator :
- Button can be found on the bombard orders panel within a foreign star panel.
- Use hot key & or Shift7 (only way to sim a domestic star)
Bombardment Capabilities Standard
Ship DesignShots Salvos Repair Capabilities Item Repair per Cycle Repair Depot 10% per Level Shield Strength Table Shield Level Hit Points 1 1,000 2 2,000 3 3,000 4 4,000 5 5,000 6 6,000 7 7,000 8 8,000 9 9,000 10 10,000 - If the weapon value exceeds the remaining shield value, that shield level is destroyed.
- 50% of any overkill is applied to the next shield level.
- The next cycle any shield repair is applied prior to any new bombardment.
Resolution Method :
- Are limited to the solar system they are in.
- They can not jump by themselves.
- They may be transported as cargo.
- When transported as cargo (or in strikecraft bays) they are not seen by foreign sensors.
System Fleets :
- These are fleets that contain system ships not stored as cargo.
- System fleets may not jump, and are thus restricted to the current solar system.
- System fleets may not join routes.
- System fleets may not retreat.
- Combat orders for system fleets are limited to hold, engage, assault or guard.
- Adding freighters to a system fleet causes all system ships on the fleet to become cargo.
- The fleet then loses its system status and may jump, except in the following case. - The starbase and other "Base" tradebase fleets are system fleets that never lose their system status,
they may never jump or retreat. - Combat system ships, except those that use strikecraft bays, are classed as deployable.
- When carried as cargo, they do not fight and may be captured.
- They do not fight unless deployed on a system fleet (deployed equates to "on a system fleet").
- They may only deploy at domestic stars and territories.
- Ships on a starbase will always fight (since the starbase is always a system fleet)
- On the fleet view panel ships will display
this icon if they will NOT fight. - Scanners enable a fleet to jump to unexplored stars and conduct scans.
- Scanning is automatic and occurs when you have a fleet at an unexplored star.
- Not all ships have scanners, if the fleet has no ships with scanners, it may not scan.
- For more info see Scanning.
- Sensors enable a fleet to see foreign fleets at a star.
- Sensors also generate a transit log of foreign fleets comming and going to the star.
- Not all ships have sensors, if the fleet has no ships with sensors, it cannot see foreign fleets.
- The "Monitor" is a structure that has sensors, equivalent to having a ship with sensors at the star.
- Only combat ships with non-zero manoeuvre and of class Fighter, Interceptor & Sloop are considered strikecraft.
- Only strikecraft may be placed in strikecraft bays.
- These ships are automatically loaded into the bays, if a ship with strikecraft bays is on the fleet.
- All strikecraft on a fleet must be in strikecraft bays or stored as cargo, but not both (not mixed).
- When transported in strikecraft bays they are not seen by foreign sensors.
- If not enough bays are available, strikecraft will be treated as cargo and not be able to fight.
- Strikecraft always fight if on a system fleet, strikecraft bays are not required.
- If not enough bays are available for all the strikecraft on the fleet :
- Remove some strikecraft.
- Add more ships with strikecraft bays.
- Diplomatic ability enables claiming of undefended stars.
- Diplomatic ability enables diplomacy at independent stars.
Diplomatic ability requirements :- Fleet contains either a diplomat or a ship with a diplomatic unit (component).
- Fleet may not be retreating.
- Fleet may not be a recon fleet.
- Fleet may not be a privateer fleet.
- All fleets have an NCO when no officer is assigned.
- You must train Officers (at an academy) or hire them atthe sector market, if you want to replace the NCO.
- Officers have rank and traits and will add bonuses to the fleet.
- Assign officers to a fleet by clicking their icon in the same panel where you transfer ships & cargo.
- Fleets require a minimum rank to command, see Rank Requirement.
Battlefield Commissions :
- May be bestowed after an NCO has been in combat.
- The NCO becomes a true officer / commander.
- There is no cost, but support fees will be applied.
- Current traits become permanent.
- Experience is based on any combat medals they have received as an NCO.
- Additional experience will be gained as for all other commanders.
Combat Command Rating (CCR) :
- CCR is a factor in calculating Combat Command Status (CCS).
- CCR is a determined by the traits of the CinC officer at a star.
- CCR is a combination of the officer's leadership trait and their rank. .
- An NCO has a flat rating of 100 CCR.
- An NCO commanding a recon fleet is 25 CCR.
- Maximum CCR for a recon fleet is 100 if commanded by a true officer.
Combat Command Ratings CCR Rank - CCV is a value used in calculating Combat Command Status (CCS).
- CCV is determined by the hull classes of ships on a fleet.
- CCV does not apply to NPC fleets.
- The table below indicates the CCV per hull class.
Combat Command Values CCV Hull Class CCV - Initiative governs if a fleet is able to initiate combat.
- Initiative has no effect on actual combat.
- The fleet combat initiative value (CIV) is the sum of CCV for all combat ships in the fleet.
- Transfering a combat ship from a fleet with lower initiative will reduce the initiative of the destination fleet.
- Defending fleets engage regardless of their initiative.
- Fleets may initiate attack depending on the intitiative ratio to the opponent CIV, adjusted by orders, commanders, artifacts, ship morale, damage and experience.
- A fleet that attacks has it's initiative reduced in ratio to CIV of the engaged fleets.
- It takes 10 hours to regain 100%, 5 hours to regain 50%.
- While at less than 100%, an attack may be made if the target CIV is less than the fleet CIV X initiative.
ie: At 50% initiative a fleet of 2 cruisers may be able to attack 1 cruiser.
If 33%, you would need 3 - 1 odds. - The total CIV for a jumping fleet may determine if a foreign controlled transponder permits jumpgate use.
See Jumpgate AgreementsCombat Initiative Values - CIV Hull Class CIV - These are realm fleets with flags set to hide their identity.
- A flag may be set on the fleet options or configuration panels.
The 4 Options Available:
- Realm : Normal Fleet (No Flag).
- Privateer: See Below.
- Anonymous: See Below.
- Corporate Defence: See here
- This fleet will appear as a raider fleet to other realms.
- This is a "Fleet Flag" option, found on the fleet options panel (for valid fleet types).
- Civil defense and banner fleets may not be flagged as a privateer.
- Privateers are always at war with all other realms.
- Privateers will never capture a star.
- Privateers may retreat unlike raiders, that never retreat.
- Privateers do not loot luxuries like raiders do.
- Privateers may only attack with a directed attack.
- Privateers do not join in combat with other fleets of their realm or their anonymous fleets.
- (They do not help any of their realms fleets under attack, nor do they expect help) - Do not send privateers to Imperial Base stars, they will be destroyed by the garrison.
- Imperial fleets will attack privateers on sight.
- Independent fleets do not engage in combat with privateers unless attacked.
- Territories do not assist motherland fleets vs privateers.
Use of Privateers :
Pillage :
- Privateers pillage while at a foreign realm star (not independents or territories).
- Privateers pillage credits from habitats via pillage.
- Privateers do not loot luxuries like raiders do.
Bushwhacking :
- Privateers may attack foreign fleets without revealing the owner realm.
- Capturing a fleet then disbanding it may gain supplies from the disbanded fleet that can be used or converted into credits.
- In order to not reveal ownership, change to privateer (and back) when opponents
cannot see the change.
- You may change to privateer (and back) during a jump (set on same panel as jump orders).
- Be aware that a realm may see your fleet leave but not arrive (since privateers are not logged).
- Be sure to understand when fleets get logged so can be identified, see transit report.
- This is a "Fleet Flag" option, found on the fleet options panel (for valid fleet types).
- Other realms do not see who owns an anonymous fleet.
- Civil defense and banner fleets may not be flagged as anonymous.
- Anonymous fleets always have "Neutral" status. If they travel to a star with access set to above neutral, they will cause an access infringment.
- Anonymous fleets will never automatically capture a star.
- Anonymous fleets do not join in combat with other fleets of their realm.
- (They do not help any of their realms fleets under attack, nor do they expect help) - Anonymous fleets may sieze control of transponders and disable jumpgates when an engineer is present.
Anonymous Fleets During War :
- When a realm is at war with any other realm, all foreign anonymous fleets will be treated as hostile.
- A realm-at-war fleet jumping to any star and finding an anonymous fleet will attack as per orders set.
- An anonymous fleet jumping in will be attacked by any realm-at-war.
- Anonymous fleets never instigate an attack, so if 2 realms-at-war have only anonymous fleets present, they will not automatically initiate combat.
- Fleets must be of type "blockade" to implement a blockade.
- Blockades will affect shipping for the star owner.
- All domestic shipping is prevented from using the star. This includes shipments from, to or via the star.
- Depending on the fleet orders it may attack any fleet belonging to the star owner.
- If the star is a territory it is the motherland fleets that are blockaded/attacked.
- Non-combat fleets are not captured, they retreat instead.
- Stars are never captured unless the respective realms are at war.
- Blockading fleets are always seen by the star owner.
- These continue to retreat until they jump to another star (this may be via a route).
- Once they receive retreat status, the fleet must jump to lose the retreat status.
- May only jump to stars that grant access.
- Retreating fleets may not use jumpgates.
- May not jump to 'access unknown' stars.
- Privateers in retreat will be denied access to most stars.
- Do not participate in combat. They may not attack or be attacked.
- May not trade or transfer assets to other fleets unless they are also retreating.
- If only retreating fleets are present, foreign fleets cannot be seen.
- Retreating fleets may only be seen by recon fleets.
- Structures at foreign stars can be seen.
- Initial retreat decreases ship supplies by 5%.
- Retreating ships decrease supplies by 5% per cycle.
- Retreating ships decrease morale by 6% per cycle.
- A fleet may be ordered to retreat, from the fleet list panel.
Cut Off in Retreat :
- A retreating fleet that is denied access to the adjacent stars is "cut-off".
- Cut-off fleets will degrade and eventually the crews will desert.
- These fleets still cost you support, so you may want to disband them if no relief is available.
Stranded in Retreat :
- Stranded fleets are those in retreat that may not jump.
- A system fleet that is retreated becomes stranded.
- A retreated fleet that has no supplies is stranded.
- To recover a stranded fleet, retreat a "rescue" fleet and transfer the stranded ships.
- In the case of a stranded system fleet, the rescue fleet would need enough cargo space to hold all the stranded ships.
- In the case of a stranded out-of-supply fleet, the rescue fleet would need a supply ship.
Retreat Caused by Orders :
- If a fleet has sensors and orders are retreat or probe and they encounter a superior fleet, they will retreat.
- This is a function of the sensors detecting weapons signatures at the star.
- A retreat is initiated before any hard data can be gained, so no intel of the foreign fleet will be known.
- Ships may be stored at storage yards (where repair depots exist) or market storage at council stars.
- Storage in market storage is required for ships being offered for sale.
- Mercenary ships may not be placed in storage.
- Ships must have 100% initiative to be placed in storage.
- Ships in storage may be deactivated.
- Ships in storage repair as normal.
- Ships in storage do not train.
- Ships in storage are not seen by foreign fleets.
- All ships in storage do not fight. This includes activated ships.
- Deactivated ships only require 10% of normal support costs.
- Deactivated ships do not require supply.
- Reactivating ships takes 5 cycles and costs nothing.
- Support costs increase at each cycle of activation.
- If the repair depot is destroyed, all ships in the storage yard become derelicts.
- Ships that become derelicts lose their experience (no longer has crew).
- Each strain has the following stats :
- Infectiousness value : How rapidly it spreads.
- Amount infected : Percent of population infected.
- Mortality rate : How many infected will die.
- Plagues tend to have higher mortality.
- Viruses tend to have higher infectiousness.
- Zombie infestations do not affect ships but are harder to cure.
- Strains may mutate over time, causing the need to find a new cure.
Infection and Transmission Possibilities :
- Loading infected flotsam.
- Loading contracts at infected starbases does infect the loading fleet.
- Fulfilling (unloading at destination) does not spread infection.
- UTS & DS shipments do not spread infections.
- An infected fleet transferred via diplomacy will remain infected.
- A catured infected fleet will remain infected.
- Transferring cargo from an infected fleet to any other fleet will cause infection.
- Market storage fleets are specific to a realm, an infection on one does not spread between them.
- Market trades never spread infections.
- Exporting luxuries does not spread infections.
- Territorial bases will be infected by transfers from an infected fleet. Infections do not spread to other realm bases or the independent's fleets.
- Transfer of personnel between stars does not transfer infections. This includes agents and diplomats going to foreign realms.
- Transfer of personnel between fleets does transfer infections.
Effects :
- Workers die off based on the mortality rate.
- Contentment is reduced by the amount infected.
- Ships lose morale and effectiveness at 1% per cycle.
Finding a Cure :
- Cures may be found with 2 methods, these may work in tandem.
- Each science unit (ship component) at the star contributes 1% per cycle to finding the cure.
- Labs researching cures contribute based on the lab level and virology tech level, see here.
- Research at a star will work on all outbreaks at that specific star.
- When the cure is found a patent for the cure is generated.
Disease Cure Patents :
- When the cure is found a patent for that specific strain is generated.
- These patents may be traded the same as other patents.
- All holders of a cure patent may treat all their fleets infected with that specific strain.
Treating the Infected :
- When amount of infected reaches zero, the epidemic is eradicated on that fleet and can no longer be spread from that fleet.
- Fleets may be reinfected with the same virus.
Medical units :
- Medical units are a ship component.
- Medical units must be in a specific fleet to treat it.
- If the population of a star is infected the medical units must be on the starbase.
- Each medical unit will reduce the amount infected by 1%.
- ie; The fleet is 20% infected with a strain having infectiousness of 2
There are 3 medical units on the fleet,
the next cycle the amount of infected will be 19% (20 + 2 − 3).
Hospitals :
- These are structures that may be build on stars.
- Hospitals treat all fleets at the star.
- Each hospital level will reduce the amount infected by 3%.
- A level 2 supply depot is required.
- All bombers will automatically reload on arrival at the star.
- If the realm is in debt, no bomb reload is done.
- Flagged fleets are reloaded as normal.
- Ships may reload at foreign level 2 supply depots.
- Fleets must be of type R & R for bomb reloads to take place.
- There must be a "Supply Agreement" in place with the depot owner.
- Flagged fleets are unable to reloaded at foreign stars.
- If the realm is in debt, no bomb reload is done.
- See Supply Ships for ways these can do bomb reloads.
- Ships require supply, otherwise they are "Out of Supply" (see below).
- Supply use per cycle is equal to the support cost for the ship.
- Ships must carry their own supplies or be supplied by a depot or supply ship.
- Adjustments may be made to supplies on fleets with the adjust supplies option.
- Ships with a "Supply Hold" (a supply ship or some carriers) may resupply other ships.
- Ships with "Ship Stores" have a stock of supplies that will last a certain period.
- Ships with ship stores" :
- This is indicated by a round green/red pie chart icon on the ship panel.
- The amount of green indicates the percent of supplies remaining.
- The ship pop-up info panel shows the number of cycles remaining in its supply period.
- Ships have various sized ship stores so not all have the same supply period.
- Ships without ship stores must be resupplied each cycle :
- These ships have a light blue circle icon on the ship panel when supplied, red when not.
- Must be resupplied by a depot or supply ship each cycle.
Out of Supply :
- The round ship stores icon on the ship panel is 100% red.
- The ship may not jump.
- Morale decreases by 6 per cycle.
- Combat ships fight at 50%.
Crew Desertion :
- Out of supply ships will send an SOS on the advisor channel.
- Ships gain damage when out of supply for several cycles.
- Crews will desert their ships when morale reaches 50%.
- Ships with less than 100 crew do not have lifeboats so all are lost.
- Ships become derelicts.
- Crews board lifeboats.
- Resources are lost.
- Other cargo may become flotsam.
- A supply depot is required, and will automatically resupply all the owners ships at the star.
- A level 1 supply depot will resupply all local domestic system ships.
- A level 2 supply depot will resupply local domestic interstellar ships as well.
- An interstellar ship at a level 1 supply depot will remain in supply while at the star.
- Only level 2 supply depot will top up supply holds (used to supply other ships).
- There is no cost.
- The resupply is immediate.
- Flagged fleets resupply as normal.
Foreign Resupply :
- Ships may resupply at foreign supply depots.
- The supply depot owner must allow resupply to fleets with a diplomatic supply agreement.
- Fleets do not have to be of type R & R (as they do for repair).
- There is no cost for resupply.
- If the depot owner is in debt, no resupply takes place.
- Flagged fleets may not resupply at foreign stars.
- Some ships have a "Supply Hold" this is not the same as "Ship Stores".
- Ship Stores is for the ships own use, a "Supply Hold" supplies other ships.
- The amount remaining in a supply hold is indicated by a vertical bar on the ship panel.
- Actual amount of supplies can be seen in the ship pop-up info.
- The supply ship/carrier itself gets reloaded automatically upon arriving at a Level 2 supply depot.
- Flagged fleets resupply as normal.
ie; an anonymous fleet will supply a privateer and vice versa. - There are 3 types of ships with supply holds :
Bombers :
- These technically do not have supply holds, they have bomb bays.
- There may not be bomb bays and supply holds in the same ship design.
- Bomb bays are reloaded in the same way as supply holds are resupplied.
- Flagged fleets are reloaded as normal.
Carriers :
- These have strikecraft bays.
- Note: Some carriers may not have supply holds.
- Those that do, resupply strikecraft on their fleet.
- Carriers do not resupply bomb bays.
- Carriers ignore Supply Base fleet type and Unload Supplies functions.
- Carriers do not resupply any strikecraft not in their fleet.
Supply Ships :
- These do not have strikecraft bays or bomb bays
- These can be used in 3 ways :
On a Supply Base Fleet :
- These resupply and reload all domestic ships at a star.
- Select the fleet type "Supply Base".
- When Supply Occurs :
- On arrival by the supply ship.
- On arrival by a ship needing supply or reload.
- At cycle end after ships stores are used.
On a Route :
- On arrival at a waypoint with the Unload Supplies option,
all domestic ships at a star are supplied and reloaded.
Manual Supply :
- Use the adjust supplies fleet option.
Or - Change the fleet type to Supply Base to supply and reload all fleets at the star.
- Access this panel via fleet options (hamburger button on "Fleet View Panel").
- Adjusting supplies is only required in special circumstances as supplies are normally topped up automatically at supply depots or with supply ships.
- Some situations that adjustment may be needed :
- You want to supply only specific ships/fleets.
- You want to empty some ships, so they may go for re-supply.
- You want to move supplies from carriers to bombers or vice versa.
- You can top up ship stores without having supplies go to carriers or bombers.
As would be the case if you toggled the supply fleet type on. - You want to top up from supply containers.
- There are 2 modes :
- All fleets (at the star).
- You may distribute supplies amongst all ships at the star.
- Retreating fleets will not show unless the selected fleet is retreating,
then only retreating fleets will show. - Single Fleet : Only the fleet selected in the fleets panel.
Temporary Hold :
- May only be exclusively selected.
- This must have supplies added before it is available on "Provide From" side.
- Move supplies from providers to the "Temporary Hold" then use it as the provider.
Distribute to "Ship Stores" Option :
- May only be exclusively selected.
- This will list all ships needing supplies.
- Does not list supply holds, as on bombers, carriers and supply ships.
Provide from "Containers" Option :
- May only be exclusively selected.
- This will list all containers on the fleet(s).
- You may select the quantity of containers to empty.
- Once containers are emptied, they may not be refilled.
Distribute Button :
- This will move the provided "Total Supplies" value to the selected targets.
- Amounts will be pro-rated based on amount needed.
- Excess will remain with provider, except for containers.
- Select and distribute as many times as required then click "Confirm".
- The "Abort" button will cancel all distributions since the last "Confirm".
- All fleets (at the star).
- This option is found in the fleet options (hamburger button on "Fleet View Panel").
- Initiates self-destruct sequence on all ships in the fleet.
- Mercenary ships on a disbanded fleet are dismissed, no resources are reclaimed.
- Some resources may be reclaimable, see below.
- Domestic officials on the fleet are retired, prisoners become MIA to their owners.
- The fleet ceases to exist.
Reclaim :
-
Disbanding at domestic stars :
- All crews & workers are reclaimed and placed on the starbase.
- 50% of the nanobit cost of ships is reclaimed as scrap and placed on the starbase.
- 80% is reclaimed if there is a recycler at the star.
- All ships are eliminated.
- All remaining supplies are reclaimed as credits.
- All minerals, nanobits, tradegoods, luxuries, modules, artifacts and contraband is lost.
- This is the only way to delete assets.
- If you want to keep the assets, transfer them prior to disbanding. - Crews are placed in lifeboats and become flotsam.
- Ships with less than 100 crew do not have lifeboats so all are lost.
- 50% of the nanobit cost of ships becomes flotsam (scrap).
- All ships are eliminated.
- All cargo is lost. To save it, transfer or jettison it prior to disbanding.
Jettison Supplies :- This option only available when disbanding at foreign stars.
- Will convert all supplies to flotsam > supply containers.
- A traktor beam equipped ship will be needed to gather them.
- Supply containers may be used to top up supplies or cashed in for credits at a domestic star.
- If the option is not selected, all supplies are lost.
Disbanding at foreign stars :
- Banner fleets only repatriate when a fealty agreement expires or is cancelled.
- Lent fleets may be repatriated by the lender at anytime.
- The lendee may repatriate fleets only under the following conditions :
- Not retreating.
- Not recon.
- There is a lender fleet at the star.
- Fleet will become a raider - This is not a privateer.
- To set the fleet to privateer, change the type
- Becoming a raider, you loose control of the fleet.
- The fleet may attack your fleets in the future.
- All cargo is transferred or lost.
- All luxuries on the fleet will be converted to tradegoods.
- This cannot be un-done (No conversion to luxuries possible).
- Luxuries are normally worth much more than tradegoods.
- You would use this if you ran out of high value stars with demand for luxuries.
- You may also use this option if you do not wish to deal with luxury delivery.
- Loads the combat sim with the selected fleet.
- Only quantities of design types is used.
- Damage, experience and morale are not accounted for.
- Linking is used to coordinate movement of several fleets.
- Retreat status does not prevent a linked jump except for access denied destinations.
- Linked fleets will jump at the same time, so if combat occurs, all will be able to participate.
- Recon fleets may not link or be linked to.
- Low jump charge on a linked fleet will prevent the parent fleet from jumping.
- Link a fleet on the fleet options panel.
- This option is found in the fleet options (hamburger button on "Fleet View Panel").
- This option lets you select a fleet to merge into (the target).
- The "merging fleet" is the one you are setting the option on.
- The merging fleet will merge into the target fleet.
- The merge will happen when the fleets come into contact.
- Either fleet may be on a route.
- Either fleet may be a system fleet, but this may cause an overload.
- Neither fleet may be a storage yard, market storage or smugglers haven.
- Starbases and territorial bases may not be set to merge, but may be merged into.
- Civil Defence fleets may only merge with other Civil Defence fleets.
- Banner fleets may only merge with fleets from the same vassal.
- Lent fleets may only merge with fleets from the same lender.
- The merging fleet ceases to exist.
- Both fleets must be in the same area of space, if say, only one is retrating, the merge will fail.
- This option is found in the fleet options (hamburger button on "Fleet View Panel").
- This option must be checked for archaeologists to automatically search stars.
- The default setting is ON.
- The option only displays on fleets with an archaeologist.
- Toggle from off to on to search current star.
- This option is found in the fleet options (hamburger button on "Fleet View Panel").
- The fleet must have a scanner equiped ship, otherwise auto-explore will turn off.
- Fleets on auto-explore will automatically move to unexplored stars.
- Retreating, privateer and recon fleets may not auto-explore.
- If no unexplored stars are within 3 jumps, the fleet will shut off auto-explore and you will be advised.
- Setting auto-explore will drop the fleet from any route they may be on.
- Placing the fleet on a route will turn off auto-explore.
- This option is found in the fleet options (hamburger button on "Fleet View Panel").
- Displays fleet type, combat command status and fleet orders on left of the fleet bar.
- Displays small icons on each fleet bar, indicating cargo types.
Fleet Cargo Icons Icon Cargo System ships as cargo Resources Artifacts Modules Military officers Non-military officials Contraband Missions Epidemics Contracts Components Stored - Deactivated Stored - Activating Stored - Activated - A repair depot is required, and will automatically repair all the owners ships at the star.
- This function may be disabled at a specific depot by de-checking the "Allow Domestic Repair" option.
- Repair reduces the damage to a ship.
- Damage may limit the morale. Maximum morale is effective+50%.
A 70% damaged ship is 30% effective, So 30 + 50 = maximum 80% morale. - There is a cost in credits each cycle a ship is under repair.
- The cost is the same regardless of depot level.
- Higher level repair depots repair more quickly resulting in a lower overall cost of repair.
- If a hospital is present (in addition to the repair depot)
repair is increased 5% per level of hospital.
ie; Lv2 depot + Lv2 hospital will be 30%/cycle. - Note that the repair technology increases the amount of repair and reduces the cost.
- If the realm is in debt, no repairs are made.
Foreign Repairs :
- Ships may repair at foreign repair depots.
- Required for repairs to take place:
- Fleet must be of type R & R.
OR - Fleet must be on route with the repair wait option set for the star.
- Fleet must be of type R & R.
- There must be a "Repair Agreement" in place with the depot owner. /*
- The repair depot owner must allow repairs. See Depot Panel. */
- Costs are determined by the repair depot owner.
Ship Repairs Per Cycle Repair Depot
LevelAmount
Repaired1 10% 2 20% 3 30% 4 40% Cost per KiloTon (Kt) Repair Depot Owner Cost Domestic 20 per Kt Territory 20 to 50 per Kt Foreign Realm Set by Lord Ship Repair Cost Examples
Based on 5% damage at level 1 DepotShip Kt Domestic
Goals of Creating the Game :
Stages of the Game :
Newbie Mistakes :
Geography of Space :
Starting a New Game
Start Panel
Victory Path :
Lord's Trait :
Tech Selection :
Accelerated Start :
Late Start :
Game Control Buttons
StarLords3K game manual: Map, including Star Info, Display Options, .
StarLords3K is a free multiplayer 4X space strategy game focused on diplomacy, trade, economics and optional military expansion.
Map
Full Map View :
- Displays full width map.
- Hot key Shift V
Map Controls :
Zoom :
Moving the Map :
- There are several ways to reposition the map :
Star Selection :
Star List :
Star Info :
Map Display Options :
| Option | Hot Key |
Icon | Details | ||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Starlanes | L |
| |||||||||||||||||||||||
| Realm Zone | Z |
| |||||||||||||||||||||||
| Mineral Values |
M |
| |||||||||||||||||||||||
| Structure Icons |
Spacebar |
| |||||||||||||||||||||||
| Jump Ready Fleets |
J |
| |||||||||||||||||||||||
| Foreign Fleets |
ShiftF |
| |||||||||||||||||||||||
| Fleet Supply Issues |
ShiftX |
OoS
Out of Supply
5
Remaining cycles of supply
| |||||||||||||||||||||||
| Access Permissions |
ShiftA |
| |||||||||||||||||||||||
| Piracy Threat |
ShiftT |
| |||||||||||||||||||||||
| Electoral Sectors |
ShiftE |
| |||||||||||||||||||||||
| Jumpgates | ShiftJ |
| |||||||||||||||||||||||
| Trade Routes | W |
| |||||||||||||||||||||||
| Trade Interdiction | I |
| |||||||||||||||||||||||
| Indy Trades | ShiftI |
| |||||||||||||||||||||||
| Notes | ShiftN |
| |||||||||||||||||||||||
| Builders | ShiftB |
| |||||||||||||||||||||||
| Search level | ShiftS |
| |||||||||||||||||||||||
| Display Structure Levels | ShiftD |
| |||||||||||||||||||||||
| Unexplored | ShiftU |
| |||||||||||||||||||||||
| Realm Insignias | ShiftR |
| |||||||||||||||||||||||
| Insurgency | ShiftH |
| |||||||||||||||||||||||
| Contentment | ShiftC |
| |||||||||||||||||||||||
| Agent Locations | ShiftY |
| |||||||||||||||||||||||
| Luxury Demand | ShiftL |
Foreign Stars :
Domestic Stars :
| |||||||||||||||||||||||
| Project Queues | ShiftQ |
| |||||||||||||||||||||||
| Grid | G |
| |||||||||||||||||||||||
| Plan Allocations | ShiftP |
Requirement Status :
Supply Bases : Builders & Projects :
| |||||||||||||||||||||||
StarLords3K game manual: Combat, including .
StarLords3K is a free multiplayer 4X space strategy game focused on diplomacy, trade, economics and optional military expansion.
Stars
Exploration :
Travel to an unexplored star
Exploration Dilemmas :
Scanning
Beacon Broadcasts :
Jumpgates (JG):
-
Changes to jumpgate status are made on the transponder panel.
Use:
Building:
Control:
Off-Line Status:
Disabled Status:
Enabling a Disabled Jumpgate:
Destruction:
-
Requirements:
Transponder (TP):
Foreign Stars :
Foreign Ships Panel :
Contentment :
| Contentment Effects : | |
|---|---|
|
|
| Contentment Increased by : | |
|---|---|
| Mercantile | 5 for level 1, +2 each subsequent level |
| Rec Center | 20 per level |
| Food Positives | 25 Maximum from good diet and food security See here |
| Hospital | 5 per level |
| Security HQ | 10 per level, + Security tech |
| Shield | 4 per shield level above habitat level |
| Entertainment Technology | See TL mods |
| Ministry of Culture | Based on rank of liege |
| Statesman Victory Path | 5 |
| Charisma of Governor | 20 Maximum |
| Services | As per setting on admin panel |
| Zeal | See zeal |
| Low contentment | See moderation below |
| Contentment Decreased by : | |
|---|---|
| Mines | 5 per level |
| No habitat | 8 |
| Food problems | 40 Maximum from poor diet and food insecurity See here |
| Shield lacking | 4 per shield level below habitat level |
| Overcrowding | Not Implemented |
| Rivalry | See rivalry |
| Social Demands | 5 per habitat level
1 per bond over 30 bonds |
| Luxury Demand | Increases over time,
while no luxuries have been imported |
| Consumer Policy | As per setting on domain panel,
Habitat level X policy X 50% ie; Lv 6 habitat @ policy of 5 = -15 contentment |
| Power Failures | 2 per level lacking power |
| Slave market | 10 per market level |
| Bombardment | Bombardment type :
Strategic : 1 per level loss Reduce Shield : 1 per salvo Irradiate : 2 per salvo |
| Taxes | 1 per tax rate |
| Epidemics | Equal to Infections |
| Crime | 1 per crime value |
| Insurgents | 1 per insurrection value |
| Martial Law | 10 per repression value |
| Raiders or Enemy Fleet | 40 |
| High contentment | See moderation below |
Moderation :
Zeal :
Rivalry :
Radiation :
Rebellion :
Insurrection :
Claim of Independence :
Corporate Enterprises :
StarLords3K game manual: Star Panels, including Administration, Summary, Martial Law , Food Distribution,Mining Panel,Refinery,Depot,Spaceport,Monument,Academy,Laboratory,Personnel.
StarLords3K is a free multiplayer 4X space strategy game focused on diplomacy, trade, economics and optional military expansion.
Star Panels (Domestic Stars)
Administration Panel
- This panel has several sub-panels.
