Click a planet on the space screen and, when the popup menu appears, click on the "Management" button.
(1) Change Planet Name
Change the name of the planet.
(2) Change Planet Group
Change the planet's group affiliation for a quick selection of the planet from the quick menu at the bottom.
(3) Change Tax Rate
Changing the tax rate affects the credit income based on the population.
Lower tax rates lead to faster population growth and increased happiness, while higher tax rates result in slower population growth and decreased happiness.
Increasing the tax rate does not necessarily increase the credit income, as it is also dependent on the happiness of the planet's residents.
Happiness gradually changes based on the tax rate, and when a new planet is occupied, the happiness level starts at 0.
Lower the tax rate to quickly increase Happiness when Happiness is below 50, as various productions are unavailable in such cases.
(4) Manage Warp Gate
Check the connection status of warp gates and request or release connections.
You can also request a new warp gate connection by clicking on the target planet on the space screen.
To manage warp gates, you need to first construct Warp Gate Control on the planet.
Connected planets with warp gates experience significantly increased fleet movement speed.
Additionally, there are additional tariff incomes, and the number of connections also increases the fleet movement speed to locations without warp gate connections.
(5) Force Shield
Use and monitor the status of the Force Shield.
The Force Shield is a paid feature that protects the planet from external enemy attacks.
It can only be used if there is a Planetary Shield, and enemy fleets that have entered within 2 parsecs of the planet cannot be forcibly recalled even when the force shield is activated.
(6) Planet Warp
Move the planet using Planetary Warp.
After the warp, there will be a cooldown on fleet commands, and fleet commands cannot be issued for a certain period of time.
(7) Automatic Transport Settings
Automatically transport resources periodically to a specific planet.
Setting this reduces the overall resource production by 30% on the planet.
However, it eliminates the energy consumption for resource transport, making it a very convenient feature.
Utilizing this feature helps differentiate the purpose of the planets between production bases and nearby colony planets.
(8) Automatic Attack Settings
Periodically launch automatic attacks on nearby planets based on predefined settings.
Energy and gas are consumed normally during the attack, and if no ships are set, nothing will happen.
(9) Reset Planet Skin
Reset the applied planet skin. (Currently, the planet skin setting feature is not unlocked.)
(10) Abandon / Destroy Planet
Abandon ownership of the planet or destroy the planet.
Special planets other than Normal Type cannot be destroyed.
To construct buildings within a planet, click the planet on the space screen, and click on the "Construction."
How to issue a construction order on a planet:
① Choose a tab (options: Basic, Resource, Production, Trade, and Research)
② Choose the building for construction or upgrade.
③ Click the upgrade button.
When you start construction or upgrade, the task will be listed in the construction queue at the bottom left.
The queue capacity increases with the level of the Construction Control, allowing you to register and reserve multiple tasks at once.
Upon completion, you can view the completion report through the Report Window.
To produce Parts, Ships, Defence Towers, Satellites, click the planet on the space screen, and click on the "Production" button.
3.1. Parts Production
How to produce parts
① Click "Parts" icon in the "Production" tab.
② Choose the desired part for production
③ Enter the quantity
④ Click the "Produce" button
※ The Parts Plant must be constructed in order to produce parts.
※ Each part requires specific production technology (building) and resources.
※ Part production occurs simultaneously in the production queue. Increasing the level of the Parts Plant allows for more items to be produced simultaneously, thus increasing the production speed.
3.2. Ships Production
How to produce ships
① Select "Ships" icon in the "Production" tab.
② Choose the type of ship to produce.
③ Enter the quantity desired.
④ Click the "Produce" button.
※ You need to have a Shipyard constructed in order to produce ships.
※ Each ship requires the corresponding production buildings and the necessary parts in order to start production.
※ Ships are assembled using parts, so no additional resources are consumed during ship production, apart from the parts and energy.
※ The ship production queue operates simultaneously. Increasing the level of the Shipyard allows for more ships to be produced simultaneously, thus increasing the production speed.
3.3. Defence Towers Production
How to produce defence towers
① Select the "Defence Towers" icon at the "Production" tab
② Choose the type of tower to produce.
