This manual is a work in progress. Many things are omitted or discussed too briefly. We're working on it.
This manual attempts to give formal definition to each and every term encountered in the game, but not necessarily the recipes or usage guides. Make sure to also read the FAQ.
Each character has skills that can be improved.
Skills are improved by performing their related actions. Each time a skill is used, skill points are added. Once a certain skill point threshold is reached, whole skill level increases.
Different skills provide different benefits to the Player, as described in their respective notes.
For performing various actions in the game, characters gain reputation among notable NPC factions. This directly affects the number of jobs one can take, but it might have other consequences too.
Players might receive complementary medals for performing outstanding achievements in the game.
Players can have multiple ships, stationed at different locations.
As the number of ships grows, captains might experience "Fleet Overhead".
Fleet Overhead is a penalty, that:
- makes all ship repairs longer
- incurs additional costs on ship transfers
The actual overhead is surmised from the Max Hull stat of Players' ships.
The following skills help:
- Navigation: reduces fleet overhead
Stations with Job Terminals have simple jobs Players can take.
Such jobs provide step-by-step instructions that lead to satoshi rewards.
All Jobs must be completed within a given time-frame, and may sometime have fail conditions.
Hull armor is what keeps ships alive. As soon as hull armor reaches zero, the ship is considered wrecked (aka "dead") and is transported to a nearby safe station.
Energy is used to operate various ship equipment.
Ships can be temporarily charged with shields.
Shields absorb Hull and Ion damage.
Maximum amount of energy a ship can store.
Increases the range of travel per thrust, making it less expensive energy-wise.
CPU points are required to perform most (meaningful) actions in the game.
Equipment Slots allow different equipment to be installed on the Ship.
Ships have varying numbers of Cargo Slots, which are used to store various items.
Each Cargo Slot on a ship has upgradable capacity. Each upgrade can hold one additional item.
Reduces cooldown costs and energy consumption of ship thrusters. In addition to base speed, each equipped Engine can provide a bonus.
Maximum amount of minutes ship can stay cloaked.
Some ships, known as carrier- or mother-ships can accomodate and transport other, smaller ships.
While on board, Players can man various battlestations/consoles to provide Skill bonuses to the carrier captain.
Carriers with ships on board can't land on planets or dock to stations.
As ship receives critical damage, it's durability goes down.
When it reaches zero, the ship becomes highly unusable and should be considered broken. Such ships trash their equipment at a much accelerated rate.
Players can perform Durability Repairs on stations. Each repair peremanently lowers the maximum durability value by one.
Each piece of equipment consumes some of the ship's energy when used.
Some equipment (generators) produces energy instead of consuming it.
Increases base ship speed. This is a cumulative passive stat, the engine just has to be equipped.
Tracking is the amount of turns asteroids are visible on your scanners. Each time a piece of equipment is used, its cooldown value is deducted from all the asteroids being tracked.
Mining Power is the amount of damage you deal to the asteroid during mining. With more power comes more ore.
The amount of damage dealt to the target's hull when fired upon.
Ion damage disrupts target ships. Ships in disrupted state can't use their equipment (including the docking/landing gear).
Maximum amount of hull armor that can be repaired. The minimum amout is governed by Welding skill.
Maximum amount of shield power that can be applied to a target ship. The minimum amount is governed by Charging skill.
Maximum amount of cloaking time that can be applied to a target ship. The minimum amount is governed by Stealth skill.
Projectile weapons with additional acceleration speed up the missiles upon launch.
Equipment state is governed by two values — current durability and maximum durability.
Equipment with low durability can malfunction, wasting ship's energy and CPU points.
- Weapons, Mining and Support equipment: output reduced to 1 point.
- Scanners: tracking reduced to 1 point.
- Engines: high chance of not working at all.
- Reactors: output reduced.
- Roket Launchers: high aim penality.
- Orbital Cannons: high chance of not working at all.
Players can attempt durability repairs on stations/planets with Factories. Each such attempt permamently lowers the maxiumum durability value, but provides a chance to get current durability up.
- Engineering: for equipment
Items with non-perfect durability can have marks such as "Mint", "Scratched", "Used", "Failing" and "Broken" to denote their state.
A galaxy is broken down to a number of star systems (sectors), connected by a network of jumpgates.
To travel inside the sector, Engines are used. Depending on Ship's speed and the distance to travel, 1/8, 1/4, 1/2 or full power is consumed.
Jumping between sectors requires activating a jumpgate, while being close enough to it.
GPD protects their sectors from pirates and criminals. Those sectors are mostly safe from both NPCs (PvE) and Players (PvP).
