recursal/Fanatic-Fandom huggingface dataset:
Overview

The **Overview tab** is the screen where resources can be managed globally.

For the entire Empire (all planets you have conquered) and for each planet, you can expand the line to see all resources stocks and flows.

For each resource, you can expand once more to see two things:

1. the flow from related buildings producing or consuming the resource
2. the import/export made from auto-routes:
	* in the Empire line, all stocks and flows for each planet
	* in the planets lines, the flow of import/export through auto-routes from and to other planets.

Planets lines have one resource that is not in the Empire line, energy, as energy cannot be shared among planets.
Jabir

## Bonus

* Iron x2.00
* Titanium x4.00
* Methane x2.00
* Rhodium x1.20
* Uranium x1.00
* Caesium x1.00

**Jabir** is a metallic planet located 6 hops away from Promision.

## Analysis

While it may have only a small number of bonuses to production, Jabir's biggest asset is its low orbital distance. At 0.26 AU, each Solar Central produces 739 energy per second, making this planet a primary location for armor and engine manufacturing. For this reason, it is likely best to ignore building any Rhodium Extractors, as it will hinder the player's potential to put more Armor Factories and Engine Factories.

Jabir's other boosts are indicative of other metallic planets. It can easily supply itself with the titanium necessary to produce armor and engines, and it supplies itself with the uranium necessary to keep its Nuclear Powerplants running, but at this stage of the game, intraplanetary self-sufficiency is irrelevant, as the player will need to export many other resources anyways to run Armor and Engine Factories.

Despite being discovered before Antaris and Teleras, Jabir's defending fleet is more powerful than the aforementioned planets. Therefore it is recommended that the player conquers this planet after Antaris and Teleras are conquered.
Gas Giants

Gas Giants are an uncommon planet type, with thirteen known examples throughout Perseus Arm (Orpheus, Posirion, Phorun, Mermorra, Plus Caerul, Zhura Nova, Bharash), Andromeda Heart (Demeter), and The Void (Atlas, Hordron, Janus, Japheth, Poligon Peta).

These planets are primarily rich in Hydrogen, Methane, and Technetium, but can also support rare resources like Antimatter and/or Dark Matter.
Battery

## Note

Batteries can be used to build other resources or to exchange energy between planets.

## Usage

Battery Power Plant (Energy)

Robots Factory (Robots)

Halean A.I. Center (Robots)

**Batteries** are meant to transport energy between planets. Empty Batteries are made in Battery Factories using steel and hydrogen. Empty batteries will be consumed by the Battery Charger (in the other tab) that will use energy to output. Full Batteries will be converted back into energy and Empty Batteries (that can be reused) in the Battery Power Plant, but THERE WILL BE SOME LOSSES, cause everything got a price. These buildings are available on all planets. Wireless transfer may be added in the future.

Battery Factory will require 100 energy to produce 1000 batteries, so 0.1 energy per battery. They will be charged in stacks of 10000 in the battery charger for 250 energy, so requiring 0.025 each charge, and giving back 0.024 (96%) since the Battery Power Planet will now produce 240 energy from 10000 full batteries. They can be charged up to roughly 20 times (since each time you will lose 5% of batteries) requiring 20\*0.025 = 0.5 energy, giving back 0.48 energy.
Artificial Intelligence

## Enhance

Robots Factory production +12% (Robots)

**Artificial Intelligence** is an early-game technology that is available once the player conquers Zelera.

## Analysis

Artificial Intelligence unlocks the construction of the Robots Factory, and each subsequent level increases its production by +12%. It requires some levels in Electronics and is a prerequisite for Halean Technology. Note that the production bonus is independent from Halean Technology. Its starting research point cost is 50.00M and its cost multiplier is x2.20. For technology points, its starting cost is 10.00 and its cost multiplier is x1.20.

This technology is largely considered to be useless at low levels, as Robots Factories require valuable nanotubes and coolants to run, whereas Halean A.I. Centers do not. Additionally, it has the same production bonus per level as Halean Technology. However, upon reset, its much lower TP cost and cost multiplier makes it very easy for Robots Factories to vastly outperform Halean A.I. Centers if enough TP levels are invested. To compare, 10 TP levels of Artificial Intelligence requires 259.59 TP total, while that many TP can afford only the first two levels of Halean Technology. TP level 10 of the latter costs 5.76K alone.
Ishtar Gate

## Bonus

* Graphite x2.00
* Oil x0.50
* Water x3.20
* Uranium x1.00
* Nanotubes x2.00
* Sand x1.00

**Ishtar Gate** is an ocean planet located 4 hops away from Promision.

## Analysis

Due to its bonus in the production of nanotubes as well as the superior output of Nanotubes Domes over Nanotubes Factories, this will be the player's primary and likely only source of nanotubes for most of the player's journey across the Perseus Arm. Due to energy restraints associated with ocean planets, however, not many can be built, but only enough to construct ships requiring nanotubes at a fairly reasonable pace depending on Hydrology levels.

It is wise to avoid building any energy-intensive buildings such as Uranium Shell Assemblers or low output energy-consuming buildings such as Electrolyzers. Also, unlike Aequoreas, the high orbital distance renders Solar Central useless at 6.38 energy per second.
Diplomacy

**Diplomacy** is a mechanic that is unlocked after Interstellar Travel technology reaches level 7 (or 4 after a time travel).

After your first time travel additional options appear.

