recursal/Fanatic-Fandom huggingface dataset:
NOMA M470

Location: Infinite Lagrange Wiki -> Ship -> Frigate

The M470 model ship is one of the games largest users of Unmanned Aerial Vehicles (UAV) and is a mixed bag consisting of three variants. The base variant siege type is mostly only useful in a specialize role, but due to the peculiarities of the game's research mechanisms, it can be a stepping stone to acquiring the blueprints for the anti-aircraft type and the support type, which is one of the game's rare "healer" types.

Back Story

"March forward when haunted by fear; retreat when touched by greed and madness." ---Three Military Disciplines of the Eagle Guard - Rule 2

## NOMA M470 - Siege (variant A)

* Plain
* Systems
* Schematic

## Cost

###

8,150

###

660

###

130

###

00:17:30

* Category: Special use category (siege)
* Strength: Siege Fire
* Weakness: Armor
* In-game description: Equipped with 1 siege UAV pod, enabling it to launch ST-1 UAVs to attack city defenses and carry out ordinary ship-to-ship attacks. It comes equipped with very few defensive weapons.

This model is designed for attacking bases and cities, but is lightly armored and not as effective in that role as many other ships. On the other hand, the siege damage it does is relatively high on a per-command-point basis. If a union has a player with bad luck in getting blueprints, then it could be a useful strategy to build a bunch of these and stick them in a fleet that sits off to the side until the actual siege part of a city attack begins.

Generic Cannon
  Siege UAV

## NOMA M470 - Support (variant B)

* Plain
* Systems
* Schematic

## Cost

###

10,230

###

650

###

350

###

00:30:00

* Category: Healer
* Strength: Healing
* Weakness: Armor
* In-game description: It houses 1 engineering UAV maintenance nacelle and equips with only a few defensive weapons. Its RT-1 UAVs are able to repair friendly ships in battle.

Like most frigates, the armor on this variant is very light, but it is a "healer", repairing damage during battle, which makes it very valuable when combined with a Front row tank. It is unique in that it is the only Frigate healer, and is thus usable very early on. Additionally, it has effectiveness comparable to the Tundra in terms of healing, for 3 Command point less.

Generic Cannon

## NOMA M470 - Anti-Air (variant C)

* Plain
* Systems
* Schematic

## Cost

###

9,440

###

560

###

320

###

00:26:50

* Category: Damage dealer (aircraft)
* Strength: Anti-air weaponry
* Weakness: Everything else
* In-game description: It houses 1 anti-aircraft UAV nacelle. Its DT-1 UAVs offer anti-aircraft support to friendly ships during combat. It needs to be positioned in close proximity to your ships to offer support.

Again, lightly armored, but specialized to be more effective against fighters and corvettes. However, as it’s anti air damage is only done when it is targeted by aircraft, it’s usefulness in this role is very weak. It is not advised to use this ship for anti air.

Generic Cannon
  CRT-4 AA UAV
Fighter

**Location:**  Infinite Lagrange Wiki -> Ship

**See also:**  Aircraft Summary, Transporting Fighters and Corvettes

* Emergency Evasion (Escape)
	+ All fighters: ? (low, but probably 10-20%?)
	+ In order for a fighter to successfully escape, the transporting ship must also survive or escape the battle

Fighters are the smallest class of Warship in the game. Fighters, along with corvettes, use don't use regular command points but are instead limited to a certain number of ships. They cannot be used until the faction completes the Aircraft Assembly Line as part of Expansion zone 5.

Fighter's and corvettes can participate in a Strategic Strike.

There are some things that all fighter models have in common. There is only one variant for each model (variant A). Even though command points are not relevant, fighters are all one command point each. While fighters have a listed value for cruise and warp speed, they are not able to travel independently, so those values are irrelevant.

 A player will have access to the blueprints for These models when their base is docked at a relevant docking point
AA Weapon Ratio

**Location:**  Infinite Lagrange Wiki -> Combat mechanics

The anti-air weapon ratio is a hidden parameter that represents the effectiveness of a particular weapon system in causing damage to **aircraft** (Fighter and Corvette class ships). It is a value between 3% and 500% that is multiplied by the weapon damage per hit (DPH) when attacking aircraft.

The pulse cannon of the Mare Tranquillitatis has a DPH of 20 and a weapon ratio of 200%, making the actual DPH against aircraft 40. Not that it matters, since it is energy damage.

The CG-130D on the Vitas A has an anti-air weapon ratio of 150% making the DPH against aircraft 22.5 (fractional damage is truncated).

**See also:**  Aircraft Summary | Anti-Aircraft Cooperative Efficiency
Flagship

**Location:** Infinite Lagrange Wiki -> Game mechanics

**WARNING:** This is a DRAFT/Work in progress.

This is a feature that was added in the Patch of 2022-11-30.

Most (all?) of the capital and super-capital ships in this game have special abilities that only activate when that ship is appointed, either explicitly by the player or by the system (randomly?) as the flagship of the fleet that it is in. **Please note:** Reinforcements are not a regular part of a fleet and so the flagship cannot be part of the reinforcements.

Most Flagship Effects are enhancements to the ship's **Command System**. **Please note:** Some of the Command System enhancements are not flagship effects, but merely enhancement's to the ships abilities or to flagship effects. Flagship Effect enhancements are marked in gold when active while enhancement effects are marked in white.

