Are alliance members with access able to take from and add to the net worth amount? |
Yes, alliance members with access can interact with the net worth amount. It was suggested to add this information to the relevant page for clarity. |
Are there any changes planned for the randomness with slave capture? |
Yes, it's suggested to reduce the range or weight the random capture more, possibly with a minimum capture rate and a bell curve distribution. |
Are there plans for celestial bodies focusing specifically on gold and coal mining? |
There was a discussion about celestial bodies for specific mining, but no concrete plans were mentioned. |
Are there plans for player-built hyper lane hubs to increase ship travel speed? |
The concept of hyper lane hubs and structures to increase ship travel speed was discussed, along with the possibility of them being destructible. |
Can alliance members with access take from and add to the net worth amount? |
Yes, alliance members with access can manage the net worth amount. |
Can one send ships back from a second colony to the first? |
This is recognized as a needed feature, but currently, more astronomy levels or different tech may be required. |
Can you mine in non-PvP mode? |
Yes, mining should be possible in non-PvP mode. |
Does more trees increase the growth speed? |
Yes, more trees increase the growth speed. If you go negative on your trees, the regrow number will start to decline as well. |
Does pollution have any effect currently, or is it for future updates? |
Pollution currently affects the population by causing sickness. |
Does research update dynamically based off scientists? |
Yes, research updates dynamically, but it might require refreshing to see the change. |
Does unpaid tax in investments affect their price? |
Unpaid tax does not directly affect the investment price, but every 31 minutes, 0.05% of unpaid tax is taken from investment equity. |
How can one achieve happiness and productivity over 100%? |
Managing doctors, production, and other resources effectively can lead to high happiness and productivity rates. |
How can one destroy ships or unbuild them? |
Currently, there isn't a direct way to destroy or unbuild ships within the game. |
How can the randomness with slave capture be improved to reduce the high loss rate of untrained slaves? |
It was suggested to reduce the range or weight the randomness to capture lore more. A combination of setting a minimum capture percentage and using a bell curve for randomness was also proposed. |
How do investments make money? |
Each investment grows from the "Buy fee" and the "Constant interest rate". Every 31 minutes, depending on the "Constant interest rate," the investment grows. |
How do ships move through interstellar space, and do they have FTL communication? |
The specifics of ship propulsion and communication aren't detailed, but it's suggested that ships might use Alcubierre drives, and probes are FTL while other ships are subluminal. |
How do Tritium power plants function? |
Tritium power plants require a significant amount of power in storage to start, but not per tick. |
How do tritium power plants work? |
Tritium power plants require 1,000,000 power in storage (not per tick) to start working. |
How do you find tritium to mine? |
Tritium can be mined from gas giants which usually orbit giant stars. If you can't find any nearby, you should check other star systems within your view radius. |
How do you tackle excessive sickness of 111% in a colony? |
Training more doctors, managing pollution, and setting work mode to rest or chill for a few hours can help reduce sickness. |
How does astronomy currently affect how far I can zoom out? |
Astronomy upgrades let the camera move further backward on the z-axis. However, due to different screen sizes, the game should scale the view distance, so it displays the same regardless of resolution. |
How does mining Tritium work? |
Tritium can be mined from gas giants, which are different from uncolonized planets. Miners can be sent to gas giants to mine Tritium, considering factors like distance and travel time. |
How does one start mining Tritium from a colonized planet? |
To mine Tritium, you need to find gas giants in the Galaxy view and send miners to them. Gas giants are different from uncolonized planets. |
How does planet mining work with mines? |
The mining is x per tick until ships are full. The amount mined is not influenced by the number of ships you send. |
How does the galaxy tab work, and how can I find other players or colonize other planets? |
Your planet is the center of your galaxy in the Galaxy tab. As you upgrade your astronomy, you can see farther out. To colonize, you must first research it in the research tab. It's recommended to look for Gas Giants for mining or move to another galaxy for strategic reasons. |
How does the Galaxy view function, especially when one world can see another but not vice versa, despite having identical astronomy levels? |
The Galaxy view is 3D, and sometimes one star may be behind another, affecting visibility. The visibility of stars also depends on the astronomy level. |
How does the galaxy view work, especially when two worlds have identical astronomy levels but one cannot see the other? |
The galaxy view is 3D, and the positioning of stars can affect visibility. It may require higher astronomy levels or the implementation of a feature to adjust the view. |
How does the game handle calculations for small numbers of ships with widow mines? |
It uses 'Math.ceil,' so 1% of any number is at least 1. This means that widow mines will always destroy at least one ship if they hit. |
How does the mining of Tritium work? |
Tritium can be mined by sending a miner to any gas giant. The Galaxy view in the game can be used to locate gas giants, and it's important to keep an eye on the distance, travel time, and whether there are any fleets in the queue. |
How does the sickness percentage affect the game and what causes it? |
Sickness can be caused by pollution, a high population relative to the number of doctors, or a high unemployment percentage. Managing these factors and setting the work mode appropriately can help in controlling sickness levels. |
How does the training of units work in relation to the number of units being trained at once? |
The training speed is affected by the number of units being trained simultaneously. Training more units at once decreases the training speed for each unit, but the total train per tick stays the same based on your barracks level and number of industrial units. |
How does the Turn Generator work? |
The Turn Generator provides extra turns per tick and is a slow burn investment, significant only on the home planet. |
How does the voting system work in terms of distributing voting power? |
