Stellar Crisis v3.0 FAQ (working draft)
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PART I OVERVIEW
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PART II DIMENSIONS OF PLAY
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PART III TECHNICAL REFERENCE
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The User Interface
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Catalogue of Series Variables
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Sequence of Events During Update
PART I OVERVIEW
[Draft Notes]
Updated 2/11/2000 Miscellaneous questions, problems, and issues:
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The Quick Start section I had written was too wordy and long, so I scrapped the whole thing. The replacement section is "Learning, Understanding, and Mastering the Game", and functions almost like an alternate version of a table of contents.
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Population — is pop rounded up or down after reduction from invasion?
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Production = base production * (1.00 + 0.10 * #_of_trade_partners)? Or
is production = base production * 1.10 ^ #_of_trade_partners?
What is Stellar Crisis?
Stellar Crisis is a free, web-based, multi-player space-genre strategy game. Players manage vast interstellar empires, research key technologies, negotiate the hazards of inter-player political diplomacy, and wage war on their enemies.
What is Stellar Crisis v3?
Stellar Crisis v3 is an enhancement and extension of versions that went before, such as v2.8 and v2.9. Where v2.8 and v2.9 had numerous game features hardcoded into the system, v3.0 has a greater number of flexible settings known as series variables. As a consequence, a v3 server can simultaneously furnish a much wider variety of game configurations. If the server admin desires, some series can be configured to mimic v2.8, others to emulate v2.9, and still others to take advantage of features unique to v3.
Because this FAQ is intended to describe v3 as a whole, it will also describe v2.8 and v2.9.
It does not describe Stellar Crisis MKII, Almonaster, or any other versions except v3.0 and by corollary, v2.8 and v2.9.
Object of the Game
The primary goal is to prevent your home planet from being destroyed by hostile empires that are trying to "nuke you out of the game". An empire that avoids this fate and is still alive at the end of the game earns a "win". The game ends when there is only one surviving empire, or when there are several that are all allied with one another. In games that allow the Draw option, the game will end if all remaining players agree to draw, but in this case no "win" is awarded.
A secondary goal is eliminate other players, earning a "nuke" for each empire so removed. Note
that "wins", "nukes", and "been nukeds" are entered into your empire's permanent record, visible to other players.
Learning, Understanding, and Mastering the Game
[This section, which must be written last, will offer several different approaches to learning the game. One approach will be much like the quick start section of the v2.8 faq, brief and to-the-point, but organized as a narrative paragraph with links to the screens and menus in the User Interface reference section of this document. Another paragraph will contain links to gain a deeper understanding of the topics covered under Dimensions of Play. The final paragraph of links covers the other technical reference sections (Series Variables and the Update Sequence). The section could conclude with some general advice and strategies, or again, links to such (possibly a PART IV?)].
PART II DIMENSIONS OF PLAY
Economics
Economics might not be the only factor in determining the ultimate fate of an empire, but it is the most obvious. The Law of Brute Force states that the bigger an empire's economy, the more ships it can produce, and therefore the more power it wields. An empire can prevail against a larger enemy by gaining advantages in other dimensions of play, but to do so often requires a considerable amount of skill.
Resources
In both Stellar Crisis and the real world, scarce resources are the basic atoms of Economics. But only in SC can the relationship between all known atoms be sketched in a single sentence: an empire needs Agriculture to sustain Population, Population to produce Minerals and Fuel, and Minerals and Fuel to build and operate Ships. Ships, of course, are required to accomplish just about anything else (e.g. explore, colonize new territory, make contact with alien species, wage war, and hopefully win the game).
Resources are located on planetary systems; see the Map [link] and Systems [link] screens to learn how to read a system's resource ratings. The Agriculture, Mineral, and Fuel ratings of a system are reasonably stable through time, and change only as a result of deliberate actions like nuking and terraforming. In other words, these values do not change as a result of ordinary economic activity (production and consumption). However, a system's Population (if any) is not blessed with the same sort of stability and is subject to various adjustments each turn.