CONS protects their sectors from Player pirates (PvP), but they don't get involved in Player-vs-NPC (PvE) fights.
Each ship is equipped with a radar, which allows Players to see other ships in their sectors. In addition, stations, planets, asteroids and missiles also show up on it.
Interacting with target normally requires one to be in range. While it's not always a necessity, it always is for docking to stations, landing on planets and activating jumpgates.
The Map is revealed by visiting unknown sectors. Navigation skill allows Players to see nearby sectors even without visiting them.
Players who have jobs with unvisited destinations can see them on the map.
Merchants buy and sell most existing items. Some items might be missing from the stock.
Science laboratories sell Blueprints.
In addition, Laboratories allow Players to compile their own software (if they have the source code).
Some stations provide Ship Upgrades, such as Cargo and Energy Capacity and Hull Armor upgrades.
On stations with Bank Terminals, Players can withdraw their satoshi from the game.
Job Terminals provide listings of various simple quests for Players to complete.
If it exists, CONS Terminal provides access to the Intergalactic Marketplace.
Allows Players to refine ore into plates and cut crystals into gems.
Allows Players to craft items (if they have the required blueprints).
Some stations can provide detailed information on any Player, squad, ship or alliance upon request.
Additionally, Registries are used to register Squads and to form Alliances.
Most stations have a bar. This is a place for brewing coffee, buying drinks and participating in text quests.
Hangars keep docked ships safe, while captains browse the stations.
With Scanning Equipment, Players can pick a number of nearby asteroids from their surroundings. Those asteroids are then tracked and can be acted upon.
The asteroids are tracked by the scanner for a certain amount of "virtual minutes". Those minutes are subtracted each time a piece of equipment (with a cooldown) is used. Once that tracking number reaches zero, the asteroid is lost.
Each asteroid has unique mineral composition, normally of several ore types, each better than the last.
The actual ore extraction happens with the aid of Mining Lasers.
Asteroid's condition is depleted according to the equipment's Mining Power and the amount of ore extracted is proportional to that.
Smelting and gem cutting occurs in Refineries, which exist both on Stations and Planets.
Players do not need specific blueprints or recipes to refine, all such recipes are implicitly known.
While Refining, Players have chances to fail, burning some of the source ingredients in the process. Different materials have different refinement difficulty.
The following skills help avoid the "burn":
- Smelting: plates, rods, alloys
- Lapidary: gems
Blueprints are unique pieces of knowledge that can be acquired by Players. Each blueprint allows one to craft a specific item from the listed ingredients.
Items could be crafted in Factories, which exist both on Stations and Planets.
During crafting, Players can fail, burning some of the source ingredients in the process. Different items have different crafting difficulties.
The following skills help avoid the "burn":
- Electronics: circuits
- Munitioning: missiles and other ammo
- Tinkering: components and simple machinery
- Engineering: equipment and complex machinery
If the target is out of range, any attempted action will induce a penalty.
Aiming vs Evading
Each time an attack is performed, targets have a chance to evade them, based on their Evading skill. The counter-weight for this is Aiming skill, that increases the chances to hit. The range is also taken into consideration.
Shields vs Damage
If shields are charged, they absorb both Ion and Hull damage. The remaining, non-absorbed damage is then applied to the target.
Beam weapons deal larger amount of damage, but consume considerable amount of energy and take some time to cooldown.
Pulse weapons deal smaller amount of damage, but consume less energy and take less time to cooldown.
Projectile weapons fire off rockets, that deal massive damage. Rockets take time to hit, though. Rockets can also be reliably shot down by beam and pulse weapons. Being in range increases acceleration stat of the launcher.
Weapons with Ion Damage can cause ship disruption. Ships in that state can not use any equipment (including docking/landing gear).
Some equipment allows Players to assist other ships, repairing the hull, boosting their shields and cloaking them. Being in range increases the output, along with the related skills.
Being cloaked allows Players to remain completely invisible to other Players and NPCs for some amount of time.
In some circumstances, damage can still be applied to cloaked ships, in which case they receive a high evasion bonus.
Using any equipment, except for Cloaking Devices, breaks the cloak, revealing the ship.
With some luck (and skill), using Engines also doesn't break the cloak (this is called stealth-jump).
Attacks perfromed by cloaked ships get high aim bonus (this is called backstabbing).
Squad-mates can always see each other, despite the cloak status. Allies, however, remain as oblivious as everyone else.
Ships vs Planets
Every piece of equipment that can deal Hull or Ion damage, can also be used on a planet, dealing equal amount of Defense Grid or Shield damage.