③ Enter the quantity desired.
④ Click the "Produce" button
※ You need to have a Defence Tower Factory constructed in order to produce defence towers.
※ Each tower requires the corresponding production buildings and the necessary resources in order to start production.
※ The defence tower production queue operates simultaneously. Increasing the level of the Defence Tower Factory allows for more towers to be produced simultaneously, thus increasing the production speed.
3.4. Satellite Production
How to produce Satellites
① Select the "Satellites" icon at the "Production" tab
② Choose the type of satellite to produce.
③ Enter the quantity desired.
④ Click the "Produce" button
※ You need to have a Satellite Factory constructed in order to produce satellites.
※ Each satellite requires the corresponding production buildings and the necessary resources in order to start production.
※ The satellite production queue operates simultaneously. Increasing the level of the Satellite Factory allows for more satellites to be produced simultaneously, thus increasing the production speed.
There are four fleet commands: Move, Support, Attack, and Collection.
(1) Move: Relocate ships and marines between your planets. After the move, the affiliation of the ships will change to the destination planet.
(2) Support: Allows ships to provide temporary assistance in defending another planet without changing their affiliation.
(3) Attack: Plunder or occupy other planets.
(4) Collection: Gather resources from debris and other sources using Freighters.
4.1. Attack
To initiate an attack, click on the target planet and select "Attack" from the popup menu.
You need a Space Control building to execute a fleet command.
You also need to have ships on the planet that will carry out the command.
① Enter the number of ships for the command.
② Click the "Attack" button to proceed to the next step.
※ You can load Recent Operation, which will automatically fill in the ship quantity.
After ensuring the fleet composition and arrival time are set as desired, follow the options below to execute the attack command:
① Specify whether marines will board the ships (activated when ships capable of carrying marines are available).
② If marines are on board, specify their post-capture behavior: return or remain stationed.
③ Specify if automatic repetition of the attack is needed. Up to 3 attacks can be designated (pre-consuming necessary energy and gas).
④ You can the attack for later execution rather than immediate deployment. The reserved attacks may have a slight delay in processing time.
⑤ Execute the attack command.
※ If the scheduled attack time falls within the server's day/night shield period, a penalty may be applied, except for abandoned planets.
Once the fleet command is executed, the space screen will display the fleet symbol and its movement path.
Clicking on the fleet triangle allows you to view information about the fleet.
Upon reaching the designated arrival time, the fleet attacks the target planet. (Arrival time may vary slightly)
After the fleet attacks the planet, a battle takes place, and an automatic battle report is generated for immediate review.
If the attacker is victorious, the surviving ships plunder the planet's resources, up to their maximum carrying capacity.
If the attacking fleet includes marines, they will attempt to conquer the planet through a ground assault. (recorded in the report)
If the fleet survives the battle but fails to conquer the planet, it will automatically return. (takes a similar amount of time to return)
Upon the fleet's return to the origin planet, the plundered resources from the target planet are added to the resources of the origin planet.
4.2. Move and other Commands
If you have more than one planet, you can give fleet move commands.
Click on one of your other planets (not the selected planet) and select "Move" from the popup menu.
You can use the Saved Courses function when giving a Move command.
To specify a movement route, you first need to connect all planets along the route with warp gates.
When using a Saved Course, the fleet will automatically move along the specified path (using the same amount of energy and gas)
Since the instructions for move, support, and collection commands are very similar to the attack command, they can be omitted in detail.
※ Collection is gathering resources from Debris, Asteroid Fields, High-Density Gaseous Nebulae, etc. Only freighters can be sent to these areas.
※ Supporting fleet to Debris, Asteroid Fields, and High-Density Gaseous Nebulae is not allowed, so there is no risk of mines in Collection.
4.3. Cancelling Fleet Commands
When you click on the fleet triangle in the space view, you can view information about the fleet.
If the fleet belongs to you, you can cancel its commands from the fleet information window.
If it has been less than 10 minutes since the command was issued, you can cancel the fleet command for free.
However, if 10 minutes have passed, you will need to use a fleet command cancellation item to cancel the command.