An empire normally starts the game controlling just one system, known as a homeworld. If the game is configured as a multi-home game, each player will own 2-3 homes (if any of these systems is nuked, their owner is eliminated from the game). Besides normal homeworlds and multi-homes, there are also two distinct species of non-home systems (which are initially unowned and unpopulated). The significance in distinguishing between these four classes of systems is that they vary in their resource parameters:
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Homeworlds — In a normal game with one homeworld per empire, the homeworld resources will be set equal to the series values for Homeworld Ag, Min, and Fuel. The starting population will equal the Homeworld Ag.
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Multi-homes — The normal series values for Homeworld Ag, Min, and Fuel are ignored. Instead, the resources of the multi-homes are randomized according to a procedure I do not completely understand. The starting population of each home system will equal that system's Ag.
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Randomized Average Systems — These systems are non-home systems that are generated when an empire joins the game. Their resources will be randomized, but their average will equal the series values for Average Ag, Min, and Fuel.
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Created Average Systems — These systems are non-home systems created by players using Builder technology during the course of the game. Naturally, these systems can only appear in games that allow Builder Tech. Their resources will not be randomized, but will exactly equal the series values for Average Ag, Min, and Fuel.
In order to gain control of a system (and its resources), an empire must either plant population on an unowned system with a colony ship, or else successfully invade an occupied planet with a troopship.
Agriculture (Ag)
Agriculture is a basic resource needed to sustain population, with one point of Ag supporting one point of Pop. An empire that has more Ag than Pop will experience growth, while one with less Ag will experience negative growth. The comparison between Ag and Pop is computed only at the level of an entire empire, not system by system. The resulting growth rate is then applied to the individual systems owned by that empire.
The total amount of agriculture produced by an empire is simply the sum of the Ag Ratings of the systems that the empire controls, plus any bonuses from trade. The amount of pop inhabiting a system does not affect the amount of ag that the system produces; the system always contributes
the full value of its Ag Rating.
Population
Population requires Agriculture to survive, and constitutes the labor factor
that produces Minerals and Fuel. In addition, a certain amount of population
must be present on a system before that system can manufacture ships (Min
Pop to Build). Population derives from four sources:
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Initial — When an empire joins the game, its homeworld population is set
equal to the Agriculture Rating of the home system.
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From Colonization — When a Colony ship claims ownership of an unowned system,
it plants an amount of population equal to the square of its current Battle
Rank (BR). Fractional amounts of planted population are truncated.
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From Conquest — When a Troopship succeeds in invading an enemy system,
the population is halved, and control/ownership of the population/system
passes to the invading empire.
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From Growth — Each turn, the population of each owned system is adjusted
according to the Agriculture Ratio of the empire
that controls the system. To determine the new population of a system,
the old population is multiplied by the Ag Ratio, truncated, and incremented
by one. However, the new population cannot grow any larger than the Max
Pop that the owner has specified for that system (using the Systems Screen).
Minerals and Fuel
Minerals and fuel are the raw materials used to build, maintain, and operate
ships. Lack of minerals will constrain the rate at which an empire
may construct fully-effective ships, while lack of fuel will constrain
an empire's absolute capacity for operating fully-effective ships.
In many games — particularly those with a low Ship Limit — minerals are
more important than fuel.
The mineral production and fuel production of a system are limited by
the population actually present on that system. This means that a system's
mineral production is the lesser of its Mineral Rating and its Population,
while its fuel production is the lesser of its Fuel Rating and Population.
An empire's Total Minerals and Total Fuel are simply the sum of production
across its systems, plus any bonuses for trade.
An empire's consumption of minerals and fuel depends on the ships that
it builds and operates. Each ship requires a certain amount of minerals
to build, and a combination of minerals and fuel to operate. These costs
vary according to ship type and Battle Rank (BR).