## List of Flagship Effects

### Optimized Reload I

Present on:

* AC721 - Heavy Logistics Destroyer

### Patrolling Defense

Present on:

* Eternal Storm - Attack Battlecruiser
* Callisto - Heavy UAV Cruiser
* Eris I - Armored Destroyer

### Siege Tactic (I and II)

Present on:

* Io - High-Speed Ion Cannon Cruiser - Siege Tactic I
* Constantine the Great - Multi-Role Battlecruiser - Siege Tactic II

### Strategic Strike (I, II, and III)

See the referenced page which explains in detail, and contains the list of containing ships.

### Target Guidance I

Present on:

* KCCPV2.0 - Light Attack Cruiser
Chapter 1

Location: Infinite Lagrange Wiki -> Main Missions         Next: Chapter 2

**TODO:** List of patches affecting this chapter.

#### Title: Forward the Foundation

**DESCRIPTION:** To secure our foothold in this undeveloped star system, we must swiftly establish a Base and a basic military presence.

 Chapter Rewards

**Special Note:**  Prior to the patch of ( date?) completion of this chapter, in **Phase I**, and Phase I only, give the player the FG300 Ship Tech Files, which included two FG300 variants, the base variant of CAS066, two variants of AC721 and two of the KCCPV2.0 variants.
Cayne

**Cayne**, also known as ObjectionOverruled; was one of the six newcomers to compete on Bowser Party's first era on Discord in Season 4.

## Prior to the Series

I believe Cayne and I had met due to a previous Minecraft series I hosted with him, and he ended up joining in any case so yeah.

## Bowser Party

Season 4:

Cayne's first and only season was in Season 4, as a member of the Leaping Lions. Cayne managed fairly well and was lowkey enough to make it all the way to merge, where he proceeded to win a fair amount of challenges such as the first two immunities, as well as in Episode 12 with Beardo. However, he was eliminated just before finale likely due to being a threat, placing him in 4th place.

## Current Status and Overall Thoughts

Cayne did not return after Season 4 and at the moment I think it's unlikely for their return.

Despite being a one-timer, Cayne was actually pretty good in his own right and I have to give him props for that. He managed well in challenges, and I think he was somewhat iconic in his own right. But yeah, unfortunately he's a bit forgotten now, but who knows.

## Trivia

* Cayne was the only user to win immunity that wasn't an alt.
* Cayne also received 4th in Season 4.
* I believe Cayne was originally meant to return for a season, but it's unknown which and if he actually tried to apply.
Eris I - Maneuver Assault Destroyer

Location: Infinite Lagrange Wiki -> Ship -> Destroyer -> Eris I

Back Story

"Support lines being interrupted doesn't mean the war is going to stop, only that it's going to become even more ferocious." --Mann Xandar, Secretary of the General Logistics & Armaments Department

## Eris I - Cannon Type (variant A)

* Holographic
* Systems
* Schematic

## Cost

###

22670

###

2150

###

500

###

00:50:00

* Category:
* Advantage: Evasion, Interception, Low Cost
* Disadvantage: Mediocre Damage
* Game description: Its specially designed "Eris" battery can be used for both anti-ship and anti-aircraft operations. Coupled with its high cruising speed, it is often used as a rapid-response or mobile unit. Due to its simple structure, it has a relatively low manufacturing cost.

The Eris Maneuver Assault Destroyer is the front row destroyer with the best evasion skills in the game, similar to those of the Carilion Recon Frigate, along with the lowest build cost among front row destroyers, making it an ideal low cost tank. The Eris also has moderate missile interception capabilities.

### AG-1208 "Eris" Generic Cannon

Module description: A special 208mm cannon developed by Dysnomia Shipyard for Eris I Destroyers' cannon system. It is upgraded from a 156mm light cannon with an enhanced anti-ship capability and is ocmmonly mounted on agile assault ships.

Generic Cannon

#### Eris Joint Battery System Enhancements

Full enhancement cost: 60-65 tech points, depending on which enhancements are taken.

### AC-40 Generic Medium Armor

Module Description: Medium armor for destroyers to resist light weapons fire.

* Armor: 20
* Energy Shield: 2%

### DD-100 Ship Core

Module Description: A core structure used to construct destroyers. It can adapt to the complex space environment and resist impact and radiation.

* Hit Points: 30,540

### EN-190B High-Speed Vector Engine

Module Description: A enhanced vector engine. It offers increased cruising speed for small ship and an emergency thrust function used to dodge enemy attacks in combat.

* Cruise speed: 900
* Increases ship Evasion by 25%

### EC-200 Generic Warp Drive

Module Description: A medium warp drive for destroyers. It enables small to medium ships to enter warp for fast travel in formation.

* Warp speed: 4,500

### RT-280 Integrated Energy Conversion System

Module Description: An integrated energy supply system for medium ships. It generates power through the core and converts the energy into different forms for the ship's various subsystems.

This component offers no extra abilities and cannot be enhanced.

### XC-1800 Bridge

Module Description: A generic Navigation Control and Info Command System for light ships. It manages the operations of all weapon systems and engines.

This component offers no extra abilities and cannot be enhanced.
Cruiser

**Location:**  Infinite Lagrange Wiki -> Ship

* Emergency Evasion (Escape)
	+ All cruisers: 30%

One of the larger classes of Warships. While they can be researched earlier, a faction will be unable to build them until after they have completed the Cruiser Dockyard which is part of Expansion zone 6.

Cruisers are unique in that they can be constructed using either the standard capital shipyards **or** the super capital shipyards.

