recursal/Fanatic-Fandom huggingface dataset:
Scan Levels

Each Sector and System have a  from None to Full representing the knowledge you have obtained about them. The  of a system can be higher than that of its Sector, but never lower--so if you have completely scanned a Sector, you have also completely scanned all Systems in it.

## Remote Exploration

Remote Exploration is the means of scanning Sectors, not only increasing the scan level of all Systems in the Sector but also potentially revealing Special Systems such as  and  that are potential sources of .

The Remote Exploration Screen will appear when you have completed any current scans, or you can select it from the telescope icon at the top right of the main screen. On it you will see telescope icons on the Sectors you can currently scan--those Sectors in which you have a colony or  as well as any adjacent Sectors. Each will have a number under it showing the number of turns it will take you to complete the scan which rising dependent on the current .

Hovering over any of these will give important information such as the current  and the chances of revealing various Special Systems in that Sector.

Several factors can increase the efficiency of your scans, such as having a  in that sector. Perhaps the most effective is the Astronomy Culture  which allows scanning two sectors simultaneously.

## System Exploration

In addition to , you can also increase the  of particular Systems simply by visiting them with ships. Normal ships will provide a basic scan revealing any planets and  around a star along with their , , and .

 provide a higher  and can further reveal the , , and any Planet Specials. This is important information when deciding where to establish colonies.

Higher  of systems will reveal any  present in the system.

Remote Exploration | System Exploration
Morale

can greatly boost the output of a colony, giving a  percent bonus to , , , and .  It applies only on the colony level--there is no empire-wide morale--and a low morale does not appear to have any negative effects apart from not receiving these bonuses.

Factors that can affect Morale include:

* of the planet (+10% per level);
* Tolerable (-25%) and Hostile (-50%) ;
* Government types (which may interact with  depending on the type);
* Unassimilated ;
* Overcrowding (-4% per pop over 14);
* Med-bay Facility (+15%);
* wonder (+10% to all colonies);
* Philanthropic trait and Spiritual Leader secondary skill;
* Neutronium Rejuvination tech (+1% per  strategic resource);
* Frontier Spirit  in the Adventure tree;
* Some Planet Specials.

The severe non-ideal  penalties are a major reason for .
Sulak Evolution

The Sulak Evolution is brash, boisterous, and a bit wild. Between their hive mind culture, and their rapid reproduction, they embrace a swarm mentality where the life of any one individual is fairly inconsequential. As tricksters, they love meddling in the affairs of others, and as adrenaline junkies, their need for speed makes them dangerous combatants and occasionally leads to their end in a terrifying blaze of glory.

## Swarm Specialists (Tier 1)

* Ships gain +5% weapon damage for each additional ship of the same size in combat
* +100 military ship production in all colonies
* Frigates and destroyers start at 1 level of experience higher than normal
* -1 SSP required for destroyers
* Empire may not refit ships

## Astral Acrobats (Tier 2a)

* Frigates and destroyers have a 50% chance to evade missiles from monsters and ships larger than destroyers
* Frigates and destroyers have +8/4 combat speed (no extra ship defense)

## Cloak and Daggers (Tier 2b)

* Frigates and destroyers have a 50% chance to evade beams and kinetics from monsters and ships larger than destroyers
* Frigates and destroyers have a 50% chance to deal double damage with beams and kinetics to monsters and ships larger than destroyers

## Death Wish (Tier 3a)

* Salvage combat action replaced with **Collide** action
	+ Ships crash into and significantly damage enemy ships destroying themselves
	+ Ships can collide into higher class enemy ships
		- Collide action requires 1 ship action
		- Collide action can only be performed at close range
		- Damage is equal to *controlled ship's remaining hull \* (ship combat speed / 14)*
			* Excludes engine overload speed bonus
* Salvageable items are no longer available during or after combat

## Starjackers (Tier 3b)

* 2 Saboteur leaders appear, level up, or existing leaders learn the skill
* Saboteur action now steals targeted ship instead of destroying it
* Frigates and destroyers can board ships without requiring them to be immobile
* We're accused of being behind every undetected spy action in the galaxy
	+ Empire loses diplomatic relations every time any empire uses a spy action and is not detected
Human

Newcomers to the galactic stage, the Human species is highly social, versatile, and intelligent, if also fragile, impulsive, and stubborn. Human culture has changed dramatically throughout their planet's history, but Humanity's past is nothing compared to the challenges that now await them in interstellar space.