4.4. Exceptional Situations in Fleet Commands
During Attack Command:
Can't target planet belonging to a friend, an alliance member, an invulnerable planet, or your own imperial planet.
An exception is made for attacking your own planet. If you anticipate that your own planet will soon be occupied by another player, you can issue an attack command to your own planet, allowing your fleet to reoccupy it immediately after enemy occupation. If the anticipated enemy occupation does not occur, and your fleet arrives at your own planet, no battle will take place, and it will be automatically treated as a support action.
During Move/Support Commands:
Support is not possible for planets that are not yours, your empire, friends, or allied empires. This prevents the gameplay of sending a few ships to spy on battle reports from that planet.
Strategically supporting for abandoned planets is available (aka mining tactics)
Upon Arrival of an Attack:
If the target is a friend's, an alliance member's, an invulnerable planet, or your own planet, it is automatically treated as support. Otherwise, an attack is carried out.
After Conquering a Planet:
The remaining forces are automatically treated as support fleet. If the return option is enabled, the fleet returns.
Upon Arrival of Move/Support:
If the destination planet is an enemy empire, the fleet is automatically retreated.
When the origin planet is occupied during Move/Support/Attack (change of ownership while the fleet is away):
If the destination of the fleet is not your own planet, the forces evaporate (lost in space) - ( mentioned in the battle report).
If the destination of the fleet is your own planet, the fleet is assigned to that planet.
If the returning fleet's destination planet is occupied:
The forces are lost (lost in space) - (mentioned in the battle report).
When the starting planet of a fleet providing support is occupied:
If the occupied planet belongs to someone else, the fleet evaporates (mentioned in the battle report).
If the occupied planet is yours, the fleet is assigned to it (mentioned in the battle report).
When a planet is under occupation while there are fleets engaged in exploration or auction:
Fleets engaged in exploration and auction evaporate immediately.
In the case of planet internal exploration, the exploration is interrupted immediately, and the marines perform an emergency return if a battle occurs.
During Battle Report:
If the attacker's fleet is completely annihilated due to overwhelming defensive forces, the defender's information is hidden in the battle report (due to significant power difference).
This policy prevents scouting the defender's fleet easily with a small number of ships.
Identification of Fleet Supporting a Planet:
A fleet supporting a planet fights on the side of the current occupant.
For example, if you have supported a fleet on an abandoned planet and then attack the same planet, the supporting fleet engages in battle with the attacker's (your) fleet.
Marines during Move/Support:
When moving the fleet to your own planet, the embarked marines are transferred as well.
When supporting the fleet to your own planet, if the fleet is assigned to the planet, the marines disembark and are counted as defenders' marines.
If you support another player's planet with your fleet, the marines are not counted as defenders' marines.
Force Shield activated at the destination planet during an attack:
If the distance exceeds 2 parsecs, the fleet is forcibly recalled (gas cost refunded).
If the distance is within 2 parsecs, the fleet continues the attack without stopping.
If an attacking fleet arrives at its destination within 3 hours of system maintenance or during the maintenance:
The fleet is automatically recalled.
However, if the fleet was commanded after the completion of maintenance, the fleet will proceed with the attack normally.
When the attacker wins in a fleet battle, the actions of the attacker are divided into two scenarios:
1. If the attacker's fleet does not have Marine Troopers:
The attacker only pillages the resources of the planet and returns.
2. If the attacker's fleet includes Marine Troopers:
The Marines will conduct a ground assault to attempt to occupy the planet.
During the occupation attempt, the defending troops will engage in combat against the attacker's Marines.
If the attacker's ground forces failed to win the ground combat, they ultimately cannot occupy the planet.
Planet occupation is possible when the following conditions are met:
1. The fleet's attack order is executed, resulting in a battle on the planet, and the attacker emerges as the victor.
2. The attacker's fleet includes Marines, and there are remaining Marines after the battle. (Frigate, Carrier, and Dreadnought can carry Marines).
3. The attacker's remaining Marines outnumber or have higher efficiency than the defending Marines, resulting in the attacker's victory in the Marine combat.