There are at least seven models of cruiser, some of which have variants:

 A player will have access to the blueprints for These models when their base is docked at a relevant docking point

 These models can be obtained through trading with NPC factions' outposts.

 Blueprints for these models are available in Phase II systems.
Grim Reaper

A model of frigate that can only be purchased from a trading post. It's primary weapon is a deadly serious high DPH rail-gun.

There is only one known variant, so far.

Back Story

"Wherever you set foot is my land and the mortals who live there are my people." ---Emperor Chu of the Sacrum Chu Imperium

## Cost

###

10,080

###

740

###

140

###

750

* Category: Damage dealer
* Advantage: High damage rail-gun
* Disadvantage: Armor
* Game description: A Sacrum Chu Imperium Navy frigate that was previously used to carry out special strike missions. The bow-mounted railgun provides the firepower to take down large or heavily armored targets while a rapid-fire battery serves as its defensive weapon. It is an extraordinary siege unit in special engagements.

With a base damage of 600, this ship's main weapon is capable of taking down most ships in the game. Too bad that it can neither be enhanced nor adjusted. And the ships armor is typical for frigates, making it a glass cannon.
Destroyer Dockyard

**Location:**  Infinite Lagrange Wiki -> Base -> Expansion zone 3

* Start
* Final

## Total Cost

###

365k

###

915

###

365

###

08:50:00

One of the base components available for upgrading as part of Expansion zone 3.

For any Ship class, a dockyard is required in order to build or purchase or build ships of that class. This building supports Destroyer class ships.
Modern Energy Science Technology

**Location:** Infinite Lagrange Wiki -> Archive -> The Course of History

**A record of the important information on the development of energy technology to date**

## 01 - Thermonuclear Fusion

Through the International Thermonuclear Experimental Reactor (ITER) program, we
mastered the use of thermonuclear fusion energy. Commonly known as an
"artificial sun," an ITER is a superconducting tokamak that can produce large-scale nuclear
fusion reactions. The research on it had continued for centuries, and industrial-scale
controlled nuclear fusion was finally achieved by the 7th gen tokamak structure.
With the promotion and application of this technology, the entire earth society
entered the era of nuclear energy civilization, allowing mankind to leave earth.

- Textbook Introduction to Basic Science, UniTech Press, p. 251

## 02 - Riemann Hypothesis

As humans stepped out of space, their imaginations were greatly expanded by the
mystery and magnificence of space. Thanks to the unique experimental conditions
provided by outer space and the prosperity brought by the development of the
solar system, humans' scientific research obtained sufficient material support. A
series of scientific problems and conjectures were conquered and proven, and the
Riemann hypothesis was one of them. The secrets of the distribution of primes were
finally fully grasped.

- Textbook Introduction to Basic Mathematics, UniTech Press, p. 2

## 03 - Element 688

After the distribution rules of primes were mastered, the foundations of
mathematics and physics became firmer, and considerable development and
progress were made. Outer space high-energy physics and cosmic physics
flourished, and a large batch of great scientists emerged back then. By accident,
they discovered that the law of the Riemann function might be used as a guiding
principle, based on which new elements that had yet to be discovered could be
found. Element 688 was thus born, and the discovery of this element kick-started a
new era in navigation theory-warp navigation.

- The Development and History of Spacecraft, Chapter 2, Jupiter Knowledge Press
Guardian - Support Destroyer

Location: Infinite Lagrange Wiki -> Ship -> Destroyer -> Guardian

Back Story

"Point your weapon at your foe; leave flowers for your young; save bullets for yourself." ---lnscription on a Nameless Tombstone

This ship is capable, with the appropriate Command System enhancement, of executing a Strategic Strike when it has been designated as the Flagship of a fleet.

The Guardian Support Destroyer is an all purpose ship capable of fitting many roles. The ship’s offensive capabilities preform appreciably well against small ships such as Frigate and Destroyer while it’s healing abilities sustain other ships to fight for longer. It additionally has anti aircraft UAV’s. It should be noted that the Guardian uses a large amount of Command points, and that it’s healing capabilities are the weakest of the support ships, but not by much.

## Guardian - Support Type (variant A)

* Plain
* Systems
* Schematic

## Cost

###

25470

###

2260

###

1840

###

01:34:40

* Category:
* Advantage: Healing, Missaile/Tropedo evasion
* Disadvantage: Low HP
* Game description: Equipped with the "Storm" integrated missile system to provide anti-aircraft and anti-missile support. It has 2 support uav pods, enabling it to launch 1 squadron of repair uavs and another squadron of anti-aircraft uavs in battle.
Outpost Command Center

**Location:** Infinite Lagrange Wiki -> Base -> Expansion zone 4

Final

### In-game description

Unlocks Outposts and increases the max number of Outposts that can be built. Unlocks basic and medium docking points for the Base and Outposts, granting them additional docking effects.

## Total Cost

###

16,650k

###

41,625

###

16,650

###

47:05:00

This command center is one of the Base upgrades that is part of Expansion zone 4. It allows the player to build outposts, which are useful as anchors for Warp travel. They are also required if a player wishes to relocate their base.

One important thing about using outposts - scattered around the system there are a variety of docking points that produce a variety of effects. Some docking points, the effects apply if there is an outpost docked there. Some only apply if the player's base is docked there. In order to dock the player's base at one of the base effect docking points, the player must first build an outpost that is docked there, and then relocate to that outpost.