Even now, Human societies can range anywhere from near-hivemind conformity to anarchic diversity, from insatiable curiosity to selfish insularity, from absolute pacifism to absolute genocide. More than any other form of sentience, the Humans have a choice about what they want the galaxy to be. These children of Earth could become dynamic visionaries, unpredictable neighbors... or an infestation to be cleansed.

The Evolving Empires expansion opens up the Human Evolution tree.
Cerixx

**Requires the Natural Law expansion.**

The verdict is in, and the empires of the galaxy have been judged guilty of countless offenses by the justices of the Cerixx Sentinels. Crime must have a price, and it's time to ensure it gets paid.

Short, stocky, and covered with fur, they may look puny, but you're sure to start seeing eye to eye with them as they approach you with their technologically advanced mechs.

Whether it's catching spies within their midst, locking down enemy fleets, or launching unrelenting strike craft down upon their enemies, they're ready to enforce law and order and deliver their final judgment.

The Evolving Empires expansion opens up the Cerixx Evolution tree.
Time To Dance

**Time To Dance** - pierwszy singiel wokalistki Borscht promujący jej drugi album studyjny - *Happier,* wydany 10 lipca 2020 r. przez wytwórnię Sony BMG Music Entertainment Hungary.

## Time To Dance

### Autorzy

Emely Barszcz, Nikolai Kopper-Namjoon, Madeleine Smith, Florentyna Magyar

## Lista utworów

**Digital download, streaming**

## Promocja

3 lipca 2020 r. na kanale Sony BMG Music Entertainment Hungary pojawił się teaser singla, na którym artystka zaczyna tańczyć na ulicy. Od razu został też wysłany do wszystkich stacji radiowych na Węgrzech, w Czechach i Polsce.
Interstellar Space Genesis Wiki

Welcome to the Interstellar Space: Genesis Wiki. ISG is a 4x turn-based space strategy game developed by Praxis Games and inspired by Masters of Orion 2. For a general overview see the section on gameplay. The following table of contents lists the topics covered in this Wiki and can serve as a guide to the game if read it in order, or you can browse all categories alphabetically.

### Empire

Empire Basics | Main Screen | Research | Space Culture

Evolutions

### Colonies

Colony Basics | Colonizable Planets | Buildings and Wonders | Production

Infrastructure | Planetary Engineering | Population | Morale

### Galaxy

Galactic Map | Scan Levels | Systems and Resources

Strategic Resources | Outposts | Civilian Ships | Minor Civilizations

### Combat

Tactical Combat | Planetary Combat | Hit Chance

### General Info

Differences from Generic 4X | Early Game Walk-Through | Victory Conditions | Glossary

## News

* 5/25/2022: A second expansion has been released, see Evolving Empires for details.
* 6/13/2021: A new expansion has been released, see Natural Law for details.
* 6/13/2021: Version 1.3.0 with a number of improvements (such as a Surrender Pact to vassalize opponents) has been released. See the patch notes for full details. Previous saved games are not compatible with the new version--see the section "Compatibility and finishing an ongoing game" in the notes to finish your existing games.

## Expansions

* Natural Law
* Evolving Empires

## Links

* Official Homepage
* Official Forum
* Official Manual
* Official FAQ
Tawna Bandicoot (Future)

video File:Placeholder
**Tawna Bandicoot** (クラッシュ・バンディクー, *Tauna Bandikū;*), is both a fictional character and tritagonist from the *My Little Skylanders* series created by Lauren Faust and Eric Rogers. She is Tawna's alternate future counterpart.

"*It's good to see you guys. It's… been a long time for me*"

—Future Tawna.

## Appearance & Biography

*Voice Actor*: Ursula Taherian (English), Not Known (Japanese), Not Known (Albanian), Not Known (Arabic), Not Known (Basque), Not Known (Brazilian), Not Known (Cantonese), Not Known (Catalan), Not Known (Chinese), Not Known (Croatian), Not Known (Danish), Not Known (Dutch), Not Known (Finnish), Not Known (Filipino), Not Known (French), Not Known (Galician), Not Known (German), Not Known (Greek), Not Known (Hebrew), Not Known (Hong Kong), Not Known (Hungarian), Not Known (Indonesian), Not Known (Italian), Not Known (Korean), Not Known (Mandarin), Not Known (Norwegian), Not Known (Polish), Not Known (Portuguese), Not Known (Romanian), Not Known (Russian), Not Known (Serbian), Not Known (Spanish), Not Known (Swedish), Not Known (Tagalog), Not Known (Thai), Not Known (Valencian), Not Known (Ukrainian), Not Known (Brazilian Portuguese), Not Known (Canadian French), Not Known (European Portuguese), Not Known (European Spanish), Not Known (Latin American Spanish), Not Known (Latin Spanish), Not Known (Spain-Spanish)

### Appearance

Future Tawna is a tall, mutant female bandicoot with orange fur, a cream muzzle and blue eyes. She has short blond hair partially dyed blue, and styled into a large faux hawk.

