Training

Training is used to increase the attributes of crew. Training includes both the training tasks conducted in the Gym and Academy, as well as a variety of consumable items which train attributes instantly. All training tasks have a primary attribute that they enhance, and almost all can also give additional attribute points (commonly known as "side" or "parasite" attributes).

## Trainable Attributes

There are nine attributes that can be trained by crew. Four are trained in the Gym, and five in the Academy.

Gym:

* Stamina is trained in the Gym. Each point of Stamina training lets the crew move at their run speed for one second, instead of their walk speed. Stamina has no effect for crews whose run and walk speeds are the same.
* Ability is trained in the Gym. Each point of Ability training increases the potency of the crew's special ability by 1%. Unlike the other attributes described below, Ability training also increases the Ability bonus granted by the crew's Equipment. Ability has no effect for Common and Elite crews, or crews of level 1-9, who have no special ability.
* HP is trained in the Gym. Each point of HP increases the crew's base HP by 1%. Note that HP is rounded to the nearest whole number, so (for example) a crew with 9 base HP and 27 training will have its base HP increased by 27%, with 9\*27% = 2.43 HP, rounded down to 2.
* Attack is trained in the Gym. Each point of Attack increases the crew's base Attack by 1%.

Academy:

* Weapon is trained in the Academy. Each point of Weapon increases the crew's base Weapon attribute by 1%, which allows them to grant a larger bonus to Rooms that are enhanced by the Weapon attribute (most offensive rooms, and AA).
* Science is trained in the Academy. Each point of Science increases the crew's base Science attribute by 1%, which allows them to grant a larger bonus to that are enhanced by the Science attribute (shield rooms, teleport, cloak, radar, and a couple offensive rooms).
* Engineer is trained in the Academy. Each point of Engineer increases the crew's base Engineer attribute by 1%, which allows them to grant a larger bonus to Rooms that are enhanced by the Engineer attribute (engines and android rooms).
* Pilot is trained in the Academy. Each point of Pilot increases the crew's base Pilot attribute by 1%, which allows them to grant a larger bonus to Rooms that are enhanced by the Pilot attribute (hangars, the bridge, and the Qtarian superweapon).
* Repair has no specific training tasks, but it can be gained as a side attribute for certain training tasks in the Academy. Each point of Repair increases the crew's base Repair by 1%.

All training tasks and consumables also give a small amount of XP. Fire resistance may not be improved by training, only by appropriate equipment.

## Gym and Academy Training

There are three grades of training tasks available in the Gym and Academy. All of them cost Minerals, and are limited by the number of crew which can be stationed in the Gym/Academy at any given time.

* 45 minute training, denoted with green icons.
* 3 hour training, denoted with blue icons.
* 12 hour training, denoted with gold icons.

Gym and Academy levels unlock these higher grades of training. (Note that their premium equivalents, the Galaxy Gym and Lunar College, have access to all tasks and do not need upgrading.)

* Level 1: All green training tasks.
* Level 2: Blue training tasks for HP/Weapon
* Level 3: Blue training tasks for Attack/Pilot
* Level 4: Blue training tasks for Stamina/Science
* Level 5: Blue training tasks for Ability/Engineering
* Level 6: Gold training tasks for HP/Weapon
* Level 7: Gold training tasks for Attack/Pilot
* Level 8: Gold training tasks for Stamina/Science
* Level 9: Gold training tasks for Ability/Engineering

Higher grades of training give more points to the crew's attributes(both the targeted attribute and any side attributes), but they cost more minerals, and give the crew more fatigue(see below).

For each trainable attribute, there are three possible varieties of training task for each grade, with the higher-tier choices being unlocked by technology. The basic version is available with no technology, with the Fitness technology improving Gym tasks, and the Education technology improving Academy tasks.

* 101: Increases the tier of green training tasks.
* 102: Increases the tier of blue training tasks.
* 103: Increases the tier of gold training tasks.
* 201: Maximizes the tier of green training tasks.
* 202: Maximizes the tier of blue training tasks.
* 203: Maximizes the tier of gold training tasks.

Higher tiers of training give more to the targeted attribute and **fewer** points to any side attributes.

For all Gym and Academy training tasks, the crew is locked in the room on your ship screen until the task is completed. Neither the room nor the crew may be removed from your ship while the crew is training. Training tasks may be accelerated with the Boost Gauge or with Starbux.

Following the November 2021 training revamp, it is now possible to view your training progress in the middle of a task, or to cancel a partially complete training task. All points earned up to the point where the task was cancelled will be retained. Cancelling a training task will give the same fatigue as completing it would give.