It is located on the top ribbon of options, between Research and Overview

It allows to liaise with other civilizations, select your Government Options and undertake Missions
Phorun

## Bonus

* Hydrogen x31.30
* Methane x28.41
* Technetium x2.80

**Phorun** is a gas giant situated in the middle of the east arm of the Perseus Arm, located 8 hops away from Promision.

## Analysis

With a decent technetium production boost, at least 12 - 15 Technetium Fissors should be built upon settling the planet the first time. If Posirion didn't fully address your hydrogen concerns, Phorun should have it entirely cured with a moderately high boost to hydrogen extraction. With such a high orbital distance, its Solar Central energy output is 0.96 per second, rendering them completely useless.
Research Points

## Usage

Technology tree

Time travel (Technology Points)

**Research Points** are earned by the different Laboratories in the game, and are used to buy and upgrade technologies.

The more laboratories you have, the more quickly you'll accumulate research points. Remember to try and spread your research out among the planets, rather than focusing on just one. Since building costs on a given planet go up with each new building made, this net of labs makes for much more efficient use of your resources.

Note that not all research labs produce the same number of research points (RP) on every planet. Laboratories, Halean Labs, and Bio Labs produce the same regardless of where they're built; Cryogenic Labs produce different amounts on different planets.

Technologies are one of the main methods of advancement in the game, so you should make sure you generate as much as you can, as early as you can.

## Start of game

* See Tutorial for the first steps, up to Laboratory 4 on Promision and the same on Vasilis

## Types of laboratories

* Laboratory, (which becomes negligible late game as all other Research buildings have a technology based on their specific environment but this common one)
* Bioengineering Center, requires Environmental Sciences 1
* Cryogenic Laboratory, requires Cryogenics 12 (Good early till mid-late game because of the availability of ice)
* Oceanographic Center, same as above but with water instead of ice)
* Fluidodynamics Center. The lack of Hydrogen in early game restrict this building, good mid game
* Vulcan Observatory, requires Vulcanology 1 ( Very specific, only 1 planet on first map, high in initial resource cost, good late game, easy energy management on these lava planets because of proximity to their suns)
* Halean Laboratory, consumes Technetium and requires Halean Technology 1 (2 map technology so, probably New Game + Good late game)
* Karan Laboratory, requires Karan Nuclear Physics 1 (Introduces the need for Caesium, Thorium, Osmium. The best Research building in the ENTIRE game, makes all other obsolete, total endgame candidate)
Map

The **Map tab**, at the top of the screen, display the **map** of the current galaxy (galaxy contained the selected planet).

When on the map screen, at the bottom of the screen are buttons to zoom in or out the map, and (if unlocked) arrows to swith between galaxies.

The Interstellar Travel technology must be researched to level 1 to open the map. New planets appears when this technology is leveled up.

Three galaxies are available: Perseus Arm, Andromeda Heart and The Void.

## Perseus Arm

First map of the game, containing all types of planets but acid, ammonia, carbon and radioactive.

## Andromeda Heart

Second map of the game, unlocked when Secret of Space-Time technology is researched to level 1. Reachable from any planet through a Space Gate Alpha, using Antimatter.

## The Void

Third map of the game, unlocked when Darkmatter Science technology is researched to level 1 and Wahrians Cult or Matriarchy of Juini quest line are completed in the Andromeda Heart. The missions need that diplomacy is available, meaning that at least one Time Travel has to be done.
Hub Fleets

Hub Fleets are fleets that fulfill building queues. For instance, if you want to build another Cryolab on Vasilis but are short of circuits, you can queue the building and hub fleets from other planets will automatically go into action to get the needed parts to Vasilis.

Building queues are unlocked after you conquer your second planet (Vasilis)

Hub fleets are unlocked after conquering the fourth planet (Orpheus).

## Mechanics

When a hub fleet sends out parts, it sends out only as many ships as needed. If you have 10 ships in Ishtar Gate's hub fleet and you only need to send enough parts to fill one ship, it will only send one ship. This lets one planet feed many others at once.

However, this is currently buggy, and the fleets will prioritize the queues over their home planets' needs. This can leave a planet short of what it needs, especially if you keep the majority of your goods on a hub planet (a common strategy as it makes autoroutes much more efficient).

Instead, it's recommended that you designate a hub planet, store much of your excess there, and have all hub ships attached to that planet.

To add ships to a hub fleet, take them to the planet you want them to be attached to. Once there, highlight them in the Fleet screen and click "Join Hub Fleet" on the right.

To remove ships from a hub fleet, go to your Fleet screen, click Hub Fleets, find the one you want, and divide them out. If you have ten ships and you want to remove all ten, simply divide ten out.

While enlisted in a hub fleet, ships cannot be renamed or controlled.
Halean A.I. Center

## Construction

* Circuits 500.00K (x1.50)
* Nanotubes 2.00K (x1.30)
* Technetium 100.00 (x1.20)

## Consumption

* Technetium (5.00/s)
* Circuit (50.00/s)
* Full Battery (100.00/s)
* Energy (500.00/s)

The **Halean A.I. Center** is one of two buildings that produce robots, the other being the Robots Factory. It is unlocked by researching Halean Technology level 1 and is boosted with subsequent levels.

## Analysis

Halean A.I. Centers provide a much simpler alternative to robots production by eliminating the need for steel, nanotubes, and coolants, and replacing them with technetium. It is far easier to produce technetium, especially since at this point the player will have access to two planets with bonuses to technetium production, than it is to produce nanotubes and coolants. Nanotubes are also valuable in constructing certain high level ships, and Robots Factories may cut into that already-limited supply. Halean A.I. Centers will likely be the player's only source of robots in the first run.

Another advantage to Halean A.I. Centers is the fact that they can be built on any planet type available, should the need for more robots beyond Zelera and New Babilo arise. While the circuit consumption may be the bottleneck for robots production initially, later on when the circuit shortage is sorted, the player is free to build Halean A.I. Centers on Lone Nassaus, a lava planet with unmatched solar energy. They may also be freely built on gas giants with antimatter colliders, due to the excess energy available. Neither planet types support the construction of Robots Factories.