She wears a pink top with a blue and yellow line decal on the chest, a blue bandanna around her neck, a brown short-sleeved leather jacket with spikes on the shoulders, fingerless leather gloves with metal braces, blue patched pants with a large brown leather belt, dark brown steel-toed boots with pink leg warmers and three golden earrings in her right ear.

* Hair Color: Blond and Blue
* Fur Color: Orange (Body), Cream (Muzzle)
* Eye Color: Blue
* Age: Not Known
* Birthday: Not Known
* Height: Not Known
* Weight: Not Known

## Relationships

### Family

* Tawna Bandicoot (Main Timeline Counterpart)

## History

### Past

As with the main timeline, Tawna's past was similar to main timeline's counterpart. At some point, she lost her home world and her friends by the hands of her future’s Malefor.
Palacean

**Requires the Natural Law expansion.**

Nature gives, but also demands. Their home a paradise among the stars, the Palacean Assembly will not stop until they've replicated this perfection across the entire galaxy.

As a symbiotic utopia of intelligent flora and fauna, all within their society have a voice and a vote. Though they hold no ill-will, any who prevent their expansion will be eliminated with impunity.

Whether it's restructuring their colonies at a moment's notice, drawing additional power from the stars, or unleashing their pent up energy to eradicate nearby threats, these environmentalists are well equipped to fulfill nature's demands.

The Evolving Empires expansion opens up the Palacean Evolution tree.
Data Modules

These are the various modules containing definitions of Concepts, Technologies, etc., used on the other pages.

They are in Lua since we can't use actual XML, etc., but the files under Builder/Data only contain actual data and should be editable by non-programmers. If you change something and start seeing "Script Error" on a bunch of pages, though, you might want to undo your changes and ask someone about how to make the change.

## Types

Every data element had a type defined as "t=" in the element itself. The code uses this to determine default tip information such was what page to link to and whether the tip is text or a card; what tables to include the information in; what information to display on the card, etc.

If you don't know what type something should be, you can always use t.misc. If you want to create a new type so you can include it in a new table or link to a new page, see the comments at the top of Module:Builder/Data/Header and the comments in Module:Builder/Data/Formatting.

Be careful not to just use the type of a line you've copied and pasted, though, unless you really want it in that type. If you use "t=t.wm", for instance, your element will start appearing in the Weapon Mods table.

## Data Modules

* Module:Builder/Data/Header : Contains basic information used by all or many other modules. This is the place to add new types, etc.
* Module:Builder/Data/Tech : Contains definitions for technologies. These are also used for the weapons, armor, etc., tables, since the techs contain all the information about them.
* Module:Builder/Data/Concepts : Contains information on Concept tool tips, which is always what gets collated into the Glossary.
* Module:Builder/Data/Text : Text used for Concepts tool tips that don't have their own page or section.
* Module:Builder/Data/Misc : Place to add new types that don't really deserve their own data file.
* Module:Builder/Data/WeaponMods : Definitions of, surprisingly, Weapon Mods.
* Module:Builder/Data/Formatting : Contains default definitions by type of tool tips, info card stat lines, and tables. If you add a new type, you probably want to add information for it here unless it just uses the base defaults.
* Module:Builder/Data/TechGroups : Groups various technologies together to prevent displaying separate rows for Star Base upgrades, etc., in the Buildings table. Has little use for anything else.
* Module:Builder/Data/Main : Pulls the information from all the other data files into one Lua table that can be cached by the main code. No reason to add to this unless you create a new Lua data table (not a new visual table).

## Code Modules

* Module:Builder : The actual Lua script code that transforms the data above into actual tool tips, info cards, tables, etc. Most everything can be done by adding or editing information in the data files above, but advanced functionality can be added here by people with at least a little programming knowledge and the patience to wade through completely uncommented script.
Medical

## Overview

### Chief of Medical:

Medical is tasked with the overall health of the company as a whole. Whether regular check-ups, emergency situations, etc. Due to the shadowy nature of some of the companies activities -- a private healthcare facility is absolutely necessary.