Build, Maintenance, and Fuel Costs as a Function of Battle
Rank (BR) |
Type of Cost |
Resource Required |
One Ship Costs |
Build Cost |
Minerals |
(BR + 4)² + Added Build Cost (for that ship type) |
Maintenance Cost |
Minerals |
2 x BR + Added Maintenance Cost (for that ship type)
Even if negative, the Added Maintenance Cost will not reduce a ship's
Maintenance Cost below 2 — every ship costs something! |
Fuel Cost |
Fuel |
A ship's fuel cost is always double the maintenance cost, except
for satellites and minefields, which consume no fuel |
Key Ratios
The pulse of an empire's overall economy can be measured by an assortment
of indicators, expressed as ratios. Besides acting as simple indicators,
these ratios have specific effects on the game.
Ratio |
Formula |
What it Indicates |
Ag
Ratio |
(Total Ag + 0.1)
——————————————————
(Total Pop + 0.1) |
Whether an empire has sufficient agriculture to feed its population,
and hence whether the population is growing or shrinking (and how quickly) |
Maint
Ratio |
(Total Minerals + 0.1)
——————————————————
(Total Build Cost + Total Maint Cost + 0.1) |
Whether the state of repair of an empire's ships and scheduled builds
is currently improving or deteriorating (and how quickly) |
Fuel Ratio |
(Total Fuel + 0.1)
——————————————————
(Total Fuel Cost + 0.1) |
Whether an empire's economy is capable of keeping its existing ships
at peak operating efficiency (and to what extent) |
Tech Ratio |
(Total Build Cost + Total Maint Cost + Total Fuel
Cost + 0.1)
——————————————————
(Total Minerals + Total Fuel + 0.1) |
How much of an empire's economy is devoted to building and operating
ships (as opposed to new research) |
Ratio |
Game Effect |
Rule |
Ag
Ratio |
Controls population growth of owned systems |
The population of each owned system changes next turn as follows:
Updated Pop = Ag Ratio x Current Pop
subject to the Max Pop that the player has set for that system |
Maint
Ratio |
Controls rate of repair of ships and scheduled builds |
Each ship's BR changes next turn as follows:
Updated BR = Maint Ratio x Current BR
subject to the Max BR of that ship |
Fuel Ratio |
Modifies the combat effectiveness of ships |
If Fuel Ratio is one or greater, ships entering combat next turn
fight normally.
If Fuel Ratio is less than one, ships entering combat next turn fight
as follows:
Effective BR = Fuel Ratio x Updated BR
|
Tech
Ratio |
Determines the empire's rate of tech advancement |
The empire's Tech Level (TL) changes next turn as follows:
Updated TL = Current TL + (1 - Tech Ratio) * Tech Advance
where the Tech Advance Rate is a series-dependent variable |
Managing an Economy
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The Trade Bonus
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Max Pop Settings
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The Pop Trick
Technology
Introduction
Technology is one of the most fascinating dimensions of the Stellar Crisis
game system. Simple to understand, but difficult to master, Tech
requires hard choices of newbies and veterans alike. Often, these
choices directly affect the outcome of the game. They generally fall
into two categories:
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Ships versus Tech — Resources that aren't spent on ships are automatically
channeled into scientific research. Players must find the proper
balance between the two activities. This problem is a challenging
one that requires players to weigh both short-term and long-term considerations
(for instance, what number of ships will be required to meet my immediate
objectives, while conserving enough Tech to be well-positioned for the
rest of the game). Tech is what makes the element of time
so important in Stellar Crisis.
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What Types of Ships — When an empire experiences a technological advance,
it gains the ability to construct a new ship type of its choosing.
The type selected often influences the overall shape of the game, as well
as the strategies and counter-strategies of neighboring players.
Tech Level
An empire's state of technological advancement, or lack thereof,
is measured by a number called Tech Level (TL). An empire's TL is
determined as follows:
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Initial Tech
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An empire that joins the game before the first update will receive a TL
equal to the series value for Initial Tech.
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An empire that joins after the first update will receive the highest TL
of the existing players.
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Tech Increase
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As discussed in Economics, the Tech Ratio is computed
as follows:
Tech Ratio =
|
(Total Build Cost + Total Maint Cost + Total Fuel Cost + 0.1)
|
|
(Total Minerals + Total Fuel + 0.1)
|
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Tech Advance is a series value that indicates the maximum amount that an
empire's TL will increase if no mineral and fuel resources are consumed.