Every 61 minutes, 1 voting power is distributed among all stakeholders depending on their stake percentage. Voting power can be used to become a moderator, spend on vote proposals, designate to high council members, and moderators can lose voting power if they abuse their power. |
How does the voting system work in the game? |
Players can pay 1 voting power to become a candidate and publish their political agenda. Other players can see the list of candidates with their agendas and allocate their voting power. There will be a 100 days period for voting, during which players can change their votes, though changing votes might result in a small loss of voting power. |
How does tritium power work? Do you need a certain amount of power to start it? |
Tritium power requires you to already have the amount it is consuming. If you turn it on under 1M power, you lose instead of gain. |
How does wealth work with happiness? |
Wealth has a large effect on happiness. More wealth increases happiness, and you can run in holiday mode to gain happiness back. |
How is interest from investments paid out, to the planet balance or bank? |
The interest is added to the equity, meaning your stocks are worth more since there is more money in the pool. |
How is the investment tax determined? |
There are different types of tax such as hold limit breached tax, galaxy income tax, and oversize tax. Each is 30% of interest profits. |
If I abandon a colony, do I lose all the colonists and resources there? |
Yes, when abandoning a colony, everything is lost, including buildings, trained units, etc. You should deploy everything to a different planet before you abandon. |
If I toggle on PvP to do the spy mission, can I toggle it back off easily? |
Once you toggle on PvP, it's a one-way street. You cannot toggle it back off. |
Is it possible to move untrained population from one planet to another? |
Currently, it's not possible to move untrained population between planets, only assassins and a few other units. However, it's planned to add the ability to move more unit types in the future. |
Is it possible to switch from PvP to non-PvP once you enable it? |
Switching from PvP to non-PvP is a permanent change and cannot be reverted. |
Is there a maximum population limit? |
No, there isn't a maximum population limit. However, certain unit types like doctors and scientists need their buildings increased to hold more. |
Is unit production affected by productivity/happiness? |
Yes, productivity and happiness can affect unit production. Unhappiness can be caused by factors such as sickness, unemployment, and negative wealth growth. |
Since ships provide defensive strength, do you need ground forces like defensive soldiers to win against attacks? |
You don't necessarily need ground forces. If you have more defensive strength than the attacking force from ships alone, you can win. |
What causes sickness in colonies? |
Sickness can be caused by pollution, a high population relative to the number of doctors, or high unemployment. Training more doctors and managing these factors can help. |
What factors influence unit production? |
Unit production is mainly influenced by the number of farmers and the level of the food factory. |
What factors into unit production besides the number of farmers and the level of the food factory? |
Apart from farmers and the food factory level, focusing on researching and possibly expanding towards a second colony was suggested. The use of slaves can also help a lot. |
What factors lead to sickness in a colony? |
Sickness can be caused by factors such as pollution, unemployment, and having a population too large for the number of doctors. |
What happens if pollution goes up? |
Pollution affects sickness, but the effect is very slow. For example, with 350 billion pollution, it's possible to manage 5% sickness with very few doctors. |
What happens to the top candidates in the voting system? |
The top 7 candidates who received the highest amount of designated voting power become the high council. |
What happens when I buy a share in an investment? |
90% of it goes into equity, 1% goes to pay off some of the unpaid debt, 9% is permanently lost. |
What is the concept behind the new voting system? |
The new voting system involves players becoming candidates, publishing political agendas, and voting for candidates. The voting period is 100 days, and players can change their votes, although it may result in a loss of voting power. |
What is the process and idea behind the new voting system? |
The new voting system involves becoming a candidate, publishing a political agenda, and then players voting for candidates of their choice over a 100-day period. Votes can be changed, but changing may result in a small loss of voting power. |
What is the significance of the turn generator in the game? |
The turn generator is a slow burn investment, but having a sufficient number of them can significantly add up over the course of the game. It's noted that only the home planet can build turn generators due to their strength. |
What's special about the yellow uncolonized planets close to the star? |
Each planet has a different temperature, which currently has no effect but might be used in the future to introduce custom races, with each race having a different ideal temperature. |
What's special about yellow uncolonized planets close to the star? |
Each planet has different temperatures. Custom races with different ideal temperatures are planned for the future. |
What's the point of attack soldiers in the game? |
Attack soldiers can be loaded onto ships to increase attack strength. |
When a purchase is made via the market, how does the product get to its destination? |
The fleets have location and velocity vectors, and soon it will be possible to change target and accelerate in different directions. The galaxy page will become more interactive with tactical placement of ships. |
Where does the buy-in money from stocks go? Is it just a fee that goes nowhere? |
The buy-in money goes to the "net worth" of the stock, acting like permanent money added to it. |
Why hold off on upgrading astronomy? |
It's suggested not to rush upgrading astronomy and to focus on other growth aspects of the game first. However, if you do upgrade, it should retroactively give you the rewards from missions. |
Why is it showing -99% productivity? |
Having more industrial workers than commercial or mine workers (each separately, not combined) is necessary, or it will reduce your income/untrained production. |
Will it be possible to change races in future updates? |
Yes, there are plans to allow changing races to accommodate old players. |
Will it be possible to change races in the future for diversity among old timers? |
The idea of changing races was brought up but no definitive answer was provided. |