- Hot key A
Food Distribution Panel :
Mining Panel :
Refinery Panel
- No Hot key
| Refinery Levels | |||||
|---|---|---|---|---|---|
| Level | Minimum Habitat | Maxumum Input | Output Bonus | ||
| 1 | 3 | 1000 | None | ||
| 2 | 5 | 2000 | 2% | ||
| 3 | 7 | 4000 | 4% | ||
| 4 | 9 | 8000 | 6% | ||
| Refinery Operation Modes | |
|---|---|
| Mode | Use |
| Off | |
| Selected minerals | |
| Selected and minimum | |
Selling Nanobits for a profit
Depot Panel
- No Hot key
Supply Containers
Spaceport Panel
- Hot key S
Plan Allocation :
Monument Panel :
Monument Prestige :
| Prestige Gained | |
|---|---|
| Level | Prestige |
| 1 | 5 Points |
| 2 | 20 Points |
| 3 | 45 Points |
| 4 | 80 Points |
Dedicated Monuments :
| Monument Dedication Bonuses | |||||
|---|---|---|---|---|---|
| Dedication | Bonus Area | Level 1 | Level 2 | Level 3 | Level 4 |
| Fertility | Workers | +7% | +16% | +30% | +50% |
| Discovery | Research Speed | +7% | +16% | +30% | +50% |
| Harvest | Produce & Proteins Output | +7% | +16% | +30% | +50% |
| Wellbeing | Increase Contentment | +10 | +20 | +30 | +40 |
Monument Curator :
| Curator Bonuses | |||||||
|---|---|---|---|---|---|---|---|
| Curator Rank | |||||||
| 1 Bar | 2 Bar | 3 Bar | 4 Bar | 1 Star | 2 Star | 3 Star | 4 Star |
| 5% | 10% | 15% | 20% | 25% | 30% | 35% | 40% |
Laboratory Panel
- Hot key R
This is actually the Research Panel
Academy Panel
- No hot key
Personnel Panel
- Hot key P
Build Panel
- Hot key B
Create Project Panel :
Projects List
Project Edit Panel
- Click a project panel to edit :
StarLords3K game manual: Building, including >Build Queue, Allotment Queue, Build Projects, Builders ,Dedicated Builds And Retooling,Retrofit ships,Amortisation,Planning.
StarLords3K is a free multiplayer 4X space strategy game focused on diplomacy, trade, economics and optional military expansion.
Building
StarLords3K game manual: Assets
StarLords3K is a free multiplayer 4X space strategy game focused on diplomacy, trade, economics and optional military expansion.
Assets
| Asset Types | ||
|---|---|---|
| Icon | Asset | Description |
| Structures | Planetary surface buildings & orbitals at stars | |
| Ships | There are several classes of ships, see below | |
| Resources | Includes minerals, workers, nanobits, luxuries and scrap.
Sometimes tradegoods are included in this category | |
| Tradegoods | These include brands from each realm, Indies & Imperial.
Sometimes includer in resources | |
| Modules | These are structures packaged for transport | |
| Components | Used to build structures, ships and modules | |
| Goods Contracts | These are delivery missions | |
| Contraband | Items that may be traded at black markets | |
| Personnel | Officials of various types | |
| Patents | Tradable technologies | |
| Artifacts | All other items in the game come under this section | |
Structure Overview :
Modules :
Contracts :
Components :
-
There are 4 type of components :
Structure Component :
Craftable Ship Components :
Ship Component Parts :
Non-craftable Ship Components :
Warning : Crafting small batches of low tech components may cost more than their use benefit.
Structure Component Usage Matrix :
Component Groups :
| Group A | |||
|---|---|---|---|
| Minimum Batch : 10 Maximum Batch : 100 | |||
| Batch | Credits | Nanobits | Time |
| 10 | 0% | 0% | 0% |
| 20 | 1% | 1% | 4% |
| 40 | 4% | 4% | 12% |
| 60 | 8% | 8% | 24% |
| 80 | 13% | 13% | 39% |
| 100 | 20% | 20% | 60% |
| Group B | |||
|---|---|---|---|
| Minimum Batch : 20 Maximum Batch : 500 | |||
| Batch | Credits | Nanobits | Time |
| 20 | 0% | 0% | 1% |
| 40 | 1% | 1% | 4% |
| 100 | 4% | 4% | 11% |
| 200 | 8% | 8% | 25% |
| 300 | 13% | 13% | 40% |
| 400 | 19% | 19% | 57% |
| 500 | 25% | 25% | 75% |
| Component Crafting Tech Bonus Summary | |||
|---|---|---|---|
| Technology | Reduces | Maximum | |
| Specific Component | Credits | Lv20 : 57% | |
| Procurement | Credits | Lv20 : 35% | |
| Processing | Nanobits | Lv20 : 35% | |
Ship Designs :
Resources :
Credits :
Workers :
Nanobits :
Scrap :
Food :
| Food Types | |||||
|---|---|---|---|---|---|
| Icon | Type | Value | Source | Output Technology |
Maximum Contentment Effect |
| Proteins | High | Livestock Farm | Biotech | +20 | |
| Produce | Medium | Produce Farm | GMO | Zero | |
| Synthetics | Low | Culture Farm | Transgenics | −20 | |
| Food Security | |||
|---|---|---|---|
| Food Surplus |
Cycles of Supply |
Contentment per Cycle |
New Workers per Cycle |
| 500% + | 5 + | + 5 | + 5% |
| 400% | 4 | No Effect | + 2% |
| 300% | 3 | − 5 | − 1% |
| 200% | 2 | − 10 | − 4% |
| 100% | 1 | − 15 | − 7% |
| 0% | None | − 20 | − 10% |
| Environmental Degradation
Affects only output from livestock and produce farms | |||||
|---|---|---|---|---|---|
| Structure | Reduction of Output per Level |
||||
- The following table is for comparison.
It may be easier to see diet effects by changing the ratios in-game on Admin > Food panel.
| Contentment, Fertility & Health from Diet | ||||
|---|---|---|---|---|
| Proteins Diet |
Produce Diet |
Synthetics Diet |
New Workers per Cycle |
Contentment per Cycle |
| 50% | 50% | 0% | + 10% | + 10 |
| 50% | 25% | 25% | + 5% | + 5 |
| 25% | 50% | 25% | + 5% | No Effect |
| 30% | 40% | 30% | + 4% | No Effect |
| 40% | 30% | 30% | + 4% | + 2 |
| 30% | 30% | 40% | + 2% | − 2 |
| 100% | 0% | 0% | None | + 20 |
| 0% | 100% | 0% | None | No Effect |
| 0% | 50% | 50% | None | − 10 |
| 50% | 0% | 50% | None | No Effect |
| 25% | 25% | 50% | None | − 5 |
| 25% | 0% | 75% | − 5% | − 10 |
| 0% | 25% | 75% | − 5% | − 15 |
| 0% | 0% | 100% | − 10% | − 20 |
Minerals :
Luxuries :
Tradegoods (TG) :
Artifacts :
There are two classes of artifacts :Contraband :
| Contraband Effects | ||
|---|---|---|
| Class | Location Action | Effect on Realm |
Contraband Stash :
Patents :
Support Costs :
| Structures | |
|---|---|
| Structure | Credits per Level per Cycle |
| Ships | |
|---|---|
| Ship Design | Credits per Cycle |
| Personnel | |
|---|---|
| Profession | Credits per Cycle |
| Builders | |
|---|---|
| Type | Credits per Cycle |
| Active | 50 |
| Idle | 0 |
StarLords3K game manual: Fleets, including Jump Engine, Combat Orders, Recon Fleets, Cargo Space, Morale, Civil Defence Fleets, Boarding, Banner Fleets, Bombardment,repair,Sensors,Scanners,Strikecraft Bays,Fleet Commanders,Combat Command Rating,Battlefield Commissions, Initiative,Privateers,Fleet Flags,Retreating,Blockade,Anonymous Fleets,Supply.
StarLords3K is a free multiplayer 4X space strategy game focused on diplomacy, trade, economics and optional military expansion.
Fleets
Fleet List :
Fleet List - Button Bar
Depending on the situation some of the following buttons will display:
Ships at Star |
The "Ships at Star" button will be red if there are foreign fleets at the star and they can be detected |
Transit Report
|
|
|
Combine Fleets |
|
|
Sort by Name |
|
|
Sort by Type |
|
The Fleets
Fleet View Panel :
Ship Group Panels :
Group Name :
Creating a New Fleet :
Jettison :
Set Free :
Transfer mode :
Jump Engine Status Bar :
Fleet Types :
Combat Orders :
| Actions Resulting From Orders | |||||
|---|---|---|---|---|---|
| External Battles | |||||
| Combat Order |
Vs Weaker Foe |
Vs Stronger Foe |
Defending | Attacking | Retreat Early |
|
  Yield |
Yield | Yield | | | |
|
  Retreat |
Retreat | Retreat | | | |
|
  Defend |
Defend | Retreat | No Mods | No Mods | Max. Loss 70% |
|
  Hold |
Defend | Defend | +10% SR Shots +20% SR Defence No effect on DF |
No Mods | Max. Loss 80% |
|
  Guard |
Police | Defend | +30% SR Shots
No effect on DF |
Same as defend If policing Otherwise No Mods |
Max. Loss 90% |
|
  Probe |
Attack | Retreat | No Mods | No Mods | Max. Loss 60% |
|
  Engage |
Attack | Defend | No Mods | No Mods | Max. Loss 70% |
|
  Assault |
Attack | Attack | | +20% LR Shots −20% LR Defence |
Max. Loss 80% |
|
  WaveAttack |
Attack | Attack | | No Mods
Reatreat on Loss/Draw |
Selectable |
|
  WaveAssault |
Attack | Attack | | +20% LR Shots −20% LR Defence Reatreat on Loss/Draw |
Selectable |
|
  Recon |
See Recon / Screening actions | ||||
| Local Battles | |||||
| Combat Order |
Vs Weaker Foe |
Vs Stronger Foe |
Directed Attack |
Mods | Retreat Early |
|
  Yield |
Yield | Yield | | | |
|
  Retreat |
Defend | Defend | Attack | No Mods | |
|
  Hold |
Defend | Defend | Attack |
Defender Only +10% SR Shots +20% SR Defence No effect on DF |
Max. Loss 80% |
|
  Guard |
Defend | Defend | Attack |
Defender Only +30% SR Shots No effect on DF |
Max. Loss 90% |
|
  Probe |
Attack | Defend | Attack | No Mods | Max. Loss 60% |
|
  Engage |
Attack | Defend | Attack | No Mods | Max. Loss 70% |
|
  Assault |
Attack | Attack | Attack | +20% LR Shots −20% LR Defence |
Max. Loss 80% |
|
  Recon |
See Recon / Screening actions | ||||
| Consequences of Actions | |
|---|---|
| Action | Results |
| Yield |
|
| Retreat |
|
| Defend |
|
| Police |
|
| Attack |
|
Recon Fleets :
Create Fleet :
Transfers :
Drag & Drop :
There are 3 types of drag & drop in the fleets panel :
Drop onto Fleets :
Transfer Mode :
Ship Merge Mode :
Jumping :
Policing :
Piracy Value :
Morale :
Lent Fleets :
Civil Defence Fleets :
Banner Fleets :
Boarding :
Non-Combat Ship Capture :
Bombardment :
System Ships & Fleets :
System ships :
Deployable Ships :
Scanners :
Sensors :
Cargo Space :
Cargo Capacity
Ship
Capacity
Space Required
Item
Space
Artifacts Varies
Contraband Varies
Component Varies
Modules Based on
nanobit cost
Resource 1
Strikecraft Bays :
Diplomatic Ability :
Fleet Commanders :
Combat Command Value (CCV) :
Initiative :
Flags (Fleet Flags) :
Privateers :
Anonymous Fleets :
Blockade :
Retreating Fleets :
Storage :
Epidemics :
Bomb Reload :
Depot Bomb Reloads :
Foreign Bomb Reloads :
Reload by Supply Ship :
Supplies :
Depot Resupply :
Resupply by Supply Ship :
Fleet Options :
Adjust Supplies :
Disband :
Repatriating :
Transform to Raider :
Convert Luxuries to Tradegoods :
View in Combat Sim :
Linking Fleet :
Auto Fleet Merge :
Archaeologist Search :
Auto Explore :
Detailed Fleet List :
Repair :
Drop onto Fleets :
Transfer Mode :
Ship Merge Mode :
System ships :
| Cargo Capacity | |
|---|---|
| Ship | Capacity |
| Space Required | |
|---|---|
| Item | Space |
| Artifacts | Varies |
| Contraband | Varies |
| Component | Varies |
| Modules | Based on nanobit cost |
| Resource | 1 |
Depot Bomb Reloads :
Foreign Bomb Reloads :
Reload by Supply Ship :
Depot Resupply :
Resupply by Supply Ship :
Adjust Supplies :
Disband :
Repatriating :
Transform to Raider :
Convert Luxuries to Tradegoods :
View in Combat Sim :
Linking Fleet :
Auto Fleet Merge :
Archaeologist Search :
Auto Explore :
Detailed Fleet List :
Propulsion :
-
Ships use three modes of propulsion. These are automatically utilized as the situation dictates and require no action by the player.
These descriptions are provided so players may understand why fleets move the way they do.
Warp Drives :
These are used for normal movement within a solar system, which is not visible as it has no bearing on the game. The drive "warps" space in the direction of travel. Space is constricted creating a gravity well, while behind the ship an opposite effect takes place. The ship rides this wave. Yes, ships "surf" the warp! But this is too slow for interstellar travel.Jump Engines :
These use a distant gravity well to guide a ship in an exact direction through hyperspace and drops out when within that gravity well - Minimum range 1 parsec, maximum range just over 6 parsecs. Unfortunately you cannot use these for short hops (around a star) as the jump is within the well and the engine does not engage as you are already there! So these are only used to go to another star.These engines utilize one dimensional travel (no time or distance, only direction) thus achieving instantaneous jumps.
Jump engines require a recharge due to the immense power needed to focus on the distant gravity well at the destination star.
Blink Drives :
These are reverse jump technology, they are used to leave local space or travel in remote / well-beyond space. They are used just prior to an interstellar jump, to get out of the well, then the jump is initiated. You cannot blink back to a star. (kind of like jumping down when you are on the ground)Blink drives require no recharge as they are in or near the well they must focus on.
See geography of space for a visual representation.
Retreat :
Blink drives are also used for retreating. The fleet blinks out to "well-beyond" space. It is theoretically posible for an enemy to blink out in pursuit, but since a recharge is not required, the retreating fleet could just blink away again. So a chase is futile and never done. A retreating fleet is always "in limbo" as it must jump to another star to leave well-beyond space (and retreat mode).Recon :
Blink drives are also used for recon. The fleet blinks out similar to a retreating fleet, but remains close enough to use long range sensors to view foreign fleets at the star. Screening fleets may blink to the location of the recon fleet and engage them at short range. Screening combat only takes place if the recon & screening fleet are very close in strength, otherwise the lesser fleet does not engage.Civil Transportaion Network :
Personnel use a network that shuttles people though a system of civil interstellar ships. They change to new precharged ships at each star allowing for movement limited only by the transfer delays at each star. The civil network has no visual representaion in-game.StarLords3K game manual: Ship Design, including Armour vs Defence, Weapons vs Defence, Cost vs Support, Combat Rating, Piracy Value, Recon Capable, Strikecraft.
StarLords3K is a free multiplayer 4X space strategy game focused on diplomacy, trade, economics and optional military expansion.
Ship Design :
- Research Ship Design Tech to unlock the design panel.
- Access the design panel from the shipyard panel or hot key [D].
- The standard designs are sufficient to conduct all aspects of your realm.
- Ship design is an optional game within the game, for those who enjoy fiddling with numbers.
- At some point there will be a more graphical interface for wider audience appeal.
- Not all the standard designs are available for a new realm, these must be found :
- Battleship
- Heavy Carrier
- Smuggler type freighter
- Salvager
- Recon ship
- Designs that have been built or traded to other realms may not be edited.
Clone the design to make a new version. - Captured ships of foreign design may not be built until they have been reverse engineered.
- Design names may be seen by other realms though intel or boarding but version text is not.
- Many components are available in various sizes.
- Usually the larger size requires a greater percent of hull space vs its capability.
- This means space can be saved by using the smaller versions.
- The downside is that resource costs, build time and support cost will rise.
ie; You want 20 GW of energy :20 GW Power Options Quantity Reactor Size Hull Space Credits Nanobits Hours Support - This applies to drives, capacitors and reactors.
- The credit cost is increased if the quantity of a specific component is greater than 1.
- The amount of increase varies for each specific component.
- The more weapons you add, the less space there will be for defences or vice versa.
- An offensive ship would want a high weapon to defence ratio.
- A defensive ship would be better with a high defence to weapon ratio.
- Only available for fighter and interceptor hulls.
- Cannons are used in the dogfight phase of short range combat.
- Fires 50 shots.
- Countermeasures are evade and shields.
- Ships with shields of 30% or greater are impervious to cannon fire.
- A short range weapon.
- Fires 50 shots.
- Countermeasures are evade and laser reflectors.
- A short range weapon.
- Fires 500 shots.
- Countermeasures are evade and laser reflectors.
- A long range weapon.
- Fires 500 shots.
- Countermeasures are evade and shields.
- Ships with 100% evade are impervious to phasers.
- A long range weapon.
- Fires 5,000 shots.
- Countermeasures are evade and shields.
- Ships with 100% evade are impervious to heavy phasers.
- A long range weapon.
- Equivalent to 400 shots.
- Countermeasures are evade (increase manoeuvre).
- The larger the hull and the lower the manoeuvre, the more vulnerable they are.
- Photon torpedoes may only target ships with warp drives.
This means platforms (no warp drives) may not be hit by photon torpedoes. - Defence prevents hits while armour reduces destruction of entire ships.
- Armour determines the percent of damage vs kill hits.
When kill hits exceed hit points a ship is destroyed, otherwise the hits only cause damage.
ie; 10 ships worth 50 hit points each (500HP total), take 100 hits :- If armour was 0%, 2 ships would be lost with no damage to the other 8.
- If armour was 50%, 1 ship would be lost with 11% damage to the other 9.
- If armour was 100%, No ship would be lost with 20% damage to all 10 ships.
Note that ships with > 90% damage may be destroyed in a subsequent battle regardless of armour.
- Shields cost mostly nanobits but use energy as well.
- A "Cannon fodder" style ship would have high defence (to absorb hits) vs armour, but more ships would be killed.
- A defensive ship would have more armour vs defence, so it will survive to be repaired.
Types of Hull Cladding :
- Hull Plate, Heavy Plate & Reactive Tiles may be used together.
The total of all 3 may not exceed 100%.Hull Plate :
- Increases armour rating.
- Increases hit points.
- Reduces the manoeuvre value, lowering evade abilities.
- Costs mostlty nanobits.
Heavy Plate :
- Increases armour rating 1.5 X Hull Plate.
- Increases hit points 3 X Hull Plate.
- Reduces the manoeuvre value 2 X Hull Plate.
- Credit cost is 1.5 X Hull Plate.
- Nanobit cost is 2 X Hull Plate.
- Build time may be a factor for high amounts on a large hull.
- Best used on defensive platforms.
Reactive Tiles :
- Increases armour rating.
- Minimal increase to hit points.
- Costs mostlty credits.
- Minimal reduction in the manoeuvre value.
- Build time may be a factor for high amounts on a large hull.
- Best used on ships needing high manoeuvrability.
Laser Reflectors :
- Increases SR defence.
- No increase to hit points.
- Costs mostlty credits.
- Up to 100% may be applied regardless of other types of cladding.
Shields :
- Increases LR defence.
- 30% shields will provide 100% dogfight defence.
- Costs mostly nanobits.
- Uses energy. Large hulls will require a lot.
- Hull Plate, Heavy Plate & Reactive Tiles may be used together.
- Warp drives increase manoeuvrability, this is translated into the Evade ability.
- Evade ability will depend on combat range and is most effective at long range.
- Evade is paired with either shields or reflectors to determine the Defence Value.
- If the defence is 100% for a range, no hits are taken in that range.
- Low support cost is important for ships that one intends to have a long time (defensive types).
- High support is less important for ships that will be destroyed soon (fighters during a war).
- Low cost is important for ships with low survivability (those with low hit points, defence & armour).
- High cost is less important for highly armoured ships as they will more likely survive and get repaired.
- Ship stores is for the ships own use.
- A supply hold is for supplying other ships.
- The "Supply Period" for the supply store indicates how soon the ship will be "Out of Supply".
- Long range targeting (LRT) is prioritized on target hit points then phasers then lasers.
- Photon Torpedo targeting is prioritized on target hit points and manoeuvre then weapons.
- Dogfight targeting is prioritized on lasers then ion cannons.
- Short range targeting (SRT) is prioritized on weapons then hit points.
- Designs with high LR defence values will have their LRT reduced and their SRT increased.
- A system ship with a supply hold.
- Low cost as no jump engine.
- Position at a distant star to resupply transiting fleets.
- Gets resupplied by a supply ship on route.
- A ship with maximum weapons and few shields, reflectors and armour.
- Use for gaining hits in initial battle.
- Should be fairly low percentage of ship compliment.
- Maybe balance with other more survivable ship types.
- Hulls have 2 areas :
- The surface where surface components reside, ie; engines, weapons & defences.
- The core where all other components (core components) may reside.
- Core components may be in the core or on the surface.
- Surface components must be on the surface.
- Some components use both surface and core areas,
ie; a cargo bay uses mostly core, but uses a bit of surface as well (for the docking port).
- The hull capacity gauge indicates the status of the two areas :
- Colours :
- Cyan : Empty
- Teal : Surface Components
- Grey : Core Components
- Orange : Core on Surface
- Red : Exceeded
Both core and surface have unused space.Core components use all the core and some of the surface, some of the surface remains unused.Some unused core, but the surface area has been exceeded.
This design is not valid and cannot be saved.The core area has been exceeded and there is no more space available on the surface.
This design is not valid and cannot be saved.
- Colours :
- This is a summation of all weapons and hit points.
- Defences and manoeuvre are not included.
- This cost will show on some designs that contain a supply hold.
- The cost calculation :
- + Capacity of supply hold
- + Ship Stores Stock
- − Design Cost
- = Credits Required
- Design Cost is the cost in credits of all the components in the design.
- The Credits Required ensures the cost in credits to build the design is at least the value of its Supply Reclaim Value.
- The Supply Reclaim Value is the credit amount received when a design is disbanded.
- Supply Reclaim Value is the value of all supplies in the ship.
- Having this value causes supply ships to be lucrative piracy targets.
- Minimum manoeuvre 2.0.
- Based on manoeuvre & lasers.
- This value determines the amount of looting (amount of credits stolen though piracy).
- The value also applies to raider suppression.
- Ships require the following to join a recon fleet :
- Minimum manoeuvre 3.0.
- Jump capable.
- At least one ship on the recon fleet must have long range sensors.
- Normal sensors are not required.
- These are ships that may be placed on carriers (in strikecraft bays).
- Requirements :
- Hull class is fighter, interceptor or sloop.
- Non-zero manoeuvre.
- Does not have a jump engine.
- Some components have crew requirements.
These are workers that will be required when the ship is built.
They are not required when crafting the component.
Major Ship Design Considerations :
Hull Space vs Cost :
Increase of Credit Cost due to Quantity:
Weapons vs Defence :
Weapon Types :
Ion Cannon :
Laser :
Heavy Laser :
Phaser :
Heavy Phaser :
Photon Torpedo :
Armour vs Defence :
Evade and Defence :
Cost vs Support :
Ship Stores vs Supply Hold :
Targeting :
Design Ideas :
| Design Ideas | |||
|---|---|---|---|
| Ship | Concept | ||
| Supply Platform | |||
| Kamikaze | |||
Design Specifications :
Hull Capacity :
Combat Rating :
Supplies Top Up :
Piracy Value :
Recon Capable :
Strikecraft :
Ship Components :
Designs from one game may not be optimal in the next game.
| Ship Components | |||||||
|---|---|---|---|---|---|---|---|
| ? : Based on ship size or other variables |
StarLords3K game manual: Missions, including Transport Missions, diplomatic missions.
StarLords3K is a free multiplayer 4X space strategy game focused on diplomacy, trade, economics and optional military expansion.
Missions :
-
There are 3 types of missions :
- All transport missions require taking the mission item to a specific star to complete the mission.
- If a mission is not completed before it expires, you are penalized.
- The reward/penalty value is based on the distance to the destination.
- Missions appear periodically or as a result of an event.
- You receive an advisor alert when a new mission comes available.
- Transfer to or capture by another lord, of a mission will cause it to fail and the penalty applied.
- There are several early game missions that may be missed if you do not expand fast enough.
- Most missions are optional, a few are not and you will be penalized for not completing them.
- If a fleet contains a mission, setting the fleet type to Mission, will name the fleet with the mission destination.
- You may view current mission on the Missions Report in the Realm section of the Top Secret panel
- These missions are similar to transport missions.
- The main difference is they are linked in a sequence of mission offers.
- These missions are offered as items on the starbase of your capital, there is an advisory sent when they become available.
- You need to complete one mission for the next one in the sequence to be offered.
- The first mission is called Diplomatic Mission, you do not need to accept it as it has no cost. You need to complete this mission for the other missions to be generated.
- Subsequent missions have a credit cost and a credit reward. They need to be accepted.
- The cost (Deposit) is lost if the mission expires or is lost. The rest of the sequence is no longer offered.
- The sequence is available for each realm you contact.
- Once a mission is completed the next one will be offered sometime later.
- All diplomatic missions are between your capital and the contact's capital.
- Auto routing is available if there is a known path to their capital.
Auto routing is offered when Select Route is chosen on the fleet bar for a fleet
containing a mission.
Diplomatic Mission Sequence :- Diplomatic Mission
- Trade Mission
- Delivery Mission
- Embassy Shuttle
- Diplomatic Summit
- Cultural Mission
- State Visit
- These missions may be viewed in the comm panel under "GNN - Mercenary Adverts".
- You do not need to accept them, they are awarded to the first realm the satisfies the requirements.
- See Mercenary Adverts for details.
Transport Missions :
| Mission Types | ||||||
|---|---|---|---|---|---|---|
| Type | Acquisition | Deposit | Reward | Penalty | Location | |
| Honourific | Automatic | None | Honour | None | Starbase at Capital | |
| Monetary | Optional | Credits | Credits | Loss of deposit | Starbase at Capital | |
| Material | Optional | Credits | Artifact | Loss of deposit | Starbase at Capital | |
| Trait Specific | Optional | None | Fame | Scandal | Starbase at Capital | |
Diplomatic Missions :
Mercenary Missions :
StarLords3K game manual: Personnel, including Archaeologists,Agents,Managers,Diplomats,Officers,Professors,Scientists.
StarLords3K is a free multiplayer 4X space strategy game focused on diplomacy, trade, economics and optional military expansion.
Personnel :
- Personnel provide bonuses to specific areas of the game.
- All personnel must be recruited & trained at an academy.
- Personnel cost credits each cycle, see "support cost" in table below.
- Moving, retiring and enrolling personnel is done on the pesonnel panel.
- While in training, personnel do not have support costs.
- While offered for hire, personnel support costs are 20% of normal.
- There are 4 main types of personnel :
- Officers : Assigned to fleets.
- Civil Staff : May be assigned to certain structures.
- Agents : Spies assigned to covert or security operations.
- Archaeologists : Assigned to fleets in search of artifacts. - Officers, agents and archaeologists are treated differently after graduation, see respective sections.
- Ranks are 1 to 4 bars, then 1 to 4 stars.
- All personnel generate celebrity prestige of 5 per star of rank.
- Maximum rank for all personnel is 4 stars.
- Only officers may be placed on civil defence, banner or lent fleets.
-
Rank Bonuses Officials Experience Agents &
OfficersExperience Assigning Positions :
- Personnel may be assigned to positions specific to their profession.
- Click the assign button on the panel at the star where the position is located.
- Any unassigned offical within the realm may be assigned.
- Once assigned the offical will automatically travel to the star, the establish themselves in the position.
- Travel is via the civil transportation system which is not visible to players.
- Travel time is 1 hour per star. Then it takes 10 hours to become established.
- Personnel may not be dismissed while in transit.
- Personnel that are dismissed become unassigned and are available for other assignments.
Prisoners :
- Prisoners may result from any of the following :
- Abduction by a covert agent.
- Captured during combat (while on a fleet).
- Covert agents captured by security agents. - The home realm of a prisoner does not know who holds their personnel until this is disclosed by the captor. Find the disclose button on the prisoner panel in operations.
- Foreign agents that are discovered must be interrogated before the following is known :
Their realm, rank, traits and the mission they were engaged in. - Prisoners may be returned, ransomed or traded on the diplomacy panel.
- The prisoner must be disclosed and not in transit, to be available for diplomacy. - Prisoners may be traded to any realm.
- Prisoners may be eliminated at any time.
- There may be a prestige adjustment :
- The prisoner must be disclosed.
- The prisoner must be alive.
- The value is double the prisoner's celebrity value.
- > This is gained by the captor realm.
- > This is lost for their home realm.
- The main purpose of an archaeologist is to find artifacts.
- Newly graduated archaeologists are found on the starbase fleet.
- Archaeologists automatically search stars when their fleet arrives.
- You may turn serching off for a fleet with an archaeologist, see fleet options.
- They gain a little experience when they search a star above its current searched level.
- They gain experience any time they are present when an artifact is discovered.
- The highest ranked archaeologist on a fleet plus the archaeology tech level determines the maximum level of artifact that can be discovered.
- Having multiple archaeologists on a fleet does not help discover artifacts, but all gain experience during searches and discoveries.
- Rank is the only trait archaeologists have.
- Search level increases at each star of rank (5 bars = 1 star)
- Archaeologists may be assigned currator of a monument.
Archaeologist Trait Trait Bonus / Effect Derived From Rank Increases level of artifact that can be found - Training
- Experience - Once agents graduate they are normally only found on the operations panel.
If they are enrolled for further training, they will only be found on the academy panel. - Agents at foreign stars engage in covert operations
- Agents at domestic stars engage in security operations
- An agents rank determines their ability to infiltrate foreign stars as well as how effective they are at finding foreign agents at domestic stars.
- Rank increases from :
- Training.
- Active missions, more for riskier missions. - A new agent begins with a specific ability in each of six traits.
- Traits increase with any successful mission using that trait.
Agent Traits Trait Operation Effected Derived From Rank Infiltration & Security - Training
- ExperienceEspionage Spy on star or realm and Anti-crime - Original ability
- ExperienceProvocateur Incite (covert & security) - Original ability
- ExperienceHackeur Cyberattack & Cybersecurity - Original ability
- ExperienceSaboteur Sabotage - Original ability
- ExperienceAssault Assassination, Abduction, Terrorism & Anti Crime - Original ability
- ExperienceAgent Medals Medal Name Medal Name Embezzler Saboteur Hackeur Black Ops Abductor Captor Crime Suppression Insurgency Suppression Assassin Provocateur Subversive Interrogator Revolutionary - A Diplomat may be used as an ambassador or to negotiate with independent stars.
- An ambassador is a diplomat assigned to another realm on the diplomacy panel.
- The other realm must first invite your ambassador.
- An ambassador sometimes gains experience from proposals.
- Ambassadors generate prestige for both realms based on their rank and traits.
- A realm also gains 30 prestige for each foreign ambassador at their capital.
- If at a territory or independent star, the diplomat will generate influence.
Charisma has a good effect, but ability is more effective at higher ranks. - Unassigned diplomats do not generate prestige (other than the celebrity value).
Diplomat Traits Trait Bonus / Effect Derived From Prestige if
AmbassadorRank If Ambassador, Prestige to both realms - Training
- Proposals accepted
- Treaties signed2 points per bar
10 points per starAbility If Ambassador, Prestige to own realm
Influences negotiations with IndependentsStatic attribute 3 - 15 points Charisma If Ambassador, Prestige to other realm
Influences negotiations with IndependentsStatic attribute 0 - 20 points Security Reduces successful missions by foreign agents.
Missions affected :
- All assault missions on diplomat.
- View Diplomacy.
(applies to each foreign diplomat at the homeworld)Static attribute - - A manager may be assigned to either an administration building as governor or a mine manager at a mine.
- Managers gain experience while assigned.
- Traits only have an effect for assigned managers.
Governor Traits Trait Bonus / Effect Derived From Rank Increases credit & worker output by 25% per star of rank
Maximum 4 stars- Training
- ExperienceAbility Increases credit & worker output by 30% of ability value
ie; ability = 50%, provides increase of 15%Static attribute Leadership Increases credit & worker output by 10% of leadership value per level of administration structure.
ie; leadership = 50% at Lv3 admin, provides increase of 15%
Also affects cost of services :
A higher level of administration requires a higher leadership value to be effective. A low leadership value will reduce bonus.Static attribute Charisma Increases contentment Static attribute Security Reduces crime.
Reduces chance of successful missions by foreign agents.
Missions affected :
- All espy & sabotage missions.