There are two major disadvantages to Halean A.I. Centers. They are prohibitively expensive on circuits, and have a high cost multiplier associated with them. It will be particularly difficult to construct more than 10 as a result. The technology that boosts Halean A.I. Centers also suffer a high technology point cost and cost multiplier. As a result, with enough TP invested into Artificial Intelligence, Robots Factories can far outperform Halean A.I. Centers in terms of robots production, and it will be easier to produce the necessary coolants and nanotubes if enough TP is invested into Cryogenics, Material Science, and Hydrology. Despite these shortcomings, they are excellent for producing robots on the first run and are a good complementary addition to Robots Factories on subsequent run, as long as construction and energy costs are carefully monitored.
Robots Factory

## Construction

* Plastic 500.00K (x1.20)
* Circuit 250.00K (x1.30)
* Nanotubes 50.00K (x1.40)

## Consumption

* Steel (800.00/s)
* Circuit (50.00/s)
* Nanotubes (28.00/s)
* Coolant (8.00/s)
* Full Battery (100.00/s)
* Energy (500.00/s)

The **Robots Factory** is one of two buildings that produce robots, the other being the Halean A.I. Center. It is unlocked by researching Artificial Intelligence level 1 and is boosted with subsequent levels.

## Analysis

When first unlocking Artificial Intelligence, it is difficult to produce robots in this manner, as the high nanotubes cost may be prohibitive when they are needed to construct ships, and coolants consume ice very heavily. The lower research point cost compared to Halean Technology is good enough only to be one level ahead, which is not particularly helpful in maintaining a sufficient boost to make Robots Factories worthwhile. However, when the player has access to technology points, they may be spent to drastically increase Artificial Intelligence levels, far more than how many levels the same amount of TP can increase Halean Technology. With TP invested in other technologies like Material Science, the costs become very reasonable and mass producing robots via Robots Factories becomes a very viable option.
Karan Nuclear Physics

### Technologies

Protohalean Science (level 20, after Twin Asun conquest or completion of the "No peace for the wicked" quest from Matriarchy of Juini)

## Enhance

**From level 2:**
Nuclear Powerplant and Pressurized Water Reactor start consuming Thorium
Nuclear Powerplant and Pressurized Water Reactor production +5% (Energy)
**From level 3:**
Thorium-Caesium Extractor production +25% (Thorium, Caesium)
Thorium Reactor and Pressurized Ammonia Reactor production +5% (Energy)
Karan Laboratory production +20% (Research Points)
Graphite Extractor

## Information

### Available on

Carbon, Desert, Ice, Metallic and Terrestrial planets

## Construction

* Iron 10.00 (x1.20)
* Steel 0.000975 (x1.30)

Steel is needed only from the 28th building

* Titanium 0.0000000000021 (x1.50)

Titanium is needed only from the 68th building

## Production

* Iron (2.00/s)

Increase efficiency: Geology (12%)

## Information

### Available on

Acid, Carbon, Desert, Ice, Metallic, Radioactive and Terrestrial planets

## Construction

* Iron 500 (x1.20)
* Steel 0.50 (x1.30)

Steel is needed only from the 4th building

* Titanium 0,00004 (x1.50)

Titanium is needed only from the 21th building
Nitrogen Chemistry

## Unlocks

### Buildings

Ammonia Extractor (level 1)
Ammonia Airship (level 1)
Ammonia Refrigerator (level 1)
Ammonia Electrolyzer (level 1)
Pressurized Ammonia Reactor (level 1)
Bacterial Bioreactor (level 5)

## Enhance

**From level 2:**
Ammonia Extractor production +25% (Ammonia)
Ammonia Refrigerator production +25% (Coolant)
Ammonia Electrolyzer production +25% (Hydrogen)
Ammonia Electrolyzer consumption +25% (Ammonia)
Ammonia Airship production +12% (Research Points)
Cryogenics

## Unlocks

### Buildings

Ice Drill (level 1)
Ice Melter (level 1)
Water Freezer (level 1)
Coolant Factory (level 10)
Cryogenic Laboratory (level 12)

## Enhance

**From level 2:**
Ice Drill production +25% (Ice)
**From level 10:**
Coolant Factory and Ammonia Refrigerator production +12% (Coolant)
**From level 12:**
Cryogenic Laboratory production +12% (Research Points)
Auxilia Beta

Auxilia Beta is a ship that requires Quris Art of War level 3 and a level 14 Shipyard to produce. The extremely high Power to HP ratio makes it an excellent choice for suicide fleets. Suicide fleets are expendable fleets meant to deal high burst damage to remove other high Power to HP ratio enemy ships before bringing in the main fleet to finish them off. Such a strategy will allow the player to capture enemy planets with less tanking ships than otherwise needed.

The poor storage can be accommodated for by pairing them up with Alkantaras if they are affordable enough. The power boost from the Alkantaras will additionally further increase the Auxilia Beta's power to even higher levels.
Medusa Miner

The **Medusa Miner** is a ship type unlocked by the technology Space Mining (which is, in turn, unlocked by conquering Dagama).

Medusa Miners increase the production of all buildings in the "Extraction" section of a planet. The multiplier applied to the output of these buildings is...

Multiplier

=

1

N
mm

×

0.2

×

ln
⁡
(
2
)

ln
⁡

(

2

N
mm

)

{\displaystyle \text{Multiplier} ~ = ~ 1 ~ + ~ \text{N}\_\text{mm} ~ \times ~ 0.2 ~ \times ~ \frac{\ln(2)}{\ln \left (2 ~ + ~ \text{N}\_\text{mm}\right )}}

" 1+N\_{mm}\left(0.2\right)\left(\frac{\ln\left(2\right)}{\ln\left(2+N\_{mm}\right)}\right) " - Copy paste for Desmos, " N\_{mm}=100 " ...where Nmm is the number of Medusa Miners at that planet.