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Battle Rank
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Tech Developments
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Tech Types
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Movable Ships
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Attack
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Builder
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Carrier
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Cloaker
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Colony
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Doomsday
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Engineer
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Minesweeper
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Morpher
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Science
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Terraformer
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Troopship
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Stationary Ships
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Jumpgate
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Minefield
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Satellite
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Stargate
Diplomacy
Although Stellar Crisis is about building ships, colonizing planets, and
nuking opponents, one of the most important factors in determining your
fate in the game is your skill with diplomacy. If you are good at winning
people over to your cause, then you will do well. Of course, a large economy
and sizeable fleet has a certain charm of its own.
Stellar Crisis has two dimensions to Diplomacy. The first is defined
by Diplomatic States and Offers — formal constructs that have concrete
effects on the game. The second is essentially free-form, and consists
of talking to the other empires.
Diplomatic States
A Diplomatic State formally defines the relationship between two empires.
Such states fall on a linear continuum of friendliness that ranges from
Zero Contact to Alliance. The Diplomatic State between two empires is determined
by whether or not they have met each other in the game, and if so, their
respective Offers to one another. The least friendly
offer determines the state that will take effect at the start of the next
turn.
State |
Explanation |
Zero Contact |
This state applies when two empires haven't yet made "first contact".
Such empires are ignorant of one another, and cannot send each other private
messages. |
First Contact |
This isn't really a full-blown "state", but an important moment of
transition. First contact is a consequence of exploration, and occurs when
two empires have ships in the same system (ship-to-ship contact), or when
one has ships in a system owned by the other (ship-to-system contact).
As first contact is made, two things happen:
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The two empires are added to each other's Diplomacy
Screen. This means that for the rest of the game, each will have access
to certain information about the other empire. If the game allows Truce,
Trade, and/or Alliance, then the empires may also use the Diplomacy Screen
to send each other private messages.
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The two empires immediately and automatically move to a state of War. This
means that if first contact included some form of ship-to-ship contact,
combat will occur. It's comforting to know that all species operate under
a simple, universal assumption — if you can't identify it, then shoot first,
and ask questions later :-).
|
War |
If ships belonging to Warring empires are located in the same system,
then they will fight as described in the combat section. While at War,
empires may nuke one another's systems. |
Truce |
While at Truce, ships will not fight, and the nuke option is not available. |
Trade |
Same as Truce, plus each empire gains a 10% bonus to agriculture, minerals,
and fuel (see Economics). |
Alliance |
Same as Trade, except that if all remaining empires are at alliance
with one another, then the game ends with a win for each of them. |
Diplomatic Offers
Each empire can make formal Diplomatic Offers to the other empires it has
encountered.
Current State |
May Offer |
War |
War, Truce, Draw, or Surrender |
Truce |
War, Truce, or Trade |
Trade |
Truce, Trade, or Alliance |
Alliance |
Trade or Alliance |
The State between two empires is computed at the start of each turn,
and is set equal to the least friendly of the offers (i.e. the one closest
to War). Two special offers require some additional explanation:
Offer |
Explanation |
Draw |
An offer of War, plus a statement that you believe a stalemate has
been reached, and are willing to have the game end without a win. If all
players choose Draw, then the game ends without a win for any of them. |
Surrender |
An offer of War, combined with an order to honorably abdicate control
of your empire (perhaps the situation is hopeless, or you are unable to
continue playing the game). When update occurs, your empire will be treated
as if it had been nuked. Credit for the nuke varies according to circumstances:
-
The first empire to colonize your homeworld will get credit for the nuke
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If the game ends with a single winner before your homeworld is colonized,
the winning empire gets credit for the nuke
-
If the game ends with multiple winners before your homeworld is colonized,
the nuke is not credited to any specific empire
|
Game Types
Each series may have a different range of diplomatic options available.