- Assault missions on governor.Static attribute Mine Manager Traits Trait Bonus / Effect Derived From Rank Increases mineral output by 25% per star of rank
Maximum 4 stars- Training
- ExperienceAbility Increases mineral output by 40% of ability value
ie; ability = 50%, provides increase of 20%Static attribute Leadership Increases mineral output by 5% of leadership value per level of mine.
ie; leadership = 50% at Lv3 mine, provides increase of 7.5%Static attribute Charisma No Effect Static attribute Security No Effect Static attribute - New graduates are found on the starbase fleet.
- Officers may not be enrolled for additional training.
- Only the fleet commander supplies bonuses to combat and morale.
- Officers gain experience from combat.
- Officers do not have support costs when on banner fleets under liege control.
- Maximum rank for officers is 4 stars.
If the epaulette has stars, only stars count, the 4 bars are display only.
Bars only count when no star is displayed. - Officer rank trumps all other traits.
If rank is equal the higher leadership trait will be in command. It is rank that determines command of a fleet and which officer is CinC. This means that incompetent officers may be in command over much better, but lower ranked officers. How you deal with incompetent high ranked officers is for you to decide.Experience Gain :
- The highest ranked officer of all engaged fleets is the CinC.
- The CinC gains experience based on the size of the battle.
- All Fleet Commanders involved gain 50% of the CinC gain.
- All other officers on the engaged fleets get 25% of the CinC gain.
- The amount of experience gained is based on the number of own ships lost in a battle.
Combat Command Rating (CCR) :
- A CinC may efficiently command a limited number of combat ships.
- This is based on their Combat Command Rating. See CCR.
- Combat effectiveness will be reduced if commaning a larger number of ships.
- See CCV for the Combat Command Values for ship classes.
Officers on recon fleets :
- Recon fleets are limited to a maximum of 50 CCR.
- An NCO commanding a recon fleet is 25 CCR.
- This means that the leadership trait is usually of no consequence.
- Strategy is the more important trait for a recon officer.
CinC's and allies during combat :
- An attacking fleet will always use it's CinC, allied CinC's do not out rank him.
- The CinC on the targeted fleet is used regardless of allied CinC's.
- Assign officers to a fleet by clicking their icon in the same panel where you transfer ships & cargo.
- All fleets have an NCO when no officer is assigned.
Officer Categories Category Explanation Officer Personnel trainned for fleet command Fleet Commander Highest ranked officer on a fleet CinC Highest ranked fleet commander of all engaged fleets at the star Noncommissioned Officer (NCO) - Automatically assiged to new fleets.
- Their trait values become apparent over time.
- Their traits are non-functional while an NCO.
- They gain no experience.
- They provide no bonuses.
- They have no support costs.
- They cannot be transferred, only replaced by true officers.
- After combat, they may be given a "Battlefield Commission".
This promotes the NCO to a true officer see here
Officer Traits Trait values equal 100% when the indicator is all the way right Trait Details Derived From Rank / Experience - This trait affects CombatMod if the officer is a fleet commander.
- This trait affects CCR/CCS if the officer is CinC.
- For Combat Command Rating see CCR.
Rank Modifiers Rank CombatMod CCR
(adds to Leadership CCR)+2.5% 25 +5.0% 50 +7.5% 75 +10.0% 100 +20.0% 200 +30.0% 300 +40.0% 400 +50.0% 500
BaseMod for Fleet
- Applies only to fleet commanders.
- May substitute for the CombatMod, see below.
- FltCommMod > CinC BaseMod, use FltCommMod.
- FltCommMod < CinC BaseMod, use CinC BaseMod.
- Training
- ExperienceLeadership - This trait applies only if the officer is the CinC.
- Affects CinC BaseMod (a substitute for CombatMod).
- Affects CCR/CCS (a modifer to CV of all fleets).
- For Combat Command Rating see CCR.
CinC BaseMod
- BaseMod equals the leadership trait percent X the CinC CombatMod.
- Provides the minimum CombatMod for all fleets in the engagement :
- If a fleet commander CombatMod is lower than BaseMod, then BaseMod is used for that fleet.
Leadership Modifiers Trait Value BaseMod CCR
(adds to Rank CCR)20% +0.2 X CinC CombatMod 100 40% +0.4 X CinC CombatMod 200 60% +0.6 X CinC CombatMod 300 80% +0.8 X CinC CombatMod 400 100% +1.0 X CinC CombatMod 500
Static attribute Strategy - Applies only if officer is Fleet Commander.
- Combat modifier for assigned fleet only.
- CinC does not affect this modifier.
- This mod equals 50% of trait value.
ie; a trait of 60% = mod of +30%
Static attribute Charisma - Applies only if officer is CinC
- May help or hinder will to fight
Static attribute Aggressiveness - Applies only if officer is Fleet Commander.
- Random combat modifier for assigned fleet only.
- CinC does not affect this modifier.
- The higher the trait value the more random the modifier :
- Trait : 100% = Random modifier : -30% to +50%
- Trait : 50% = Random modifier : -15% to +25%
- Trait : 0 = No modifier
Static attribute Officer Combat Modifier = BaseMod X Strategy X Aggressiveness
Example:- The CinC has leadership trait of 80% and rank of 1.4 = 1.12 This is the BaseMod
- A fleet has a commander with rank of 1.1, so the BaseMod is used as it is higher.
- The fleet commander strategy trait is .7, this is a mod of 1.14, so 1.14 X 1.12 = 1.2768
- Say the random Aggressiveness result is 1.05, so 1.05 X 1.2768 = 1.34
- 1.34 is the Officer Combat Modifier for that fleet.
Officer Medals Medal Name Medal Name Liberator
of StarsBombard
VictoryVictory
vs RealmBlockade
EnforcerDefender Victory vs
Larger ForceCaptor of
ShipsVictory vs
RaidersVictory vs
Multiple RealmsVictory vs
IndependentVictory vs
RebelsImpounder Attacker - A professor may be assigned as dean of an academy.
- A dean gains experience for each graduate at their academy.
- When a professor is on the starbase they may be moved or retired.
If an academy is present and it would increase their rank, they may be enrolled for more training.Professor Traits Trait Bonus / Effect Derived From Rank Increases experience of graduates - Training
- ExperienceAbility Reduces time for training Static attribute Leadership Increases experience of graduates per level of academy
No effect at level 1 academyStatic attribute Security Reduces chance of successful missions by foreign agents.
Missions affected :
- All assault missions on professor.
- View Students.
- Student Unrest.Static attribute - Scientists may be assigned as director of a laboratory.
- A director gains experience for each technology breakthrough at their laboratory.
Scientist Traits Trait Bonus / Effect Derived From Rank Reduces time for a new discovery - Training
- ExperienceAbility Reduces time for a new discovery Static attribute Leadership Research bonus per level of laboratory
Reduces time for a new discovery
No effect at level 1 laboratoryStatic attribute Security Reduces chance of successful missions by foreign agents.
Missions affected :
- All assault missions on scientist.
- View Research.
- View Tech Levels (Homeworld only).Static attribute
| Types of Personnel | |||
|---|---|---|---|
| Profession | Panel | Active Support |
Hire Out Support |
Archaeologists :
Agents :
Diplomats :
Managers :
Officers :
Professors :
Scientists :
StarLords3K game manual: Routes, including Route Styles, Waypoints, Actions, Route Lock, Retreating.
StarLords3K is a free multiplayer 4X space strategy game focused on diplomacy, trade, economics and optional military expansion.
Routes
- Routes are a series of waypoints.
- A lord may create any number of routes.
- Lords cannot see each others routes.
- Lords may create, edit and delete routes from the route panel or via the fleet option on the fleet list.
Route List Modes :
- There are 2 modes to the route list, Display Local and Display All.
- Display local will only show routes that have a waypoint at the selected star.
Hint : If you lose your map position, switch to display local and the map will lock in place.
- Have a fleet of freighters travel a route to resource producing stars.
- Automatically load resources at each star and have the route stop at a production star, where the resources are unloaded.
- As you add levels to the mines at these stars, you may add ships to the gather fleet so all the resources are moved.
- You would use a reversing or looping route for gathering.
- You will find your fleets travel between certain stars more frequently than others.
- Create a transit route between those stars, a few clicks and you can forget about the fleet until it arrives at its final destination.
- You do not need 2 routes (one for each direction) as you can order a fleet to travel in the reverse direction.
- Getting workers and nanobits to your build sites can become tiresome, unless automated.
- It is handy to have a central resource storage star.
- Create a temporary route from this star, load the required resources.
- Find a path to the build site and automatically unload the resources.
- Choose a "Return" route to have the freighters return to that central star.
- In order to easily police your access permissions, set up patrol routes along your borders.
- Have a fleet consisting of combat ships travel a route along a border.
- Somewhere along this route build a rec center and repair depot,
Order the fleet to wait for repair at this waypoint. - Use the wait for cycles option to pause the fleet at stars frequently infringed upon.
- You would use reversing or looping routes for patrols.
- Patrols are also good for keeping raiders away.
- One time use by a single fleet.
- The route is essentially a transit type route that will be used only once.
- Once all actions are performed at the destination, the route is deleted.
- You may not name these routes.
- One time use by a single fleet.
- The fleet travels to the destination, then once all actions are performed, returns to the origin .
- Once the fleet arrives back at the origin and all actions are performed, the route is deleted.
- You may not name these routes.
- Links to another route at the destination.
- The fleet travels to the destination, then once all actions are performed, joins another route.
- The temporary link route is deleted.
- You may not name temporary routes.
- Links to another route at the destination.
- The fleet travels to the destination, then once all actions are performed, joins another route.
- The fleet quits the route once all actions are performed at the final destination.
- The route remains available for use even if there are no fleets using it.
- Fleets may travel in reverse direction on a transit route, in this case the fleet will quit the route at the first waypoint (in the route)
- Once all actions are performed at the end waypoint, the fleet will reverse direction and travel back to the first waypoint.
- When the fleet returns to the first waypoint, it performs actions there then reverses again to travel towards the end waypoint.
- A fleet on a reversing route travels the route indefinitely, you must order it to quit from the fleets list.
- The last waypoint must be in range of the first.
- Once all actions are performed at the last waypoint, the fleet will jump to the first waypoint and repeat the sequence.
- Fleets may travel in either direction along a looping route.
- A fleet on a looping route travels the route indefinitely, you must order it to quit from the fleets list.
- Waypoints are designated stars.
- Each waypoint must be in jump range of the next waypoint in the route sequence.
- Each waypoint may have Ship Assignments.
- Each waypoint may have Cargo Transfers.
- Each waypoint may have Actions.
- The last action for a waypoint is always a jump to the next waypoint.
The exception is the end waypoint in the route.
The last action for this waypoint is determined by the route style. - If a star occurs more than once in the route, the first occurance will be the beginning waypoint
(When a fleet joins the route at that star)Ship Assignments :
- These are changes to the interstellar ships on the fleet and base.
- System ships are treated as cargo, see Cargo Transfers.
- Ships leave a fleet when it arrives at a waypoint.
- Ships join a fleet just before it leaves a waypoint.
- Ship assignments are done before cargo transfers, so any change in cargo space will affect cargo transfers.
- If there are multiple groups of the same design, they will be assigned in the following order :
Jump charge, effectiveness, experience, morale and quantity (all by descending values). - To decide which assignment type to use,
ask yourself do you want to prioritise the amount on the fleet or base,
or do you want want to move a specific amount from one to the other?
Ship Assignment Options Type Result Pickup
AllAll of the design on the base is added to the fleet. DefaultDrop
AllAll of the design on the fleet is placed on the base. Fleet
AmountFleet priority :
The specified amount is the preferred amount on the fleet.
An amount is added to or removed from the base, to meet the fleet amount.
A wait option is available.Base
AmountBase priority :
The specified amount is the preferred amount on the base.
An amount is added to or removed from the fleet, to meet the base amount.
No wait option available.Set
AmountA specific amount is added to or removed from the fleet.
No wait option available.Stop
TransferRemove design from the job list.
Cargo Transfers :
- These are transfers of cargo between the fleet on the route and the base at the waypoint star.
- The base may be one of the following :
- The starbase if at a domestic star.
- The market storage if at a council seat star.
- The territorial base if at a domestic territory.
- Transfers are limited to the cargo space available on the fleet.
- Transfers are done in order of the transfer list job panels.
- Transfer job panels may be reordered by dragging and dropping the panel.
In the example on the right :
Say there was 1K cargo space on the fleet and 5K Artium and 100 Luxuries on the base. The current order would cause the fleet to fill with Artium with no room for Luxuries. If you drag and drop the Luxury panel above the Artium, then the fleet would load the 100 Luxuries, then 900 Artium.
In other words, ensure your priority loads are above others.
Or use percentage loading to ensure a load of several items.
- As system ships are treated as cargo, the are transferred the same as cargo. The difference is, Strikecraft may be loaded onto carriers.
- Unloading is done when a fleet arrives at a waypoint.
- Loading is done when a fleet leaves a waypoint.
- To add an item to the transfer list select from the asset class buttons.
- While adding items, hold the Ctrl key down to select multiple items.
- A wait option may be available. This will cause the fleet to wait until the specified load is attained.
Waypoint Transfer Options Type Result All Resources, Modules and Components Load
All CargoAll cargo is loaded onto the fleet.
Does not load any ships of any kind.Unload
All CargoAll cargo is unloaded from the fleet.
Does not unload any ships of any kind.
Does not unload any officials.Unload All
and ReturnAll are unloaded from the fleet.
Does not unload any ships.
Does not unload any officials.
Fleet returns to origin.Specific Assets Load
AllAll of the item is loaded onto the fleet. DefaultUnload
AllAll of the item is unloaded from the fleet. Fleet
PercentLoad a percent of the fleet cargo space with the item.
A wait option is available.Fleet
AmountLoad up to the amount specified onto the fleet.
A wait option is available.Base
AmountLoad all of the item except the amount specified.
Or an amount is unloaded so the specified amount is on the base.
No wait option available.Stop
TransferRemoves the transfer from the job list.
Waypoint Actions & Status :
Waypoint Actions Wait for Jump - Ship engines are charging.
- The fleet will jump when all ships are fully charged.
Waiting at Jumpgate - Ship engines are charging.
- Jumping from a jumpgate.
- Fleet will jump when all ships have a minimum 10% charge.
Wait for Ships -
Not Implemented
- Can be set for each interstellar ship type.
- The fleet will wait until the ship count is reached.
Wait for Cargo - Can be set for each resource type and each system ship type.
- The fleet will wait until the cargo load is reached.
Wait for Repair - Only possible at domestic stars with a repair depot.
- A fleet will not continue along the route until it has reached 0% damage.
Wait for Morale - Only possible at domestic stars with a rec center.
- A fleet will not continue along the route until morale has reached 100%
Wait for Training - Only possible at domestic stars with an academy.
- A fleet will not continue along the route until it has reached the maximum training level.
Charging, to Trade - Ship engines are charging.
- When charged the fleet will wait to trade.
Wait for Trade - The fleet will wait until a trade is confirmed.
- NOTE: you must do all trades with this fleet in one transaction,
as when you click the confrim button, the fleet will immediately jump to the next waypoint.
Wait for Transfer - The fleet will wait until a transfer is confirmed.
- NOTE: you must do all transfers with this fleet in one transaction,
as when you click the confrim button, the fleet will immediately jump to the next waypoint.
Wait for Cycles - The fleet will wait for a specific number of cycles before continuing along the route.
- The fleet will jump just after the cycle end of the last cycle.
Wait for Hours - The fleet will wait for a specific number of hours before continuing along the route.
- This period will include any charge time.
ie; A wait of 1 hour will have no effect if the fleet needs 10 hours to recharge. A 2 hour wait will prevent a fleet from jumping via jumpgates for 2 hours (instead of one).
Change Orders - The fleet will change orders after arrival (not during arrival).
Recon Toggle - The fleet will move to recon or drop from recon to a Patrol type.
- If no orders option specified, will default to Probe.
- Has no effect on non-recon fleets (no error is reported).
Export Luxuries - Only available at foreign realm stars.
- Will export an amount to cover the demand at the star.
- You may set a minimum export value on the domain configuration page.
This will prevent export of luxuries below a minimum value.
You will receive an advisory when this happens.
Unload Supplies - Empty all supply holds on the fleet, except from ships with strikecraft bays.
- The contents will be transferred to other ships at the star.
- Supply storage will be topped up first. (resupply all ships)
- Remaining supplies will be placed in supply holds. (top-up supply ships)
Waiting to Load - Ship engines are charging.
- The fleet will load just before jumping.
Advise on Arrival - A message will be sent to the advisor channel on arrival at the star.
- This may be set for each waypoint.
- May also be set for the destination on a transit route, which may be the first or last waypoint depending on direction of travel.
Retreat on Arrival - The fleet will automatically retreat on arrival at the star.
- Use this so the fleet cannot be attacked while it charges.
- The next waypoint must allow access or the fleet will not jump.
Retreating - The fleet is retreating, but access is denied at the next waypoint.
- Jump the fleet to a star where access is permitted.
- See retreating while on route
Waiting for linked fleets to charge - The fleet will jump once all linked fleets are charged.
Options at Destination only applies to transit & temporary routesAdvise when Charged A message will be sent to the advisor channel when the fleet is fully charged. This will be automatically set on for fleets with the same option enabled. Advise on Arrival A message will be sent to the advisor channel when the fleet gets to the destination. This will be automatically set on for fleets with the same option enabled. Merge with Starbase All ships and cargo on the fleet will be placed on the starbase.
Only valid at domestic stars.
If a return route style, the merge will happen on return to origin. - This option is found at the top of the route page for every star, when not in route edit mode.
- Setting this option prevents the star from being added to :
- Paths created using the "Find Path" button on a new route.
- Paths used by DS shipments.
- Paths used by UTS shipments.
- Paths used by Diplomatic shipments.
- Lock out stars before creating a route.
- Setting stays in place for each star until un-set.
- Even while set, you may still manually select a star that is "locked" when creating a route.
- Does not affect existing DS routes.
- Does not affect existing non-diplomatic UTS routes.
- This will affect trade agreement shipments and diplomatic UTS shipments.
These are changed perodically to reflect changes within the opposite realm. - May cause "No Path Found" errors, if you lock out too many stars.
- May cause diplomatic UTS shipments to fail if a path cannot be found.
- Retreat on routes is the same as normal retreat.
- If access is denied at the next waypoint the fleet does not jump.
- Privateer will be refused access at most stars, so will be prevented from retreating.
The fleet may have to change to a type other than privateer to retreat. - Routes may be created to access denied stars, but retreating fleets will not jump to them.
Uses :
As your realm grows, there will be more need to have fleets do repetative tasks.
Routes are a way of automating those tasks.
The following are some examples of useful routes :
Resource gathering :
Moving between your main stars :
Build Supplies :
Patrols :
Route Styles :
| Route Styles | ||
|---|---|---|
| Style | Details | Map Example |
| Temporary |
|
|
|
Return (Temporary) |
|
|
|
Link (Temporary) |
|
|
| Link |
| |
| Transit |
|
|
| Reversing |
|
|
| Looping |
|
|
Route Colours :
| Route Colours | ||
|---|---|---|
| Explanation | Map Example | |
| Normal route lane, access permitted. |
| |
| Jumpgate connected lane, access permitted. |
| |
| Access unknown. |
| |
| Out of range. |
| |
| Blockaded. Or Raiders present. |
| |
| Access denied. Or at war. Or route error. |
| |
Route Types :
- Route types are only used to identify the purpose of the route.
| Route Types | |||
|---|---|---|---|
| Icon | Purpose | Icon | Purpose |
  |
Transit |   |
Patrol |
  |
Gather |   |
Attack |
  |
Trade |   |
Reinforce |
  |
Construction |   |
Recon |
  |
R & R |   |
Scout |
  |
Supply |   |
Special |
Waypoints :
Route Path Lockout:
Retreating while on route :
StarLords3K game manual: Trade, including Sector Market, Contracts, Trade AgreementsInterdiction and Trade Routes.
StarLords3K is a free multiplayer 4X space strategy game focused on diplomacy, trade, economics and optional military expansion.
Trade
- Each Council Seat star has a sector market.
- Your local sector market may be accessed once you leave Imperial protection.
- Other markets must be explored before you gain access.
- The asset selectors on the left of the market display the best buy/sell price for each.
An indicator near the value indicates you have an offer for that asset.- Green indicates you offer the best price.
- Red indicates there is a better offer than yours.
- The market report is divided to two columns, buy offers and sell offers.
- If you wish to buy an asset, you may either place a new buy offer or accept an existing sell offer.
- If you wish to sell an asset, you may either place a new sell offer or accept an existing buy offer.
- All offers are on the list including your own. This is so you may see the relative prices on offer.
- It may initially be confusing as when you accept an offer you are doing the reverse trade.
ie; If you accept someones offer to sell, then you are buying.Ships :
- Placing a new sell offer :
- Ships must be in market storage at the council star and not already offered for sale.
- Ships may be damaged. The damage is seen by buyers.
- Ships placed of sell offers will be deactivated.
- Cancelling a sell offer will reactivate the ships, which takes 5 cycles.
- Accepting a buy offer (selling your ships to an existing offer) :
- Your ships must be in market storage at the council star and not already offered for sale.
- Your ships must have zero damage.
- Purchases :
- Newly bought ships are placed in market storage.
- They take 5 cycles to fully activate.
- Activating ships may be placed on a new sell offer.
- NOTE: Ships may only be removed from market storage if you have a fleet in local space at the star.
Placing Offers :
- Offer quantities must be a multiple of 1000 for resources or 1 for other items.
- Offers of officials are always for a specific official.
- An offer is for a specific sector market (there is a market in each sector).
- A commission is deducted at the time an offer is accepted (not when placed).
- The commission is only charged to the realm accepting an offer.
Sell Offer :
- When placed, the items will be shipped to the market star and put aside until a realm buys them.
- The shipping cost (if any) is deducted when offer placed.
- A domestic star or the council star itself must be selected as the origin of the items.
- The items must be available at the selected star.
Cancel Sell Offer :- The items are returned to the origin star.
- The items will be available once they arrive.
Trade Incentive :- An incentive to sell built assets via sell offers.
- An incentive is possible for produced ships, crafted components, assembled modules or trained officials.
- When the sell offer is accepted you gain credits as follows.
- Ships: 10% of production cost.
- Modules: 10% of assembly cost.
- Components: 25% of crafting cost.
- Officials: 25% of the training cost.
- No incentive is available for resources.
- No incentive is available for assets you did not build.
- No incentive is available when you sell to a buy offer.
- If you purchase an asset, all prior builds of that asset lose their pending incentive.
Buy Offer :
- No funds are deducted when an offer is placed.
- When the offer is accepted, the item and shipping cost will be removed from the Trade Reserve, see below.
- If the buy will use subsidy, the available subsidy will be reduced by that amount.
- A specific star, either a domestic star or a council star itself must be selected as the destination of the items.
- If the selected star is a council seat, the items are placed there, otherwise they will be automatically shipped via UTS to the domestic star.
- Ships may ony be purchased while a council seat is selected.
Trade Reserve:
- A pool of credits reserved to cover purchases made via your buy offers.
- When your buy offer is accepted, the item cost and shipping fees are deducted from the reserve.
- If the reserve lacks sufficient funds, the trade still completes and the reserve enters deficit.
- Trade reserve deficits incur 5% interest at the end of each cycle.
- The maximum allowed deficit is 10,000 credits. Buy offers that would exceed this limit are not shown on the market.
- A reserve shortfall means there are more offers than the reserve can cover. This is not a problem until some offers are accepted and the reserve goes into deficit.
- The Trade Reserve is unaffected by your sell offers or your acceptance of buy/sell offers.
- Add to or remove credits from the reserve on the sector market page.
- The trade reserve applies to all markets.
Accepting Offers :
- Lords may accept an offer by selecting an existing offer.
- Lords may partially or fully satisfy the offer.
- Lords may not accept offers from lords that have embargoed them.
Selling :
- When a lord sells, they are accepting someones offer to buy (in the wanted column).
- The resources are removed from their stock and they receive the credits immediately.
- A domestic star or the council star itself must be selected that has the resouces in stock.
Buying :
- When a lord buys, they are accepting someones offer to sell (in the for sale column).
- They pay the cost in credits immediately.
- If the selected star is a domestic star the resources will be automatically shipped via UTS.
- If the selected star is the council seat or the buy is ships, the items are placed there.
Costs :
- Applies to both sells and buys, but only to the realm accepting an offer.
- Minimum commission is 100 credits.
- The commission is paid at time of trade.
- 5% for trades below 10,000 credits.
- 4% for trades between 10,000 and 20,000 credits.
- 3% for trades above 20,000 credits.
- Applies to both sells and buys.
- Cost is per cycle (or portion) of shipping time.
- 5 credits per 1k cargo space.
- or 15 credits per 5k cargo space.
- Seller is charged for shipping from origin star to council star.
- Buyer is charged for shipping from council star to destination star.
- There is no shipping fees for bought or sold ships, bought ships are always placed on the market storage fleet at the sector star.
- Sell offer shipping fees are paid when offer is placed.
- All other shipping fees are paid when a trade is made (offer accepted).
- Not Applicable to placing sell offers or accepting a buy offer, as the other party is responsible for the shipment.
- When placing an offer to buy, and the escort option is selected, the number of escorts is determined by the cargo space used. 1 UTS corvette is supplied for each multiple of 5K cargo space.
- When accepting a sell offer (you are buying) you may choose the number of escorts.
- Cost is 10 credits per corvette per cycle (or portion) of shipping time.
- Paid at time of trade.
- For high value shipments, it may be best to use the council star as the trade destination and provide a domestic fleet for transport and protection.
Commission :
Shipping :
Escorts :
Galactic Mean Cost (GMC) :
- This value can be used to compare prices and profits of a specific item.
- The forlmula used to calculate GMC is:
Credits
+ Build Hours X 50 (cost of 1 builder/hour)
+ Nanobits X .3
+ Workers or Crew (only for modules & ships)
- These values may be adjusted on the Domain Page > Domain Configuration (scroll to bottom).
Value on Use (VOU) :
- VOU is similar to GMC and used for components.
- Credits are added to GMC per hour of saved time.
- The default value is 10 Credits per hour.
- This value may adjusted on the domain page as well.
- Placing a new sell offer :
- Contracts may not be available until you explore some distance beyond your realm.
- There are 2 types of contracts :
Tradegoods Contracts :
- These contracts differ from Civil Goods Contracts in they do not need to be delivered to a specific star.
- When you load the contract, it converts to tradegoods (hard asset).
- You must unload them at a domestic star to convert the tradegoods to credits.
- Essentially these contracts are an agreement to buy the tradegoods at a specific star. You pay for the TG, then go pick them up.
- The expiry on these contracts is triggerred when it is acquired.
- The contract must then be picked up (loaded on a fleet) before the expiry time.
- If the contract expires, it becomes void and the investment is lost.
Civil Goods Contracts :
- Goods contracts provide income for transporting "goods" from one star to another.
- Contract goods are not a hard asset in the game, they are only used to facilitate the contract.
- Contracts themselves exist in game as an asset that must be loaded at the origin star.
- Contracts are available to those with trade access and have visited both origin and destination stars.
- You may acquire a contract from the Contract Market found in the reports section.
- To acquire the contract you must pay the Contract Value.
- You must then get a fleet to the origin star and load the contract goods.
- The owner of the origin star receives an excise tax of 5% of the Contract Value upon contract load.
- Fulfill the contract by moving the fleet to the destination.
- If you fulfill the contract by the delivery deadline, you receive the Contract Value plus the On-Time Profit.
- If the contract is late, you receive the Contract Value plus the Late Profit.
- The owner of the destination star receives an excise tax of 10% of the Contract Value upon fulfillment.
- Contract goods are automatically unloaded at the destination star when the fleet arrives.
You will receive an advisor alert when the shipment arrives. - If a fleet contains a goods contract, setting the fleet type to Trade, will name the fleet with the contract destination.
Total Loss Contracts :
- Total loss contracts are perishable goods shipments that result in no payout if late.
Warning : This means you do not get the original cost you paid returned and no profit is received! - If late, the owner of the destination star does not receive the 10% excise tax either.
Contract Selling :
- Contracts may be sold at a Sector Market or Smugglers Haven.
- These contracts are "bought" by the market not other players.
- The credits gained will be 50% of the contract value.
- Expired Total Loss contracts may not be sold.
- Selling a contract may be used when you no longer have trade access to the destination star.
- Essentially contract selling is a mechanism to dispose of contracts you will not deliver.
Contract Piracy :
- Contracts may be captured, the captor may fulfill the contract or sell it.
Contract Viability :
- A specific contract may not be viable for all lords.
- Some of the variables are :
- Can your ship deliver the goods in time? Some contracts may be possible for one lord and not another due to routing constraints.
- Some will be impossible due to an unrealistic delivery time.
- All will become more time constrained as the delivery time is based on the spawn time of the contract. So the longer you wait to acquire it the riskier it will be. Some may be viable to begin with and not several cycles later.
- The excise taxes, paid to the owners of the origin and destination stars, may make the contract worthwhile for some lords and not others.
- Each contract is on offer for a limited time, after which the offer is withdrawn.
- If the contract remains un-acquired, the profit level will increase at various intervals. So an undesirable contract could be more desirable a few cycles later
- Trade agreements are between realms (players) see treaties for trade with Indies.
- A TA automatically converts Factory Output (FO) into credits.
- TA are created by making a proposal and it being accepted.
- You may have more than one TA with each realm.
- Your FO on an agreement does not automatically gain you anything, they are used to give value to the recipient in exchange for something.
The recipient gains the value of your FO times the amount on the agreement.
See the "Trade Values" report for the value of FO's.
- ie; You send 100 FO worth 1.55 for 10 cycles
- The recipient gains 155 credits each cycle for 10 cycles.
- 100 of your FO's are used up each cycle.
- Each cycle, income is received (see Trade Agreements in economic report) and a shipment of tradegoods is sent to the capital via UTS. If this shipment is captured (Interdicted) loss of income will occur, see interdiction.
- See Trade Routes for the path the shipment takes.
- While a proposal is pending, the value of the FO may change to the current value.
- Declaring war automatically cancels all TA with the opponent.
Trade Agreements vs UTS Shipment of Tradegoods TG/FO :
- The value of the FO is recieved when the shipment is sent (each cycle).
- The destination of the shipment is always the capital.
- If the shipment is interdicted, the value is deducted from credits available.
UTS shipment :
- The TG are not converted to credits until they arrive at the destination.
- The destination may be any star contiguouswith the capital.
- If the shipment is interdicted, the TG are lost and conversion never happens.
Trade Agreement :
Trade Penalties :
If factories are demolished, there may be more FO's on TA's than are produced. In this situation a trade penalty will show in the economic report. The penalty is your highest export value plus 10% times the amount of over trade. Reduce the TA to stop the penalties.Embargo :
An embargo will prevent the embargoed party from gaining income from TA, but the amount of FO in the TA remains allocated and may not be used for other TA.Interdiction :
- Trade interdiction may affect Trade Agreements.
- Interdiction occurs when the UTS fleet with the tradegoods is captured.
- This results in a non-budgetary expense seen as Trade Interdiction on the economic report.
- The value of the interdiction is equal to the income received when the shipment was sent.
Trade Routes :
- These are paths taken by UTS to deliver TG from a trade agreement.
- Trade routes are determined by the UTS Corp.
- These may be via stars that are restricted to you.
- Realm access restrictions do not apply to UTS shipments.
- You may lock stars from being used by trade routes, see top of routes panel.
- Hot key "W" will display incoming trade routes on the map.
- The wider the lane, the more shipments.
- A new trade agreement will not show until after the first shipment is sent (at CE).
- Trade routes will disappear once all shipments using that route are completed.
- You may see several trade route from a single realm. This will be due to a change in star status, like a jumpgate or lock change.
For trade with independents see here.
For tradegoods information see here.
Sector Markets (SM) :
Contracts :
Trade Agreements (TA):
StarLords3K game manual: Shipping, including Domestic Shipping, continuous shipments, Universal Transport Service.
StarLords3K is a free multiplayer 4X space strategy game focused on diplomacy, trade, economics and optional military expansion.
Shipping :
Domestic Shipping (DS) :
- DS is an automated method of moving resources between stars and territories that you own.