## General Medicine

### Head Physician

*Tasked with the oversight of all of the general medicine division of the Medical department.*

### Physicians

*Knight Industries educated and licensed doctors.*

### Head of Nursing

*Overseeing all of Nursing within the division.*

### Nursing Staff

*The nursing staff of The general medicine division.*
Weapons

In Interstellar Space: Genesis, weapons and the proper weapon type mean the difference between being completely unable to hit enemy ships; being destroyed before you ever get within range to fire your weapons; finding a fleet that is completely immune to your weapons (as with  against ); or easily winning a battle unscathed.

Most weapons can be enhanced with , and all benefit from  which reduces the amount of  they require as well as opening up some of the more powerful mods.

### Weapon Types

* Beam Weapons are light but subject to both  and  dissipation with distance;
* Kinetic Weapons avoid  drop off but have the lowest accuracy.
* Missiles suffer no range penalties or limitations, but must travel across the battlefield using your best engines and may be shot down.
* Torpedoes are classified as Missiles but instantaneously reach their targets and are immune to destruction in flight.

As weapons are researched they may added to a ship class on the Ship Design Screen subject to the  available on their respective . Existing ships may be retro-fitted at  to the latest design using the construction queue of a colony in that system.

Each weapon on a ship hits or misses individually (even when combined into a single bank), and can even be targeted at different enemies by selecting groups on the Tactical Combat screen.

## Beam Weapons

Beam weapons have a max range of 25 squares and drop off in both damage and accuracy with distance at 4% and 5% per square respectively. They tend to be smaller than other weapons and have a base  of +25%. They fire focused beams of energy such as light.

## Kinetic Weapons

Kinetic weapons have a max range of 25 squares and drop off in accuracy (5% per square) but not damage over distance. They are hard hitting but heavier than beams and have the lowest base  at +0%. They fire actual projectiles at speeds which reach their targets instantaneously.

## Missiles

Missiles have unlimited range with no distance penalties but must travel to their target using the best available drives. They have the highest accuracy of any weapon at 75%. They can be shot down (especially with  weapons), though this can be countered somewhat by firing large salvos at once to overwhelm enemy defenses or by adding the  weapon mod. They can be evaded with an , which gives a -70% penalty to their change to hit.

Missiles have a limited number of rounds which can be selected on the Ship Design screen between 2 and 20--the  values given below are for the default of 5 missiles and scales up or down depending on the number.

## Torpedoes

Torpedoes are technically classified as Missiles and share their unlimited range and 75%  but cannot be shot down.  penalties, however, do apply to them. They have unlimited ammo but are the only class of weapons with no available  and have a cool down period between firing.

Beam Weapons | Kinetic Weapons | Missiles | Torpedoes
Kaek Evolution

The Kaek Evolution is tied to the core concept of a centralized nest controlled by an insect hive mind. While they will interact with other empires, their society is largely closed off to outsiders, industrious and highly defensive, and prefers a slow and steady approach to galactic domination. They are inconspicuous in their approach, and just like the tortoise, a true threat to watch out for it left to their own devices too long.

## Hub and Spoke (Tier 1)

* 33% of capital world production automatically shared among all colonies
* +5% production efficiency on capital world for each culture level up
* +2.5% research efficiency on capital world for each culture level up
* Capital Defense Force defends capital world (stars with 2 destroyers)
	+ Capital Defense Force defends capital when attacked and not already under blockade or siege
	+ Capital Defense Force is immediately rebuilt if blockade or siege is removed
	+ Capital Defense Force ship rank is based on colony's support ship infrastructure and crew XP bonuses in empire
* Empire must dismiss all leaders and cannot employ new leaders

## Network Assembly (Tier 2a)

* 2 Cruisers added to Capital Defense Force
* Battle Pods now provide +50% base space (instead of +25%)
* Can refit all ships in a colony's queue simultaneously
	+ Production allocated to first refit in queue applies to all refits in queue

## Structural Masterminds (Tier 2b)

* 2 Cruisers added to Capital Defense Force
* Ships are immune to ion weapon attacks
	+ Ion weapons bypass armor to disable ship equipment
* Ship hull reinforcement costs reduced to 2x/4x armor cost for medium/heavy reinforcement
	+ Default costs are 3x/6x for medium/heavy reinforcement
* +10% infrastructure development speed in empire per controller production asteroid exploitation