This multiplier only applies to materials that are actually extracted and do not apply to those same materials that are merely manufactured. For example, if 100 Medusa Miners (Multiplier is 3.9974; remember that a 299.74% bonus is a 3.9974 multiplier) are in orbit around Tataridu, then the output of the Oil Pumps are multiplied by 3.9974, but the output of the Biofuel Refineries are unaltered.

Medusa Miners have a speed of 0.5 and no storage capacity. To increase the traveling speed of Medusa Miners, it is necessary to merge them into a fleet of ships that has storage capacity and then have the merged fleet carry Engines.

Construction of Medusa Miners requires Space Mining researched to Level 1 and a planet with Shipyard 18. Each Medusa Miner requires the following materials (before any deductions from Karan Art of War):

Iron: 300 Million

Steel: 1 Billion

Titanium: 100 Million

Nanotubes: 1 Million

Robots: 100 Thousand

Engines: 500

Full Battery: 250 Thousand

Each Medusa Miner has 2 hitpoints (before Quris Art of War) and a Weight of 100 Million. Be certain that any Medusa Miners have been split out from a combat fleet prior to attacking any enemy fleets.
Anger of Perseus

## General

Anger of Perseus is the capital ship you can build in this game. If you are early at building a shipyard to level 16, this capital ship may be expensive for you. Therefore you should require a decent amount of steel production, antimatter production and high production of other resources.

It is capable of solo-capturing every planet in the Perseus Arm (some ammo required) except New Babilo, Kandi, Ares, Xora Tauri, and Xora Tauri II. However, the travel time (on the order of around a day from one side of the galaxy to the other) makes this breakpoint less time-efficient, as there isn't much to do while waiting for your extremely slow ship to swallow up planets.

## Special Effect

The Anger of Perseus will enter a 'berserk mode' when the player's OR the enemy fleet's HP drop below 15%. In this mode, your fleet will get +50% piercing power and will do 50% more damage for each Anger of Perseus.
Iron

## Usage

Ceramic Foundry (Meissnerium)

Foundry (Steel)

Xiran Foundry (Xirandrium)

Iron is one of the most common resources in any galaxy, which makes it easily obtainable on any planet except for certain planet types, like ocean, although some ocean planets allow you to construct a Submerged Metal Mine, which collects Iron Underwater.

Iron is seen as a generally useless selling resource as you make only $1.11 when selling 1000 units of Iron each. It is however very cheap to buy, with the price being $1.63, which allows you to buy iron for planets that cannot make their own iron.
A Dark New World

**This article is a disambiguation page for A Dark New World**

The following is a list of links to pages that might share the same title.

Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.

* A Dark New World (Matriarchy of Juini)
* A Dark New World (Wahrians Cult)
Scientific Research

## Enhance

Research Points production +10%

**Scientific Research** is a technology. It is unlocked with the first level of Interstellar Travel. It gives a 10% increase (or more precisely, 10%^Level) per level spent, on research points production.

Maxed out on Level 64, whether with Research Points (RP) or Technology Points (TP).
Energy

## Note

Nuclear Powerplant and Pressurized Water Reactor also need Thorium after Karan Nuclear Physics  technology is unlocked

Most, but not all, buildings run on some kind of **energy**. This goes for resource extractors, manufacturing/processing buildings, agricultural buildings, and research buildings. Each planet must provides its own energy; it is not shared between planets. Your power sources can be found under the lightning bolt icon; available options differ from planet to planet.

Most extractors, factories and processors run on Fuel or Energy. Fuel comes from refined Methane or Oil, and is your mainstay fuel source when you start. Some buildings run directly on Fuel, while others run on Energy, which can be generated using Fuel by way of Small Generators and Thermal Plants. These power sources provide low amounts of energy, but are sufficient for your early years.

Later, as your power needs increase and you unlock Nuclear Powerplants and Fusion Reactors, Fuel becomes less important and Hydrogen becomes your main source of energy. Hydrogen can be extracted from Gas Giants, meaning Orpheus will be your main source for a while (with an extraction rate of 8x), and you can make up the remainder by extracting it from Water using Electrolyzers.

You can expect an eventual bottleneck until you capture Posirion, your first truly Hydrogen-heavy plane (51.30x extraction rate). Phorun (31.30x) and Mermorra (15.4x) are also Hydrogen-rich, and with the three of them, you'll have your power needs covered for quite a while.

Some planets, however, will find their power needs best suited in other ways. Planets close to a star can thrive on Solar Power, which needs neither Fuel nor Hydrogen. A Solar Central on Ishtar Gate (2.8 AU from a star) might give 6 energy/second, on Promision (1 AU) it would give 50 energy/second, and Lone Nassaus (0.1 AU) would get 5,000 energy/second.

Ocean Planets can build Hydroelectric Plants and Pressurized Water Reactors, which require water and, in the latter case, Uranium.

Other power options include Battery Power Plants, which can be useful at times, but are generally impractical and inefficient compared to other power sources.
Material Science

## Enhance

 **From level 1:**
Foundry production +50%(-0.5%/level) (Steel)
**From level 8:**
Plastic Factory, Bioplastic Synthesizer, and Polymerizer production +25% (Plastic)
**From level 15:**
Nanotubes Factory and Nanotubes Dome production +12% (Nanotubes)
**From level 36:**
Ceramic Foundry production +8% (Meissnerium)
Cheating

The game is played locally, with no connection to a game server. This makes it vulnerable to many forms of exploit

## Idle bonus

You just need to change you computer's time to a future date. Since the idle bonus cap (100x for 10 minutes) is reached at 33 hours, the most easy adjustment is Today + 2 days. You need to reload the game for the game time to be updated (save the game beforehand).