- To ship to unconnected domestic stars use UTS Shipments
- Shipments may only be made to stars connected by domestic starlanes
(no foreign stars on the path owned territories).
- Route Path Locks will affect DS shipments when the shipment is
configured. Subsequent locks will not apply to existing shipment configurations.
- DS shipping durations will automatically adjust to newly built or disabled/destroyed jumpgates.
- Raiders may capture or prevent shipments.
- Captured shipments are not recoverable.
- Fees equal 1 credit for each multiple of 200 resources per cycle in transit.
- Fees for DS are not charged until the following cycle, so your budget will show the fees prior to them being charged.
This also applies to single shipments, you do not lose the credits until CE.
- Use the continuous shipment option to send a shipment just after each cycle end.
- Use DS shipping for :
- Moving minerals from mining stars to refineries.
- Moving nanobits from refinery stars to ship production stars.
- Moving workers and nanobits to build sites.
- Filling build plan requirements.
- Gathering assets like tradegoods, luxuries and scrap to a central location for use.
Note : For continuous shipments, DS ships before UTS.
Universal Transport Service (UTS) :
- UTS is one method of transporting assets.
- Shipping via UTS requires a level 2 spaceport.
- UTS may be used to ship resources, modules and components to/from any of the following :
- Domestic Stars
- Realm Territories
- Council Seat Stars - Sector Markets
- Foreign Realms - Via the diplomatic agreement UTS Shipment
Diplomatic UTS shipments may only be made between domestic stars of each realm.
- From controlled corporate enterprises.
- Purchases at sector markets may be automatically shipped via UTS.
Other UTS shipments may be sent from the spaceport panel.
- Fees for UTS shipments (per cycle) are :
- 5 credits per 1k cargo space per cycle.
- or 15 credits per 5k cargo space per cycle.
- Include an escort (UTS Corvette) for 10 credits per cycle.
- UTS fleets may not be boarded.
The International UTS availability agreement (clause 1034.B.86.s)
prohibits boarding of UTS corporate fleets.
Any transgressions would result in being cut off from access to UTS services.
- UTS fleets may be attacked and the shipments captured. Attack with Anonymous or Privateer
flagged fleets, to prevent access being cut to UTS services.
- Once shipped the goods are "owned" by the recipient (at the destination).
If the shipment is lost, the owner is notified of the loss, but not what caused the loss.
- If some items are unavailable to ship, on a multiple item type shipment, other items
will still be shipped.
- Multiple item type shipments, if cancelled, will cancel all item types on the shipment.
- UTS ships have a high support cost, so those captured should be dismissed ASAP.
- Captured UTS ships may not be scrapped, only dismissed.
- UTS fleets are prime targets for piracy.
- A UTS corvette may optionally be added to the shipment as an escort.
- UTS fleets need to charge before jumping away from the origin star,
during this time the shipment may be cancelled on the spaceport panel.
No shipping fees are refunded.
Once the fleet leaves the origin star the shipment may not be canceled.
- Use the continuous shipment option to send a shipment just after each cycle end.
- Route Path Locks will affect non-diplomatic UTS shipments
when the shipment is configured.
Subsequent locks will not apply to existing shipment configurations.
- UTS shipments will automatically adjust to newly built or disabled/destroyed jumpgates.
Existing shipments will follow the original path, but the ETA may change.
A shipment for an existing continuous UTS will also follow the original path.
- At a spaceport or on the shipment ETA report, the shipments are identified by type :
UTS Shipment Types
Diplomatic Transfer
A one time shipment from another realm
Diplomatic Agreement
Multiple cycle shipments from another realm
Trade Agreement
Tradegoods from another realm
Market Trade
A purchase at a sector market
Sent from Spaceport
To / from :
- A domestic star
- Territory
- Corporate Enterprise
- Sector Market
Shipping Method Comparison :
Shipping Method Comparison
Subject
Realm Fleets
DS
UTS
Destinations
Anywhere
Contiguously connected domestic stars only
Any domestic star, own territory, sector market or foreign realm
Shipable Asset Types
Any
Resources
Resources, Modules
and Components
Spaceport required
No
Yes
Yes
Requires initial wait for jump charge
Fleet dependent
Yes
Yes
Fleets visible in game
Yes
No
Yes
Impacted by Blockades and
Access permissions
Yes
Yes
No
Shipping cost per cycle
CS = Cargo Space
5.9c per 1k CS Standard 1k Freighter
or
13.5c per 10k CS Standard 10k Freighter
1 credit per 200 CS
5 credits per 1k CS
or
15 credits per 5k CS
Escort cost per cycle
7.5 credits each Standard Corvette
No escorts used
10 credits for a
UTS Corvette
Continuous option
with route
Yes
Yes
Shipment Cancellation
Yes
Only while at origin
or pending continuous
Only while at origin
or pending continuous
Cancellation Method
Fleet/ Item
By Item
Whole Shipment
Budgetary status
Budget Expense
Ship Support
Budget Expense
Domestic Shipping
Non-Budget Expense
UTS Fees
StarLords3K game manual: Domain Report, including Advantages, Ministries, Fealty List, Fealty Chart, Prestige Ranking, Configuration, Realm Insignia, Swear to Council, Victory Path, Convert Subsidy to Credits.
StarLords3K is a free multiplayer 4X space strategy game focused on diplomacy, trade, economics and optional military expansion.
Domain Panels
Overview :
 
- Displays a list of statistics.
- Displays a list of prestige sources.
Advantages :
 
Displays advantages from :
- Researched technologies
- Victory path
- Lord's trait
- Ministry
- Esprit de Corps
Ministries :
 
- Displays which realms hold what ministries.
Fealty List :
 
- Displays info regarding the liege.
- Displays info regarding all vassals.
Fealty Chart :
 
- Shows the relationship between all realms in the fealty hierarchy.
- Only shows the hierarchy the realm is a member of.
Prestige Ranking :
 
- List is sorted on the sum of current and historical prestige
Cultural Awards :
 
- See Cultural Awards
Domain Configuration :
 
Edit Realm Insignia :
- Change the insignia for the realm.
- May be changed at any time as often as wished.
- Alliances may wish to design similar insignia.
Swear to Council :
- Lords may swear fealty to the Council in the sector of their capital.
- Swearing to the council will negate any existing oath the vassal may have given.
- Vassals of the council receive no patronage.
- Vassal fleets will defend against any attack on the council fleet.
- A council vassal may retract their oath at any time
- Lords sworn to the council may not have vassals.
- Being a vassal of the council does not affect one's relationship with the seat controller.
(council vassals are not vassals of the controller)
- Swearing to the council is primarily used to avoid the rivalry penalty due to a controlled council seat.
- The council seat star must be found and explored prior to swearing to the council.
Global Access Setting :
- This option will set the Access Level for all stars
where the realm controlls the Transponder.
- Warning : This may automatically trigger
Access Infringement battles.
Default Star Access :
- This option will set the Access Level for newly claimed
stars to this default.
- This will only apply to stars where you control the transponder.
Extend Game End Countdown :
- Once per countdown, each player may extend the countdown by 30 hours.
- See Game End Countdown.
Change Victory Path :
- At any time prior to the game end countdown a lord may change their victory path.
- If the current path is Supremacist, all current VP will be lost.
The other path VP's are based on statistics not accumulations, so are unaffected by a change.
- The warlord path is permanent. Once selected no change is possible.
- See victory points and paths
Convert Subsidy to Credits :
- Any of the three subsidy types may be converted.
- The conversion rate is 1,000 subsidy into 100 credits.
- Only increments of 1,000 permitted.
- Minimum 1,000 subsidy.
Subsidy Ratios :
- The subsidy ratios divide a base subsidy into Build Subsidy, Ship Subsidy and Trade Subsidy.
- The build subsidy is used to reduce the cost of building structures.
- The ship subsidy is used to reduce the cost of building ships.
- The trade subsidy is used for purchases at a sector market.
- The default subsidy ratio is 34% / 34% / 32%.
- The subsidy ratio may be changed in Domain Configuration (right most button on domain panel).
- View the subsidy ratio adjustment panel to see how it works.
- Settings of more than 50% will result in a lower conversion rate.
The worst reduction is at 100%, resulting in a only 80% of the base subsidy.
- The trade subsidy also has a reduction of 70%.
So, setting the trade subsidy to 100% would gain you only 560 if the base was 1,000.
Surplus Factory Output :
- If you have more FO than your agreements require, the excess is converted.
- It is converted into Tradegoods and Military Materiel.
- Tradegoods (TG) are used for trade with realms and indies.
- Military Materiel is used for ship repair.
- The default ratio is 100% TG and 0% military materiel.
- The ratio may be changed in Domain Configuration (right most button on domain panel).
- View the Factory output ratio adjustment panel to see how it works.
Military Materiel :
- Military materiel is used to reduce the cost of ship repairs.
- It is an accumulated value and does not show in game as a hard asset.
- It accumulates when the Factory Output Ratio is not 100% TG.
See previous section for adjusting the Factory Output Ratio.
- It gets used when there are repairs made at domestic depots.
- One unit of military materiel negates 1 credit of repair cost.
- The amount used will show in the economic report as Materiel Used
- View accumulated materiel in the domain overview panel or
by hovering the credits panel (upper right).
Minimum Luxury Export Value :
- This sets the minimum value a fleet on route with the "Export Luxuries" option set will export.
- If the export value is less than the minimum, no luxuries will be exported automatically.
- An advisory will be sent if the export is prevented.
Counter Consumerism Policy :
- This sets the demand for luxuries across the realm.
- If you are not receiving luxuries from other realms you may want to reduce demand.
- Maximum policy is 10.
- Demand will be reduced by the policy each cycle.
- You may want to set the adjustment at 10 to get existing demand down, then once demand gone,
set it lower to stabilise demand.
- The policy will have different effects on different stars, as habitat level is a factor.
- You get a contentment hit from either unfulfilled demand or counter comsumerism.
The difference is the unfulfilled hit will grow, where counter consumerism reduces
contentment by (habitat level X policy X 50%).
ie; Lv 6 habitat @ policy of 5 = -15 contentment
- Contentment is affected by only one factor, unfulfilled demand or counter consumerism,
whichever is higher.
GMC Values :
- See Here
StarLords3K game manual: Reports, including Transit Report
,Structures
,Ships
,Resources
,Tradegoods
,Components
,Modules
,Contraband
,Artifacts
,Pending Contracts
,Construction
,Ship Production
,Module Assembly
,Component Crafting
,Resource Output
,Structure Completions
,Ship Completions
,Module Completions
,Component Completions
,Star Mineral Values
,Domestic
,Foreign
,Jump Ready
,Charging
,On Route
,Retreating
,Repairing
,Supply
,Depots
,Flotsam
,Infections
,Contract Market
,Black Markets
,Sector Market Trades
,Trade Demand & Values
,Trade Agreements
,Luxury Import/Export
,Luxury Demand
,Indies & Territories
,Taxation
,Excise Taxes
,Diplomacy
,Patents
,Electoral Sectors
,Star Status
,Shipment ETA's
,Interdictions
,Missions
,Military Officers
,Archaeologists
,Civil Staff
,Diplomats
,Agents
,Foreign Prisoners
,Captive by Foreigners
,Retired, Killed & MIA
,Students
,Available Academies
StarLords3K is a free multiplayer 4X space strategy game focused on diplomacy, trade, economics and optional military expansion.
Reports
- Most reports may be opened in a separate window, click the
icon for the report in the "Top Secret" menu.
All reports have the following mouse actions:
- Hover over row : Moves the range sphere to the star on the map (may not be in viewport)
- Click on row : Centers the star in the map.
- Click on a star name in row: Opens the pertinent panel.
- Press the [End] key to return to the report. (The report may not reflect changes)
- Click on a column header icon: Sorts on that column.
- 2nd Click on a column header icon: Reverses sort direction.
- Preceeding sorts are retained where possible.
Economic Report :
Display the economic report by clicking on the credit display panel (left of the game control buttons)
THIS SECTION UNDER CONSTRUCTION.
Tourism :
- Income from foreign fleets travelling via domestic stars.
- Value based on the crew size of ships.
- Privateers, recon, retreating and access denied fleets do not contribute.
- There is no cost to the fleet owner.
Transit Report :
- Lists all fleet activity that your realm logged at a star.
- Logs are created by :
- Domestic ships with sensors.
- Domestic stars or territories with a monitor.
- Covert agents on a "View Fleets" operation at a star with a monitor.
- The report shows the class of ships in foreign fleets.
- UTS and Imperial fleets are not logged.
- This report may be accessed from the fleets panel or the foreign star panel.
Transit Icons
Icon
Event
Notes
Encounter on Arrival
Departure
If no recon present, this could be any of :
Jump away, move to recon or retreat
Gate Transit
Arrival
If no recon present, this could be a drop from recon
Arrive & Merge
Domestic only
Combat on Arrival
Domestic only
Battle Fought
Foreign only
Destroyed or Captured
on Arrival
Owner gets "Lost Contact" message
Combat & Retreat
Retreat on Arrival
- Jump option
- Recon failure
- Due to orders
Recon Intel
Intel from recon prior to retreat
Retreat
Only seen by recon, others see depart
Move to Recon
Only seen by recon, others see depart
Drop from Recon
Only seen by recon, others see arrival
Star Status Report :
- A summary of values on the administration panel status bar.
- For details see status bar values.
- Or contentment values.
Depot Report :
- The travel cycles indicates the travel time the depot is from the current star.
- Permission to supply or repair must be granted by the star owner.
- Price may vary due to your relationship with the owner.
- Fleets must be set to the "R & R" type in order to repair at foreign stars.
Goods Contract Market Report:
- A list of all goods contracts available for stars with trade access.
- See Goods Contracts
Report Columns
Column
Description
Origin
Star
The contract must be loaded on a fleet here.
- Click this item to link to the fleets panel.
Destination
Star
The fleet must take the contract to this Star.
- Hover this item to see star location.
Contract
Cost
Amount of credits required to acquire the contract.
This is payed back on fulfillment of the contract,
unless Total Loss is inflicted by late delivery (see below)
On-Time
Profit
Amount of credits paid if fulfilled before the delivery time.
.
Late
Profit
Amount of credits paid if fulfilled after the delivery time.
If this is Total Loss, it means the initial investment is lost as well as zero profit.
Delivery
Time
Number of cycles remaining before On-Time Profit is no longer valid.
After this time, only Late Profit will be paid, if any.
Jump
Cycles
The current time to travel from origin to destination.
This may change due to jumpgate status and changes in access.
Cargo
Size
Cargo space required for the contract goods.
GNN Realm Report :
This report is found on the comm panel, within the GNN channel.
Category
Basis
Highest Population Total population at all domestic stars
Most Stars Total stars
Most Territories Total territories
Mightiest Navy Total kilotons of combat ships
Most Enemy Kills Total kilotons destroyed
Greatest Explorer Total stars explored
Most Prestigious Prestige score
Greatest Rise Greatest increase of prestige value in last 30 cycles
Greatest Fall Greatest decrease of prestige value in last 30 cycles
Most Stable Least variable prestige value over last 30 cycles
Most Adored Average contentemt at all stars
Most Glorious Glory value (prestige)
Most Glamourous Celebrity value (prestige) (High ranked officials)
Most Luxurious Ratio of luxuries supplied to habitat levels
Most Honourable Honour value (prestige)
Most Scandalous Scandal value (prestige)
Most Famous Fame value (prestige)
Most Infamous Infamy value (prestige)
Most Diplomatic Diplomacy value (prestige)
Most Developed Average habitat level
Highest Culture Culture awards combined with entertainment tech
Most Wonderous Total monument levels
Largest Merchant Marine Total kilotons of non-combat ships
Greatest Contractor Most contracts in last 10 days
Greatest Importer Average TG Imported in last 5 cycles
Greatest Exporter Average Luxuries and TG exported in last 5 cycles
Most Sales Average credits sold in last 5 cycles
Most Buys Average credits spent in last 5 cycles
Highest Tech Average level of all techs
Greatest Consumers Ratio of merchantile levels to habitat levels
Greatest Industry Total works yard levels
Most Shipyards Total shipyard levels
Most Rebellious Average rebelliousness across realm
Worst Crime Average crime across realm
Worst Piracy Average piracy across realm
GNN Mercenary Adverts :
- Advisor alerts for these may be toggled on/off on the game options panel.
- Lords do not see missions at stars they have not visited.
Mission Adverts
- Any realm, except the target, may gain the reward prior to the expiry.
- The reward will be included on the "Awards" line in the economic report.
- Missions do not need to be accepted or choosen, they are open to all until they expire or are completed.
- The reward will be paid to the first realm that completes the mission.
- If the expiry is reached before completion, the mission is cancelled and advert removed.
- Attacks with realm fleets may have repercussions, such as a declaration of war or denial of access.
- Attack with privateer fleets to prevent repercussions.
Mission Types
Combat Mission
- Destroy or retreat the target fleet at the designated star.
Capture Mission
- Claim the designated star, bombardment may be required.
Bombing Mission
- This may be done via bombardment or sabotage.
- The designated structure must be destroyed (all levels).
- In the case of a shield, there is a stipulation not to claim the star.
Corporate Sabotage
- These missions occur against a corporate enterprises at Imperial stars.
- The mission requires defeating the corporate defence fleet at the star.
- See here for details.
Sponsoring a Mercenary Mission :
- You may sponsor a capture, combat or bomb mission.
- Select "Show as anonymous sponsor" to hide your identity.
- The reward amount will be deducted from your available credits on click of "Confirm".
- If the expiry is reached before completion, the mission is cancelled and advert removed.
The sponsor gains back the reward amount.
- Missions may not be cancelled, they must run until they expire or are completed.
- The fame component of the award is set and granted by the galactic cultural council, the sponsor has no control over it.
- The expiry has a minimum for capture and bombing missions, based on the shield and structure level.
Mercenary Hire Adverts
- Merc ships have varied experience, morale & damage, this is discovered once the fleet is hired.
- If the fleet is not hired/claimed by the expiry, the advert is removed.
- Once hired/claimed the ships remain until dismissed or they desert.
- Mercenary ships will desert after several cycles of being out of supply.
- When a fleet with mercenaries is disbanded,
the mercenary ships are dismissed not scrapped,
so no scrap, crews or supplies are reclaimed. The ships are removed from the game.
- Once hired the merc ships can be viewed in the ship designer > design viewer.
- Mercenary ships operate the same as your normal ships, with the above exceptions.
Bidding :
- A hire advert begins as a "Fleet Bidding" Offer and is open for bids for 3 cycles.
- The fleet may not be hired during this time.
- A fleet is not required at the star to bid.
- Each realm may place a bid once at any time during the bid phase.
- Once the bid phase has expired, the highest bid (winner) is awarded the fleet.
- The bid amount is deducted from the winner's credits at this time.
- The advert is no longer visible to other realms.
- The advert changes to "Hired", seen only by the winner of the fleet.
- Other realms never know who bids on or wins the fleet.
- The fleet may be claimed by any non-retreating, non-recon fleet at the star.
- If the fleet is not claimed before the advert expiry, the fleet is lost with no refund.
Tied Bid :
- The realm with the closest fleet is awarded the mercenary fleet.
- If distance is equal, the bid phase will repeat.
- If there are no bids, the advert changes to "Fleet for Hire" and anyone may pay the hire cost and claim the fleet.
Hiring :
- Once the advert becomes a "Fleet for Hire" the following applies.
- You must have a fleet at the star to hire the fleet.
- Upon hire of the fleet the hire cost is deducted from available credits.
- There is also a payment each cycle, this is in addition to normal ship support costs.
StarLords3K game manual: Economy, including Taxation, ,Mercantile Income, Bonds,Subsidy,Debt,Pillage.
StarLords3K is a free multiplayer 4X space strategy game focused on diplomacy, trade, economics and optional military expansion.
Economy
- For luxury income see here.
Cycle End (CE):
- Approximately every 10 hours a "Cycle End" occurs.
- During this short phase, production of minerals, influx of new workers & your credit budget is calculated.
- All new workers and minerals are added to your starbase fleet.
- The budget is added or deducted from your available credits.
- You can see the time remaining in the cycle by hovering over the credits panel
Cycle End Sequence :
- Ships suffer out of supply & get repaired
- Production of workers & minerals
- Production of nanobits
- Production of tradeunits (agreements done when budget applied below)
- Domestic shipments sent
---- Above here debt is based on the previous credit balance ----
- Budget is applied and new credit balance dictates debt
- Research done
- Training applied
Taxation :
- Taxation is specific to each star.
- High taxes result in the following:
- Increases credit income from habitat taxation.
- Decreases credit income from mercantiles.
- Reduces immigration and increases emmigration causing less new manpower.
- The tax rate can be set on the Tax Panel of domestic stars.
- The values in the following table are per level per cycle.
Tax Rate Effects
Tax Rate
Tax Income per
Habitat Level
Net Income
(Support Deducted)
New Workers per
Habitat Level
0%
0
-10
60
10%
0
-10
50
20%
0
-10
40
30%
0
-10
30
40%
0
-10
20
50%
0
-10
10
Mercantile Income :
- Mercantile income is based on the habitat and mercantile level and is modified by the tax rate.
- A high tax level can result in a net loss due to the support cost of merchantiles.
- You can see you don't really want mercantiles at stars that will have consistently high tax rates.
Imperial Bonds :
- Each bond is worth 10,000 credits.
- Purchasing a bond costs 10,300 credits.
- Each bond generates 100 credits interest each cycle,
but decreases the more bonds you hold.
- Purchase or redeem bonds on the economic report panel.
- Building up your bonds supply is good insurance for the future.
- Holding too many bonds increases social demands, which reduces contentment.
+1 social demands for each bond over 30.
Reasons to hold bonds :
- Generates interest income on dormant funds.
- Use to buy off a troublesome interloper.
- Use to pay for high fleet repair costs during a war.
- Cover a sudden loss of your tradegood income (due to wars, embargos or loss of territory).
- Purchase a special artifact, ship or other item that becomes available.
- Surest way out of a surprise debt situation.
Subsidies :
Subsidy Sources
Source
Amount
Sovereignty
The top liege in a fealty hierarchy receives
500 per rank per cycle
Liege
See Liege Patronage
Vassals
See Vassal Tribute
Tyranny
1,000 per controlled council seat
Cultural Awards
1,000 Trade subsidy per award
Adoration
Based on average contentment of population :
Average
Contentment
Subsidy
per Cycle
100 20
250 125
500 500
750 1,125
1000 2,000
- Subsidy sources are divided by the subsidy ratio when they are received.
- Once aportioned, they may not be converted back.
- Use the resuting "Build Subsidy" and "Ship Subsidy" to reduce costs within the build panel.
- Subsidies may not be used in conjunction with amortization or component use.
- When the subsidise option is used, the credit and nanobit costs are reduced by 50%.
The subsidy amount used up is equal to (50% credit cost) + (15% nanobit cost)
Example :
A project that costs 1,000 workers, 1,000 credits & 1,000 nanobits
Would be reduced to 1,000 workers, 500 credits & 500 nanobits
And the available subsidy total would be reduced by 650 (500 + 150).
Debt :
WARNING : Debt can easily cause the destruction of your realm.
Ensure a positive credit balance is maintained.
- Debt is when your credits on hand (available credits) falls below zero.
- 5% interest is charged on outstanding debt.
- You may not build structures or ships while in debt.
- No research is generated while in debt.
- No repairs are made while in debt.
- No experience is gained from an academy while in debt.
- No contentment increase from rec centers while in debt.
Getting out of Debt :
- Check for high outflows on the economic report.
- Check your budget history chart to see what has changed.
- Increase taxes on some stars.
- Sell resources at a sector market.
- Cancel a buy offer placed at a sector market.
- Redeem an Imperial bond.
- Disband some fleets.
- Demolish some structures.
- Ask another realm for help with a proposal.
Pillage :
- Pillaging is carried out by:
a) raiders
b) privateers
c) Fleets at war
- Loot is credits pillaged from stars.
- Only realm stars may be pillaged, not NPC stars.
- Pillaging occurs at the end of cycle, any raider, privateer or fleet at war at a star,
will pillage credits from the star owner.
- The higher the level the habitat, the more is pillaged, maximum loot is 100 per habitat level.
- Raiders (not privateers or fleets at war) also pillage luxuries at the same rate as loot.
- The larger the pillaging fleet, the more is looted, see table in piracy values.
- If the fleet is a privateer or fleet at war, the fleet owner gets the credits.
- Ships that are "Out of supply" do not pillage.
- Only certain ship designs may pillage, based on piracy values.
StarLords3K game manual: Research, including Dedicated Research, Tech Level, Laboratories, Reverse Engineering,technologies.
StarLords3K is a free multiplayer 4X space strategy game focused on diplomacy, trade, economics and optional military expansion.
Research Panel
- Hot key R
- Research is produced by Laboratories
- While viewing the research panel the Previous [<] and Next [>] keys will cycle to stars with laboratories.
- For component research,
you can see how many other realms are researching that tech
in the info panel at the bottom of the list.
How to Research :
- Open the research panel on a star with a laboratory.
- Select a technology filter.
- The technology panel will have a list of available technologies.
- Difficulty is a relative value, an 8 would take twice as long as a 4.
Some technologies take longer to research and each level takes longer too.
- Hover the tech you wish to research, click the begin button.
Dedicated Research Bonus :
- Dedicated research is when a laboratory continuously researches the same technology.
- The bonus increases the amount of research done per cycle.
- Each time the lab achieves a breakthrough the bonus increases by 10%.
- Maximum bonus is 30%.
- If the lab switches to a different technology the bonus is lost.
Example: A specific lab researches lasers level 1
- Then continues researching level 2 with a 10% bonus.
- Then continues researching level 3 with a 20% bonus.
- Then the lab switches to another technology, the bonus is lost.
- Later, the lab begins researching lasers level 4 with no dedication bonus.
Dedicated Research Bonus
Breakthroughs
Speed Increase
1 10%
2 20%
3+ 30%
Technologies :
* Column is cost when joining game (10 point total)
Tech Level :
- Most technologies begin at tech level 1.
- Some technologies start at zero, these are techs required to unlock an area.
- A tech level never decreases.
- After a length of time researching a technology, a laboratory will make a discovery and an increase in tech level for that technology will occur.
- The higher the tech level, the greater the length of time before an increase occurs.
Note : Component techs require less time for each successive level.
- Sometimes a patent is gained, these may be traded, see patents.
- There are no patents for mining, module or component technologies.
- Some categories of technologies have differing effects. See the following tables.
Tech Level Modification
For technologies not in other tables
Tech
Level
Modification
Value
1 0%
2 4%
3 7%
4 10%
9 20%
16 30%
25 40%
36 50%
50 60%
Mining
Tech
Level
Amount of
Mineral Value
Output per Cycle
1 10%
2 20%
3 30%
4 40%
5 50%
7 70%
9 90%
10 100%
Maximum TL 10
Module Assembly
Tech
Level
Credit
Cost
Savings
Time
Savings
1 0 0
2 5% 3%
3 10% 6%
5 20% 12%
7 30% 18%
10 45% 27%
TL 1 enables assembly,
but no bonus
Maximum TL 10
Component Crafting
includes weapons modules
Tech
Level
Credit
Cost
Savings
1 0
3 6%
5 12%
10 27%
15 42%
20 57%
TL 1 enables crafting,
but no bonus
Maximum TL 20
Elegancy
Luxury units per factory level
Tech
Level
Luxury
Output
1 10
2 11
5 13
10 16
15 18
20 20
Maximum TL 20
Research Cures :
- Once the virology tech has reached at least level 1, a lab may research cures for infectious diseases.
- Cures may also be found with science units, see science units.
- Lab and science unit research may work together.
- Virology has a maximum tech level of 10.
- A virology tech level 5 at a level 2 lab, researches at 10%. The cure will be found in 10 cycles.
If there were 10 science units at the star as well, the cure would be found in 5 cycles.
Cure Research per Cycle
Lab
Level
Virology Tech Level
1
2
3
4
5
6
7
8
9
10
1 1% 2% 3% 4% 5% 6% 7% 8% 9% 10% 2 2% 4% 6% 8% 10% 12% 14% 16% 18% 20% 3 3% 6% 9% 12% 15% 18% 21% 24% 27% 30% 4 4% 8% 12% 16% 20% 24% 28% 32% 36% 40%
Reverse Engineering :
- Captured ships of foreign design may not be built until they have been reverse engineered.
- Reverse engineering requires the reverse engineering technology to be researched.
- Each tech level reduces the time to reverse engineer a design.
- Ships requiring reverse engineering are labeled "No Blueprint".
- A ship of the design to be reverse engineered must be at the star with the lab that will do the research.
The ship is only required to begin research, it is not required to remain there.
StarLords3K game manual: Score.
StarLords3K is a free multiplayer 4X space strategy game focused on diplomacy, trade, economics and optional military expansion.
Score
- There are two scoring systems in Starlords3K, Prestige & Victory Points (VP).
- Prestige is an in-game relative strength of lords.
- Prestige also governs when a game may end and who wins.
- VP are post game score tracking values, lords may win within their chosen path.
- VP are gained from the victory path that is selected when a player joins a game.
- There are also bonus VP at game end depending on status, see here.
Prestige
Prestige Calculation
Parameters below are based on the current situation.
Parameter
Basis
Points Sovereignty
Lord is top liege
in fealty hieraarchy 100 per own rank Dominance
Lord has vassals 100 points per own rank
300 points per vassal Fealty
Lord has sworn fealty
to a liege 200 points Tyranny
Controls Council Seat 500 points per seat Ministry
Lord is a minister 25 points
50 for Minister of Culture Population
Population of realm 1 point per 100,000 Diplomacy
Foreign Envoy
Foreign Ambassadors
Expat Ambassadors 5 points per envoy
Based on rank & charisma
Based on rank & ability Development
Structure levels
at domestic stars 1 point per level Technology
Technology levels Various point values Naval Power
Combat Ships 2 points per 10Kt Palaces
This prestige lasts as long
as the palace exists See palace prestige Monuments
Monuments at
Own Stars
or
Territories Level 1 : 5 points
Level 2 : 20 points
Level 3 : 45 points
Level 4 : 80 points Adoration
Contentment Points equal to average
contentment, while positive Celebrities
High ranked personnel 1 Star : 1 point
2 Stars : 4 points
3 Stars : 9 points
4 Stars : 16 points Prisoners
Captured Foreign
Personnel 10 points per star of rank Captives
Personnel captured
by foreigners -10 points per star of rank Parameters below are accumulations from past events.
Parameter
Basis
Points Honours
Honours bestowed Total value of honours
(see note below) Fame
Specific Artifacts
Specific Events Fame decreases
by 1% per cycle.
Glory
Enemy Ships Destroyed Total value of glory Awards
Award Objective Achieved
Not available if accelerated start Total value of awards Parameters below reduce prestige.
Parameter
Basis
Points Scandals
Scandals inflicted Prestige reduced by
Total value of scandals
(see note below) Infamy
Specific Events Prestige reduced by
Various values
(decreases 1% per cycle)
Note : Honours & Scandals erode each other over time.
Glory :
- Glory is gained from the destruction of foreign combat ships.
- No glory is gained from kills of NPC owned ships.
- There is a minimum battle size required to gain glory.
- If several realms engaged the destroyed ship, the glory is divided between them based on fleet size.
- Glory is applied in two ways, both use the same source values :
Prestige Glory :
- Prestige Glory is only gained depending on battle results :
- The winner gets full qlory points.
- A draw will result in 50% of glory for both sides.
- A loss results in no glory.
- Prestige Glory may be eroded by loss of stars.
If you have 10 stars and lose one to an enemy realm, you will lose 10% of your glory.
Warlord Victory Path Glory (Victory Points):
- VP Glory does not erode from loss of stars.
- VP Glory is gained from drawn or lost battles as well.
Prestige Ranking :
- A lord's prestige ranking is based on their current prestige plus their historical prestige.
- The historical value is the average prestige for their last 30 cycles.
Winning the Game :
- A game end countdown begins when a player attains victor status.
- When the countdown expires, the game ends and the victor is declared winner.
- Prestige is for ranking within a current game and determining the winner.
Once the game ends, a Game Score is given to each player in the game.
- Lords gain victory points(VP) depending on the victory paths they chose when beginning the game.