4. The attacker has sufficient Ruling Power to govern the new planet. (If there is insufficient Ruling Power, the planet will be automatically abandoned after occupation).
During the Marine combat (occupation battle), the default outcome is a 1:1 exchange of the attacker's Marines with the defender's Marines.
For example, if the attacker has 500 Marines and the defender has 600 Marines, the defender will have 100 Marines remaining after the battle (600 - 500 = 100).
It is not necessary to eliminate all of the defending Marines at once.
You can engage in repeated occupation battles by sending fleets back and forth if your Marine production rate exceeds that of the opponent.
Consider the defender's Marine growth rate during the attacking fleet's round trip and send enough Marines to deplete the planet's defenders faster than they can replenish.
When a planet is occupied, its Happiness level drops to 0.
If Happiness is below 50, the production of components, ships, defence towers, satellites, and other facilities becomes impossible.
Therefore, it is recommended to lower the tax rate and quickly increase Happiness until it exceeds 50.
6.1. Auction House
Access the intergalactic auction house through the trade tab on the planet.
Auction House capacity is determined by the level of the intergalactic auction house.
The capacity refers to the maximum amount of goods you can list for auction and bid on.
You can register new items for auction or bid on other players' auction items.
Using the auction house does not consume energy.
6.2. Trading Post
The trading post allows transportation of resources, components, ships, satellites, defense towers, etc., between your owned planets.
To transport materials, go to "Trade" and select the Trading Post, or click on the destination planet on the space screen and click the transport.
Resource transportation automatically adjusts the quantity based on the storage capacity of the receiving planet (or excess resources are discarded).
Resource transportation is particularly useful for quickly rebuilding a planet after its occupation.
By constructing a trading post, you can also execute resource exchanges,
which is converting credits, gas, and crystals interchangeably, consuming Dark Force.
6.3. Bank
The Galactic Bank is connected to all of your owned planets.
You can transfer credits between your planets by depositing them on one planet and withdrawing them from another.
Deposits have no limit nor fees, but withdrawals are subject to transfer limits based on the bank's level, and a 30% withdrawal fee applies.
The withdrawal fee can be reduced based on the player's trading skills.
Depositing credits in the bank accrues interest (with a maximum daily limit of 1 billion credits).
Credits deposited in the bank can be immediately used for increasing the ruling power without any withdrawal fees.
Therefore, it is recommended to use bank deposits for making large payments of governance costs.
Reconnaissance and sabotage activities can be initiated by clicking the target planet and then clicking "Espionage".
Reconnaissance and sabotage activities require the construction of an Espionage Agency, and each activity has different level requirements.
Additionally, you need to have sufficient satellites for the espionage operation.
7.1. Reconnaissance
The Spy Satellite gathers various information about the target planet.
To conduct reconnaissance, you need to produce Spy Satellites.
The amount of information depends on the target planet's Espionage Agency level, the number of Surveillance Satellites, and luck. Insufficient satellites can lead to failure
(Desert Type and Abnormal Atmosphere Type planets are advantageous in defending against enemy Spy Satellite infiltrations.)
[Factors Affecting Reconnaissance Success and Information Collection]
(1) Attacker's Espionage Agency level and the number of infiltrated Spy Satellites.
(2) Defender's Espionage Agency level and the number of Surveillance Satellites.
(3) Attacker's luck.
(4) Reconnaissance boost of the defender's planet.
[Characteristics of Reconnaissance]
(1) Spy Satellites move extremely fast. They move faster than any other spacecraft and provide results quickly.
(2) The used Spy Satellites for reconnaissance don't return and are destroyed.
(3) More defender Surveillance Satellites increase interference in reconnaissance, but there's a threshold beyond which defense capability doesn't increase.
(4) When Spy Satellites infiltrate, some of the defender's Surveillance Satellites are destroyed.
[Reconnaissance Phases]
(1) Phase 1: Infiltration
In this step, the attacker launches Spy Satellites towards the defender's planet.