You might want to pause the game before saving reloading. Since the Idle Bonus will make the game run very fast, if you want to make fine adjustments, you might need to pause/unpause the game several times, and the first minute or so would be wasted if it doesn't start paused.

After your idle bonus wears off, quickly upgrade various research technologies and do so again until satisfied.

A word of caution
Setting the System clock back in time (that is, back from the time the game thought it was, even if it's the future relative to the real date) will mess with travel times, meaning your fleets will register needing hours or days (or more) to reach their destinations. If this happens, all currently traveling fleets (including autoroutes) will have to be canceled and the autoroutes remade from scratch (easier with a hub planet. So

* Make sure only autoroutes / automatic fleets are travelling
* If you're going to make several jumps in time, make them all into the future (today +2, today +4, and so on) before resetting back to the current date/time, in order to minimize trouble.

An alternative approach that does not break autoroutes would involve setting the time of your system back a few days without closing the game. Effects on travelling fleets and autoroutes can be observed immedeatly. After saving, closing the game and setting the clock back to the actual current time, the idle bonus will activate upon reopening the game without breaking the traveltimes of fleets.

## Game files tampering

The game files are just pure HTML, CSS and above all, JS, living in the browser. You can use your browser developer's tools to alter them (on a local copy, of course). Programming knowdlege needed.

## Load another player's game

You can try the ones at The Lost Sheep Folder

## Fast Space Travel

Let, you have fleet on source planet (**S-Fleet**) and slower fleet on destination planet (**D-Fleet**), and those 2 planets under your control. Then to transfer the **S-Fleet** to destination, do the following steps:

* Unload engines from **D-Fleet**
* Make auto-route with **D-Fleet** from **D-Planet** to **S-Planet**
* Join this auto-route with your **S-Fleet**
* Cancel auto-route
* Cancel traveling **D-Fleet**
* Now, you have **S-Fleet** merged with **D-Fleet** on your destination planet.
* Profit !!!

This is very usefull after conquer Xora Tauri to get Perseus to central planet. Later, when you have millions of engines, this trick will no longer be so interesting.
Posirion

## Bonus

* Hydrogen x51.30
* Methane x18.41
* Technetium x2.00

## Technology

Halean Technology

After you conquer Posirion your energy woes will be over for a while. With a huge Hydrogen modifier, mine it to your heart's content, and throughout your empire build fusion reactors fed by your new source of hydrogen.

## Basic information

* Planet type: Gas Giant
* Radius: 68270 km
* Average Temperature: -189° C
* Atmosphere: Hydrogen
* Orbital Distance: 17.22 AU
* Hops from Promision: 8
* Influence: 27
* Initially controlled by: Halea Republic
* Manufacturing bonuses: Technetium (x2.00)
* Unlocks: Halean Technology Research, allows Technetium Fissor, Halean Laboratory and Halean A.I. Center construction.

## Available Extracted Resources

* Hydrogen: x51.30 (Hydrogen Condenser)
* Methane: x18.41 (Methane Harvester)

## Available Production

* Empty battery (Battery Factory)
* Fuel (Biofuel Refinery, Floating Fuel Converter)
* Plastic (Bioplastic Synthesizer, Polymerizer)
* Hydrogen (Electrolyzer)
* U-Ammo (Uranium Shell Assembler)
* T-Ammo (T-ammunition Assembler)
* Antimatter (Particle Accelerator)
* Technetium (Technetium Fissor)
* Robots (Robot Factory, Halean A.I. Center)
* Full battery (Battery Charger)

## Available Energy Sources

* Solar Central
* Battery Power Plant
* Antimatter Collider
* Floating Generator
* Floating Reactor

## Available Research Buildings

* Bioengineering Center
* Fluidodynamics Center
* Halean Laboratory

## Other Available Buildings

* Shipyard
* Greenhouse
* Battery Charger
* Trade Hub
Fleets

The **Fleets** tab is about the management of your fleets. The ships builts in the shipyards are listed here, grouped into fleets.

## Left tabs

Fleets are grouped by type:

* **Cargo Fleets**, showing fleets of both Colonial (Vitha Colonial Ship) and Cargo ships
* **Miner Fleets**, showing fleets of Miner ships (Medusa Miner) ; see Space Mining technology
* **Hub Fleets**
* **War Fleets**, with all military ships, including enemy fleets of at least one ship is orbiting the planet
* **Traveling Fleets**, showing all fleets currently traveling (all types except Auto-routes)
* **Attacking Fleets**, showing enemy fleets travelling to attack one of your planet (in The Void map, enemies are attacking nearby planets)
* **Market Fleets**, showing fleets travelling from New Babilo to deliver the resources you bought (see Market)
* **Auto-routes**, cargo fleets assigned to a recurring travel between two planets
	+ Auto-routes for each conquered planet

## Fleets actions

* Attack fleet (see Conquest)
* Raid (if Pirates missions are completed)
* Colonize Planet
* Use Space Gates (if Secret of Space-Time or Darkmatter Science  technologies are unlocked and a Space Gate built on the planet)
* Merge fleet
* Merge with Autoroute
* Join Hub Fleet
* Delivery
* Pick-up
* Load
* Load Ammunition
* Unload
* Move
* Automatic Route
* Split Fleet
* Rename Fleet

* Cancel Travel

* Edit automatic route
* Split automatic route
* Cancel automatic route
Secrets of Space-Time

**Secrets of Space-Time** is a late-game technology available when the player conquers Xora Tauri. This technology unlocks the Space Gates Alpha and Beta and the Wahrian Time Machine buildings. Its first level costs 50.00B research points, or 2.00K technology points, and is currently the only technology that maxes at level 2.
Metallic Planets

Metallic Planets are a moderately-rare planet type, with only nine known examples throughout Perseus Arm (Antirion, Jabir, Teleras, Antaris, and Xora Tauri I/II), and The Void (Pollux Infiris, Vanubis, and Vikasuka).