- Lords may gain bonus VP at game end depending on their status.
- Victory points become the game score once the game ends.
Game Scores :
- Only games that are no longer running have game scores.
- The game score may be viewed by selecting "Statistics" in the lobby.
- Ranking pages are available for highest score, highest average, best top 3 games etc.
- It is this ranking that is impacted by quitting or abdicating a game.
To keep your average up, negotiate a surrender agreement instead of quitting.
Game End Victory Points
Status
Requisite
Victory Points
Stalemate
The game reaches its expiry
or
All players agree to end the game with no winner
VP from victory path
Minimum 100 VP
No bonus for anyone
Victor
Required for term of game end countdown :
- Is not a vassal.
- Has over 3,000 prestige.
- Has minimum 70% of the senate votes.
VP from victory path
+ 1000 VP Bonus
Survived
Still active in the game
VP from victory path
Minimum 100 VP
+ Victory agreement (if any)
Vanquished
Negotiated a
Surrender Agreement
See Surrender Agreements
Forgotten
Abdicated or deposed
(Did not finish game)
1 VP only
Reduces game average!
Null
Remains an Imperial protectorate
or abdicated while a protectorate
Game not counted
Game End Countdown :
- Once a lord attains the victory requirements, a 50 hour countdown begins.
- If the lord still holds all the victory requirements when the timer expires, the game ends.
- If at anytime the prospective victor losses any victory requirement, the countdown is cancelled.
- A cancelled timer means the game continues as normal and the game end countdown is discontinued.
- Game scores are locked during the countdown.
Any changes that would normally affect VP do not change the VP unless the timer is cancelled.
Countdown Extensions:
- Once each countdown, each player may extend the countdown by 30 hours.
- This option is available on the domain panel > configuration sub-panel.
- Once this button is clicked, the option will only become available again if the countdown is reset.
Senate Votes :
- Each habitat level in a realm or a territory of a realm gets 1 vote.
- Each lord directs all the votes for their domain including all the votes of their vassals.
- Votes are automatically directed to a lord's liege.
- This means the sovereign gains all the votes for all realms in their fealty tree.
- Attaining 70% of all senate votes is a requirement of winning the game.
- Stars are in "Electoral Sectors" controlled by the council for that sector.
- Votes are still "owned" by a vassal, so those on the Imperialist path still gain VP.
Electoral Sectors :
- There will be 3 to 7 sectors in each game.
- There is one council seat star near the center of each sector.
- You can see what sector a star is in via :
- The administration panel for a domestic star.
- The star panel at a foreign star.
- Turn on the map display of electoral sectors Shift E
Council Seats :
- Council seat stars are located near the center of each sector.
- To view the sectors on the map, use map option Electoral Sector (hot key ^E).
In early game you may only be able to see one sector.
- Council seats each have a Sector Market.
- Council seats control all votes in the "Electoral Sector".
- Council seat stars are normally controlled by the "Council".
- The council usually has a strong defensive fleet at the star.
- A lord may defeat this fleet and take control of the transponder.
- If the council seat's transponder is controlled by the council, the seat is "Free" and
the sector votes are directed up the fealty tree as normal.
- If the council seat's transponder is controlled by a realm, the seat is "Controlled" and
all votes in the sector are directed by the controller.
Controlled Council Seat Effects :
- The realm who controls the transponder of a council seat gains the following bonuses :
- A subsidy of 1,000 per seat.
- 2,000 credits per seat per cycle (Sector Taxes).
- 500 prestige (Tyranny) per seat.
- Directs all votes in the sector.
- All stars within the sector that are not in the same fealty tree as the controller
suffer a −50 "Rivalry" effect on contentment.
- Rivary does not affect realms that have sworn fealty to that sector council.
Council Fleet :
- This fleet protects the transponder.
- The fleet begins very strong and is reduced by a few ships each cycle.
- Ships gifted to the CS fleet are not included in this reduction.
Victory Paths & Points :
- When beginning a game lords must choose a victory path.
- This will govern how victory points are gained.
- Each path provides an in-game advantage.
- For Imperialists, their VP is based on controlled votes. The votes are still counted even if passed on to a liege.
- Other lords never see what your victory path or trait are.
- A lord's victory points are not revealed during most of the game.
But during the game end countdown they are shown on the rankings panel on the domain page.
- Prior to the game end countdown a lord may change their victory path.
- No change may be made for 10 cycles after a change.
- If the current path is Supremacist, all current VP will be lost.
The other path VP's are based on statistics not accumulations, so are unaffected by a change.
- The warlord path is permanent. Once selected no change is possible.
NOTE : Current scores will be recorded for testing only, they will be reset once the VP system is finalized.
Victory Paths
Path
Play Focus
Advantage(s)
Victory Point Source
Lord's Trait :
- When beginning a game, lords must choose a Lord's Trait.
- This choice may not be changed during the game.
Domestic Shipping (DS) :
- DS is an automated method of moving resources between stars and territories that you own.
- To ship to unconnected domestic stars use UTS Shipments
- Shipments may only be made to stars connected by domestic starlanes
(no foreign stars on the path owned territories). - Route Path Locks will affect DS shipments when the shipment is configured. Subsequent locks will not apply to existing shipment configurations.
- DS shipping durations will automatically adjust to newly built or disabled/destroyed jumpgates.
- Raiders may capture or prevent shipments.
- Captured shipments are not recoverable.
- Fees equal 1 credit for each multiple of 200 resources per cycle in transit.
- Fees for DS are not charged until the following cycle, so your budget will show the fees prior to them being charged. This also applies to single shipments, you do not lose the credits until CE.
- Use the continuous shipment option to send a shipment just after each cycle end.
- Use DS shipping for :
- Moving minerals from mining stars to refineries.
- Moving nanobits from refinery stars to ship production stars.
- Moving workers and nanobits to build sites.
- Filling build plan requirements.
- Gathering assets like tradegoods, luxuries and scrap to a central location for use.
Universal Transport Service (UTS) :
- UTS is one method of transporting assets.
- Shipping via UTS requires a level 2 spaceport.
- UTS may be used to ship resources, modules and components to/from any of the following :
- Domestic Stars
- Realm Territories
- Council Seat Stars - Sector Markets
- Foreign Realms - Via the diplomatic agreement UTS Shipment
Diplomatic UTS shipments may only be made between domestic stars of each realm. - From controlled corporate enterprises.
- Purchases at sector markets may be automatically shipped via UTS.
Other UTS shipments may be sent from the spaceport panel. - Fees for UTS shipments (per cycle) are :
- 5 credits per 1k cargo space per cycle.
- or 15 credits per 5k cargo space per cycle.
- Include an escort (UTS Corvette) for 10 credits per cycle.
- UTS fleets may not be boarded.
The International UTS availability agreement (clause 1034.B.86.s) prohibits boarding of UTS corporate fleets. Any transgressions would result in being cut off from access to UTS services. - UTS fleets may be attacked and the shipments captured. Attack with Anonymous or Privateer flagged fleets, to prevent access being cut to UTS services.
- Once shipped the goods are "owned" by the recipient (at the destination). If the shipment is lost, the owner is notified of the loss, but not what caused the loss.
- If some items are unavailable to ship, on a multiple item type shipment, other items will still be shipped.
- Multiple item type shipments, if cancelled, will cancel all item types on the shipment.
- UTS ships have a high support cost, so those captured should be dismissed ASAP.
- Captured UTS ships may not be scrapped, only dismissed.
- UTS fleets are prime targets for piracy.
- A UTS corvette may optionally be added to the shipment as an escort.
- UTS fleets need to charge before jumping away from the origin star, during this time the shipment may be cancelled on the spaceport panel. No shipping fees are refunded. Once the fleet leaves the origin star the shipment may not be canceled.
- Use the continuous shipment option to send a shipment just after each cycle end.
- Route Path Locks will affect non-diplomatic UTS shipments when the shipment is configured. Subsequent locks will not apply to existing shipment configurations.
- UTS shipments will automatically adjust to newly built or disabled/destroyed jumpgates. Existing shipments will follow the original path, but the ETA may change. A shipment for an existing continuous UTS will also follow the original path.
- At a spaceport or on the shipment ETA report, the shipments are identified by type :
- A domestic star
- Territory
- Corporate Enterprise
- Sector Market
UTS Shipment Types Diplomatic Transfer A one time shipment from another realm Diplomatic Agreement Multiple cycle shipments from another realm Trade Agreement Tradegoods from another realm Market Trade A purchase at a sector market Sent from Spaceport To / from :
Shipping Method Comparison :
| Shipping Method Comparison | |||
|---|---|---|---|
| Subject | Realm Fleets | DS | UTS |
| Destinations | Anywhere | Contiguously connected domestic stars only | Any domestic star, own territory, sector market or foreign realm |
| Shipable Asset Types | Any | Resources | Resources, Modules and Components |
| Spaceport required | No | Yes | Yes |
| Requires initial wait for jump charge | Fleet dependent | Yes | Yes |
| Fleets visible in game | Yes | No | Yes |
| Impacted by Blockades and Access permissions |
Yes | Yes | No |
| Shipping cost per cycle
CS = Cargo Space |
5.9c per 1k CS Standard 1k Freighter
or13.5c per 10k CS Standard 10k Freighter
|
1 credit per 200 CS | 5 credits per 1k CS or 15 credits per 5k CS |
| Escort cost per cycle | 7.5 credits each Standard Corvette |
No escorts used | 10 credits for a UTS Corvette |
| Continuous option | with route | Yes | Yes |
| Shipment Cancellation | Yes | Only while at origin
or pending continuous |
Only while at origin
or pending continuous |
| Cancellation Method | Fleet/ Item | By Item | Whole Shipment |
| Budgetary status | Budget Expense Ship Support |
Budget Expense Domestic Shipping |
Non-Budget Expense UTS Fees |
StarLords3K game manual: Domain Report, including Advantages, Ministries, Fealty List, Fealty Chart, Prestige Ranking, Configuration, Realm Insignia, Swear to Council, Victory Path, Convert Subsidy to Credits.
StarLords3K is a free multiplayer 4X space strategy game focused on diplomacy, trade, economics and optional military expansion.
Domain Panels
- Displays a list of statistics.
- Displays a list of prestige sources.
Advantages :
 Displays advantages from :- Researched technologies
- Victory path
- Lord's trait
- Ministry
- Esprit de Corps
Ministries :
  - Displays which realms hold what ministries.
Fealty List :
  - Displays info regarding the liege.
- Displays info regarding all vassals.
Fealty Chart :
  - Shows the relationship between all realms in the fealty hierarchy.
- Only shows the hierarchy the realm is a member of.
Prestige Ranking :
  - List is sorted on the sum of current and historical prestige
Cultural Awards :
  - See Cultural Awards
Domain Configuration :
 Edit Realm Insignia :
- Change the insignia for the realm.
- May be changed at any time as often as wished.
- Alliances may wish to design similar insignia.
Swear to Council :
- Lords may swear fealty to the Council in the sector of their capital.
- Swearing to the council will negate any existing oath the vassal may have given.
- Vassals of the council receive no patronage.
- Vassal fleets will defend against any attack on the council fleet.
- A council vassal may retract their oath at any time
- Lords sworn to the council may not have vassals.
- Being a vassal of the council does not affect one's relationship with the seat controller.
(council vassals are not vassals of the controller) - Swearing to the council is primarily used to avoid the rivalry penalty due to a controlled council seat.
- The council seat star must be found and explored prior to swearing to the council.
Global Access Setting :
- This option will set the Access Level for all stars where the realm controlls the Transponder.
- Warning : This may automatically trigger Access Infringement battles.
Default Star Access :
- This option will set the Access Level for newly claimed stars to this default.
- This will only apply to stars where you control the transponder.
Extend Game End Countdown :
- Once per countdown, each player may extend the countdown by 30 hours.
- See Game End Countdown.
Change Victory Path :
- At any time prior to the game end countdown a lord may change their victory path.
- If the current path is Supremacist, all current VP will be lost. The other path VP's are based on statistics not accumulations, so are unaffected by a change.
- The warlord path is permanent. Once selected no change is possible.
- See victory points and paths
Convert Subsidy to Credits :
- Any of the three subsidy types may be converted.
- The conversion rate is 1,000 subsidy into 100 credits.
- Only increments of 1,000 permitted.
- Minimum 1,000 subsidy.
Subsidy Ratios :
- The subsidy ratios divide a base subsidy into Build Subsidy, Ship Subsidy and Trade Subsidy.
- The build subsidy is used to reduce the cost of building structures.
- The ship subsidy is used to reduce the cost of building ships.
- The trade subsidy is used for purchases at a sector market.
- The default subsidy ratio is 34% / 34% / 32%.
- The subsidy ratio may be changed in Domain Configuration (right most button on domain panel).
- View the subsidy ratio adjustment panel to see how it works.
- Settings of more than 50% will result in a lower conversion rate.
The worst reduction is at 100%, resulting in a only 80% of the base subsidy. - The trade subsidy also has a reduction of 70%.
So, setting the trade subsidy to 100% would gain you only 560 if the base was 1,000.
Surplus Factory Output :
- If you have more FO than your agreements require, the excess is converted.
- It is converted into Tradegoods and Military Materiel.
- Tradegoods (TG) are used for trade with realms and indies.
- Military Materiel is used for ship repair.
- The default ratio is 100% TG and 0% military materiel.
- The ratio may be changed in Domain Configuration (right most button on domain panel).
- View the Factory output ratio adjustment panel to see how it works.
Military Materiel :
- Military materiel is used to reduce the cost of ship repairs.
- It is an accumulated value and does not show in game as a hard asset.
- It accumulates when the Factory Output Ratio is not 100% TG.
See previous section for adjusting the Factory Output Ratio. - It gets used when there are repairs made at domestic depots.
- One unit of military materiel negates 1 credit of repair cost.
- The amount used will show in the economic report as Materiel Used
- View accumulated materiel in the domain overview panel or
by hovering the credits panel (upper right).
Minimum Luxury Export Value :
- This sets the minimum value a fleet on route with the "Export Luxuries" option set will export.
- If the export value is less than the minimum, no luxuries will be exported automatically.
- An advisory will be sent if the export is prevented.
Counter Consumerism Policy :
- This sets the demand for luxuries across the realm.
- If you are not receiving luxuries from other realms you may want to reduce demand.
- Maximum policy is 10.
- Demand will be reduced by the policy each cycle.
- You may want to set the adjustment at 10 to get existing demand down, then once demand gone, set it lower to stabilise demand.
- The policy will have different effects on different stars, as habitat level is a factor.
- You get a contentment hit from either unfulfilled demand or counter comsumerism. The difference is the unfulfilled hit will grow, where counter consumerism reduces contentment by (habitat level X policy X 50%). ie; Lv 6 habitat @ policy of 5 = -15 contentment
- Contentment is affected by only one factor, unfulfilled demand or counter consumerism, whichever is higher.
GMC Values :
- See Here
Overview :
StarLords3K game manual: Reports, including Transit Report ,Structures ,Ships ,Resources ,Tradegoods ,Components ,Modules ,Contraband ,Artifacts ,Pending Contracts ,Construction ,Ship Production ,Module Assembly ,Component Crafting ,Resource Output ,Structure Completions ,Ship Completions ,Module Completions ,Component Completions ,Star Mineral Values ,Domestic ,Foreign ,Jump Ready ,Charging ,On Route ,Retreating ,Repairing ,Supply ,Depots ,Flotsam ,Infections ,Contract Market ,Black Markets ,Sector Market Trades ,Trade Demand & Values ,Trade Agreements ,Luxury Import/Export ,Luxury Demand ,Indies & Territories ,Taxation ,Excise Taxes ,Diplomacy ,Patents ,Electoral Sectors ,Star Status ,Shipment ETA's ,Interdictions ,Missions ,Military Officers ,Archaeologists ,Civil Staff ,Diplomats ,Agents ,Foreign Prisoners ,Captive by Foreigners ,Retired, Killed & MIA ,Students ,Available Academies
StarLords3K is a free multiplayer 4X space strategy game focused on diplomacy, trade, economics and optional military expansion.
Reports
All reports have the following mouse actions:
- Press the [End] key to return to the report. (The report may not reflect changes)
- 2nd Click on a column header icon: Reverses sort direction.
- Preceeding sorts are retained where possible.
Economic Report :
- Display the economic report by clicking on the credit display panel (left of the game control buttons)
- Income from foreign fleets travelling via domestic stars.
- Value based on the crew size of ships.
- Privateers, recon, retreating and access denied fleets do not contribute.
- There is no cost to the fleet owner.
THIS SECTION UNDER CONSTRUCTION.
Tourism :
Transit Report :
- Lists all fleet activity that your realm logged at a star.
- Logs are created by :
- Domestic ships with sensors.
- Domestic stars or territories with a monitor.
- Covert agents on a "View Fleets" operation at a star with a monitor.
- The report shows the class of ships in foreign fleets.
- UTS and Imperial fleets are not logged.
- This report may be accessed from the fleets panel or the foreign star panel.
Transit Icons Icon Event Notes Encounter on Arrival Departure If no recon present, this could be any of :
Jump away, move to recon or retreatGate Transit Arrival If no recon present, this could be a drop from recon Arrive & Merge Domestic only Combat on Arrival Domestic only Battle Fought Foreign only Destroyed or Captured
on ArrivalOwner gets "Lost Contact" message Combat & Retreat Retreat on Arrival - Jump option
- Recon failure
- Due to ordersRecon Intel Intel from recon prior to retreat Retreat Only seen by recon, others see depart Move to Recon Only seen by recon, others see depart Drop from Recon Only seen by recon, others see arrival
Star Status Report :
- A summary of values on the administration panel status bar.
- For details see status bar values.
- Or contentment values.
Depot Report :
- The travel cycles indicates the travel time the depot is from the current star.
- Permission to supply or repair must be granted by the star owner.
- Price may vary due to your relationship with the owner.
- Fleets must be set to the "R & R" type in order to repair at foreign stars.
Goods Contract Market Report:
- A list of all goods contracts available for stars with trade access.
- See Goods Contracts
Report Columns Column Description Origin
StarThe contract must be loaded on a fleet here.
- Click this item to link to the fleets panel.Destination
StarThe fleet must take the contract to this Star.
- Hover this item to see star location.Contract
CostAmount of credits required to acquire the contract.
This is payed back on fulfillment of the contract, unless Total Loss is inflicted by late delivery (see below)On-Time
ProfitAmount of credits paid if fulfilled before the delivery time.
.Late
ProfitAmount of credits paid if fulfilled after the delivery time.
If this is Total Loss, it means the initial investment is lost as well as zero profit.Delivery
TimeNumber of cycles remaining before On-Time Profit is no longer valid.
After this time, only Late Profit will be paid, if any.Jump
CyclesThe current time to travel from origin to destination.
This may change due to jumpgate status and changes in access.Cargo
SizeCargo space required for the contract goods.
GNN Realm Report :
- This report is found on the comm panel, within the GNN channel.
| Category | Basis |
|---|---|
| Highest Population | Total population at all domestic stars |
| Most Stars | Total stars |
| Most Territories | Total territories |
| Mightiest Navy | Total kilotons of combat ships |
| Most Enemy Kills | Total kilotons destroyed |
| Greatest Explorer | Total stars explored |
| Most Prestigious | Prestige score |
| Greatest Rise | Greatest increase of prestige value in last 30 cycles |
| Greatest Fall | Greatest decrease of prestige value in last 30 cycles |
| Most Stable | Least variable prestige value over last 30 cycles |
| Most Adored | Average contentemt at all stars |
| Most Glorious | Glory value (prestige) |
| Most Glamourous | Celebrity value (prestige) (High ranked officials) |
| Most Luxurious | Ratio of luxuries supplied to habitat levels |
| Most Honourable | Honour value (prestige) |
| Most Scandalous | Scandal value (prestige) |
| Most Famous | Fame value (prestige) |
| Most Infamous | Infamy value (prestige) |
| Most Diplomatic | Diplomacy value (prestige) |
| Most Developed | Average habitat level |
| Highest Culture | Culture awards combined with entertainment tech |
| Most Wonderous | Total monument levels |
| Largest Merchant Marine | Total kilotons of non-combat ships |
| Greatest Contractor | Most contracts in last 10 days |
| Greatest Importer | Average TG Imported in last 5 cycles |
| Greatest Exporter | Average Luxuries and TG exported in last 5 cycles |
| Most Sales | Average credits sold in last 5 cycles |
| Most Buys | Average credits spent in last 5 cycles |
| Highest Tech | Average level of all techs |
| Greatest Consumers | Ratio of merchantile levels to habitat levels |
| Greatest Industry | Total works yard levels |
| Most Shipyards | Total shipyard levels |
| Most Rebellious | Average rebelliousness across realm |
| Worst Crime | Average crime across realm |
| Worst Piracy | Average piracy across realm |
GNN Mercenary Adverts :
- Advisor alerts for these may be toggled on/off on the game options panel.
- Lords do not see missions at stars they have not visited.
Mission Adverts
- Any realm, except the target, may gain the reward prior to the expiry.
- The reward will be included on the "Awards" line in the economic report.
- Missions do not need to be accepted or choosen, they are open to all until they expire or are completed.
- The reward will be paid to the first realm that completes the mission.
- If the expiry is reached before completion, the mission is cancelled and advert removed.
- Attacks with realm fleets may have repercussions, such as a declaration of war or denial of access.
- Attack with privateer fleets to prevent repercussions.
Mission Types Combat Mission - Destroy or retreat the target fleet at the designated star.
Capture Mission - Claim the designated star, bombardment may be required.
Bombing Mission - This may be done via bombardment or sabotage.
- The designated structure must be destroyed (all levels).
- In the case of a shield, there is a stipulation not to claim the star.
Corporate Sabotage - These missions occur against a corporate enterprises at Imperial stars.
- The mission requires defeating the corporate defence fleet at the star.
- See here for details.
Sponsoring a Mercenary Mission :
- You may sponsor a capture, combat or bomb mission.
- Select "Show as anonymous sponsor" to hide your identity.
- The reward amount will be deducted from your available credits on click of "Confirm".
- If the expiry is reached before completion, the mission is cancelled and advert removed.
The sponsor gains back the reward amount. - Missions may not be cancelled, they must run until they expire or are completed.
- The fame component of the award is set and granted by the galactic cultural council, the sponsor has no control over it.
- The expiry has a minimum for capture and bombing missions, based on the shield and structure level.
Mercenary Hire Adverts
- Merc ships have varied experience, morale & damage, this is discovered once the fleet is hired.
- If the fleet is not hired/claimed by the expiry, the advert is removed.
- Once hired/claimed the ships remain until dismissed or they desert.
- Mercenary ships will desert after several cycles of being out of supply.
- When a fleet with mercenaries is disbanded, the mercenary ships are dismissed not scrapped, so no scrap, crews or supplies are reclaimed. The ships are removed from the game.
- Once hired the merc ships can be viewed in the ship designer > design viewer.
- Mercenary ships operate the same as your normal ships, with the above exceptions.
Bidding :
- A hire advert begins as a "Fleet Bidding" Offer and is open for bids for 3 cycles.
- The fleet may not be hired during this time.
- A fleet is not required at the star to bid.
- Each realm may place a bid once at any time during the bid phase.
- Once the bid phase has expired, the highest bid (winner) is awarded the fleet.
- The bid amount is deducted from the winner's credits at this time.
- The advert is no longer visible to other realms.
- The advert changes to "Hired", seen only by the winner of the fleet.
- Other realms never know who bids on or wins the fleet.
- The fleet may be claimed by any non-retreating, non-recon fleet at the star.
- If the fleet is not claimed before the advert expiry, the fleet is lost with no refund.
Tied Bid :
- The realm with the closest fleet is awarded the mercenary fleet.
- If distance is equal, the bid phase will repeat.
- If there are no bids, the advert changes to "Fleet for Hire" and anyone may pay the hire cost and claim the fleet.
Hiring :
- Once the advert becomes a "Fleet for Hire" the following applies.
- You must have a fleet at the star to hire the fleet.
- Upon hire of the fleet the hire cost is deducted from available credits.
- There is also a payment each cycle, this is in addition to normal ship support costs.
StarLords3K game manual: Economy, including Taxation, ,Mercantile Income, Bonds,Subsidy,Debt,Pillage.
StarLords3K is a free multiplayer 4X space strategy game focused on diplomacy, trade, economics and optional military expansion.
Cycle End (CE):
- Approximately every 10 hours a "Cycle End" occurs.
- During this short phase, production of minerals, influx of new workers & your credit budget is calculated.
- All new workers and minerals are added to your starbase fleet.
- The budget is added or deducted from your available credits.
- You can see the time remaining in the cycle by hovering over the credits panel
- Ships suffer out of supply & get repaired
- Production of workers & minerals
- Production of nanobits
- Production of tradeunits (agreements done when budget applied below)
- Domestic shipments sent
---- Above here debt is based on the previous credit balance ---- - Budget is applied and new credit balance dictates debt
- Research done
- Training applied
Cycle End Sequence :
Taxation :
- Taxation is specific to each star.
- High taxes result in the following:
- Increases credit income from habitat taxation.
- Decreases credit income from mercantiles.
- Reduces immigration and increases emmigration causing less new manpower. - The tax rate can be set on the Tax Panel of domestic stars.
- The values in the following table are per level per cycle.
Tax Rate Effects Tax Rate Tax Income per
Habitat LevelNet Income
(Support Deducted)New Workers per
Habitat Level0% 0 -10 60 10% 0 -10 50 20% 0 -10 40 30% 0 -10 30 40% 0 -10 20 50% 0 -10 10 Mercantile Income :
- Mercantile income is based on the habitat and mercantile level and is modified by the tax rate.
- A high tax level can result in a net loss due to the support cost of merchantiles.
- You can see you don't really want mercantiles at stars that will have consistently high tax rates.
Imperial Bonds :
- Each bond is worth 10,000 credits.
- Purchasing a bond costs 10,300 credits.
- Each bond generates 100 credits interest each cycle, but decreases the more bonds you hold.
- Purchase or redeem bonds on the economic report panel.
- Building up your bonds supply is good insurance for the future.
- Holding too many bonds increases social demands, which reduces contentment.
+1 social demands for each bond over 30.Reasons to hold bonds :
- Generates interest income on dormant funds.
- Use to buy off a troublesome interloper.
- Use to pay for high fleet repair costs during a war.
- Cover a sudden loss of your tradegood income (due to wars, embargos or loss of territory).
- Purchase a special artifact, ship or other item that becomes available.
- Surest way out of a surprise debt situation.
Subsidies :
- Subsidy sources are divided by the subsidy ratio when they are received.
- Once aportioned, they may not be converted back.
- Use the resuting "Build Subsidy" and "Ship Subsidy" to reduce costs within the build panel.
- Subsidies may not be used in conjunction with amortization or component use.
- When the subsidise option is used, the credit and nanobit costs are reduced by 50%.
The subsidy amount used up is equal to (50% credit cost) + (15% nanobit cost)
Example :
A project that costs 1,000 workers, 1,000 credits & 1,000 nanobits
Would be reduced to 1,000 workers, 500 credits & 500 nanobits
And the available subsidy total would be reduced by 650 (500 + 150).
| Subsidy Sources | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Source | Amount | ||||||||||||
Sovereignty |
The top liege in a fealty hierarchy receives
500 per rank per cycle | ||||||||||||
Liege |
See Liege Patronage | ||||||||||||
Vassals |
See Vassal Tribute | ||||||||||||
Tyranny |
1,000 per controlled council seat | ||||||||||||
Cultural Awards |
1,000 Trade subsidy per award | ||||||||||||
| Adoration | Based on average contentment of population :
| ||||||||||||
Debt :
WARNING : Debt can easily cause the destruction of your realm.Ensure a positive credit balance is maintained.
- Debt is when your credits on hand (available credits) falls below zero.
- 5% interest is charged on outstanding debt.
- You may not build structures or ships while in debt.
- No research is generated while in debt.
- No repairs are made while in debt.
- No experience is gained from an academy while in debt.
- No contentment increase from rec centers while in debt.
Getting out of Debt :
- Check for high outflows on the economic report.
- Check your budget history chart to see what has changed.
- Increase taxes on some stars.
- Sell resources at a sector market.
- Cancel a buy offer placed at a sector market.
- Redeem an Imperial bond.
- Disband some fleets.
- Demolish some structures.
- Ask another realm for help with a proposal.
Pillage :
- Pillaging is carried out by:
a) raiders
b) privateers
c) Fleets at war - Loot is credits pillaged from stars.
- Only realm stars may be pillaged, not NPC stars.
- Pillaging occurs at the end of cycle, any raider, privateer or fleet at war at a star, will pillage credits from the star owner.
- The higher the level the habitat, the more is pillaged, maximum loot is 100 per habitat level.
- Raiders (not privateers or fleets at war) also pillage luxuries at the same rate as loot.
- The larger the pillaging fleet, the more is looted, see table in piracy values.
- If the fleet is a privateer or fleet at war, the fleet owner gets the credits.
- Ships that are "Out of supply" do not pillage.
- Only certain ship designs may pillage, based on piracy values.
StarLords3K game manual: Research, including Dedicated Research, Tech Level, Laboratories, Reverse Engineering,technologies.
StarLords3K is a free multiplayer 4X space strategy game focused on diplomacy, trade, economics and optional military expansion.
- Hot key R
How to Research :
- Open the research panel on a star with a laboratory.
- Select a technology filter.
- The technology panel will have a list of available technologies.
- Difficulty is a relative value, an 8 would take twice as long as a 4.
Some technologies take longer to research and each level takes longer too. - Hover the tech you wish to research, click the begin button.
Dedicated Research Bonus :
- Dedicated research is when a laboratory continuously researches the same technology.
- The bonus increases the amount of research done per cycle.
- Each time the lab achieves a breakthrough the bonus increases by 10%.
- Maximum bonus is 30%.
- If the lab switches to a different technology the bonus is lost.
Example: A specific lab researches lasers level 1- Then continues researching level 2 with a 10% bonus.
- Then continues researching level 3 with a 20% bonus.
- Then the lab switches to another technology, the bonus is lost.
- Later, the lab begins researching lasers level 4 with no dedication bonus.
Dedicated Research Bonus Breakthroughs Speed Increase 1 10% 2 20% 3+ 30%
Technologies :
Tech Level :
- Most technologies begin at tech level 1.
- Some technologies start at zero, these are techs required to unlock an area.
- A tech level never decreases.
- After a length of time researching a technology, a laboratory will make a discovery and an increase in tech level for that technology will occur.
- The higher the tech level, the greater the length of time before an increase occurs.
Note : Component techs require less time for each successive level. - Sometimes a patent is gained, these may be traded, see patents.
- There are no patents for mining, module or component technologies.
- Some categories of technologies have differing effects. See the following tables.
Tech Level Modification For technologies not in other tablesTech
LevelModification
Value1 0% 2 4% 3 7% 4 10% 9 20% 16 30% 25 40% 36 50% 50 60% Mining Tech
LevelAmount of
Mineral Value
Output per Cycle1 10% 2 20% 3 30% 4 40% 5 50% 7 70% 9 90% 10 100% Maximum TL 10 Module Assembly Tech
LevelCredit
Cost
SavingsTime
Savings1 0 0 2 5% 3% 3 10% 6% 5 20% 12% 7 30% 18% 10 45% 27% TL 1 enables assembly,
but no bonus
Maximum TL 10Component Crafting includes weapons modulesTech
LevelCredit
Cost
Savings1 0 3 6% 5 12% 10 27% 15 42% 20 57% TL 1 enables crafting,
but no bonus
Maximum TL 20Elegancy Luxury units per factory levelTech
LevelLuxury
Output1 10 2 11 5 13 10 16 15 18 20 20 Maximum TL 20
Research Cures :
- Once the virology tech has reached at least level 1, a lab may research cures for infectious diseases.
- Cures may also be found with science units, see science units.
- Lab and science unit research may work together.
- Virology has a maximum tech level of 10.