For docking to resource nodes that are dockable, the player will only be able to dock to level 1 and 2 nodes until this upgrade has reached level 5. In order to dock to level 5 and 6 nodes, the player must complete construction of the Docking Command Center which is part of Expansion zone 8.
Carilion - Recon Frigate

Location: Infinite Lagrange Wiki -> Ship -> Frigate -> Carilion

**TODO:** Finish command system and energy system, plus recommended enhancement tables.

Back Story

“The principle of blitzkrieg is exchanging time for space; the longer the time, the lesser the yield and value.” — Mars, Chief of the General Staff of the Ares Corps

## Carilion - Recon Type (variant A)

* Hologram
* Systems
* Schematic

## Cost

###

7,810

###

660

###

170

###

00:20:30

* Role: Recon
* Advantage: Evasion, Speed
* Disadvantage: Everything else
* Game description: With cannons serving as its primary firepower, it is able to mount anti-ship attacks and has short-range defensive capabilities. It boasts increased mobility over other ships of its class and is often used to perform recon missions and run interference.

Player comments/strategy:

This ship is one of the fastest in the game, making it good for scouting missions. However, what is really unusual about it is the level of evasion that it can attain, with sufficient tech points. It begins with a base evasion rate of 35% and can go up to 43% with an upgrade. It’s strategy gives it an additional 50% evasion rate when at lower than 20% hp, giving it a situational evade rate of 93% (but be warned, the strategy will only trigger once per battle). Put it in a fleet that is first in during a city siege and watch it bob and weave long enough for the rest of the union's fleets to join the attack.

### CG-1118A Rapid-Fire Cannon

* Description: A single rapid-fire assault cannon that is able to lock onto and attack small ships rapidly.
* Adjustment increment: 4%
* Adjustment tech types: Cannon Tech or EM Tech
* Adjustment tech quantity: 1
* Adjustment base success: 20%

Cannon

### MK1-CG-628B/D "Comet Tail" Near-Defense Cannon

Description: A 28mm near-defense cannon. It specializes in counterattacking incoming aircraft.

* Adjustment increment: 6%
* Adjustment tech types: Subsystem\_Platform Tech or Aircraft Tech
* Adjustment tech quantity: 1
* Adjustment base success: 35%

Cannon

### AC-20 Generic Light Armor

* Armor: 5
* Energy Resistance: 0

## Propulsion System

* Cruise: 1100
* Warp: 5500
* System HP: 3800
* Ship evasion: 35%

## Command System

### Command System Enhancements

The only enhancement is pre-applied.
MK2-AT-8-700 "Supernova - White K"

Template:Weapon Parameters

"An arsenal designed and developed by the Obsidian Mining Corp specifically for Callisto Cruisers to be integrated into the "Eternal Polaris" system. It is able to launch "Supernova-C" cluster torpedoes. There are 2 sets of 8 independent box-like launching nests fitted to the ship's core, providing superior firepower against enemy targets."

DPM Table
MK2-AM-16x150B

A powerful anti-aircraft missile array. Its Ammo Capacity and Firing Speed are higher than that of an ordinary anti-aircraft missile system, allowing it to purge its entire airspace in the blink of an eye. It is an outstanding large-scale anti-aircraft weapon.

Eternal Storm - Specifications

Eternal Polaris Mk II Projectile Launching System - Anti-Aircraft Missile Array
Points
Intv
Priority
Enh
Expansion zone 4

**Location:** Infinite Lagrange Wiki -> Base

## Expansion Cost

###

250k

###

11:00:00

## Total Upgrades Cost

###

19,525k

###

48,820

###

18,715

###

113:45:20

One of the major base expansions. It includes six individual base upgrades divided between the three sectors.

* Prerequisites for this zone:
	+ Trading Center Level 1
	+ Generic Port III Level 5
	+ Capital Shipyard II Level 5
* Prerequisites for Expansion zone 5:
	+ Generic Port IV Level 5
	+ Warehouse II Level 5
Node Recovery Agreement

Head to the rediscovered node to connect it to the Lagrange Network.

The purpose of this agreement is similar to that of the initial agreement in the first star system.

Rating points are assigned based on occupancy of cities and the Lagrange Gate. There is a sub agreement called the Galactic Mutual Cooperation Agreement (GMC) that is available for signing after entering the star system.
Lore

The game, Infinite Lagrange, is set in some unspecified time in the future. To help create the mood and feel of the game, there are numerous places in which story elements, or **lore** is displayed.

* The opening cut scenes when a player first begins plus cut scenes when the ratings are given and when a new (Phase II) server opens
* The Archive is an in-game repository of lore that players can read and collect
* There are in-game Festivals periodically, each of which has elements of lore
* Every Ship has a **story** and a **quote** associated with it (though they are not all unique)
* Every item of Weapon tech has an associated **quote**
* The Lagrange Character Record
Adding ships to mining fleet

**Location:** Infinite Lagrange Wiki -> How-to

On the page Maximizing resource production, there is a discussion of how adding high-storage warships (AC721 Logistics Destroyers) to a fleet to increase the available storage space can significantly improve mining production. This is further documented in the Encyclopedia, written by Null Pointer, the page on Mining Yield.

## Rapid Formation will not work

   Due to a peculiarity in the way that the game works, when the player goes to mine a resource node, if there are no fleets available and they use the **Rapid Formation** button at the bottom of the screen, then they will **not** be able to add any non-utility ships to the fleet.