These planets are rich in a wide variety of metals - including but not limited to Iron, Titanium, Uranium, and Rhodium - but are limited in non-metallic secondary resources.
Acanthus

## Bonus

* Dark Matter x2.00
* Thorium x1.50
* Osmium x2.20
* Methane x3.20
* Ice x5.00
* Titanium x2.00
* Uranium x3.00

Freezing cold and remote, Ancathus is no one's first choice. But it offers good amounts of several resources, plenty of room for industry, a hefty amount of clean ice, and the isolation that cryoresearch scientists crave.

## Basic information

* Planet type: Ice
* Radius: 5155 km
* Average Temperature: -12° C
* Atmosphere: CO2
* Orbital Distance: 2.4 AU
* Hops from Promision: 6
* Influence: 31
* Initially controlled by: Federal Quris Empire

## Available Extracted Resources

* Titanium: x2.00 (Metal Collector)
* Methane: x3.20 (Methane Extractor)
* Uranium: x3.00 (Metal Collector)
* Ice: x5.00 (Ice Drill)

## Available Production

* Fuel (Methane Processor, Oil Refinery, Biofuel Refinery)
* Steel (Foundry)
* Plastic (Plastic Factory, Bioplastic Synthesizer)
* Silicon (Sand Smelter)
* Circuit (Electronics Facility)
* Ammunition (Ammunition Factory)
* Ice (Water Freezer)
* Nanotubes (Nanotubes Factory)
* Coolant (Coolant Factory)
* Robots (Robot Factory, Halean A.I. Center)
* Armor (Armor Factory)
* Engine (Engine Factory)
* Water (Ice melter)
* Empty battery (Battery Factory)
* Hydrogen (Electrolyzer)
* U-Ammo (Uranium Shell Assembler)
* T-Ammo (T-ammunition Assembler)
* Technetium (Technetium Fissor)
* Food (Greenhouse)
* Full battery (Battery Charger)

## Available Energy Sources

* Small Generator
* Thermal Plant
* Solar Central
* Nuclear Powerplant
* Fusion Reactor
* Battery Power Plant

## Available Research Buildings

* Laboratory
* Bioengineering Center
* Cryogenic Laboratory
* Halean Laboratory

## Other Available Buildings

* Shipyard
* Greenhouse
* Battery Charger
* Trade Hub
The Pillar of Air

## Description

A stone pillar with inscription showing wind.

## Effect

* Part of the requirement to finish the mission The Four Pillars of Eternity.
* It will boost gas giants planets production by 50%.

## Acquisition

Finish mission: One of us and go to planet: Seal of Famine and get it from Uberpriest Luftkonig at the Orbital Station Zvezda-3.

## Persistence

This artifact is lost during time travel.

## Lore

This is one of the four pillars of the civilization of Wahrians Cult.

There are originally one on each of their planets.

In mission The Four Pillars of Eternity you have to gather them in order to have the pillars speak to Wahrians Cult.
Aequoreas

## Bonus

* Sand x2.00
* Iron x1.00
* Titanium x1.50
* Oil x1.00
* Water x5.00

## Technology

Hydrology

*"Rub-a-dub-dub, a whole bunch of settlers in a tub, and who do you think they be? The miners, the sandtakers, the big boat sailors, turn them all out, knaves thee!" --Unknown*

Despite its temperate climate, Aequoreas is a tricky place to live and work on. Completely covered with water, you have to bring your own solid land with you--boats, platforms, anything that floats, sails, or flies. But it's not an unpleasant next step in your outward expansion, especially if you like kelp.

## Available Resources

 Titanium
 Oil
 Sand

## Available Production

* Fuel (Underwater Oil Refinery, Biofuel Refinery)
* Water (Ice melter)
* Technetium (Technetium Fissor)
* Plastic (Bioplastic Synthesizer)
* Hydrogen (Electrolyzer)
* Nanotubes (Nanotubes Dome)
* Food (Greenhouse, under Other Buildings)
* Robots (Halean A.I. Center)
* Empty battery (Battery Factory)
* Full battery (Battery Charger, under Other Buildings)
* Hydrogen (Electrolyzer)
* U-Ammo (Uranium Shell Assembler)
* T-Ammo (T-ammunition Assembler)

## Available Energy Sources

* Solar central
* Battery Power Plant
* Hydrothermal Plant
* Hydroelectric Plant
* Pressurized Water reactor
* Nuclear Powerplant
* Fusion Reactor

## Available Research Buildings

* Laboratory
* Bioengineering Center
* Halean Laboratory

## Other Available Buildings

* Shipyard
* Greenhouse
* Battery Charger
* Trade Hub
Quris Art of War

## Enhance

T-Ammunition Assembler production +12% (T-Ammunition)
All friendly ships power, armor, shields and HP +5%
Foxar and Sky Dragon ships power, armor and HP +12%
Babayaga, Siber and Alkantara ships power, armour, shields and HP starting from +5% and increasing up to +15% by 0.15% per level

## Other informations

### Max level

200

**Quris Art of War** is a technology that is available to the player upon conquering Antaris. It has a starting cost of 500M research points and a cost multiplier of x1.60. Its starting technology point cost is 50 with a cost multiplier of x1.30.

## Effects

Each level of Quris Art of War increases the HP, power, and armor of all friendly ships by +5%, except for the Foxar and Sky Dragon, which instead receive +12%, Babayaga, Siber and Alkantara, which instead receive +5.6%.

Level 1 unlocks the construction of T-Ammunition Assemblers, and each subsequent level its production by +12%.