Here are some common game types:
Grudge |
A one-on-one game, i.e. two player Blood game. |
Team Grudge |
A two-on-two game, i.e. a four player Alliance game. Typically these
games are pre-arranged, so it is probably best not to enter one that has
already been started unless you are invited. |
Blood |
A game where private messages, and offers of Truce, Trade, and Alliance
are not allowed. Such a game can only have a single winner. |
Cutthroat |
Truce and Trade are allowed, but Alliance is not. Such a game can have
only a single winner. |
Alliance |
Truce, Trade, and Alliance are allowed. The number of allies allowed
is limited by a series variable called Max Allies. If you offer alliance
to more empires than allowed, the game will automatically reduce your offers
to some of the empires. |
Diplomacy Screen
The diplomacy screen contains information about each of the empires that
you have encountered so far in the game. It looks something like:
Empire |
Alien |
Economic |
Military |
They Offer |
You Offer |
Status |
Access |
Ares |
|
5 |
0 |
War |
Truce |
N/A |
0 sec ago |
|
Wins |
Nukes |
Nuked |
Ruined |
Max Econ |
Max Mil |
Ready |
|
16 |
24 |
4 |
1 |
336 |
80 |
Yes |
An explanation of the fields:
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Empire
-
The name of the empire whose information you are seeing.
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Alien
-
The empire's icon, which is used on the map page.
-
Economic
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The current size of the empire's economy. This is their agriculture, minerals,
and fuel added together, divided by 100 and then truncated.
-
Military
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The empire's military strength at the beginning of the turn. The military
strength is the square of each ship added together, divided by 50 and then
truncated. If the build visibility option is enabled then this is their
military strength at the beginning of the turn, plus the military strength
of their scheduled builds.
-
They Offer
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What diplomatic status the empire is currently offering you.
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You Offer
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A menu of your choices of diplomatic status to offer the other empire.
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Status
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The diplomatic status between your empires as of the beginning of the turn.
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Access
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When the other empire last submitted a command.
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Wins/Nukes/Nuked/Ruined/Max Econ/Max Mil
-
Statistics of the empire on this server.
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Ready
-
If the empire is ready for the next turn to occur.
Sending Messages
At the bottom of the diplomacy screen is a message area that can be used
to send messages to your allies and enemies.
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Type your message into the text box.
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Click on the individual empires you wish to receive the message, or broadcast
if you want the message to go to all empires.
-
Click "Send".
Note that you cannot send private messages to empires that you have not
encountered in the game. Private messages are disallowed entirely in Blood
games (see Game Types).
System Features
Resources are located on planetary systems. Therefore an overview of the
features of systems is in order. Every system has three values which describe
the production potential for that system: an Agriculture Rating, a Mineral
Rating, and a Fuel Rating. If owned, the planet will also have Population.
A sample system is shown below, as it would appear on a player's Map Screen.
77 |
|
12 |
43 |
50 |
(9) |
(0) |
System 94,83 |
|
|
Reading from left to right and top to bottom, the numbers represent
the following features of the system:
-
Mineral Rating (77)
-
Fuel Rating (12)
-
Agriculture Rating (43)
-
Population (50)
-
Your ships (9)
-
Other players' ships, if visible (0)
At the very bottom is the name of the system. In this case, the system
is named after its coordinates (x=94, y=83), but the owner can rename the
system at any time. The image of the eye is the icon of the player that
owns the system, while the green dash on the right indicates the presence
of a "jump point" which leads to another system (95,83), and can be explored with
a science ship.
Timing (Update Sequence)
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Immediate Orders
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Join
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Quit
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Naming
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Develop Tech
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Trade-In
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Schedule Builds
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Opening Calculations
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Production
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Consumption
-
Ratios
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Tech Increase
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Maintenance
-
Population Change
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Pre-combat Ship Orders
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Build (ships)
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Change
-
Cloak/Uncloak
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Dismantle
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Explore
-
Move
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Pre-combat Calculations
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Diplomatic Status
-
Battle Points
-
Apportionment
-
Combat
-
Post-combat ship orders
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Annihilate
-
Build
-
Colonize
-
Create (systems)
-
Invade
-
Jump
-
Nuke
-
Open/Close
-
Send
-
Terraform
-
Closing Calculations
-
Production
-
Consumption
-
Ratios
-
Tech Increase
-
Surrender