## Manual "Create Fleet"

The easiest way, is to use the **Create Fleet** command from the Base View.

After clicking the create fleet button, the player will be able to select the ships they want in their fleet. The most straightforward way to do this is by clicking on the **Rapid Formation** button in the lower left corner to get the rapid formation popup. The image shows a player adding an X10 Medium Utility Ship and two AC721 Logistics Destroyers to the fleet.

Now, when you go to execute the mine command, the UI will offer up the pre-created fleet (in this case, three ships, two of which are AC721).

## Reinforcement

Another option, to add high-storage warships after the fact, is to use reinforcement. Using this option requires that the player has completed the Reinforcement Command Center in Expansion zone 3.

By reinforcing and using Ship Recall, the player can add to or remove ships from a fleet without interrupting mining in progress.
Deuterium

Deuterium is an isotope of hydrogen and often offered up as a possible material in fusion reactors. It isn't clear what it's role is in the game, other than as a needed material. Deuterium is primarily gained through mining and mission rewards. It can also be acquired through trading, if the player has constructed the Trading Center upgrade of their base.
Balancer Anderson SC020 - Scout

**Location:**  Infinite Lagrange Wiki -> Ship -> Fighter

**TODO:** Add detailed system and enhancement data from Google doc.

Back Story

"O, vast thou art, universe mystique, yet a grain of sand still, amongst the eternal blue."

---The History of Abell 2744 by Anderson, Cosmology Pioneer

## Balancer Anderson SC020 - Scout (variant A)

* Holographic
* Systems
* Schematic

## Cost

###

6030

###

400

###

160

###

00:10:30

* Hangar Size Required: Small
* Category:
* Advantage: System jamming
* Disadvantage: Inconsequential damage
* Game description: A scout equipped with an electronic jamming system, able to interfere with enemy ship systems and reduce the chance of being attacked. It boasts good mobility and survivability. It also comes equipped with 2 cannons to attack all types of targets.

The Balancer Anderson is effective against destroyers and below, though it is suspected that it is currently bugged against all ships, reducing its hit rate considerably. [Disputed anti-air ability, may be confused with Sandrake or Spore] It is very effective, along with the CV-T800, in destroying an enemies Air Force in PvP and station defense.
Galactic Mutual Cooperation Agreement

A sub-agreement available after signing the Node Recovery Agreement (NR) and entering the star system.

This agreement can be either individually signed by explorers that are not in a union or by a union leader for the entirety of the union. Like other agreements, there is a limit on the numbers of explorers that may sign. While the signatory unions and individuals are still separate, they are all counted under a single faction after signing. Explorers signed to this sub-agreement receive a special symbol on their union page, a livery for their ships, as well as some temporary blueprints.

The signatory explorers that select this are tasked with defending the Lagrange Gate from the rest of the server. The gate is captured by default as part of the GMC faction. Teamwork and cooperation between explorers under the GMC is needed to maintain occupancy of the gate.
Main Missions

The button in the upper left corner, which may be one of:   , is used to access the missions panel which contains the Agreement Management, **Main Missions**, Quests, and Rally Attack tabs, in addition to a specialized tab for whichever individual agreement the player has selected for the current phase.

Even if a player does **NOTHING ELSE** in Phase I, it is strongly recommended that they complete and collect the chapter reward for Chapter 1: Forward the Foundation. The reward for that chapter include the FG300 Ship Tech Files, which includes **EIGHT** ship blueprints, some of which are for critically important and/or very useful ships. In addition, there are six emblem image/emblem background rewards - all of which are only available in Phase I.

The main missions are one of the ways in which the game pushes players to complete their base. It rewards various game activities with resources - UEcoin, Metal, Crystal, and Deuterium. These resource can be very helpful in the early stages of the game (up to Expansion zone 6) to continue pushing base development forward. There are a total of 18 chapters. The last chapter ends with the expansion of the player's base to zone 9 and the completion of some of the lower level base upgrades from it.

* Chapter 1: Forward the Foundation
* Chapter 2: Clear the Airspace
* Chapter 3: The Wealth of Galaxies
* Chapter 4: The More the Merrier
* Chapter 5: Into Darkness
* Chapter 6: Eureka!
* Chapter 7: No purchase, no pay
* Chapter 8: The General Theory of Growth
* Chapter 9: Metropolis
* Chapter 10: Joint Strike
* Chapter 11: Industrial Revolution
* Chapter 12: New Frontier
* Chapter 13: Gemini
* Chapter 14: Galactic Corporation
* Chapter 15: Piracy expelled, commerce restored
* Chapter 16: Dreadnought era
* Chapter 17: Asteroid Hunter
* Chapter 18: The Rise and Fall
Conamara Chaos

**Location:**  Infinite Lagrange Wiki -> Ship -> Cruiser

"No one can really own the Lagrange technology and everyone is just keeping it for the next generation."
---Arnold, Standing Chairman of the Lagrange Legacy Committee

## Conamara Chaos - Railgun Type (variant A)

* Holographic
* Systems
* Schematic

## Cost

###

50,880

###

6630

###

2100

###

02:23:50

* Game description: A cruiser named after a region of chaotic terrain on Europa. A dual-fire railgun is fitted at the bow of the ship, capable of dealing great damage to large targets. Side engines are added based on the conventional weapon configuration, used for adjusting ship angles to boost the ship's survivability in combat. The ship's armor has been sacrificed for its increased agility.