Defense Grids can return fire, adequate to their current charge.
Rockets fired upon Planets never miss.
Orbital Damage: the most devastating type of attack one can perform on a planet. Oribtal Damage is unquantifiable. Does not apply to ships.
Biological Damage: can contaminate the planet. Can be applied to ships.
Intergalactic CONS Marketplace is a virtual platform (provided by CONS) to facilitate trade between Players. Ship captains can use it to sell various resources to each other.
To access the Marketplace, one should use a CONS Terminal, found on many Stations and colonized Planets.
Planets and stations with access to CONS Marketplace can provide ship transfer service for ships parked elsewhere.
The transfer cost depends on distance, ship type and fleet overhead.
One thing to keep in mind: colonists are not items, they are human beings with a free will. You don't get to control their lives directly.
You can recruit colonists from every inhabited planet, unless it's forbidden by planetary laws. GPD-protected planets support freedom of movement and tend to allow recruitment.
To recruit a colonist you have to spend some satoshi on the recruiting campaign, which includes broadcasting on public comms, bribing local authorities for data and giving out direct gifts. As such, the amount to spend is not set in stone and is entirely up to you.
To grow population a planet must have some farmers. For growth, at least 2 colonists should be present. Maximum population is capped by the number of built biodomes.
Planets with high morale grow their population faster. The rate of work performed by Miners and Workers also increases alongside it.
As Governors, Players can change some of the planetary laws. However, no laws are enforced when the Defense Grid is offline.
Biodomes increase maximum population.
Protects the planet from outside threats and enforces local laws.
Defense Grid is manned by Soldiers, and recharges faster, the more are assigned to it.
When Defense Grid goes offline (or is not built at all), anyone is free to re-claim the planet; the laws do not work either.
While active, it absorbs most damage directed to the Defense Grid.
Warehouse acts similarly to Ship's cargo hold — it provides item storage, with upgradable slots.
If planetary laws allow it, other Players might be able to load and unload cargo to and from it.
Governors can place buying orders and offer cargo from Warehouse for sale. Players who are allowed to land, can then participate in the trade.
Once built, CONS Terminal provides access to the Intergalactic Marketplace.
Planets with a Marketplace can sell and buy goods directly to/from the Warehouse. Any goods can be traded, and the prices are to be picked by planet owners.
Quarries enable planetary mining. The rate of work depends on the number of assigned Miners, the rareness and extraction difficulty of the desired mineral.
Refineries automatically refine minerals from the Warehouse into selected material. The rate of work depends on the number of assigned Miners and the smelting difficulty of the material.
Factories manufacture new goods, provided a correct blueprint. Resources are taken from the Warehouse. The rate of work depends on the number of Workers assigned and the crafting difficulty of the target item.
Planets with laboratories can provide additional blueprints.
Laboratories enable research of new and exotic technologies.
Planet owners can uplink several laboratories to a common 'hub', to combine their manpower together.
Different research projects take different time to complete, require specific ingredients to bootstrap and allow various donations for speed-up.
Laboratories can provide blueprints to the Factories, if both exist on the same planet. Laboratories uplinked to remote planets can also utilize those remote blueprints on local factories.
New spaceships can be built in Wharfs, provided one has an appropriate blueprint. The rate of work depends on the number of Workers assigned and the crafting difficulty of the built ship.
Wharf can also provide Hull repairs. Planet governors are allowed to assign a fee for each operation. The speed of repair depends on the number of Workers assigned.
Spaceports (or "Landing Sites", on unindustrialized planets) keep ships safe, while captains are walking around.
After being dealt Biological Damage, Planets can become contaminated.
In this situation, colonists slowly turn into monsters, and spread the virus around. Having a military presense can help slow it down, and in some lucky cases, overcome the problem.
Players can band together by forming Squads.
Squads have limits to their number of maximum Players.
Unregistered squads can have up to 10 members.
Registered squads can have up to 25 members.
Registered squads can't change their name.
Registered squads can fight each other without CONS intervention.
Within the Squad, Players can fine-tune the inner organization, by assigning specific roles to different squad members.
- Overseers: have all the same powers Leaders do.
- Moderators: receive power over squad forum.
- Recruiters: can invite other Players into the squad.
- Rookies: newly invited members.
To form an alliance, two Squads must express their intentions to do so, using the Registry.
Alliances can fight each other without GPD intervention.
Two squads that initially formed an Alliance have "Founders" status.
Other squads that joined later on may receive "Essential" status.
To accept new Squads into an existing Alliance, a vote is held by all Founders and Essential members.