Level 3 unlocks the construction of the Auxilia Beta.
Water

## Usage

Greenhouse (Biomass)

Floating Greenhouse (Biomass)

Biofuel Refinery (Fuel)

Electrolyzer (Hydrogen)

Water Freezer (Ice)

Ceramic Foundry (Meissnerium)

Nanotubes Dome (Nanotubes)

Polymerizer (Plastic)

Bioplastic Synthesizer (Plastic)

Qasers Assembler (Qasers)

Bacterial Bioreactor (Energy)

Hydrothermal Plant (Energy)

Hydroelectric Plant (Energy)

Pressurized Water Reactor (Energy)

Bioengineering Center (Research Points)

Oceanographic Center (Research Points)
ZB04 Hauler

The ZB04 Hauler is good in some situations for auto routing very early game, depending on what your style is. If you want faster but less cargo for auto route, this ship is a good choice. If you want a slower, but more cargo for auto routing, this ship is a decent choice, although the ZB03 Small Cargo would be better for this. Even then, this ship and the ZB03 Small Cargo are made completely obsolete once you unlock more cargo ships.
Space Mining

## Enhance

Each Medusa Miner orbiting a planet will boost planet's extraction by +10%
Andromeda Cargo storage +8%

**Space Mining** is a technology unlocked upon conquering Dagama in Andromeda Heart. It costs 2 Trillion RP or 5 thousand TP to unlock.

It allows building the Medusa Miner and the Andromeda Cargo. The Andromeda Cargo costs 100x as much as the Orion Cargo plus 1,000 engines, carries a bit over 100x as much, and has a speed of 2 instead of 1.5
Antaris

## Bonus

* Iron x3.00
* Titanium x1.00
* Methane x2.00
* Rhodium x0.50
* Uranium x2.00
* T-Ammunition x2.00

## Technology

Quris Art of War

**Antaris** is a metallic planet located 7 hops away from Promision. This planet unlocks the Quris Art of War technology upon conquest.

## Analysis

Unlike its neighboring planets Jabir and Teleras, Antaris has a large distance of 1.4 AU, making it a poor planet for solar power. It also has no graphite, which means you need to import graphite if you plan to have nuclear power, foundries, or technetium. It does have methane, so it will have plenty of fuel, but this energy will likely not be enough for armor and engine production. Additionally, its neutral production for titanium is only barely helpful in constructing new ships, though it at least will likely not need to be inported to construct buildings. Rhodium production can be completely forgotten on this planet since it isn't worth the energy for so little output.

All-in-all, this planet is mediocre at best for general production purposes, however two key things distinguish this planet from the others: it unlocks Quris Art of War and has a production bonus to T-ammunition. As such, Antaris should be the only planet the player uses to produce T-ammunition.

If the player has access to enough technology points after multiple resets, it may be wise to rush the conquest of Antaris and skip some planets in order to invest several TP levels into Quris Art of War to make conquest much easier.
Vasilis

## Bonus

* Coolant x2.00
* Biomass x0.50
* Iron x1.00
* Titanium x1.50
* Uranium x1.00
* Ice x2.00
* Methane x2.00
* Oil x0.50

## Technology

Cryogenics

*It's colder than a gorram beer freezer in here, only without the beer! --An ice driller*

The ice planet Vasilis is the next stop in your expansion. Far from the sun and without much to bring it heat, it's cold and forbidding, but is not without its advantages. Ice is abundant, Methane is plentiful, and the landscape, though barren, is almost serene. Once you're ready to make Cryolabs, the never-above-freezing temperatures produce a good boost to your research.

## Analysis

Vasilis is the first planet available to the player for colonization after building up Promision. Unlike Promision there are a couple of resources lacking, most notably Graphite which limits Steel production until an Auto-Route is set. However, some resources such as Titanium and Methane are more readily available. Additionally there's Ice available for drilling which comes with the Cryogenics research. While this planet's additional resources are valuable for the extreme early game it becomes unremarkable once more resource rich planets are colonized and or conquered. After Cryolabs and Coolant Factories are unlocked and efficient enough to justify their costs this planet is the perfect place to set them up.

## Available Production

* Steel (Foundry)
* Silicon (Sand Smelter)
* Oil (Biofuel Refinery)
* Fuel (Methane Processor, Oil Refinery, Biofuel Refinery)
* Water (Ice melter)
* Technetium (Technetium Fissor)
* Plastic (Plastic Factory, Bioplastic Synthesizer)
* Circuit (Electronics Facility)
* Nanotubes (Nanotubes Factory)
* Ice (Water Freezer)
* Food (Greenhouse)
* Ammunition (Ammunition Factory)
* ***Coolant (Coolant Factory)***
* Robots (Robot Factory, Halean A.I. Center)
* Armor (Armor Factory)
* Engine (Engine Factory)
* Empty battery (Battery Factory)
* Full battery (Battery Charger)
* Hydrogen (Electrolyzer)
* U-Ammo (Uranium Shell Assembler)
* T-Ammo (T-ammunition Assembler)
* MK Embryo (Metallokopta Clonator)

## Available Energy

* Small Generator
* Thermal Plant
* Solar Central
* Nuclear Powerplant
* Fusion Reactor
* Battery Power Plant
* Thorium Reactor

## Available Research Buildings

* Laboratory
* Bioengineering Center
* Cryogenic Laboratory
* Karan Laboratory
* Halean Laboratory

## Other Available Buildings

* Shipyard
* Greenhouse
* Battery Charger
* Trade Hub
* Wahrian Time Machine
* Space Gate Alpha
* Space Gate Beta
The Pirates Missions

## [Investigation] The Truth about The Bloody City

Your ally is not what it seems to be. They are control freaks, renegades exhiled by their own people becuase of their madness. Go to New Babilo's library if you want to learn more.

Objective: Investigate New Babilo

Requirement: Finish mission Pardons for the pirates but do not finish mission Queen Ramona's Revenge.

Reward: 100 rep with Pirates and open mission Spill the City´s Blood.