Railgun
 (self) AM-4x60B
Anti-Aircraft Missile

## Cost

###

56,250

###

11,570

###

4580

###

04:04:40

* Game description: A cruiser named after a region of chaotic terrain on Europa. It is equipped with experimental plasma casters capable of direct fire. Side engines are added based on conventional weapon configuration, used for adjusting ship angles to boost the ship's survivability in combat.

Plasma Caster
 (self) AM-4x60B
Anti-Aircraft Missile
Action point

**Location:**  Infinite Lagrange Wiki -> Resources

Action points are required to give any fleet orders other than retreat.

Each player has a base and maximum of 200 action points. When the player has less than 200 action points, they will recover them at a rate of 20 action points per hour, unless the player is part of an organization that has the **Action Points Management** talent, in which case they will recover 25 action points per hour.

"Cross-Operation" actions are a special case that applies when a fleet must move from one circular operation to another - and **not** if one of the end points is a player-owned building (base, mining platform, or Outpost). The cost of the action then becomes the larger of the cross-operation cost and the normal cost for that action.

**Special note regarding "build" commands:** It has been reported that players are being charged 15 AP for cross-operation build commands, even in circumstances where they would have expected to be charged 5. It is possible that this is a bug related to the changes in the Patch of 2023-06-07.

## Updates

### Ghost structures

In the Patch of 2023/06/07, a change was made so that partially built outposts/mining platforms (commonly called ghost structures) are no longer allowed treated as "player buildings" and thus negate "cross-operation" AP costs. Also, building can now be a "cross-operation" action.

### Cross-operation cost reduction

In the patch of 2023/06/21, a change was made to reduce the cost of "cross-operation" actions from 20 AP to 15.
FG300 - Multi-Role Frigate

**Location:**  Infinite Lagrange Wiki -> Ship -> Frigate -> FG300

* Plain
* Systems
* Schematic

## Cost

###

7,990

###

540

###

110

###

8000

###

00:14:30

One of the four starting blueprints that a faction gets at the beginning of the game. This variant is effective against early privateer fleets, but limited, and quickly becomes obsolete.

The full enhancement cost for this ship is either 92 or 99 tech points (depending on what enhancements are selected:

* 56 or 63 tech points for the main weapon
* 24 tech points for the armor system
* 12 tech points for the propulsion system

### FG300-SG-1150 Ultra Rapid-Fire Generic Battery

Module Description: A turret designed for FG 300 Frigates. It houses an accelerated generic cannon that fires standard 150 mm ammunition and can be used to attack small ships or for anti-aircraft defense when linked with a long-range radar.

* Adjustment increment: 4%
* Adjustment tech types: Cannon Tech or EM Tech
* Adjustment tech quantity: 1

Battery

### Enhancements

* Full enhancement cost: 56 or 63 tech points (depends on the chosen enhancements)

## Armor System

* Armor: 5
* No energy resistance
* Ship HP: 9,650
* System HP: 2,800

### Component: AC-20 Generic Light Armor

Module Description:

Light armor for frigates to resist impacts from stellar debris and offer some protection against light weapon attacks.

### Armor System Enhancements

* Full enhancement cost: 24 tech points (all enhancements have the same cost)

## Propulsion System

* Cruising speed: 1000
* Warp speed: 5000
* System HP: 2,800

### EC-120 Generic Warp Drive

Module Description:

A light warp drive for frigates. It enables small ships to enter warp for fast travel in formation.

### EN-100 Generic Vector Engine

Module Description:

A light vector engine for frigates. It is used by small ships for sailing and adjusting ship angles in combat.

### Propulsion System Enhancements

* Full enhancement cost: 12 tech points (all enhancements have the same cost)

Total: 6
Total: 6
Total: 6

## Command System

* No bonus effect
* System HP: 2,400

### XC-1000 Bridge

A generic Navigation Control and Info Command System for light ships. It manages the operations of all weapon systems and engines.

## Energy System

* No bonus effect
* System HP: 2,000

### RT-150 Integrated Energy Conversion System

An integrated energy supply system for light ships. It generates power through the core and converts the energy into different forms for the ship's various subsystems.
How-to

**Location:**  Infinite Lagrange Wiki

This is intended to be a list of pages and other resources that players might find helpful during the game.

* Adding ships to mining fleet
* Chat Escape Codes
* Contact NetEase
* Creating an operation
* Early game strategy
* Maximizing resource production
* Ore Refining
* Outpost use and construction
* Player-vs-Player
* Playing on multiple servers
* Playing on multiple devices
* Relocating your base
* Transporting Fighters and Corvettes
Equipment

Equipment may refer to one of three things added to the game in the patch/update of 2023-08-16:

* Strategic Equipment - items deployed on the player's base that give various advantages
* Tactical Items - items that can be deployed in the Expanse to carry out various functions
* Technical Blueprint - gives the ability to build a tactical item (?)
Neutrals - Privateers Outpost

**Location:**  Infinite Lagrange Wiki -> Neutrals Agreement

## Privateers Outpost

### Outpost Tech Route

1. By completing the resource donations issued by the outpost, the Neutrals can accelerate the upgrade progress of the outpost.
2. Outpost techs will automatically be unlocked when an outpost reaches the unlocking level.