## Telepathic Command (Tier 3a)

* 2 Battleships added to Capital Defense Force
* Ship crew immune to stun and mind control effects
	+ Includes immunity to neutron beam stun effect and Mind Control titan ability
* +10 XP to all ship crews whenever a controlled fleet fights a battle
	+ Knowledge is shared between the crews telepathically, allowing all gain experience from every battle
* Empire cannot be targeted by rival spies
* Empire cannot have early breakthroughs

## Supercolony (Tier 3b)

* 1 Titan added to Capital Defense Force
* Capital world may be moved to another colony (25 turn cooldown)
	+ To designate a new capital, select a colony and click the capital icon next to the colony name in the colony view
* +100% POP Growth on capital and colonies within 6 parsecs of capital
* +15 Ground Combat Strength on capital and colonies within 6 parsecs of capital
* Colonies within 6 parsecs of capital gain protection from Capital Defense Force
* Empire must immediately surrender if capital world is lost
	+ AI will sign a surrender pact. Human player will lose the game.
Dakota Fusion FC

Dakota Fusion Futbol Club is a soccer team based in Fargo, North Dakota. The team was founded in 2016 by Sajid and Amanda Ghauri and plays in the National Premier Soccer League and Women's Premier Soccer League

## History

Founded February 13th 2016 by Sajid and Amanda Ghauri, with the intent of providing an outlet for the young talent of the Red River Valley.

The name, and the club motto "A fusion of cultures", are a reflection of the Ghauri family history as immigrants and the children of immigrants.

Sajid Ghauri had contributed to the local youth soccer club Tri City Storm and funded travelling teams prior to the club's foundation.
The 2017 season saw the club make the NPSL playoffs, under the management of Jim Robbins. The area has no NCAA D1 men's soccer and the most notable Fusion player to date is Jacob Weiler, who played part of a season after graduating from Nebraska Omaha before joining a semi-pro club in Germany.

2018 saw the club begin play in the WPSL, although it took until 2019 for that side to register a win. Two of the owners' four children have played for the WPSL side - which gather their players from North Dakota State University in D1 as well as the programs of the Northern Sun D2 conference.

## Stadium

Jim Gotta Stadium is the home stadium of Moorhead High School football and soccer. Moorhead, MN is next door to Fargo. The High School stadia in North Dakota are unavailable to the club for a variety of reasons.

## Roster and Staff

### Current Roster

*as of 2023*

#0 Jamie Colvill- England

#00 Inigo

### NPSL Head Coach History

 Nick Becker
 Jon Melendez

## References

1. ↑ https://www.dakotafusionfc.com/page/show/2590965-about-dakota-fusion-fc
2. ↑ https://www.inforum.com/sports/4298670-dakota-fusion-soccer-club-qualifies-playoffs
Hit Chance

In Interstellar Space: Genesis, the chance to hit is based on the weapon's ship attack vs the target's ship defense along with any modifiers for accuracy dissipation. Despite the name, **each weapon has its own "ship attack" value** based on its accuracy plus other ship modifiers which is show beside the  icon on the Ship Design screen.

Each weapon (including each in a bank) has its hit or miss determined independently.

## Hit Chance Formula

The chance to hit = 100% / (1 + 2 ^ ( ( - ) / 16 ) ). As shown in the graph below, fairly small differences have a large effect with diminishing returns especially once attack and defense differ by more than 50.

## Note on Percents

, , , and bonuses and penalties are given as percents. This is a bit misleading--they are really more like points to plug into the formula above, with bonuses and penalties being additive. So if something gives a "+25%"  bonus, it just increases the  by 25 rather than by 1/4 of the current .

## Weapon Accuracy

Each weapon type has a base , with some having an accuracy drop-off with distance. This is added to the ship-wide modifiers when each weapon makes its own, separate hit roll (even weapons in the same bank.) **Some individual weapons within each type have modifications to this--for details see the weapons page.**

* and : flat +75%
* : +25%  dropping by 1% per square to 0% at full  of 25 grid units (as well as damage reduction with range--the  is your damage at maximum )
* : +0% accuracy dropping by 1% per square to -25% at full  of 25 grid units.