## Fatigue

Training tasks in the Gym and Academy give a crew fatigue.

* A green training task gives 1 fatigue.
* A blue training task gives 6 fatigue.
* A gold training task gives 24 fatigue.

Fatigue decreases naturally at a rate of 1 fatigue per hour(once the training is complete). Fatigue can also be eliminated instantly with use of the Espresso Shot consumable.

Fatigue will reduce the effectiveness of training tasks and consumables.

* A fatigue value of 1-50% will make all training 50% less effective.
* A fatigue value of 51-100% will make all training 67% less effective.
* A fatigue value over 100% will prevent any training from occurring.

A crew's current fatigue cannot be seen directly, but it can be determined from the face that appears when you select the crew.

## Consumable Training

All trainable attributes have seven tiers of training consumables, which match the usual seven tiers of crew and items - Common, Elite, Unique, Epic, Hero, Special, and Legendary. Consumables are generally produced from DNA in the Bio Recycling room, though they are occasionally available from Events or the in-game Store.

Following the November 2021 training revamp, the top three tiers of consumables are guaranteed to always give minimum improvements to the targeted attribute, regardless of the crew's fatigue or existing training, so long as the crew has not reached their training limit. Hero consumables give a minimum of 1 point, Special give a minimum of 2 points, and Legendary give a minimum of 4 points. Otherwise, they follow the same formula as gym/academy training, described below.

## Training Points Limits

Each crew has a limit on the number of training points they can learn, across any combination of attributes. These limits range from 50 for a common crew up to 110 for a legendary crew, with your starting captain having a limit of 200 instead. This is a hard limit, and may not be exceeded in any way. The limit also indirectly affects the difficulty of training the crew - see below for details.

Note that a few crews, such as Mistycball, Huge Hellaloya, and Orc, have different training limits than is typical for their tier of crew. While players will often refer to the tier as a whole, it is the specific crew's limit that matters.

## Training Effectiveness

The nominal effectiveness of each training task is the largest possible increase that task could give, but these increases are almost never possible. More highly trained crews are more difficult to train further, as are crews that are fatigued from previous training.

For each attribute that a training task can increase, perform the following calculation:

```

 Actual Max
 =
 F
 l
 o
 o
 r
 (
 Base Max
 ×
 Total Training Modifier
 ×
 Attribute Training Modifier
 ×
 Fatigue Modifier
 )

 {\displaystyle \text{Actual Max} = Floor(\text{Base Max} \times \text{Total Training Modifier} \times \text{Attribute Training Modifier} \times \text{Fatigue Modifier})}

```

```

 Total Training Modifier

 =

 Training Points not used
 Total Training Points

 {\displaystyle {\text{Total Training Modifier}}={\frac {\text{Training Points not used}}{\text{Total Training Points}}}}

```

```

 Attribute Training Modifier

 =

 Training Points not used for the desired Stat
 Total Training Points

 {\displaystyle {\text{Attribute Training Modifier}}={\frac {\text{Training Points not used for the desired Stat}}{\text{Total Training Points}}}}

```

With everything inserted to the 1st formula, it becomes:

```

 Actual Max

 =
 F
 l
 o
 o
 r

 (

 Base Max

 ×

 Training Points not used
 Total Training Points

 ×

 Training Points not used for the desired Stat
 Total Training Points

 ×

 Fatigue Modifier

 )

 =
 F
 l
 o
 o
 r

 (

 Base Max

 ×

 Training Points not used

 ×

 Training Points not used for the desired Stat

 ×

 Fatigue Modifier

 Total Training Points

 2

 )

 {\displaystyle {\begin{aligned}{\text{Actual Max}}&=Floor\left({\text{Base Max}}\times {\frac {\text{Training Points not used}}{\text{Total Training Points}}}\times {\frac {\text{Training Points not used for the desired Stat}}{\text{Total Training Points}}}\times {\text{Fatigue Modifier}}\right)\\\\&=Floor\left({\frac {{\text{Base Max}}\times {\text{Training Points not used}}\times {\text{Training Points not used for the desired Stat}}\times {\text{Fatigue Modifier}}}{{\text{Total Training Points}}^{2}}}\right)\end{aligned}}}

```

Where:

* **Actual Max**: the highest improvement to this attribute which can be received by this crew from this training task.
* **Base Max**: the improvement listed when you look at the training task in-game.
* **Total Training Modifier**: the proportion of the crew's training point limit which has not been trained in **any** attribute.
* **Attribute Training Modifier**: the proportion of the crew's training point limit which has not been trained in **this specific** attribute.
* **Fatigue Modifier**: No modifier if the crew has no fatigue, 50% if the crew is at 1 to 50 fatigue, 33% if the crew is at 51 to 100 fatigue, and 0% if the crew is at 101+ fatigue.