***Editor note:** ( Add Image with Outpost Tech Route and Upgrade progress bar )*

#### **Outpost Tech**

##### -> Ship Funding

The outpost can issue neutral quest to allow the Neutrals to fund them with ships. After succesfully receiving the ships, fleets will be formed and dispatched for quests according to the Command Point limit on the fleets in outpost. (+ Thumbnail Icon)

***Editor note:** The quest will be named as Assist in Protection.*

##### -> Resource Trade

After completing a quest, the fleet will trade some of the loots obtained from the operation with the Neutrlas. (+ Thumbnail Icon)

##### -> Outpost Modification

The outpost can issue neutral quests to allow the Neutrals to fund them with resources. After succesfully receiving the resources, the outpost upgrades will be speeded up. Once the upgrade progress reaches 100%, the outpost will automatically be leveled up. (+Image of Outpost during leveling up?)

***Editor note:** The quest will be named as Reconstruction Project.*

##### -> Backup Port (LvL 2 - 10)

Increases the max Port Command Points of the outpost by "**n1**" and the max Command Points of a fleet by "**n2**". (+ Thumbnail Icon)

*Editor note: Basic (level 1) Fleet Command points limit can be different based on Privateers owned outposts:*

* *type (eg. Supply , Military , (...) )*
* *location (eg. inside home region, border of home region, Higher threat regions)*

*There are no fixed numbers , sometimes posts have high Fleet Command Points and sometimes lower. (need more research)*

*The (x) value need more research or another guide related with Privateer owned outposts.*

##### -> Assist in Mining (LvL 4)

Outposts in communication can accept the mining assistance quests issued by Neutrals and send fleets to the target resource node for collection. (+Icon Thumbnail)

***Editor note:** Also need to have Encrypted Comm Command Center at minimum LvL 4 to be able to issue quests by Neutrals!!!*

( Add some images and maybe some short video)

##### -> Assist in Attacks (LvL 5)

Outposts in communication can accept the assistance quests issued by Neutrals and send fleets to the target point for operation. (+ Icon Thumbnail)

***Editor note:** Also need to have Encrypted Comm Command Center at minimum LvL 4 to be able to issue quests by Neutrals!!!*

(Add some images and maybe some short video)
Return and Rebirth

**Location:**  Infinite Lagrange Wiki -> Lore -> Archive -> Literary Works

**A record of the ideological trend triggered by the philosophical discourses of returning and newborn ideas**

## 02 - Homeland Replication

Countless people have presented to me proofs regarding the feasibility of earth
replication, but in fact, they are repeatedly emphasizing the irreplaceability of our
home planet.

Yes, maybe the earth's soil, plants, air, and even the entire ecological environment
can be reproduced, but on the other hand, only these are reproducible as well-no
matter how similar they are, they will always only be "similar." There will always be only one earth.

During the long voyage away, many people have already forgotten their homeland
behind them, but there are also those like me, those who always see the
aquamarine planet hanging outside the window in their dreams... Maybe it is time
to return home.

- Author of novel Homeward Bound, K. Nut

## 03 - At What Cost?

We merely took a small step forward in exploring the vast universe. Now is the time
to courageously explore instead of stagnating because of some emotions of the
weak. Yes, indeed, the war has brought us unimaginable damage and losses, but
those losses will always be there if we don't make up for them.

Think about what the pioneers have sacrificed to explore the unknown galaxies.
Don't be a coward who immerses oneself in escapism.

- G. Wolfgang, Book Reviewer
AT021

**Location:**  Infinite Lagrange Wiki -> Ship -> Fighter

## AT021

### Availability

Default

**TODO:** Add detailed system and enhancement information from Google doc.

Back Story

## Cost

###

5,600

###

450

###

240

###

00:13:30

* Hangar Size Required: Medium
* Category: Pulse Attacker
* Advantage: Primary weapon deals energy damage
Text

## Propulsion System

### Propulsion System Enhancements

 << icon >>
Total:
Boreas

**Location:**  Infinite Lagrange Wiki -> Ship -> Destroyer

"Wherever you set foot is my land and the mortals who live there are my people."
---Emperor Chu of the Sacrum Chu Imperium

## Cost

###

21,450

###

2750

###

480

###

?

###

00:53:20 (NA)

* Game description: A Sacrum Chu Imperium Navy destroyer that serves as primary firepower. It is equipped with the "Chilling Breeze" missile launching system and is able to perform sustained attacks on large targets. A battery has been mounted on both the bow and stern of the ship to provide additional firepower against smaller targets. It also carries a reinforced armor system for improved defense on the battlefield.

Missile Nest
 (self) FG-1103A
Cannon

## Cost

###

21,590

###

2430

###

670

###

?

###

01:00:40 (NA)

* Game description: A Sacrum Chu Imperium Navy destroyer that serves as primary firepower. It is equipped with the "Chilling Breeze" missile launching system and is able to perform sustained attacks on large targets. A battery has been mounted on both the bow and stern of the ship to provide additional firepower against smaller targets. It also carries a reinforced armor system for improved defense on the battlefield. This modified version adds an integrated defense radar array that provides the ship with anti-aircraft capabilities.

Missile Nest
 (self) FG-280
Cannon
BR-1950C

A powerful assault railgun fitted at the bow of the ship. it has great ammo capacity and acceleration, offering its projectiles penetrating velocity. it is the weapon of choice against ultra-large targets.

This powerful railgun can be found on Battlecrusiers like Spear of Uranus.