Weapon Mods:

* : doubles , reducing the  drop off by half (0.5% per square)
* : +25%  but reduces  to 10 and increases accuracy range penalties to 2% per square.
* : +25%
* : -25%  but gives 3 chances to hit
* : +50%  against ships with ECM

Some common cases:

## Ship Attack

Ship attack is determined by:

* Weapon Accuracy after dissipation for range
* : +25% to +125% for all ships
* : +25% to +125% for ships equipped with  ship special systems
* : Attack attribute bonus to all ships in fleet
* Drives: Extra tactical drives added during Ship Design
* and  buildings when defending a system
* Crew Experience
* Race Modifiers
* : Penalty when exceeded

## Ship Defense

Ship defense is affected by:

* modifiers
* : Defense attribute bonus to all ships in fleet
* Drives: Extra tactical drives added during Ship Design
* :  provides +70% against  and
* AirSpace Facility and Orbital Station buildings when defending a system
* Crew Experience
* Race Modifiers
* : Penalty when exceeded

## Improving Hit Chance

The most significant ways to increase your chance to hit are:

* >  > . Missiles in particular are particularly useful in the early game against monsters or anytime you are having difficulty hitting your opponents.
* Research higher levels of
* Get a good  and raise his Attack attribute
* Research higher levels of  and equip
* Pile on the extra drives
* If you do use  or , get closer to your target--most are much less accurate at high . The  weapon mod is very helpful, though you might also consider the  mod.
Cerixx Evolution

The Cerixx Evolution is heavily focused on getting things done using monetary means. While they love technology, they are terrible at inventing things, and rely upon their financial savvy to purchase technologies from independent dealers. As they continue to evolve, they can choose to push their weight around and extend their role as self-proclaimed defenders of the galaxy, or pursue a path towards fielding the strongest carrier ships in the galaxy.

## Technophiles (Tier 1)

* Empire can purchase available technologies from the research tree
	+ 0.75 BC per RP of tech's remaining research cost
* Empire's techs cannot be stolen from fleet combat, raids, or invasion
* Empire's ships self destruct if they would be captured in combat
* No research produced by POPs of this race

## Peacekeeper Patrols (Tier 2a)

* Ion Cannon technology unlocked (if unknown)
* Unlocks the Peacekeeper Bay special system
	+ 4 Peacekeepers each equipped with 2x PD Ion Cannons
	+ Squadron does 4 attack rounds before returning to carrier for rearming and refueling
	+ Can only be equipped on Cruiser size ships or larger, including all orbital station
* Note: Cruisers can equip a maximum of 2 hangar bays (Fighter Bays, Bomber Bays, or Peacekeeper Bay)

## Empire Patrols (Tier 2b)

* Empire's borders grow 100% faster
* +10 BC per turn per system within empire's borders

## Extended Hangars (Tier 3a)

* +1 strike craft in all cruiser and star base hangar bays
* +2 strike craft in all battleship and battle station hangar bays
* +3 strike craft in all titan and star fortress hangar bays
* +4 combat speed to all strike craft
* Ships and orbital stations may no longer use combat overload actions

## Galactic Security Initiative (Tier 3b)

* Military ship construction rush costs reduced by 50%
* +10% SSP per Minor Civilization within empire's borders
* +2 travel speed when traveling to system within empire's borders
* Empire can not destroy minor civilizations
Planetary Combat

Once you are at War with an empire you may attack any  or Colony in one of their systems by clicking on it. After defeating any enemy fleet present in Oribital Combat, you may then Bomb, Raid, **and/or** Invade the Colony depending on the ships present, or simply capture or destroy an  with any ship.
## Orbital Combat

You must first defeat any enemy fleet in the System in Orbital Combat around your selected target. This proceeds like a normal battle, though the enemy will gain bonuses from any  or  present. If successful, you may begin Ground Combat.

## Bombing

Bombing requires at least one ship with a , which can drop up to 3 bombs in a turn. These can be targeted at , , or . Mass Destruction increases the chance of success but can also lower the  of the planet. Defenses against bombing include buildings such as .

## Raiding

Raids require at least one  to initiate and may damage the colony, capture a , or steal a technology or . An Assault Ship is lost during an unsuccessful raid. Buildings such as  provide defense against raids. The Ground Combat Screen shows the chance of a successful raid. You may conduct both a raid and an invasion on the same turn.

## Invading and Ground Combat

Invading a Colony seeks to capture or destroy it and also requires . Each provides a +5% GCB.

Ground Combat plays out automatically with no player intervention. The number of Marines participating in the battle is determined by the number of such ships present, and as Marines are lost those ships are destroyed. Both assault ships and planetary  may be lost whichever side prevails.

## Ground Combat Bonus

The Ground Combat Bonus or GCB determines the effectiveness of Marines on planets and during Ship Boarding.

For defenders bonuses may be gained from buildings such as  and  as well as some  traits.

Both sides gain Ground Combat Bonuses from various technologies such as , Personal Shields, Power Suits, Phasor Rifles, and Hover Tanks. The  Commando secondary skill provides a further bonus.