- A virology tech level 5 at a level 2 lab, researches at 10%. The cure will be found in 10 cycles. If there were 10 science units at the star as well, the cure would be found in 5 cycles.
| Cure Research per Cycle | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Lab Level |
Virology Tech Level | |||||||||
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |
| 1 | 1% | 2% | 3% | 4% | 5% | 6% | 7% | 8% | 9% | 10% |
| 2 | 2% | 4% | 6% | 8% | 10% | 12% | 14% | 16% | 18% | 20% |
| 3 | 3% | 6% | 9% | 12% | 15% | 18% | 21% | 24% | 27% | 30% |
| 4 | 4% | 8% | 12% | 16% | 20% | 24% | 28% | 32% | 36% | 40% |
Reverse Engineering :
- Captured ships of foreign design may not be built until they have been reverse engineered.
- Reverse engineering requires the reverse engineering technology to be researched.
- Each tech level reduces the time to reverse engineer a design.
- Ships requiring reverse engineering are labeled "No Blueprint".
- A ship of the design to be reverse engineered must be at the star with the lab that will do the research. The ship is only required to begin research, it is not required to remain there.
StarLords3K game manual: Score.
StarLords3K is a free multiplayer 4X space strategy game focused on diplomacy, trade, economics and optional military expansion.
| Prestige Calculation | ||
|---|---|---|
| Parameters below are based on the current situation. | ||
| Parameter | Basis | Points |
| Sovereignty | Lord is top liege in fealty hieraarchy | 100 per own rank |
| Dominance | Lord has vassals | 100 points per own rank 300 points per vassal |
| Fealty | Lord has sworn fealty to a liege | 200 points |
| Tyranny | Controls Council Seat | 500 points per seat |
| Ministry | Lord is a minister | 25 points 50 for Minister of Culture |
| Population | Population of realm | 1 point per 100,000 |
| Diplomacy | Foreign Envoy
Foreign Ambassadors Expat Ambassadors | 5 points per envoy Based on rank & charisma Based on rank & ability |
| Development | Structure levels at domestic stars | 1 point per level |
| Technology | Technology levels | Various point values |
| Naval Power | Combat Ships | 2 points per 10Kt |
| Palaces | This prestige lasts as long as the palace exists | See palace prestige |
| Monuments | Monuments at Own Stars or Territories | Level 2 : 20 points Level 3 : 45 points Level 4 : 80 points |
| Adoration | Contentment | Points equal to average contentment, while positive |
| Celebrities | High ranked personnel | 2 Stars : 4 points 3 Stars : 9 points 4 Stars : 16 points |
| Prisoners | Captured Foreign Personnel | 10 points per star of rank |
| Captives | Personnel captured by foreigners | -10 points per star of rank |
| Parameters below are accumulations from past events. | ||
| Parameter | Basis | Points |
| Honours | Honours bestowed | Total value of honours (see note below) |
| Fame | Specific Artifacts Specific Events | Fame decreases by 1% per cycle. |
| Glory | Enemy Ships Destroyed | Total value of glory |
| Awards | Award Objective Achieved
Not available if accelerated start | Total value of awards |
| Parameters below reduce prestige. | ||
| Parameter | Basis | Points |
| Scandals | Scandals inflicted | Prestige reduced by Total value of scandals (see note below) |
| Infamy | Specific Events | Prestige reduced by Various values (decreases 1% per cycle) |
Prestige Glory :
- Prestige Glory is only gained depending on battle results :
- The winner gets full qlory points.
- A draw will result in 50% of glory for both sides.
- A loss results in no glory.
- Prestige Glory may be eroded by loss of stars.
If you have 10 stars and lose one to an enemy realm, you will lose 10% of your glory.
Warlord Victory Path Glory (Victory Points):
- VP Glory does not erode from loss of stars.
- VP Glory is gained from drawn or lost battles as well.
Once the game ends, a Game Score is given to each player in the game.
Game Scores :
| Game End Victory Points | ||
|---|---|---|
| Status | Requisite | Victory Points |
| Stalemate |
The game reaches its expiry
or All players agree to end the game with no winner |
VP from victory path
Minimum 100 VP No bonus for anyone |
| Victor |
|
VP from victory path
+ 1000 VP Bonus |
| Survived | Still active in the game | VP from victory path
Minimum 100 VP + Victory agreement (if any) |
| Vanquished | Negotiated a Surrender Agreement |
See Surrender Agreements |
| Forgotten | Abdicated or deposed (Did not finish game) |
1 VP only Reduces game average! |
| Null | Remains an Imperial protectorate
or abdicated while a protectorate |
Game not counted |
Game End Countdown :
- Once a lord attains the victory requirements, a 50 hour countdown begins.
- If the lord still holds all the victory requirements when the timer expires, the game ends.
- If at anytime the prospective victor losses any victory requirement, the countdown is cancelled.
- A cancelled timer means the game continues as normal and the game end countdown is discontinued.
- Game scores are locked during the countdown.
Any changes that would normally affect VP do not change the VP unless the timer is cancelled.
Countdown Extensions:
- Once each countdown, each player may extend the countdown by 30 hours.
- This option is available on the domain panel > configuration sub-panel.
- Once this button is clicked, the option will only become available again if the countdown is reset.
Senate Votes :
- Each habitat level in a realm or a territory of a realm gets 1 vote.
- Each lord directs all the votes for their domain including all the votes of their vassals.
- Votes are automatically directed to a lord's liege.
- This means the sovereign gains all the votes for all realms in their fealty tree.
- Attaining 70% of all senate votes is a requirement of winning the game.
- Stars are in "Electoral Sectors" controlled by the council for that sector.
- Votes are still "owned" by a vassal, so those on the Imperialist path still gain VP.
Electoral Sectors :
- There will be 3 to 7 sectors in each game.
- There is one council seat star near the center of each sector.
- You can see what sector a star is in via :
- The administration panel for a domestic star.
- The star panel at a foreign star.
- Turn on the map display of electoral sectors Shift E
Council Seats :
- Council seat stars are located near the center of each sector.
- To view the sectors on the map, use map option Electoral Sector (hot key ^E).
In early game you may only be able to see one sector. - Council seats each have a Sector Market.
- Council seats control all votes in the "Electoral Sector".
- Council seat stars are normally controlled by the "Council".
- The council usually has a strong defensive fleet at the star.
- A lord may defeat this fleet and take control of the transponder.
- If the council seat's transponder is controlled by the council, the seat is "Free" and the sector votes are directed up the fealty tree as normal.
- If the council seat's transponder is controlled by a realm, the seat is "Controlled" and
all votes in the sector are directed by the controller.
Controlled Council Seat Effects :
- The realm who controls the transponder of a council seat gains the following bonuses :
- A subsidy of 1,000 per seat.
- 2,000 credits per seat per cycle (Sector Taxes).
- 500 prestige (Tyranny) per seat.
- Directs all votes in the sector.
- All stars within the sector that are not in the same fealty tree as the controller
suffer a −50 "Rivalry" effect on contentment. - Rivary does not affect realms that have sworn fealty to that sector council.
Council Fleet :
- This fleet protects the transponder.
- The fleet begins very strong and is reduced by a few ships each cycle.
- Ships gifted to the CS fleet are not included in this reduction.
- The realm who controls the transponder of a council seat gains the following bonuses :
NOTE : Current scores will be recorded for testing only, they will be reset once the VP system is finalized.
| Victory Paths | |||
|---|---|---|---|
| Path | Play Focus | Advantage(s) | Victory Point Source |
| Lord`s Trait | |
|---|---|
| Trait | Advantage |
Culture Awards :
- The galactic cultural association presents these awards for milestones in the history of a realm.
- 10 Prestige, 1,000 credits and 1,000 trade subsidy is the prize for each award.
- Each award is gained only once per game, except for the refiner award, which has a prize for each level.
If you complete a level all levels below are credited (if you did not already attain them) - Only one ribbon is displayed under awards for all refiner levels "Achieved" and one under "Not Achieved".
- View awards in-game on the domain screen.
- The three easiest awards are designated as your current goals, but you may attain any of the awards, any time you pass the milestone.
- Lords that choose the accelerated start option when joining a new game, will not receive awards.
List of Awards Award Milestone Click row for details
StarLords3K game manual: Operations (Spies), including Operation Queue, Foreign Security, Covert Operations, Infiltration, Exposure, Sleeper Status.
StarLords3K is a free multiplayer 4X space strategy game focused on diplomacy, trade, economics and optional military expansion.
Operations
- Operations are conducted by agents on the operations panel.
- To retire or enrol agents see the personnel panel.
- The operations panel becomes available once you have trained agents.
- Access the queue with the orders button. (hover over the agent panel)
- Each agent has their own operation queue.
- The agent engages in only the first operation in the queue.
- As soon as the first operation ends, the next in the queue will begin.
- Advisor channel alert when the operation succeeds.
- Add operation to bottom of queue when complete (otherwise operation is removed)
- If several of the first three are selected, the operation will end on the first option reached.
- Aggressiveness applies to all covert operations except Infiltrate and Conceal.
- Risk modifies the amount of new exposure per cycle.
- Progress modifies the amount towards success each cycle.
- The only the following security ops use aggressiveness.
- Interrogation:
- Risk increases the chance the prisoner will be killed.
- Progress increases the chance the prisoner will be broken.
- Counter Insurgency:
- Risk increases the chance the agent gets caught and killed.
- Progress increases the chance of reduced insurgency.
- Anti-Crime:
- Risk increases the chance the agent gets caught and killed.
- Progress increases the chance of reduced crime.
- Agent movement is via the civil transportation system, which is not represented in game.
- Once an agent is in transit they are out of your control until they arrive at their destination.
(operation orders may still be configured) - Agents may move to stars that have been explored and are owned by an active lord.
The only NPC stars they may move to are independents. - Covert agents relocating to domestic stars will have their queue cleared, the default operation, security is added.
- Security agents relocating to foreign stars will have their queue cleared, the default operation, conceal is added.
- Covert agents retain their queue when they move to another foreign star.
- When an agent is moved, you may select "Follow". This will change the operations panel to the new location and open the queue so you can revise orders.
- This operation seeks to expose and capture covert agents at a foreign star.
- The star owner is informed of the activities of this agent.
- This can be used to help your allies with security at their stars.
- This is also a way to provide security to independent stars and territories.
- Infiltration and exposure have no effect for this operation.
- See discovery for details on capture while on foreign security.
- Agents engage in covert operations only at foreign stars.
- Security operations (at domestic stars) can be found here.
- Structure information on the foreign star panel is always current when an agent is at the star.
- When a operation succeeds the target realm is informed of the result but not who caused it.
- If there is no security at the star, less experience is gained.
- Continous operations, once successful provide less experience.
- There is a diminishing return on having many agents at one star on the same operation.
- There are operations conducted by NPC entities, so it can never be certain a foreign realm is the source of the operation.
Conceal Operation :
- Conceal is the default covert operation.
- Conceal will reduce exposure to discovery.
- A Conceal operation will automatically change to an Infiltrate operation when zero exposure is reached, unless another operation is queued.
- If infiltration is 100% and exposure is zero, the agent becomes a Sleeper.
- Agents may engage in another operation while exposure exists.
- The amount of exposure reduction is based on agent experience.
- When exposure is high, place the agent on conceal, but do not remove their current operation from the queue. The progress on the operation will degrade over time and may still have progress remaining once exposure is reduced and the operation is active again.
Infiltrate Operation :
- Infiltration effects how quickly an agent will carry out operations and how much exposure they generate while engaged in operations.
- Infiltration is not applicable to agents on Foreign Security or Diplomatic Bodyguard.
- An Infiltrate operation will automatically change to a Conceal operation when fully infiltrated, unless another operation is queued.
- If infiltration is 100% and exposure is zero, the agent becomes a Sleeper.
- Agents may engage in another operation prior to full infiltration.
- On arriving at a star an agent infiltration level is zero.
- Each cycle the agent infiltrates, their infiltration level increases.
- The amount of infiltration increase is based on :
- + Agent rank.
- + Star has Spaceport.
- + for levels of Habitat.
- − for levels of SHQ.
- − for levels of Admin.
Exposure :
- Exposure indicates risk of discovery by security agents.
- Exposure increases while on an active operation, dependent on the following :
- Increased by operation risk. (see table below)
- Increased by lack of experience. (rank)
- Reduced by the infiltration level. - Exposure will only decrease while the agent is on a Conceal operation.
- Even low exposure agents may be discovered depending on the foreign security situation.
- On first arriving at a foreign star, covert agents are exposed to a certain degree, based on their experience. (rank)
- At independent stars, security is lacking, but exposure at levels above 50% will lead to discovery by local police and result in summary execution of the agent. The agent's realm will be notified and their relations with the star will degrade.
- Exposure is not applicable to agents on Foreign Security or Diplomatic Bodyguard.
Warnings to target realms :
- At higher levels of exposure, the target realm may be notified of convert activities with the advisory : "Evidence of foreign agent involvement in espionage at starname"
- They are not notified of whose agent is active or what their operation is.
- This does not indicate a successful operation. Successful ops are reported to the target as such.
Sleeper Status :
- Sleeper agents are not active on any operation.
- If infiltration is 100% and exposure is zero, the agent will automatically become a Sleeper if no operations are queued.
- Sleepers cannot be detected by the star owner.
- Sleepers may be activated at any time by queueing an operation.
Operation Progress :
- Number of agents on the same operation (diminishing effect).
- Total experience of the agent(s).
- Agent trait pertinent to the operation.
- Tech level pertinent to the operation.
- Level of infiltration.
- Aggression level for the operation.
- Ministry of truth is held.
- Difficulty of the operation.
- Number of agents on the counter operation.
- Total experience (rank) of the security agent(s).
- Security agent trait pertinent to the operation.
- Security tech level pertinent to the operation.
- Ministry of truth is held by the target realm.
- Security trait of assigned officials :
- Governor : Any esionage mission.
- Dean : Student Unrest & View Students.
- Director : View Tech Levels & View Research.
- Any official targeted by Abduct, Assassinate or Terrorise.
- Too much security : The operation will never be accomplished.
- High Security : The operation will take too long.
- Note that "security warnings do not necessarily mean high risk of agent discovery.
Accelerates Progress :
Obstructs Progress :
Warnings :
-
The following advisor alerts may be received :
- Some covert operations will reduce contentment if they succeed.
- As long as an inactive operation is in the queue, progress made will degrade over time.
- If a operation is removed from the queue, all progress on that operation is lost.
Risk :
- A relative value that determines the chance of discovery.
- There is actually no risk if there are no security agents at the star.
- The quantity and rank of any security agents will increase the risk of discovery.
- Covert and security techs also factor into the risk of discovery & capture.
Difficulty :
- A relative value that determines the time taken to acheive success.
- High dificulty operations may be impossible for low ranked agents to acheive.
Operation Queue :
Operation Options :
Advise :
Repeat :
Duration :
| Operation Duration | |
|---|---|
| Option | Result |
| Success | Operation continues until it succeeds |
| Cycle Count | Operation ends after the set number of cycles |
| Maximum Exposure | Operation ends when the set exposure is reached |
| Continuous | Operation continues indefinitely |
Aggressiveness :
-
Covert Operations :
Security Operations :
| Operation Aggressiveness | ||
|---|---|---|
| Level | Risk | Progress |
| Very Cautious | 80% | 70% |
| Cautious | 90% | 85% |
| Moderate | 100% | 100% |
| Aggressive | 120% | 115% |
| Very Aggressive | 140% | 130% |
Agent Relocation :
Foreign Security :
Covert Operations
Covert Operation Orders :
| Chance of Operation Success | |||||||
|---|---|---|---|---|---|---|---|
| Operation Category |
Infiltration Level | ||||||
| 0% | 20% | 40% | 60% | 80% | 100% | ||
| Cyber Hack | Moderate | High | Very High | Very High | Very High | Very High | |
| Spying | Low | Moderate | High | Very High | Very High | Very High | |
| Incite | Very Low | Low | Moderate | High | Very High | Very High | |
| Sabotage | Very Low | Very Low | Low | Moderate | High | Very High | |
| Assassinate | Very Low | Very Low | Very Low | Low | Moderate | High | |
| Abduct | Very Low | Very Low | Very Low | Very Low | Low | Moderate | |
Security Operations
- Security operations are performed by agents at domestic stars.
- There is a diminishing return on having many agents at one star on the same operation.
- Martial law increases security at a star by 10% per level.
- When at war security increases by 50%.
- The SHQ increases security by 10% per level plus tech.
Discovery of Covert Agents :
- Foreign agents may only be discovered by an agent on Counter Intelligence or Foreign Security operations.
- A discovered agent is captured or sometimes killed.
- Captured agents become prisoners.
Chance of a discovery increases from these factors :
- The foreign agent's exposure level.
- The foreign agent's aggression level.
- The security level (trait) of personnel related to the foreign agent's operation target. (if any)
- The rank of agents on Counter Intelligence operations at the star.
- The number of agents on Counter Intelligence operations at the star.
- The number of foreign agents at the star.
- The Security tech level.
- The level of the SHQ structure.
- The Policing tech level if an SHQ is present.
- The realm holds the ministry of truth.
- The realm is at war.
- The star is under martial law.
Chance of discovery decreases from these factors :
- The foreign agent's infiltration level.
- The Covert ops tech level of the foreign realm.
- The foreign realm holds the ministry of truth.
Foreign Security :
- If foreign security agents are present, the realm with the highest security level will make the capture.
- Capture by realms with agents on foreign security operations will result in the prisoner being relocated to a star owned by the realm.
- A capture by a foreign realm is automatically reported to the star owner.
- Foreign Security operations is the only way to protect territories from covert operations.
Independent Stars :
- At independent stars, security is lacking, but high exposure levels will lead to discovery by local police and result in summary execution of the agent.
- Agents on Foreign Security opertions can be effective at independent stars.
Operations :
Security Operations Operation Trait
UsedObjective Technology All operations are enhanced if the ministry of truth is held Counter Insurgency :
- Agents will try to reduce the insurgency level.
- Agents will only gain experience on this operation if insurrection is above zero.
- Experience gain increases with the level of insurgency.
- Chance of agents being killed during this operation increases with the level of insurgency
and decreases with agent rank. Newbie agents are very vulnerable.
Counter Intelligence :
- Agents will try to find and capture foreign agents.
- This uses the Security tech to counter the Covert Ops tech of foreign agents.
- See Discovery of Covert Agents for details.
Counter Espionage :
- This operation will try to prevent both Espy Realm and Espy Star covert ops.
- It uses the Espionage tech to counter the Espionage tech of foreign agents.
- Agents do not capture enemy agents (Counter Intelligence is needed for that).
Anti-Crime :
- This operation will try to reduce crime at the star.
- Both Espionage and Assailant (as well as rank) are factors in success.
- It uses the Anti-crime tech.
- Agents caught by the crime syndicates are executed. High numbers of agents involved in anti-crime will result in more agents being caught.
Defence Operations :
- These include Repress, Cybersecurity, Defend and Protect
- Agents on these operations work against a specific type of covert operation.
- Agents will increase the chance of preventing a successful attack.
- Agents do not capture enemy agents (Counter Intelligence is needed for that).
Breaking a Prisoner :
- Captured covert agents must be broken before they reveal their home realm, traits and orders.
- Break prisoners by interrogating them. (assign an agent the interrogate operation)
- Once broken, all intel is gained, further interrogation reveals nothing.
- Only one agent needs to be assigned to interrogation at a star.
- All prisoners are interrogated by a single interrogator.
- A higher ranked interrogator will break a prisoner quicker than a lower ranked one.
- If the prisoner has a rank much higher than the interrogator, they may never be broken.
- Factors leading to breaking a prisoner are :
- Rank of interrogator.
- Rank of prisoner.
- Torture tech level.
StarLords3K game manual: Diplomacy, including Emissaries, Ambassador, Proposals , Stipulations, Honours, Scandals, Surrender, Alliance,Defence Pact.
StarLords3K is a free multiplayer 4X space strategy game focused on diplomacy, trade, economics and optional military expansion.
Diplomacy Panel
- In order to conduct diplomacy you need to send an emissary to the other realm.
- Your emissaries are referred to as "Expat", emissaries from other realms are called "Foreign".
- There are 2 types of emissary :
Envoy :
- An envoy may be sent to any realm you have contact with.
- Envoys may deliver a limited range of proposals, send gifts and make declarations.
- An envoy is automatically recalled when you send an ambassador to that same realm.
- Envoys may not be expelled by the other realm.
- Envoys generate 5 diplomatic prestige for the target realm.
- Envoys do not need to be trained and you never run out of them.
Ambassador :
- Realms under protection may not assign ambassadors.
- An unassigned diplomat may be sent to any realm you have contact with, they then become an ambassador.
- An ambassador may deliver proposals, send gifts and make declarations.
- Ambassadors may be expelled by the other realm.
- Your ambassador at a foreign realm is called an expat ambassador.
- Ambassadors from other realms are called foreign ambassadors.
- Ambassadors generate diplomatic prestige for both realms. The amount of prestige is based on the experience and various traits of the diplomat.
- When an ambassador is expelled or recalled, they must travel back to their own capital, this may take some time if a long distance.
- A realm expelling an ambassador will automatically inflict a 20 magnitude scandal on the foreign realm.
- With this form, you may make offers and/or requests.
- If the recipient accepts the offer/request, all transfers are made and your log shows what happened.
- If the recipient declines the offer/request, you will be notified.
- If the recipient makes a counter offer you will be notified.
- If the expiry is reached, nothing happens and you will be notified.
- With this form, you may make demands and/or threats.
- If the recipient accepts the demands, the transfers are made and the threats are ignored.
- If the demand expires and there are no threats nothing will happen.
- There are two threat modes (see below), the recipient cannot see whether the threats are automatic.
Automatic Threats- If the recipient rejects the demands, the threats will be carried out.
- If the expiry is reached, the threats will be carried out.
Non-automatic Threats- If the recipient rejects the demands or the expiry is reached,
You will be asked to confirm execution of the threats. - This is the method used to bluff an opponent.
(you cancel the threats if the demands are not accepted)
- With this form you may break oaths,bestow honours, inflict scandals or make diplomatic declarations.
- There is no expiry as everything is done immediately on clicking the execute button.
- No proposal is sent to the target realm, their diplomatic log has a record of what happened.
- With this form, you may send items to the other realm.
- There is no expiry as everything is done immediately on clicking the execute button.
- No proposal is sent to the target realm, their diplomatic log has a record of what happened.
- Amount of credits to transfer.
- Option not available when in debt.
- One time payments are transferred immediately on proposal acceptance.
- Same as a payment but extends over several cycles.
- Can be used for loan payments or installments on purchases.
- The first transfer of credits does not happen until the cycle end.
- Number of bonds to transfer.
- Bonds must have been purchased previously.
- See Peace Treaty
- Option available when neutral.
- See Trade Access
- Option not available when at war.
- See Defence Pact
- Option not available when at war.
- See Alliance
- Lords under protection may not enter into a fealty agreement.
- Oaths of fealty may not be gifted or declared, only offered or requested.
- Lieges may threaten to dismiss or declare dismissal of a vassal.
- Vassals may threaten to revoke or declare revocation of an oath.
- During the game end countdown, only vassals may cancel the fealty agreement, lieges may not.
- See fealty.
- See tribute.
- See patronage.
- See Honours
- Available as offer, request, demand or gift.
- Not available if minimum clout not available.
- Not available if clout was used in current cycle.
- See Scandals
- Available as threat or declaration.
- Not available if minimum clout not available.
- Not available if clout was used in current cycle.
- Place on an offer or request.
- Is equivalent to offering "Invite Ambassador"
and Requesting "Ambassador Invitation". - Not available while under protection
- Place on an offer.
- Once accepted, the foreign realm may assign an ambassador.
- Not available while under protection
- Place on a request or demand.
- Once accepted, an ambassador may be assigned to the foreign realm.
- Not available while under protection
- May be placed on a threat or declaration.
- The foreign realm will no longer be able to assign an ambassador.
- Only available if invitation exists
- May be placed on a threat or declaration.
- Will cause the expelling realm to lose the 30 prestige gained by having the ambassador at their capital.
- Will inflict a 20 magnitude scandal on the foreign realm.
- The foreign realm will automatically revoke the invitation to send an ambassador.
- Only available if ambassador present
- May be placed on a threat or declaration.
- Will cause the foreign realm to lose the 30 prestige gained by having the ambassador at their capital.
- No scandal is inflicted (as in an expulsion).
- Only available if ambassador present
- See trade agreements
- Ambassador required.
- A repair agreement will provide repairs at the agreed price at any repair depot.
- A supply agreement will provide supply to fleets at stars with supply depots.
- Valid only at stars where access is granted.
- Agreement does not expire, but may be cancelled or superceded.
- Ambassador required.
- Ship resources, tradegoods, modules or components to the partner.
- Single shipments are sent immediately on proposal acceptance.
- For multiple shipments, the first shipment does not happen until the cycle end.
- See UTS Shipping
- Ambassador required.
- Transfer military materiel to the partner.
- For info on military materiel see here.
- Ambassador required.
- Transfer build subsidy to the partner.
- Ambassador required.
- Transfer ship subsidy to the partner.
- Ambassador required.
- Provide a portion of 500 victory points to the partner.
- Victory points will apply only if the provider wins the game.
- Agreement void if the partner declares war on the provider.
- May be cancelled, but remains in place for 15 cycles after it is cancelled.
- See Victory Agreements
- Ambassador required.
- See Surrender Agreements
- Ambassador required.
- Only as an item on a request.
- Recipient must add to the offer and send it back.
- Proposal may not be accepted by the recipient, only modified.
- Example : Offer a patent, Request "Something in Return". The recipient must decline the offer or add an item to trade.
- Ambassador required.
- See Patents
- Option not available if recipient already has the patent or
the patent tech level is lower that the recipient tech level. - Ambassador required.
- Several technology areas may be included.
- All existing and newly found patents for the selected tech areas will be transferred.
- Only one reseach agreement may be in place with each realm.
If a new agreement is signed, the old one is superseded. - Research agreements are in one direction only, for mutual gain, both offer & request must be set.
- Duration of agreement must be set.
- Ambassador required.
- Recipient must have a fleet at the star to accept transfer.
- Privateer & retreating fleets may not accept transfer.
- Capital stars/ homeworlds may not be placed on proposals.
- Maximum habitat level 3 on star.
- Structures on the star become property of the new owner.
- Starbase ownership changes with the star ownership.
- Assets on the starbase become property of the new owner.
- All staff (except agents) transfer to the new owner.
- Ambassador required.
- Recipient must have a fleet at the star to accept transfer.
- Privateer & retreating fleets may not accept transfer.
- Ambassador required.
- Permits use of controlled jumpgates.
- May deny use to fleets with combat ships.
Settings are Deny All, Deny None or a maximum CIV. - Ambassador required.
- Type of stars to be sent must be set.
- Includes ownership, starlane connections and mineral value.
- Note that for the recipient, the star ownership will reflect that at time of map receipt and will not change until a new map is sent.
- Ambassador required.
- Type of stars to be sent must be set.
- Duration of agreement must be set.
- Ambassador required.
- Starbases may not be transferred.
- Transfer fleet may not be on a route.
- Assets on the fleet become property of the new owner.
- Recipient must have a fleet (Not privateer) at the star to claim the fleet unless they own the star or the star is their territory.
- Retreating fleets may only be claimed by a retreating fleet.
- Retreating fleets may be offered but not gifted.
- Ambassador required.
- Starbases may not be lent.
- A Lent fleet may not be on a route.
- Assets on the fleet are also lent to the new owner.
- Recipient must have a fleet (Not privateer) at the star to claim the fleet unless they own the star or the star is their territory.
- Retreating fleets may only be claimed by a retreating fleet.
- The owner of the fleet may repatriate it at any time.
- The lendee may not disband a lent fleet.
- The lendee may not transfer assets off a lent fleet, except to another lent fleet from the same realm.
- Support for lent fleets is paid by the lendee
- Ambassador required.
- The recipient may use the design to build ships.
- Ambassador required.
- See ministries
- Available if oath of fealty on offer / request.
- Fealty agreement required.
- This prevents income from trade agreements with the embargoed.
- This prevents accepting offers from the embargoed in sector markets.
- No ambassador is required to declare an embargo.
- An ambassador is required to cancel an embargo.
- See Prisoners
- The prisoner must be disclosed.
- The prisoner may not be in transit.
- The prisoner will be sent to the partner's homeworld for offers, requests and gifts.
- The prisoner will be executed for declarations and threats.
- Ambassador required.
- Agents may only be offered or gifted.
- The agent may not be in transit.
- The agent must remain at the star in order to be accepted.
- A non-reatreating fleet is required to accept the agent.
- Ambassador required.
- Give recipient all your intel on a specific Realm.
- Ambassador required.
- Option not available during a peace treaty.
- Used on a declaration or threat.
- Option available only when Trade Access in effect.
- Used on a declaration or threat.
- Option available only when Defence Pact in effect.
- Used on a declaration or threat.
- Option available only when Alliance in effect.
- Used on a declaration or threat.
- Option available only when Peace Treaty in effect.
- Used on a offer or request (must be agreed to by treaty partner).
- Option available only when Victory Agreement in effect.
- Used on a declaration or threat.
- Proposals that do not contain items with durations do not need a term set.
- The term will automatically be set when an item with a duration is added to a proposal.
- The duration of an agreement will be based on the longest term of any item on the agreement.
ie; if a fealty relation is for 40 cycles and a financial agreement lasts for 20 cycles,
the agreement will remain for 40 cycles. Only the credit transfer will cease after 20 cycles. - A term longer than the duration of the item durations may be set.
- The term may not be shorter than the longest duration of all the item durations.
- Clause-only agreements require a term to be set.
- An adjustment may only be made to an agreement where FO trades are the only items on the agreement.
- You may not modify the term after expiration or a renewal is on offer.
- The trade partner must accept the modification.
- Clauses may be added to an agreement for clarification of conditions, stipulations and positions, etc.
- Agreements may consist solely of clauses.
- Clause-only agreements must have a term set.
- A victory agreement lets one share a victory with another realm.
- The agreements are resolved when a victor emerges.
- Only agreements with the victor are valid, all others have no value.
- Agreement void if the partner declares war on the provider.
- May be cancelled, but remains in place for 15 cycles after it is cancelled.
The VP allotment is locked in (cannot be alloted to another) until the 15 cycle delay expires. - Each lord has 500 VP they may use for victory agreements.
These are not part of the 1000VP the winner receives. - A lord may dispense a maximum total of 500 victory points(VP) to other realms.
- Minimum per realm is 10 VP.
- Contact with a realm occurs when your fleets are at the same star.
- Initial diplomatic status is neutral.
- Combat will only occur with the new contact if there is an access infringement.
- You will be sent an alert regarding the new contact.
- Unexplored stars do not reveal ownership, except for those that are adjacent to an explored star and are owned by a contact not at war.
- One of these relationships will be in effect with each realm you have contact with.
- These relations, in combination with access levels governs access permission to stars.
- The access level is set so that the following relationships are automatically granted or denied acces.
- The colour of the text for names of stars indicates the current relationship.
- Fleets at war will test for combat.
- Stars may be captured.
- All owned territories go to war as well.
- This is the defaut relationship for all new contacts.
- Neutral fleets will test for combat only if access is denied.
- Fleets may be specifically ordered to attack.
- This agreement is used to end a state of war.
- The treaty may only be changed by mutual consent.
- At the end of the term it automatically converts to "Neutral".
- Treated as neutral for all situations.
- This agreement is usually used to permit access for luxury deliveries.
- Fleets will test for combat only if access is denied.
- Fleets may be specifically ordered to attack.
- This agreement permits the boarding of all fleets within the realm of the partner.
- This agreement is common between liege and vassal.
- Fleets will test for combat only if access is denied.
- Fleets may be specifically ordered to attack.
- Fleets will automatically defend against attacks on partner unless attacker is allied.
- This agreement permits the boarding of all fleets within the realm of the partner.
- This agreement is usually only used for very close relationships.
- Fleets will test for combat only if access is denied.
- Fleets may be specifically ordered to attack.
- Fleets will automatically defend against attacks on partner unless attacker is allied.
- Fleets will automatically attack when partner attacks unless defender is allied or
has a defence pact. - This agreement permits the boarding of all fleets within the realm of the partner.
- This option may only be offered by a a realm at war, wishing to leave the game.
- The vanquished lord is deposed, but may restart the game with a new realm.
- All stars of the vanquished become controlled by the galactic empire.
- Victory points of the vanquished are locked in at the time of agreement.