Spear of Uranus - Specifications

Bow Railgun System - Bow-Mounted Siege Railgun
Points
Intv
Priority
Enh
Spore A404 - Light Fighter

**Location:**  Infinite Lagrange Wiki -> Ship -> Fighter

Back Story

"Presenting your own erroneous idea is more meaningful than preaching someone else's truth."

---Advantages and Disadvantages of Decentralized Combat Theory, Space Military and Science, Issue 497

## Spore A404 - Anti-Aircraft Type (variant A)

* Holographic
* System
* Schematic

## Cost

###

4640

###

310

###

120

###

00:08:00

* Hangar Size Required: Medium
* Category:
* Advantage: Anti-aircraft on the defense, (Verify if it still deals system damage)
* Disadvantage: Does not efficiently target enemy interceptors on the offense
* Game description: A light fighter designed for dogfights. It is equipped with a dual-fire airborne combat cannon and boasts strong mobility, able to intercept incoming enemy aircraft squadrons or attack enemy defensive aircraft.

Airborne Combat Cannon
Anti-Aircraft Cooperative Efficiency

**Location:** Infinite Lagrange Wiki -> Combat mechanics

This used to be a hidden combat mechanics parameter, but has now been added to anti-aircraft weapon information in the game's user interface under the name **Anti-Aircraft Cooperative Efficiency**. It represents the extra level of difficulty a particular weapon system has hitting **aircraft** (Fighter and Corvette class ships). It is calculated based on the number of weapons in the weapon system - if there is more than one weapon in the system then 10% are deducted for each one, so e.g. a weaon system with only one weapon will have 100% efficiency while a weapon system with four weapons has only 60%. To calculate the final nominal hit rate, this value is multiplied with a still hidden target class specific hit rate modifier.

For example: the Defensive Pulse Cannon System of the Mare Tranquillitatis - Pulse Cannon Frigate has an anti-aircraft cooperative efficiency of 80%. It also has a fighter class ratio of 30%, which makes the actual hit probability against fighters 24%. The class ratio for corvettes is 50%, making the actual hit probability 40%.

The CG-130D of the Vitas A021 - Heavy Attacker, on the other hand, has an anti-aircraft cooperative efficiency of 100%, a fighter ratio of 75%, and a corvette ratio of 90%, so its actual hit rates against fighters and corvettes are 75% and 90% respectively.

**See also:** Aircraft Summary AA Weapon Ratio

## Patch Updates

### 2023-11-22 - Ratio shown in UI

```
4.The anti-aircraft weapon module now displays the Anti-Aircraft Cooperative Efficiency,which is affected by the number of installed weapons.This won't affect its actual effect.

```
Emergency Evasion (Base)

**Location:** Infinite Lagrange Wiki -> Game mechanics

**See also:** Emergency Evasion (disambiguation)

   When the hit points of a base are reduced to 0 by enemy siege fire, the base **is not destroyed**, but instead executes **Emergency Evasion**, and is relocated to a "graveyard" area. There is some speculation as to how the system selects an area, but it likely follows one or more of the following rules, depending on circumstances: the closest non-full graveyard area to the base's previous location **OR** a random graveyard of the player's original starting region, or of a region in which the player's organization has Jurisdiction.

In addition to the relocation, all circular operations are **reclaimed** and all fleets are instantly recalled to the base, wherever they may be. All fleets are then disbanded and all aircraft are unloaded from wherever they may be, including both the Base Defense as well as carrying ships.

After being relocated, the base peace shield is immediately raised, preventing it from being attacked for the next 7 hours. However, the player is free to cancel the peace shield **at any time**. If the peace shield is cancelled soon enough, the player will be able to use it again with only the 90 minute activation period, however, if the peach shield is up for a significant amount of time (unclear where the cutoff is) then there will be an 8 hour cooldown before it can be used again.

Graveyard regions typically have a variety of low level resource nodes and the relocated base will begin docked with a level 1 Space Dust node. **Note:** depletion of a node does not prevent it from producing resources when a player base is docked there.

If a player base that is in a graveyard region, due to Emergency Evasion, is attacked and again forced to perform Emergency Evasion, it may or may not be relocated to another graveyard area by the rules discussed above..

## Updates

In the Patch of 2023-01-04, a change was made so that the **cooldown clock** for base relocation will be reset when a player's base executes "Emergency Evasion".

**Text from patch note:** 2. The base relocation CD will reset after the first emergency evasion of the Base within every 24 hours.

Game mechanics
Expansion zone 8

**Location:**  Infinite Lagrange Wiki -> Base

## Expansion Cost

###

4M

###

30:00:00

## Total Upgrades Cost

###

71.1M

###

177.75k

###

71.1k

###

361:13:20

One of the major base expansions consisting of eight additional base upgrades.

* Prerequisites for this zone:
	+ Resource Port II Level 5
	+ Military Port II Level 5
* Prerequisites for Expansion zone 9
	+ Military Port III Level 5
	+ Advanced Warehouse II Level 3
Chapter 5

Location: Infinite Lagrange Wiki -> Main Missions         Previous: Chapter 4         Next: Chapter 6

The mission to **Gather Intel** relates to the way in which game board exploration occurs - specifically in 500 Gm by 500 Gm squares aligned to the game board points evenly divisible by 500. All the player must do is travel somewhere outside of the square where their base is. So for example, if the base is at (4515,7405) then they would be near a corner and all they would have to do is travel to (4490, 7405) or (4515,7510).

#### Title: Into Darkness

**Description:**  The Base's perimeter has been
secured. We may now venture into
the unknown.