For Boarding only,  will increase the number of troops participating in the combat.
Races

There are 6 predefined races to choose from each with their own strengths and weaknesses, preferred planet types and gravity, and AI preferences for war and peace.  preferences are particularly important as any other than Medium-G will result in penalties on the most common planets until offsetting buildings have been researched and constructed, though the home world will always have an ideal biome and gravity level.

Custom races can also be created and may be selected randomly by the AI to play.

The table below summarizes each race's key attributes for comparison. Click on the link for each for more information. Biomes are listed with ideal first and tolerable in parenthesis.

Cerixx and Palacean require the Natural Law expansion.

The Evolving Empires expansion adds different Evolutions to each race as they progress.
Draguul Evolution

The Draguul Evolution is one of honor, conquest, and military expertise. For they believe that might makes right, and if others can’t defend their territory against them, than they clearly don’t deserve to keep it. They are hunters, warlords, and warriors who'd rather die than back down. Unparalleled in a fair right against any opponent, one of their only weaknesses is that not every opponent is willing to fight fair.

## Supreme Predators (Tier 1)

* +50% to all ship crew experience level bonus effects (SA, SD, WPN DMG, BOARDING)
* +5% SCP From colonies per combined Defenses + Weapons Tech Level
* +15/30 SCP per turn in empire per killed space monster offspring/adult
* Flee option disabled for all this empire's military ships

## Kinetic Master (Tier 2a)

* +50% Ship Attack with Kinetic Weapons
* +25% Kinetic Weapon Damage

## Sacrificial Lambs (Tier 2b)

* All Minor Civilizations within empire's borders are assimilated and destroyed
	+ Empire receives all bonuses of minor civilizations it assimilates.
* Upon invasion of a colony can immediately kill 25% of the POPs
	+ If POPs are killed (rounded up) all remaining POPs in the colony are immediately assimilated.

## Battle Scarred (Tier 3a)

* All new or refit ships and stations gain the unique special system: Biological Materials
	+ +50% armor in all ships
	+ Repairs 10% structure points per turn
	+ Repairs 10% internal system points per turn
	+ Repairs 15-35% armor points per turn
	+ No space or cost required for this system
* Ships can no longer equip shields.

## World Takers (Tier 3b)

* +3.5 siege speed per turn
* Gain up to 2 more technologies after each successful colony invasion
* Assault ships construction provides 2 assault ships at a time
* Can no longer build colony, outpost, or survey ships
Sulak

The Sulak are a complex and enigmatic species, and it is said that one could spend an entire Human lifetime studying them without gaining any understanding of them at all. A physically resilient species that is known to possess a double skeleton, the Sulak evolved in an acidic environment that would prove fatal to most forms of life, and possess characteristics of both carbon- and silicon-based life. In general, the Sulak are physically gifted, clever, and have a strong procreation drive, but are undisciplined and even somewhat cowardly. These traits inform their entire society, from the family unit all the way to their central government, resulting in an empire that is rigid, expansionist, generally xenophobic, and utterly stunted on an emotional level.

Preferring espionage and subterfuge over direct conflict, it is only the unruly nature of the Sulak themselves that keeps them from being a greater threat than they are. This species is rewarding to observe and study, but make unreliable and unpredictable neighbors. The Sulak may be your ally today, your enemy tomorrow, and completely indifferent to you the day after. Their very nature suggests that the Sulak's greatest obstacle are themselves.

The Evolving Empires expansion opens up the Sulak Evolution tree.
Human Evolution

The Human Evolution embraces the fundamental idea of what humanity can bring to the galactic stage. Starting with their Artificial Directive, which gives them access to a large supply of loyal android leaders, those with the Human Affinity can either seek to lead the galaxy into the future united as one, or it can seek to put its strategic might to use with ruthless efficiency against all who oppose it.​

## Artificial Directive (Tier 1)

* Android leaders propose to join the empire for free with each culture level-up​
	+ Initial android leader is received immediately when this perk is unlocked​
* Must choose leader type when hired​
* Android leaders possess the **Android** trait​
* Android leaders start with 1 point in all primary skills​
* Empire leader can no longer dismiss leaders (all leaders, standard and android) ​
* All leader salaries are increased by 20%

## Alien Ambassadors (Tier 2a)

* +50% Mining Treaty Production bonuses
* +1 Diplomatic Modifier from Mining Treaty
* +15% Morale per active alliance in empire

## Achilles Defense System (Tier 2b)

* Shield overload combat action recharges shields to 100% when used
* Shield overload combat action lowers ship heat by 1 instead of raising it by 1
* Internal system points doubled in all empire's ships

## A Better Tomorrow (Tier 3a)

* Empire's allies now accept coordination requests more often
* Empire gains access to allies' logistics and supply range
* Empire gains access to half their allies strategic resources (*rounded down*)
* Empire breaks all treaties with empires currently at war with its allies (*excludes other allies*).
* +1 to +6 over time diplomatic relations between your empire and your allies
* -1 to -6 over time diplomatic relations between your empire and empires at war with your allies.