## [Bounty] Spill the City´s Blood

The Bloody City was built upon our red oil, we will beat it at its own game

Objective: Conquer The City

Requirement: Finish mission The Truth about The Bloody City

Reward: 900 Rep with Pirates and open mission Traitor League

## [Bounty] Traitor League

The Orion League is a corrupted assembly of Quris merchants. All they want is to control us to do their dirty business. They must fall.

Objective: Conquer Ishtar Gate

Requirement: Finish mission Spill the City´s Blood

Reward: 100 Rep with Pirates and open mission Chant down Babylon

## [Bounty] Chant down Babylon

And now, for the gran finale, take New Babilo and you shall be forever remembered as our comrade

Objective: Conquer New Babilo

Requirement: Finish Traitor League

Reward: 201 Rep with Pirates; Prize fleet (1 Augustus; 1 Leonidas; 1 Alexander), Raids will be unlocked

You will be permanently banned from the market!

Raids and market ban does not persist through time travel.
Ships

Each planet can build ships after it has built its shipyard. With each new shipyard (or each upgrade to your shipyard, if you prefer), one or more new ship types are unlocked for that planet. Note those unlocks are planetary specific. (Example: If you unlock Foxar on Vasilis, it is only unlocked there. You will need to upgrade your shipyards on other planets to be able to build Foxars elsewhere.)

You can also check the ships on the Info Tool (select "Ships" from the dropdown menu)

## Ships

HP, Power, Armor, and Damage red. are all without Quris Art of War, ammunition and other boosts.

## Ship cost

Each ship takes a different set of materials to make it. Note that unlike buildings, the costs do not rise incrementally. These are default values without the Karan Art of War discount.

## Rewarded ships

Some ships can be earned as a reward after some Missions :

* Augustus
* Leonidas
* Alexander
* Cerberus
* Charon

## Technologies

### Ship requirements

Certain ships require sufficient levels invested into specific technologies in order to produce them.

* Auxilia Beta requires Quris Art of War level 3.
* Re-engineered Servant requires Metallokopta's Biology level 1.
* Anger of Perseus requires Quantum Physics level 3.
* Andromeda Cargo requires Space Mining level 1.
* Medusa Miner requires Space Mining level 1.
* Munya requires Protohalean Science level 1.
* Soul of Andromeda requires Dark Matter Science level 1.

### Ship enhancements

#### Technologies

Some technologies has an effect on ships characteristics:

* **Interstellar Travel**
	+ Vitha Colonial Ships +12% speed
* **Quris Art of War**
	+ All friendly ships power, armor, shields and HP +5%
	+ Foxar and Sky Dragon ships power, armor and HP +12%
	+ Babayaga, Siber and Alkantara ships power, armour, shields and HP starting from +5% and increasing up to +15% by 0.15% per level
* **Karan Art of War**
	+ Luxis and Siber ships x1.3 piercing power up to 100%
	+ Resource cost of friendly ships -8%
	+ Muralla's weight +20%
* **Space Mining**
	+ Each Medusa Miner orbiting a planet will boost planet's extraction by +10%
	+ Andromeda Cargo storage +8%
* **Protohalean Science**
	+ All laser ships -80% power

#### Artifacts

Some artifacts has an effect on ships characteristics, or on fleets (and so, indirectly, on ships that are included in these fleets):

* **Medal of Glory**:
	+ Maximum experience of a fleet set to 10.000 (instead of 5.000) : more bonus from experience
* **Medal of Honor**:
	+ +50% to all ships shields.
* **Medal of Valor**:
	+ +50% to all ships hp.
* **Scepter of the Councilor**
	+ Fleet power increased by log2(total weight)%

#### Government options

Some government options has an effect on ships characteristics, or on fleets (and so, indirectly, on ships that are included in these fleets):

* **Quorum Sensing**:
	+ Re-engineered servants costs -25%
	+ All other ships costs +25%
* **Empire**:
	+ Fleet power increased by Influence/10.000 %
	+ All ships costs +25%
* **Tribal Rule**:
	+ Bonus power for fleets with low number of ships
* **Mining Corporation**:
	+ Miner ships effect +100%
The Pillar of Earth

## Description

A stone pillar with inscription showing rocks.

## Effect

* Part of the requirement to finish the mission The Four Pillars of Eternity.
* It will boost Terrestrial and Desert planets production by 50%.

## Acquisition

Finish mission: One of us and go to planet: Seal of War and get it from Uberpriest Erdboden at The Sulfur Swamp.

## Persistence

This artifact is lost during time travel.

## Lore

This is one of the four pillars of the civilization of Wahrians Cult.

There are originally one on each of their planets.

In mission The Four Pillars of Eternity you have to gather them in order to have the pillars speak to Wahrians Cult.
Mermaid World

**Episode title** is the Nth episode in the series.

## Plot synopsis

*Here's where you put the description of the plot. Doesn't have to be very detailed. A couple sentences will be enough for starters. You can expand it later.*

## Appearances

*This section allows you to link to character pages. Oh, and remember to remove this text. ;)*

* Character 1
* Character 2

## Notes & trivia

* *This is where you can put notes and trivia, anything that is interesting or strange can be included here*
Meissnerium

### Cost

Iron (250K/s), Water (50M/s), Osmium (50K/s), Rhodium (200K/s), Nanotubes (1M/s), Sulfur (100K/s), Energy (500/s)

## Usage

Superconductors Factory (Superconductors)

Xiran Foundry (Xirandrium)

**Meissnerium** is produced in the Ceramic Foundry, which is unlocked by researching Material Science level 35.

The ceramics foundry requires obscene amounts of water to operate, so it's worthwhile to begin stockpiling water early.

Meissnerium is required to produce superconductors , which are unlocked by researching Electronics level 30.