- The conqueror gains fame prestige of 100 points plus 30% of the vanquished dominance prestige.
- This option may be offered or requested by a realm at war.
- The term is 30 cycles.
- The conqueror gains fame prestige of 100 points plus 20% of the vanquished dominance prestige.
- The conqueror gains 1 zeal for each cycle the war has existed.
- While the agreement is in place :
- A peace treaty is in effect.
- The vanquished gives their oath of fealty.
- Lords may bestow an honour on any other lord they have contact with.
- Only one honour or scandal may be bestowed/inflicted per cycle.
- An amount of clout equal to the honour is required and is used up bestowing the honour.
- An honour directly increases the prestige of the bestowee.
- Honours may be degraded by scandals.
- Lords may inflict a scandal on any other lord they have contact with.
- Only one honour or scandal may be bestowed/inflicted per cycle.
- An amount of clout equal to the scandal is required and is used up inflicting the scandal.
- A scandal directly decreases the prestige of the inflicted.
- Scandals may never reduce prestige below 1 point.
- Scandals may be degraded by honours.
- Clout is the means whereby lords are able to bestow honours and inflict scandals.
- Clout is automatically accumulated each cycle.
- The amount accumulated each cycle is relative to rank.
- Accumulation of clout is limited relative to rank.
- Clout may only be used once each cycle.
Magnitude :
- Magnitude is the size of the honour or scandal.
- Magnitude is relative to the rank of the bestower.
- There are 10 levels of magnitude for each rank.
Clout Accumulation / Application Title Clout per
CycleMaximum
AccumulationMinimum
MagnitudeMaximum
Magnitude1.0 100 5 50 1.5 200 10 100 2.0 300 15 150 2.5 400 20 200 3.0 500 25 250 3.5 600 30 300 4.0 700 35 350 4.5 800 40 400 5.0 900 45 450 5.5 1000 50 500 6.0 1100 55 550 - This sets the minimum CIV that will cause a message to your advisor channel when a fleet of the realm arrives at any of your stars.
- Does not apply to banner or lent fleets.
For diplomacy with Independent stars & territories see here
Emissaries :
Proposal Forms :
Offers & Requests :
Demands & Threats :
Declarations :
Gifts :
Items on Proposal :
| Items on Proposal | ||
| Icon | Type | Description |
|---|---|---|
  |
Payment | |
  |
Financial Agreement | |
  |
Imperial Bonds | |
  |
Peace Treaty | |
  |
Trade Access | |
  |
Defence Pact | |
  |
Alliance | |
  |
Fealty | |
  |
Honour | |
  |
Scandal | |
  |
Exchange Ambassadors | |
  |
Invite Ambassador | |
  |
Ambassador Invitation | |
  |
Revoke Invitation | |
  |
Expel Ambassador | |
  |
Recall Ambassador | |
  |
Trade Agreement | |
  |
Supply-Repair Agreement | |
  |
UTS shipment | |
  |
Military Materiel | |
  |
Build Subsidy | |
  |
Ship Subsidy | |
  |
Victory Agreement | |
  |
Surrender Agreement | |
  |
Something in Return | |
  |
Patent | |
  |
Research Agreement | |
  |
Transfer Star | |
  |
Transponder Control |
|
  |
Jumpgate Agreement |
|
  |
Star Map | |
  |
Map Exchange Agreement |
|
  |
Give Fleet | |
  |
Lend Fleet | |
  |
Ship Design | |
  |
Ministry | |
  |
Embargo | |
  |
Prisoner | |
  |
Agent | |
  |
Realm Dossier |
|
  |
Declare War | |
  |
Cancel Trade Access | |
  |
Cancel Defence Pact | |
  |
Cancel Alliance | |
  |
Cancel Peace Treaty | |
  |
Cancel Victory Agreement | |
Stipulations:
Agreement Term/Duration :
Agreement Modification :
Agreement Clauses :
Victory Agreements:
Diplomatic Relationships :
Initial Contact :
Diplomatic Relationships :
Surrender Agreements:
| Surrender Options | |||
|---|---|---|---|
| Type | Components | ||
| Unconditional Surrender |
|||
| Conditional Surrender |
|||
Honours :
Scandals :
Clout :
Fleet Transit Advisory Minimum :
StarLords3K game manual: Combat, including Combat Simulator, Battle Types, Wave Attacks, Screening Action, Access Infringement, Meeting Engagement, Invasion, battle report, combat command status.
StarLords3K is a free multiplayer 4X space strategy game focused on diplomacy, trade, economics and optional military expansion.
Combat
- All of a combatants fleets in a specific area are involved in the battle.
- Combat in local space never includes fleets in remote space (recon).
- Combat in remote space never includes fleets in local space. - Retreating fleets never engage in combat.
- The only way to exempt a fleet from combat, is to jump away from the star or retreat before initiating combat.
- Non-combat ships may be captured, see here
- The best way to learn the pros & cons of the ship types is to experiment with the combat simulator.
- Use the hot key * (asterisk) to access the combat simulator.
Disable Random Targeting
- In actual combat ship groups are targeted based on their target rating plus a random value.
- In the combat sim you can disable the random value to better judge the difference between designs.
- In normal combat the random value is between -.2 & +.2
- In recon combat the random value is between -.3 & +.3
Command & Control Effect
- Having all ships of the same design in a single group is advantageous.
- To test this effect, clone the standard crusier, without any changes.
- In the sim fight 20 standard vs 10 standard and 10 clones.
- A battle consists of two rounds of combat. One at long range and one at short range.
- Each round consists of several volleys of fire.
- Depending on orders, a fleet may retreat before all volleys or rounds are complete.
See the "Retreat Early" column @ Fleet Orders. - Note: If incomming shots are high enough the fleet may be destroyed before it can retreat.
Long Range (LR):
- The long range round is resolved first.
- It consists of phaser and heavy phaser fire.
- Long range hits are applied and ships damaged and/or destroyed.
- High manoeuvre ship designs may be 100% impervious to LR hits (usually strikecraft).
Short Range (SR):
- After damage from LR is applied, the short range round is resolved.
- Two types of combat happen simultaneously during the short range round:
Laser Fire:
- Lasers and heavy laser fire.
- No design is 100% impervious to laser fire.
Dogfighting (DF):
- Ion cannon fire.
- Designs with 30%+ shields are 100% impervious to cannon fire.
- These are battles between fleets already at a star.
- No retreats occur before combat (except in a refusal - see directed attacks).
- Non-combat ships may be captured only by the attacker.
There are 3 local attack situations:
Directed Attack :
- These are initiated from the foreign fleets panel on the fleets page.
- Opposing fleets may be attacked regardless of fealty or diplomatic relationship.
- All (non-retreating) fleets will be engaged regardless of combat order.
- Recon may only attack recon and non-recon may only attack non-recon.
- Fleets already retreating may not be attacked.
- Stars may be captured by realms at war.
Refusal to attack- This results in no combat taking place.
- Caused by the following :
- Fleets have very low morale.
- Fleets are heavily outnumbered or heavily damaged.
Access Infringement :
- These battles may result from one of the following:
Change of the access level for the star.
- This may cause combat if fleets at the star are denied access.
Cancellation of a diplomatic agreement.- This may cause combat anywhere fleets are present and are denied access.
- Fleets of the transponder controller may attack the access denied fleets (Intruder).
- The star may never be captured by the intruding fleet during this type of battle.
- The intruder does not attack if the transponder controller does not police the infringement.
- Note there are access infringement battles resulting from external attacks as well (see below).
Declaration of War :
- When war is declared, local attacks will occur anywhere fleets from both sides are present.
- Stars owned by the combatants may be captured if they are undefended or by an enemy victory.
- If the star owner has fleet orders that result in an attack, all his fleets will be engaged.
- If the star owner does not attack the enemy may attack, depending on combat orders.
- These are battles resulting from a jump to another star by non-recon fleets.
- Depending on the orders of the fleets, there may be no combat.
- Non-combat ships may be captured if they do not retreat.
- Fleets may retreat dependent on if they can see the opponent, orders, force ratio and commander attributes.
There are 3 external attack situations:
Access Infringement :
- This action results from a jump to an access denied star.
- Fleets belonging to the transponder controller may attack.
- Note there are access infringement battles resulting from local attacks as well (see above).
Invasion :
- Invasions result from a jump to an enemy star (the jumping realm is at war with owner).
- A victorious attacking fleet will capture the star if there is no shield and has diplomatic ability.
If a shield exists, the star must be bombarded before capture is possible.
Meeting Engagement :
- Engagements result from a jump to a star not owned by an enemy, but enemy fleets are located there.
- The star cannot be captured.
- All fleets involved must be in remote space and will be recon type fleets.
Terms :-
Recon Fleet : Fleet that jumped or is infringing access (the offensive recon fleet).
Screening Fleet : Defending recon fleet that is enemy or policing access.
Main Fleet : Enemy or policing non-recon fleets.
Intel : The view of foreign fleets at the star (as seen in the transit report). - Screening Actions occur when an enemy or an access infringing fleet moves
to remote space.
- This can happen when:
- A recon fleet jumps in from another star.
- A fleet in local space changes to "Recon" mode.
- A new fleet is split off and placed in "Recon" mode.
- If there is a recon and a screening fleet, then combat may occur (see below).
- If there are no screening fleets, the recon fleet gains intel.
- Archaeologists are not able to search for artifacts while on a recon fleet.
- Recon fleets have special requirements, see here
Recon Fleet Combat Comparison :
- Combat only occurs if the weaker fleet is at least 50% compared to the opponent, otherwise the weaker retreats.
- The comparison for a screening action includes :
- Combat rating and manoeuvre value for the designs.
- Damage, morale and experience of the ships.
- Combat tech levels.
- Commander traits.
- Warlord path.
- Minister of peace.
- Combat Command Status.
- CCR has a maximum of 100 for screening actions &
maximum 25 for noncommissioned officers. - This means recon fleets with CCV greater than 120/25 will have their comparison value reduced.
- Officers with high strategy will make ideal commanders of recon fleets. The leadership trait may not be as important.
- CCR has a maximum of 100 for screening actions &
- Notes :
- Defences are not a factor for the comparison, but if combat occurs, then they will apply as normal.
- Manoeuvre is a significant factor in the comparison. More manoeuvrable ships gain an advantage. But if they get into combat they may be outgunned.
- Combat is at short range only.
- If the screening fleet wins the combat, the recon retreats with no intel.
- If the screening fleet loses the combat, it retreats. The recon fleet gains intel.
Recon Superiority :
- This means the fleet has defeated or chased off opposing recon fleets.
- Ships may need high CV to keep superiority.
- A fleet that has gained superiority also gains intel.
- This fleet will remain or become the screening fleet.
Recon Intel :
- Intel consists of gaining knowledge of fleets at the star. This is reported on the transit report.
- There are 2 ways of gaining this intel with recon :
- Cause the screening fleet to retreat (superiority).
- Have dominance in the total fleet manoeuvre value.
- The recon fleet value must be greater than the screening fleet's manoeuvre value.
- The recon fleet CV must be at least 50% ofthe screening fleet's CV.
- If this is the case and the recon fleet retreats, it will still gain the intel.
- If the opponent has a strong defending force, you may want to attack in waves.
- Wave attacks erode the enemy forces while limiting your own losses.
- Normally, when a fleet attacks it inflicts 100% of its capability and suffers 100% of the enemy capability. This can result in large losses if the defender outguns the attacker. Also, fleets will not attack if they think they will be wiped out.
- With a wave attack the attacker sets a maximum loss pecentage. The fleet will retreat when that pecentage of loss is reached. The defender will also suffer a similar limit to losses.
- The idea is to set up multiple fleets and jump them in sequence to attack with the first wave at a lower loss rate, the second wave a higher rate, etc.
- If the defenders remain after the attack, the attacking fleet will
automatically retreat. This is so the next wave will not have their initiative reduced by
the previous wave.
Configuring a Wave Attack
- This is done on the jump configuration panel where you set jump flag and order options.
- Wave loss percentages may be set from 10% to 80% in 10% increments.
- Wave attacks may only be conducted by invasions from another star. This means the wave will only attack if there is an enemy fleet at the destination star. A wave attack will always engage an enemy fleet, unlike normal attacks where the fleet may choose not to engage.
- There are 2 types of ordres for a wave attack:
- Attack : Has no modification
Assault : +20% LR CV & −20% LR Defence
Loss Calculation
- Loss is calculated using the total effectiveness for each ship group.
- The current effectiveness of a ship group is counted as the starting value.
- ie; If the fleet has 1 group of ships starting with an 80% effectiveness and your maximum loss is set to 50%, the fleet will retreat at 40% effectiveness.
Results
- If the maximum loss is attained, the attacking fleet will automatically retreat.
- If the maximum loss is attained during LR combat, no SR combat (including dogfighting) will take place.
- When the maximum loss is not attained:
- If the defending fleet is destroyed or retreats, the attacking fleet will not retreat.
- If a defending fleet remains, the attacking fleet will automatically retreat.
- Hover a ship group panel (in fleet view) to see the CV for the group.
- This shows the CV as a percent as it will be applied to its weapons.
- Lasers fire 50 shots each at short range only.
- Heavy lasers fire 500 shots each at short range only.
- Phasers fire 500 shots each at long range only.
- CV for a whole fleet can be viewed in the info hover area (green circle with i).
- The lack of initiative of fleets may prevent an attack.
- CV may be reduced by Combat Command Status.
Modifiers :
Hold Combat Order:- Only applies to short range.
- Applies to all ships on defending fleets with hold order.
- Combat value is increased by 10%
- Defence value is increased by 20%
Guard Combat Order:- Only applies to short range.
- Applies to all ships on defending or policing fleets with guard order.
- Combat value is increased by 30%
Assault Combat Order :- Only applies to long range.
- Applies to all ships on fleets with assault order.
- Combat value is increased by 20%
- Defence value is reduced by 20%
Damage :- Damage is specific to each ship group on each fleet.
- It is displayed as a horizontal bar at the bottom left side of the ship group panel.
- Reduces combat values in direct proportion,
2 ships at 50% damage are identical to 1 ship with no damage. - Damage decreases while at a star with a repair depot.
- Damage is caused by combat.
- Maximum damage is 99% minimum 0%.
- Initial damage is 0%.
- Merging groups of ships will average damage, prorated for unit quantities.
There is no gain or loss in absolute combat values. - Combat report confusion : Since damage reflects the average value for the ship group, sometimes damage may go down after a battle. This is due to ship losses. For example if there were 5 ships at 20% damage, then the group took more hits resulting in a ship being destroyed, the damage of the remaining ships may average lower.
Esprit de Corps :- EdC is identical for all fleets of a realm.
- EdC is a combat value increase of up to 20%.
- EdC is based on fealty & dominance see here.
- EdC changes only during the end cycle process when fealty & dominance are calculated.
Experience :- Experience is specific to each ship group on each fleet.
- Rank is an indication of experience, displayed as chevrons or stars on a ship group panel.
- Each rank chevron equals a minimum 4% combat bonus.
- Each rank star equals a minimum 20% combat bonus.
- Experience increases with combat, the amount of increase is based on the size of the opponents fleet.
- Experience increases while at a star with an academy, to a maximum of 1 chevron ler level (4%).
- Maximum experience from a level 4 academy is 4 chevrons (16%).
- Experience does not decrease.
- There is no maximum for experience, but a maximum of 4 stars are displayed.
- Initial experience is 0.
- Merging groups of ships will average experience, prorated for unit quantities,
There is no gain or loss in absolute combat value.
Morale :- Morale may determine how a fleet reacts to an encounter with an enemy fleet.
- Morale is a major factor for determining which fleet will retreat from a battle if no clear winner.
It also helps to decide if a fleet will police an access infringement. - Overall morale for a fleet is weighted by ship counts, so a large number of low morale fighters
in a fleet with a few high morale large ships could cause the fleet to retreat. - See Morale for more details.
Command & Control :- Ship groups act as command units.
- A group of 10 ships will tend to take less damage than 5 groups of 2 ships.
- It is best to group all of one design in a single group.
Combat Command Status : (CCS)- CCS is a modification to the Combat Value (CV) for all fleets in combat.
- It is a ratio of CCR to CCV
- Each realm in a battle uses their own CV, CCR, CCV and CCS values.
- CCS may reduce CV.
ie; A fleet has a CV of 1000, 500 CCV and a 400 CCR CinC (ratio: .8) the CV is reduced to 800. - CCS does not affect defence values (shields, armour etc), only offensive abilities (weapons) may be reduced.
- CCS is displayed in 2 places :
- On the fleet list, this is a total for all fleets at the star.
- On the fleet view panel, this may show the value for the selected fleet.
- It does not display for a fleet that may not jump.
- The status will include any linked fleets.
Minimum Rank Requirement :- Fleets require a minimum rank to command.
- The largest hull size in the fleet determines the requirement.
- Strikecraft have no requirement.
- Fleets not under command of the required rank will suffer a 10% reduction in CCS for each deficient rank.
- NCO's have a rank of zero, so command of a corvette will suffer a 20% penalty.
- Cargo fleets with ecorts usually have NCO's in command. The reduction in CV for these fleets is not enough of a detriment to their purpose to need commissioned officers.
Minimum Rank Requirement Hull Class Minimum Rank
Officers :- See officer traits.
- See Officer Combat Modifier.
Tech Level :- Tech level is identical for all fleets of a realm.
- There are 6 technologies applicable to combat:
- Ion Cannons: Increases combat value for dogfights.
- Lasers: Increases combat value at short range.
- Phasers: Increases combat value at long range.
- Reflectors: Decreases hits at short range.
- Shields: Decreases hits at long range.
- Armour: Converts kill hits to damage hits.(Less ships are destroyed)
Military Artifacts :- Only military artifacts on the engaged fleets affect a battle.
- They have the same effect as the Tech level categories above.
- The amount of effect is determined by the grade of the artifact.
- More on artifacts can be found here.
- All realms will assist defenders or attackers versus raiders and privateers. (Note that this may give away the owner of a privateer fleet as other fleets from the realm of the privateer will not fight)
- Fleets will assist against any fleet they are at war with provided they are not at war with the realm they would assist.
- Defending fleets will be assisted by partners with a defence pact or an alliance unless the partner is allied to the attacker.
- Attacking fleets will be assisted by allied partners unless the partner is also allied or has a defence pact with the defender.
- When conducting a Direct Attack and an ally is present, you may opt to "Attack Alone" to
prevent CCS reduction. This will also prevent other fleets at war with the
target to not join your attack.
The following chart describes what a fleet will do given its relationship to both the attacker and defender.
NOTE: This has nothing to do with the relationships between the attacker and defender themselves.
Assistance Chart
for fleets other than the attacker and defenderRelationship with Attacker War Neutral Trade Defence Alliance Relationship
with DefenderWar- Assist
AttackerAssist
AttackerAssist
AttackerAssist
AttackerNeutralAssist
Defender- - - Assist
AttackerTrade
PactAssist
Defender- - - Assist
AttackerDefence
AgreementAssist
DefenderAssist
DefenderAssist
DefenderAssist
Defender- AllianceAssist
DefenderAssist
DefenderAssist
DefenderAssist
Defender-
Territory Assistance :
- Territories will not normally assist the motherland.
- Territories will assist if the motherland is at war with the belligerent.
- The motherland will always assist when their territory is attacked.
- No Combat :
- One or both sides may decline combat (when the opponent appears stronger).
- There is no battle report.
- Fleets with retreat or probe orders may retreat.
- Stars in range are scanned, if a newly visited star.
- Foreign fleets may be seen by non-retreating fleets.
- Victory :
- A full combat report is available.
- Stars in range are scanned.
- If the combatants are at war the star may be captured, see Star Capture
- Glory is gained dependent on size of battle.
- Defeat :
- All ships are destroyed or captured.
- In some cases the combat report will not show enemy forces or who the opponents were. This happens when either they had no sensors or they were involved in a local attack.
- No stars are scanned.
- Surviving fleets retreat, see Retreating
- A full combat report is available.
- Note that fleets may retreat, regardless of damage inflicted on the opponent.
- Stars in range are scanned.
- Determination of which side retreats takes the following into account:
- - The habitat level.
- Losses sustained.
- Remaining strength of the fleets.
- Morale of the fleets.
- System ships may hold out longer, as they do not retreat.
There are two types of defeat:
Annihilation:
Withdrawal:
- Draw :
- Neither fleet retreats.
- The attacking realm may choose to attack again, retreat or hold.
- A draw may occur when one side would retreat, but there are system ships that may not retreat.
In this case the system ships remain, but if there are non-system ships,
They retreat and are placed on a fleet named "Routing Ships". - Glory is not gained for this combat, but :
- If the attacker attacks again (from the battle report) glory from the draw will be added to glory in that subsequent combat.
- If the attacker exits the battle report, any glory from the draw will not be available.
- These hits destroy components that cause the ship to explode.
- These tend to happen when there are multiple groups of the same hull class.
- Due to the way ship loss is normally determined (see Here) you could exploit the system by creating multiple groups of the same design. Critical hits defeats this exploit.
- All defending ships must be destroyed or in retreat.
- Stars with shields may not be captured, the shield may be destroyed by bombardment, the star will be automatically captured once the shield is destroyed.
- Stars with an Imperial shield may not be captured.
- When a star is captured, all structures are demolished and all resources are lost.
- Stars without shields may be claimed without bombardment. See claim a star.
- Only fleets with diplomatic ability may claim stars.
Combat Simulator
Combat Specifications
| Combat Specifications - for Standard Designs | |||||||||
|---|---|---|---|---|---|---|---|---|---|
| Interstellar Ships | |||||||||
| Specifications | |
|---|---|
| Specification | Description |
| Hit Points | The kill hits required to destroy a ship. |
| Armour | This divides hits between killing hits and damage hits.
The higher the value the more damage hits are accumulated and less killing hits. A ship is destroyed when the accumulated kill hits reach the hit point value. Damage reduces the effectiveness of the remaining ships. |
| Weapons | The number of weapons applied within the range.
- Ion Cannons fire 50 shots each. - Lasers fire 50 shots each - Heavy Lasers fire 500 shots each - Phasers fire 500 shots each. |
| Defence | From : Reflectors, Shields & Warp dirves The percent of hits received that are not effective at the range. This takes into account the size and manoeuvrability of the design. |
| Targeting | Long range targeting is prioritized on target hit points then phasers then lasers.
Dogfight targeting is prioritized on lasers then ion cannons. Short range targeting is prioritized on weapons then hit points. |
| Combat Value (CV) | Weapons value after modifications are applied. (see here) |
| Combat Rating (CR) | Combination of firepower, hit points & damage. |
Combat Rounds :
Battle Types :
Local Attack :
External Attacks :
Screening Action :
Wave Attacks :
Combat Value (CV) :
Assistance :
Combat Results :
There are 4 possible results of a combat situation :
Battle Report :
| Detailed Combat Report | |
|---|---|
| Result | Basis |
| Combat Rating (CR) | Combination of firepower, hit points & damage. |
| Ratio to enemy | Comparison of own CR and the estimated enemy CR. |
| Elan | Ratio with morale & officer modifications.
Value is only valid at the end of a battle |
Critical Hits :
Star Capture :
StarLords3K game manual: Communications, including Advisor Alerts, Galactic News Network, Checklist, Diplomatic logs , Diplomatic group chats, admin chat, universal chat.
StarLords3K is a free multiplayer 4X space strategy game focused on diplomacy, trade, economics and optional military expansion.
Communications
- Messages are only received within the channel they are sent, except for intel type messages, these are placed in the Intel channel
- Channels are game specific except for Universal and Admin.
Universal :
- This is a chat channel visible to all players in all games.
- You may edit your messages on this channel.
- Click another player's avatar to add "@Name:" to the input box.
- Click message to add a quote to the input box.
- This channel cannot be closed or deleted.
Galactic News Network (GNN) :
- This channel shows events from outside your realm.
- The messages are displayed for about 2 days.
- Click the message to display the source.
- You may not send messages on this chanel.
- This channel cannot be closed or deleted.
- For details on the "Realm Report" see here.
Advisor :
- On this channel you receive alerts from your realm.
- These alerts remain until you delete them or they expire.
- They expire after about one week.
- You may not send messages on this chanel.
- This channel cannot be closed or deleted.
- See section How to use the Advisor
Intel :
- All intel type messages sent to you on any channel get re-routed here.
- Use the Star Filter to view intel for a specific star.
- These messages remain until you delete them or they expire.
- They expire after about one week.
- You may not send messages on this chanel.
- This channel cannot be closed or deleted.
Admin :
- Use this channel to contact the game administrator.
- Bugs should be reported with the feedback tool (red button).
- Once reported, bugs may be discussed in this channel.
- Be sure to mention anything that annoys you about the game (so it can be resolved).
Checklist :
- The checklist may be used to set reminders.
- Items are reset each cycle or at an interval of cycles.
- Click an item to set it as done (for that cycle).
- Hover an item to display options :
- Disable : Hide it and prevent reset at cycle end.
- Delete : Permanently remove the item.
- Target : Display relevant panel. - If a new item is created when a report is open, an optional link to that report will be available.
- Re-order the list by dragging and dropping the item bars.
- You may disable the the checklist channel in Configure Comm Panel > Options.
- You may disable checklist blinking in Configure Comm Panel > Options.
Uses :
- Checking a panel for changing status. ie; a star that has a rising insurrection.
- Reminders to view a report every so often (star status being a good example).
- Checking if a high tax rate at a star is beginning to be a problem.
- Checking the progress of an insurrection.
- Ships are fully repaired.
- Ships are fully activated at a storage yard or market storage.
- For single event tasks, set it to respawn each cycle,
then, each cycle set it as done when it cannot be resolved.
Delete it when it is finally resolved.
ie; a reminder to keep attacking at a certain star.
Diplomatic Log :
- Displays your correspondence with another realm.
- You may delete these messages, but they are still visible to the other realm.
- For info on diplomacy see here
- This channel may be closed from the button bar or from the contact list panel.
Announcements :
- These are messages sent to all your contacts.
- A new announcement may be created in the Comm Panel Configuration panel.
Group :
- Create a group by clicking the button on the channel list.
- You may create a maximum of 3 group channels.
- You become the group controller by creating it.
- The controller may add or remove group members.
- The controller may edit the group name.
- The controller may delete the group.
- The edit group button is in the channel list.
- You may be a member of any number of groups.
- Messages on these channels remain until deleted by the poster or controller.
- This channel may be opened in the channel list.
- This channel may be closed in the channel list or from the button bar.
- The colour of the realm name indicates the diplomatic relationship.
- Click a contact bar to open or close the diplomatic log for the realm.
- The row of buttons at the top filter the list by relationship.
- Clicking a message flags it as read.
- Draging the mouse over multiple messages flags them as read.
- You may select messages, then use the "Eye" button to flag them as read.
- There is no way to set messages to "unread", use the star to flag the message.
- If all messages in the channel are read, the channel button will no longer flash.
- Read messages will automatically be deleted after about 5 days.
- Unread messages will automatically be deleted after about 10 days.
- Starring or locking will prevent them from being deleted (see below).
- Clicking a message may display some of these options:
Delete :
- Removes the message.
- These will take about 24 hours to really delete, until then you can see them by clicking "Show Deleted"
Undelete :
- Reverses the delete status.
- Only available when viewing deleted messages.
Star :
- Flags the message as important, it may no longer be selected.
- They may only be "Un-starred" or deleted individually.
Un-star :
- Removes the star status.
Lock :
- Locks the message so it may not be selected.
- They may only be "Unlocked" or deleted individually.
Unlock :
- Removes the lock status.
Diplomacy :
- Opens the embassy panel for the realm.
Quote :
- Copies the message to the input box.
Location :
- To center the relevant star in the map.
- The advisor informs you of an event that may be important.
- It is best to deal with advisor messages immediately as the issue could be critical.
- If you do not delete or flag the messages the advisor button will flash each time you load the game and you will not know if there is a truly new message.
- Many of the events are star related, click the option 'Locate star' so you can deal with the issue.
- Once you have dealt with a message, delete it or at least click it. (to flag as read - it will be dimmed)
- Keeping the advisor clear of unread messages will help you respond to critical new events.
- Indicates a fleet at the star does not have access permission.
- Indicates a fleet at the star did not have access permission.
- The fleet retreated in response to your fleet.
Comm Options :
Channels :
Contact List :
Flag as Read :
Message Options :
To Do:put button pics here
Advisor Alerts :
How to use the Advisor :
Alert Details :
-
Infringement :
Probe Attempt :
StarLords3K game manual: Non-Player Entities, including Galactic Empire, Sector Councils, UTS Corporation, Raiders, Rebel Stars, Independent Stars & Territories.
StarLords3K is a free multiplayer 4X space strategy game focused on diplomacy, trade, economics and optional military expansion.
Non-Player Entities (NPC)
- The Galactic Empire spans known space. But, it is in decline.
- Its bases are slowly being withdrawn, making way for the new realms that are appearing.
- But it retains an overpowering military. Do not thwart the Empire.
Restricted Space :
- These stars may have large Imperial fleets.
- Access to these stars is denied to you and infringing fleets would be annihilated.
- Your fleet commanders will not travel to these stars, so don't ask them to.
Imperial Colonies :
- These stars do permit access and your fleets may travel to them.
- They usually have no garrisons, so piracy and other combat is possible.
- Archaeology is not permitted at Imperial colonies.
Imperial Protectorate :
- All realms begin as an Imperial protectorate.
- The Empire restricts access to stars within a protectorate (others may not jump to those stars)
- Protectorate fleets that are not at their own stars, may be attacked.
- Protectorate fleets may not attack other realms.
(yes, you can be attacked while not being able to attack).
- Essentially a protectorate's stars are protected.
- Their fleets are protected while within the realm, but not while outside it. - Protectorate fleets may attack NPC fleets anywhere.
- If you restart the game while still a protectorate, you will not receive an abdication penalty.
Imperial Aid & Protection Fees :
- In the beginning the Empire supplies you with aid in the form of credits.
- The amount of aid is displayed in your economic report as "Imperial Aid".
- Aid increases with each independent star you claim.
- Aid is reduced by 100 each cycle while under protection.
- Eventually aid reaches zero, then the next cycle you begin being charged for protection.
- This is displayed in your economic report as "Imperial Protection".
- This protection fee will increase each cycle until you cease being an Imperial protectorate.
- When you leave protection, the fee ceases to be charged.
- If you leave protection while receiving aid, the aid remains and decreases by only 50 each cycle.
What this means is :
- Explore as fast as possible and claim stars, each claim increases aid by 200c.
- End protection as soon as you cannot find stars to claim, so loss is reduced to 50c.
When Protection Ceases :
- Protection Ceases on any of the following :
- When the protectorate reaches 30 habitat levels. (find total in your domain report).
- A time limit expires, this triggers on realms that try to "hide" under protection.
- You will be deposed if you cannot pay the protection fees (you are in debt).
If you are deposed your realm is taken from you, but you may start a new realm. - In sandbox games, realms never leave protection.
Leaving Imperial Protection :
- You may opt out of protection once you have explored 18 stars.
- Players should not worry about leaving protection. Other players benefit by trading with you and have no reason to attack you.
- Remaining under protection is counter-productive as your realm is limited in many ways.
- Once you leave protection you may have diplomatic relations with other realms.
- The sector market is only available once you leave protection.
- Stars are grouped into sectors, each sector has a Sector Council.
- The council resides at a Council Seat Star near the center of each sector.
- Sectors are sometimes called Electoral Sectors.
- Control of a council seat controls Senate Votes in the sector.
- The council usually has a strong defensive fleet at the star.
- A lord must defeat this fleet and take control of the transponder to control the council.
- See Controlled Council Seat for the effects of tyranny.
- UTS - Universal Transport Service - is a civil cargo transport corporation.
- For details of using them to ship resources, see UTS Shipping.
- Raiders tend to dwell around stars that do not see many combat ships.
- Un-escorted non-combat ships may be captured by raiders.
- If you fight raiders and are victorious, you may capture any booty the raiders had.
- Independent fleets do not engage in combat with raiders offensively or defensively.
- Territories do not assist motherland fleets vs raiders.
- Raiders never capture stars.
- Raiders loot credits and luxuries via pillage.