### Example

Consider a Taura (Total Training Points: 90) with 30 points trained in Ability and 5 points trained in Stamina, that is training the top-tier gold Ability training option, "Space Marine" (base attribute gains = 12% Ability, 2 Stamina, 1% HP, 1% Attack). This crew has used 35 of its 90 training points, and therefore has the other 55 points unused. It has no fatigue.

#### Ability Max

* Base Max = 12
* Training Points not used = 55
* Training points not used for the desired Stat = 60
* Fatigue Modifier = 1 (no fatigue)

Inserting the values into the formula you get:

```

 Ability Max
 =
 F
 l
 o
 o
 r

 (

 12
 ×
 55
 ×
 60
 ×
 1

 90
 2

 )

 =
 F
 l
 o
 o
 r
 (
 4.8

 8
 ¯

 )
 =
 4

 {\displaystyle \text{Ability Max} = Floor \left( \frac{12 \times 55 \times 60 \times 1}{90^2} \right) = Floor(4.8\overline{8}) = 4}

```

#### Stamina Max

* Base Max = 1
* Training Points not used = 55
* Training points not used for the desired Stat = 85
* Fatigue Modifier = 1 (no fatigue)

Inserting the values into the formula you get:

```

 Ability Max
 =
 F
 l
 o
 o
 r

 (

 2
 ×
 55
 ×
 85
 ×
 1

 90
 2

 )

 =
 F
 l
 o
 o
 r
 (
 1.15
 )
 =
 1

 {\displaystyle \text{Ability Max} = Floor \left( \frac{2 \times 55 \times 85 \times 1}{90^2} \right) = Floor(1.15) = 1}

```

#### HP max

* Base Max = 12
* Training Points not used = 55
* Training points not used for the desired Stat = 90
* Fatigue Modifier = 1 (no fatigue)

Inserting the values into the formula you get:

```

 Ability Max
 =
 F
 l
 o
 o
 r

 (

 1
 ×
 55
 ×
 90
 ×
 1

 90
 2

 )

 =
 F
 l
 o
 o
 r
 (
 0.6

 1
 ¯

 )
 =
 0

 {\displaystyle \text{Ability Max} = Floor \left( \frac{1 \times 55 \times 90 \times 1}{90^2} \right) = Floor(0.6\overline{1}) = 0}

```

#### Attack Max

The values are the same as for **HP Max**.

#### Result

So while the base attribute gains are 12/2/1/1, the gains that are actually possible for this crew at this time are only 4/1/0/0. The game will calculate a random number between 0 and 4 for the Ability gain, and a random number between 0 and 1 for the Stamina gain.

## Fatigue Tactics

Consider the same Taura as above, except that this time it has 1-50 fatigue from past training. The training gain for each attribute would be halved as a result of this.

* 4.89 Ability would be halved to 2.44, rounded down to **2**.
* 1.15 Stamina would be halved to 0.58, rounded down to **0**.
* 0.61 for each of HP and Attack would be halved to 0.31, and would still round down to **0**.

Under these circumstances, the training could only give the Taura training in Ability, and no side attributes would be possible. If Stamina is considered to be an undesirable attribute to train (because the player thinks those training points can be more effectively used elsewhere), then this could be more appealing.

Training crew with fatigue will take longer and use more minerals, but the results can be more desirable in some cases. This technique is often used in advanced training plans, particularly for late-game crews.

## General Notes

Newer players are advised to remember that no attribute is harmful to train. While endgame players may obsess over slight improvements to training efficiency, newer players shouldn't worry about it. Most early crew will be replaced before the player reaches endgame, and in the interim any point is a good point to have at the moment. As such, newer players should generally disregard the "Fatigue Tactics" section, and follow the game's advice to avoid fatigue when training their crew.

Also, if a training job is ever undesirable, the Memory Eraser item may be used to wipe a crew's training, so that it can be started fresh. Since training is not locked in, new players are advised to train relatively freely, and get a feel for the system with hands-on experience.

There is some reason to believe that the formula is subtly different from what was described above (which was confirmed valid before the November 2021 update, but has not been confirmed after). Occasional cases of higher increases to the main stat than the above formula implies have been observed, though details are not yet known to the player base. However, the rounding to zero still seems to work properly.