Attacker's infiltrated Spy Satellites = Attacker's Spy Satellites - (Defender's Surveillance Satellite x Planet Boost x Defender's Espionage Agency Lvl / Attacker's Espionage Agency Lvl / 10 / A)
The remaining Defender's Surveillance Satellites = Defender's Surveillance Satellites - (Attacker's Spy Satellites / 10)
To proceed to Step 2, the number of infiltrated Spy Satellites must be greater than 0.
A represents the effectiveness of the Detection Disruption operation and is equal to 2 when active.
The maximum valid number of Defender's Surveillance Satellites is 200. If it exceeds 200, it is calculated as 200.
Therefore, sending at least 20 Spy Satellites is necessary for successful reconnaissance.
The defender loses a number of satellites equal to 1/10 of the attacker's Spy Satellite loss.
If the infiltration fails, the attacker does not obtain any information and the operation is considered a failure.
(2) Step 2: Reconnaissance
Once infiltration is achieved, the amount of information uncovered is determined based on the number of Defender's Surveillance Satellites.
Reconnaissance success rate = Attacker's infiltrated Spy Satellites / (Defender's Surveillance Satellites x Planet Boost) x 80% + (Random value within Attacker's Luck points x 0.5)%
The total number of Defender's Surveillance Satellites surviving from Step 1 is used in the calculation (without limiting it to 200).
Based on the calculated reconnaissance probability, different types of information are collected:
- Resource information at 0%
- Population at 10%
- Buildings at 20%
- Soldiers at 30%
- Defense facilities at 40%
- Stationed ships & support ships at 60%
- Moving ships at 70%
- Approaching ships at 80
Upon successful reconnaissance, the loss of the opponent's satellites and the loss of the attacker's satellites (always 100%) are reported.
Even if only one satellite infiltrated, depending on luck, all information can be obtained,
Having at least 1/10 of the Defender's satellites usually allows successful infiltration.
Since the Defender's surveillance satellites are limited to a maximum of 200, infiltration is relatively easier to achieve.
[Reconnaissance detection and counterintelligence investigation]
Defender needs an Espionage Agency, to detect reconnaissance or conduct a counterintelligence investigation.
(1) Detection of Reconnaissance:
Espionage Agency Lv. 0 or absence of Surveillance Satellites: Unable to receive reports of being targeted by reconnaissance.
Espionage Agency Level 1 or higher with Surveillance Satellites: Able to receive reports of being targeted by reconnaissance.
(2) Counterintelligence Investigation of Reconnaissance:
Espionage Agency Level 1: Unable to conduct a counterintelligence investigation.
Espionage Agency Level 2: Unable to conduct a counterintelligence investigation.
Espionage Agency Level 3: Unable to conduct a counterintelligence investigation.
Espionage Agency Level 4: Able to conduct a counterintelligence investigation with a 10% success rate + luck.
Espionage Agency Level 5: Able to conduct a counterintelligence investigation with a 20% success rate + luck.
Espionage Agency Level 6: Able to conduct a counterintelligence investigation with a 30% success rate + luck.
Espionage Agency Level 7: Able to conduct a counterintelligence investigation with a 40% success rate + luck.
Espionage Agency Level 8: Able to conduct a counterintelligence investigation with a 50% success rate + luck.
Espionage Agency Level 9: Able to conduct a counterintelligence investigation with a 60% success rate + luck.
Espionage Agency Level 10: Able to conduct a counterintelligence investigation with a 70% success rate + luck.
(3) Requirements for Counterintelligence Investigation:
The counterintelligence investigation can only be conducted within 12 hours of receiving the espionage report.
Only one directive for a counterintelligence investigation can be issued based on the report.
The success rate of the investigation is affected by luck.
The Espionage Agency Level of the targeted planet is considered during the investigation.
Conducting a counterintelligence investigation consumes 1 Surveillance Satellite of the targeted planet.
7.2. Detection Disruption
From Detection Disruption to Structure Demolition requires the use of Sabotage Satellites.
Detection Disruption reduces the detection range of the opponent's Surveillance Satellite fleet by half for 48 hours.
This makes it more difficult for the targeted planet to respond to enemy reconnaissance and operations.