- If you have no ships with sensors at a raider infested star, you may still know they are there from their activities, but not know their ship count. If you use map option Shift F (foreign fleets) you will see icons at stars with raiders.
- Stars heavily infested with raiders will spread to adjacent stars.
Factors that Lure Raiders :
- High Habitat Level.
- High Merchantile Level.
- High accumulations of luxuries.
- Lack of combat ships at the star for long periods.
- Prolonged periods of access restriction to the star or adjacent stars.
- Stars with raiders will spread to adjacent stars.
Raider Strength :
- Capability of raider fleets vary greatly.
- They will get stonger as the game progresses.
- Their tech values increase over time.
How to deal with raiders :
- Garrison your stars. This can get expensive but is best for important locations that have a supply depot.
- Use military patrol routes. Combat ships will scare away or attack raiders.
- Small patrols must visit a star more often than a large one to be effective.
- Patrol has no effect if retreating.
- Ships as cargo have no effect.
- Out of supply ships have no effect.
- Foreign fleets that have trade access, defence pact or alliance also suppress.
- The anti-piracy effect of fleets applies in two ways.
- 10% of the piracy value is applied on jump in as long as the fleet does not retreat.
- At cycle end, the ratio of jump charge is applied to the piracy value.
So a 50% charged jump engine will supply 50% of its piracy value.
- Some ship types are better for suppression, see Piracy Values.
- Escort your freighters with combat ships.
- High level habitats with no defence forces will attract raiders very quickly, so you need more deterrent the higher the habitat level.
- Pay off the raiders, see here
- Ensure all adjacent stars are raider free, to stop them spreading.
- Ask a neighbour realm to come deal with them.
- Request an Imperial fleet to come deal with them, see here
- These stars are in rebellion against their lord.
- They can be captured by supressing the rebellion.
- Defeat their fleet, and the star will become yours.
- You do not need to bombard.
- A fleet with diplomatic ability is not required to capture these stars.
- All structures remain in place and are captured.
- Any realm may suppress the rebellion and that realm will gain the star.
- Taking the star too soon after they rebel will not gain much as they will just rebel again.
- Rebel stars are neutral and the star access level is always open.
- Rebel stars do not build structures.
- Rebel stars will eventually declare independence.
- An independent star will build whereas a rebel star is static and more vulnerable.
- For why stars go into rebellion see rebellion.
- Some stars are not aligned to any realm and have independent rule.
- These stars build defences and become stronger over time.
- These stars may be captured by attacking their fleet then bombarding the star.
No structures will be captured. - Bombing or attacking Indy fleets will trigger a declaration of war by the Indy.
- One may "Sue for Peace" to end the war.
- Independent fleets do repair.
- After some time with no further attacks, the indy may unilaterally end the state of war.
- Treaties may be negotiated with Indies, see treaties.
- A fleet with a diplomat or diplomatic unit is required to conduct negotiations at these stars.
- Indies have a "relationship" with realms, these vary for each realm & each Indy.
- Some Indies are down right ornery, and it will be difficult to improve relations.
- Indies vary greatly in their ability to grow. Some remain weak for a long time. Others may build up very quickly, even using contractors to build extra levels. Some may become very militarily strong.
- Independents are normally neutral and the star access is normally open,
But once attacked they become xenophobic and access becomes closed to all.
If they are not attacked again, they will eventually revert to neutral. - Lords may grant their own stars independence, all assets on the starbase will be transferred to the new owners.
This option is found on the star panel under "Options".
Territories :
- These were independent stars that now have a territorial treaty with a realm.
- Territories are a good way to convert factory output (FO) into assets.
- "Motherland" is used to refer to the realm that the territory belongs to.
- If the motherland goes to war, so do all of her territories.
- If a territory goes to war the motherland does not automatically go to war.
- If a territory is blockaded, it is the motherland fleets that are blockaded.
- A territory may be attacked and bombed without declaring war on it's motherland.
- Territories may join in combat :
- If motherland fleet is attacked.
- If motherland fleet attacks and is at war with the target realm.
- Territories will not join in attacks by the motherland when not at war.
- This is similar to the way a defence agreement between realms works.
- See treaties for details.
Territory Value :
- Not all territories have the same value as a source of assets.
- If they have high levels of habitat and mercantiles, they will be a good tax source.
- If they have a high level habitat, they will be a good source of workers.
- A high level mine at a high value star, is a good mineral & nanobit source.
- A high level shipyard will provide more, less expensive ships.
- Factories provide tradegoods and may be the best opportunity for distant stars.
Indy Relations :
- The relationship of an Indy to each realm may vary.
- Indies have variant "personalities", some are more open to trade than others. You will need to treat each differently.
- The relations may change over time dependent on attacks, trade or treaties.
- Relations will trend towards "normal", so to maintain a very good relationship will require high favour treaties or gifts.
- If a treaty is valued in favour of the Indy, relations will improve.
- If a treaty is valued in favour of the realm, relations will get worse.
- Note that some Indies will become dissatified with low favour treaties.
- Positive relations will decrease the "cost" of a treaty.
- Negative relations will increase the "cost" of a treaty.
Suggested Actions :
- If they have a small navy, it is best to attack and capture the star.
- If their navy is too strong, and they only like you a little, try a treaty in their favour.
- If the star is a territory of another realm, you can trade with them, or give them gifts to improve relations.
- You may steal a territory away from another realm. This is less costly if you have good relations and they have bad. The favour of the relative treaties also factors into the cost.
- Keeping a diplomat at an indy will generate influence there and improve relations. This does not apply to ships with the component diplomatic unit.
Rebel Activity :
- Rebels are active at all independent stars.
- The orneriness of the locals has a great deal to do with how rebellions grow.
- Disatisfaction with treaties will drive rebellion as well.
- Poor relations with other indies will increase rebellion.
- The only indication a rebellion is brewing is a decreasing relationship.
- A full fledged rebellion may happen at some point. This will cause cancellation of the treaty. A rebellion will degrade relations with all the other territories of the realm.
- After a rebellion, it will take some time for the locals to settle down. The star will be very difficult to deal with and getting a successful territorial treaty may be impossible until relations improve.
Ornery Independents :
- Indies have an orneriness trait on a scale of 0 - 100. Zero means they will put up with almost any abuse and be willing to give better trade terms. 100 means they will hate you forever if you even look sideways at them.
- Orneriness can increase due to abuse.
- Orneriness is of no consequence unless you intertact with them. Then it will affect negotiations and the amount of disatisfaction regarding treaties.
- Rebel activity is enhanced by the ornery level.
- There is no way to determine the ornery level other than interacting with the indy.
- If you find an ornery indy, to improve relations try a trade deal without a territory treaty. Trade treaties are not as affected by orneriness and once you have improved relations you can attempt getting a territorial treaty.
- Very ornery indies will be hard to placate and will not put up with being a territory very long before rebelling.
Memory of Past Abuses :
- Indies remember past abuse, like breaking treaties, bad negotiations, poor treaties and rebellions under your hegemony.
- Trade treaties will be harder and more expensive to gain.
- Territorial treaties will be much more difficult and may be undermined by rebellion.
The Community of Independents :
- Indies talk to each other.
- Issues with one may cause relationship issues with others.
- A large amount of issues with several indies over a short time, can cause cascading lowering of relations, rebellions and loss of treaties.
Galactic Empire :
Sector Councils :
UTS Corporation :
Raiders :
Rebel Stars :
Independent Stars (Indy):
Diplomacy with Independents :
- This treaty only receives tradegoods from the indy.
- A diplomat or a ship with a diplomatic unit is required at the star in order to negotiate.
- Any number of realms may have a trade treaty with each indy.
- A Treaty Storage fleet is created once the treaty is signed.
- Only the tradegoods received are stored on this fleet.
- UTS or a domestic fleet must move the TG to a domestic star to convert the TG to credits.
This fleet will be disbanded if the treaty is cancelled by either party :
- All tradegoods on the storage fleet will be lost.
- These are created by negotiating with an Independent star.
- A diplomat or a ship with a diplomatic unit is required at the star in order to negotiate.
- Only one realm may have a territorial treaty with each indy.
- A Territorial Base is created once the treaty is signed.
-
This fleet will be disbanded if the treaty is cancelled by either party.
- Ships will be transferred to a new fleet.
- Officials will move to the nearest domestic star.
- All resources and other assets will be lost.
- The cost of the treaty is dependent on your relationship with the star and what you request.
- Requesting a high percentage of the stars output will result in a higher cost for the treaty.
-
ie; if the star has a level 2 habitat, its maximum tax is 150c
- If you request 150c in tax, it may cost 210c
- but requesting only 100c may cost just 100c
- 50c maybe only 35c
- So a well developed star can provide more cost effective treaties - The request percentage applies to minerals as well. Request less to lower the relative cost.
- It may be best to ask for smaller amounts of several items rather than a lot of one.
- A treaty may be lost if another realm offers a better treaty to the territory.
Relationship :
- This is how the Independent feels towards a specific realm.
- Relationship is affected by all interactions with the Indy.
- Relations are also affected by situations involving other indies.
- Relationship is a major factor in the cost of a treaty.
- If the relationship gets bad enough, an insurrection will begin, leading to the loss of the territory.
- Indies that do not like you will put a higher cost on your requests.
- You may give gifts and have a trade treaty with an indy without them being your territory, this will improve relations.
- Requesting an Indy becomes a territory increases the options available, but may erode relations over time unless the treaty is in their favour.
- If the motherland is at war and enemy fleets are occupying the star, the relationship will deteriorate.
Negative Effects on Relationship :
- Changes to a treaty, not in their favour.
- Cancelling a treaty.
- War with the motherland.
- Wars with other indies.
- Cancellation of agreements with other indies
- Rebellion at other indies.
- High piracy
- Black market trades.
- Foreign agent operations.
- The orneriness of the indy.
- Military threats.
Influence :
- Influence will help gain the acceptance of treaties.
- Influence also helps to offset negative favour treaties.
- Warning : Most influence does not last,
- so if relied upon to support a negative favour treaty,
relations will suffer and the treaty may be cancelled by dissatisfaction.Sources of Influence :
- Influence from gifts decreases each cycle.
- Infuence from gifts also improves the relationship over time.
- See gifts for details.
- Gifts may be made of :
- Credits
- Resources (Workers, Nanobits, Minerals, Food, Luxuries & Tradegoods)
- Jumpgate, Depot and Spaceport Modules
- Combat Ships
- Requires a trade or territorial treaty with the indy .
- Keeping a diplomat at an indy will generate influence that remains until the diplomat leaves. This will offset the natural decrease in influence.
- The effect of this type of influence increases a bit each cycle, but only up to a point.
- Rank, ability and charisma of the diplomat all have an effect.
- + 20 influence at all stars with a treaty.
- + 50 influence during negotiations only.
- Gunboat diplomacy is the infuence gained from a fleet of combat ships at the star.
- If the motherland is flagged as anonymous, only anonymous fleets will be counted. Otherwise only motherland fleets will be counted (no anonymous fleets).
- The influence gained is based on the ratio of combat rating between the realm negotiating and the combined fleets of the Indy and its motherland at the star.
- This value is capped at 200 for 3 X indy fleet.
- Influence from gunboat diplomacy is only used during negotiations.
- This type of influence does not help improve relations.
Gunboat Values - A military threat may be made during treaty negotiation (see below).
- The influence gained begins based on the current gunboat diplomacy value.
- Influence from threats decreases each cycle.
- Threats will have an initial effect of doubling gunboat diplomacy.
- Threats will negatively affect the relationship.
Gifts :
Diplomats :
Imperialist Victory Path :
Negotiator Lord's Trait :
Gunboat Diplomacy :
Military Threats :
Treaty Value :
- This is the value of the treaty to the territory.
- The governor will only accept treaties where the value plus influence is greater than zero.
Treaty Favour :
- This is an indicator of whether the treaty benefits the territory or not.
- Things you ask for weigh against the treaty, what you offer weighs in favour.
- Treaties that weigh in favour of the star improve your relations (Give them extra to make them happy).
- Note that favour may differ from the value as some options have modifiers.
Dissatisfaction Level :
- This is an indicator that the Indy intends to cancel the treaty.
- The treaty will be cancelled when dissatisfaction reaches 100%.
- Causes :
- A negative treaty favour.
- A poor relationship.
- Transponder access denied.
The Territorial Base :
- This fleet is equivalent to a starbase, but is located at a territory.
- All hard assets provided by the territory are placed on this fleet.
- It is possible to transfer to or from this fleet with a fleet on a route.
- Deployable ships may be placed on this fleet and they will fight.
Change of Allegiance :
- Lords may try to have a territory change allegiance from its motherland to their own realm.
- Requirements to succeed :
- A bribe will be required.
- The combination of relationship and influence must be greater than that of the current motherland. The bribe may be increased to compensate for a lesser valuation.
- If at war with the motherland, the relationship comparison is multiplied by 5.
This means influence has less effect and the bribe will increase with the disparity. - The new treaty favour must be at least 20% higher than the motherland's treaty.
- Gunboat diplomacy must be greater than the combined fleets of the Indy and its motherland.
Threaten Military Action :
- Selecting the threat option will immediately negatively affect the relationship. The amount of effect is variable between Indies, some will cower some will be very offended.
- If you have no miltary fleet present, the threat may be considered "empty" and ignored (but will still impact your relations). A powerful miltary fleet will be a more effective influence.
- Military threats may increase influence at the star, see military threats section.
- This can not be un-done, use as a last resort.
Sue for Peace :
- .
- .
- .
- .
Effect of Bombardment :
- Structures may be destroyed during bombardment.
- This may cause territorial obligations to change, but the realm obligations never are.
- This may cause an unwanted outflow to the Indy, but will increase favour.
- A diplomat or diplomatic unit is needed to adjust the treaty or see next section.
Cancel Treaty :
- Treaties may be cancel without a diplomatic presence.
- The relationship with the Indy will degrade.
- It will also degrade relations with all the other territories of the realm.
- The treaty storage or territorial base fleet will be lost.
Trade Opportunities :
- Some indies will provide specific resources for less.
- It is best to request smaller amounts until your relations improve.
Identifying Opportunities Conditions Best Deals High level habitat, preferably with high level mercantiles Taxes High level habitat Workers Slave market Workers High mineral value and high level mine Minerals High level refinery, preferably with a high level mine & mineral value Nanobits High level factory Trade High level shipyard Ships Treaty Options :
Treaty Options - Offers to Indy Aid - Credits you pay to the territory each cycle.
- Favour depends on the habitat level.
Low levels gain more than high levels.
See the demands list for the actual amount. - You may not request taxes and give aid in the same treaty.
Send
Factory Output (FO)- An allotment of your factory output (FO) given the territory each cycle.
- This is valued at the "Export Value" from your realm to the territory.
- The export value for your FO will be higher at stars that are far from your realm.
- Favour is equal to the total value.
Send
Resources- Indies have demands, if they have no need for a resource, they will not take it.
- For each specific resource, the value and favour are the same.
- View the "Supply & Demand" list to see what they need.
- Their demands will change over time. If you over supply them with a specific resource, they will eventually demand less of it.
- The demand price is based on their current stock level and needs by the star.
- Demand for luxuries increases at higher habitat levels.
- The resources must be on your territorial base.
- Each cycle the agreed amount will be removed from the base.
- Ensure enough resources are stocked on the fleet. If the resources run out the treaty will be in default. Treaty dissatisfaction will increase and relations will degrade.
Relinquish
Transponder- This will only be available if you have control of the transponder.
- This will reverse the "Transponder Control" on the request side.
- On acceptance of the treaty, the transponder control will transfer to the Indy.
- Favour Will increase as the negative favour from transponder control will be removed.
Bribe
- Specious- This bribe may be desired by the governor.
- Its only function is to gain agreement to the treaty.
- This bribe is usually a small amount.
- Favour is not affected as the bribe has no influence past getting the treaty accepted.
Bribe
- Cost Reduction- This bribe may be offered, it is never requested by a governor.
- Not possible for a change of allegiance, see next type.
- Reduces the cost of a treaty, its effect is double the amount paid.
- May not be above 25% of the treaty value (Maximum effect of 50% treaty value).
- Favour is not affected as the bribe has no influence past getting the treaty accepted.
- Warning : This bribe may get the treaty accepted, but may damage the relationship over time if the treaty is not valued in favour of the territory.
- If the treaty is re-negotiated, previous bribes are not applied again (they have no influence).
Bribe
- Change Allegiance- This bribe will be required by the governor when negotiating an allegiance change and may be very expensive.
- This bribe is based on the following :
- Comparison of relations of the motherland and your realm to the territory.
- Comparison of the influence of the motherland and your realm on the territory.
- Favour is not affected as the bribe has no influence past getting the treaty accepted.
Treaty Options - Requests of Indy The Treaty Itself - The treaty value is based on the structures, their levels and the mineral value of the star and is modified by your relationship.
- Negative Favour is 20% of the modified value.
Pay Tax - This is credits you receive from the territory each cycle.
- The higher percent of their total tax income you request will have a major impact on what they want in return.
- This is also impacted by a request for workers as that would require a lower tax rate.
- Higher level habitats will provide better deals.
- You may not request taxes and give aid in the same treaty.
- Negative Favour is equal to the adjusted value.
Provide
Tradegoods- This option provides Independent tradegoods each cycle.
- This option may be requested without the star becoming a terrirory.
- These tradegoods are placed on your territorial base or treaty storage fleet.
- Each independent star tradegoods are valued separately. The value is based on the development of the star and the distance to your homeworld. This is the "Import Value" from the territory to your realm.
- This option does not suffer from "percent used" inflation, as the purpose of TG are to be traded.
- Negative Favour is half the total value (they really want to export goods).
- For example 100 TG @ 1.2 will gain you 120 credits but only weigh against the treaty by -60.
- This option is good for those Indies that do not like you as the relationship does not impact the value.
- These tradegoods may be "cashed in" at any domestic star. This is automatically done when the TG are offloaded to a starbase fleet.
- Independent tradegoods may also be offered for sale at the sector markets.
Transponder Control - This will only be available if the Indy has control of the transponder.
- On acceptance of the treaty, the transponder control will transfer to the motherland.
- There is no value for this item, but be careful of the negative favour.
- Negative Favour Is dependent on the relationship.
Deter
Piracy- The indy will patrol the star, reducing the piracy threat.
- The indy will not attack raider or privateer fleets if they do appear.
- Negative Favour Is dependent on the relationship.
Provide
Ships- A shipyard must be present on the star in order for this option to be available.
- When selecting the number of builders to employ, note that the higher the percentage you use the more the treaty will cost.
So if there is only a level 1 shipyard and you use all 2 builders this will cost more than if the star had a lv3 shipyard with 2 builders used, as this would only be 33% of the builders used.
(The territory wants to build its own ships, by using a high % of builders you slow them down, but for the right price, anything can be had) - Higher level shipyards will provide better deals.
- Ships are placed on the territorial starbase once completed.
- A ship may be set to join a route on completion.
- Negative Favour is based on the build cost of the ship and the builders used.
Provide
Resources- Indies may supply resources based on their stock on hand.
- View the "Supply & Demand" list to see what they can supply.
- Their supply will change over time. If you take a lot of a specific resource, they will eventually run out of it, unless their production can keep up.
- The supply price is based on their current stock and your relationship.
- The resources will be placed on your territorial base each cycle.
- Negative Favour is based on their current supply price.
Allow Repair
Allow Supply- These options may not be available if they do not like you.
- Value (if any) is based on the relationship.
- These cause no Negative Favour.
- Actual cost of ship repairs based on the relationship and will range from 20c/Kt to 50c/Kt
Close
Black Market- You may try to have the black market closed.
- A diplomat or diplomatic unit is required on a fleet at the star in order to give a gift.
- Gifts can be used to influence treaty acceptance, but be aware that they do not directly affect treaty favour, so eventually your treaty could begin to harm the relationship.
- Treaty favour may improve due to better relations, depending on what is on the treaty.
- Gifts positively influence the relationship over several cycles.
- The modifier decreases each cycle.
- The total effect lasts for about 10 cycles.
- Influence gained will be greater for stars with poor relations.
- The better the relations, the harder it will be to increase influence through gifts.
- There is a limit to the influence that may be gained each cycle.
- If a territorial treaty is not an option and FO's is not available,
gifts are the only way to improve relations, other than providing aid in credits.
One-Time Payment :
- The one-time has a greater initial impact on the relationship.
- Aid will affect treaty favour, one-time does not.
- If you have excess credits and want to improve the relationship quickly, one-times are OK.
- Aid is a better option as it also lets you get something in return.
- If the Indy is ornery, one-times may be futile as they will not overcome their orneriness.
Comparing a one-time payment to aid (payments each cycle in a treaty)
Resource Gifts :
- These include workers, nanobits, minerals, luxuries & tradegoods, but not scrap.
- The resources must be on a non-retreating, non-recon fleet at the star.
- Influence gained is limited by the current amount of the resource on the star (worker and nanobit increase is not affected).
- Any amount may be given, but influence may be limited to the maximum for that cycle.
- Repeated gifts in the same cycle have a diminishing effect on influence.
- If there is no recycler at the star, gifting scrap has no effect.
- TG Value for realm TG is the export value.
- Imperial TG have a value of 5.
- All other realm and indy TG have a value of 2. - Resource gifts will speed up development at the star.
- Resources do not speed up building,
they reduce the time it takes to accumulate resources needed to build.
- Workers and nanobits are available for building immediately.
- Availablity from minerals, food, scrap, luxuries and tradegoods is delayed.
Examples:Resource Gift Values Resource Gift
InfluenceWorker
IncreaseNanobit
IncreaseDelayed
AvailablityWorkers 15% 100% No Nanobits 10% 100% No Minerals 5% 30% Yes Proteins 10% 60% Yes Produce 8% 40% Yes Synthetics 4% 20% Yes Tradegoods 10% TG Value 20% TG Value 80% TG Value Yes Luxuries 15% 20% 80% Yes Scrap 10% of the
conversion rate Recycler
conversion rateYes - Gift 1000 Nanobits, Get 100 Influence, the star gains 1000 Nanobits immediately.
- Gift 1000 Proteins, Get 100 Influence, the star eventually gains 600 Workers.
- Gift 1000 tradegoods valued at 2.5,
Get 250 Influence, the star eventually gains 500 Workers & 2000 Nanobits. - Gift 1000 Scrap at a star with a level 2 recycler (60% conversion),
Get 60 Influence, the star eventually gains 600 Nanobits.
Gift Modules :
- Jumpgate,Supply Depot and Spaceport modules may be gifted to Independent stars.
- The module must be on a non-retreating fleet at the star to gift it.
- The module will begin building once the current build is complete.
In the case of a jumpgate module, the territory may build works yards before the jumpgate.
Trade Treaty :
Territorial Treaty :
Gifts to Independents & Territories :
StarLords3K game manual: Fealty, including Lieges and Vassals, Rank and Titles, Patronage, Tribute, Ministers, Esprit de Corps, .
StarLords3K is a free multiplayer 4X space strategy game focused on diplomacy, trade, economics and optional military expansion.
Fealty
- Fealty is a relationship between a liege and a vassal.
- Diplomatic relationships do not affect fealty or vice versa.
- Offer or demand an oath of fealty with a proposal.
Lieges and Vassals :
- Lords that pledge an oath of fealty become a vassal.
- Lords that are given fealty become a liege.
- Lords may pledge an oath of fealty to only one liege at a time.
- Lords under protection may not enter into a fealty agreement.
- A liege may have any number of vassals.
- Lords sworn to the council may not have vassals.
- All Civil Defence Fleets belonging to the vassal become Banner Fleets for the liege.
- A liege automatically receives tribute from each of their vassals every cycle.
- A vassal automatically receives patronage from their liege every cycle.
- Oaths may be offered, requested, demanded or revoked in the diplomacy panel.
- Lords may be both a liege and a vassal at the same time. (Fealty is both given and received)
- Subjects are all vassals and all the lords in the hierarchy of lieges and vassals below them.
- The example fealty chart below illustrates these concepts.
Rank and Titles :
- Initially your title is Lord or Lady.
- You gain a higher rank when you have vassals.
- Your rank is one higher than your highest ranked vassal.
Example Fealty Chart
Count Baron Viscount Viscount Lord Baron Baron Baron Lord Lord Lord Lord
Example 1:
You have 3 vassals, but they themselves have no vassals, then your rank is 2 = Baron or Baroness.
Example 2:
You have several vassals, the highest rank being Viscount, thus your title is Count.
Example 3:
In the chart on the right you can see it matters naught the number of vassals, only the highest rank. The Count has 3 vassals and a total of 11 subjects. The Viscount on the far right has 2 vassals and 4 subjects.
Rank and Titles Rank Male Female 1 2 3 4 5 6 7 8 9 10 11
Sovereignty :
- The top liege in a fealty hierarchy is a sovereign (liege must have at least one vassal).
- A sovereign receives a subsidy of 500 per rank per cycle.
- Lords on the monarch victory path receive 10% more subsidy.
- This symbolises tribute from all subjects.
- A sovereign receives 100 prestige per rank.
Patronage from a Liege :
- Patronage is automatically received by a vassal each cycle.
- This symbolises advisors, aid and support transferred to a vassal from their liege.
- The initial amount received is based on the rank of both the liege and the vassal.
- Patronage slowly decreases each cycle to a minimum of 500.
This effect applies to the liege as well. If the same two players just swap liege for vassal, the new vassal (previous liege) will have the same patronage as the old vassal. - The patronage reduction value for a specific lord will decrease each cycle that lord is not one's liege.
This means that after some time, the ex-liege will be a good source of patronage again. - If rank changes for either vassal or liege, patronage will be calculated as if the new rank was always the case.
- Lords on the bannerman victory path receive 10% more patronage.
- Patronage costs the liege nothing.
- Patronage is converted into subsidies, using the subsidy ratio.
Initial Patronage Liege Rank Vassal
Rank2,950 2,800 2,650 2,500 2,350 2,200 2,050 1,900 1,750 1,600 2,600 2,450 2,300 2,150 2,000 1,850 1,700 1,550 1,400 2,250 2,100 1,950 1,800 1,650 1,500 1,350 1,200 1,900 1,750 1,600 1,450 1,300 1,150 1,000 1,550 1,400 1,250 1,100 950 800 1,200 1,050 900 750 600 850 700 550 500 500 500 500 500 500 500 Tribute from Vassals :
- Tribute is automatically received by a liege for each vassal every cycle.
- This symbolises labour, material and wealth transferred to a liege from a vassal.
- Tribute is converted into subsidies, using the subsidy ratio.
- Lords on the monarch victory path receive 10% more tribute.
- In addition to the tribute for subsidies, each vassal gains the liege 500 ship support credits.
- Tribute costs the vassal nothing.
Tribute per Vassal per Cycle Vassal Habitat Levels 25 50 75 100 125 150 175 1,612 1,866 2,061 2,225 2,369 2,500 2,620
Esprit de Corps (EdC) :
- Esprit de Corps is a combat bonus based on fealty and dominance.
- You receive 2% per your rank. (so minimum EdC is 2%)
- If you have a liege you get 5%.
- If you have vassals, you get 2% per vassal.
- The maximum EdC bonus is 20%
Example:
Your rank is 3 (Viscount), you have a liege and you have 5 vassals.
Your EdC would be 2 X 3 + 5 + 2 X 5 for a total of 21%, but reduced to 20% (Maximum)
Ministers :
- Vassals may be appointed to a ministry, they then become the minister for that ministry.
- Each ministry in a realm may be held by only one vassal.
- Each vassal may only hold one ministry at a time.
- When dismissed from a ministry, the appointment is lost immediately (bonuses are no longer in effect).
- When appointed to a ministry, the appointment is not gained until the end of cycle.
- If appointed to a new ministry, the old appointment is held until the change at cycle end.
- At cycle end bonuses are applied for the new appointment.
- A vassal earns 25 prestige when they are a minister, 50 prestige for ministry of culture.
- Each ministry gives a bonus in a specific area. See the table below.
NOTE : Development and Ordnance reduce all build costs (credits, workers & minerals)Minister Bonus Table Ministry Bonus Area Base
BonusBonus per Rank of Liege Maximum
build time is reduced as well.
Example:
You are a Viscount (rank 3) and you appoint a vassal to your ministry of finance.
He now gains a bonus of 5% plus 1% X 3 equalling a tax income bonus of 8%.
Hot Keys & Buttons
- These buttons center a specific star in the viewport.
- Initially there is one hot button for your homeworld.
- Set up one hot button in each area of the map you frequently visit.
- Hot buttons are very handy when creating a route to a far off star. Click a hot button as the destination, then use "Find Route".
- These buttons should be limited to only a few stars.
- For example, a button for some capitals, your main stars, an area you are attacking.
- Having too many hot buttons defeats the purpose of fast relocation, as you have to hunt for the button.
- The star list already lists all the stars and can be filtered. - You may add a hot button for any star:
- Select the star.
- Hover over the hot button area.
- Click the add button. - Remove a hot button by:
- Click the button.
- Click Remove.
Hot Keys :
NOTE: Most hot keys are disabled in the tutorial
| Map Options | |
|---|---|
| Key | Display |
| Game Panels | |
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| Key | Display |
| Sequential Star Selection | |||||||||||||||||
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| This steps from star to star, the sequence depending on the current panel | |||||||||||||||||
| Key / Button | Action | ||||||||||||||||
| < | Previous Star | ||||||||||||||||
| > | Next Star | ||||||||||||||||
| Panel | Stars in Sequence | ||||||||||||||||
| Map Routes Diplomacy Reports | These panels have no sequencing | ||||||||||||||||
| Star - Foreign | Star with same owner | ||||||||||||||||
| Star - Domestic |
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| Fleets | If the 'jump ready' option is selected,
only stars with fully charged fleets (certain types exempt) Otherwise, stars with domestic fleets | ||||||||||||||||
| Foreign Ships | Only stars with foreign fleets (excludes Imperial fleets) | ||||||||||||||||
| Operations |
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| NOTE: If there are no stars in the sequnce a popup message will display | |||||||||||||||||
Hot Star Buttons :
Game Options :
- When selected the prompt for fullscreen at game load will be bypassed.
- There is no way to automatically load into fullscreen due to browser restrictions.
- This option may be set for each computer you use. Clearing cookies will turn it off.
- Normally the manual displays within the game window. On systems with multiple monitors, you may wish to keep the manual open in a separate window.
- On single monitor systems this feature does not work well as there is no way to automatically switch between windows. So the browser cannot bring the manual into view (if under the game window) when a help button is clicked.
- This option may be set for each computer you use. Clearing cookies will turn it off.
- Sometimes the browser cache will become corrupted, refreshing the cache will reload all the files.
- Admin may suggest this to be done to update files prior to a full code update.
- Display recent changes to the game.
- Resign from the current game.
- Your rating points will only be affected if you are no longer an Imperial protectorate.
- There are 2 types of holiday mode.
Keep Alive:
- This just prevents your realm from churning out.
- Normally, a realm will be removed from the game for inactivity, this prevents that.
- No other processes freeze.
- Your ecomomy, contentment, builds and output all continue as normal.
- Ememies may still attack you.
- Your realm will automatically be removed from the game after 15 days , unless you notify admin you will be away longer.
Important
Freeze:
- Credits are frozen, the budget still functions, but no change is made to total credits.
- Contentment on all domestic stars is frozen and does not change.
- Rebellions are frozen at the current level.
- All builders are removed from projects.
- Resources are still produced.
- Shipments are still made.
- Diplomatic agreements are continued.
If an agreement is set to expire, it will still expire. - Your fleets continue to patrol and police access.
- Ememies may still attack you.
- Access to your realm is prevented until holiday mode is turned off.
Always Load Game in Window :
Manual in Separate Window :
Refresh Cache :
Update List :
Abdicate :
Holiday Mode :
Forum :
- New posts in the form have drafts saved automatically.
- Drafts protect the post from crashes, browser closes and other losses.
- Drafts are deleted once it is confirmed as posted.
- There are 2 types of drafts
- These are specific to each forum.
- You may have new topic drafts saved for any number of forums.
- You may not create another new topic for a forum while a new topic draft exists for that forum.
Reply to topic :
- These are specific to each topic (thread).
- You may have reply drafts saved for any number of topics.
- You may not create another post in a topic while a reply draft exists for that topic.
New Topic :