For Detection Disruption to succeed, the enemy planet must not detect any activity for 6 hours.
10 Sabotage Satellites and 100 Marines and 2 energy are required.
7.3. Covert Strike
Covert Strike utilizes sabotage satellites to create fake fleets, making it appear as if an actual fleet is attacking the planet.
It confuses the enemy and can lead them to deploy their defenses to other planets.
There are three levels of Covert Strike. The higher the level, the more difficult it is to detect the fake fleet.
[Detection of Covert Strike]
The disguised fleet sent by the player is displayed in purple, but from the defender's perspective, it appears as a regular red fleet.
If the disguised fleet remains outside the detection range of the planet's surveillance satellites, it cannot be determined whether it is a covert attack.
If the disguised fleet enters the detection range, clicking on the fleet allows for the determination of a covert attack.
Detecting Covert Strike consumes 1 unit of energy and 1 surveillance satellite.
Once a covert attack is identified, the fake fleet is immediately destroyed.
To quickly detect Covert Strikes, the detection range of the planet should be wide.
If the detection range is too narrow, it can lead to difficulties in responding even when the covert attack is eventually identified.
If a Covert Strike fleet enters within 0.5 parsecs of the target planet, it automatically self-destructs without the need for detection.
7.4. Defence Tower Demolition and Structure Demolition
Low Grade Defense Tower Demolition destroys up to 50 turrets of one type: Laser Turret, Missile Turret, or Railgun.
High Grade Defense Tower Demolition destroys up to 50 turrets of one type: Ion Cannon or Plasma Cannon.
Repeatedly conducting the same operation on the same planet can decrease the success rate of the operation.
Structure Demolition randomly destroys one building and reduces its level by 1.
Conducting consecutive building demolition operations triggers a security alert, increasing the failure probability of the next operation.
함대 전투 시뮬레이션은 함선, 방어타워, 영웅을 모의 전투에 참여시켜 시뮬레이션을 해봄으로써 실제 전투 결과를 예측하거나 함선간의 상성 등을 분석하는데 도움을 주는 시스템입니다. 또한 다양한 실험을 통하여 함선 및 게임에 대한 이해도를 높이는데 도움을 줍니다.
우선 우주 화면에서 현재 선택된 본인의 행성을 클릭 후 [Fleet] 버튼을 클릭합니다.
함대 창이 열립니다. 함대 창에는 선택된 행성과 관련된 모든 함대가 표기됩니다. 접근중인 함대나 명령을 수행중인 함대 등을 확인할 수 있습니다.
함대 창의 네번 째 탭(위의 화면의 빨간색 테두리)을 누르면 함대 전투를 시뮬레이션하는 창을 열 수 있습니다.
왼쪽이 공격자의 함대이고 오른쪽이 방어자의 함대입니다.
함선 등의 개수를 직접 입력해도 되고 [My Fleet] 등으로 행성에 주둔중인 함대를 자동으로 입력할 수도 있습니다.
방어타워, Planetary Shield 레벨, 영웅, Night Shield 적용 여부 등을 입력하고 시뮬레이션을 실행합니다.
모의 전투에는 어떠한 함선이나 자원도 소모되지 않기 때문에 안심하고 실행해보세요.
파괴된 함선수 등을 클릭하면 함선을 생산하는데 소요된 자원을 볼 수 있습니다. (소형화 연구에 의한 부품 절감 미적용)
소요된 자원을 비교해보면 가성비에서 어느쪽이 이득을 보았는지 분석할 수 있습니다.
해적 미션은 함선을 소모하여 Fame과 크레딧을 대량으로 획득하는 컨텐츠입니다.
Fame은 함대 유지비를 낮게 유지하기 위하여 플레이어가 지속적으로 획득해야할 포인트입니다. Fame은 플레이어간의 전투에서도 획득할 수 있으나 가장 무난한 방법으로 해적 미션을 통한 획득 방법이 있습니다.
먼저 하단의 퀘스트 버튼을 클릭합니다.
퀘스트 창이 열리면 [해적 미션] 탭으로 들어갑니다.
이후 적당한 해적 미션을 클릭합니다.
[Progress] 버튼을 클릭하면 요구 사항에서 나열된 함선이 소모되면서 해적 미션 전투가 실행됩니다.
전투는 미니 게임처럼 만들어진 그래픽 시뮬레이션 형식으로 진행됩니다.
전투는 총 다섯 라운드로 진행되는데 각 라운드 종료시 [Normal attack], [Assault], [Retreat] 중에서 선택할 수 있습니다.
Normal attack은 그냥 평범한 공격입니다. Assault은 먼저 강한 공격을 하는 설정이지만 적의 반격에 큰 데미지를 입는 역효과가 발생합니다. 따라서 Assault은 한번의 공격으로 적을 거의 궤멸시킬 수 있을 때 사용하는 것이 좋습니다. Retreat 명령 시에는 남은 라운드와 관계없이 즉시 퇴각합니다. 아군이 전멸 당할 경우 패널티가 크게 발생하는데 전멸 당할 가능성이 높다면 Retreat 명령을 선택합니다.
최종 라운드가 종료되면 전투 결과에 따라 보상이 지급됩니다.
이때 획득하는 보상의 양은 적을 파괴한 비율에 따라 달라집니다.
적을 전멸시켰을 때를 기준으로 투입한 함선을 자원으로 환산하여 그 값의 두배를 크레딧으로 보상합니다.
Fame의 보상은 투입한 함선이 요구하던 함선 제어력의 85% ~ 20%에 해당하는 Fame을 보상으로 지급합니다. 명성 보상은 소규모 일일 해적 미션에서는 높지만 대규모 무제한 미션으로 갈수록 명성 보상이 작아집니다. 명성 보상의 비율이 20%라는 것은 전함 100대를 특별한 패널티 없이 유지하기 위한 명성을 얻기 위해서는 전함 500대를 해적 미션 등으로 소모해야한다는 뜻입니다. 따라서 해적 미션에 의한 명성 획득 시스템은 게임 내의 함선 인플레를 방지하는 효과가 있으며 전체적인 플레이어의 성장 속도를 늦추므로 플레이어간 밸런스 유지에 도움이 되는 시스템입니다. 또한 플레이어간의 PVP에 따른 명성 획득을 좀 더 유도하는 시스템이기도 합니다.
크레딧과 명성의 보상량은 적을 파괴한 비율 외에도 몇가지 추가적인 요소에 의하여 버프 또는 패널티를 받습니다.
(1) 적을 전멸시키면 +20% 보상량 증가 (2, 3번 항목과 중첩시 더하기)
(2) 아군이 전멸하면 -50% 보상량 감소
(3) 아군의 피해가 80%를 초과하면 -30% 보상량 감소 (2번 항목과 중첩 아님)
따라서 각 라운드 종료후 전략을 선택할 때 위의 조건을 생각하여 플레이하는 것이 좋습니다.
(전멸 위기시에는 퇴각. 적을 전멸시키거나 아군의 피해를 80%이하에서 멈출 수 있을 것으로 예상될 때 적절히 돌격을 사용)
현재 무제한 해적 미션 중에서 마지막 미션인 Subjugation of large-scale pirates Ⅲ를 예로 들면 Probe 100 , Destroyer 500 , Battleship 300대가 사용되므로 함선 생산 비용을 고려하면 소요 자원은 대략 Credit 18,970,000, Gas 48,980,000, Crystal 64,900,000입니다. 합계 132,850,000이고 적을 전멸시켰을 때 기본적으로 이 값의 두배인 265,700,000 크레딧을 받게 됩니다. 적을 전멸시키지 못했을 때는 남은 비율에 따라 보상량이 감소합니다.
적전멸 및 아군 피해 80%이하의 조건을 모두 달성할 경우 +20%의 보너스를 획득하므로 최대 획득량은 318,840,000 크레딧에 이릅니다. 투입한 함선의 제조에 필요한 크레딧이 18,970,000 크레딧(소형화 효과 미적용)이라는 점을 생각하면 해적 미션은 보유 크레딧을 수십배로 불릴 수 있는 최고의 시스템이라고 볼 수 있습니다.