## Multi-Dimensional War (Tier 3b)

* +10% to Weapons and Defenses research per active war this empire is in
* +0.5 BC per POP per active war this empire is in
* -1 to -4 over time diplomatic relations between this empire's treaty partners and rival empires at war with it
* Morale of rival empire decreases by 0.5% per turn while at war with this empire (*removed when war ended*)
* Space culture level-ups require twice as much culture to unlock
* Planetary engineering projects and research cost twice as much to complete
Character Guide

A

* Albany Green

B

C

* Callista Roy

D

* Devin Oswald

E

* Einar Crowin

F

G

H

I

* Ian Malcom

J

K

* Kasey Alder
* Kimiko Watanabe
* Katherine DeWitt

L

M

* Marcus Knight
* Maya Caldwell

N

* Nova Astros

O

P

Q

R

* Ren Wilde

S

* Samuel Oakley Gunderson
* Serena Oum

T

* Agent Rooke (Tyson Boston)

U

V

* Vali Canrich

W

* Wilhelmina Vandergraff

X

Y

Z

* Zelda Lee Wu

## NPC

* Percival
* Allison The Receptionist

## Cemetery

* Gabriel Knight
* Vincent Knight
Women's Premier Soccer League

PAGE IS UNDER CONSTRUCTION

The **Women's Premier Soccer League** (WPSL) is a semi-professional league founded in 1997, and with United Women's Soccer is one of two active second-division leagues in the United States. With more than 100 clubs spanning the United States and an additional club in Canada, it is the largest women's soccer league in the world.

The WPSL is the successor to the USL W-League; its inaugural members were the Western Division of that league before forming its own league in 1997. The WPSL is sanctioned by the US Adult Soccer Association, an affiliate of the US Soccer Federation.

The WPSL also briefly included a pro-am division, the WPSL Elite League, during the years between the folding of the top-division Women's Professional Soccer (WPS) league in early 2012 and the launch of the top-division National Women's Soccer League (NWSL) in early 2013. As a second-division league, it also hosts some NWSL reserve teams, though due to collegiate eligibility limitations, none of those teams are professional.

## History

The WPSL was founded in 1997 by Jerry Zanelli, who served as commissioner until 2017. Zanelli also coached the California Storm to six finals and three league titles. In 2018, the league renamed its championship trophy the Jerry Zanelli Cup in his honor.

## League structure

The WPSL is divided into four regions: Central, East, South, and West. Each region is divided into multiple conferences, with some conferences further split into divisions. Each conference sets its own schedule for the season. The 8- to 12-match regular season typically runs from May to mid-July, and the regional playoffs and championships are held in late July. The championship finals are held in Stillwater, Oklahoma, as a neutral site.

The WPSL is a privately owned company based in Oklahoma City, Oklahoma. A four-member Executive Committee manages the league and elects four Associate Commissioners, who in turn elect respective Conference Delegates. Sean Jones is the league president as of August 2019.

#### Executive committee

Source

 Vice President

## Teams

*as of 2019*

*This section is a stub. Please help complete its content.*

Columbus Eagles FC

See https://www.wpslsoccer.com/page/show/4552416-by-region

## Notable former players

Source

* Abby Wambach (USWNT)
* Julie Foudy (USWNT)
* Brandi Chastain (USWNT)
* Joy Fawcett (USWNT)
* Heather Mitts (USWNT)
* Keri Sanchez (USWNT)
* Kylie Bivens (USWNT)
* Kristine Lilly (USWNT)
* Jennifer Molina (Mexico WNT)
* Monica Gonzalez (Mexico WNT)
* Sissi (Brazil WNT)
* Nozumi Yamago (Japan WNT)
* Shannon Boxx (USWNT)
* Karen Bardsley (England WNT)

## References

1. ↑ 1.0 1.1  https://www.wpslsoccer.com/the-wpsl
2. ↑ The WPSL website notes it was founded in 1998, while some WPSL teams and coverage of the league note that it broke away from the USL W-League in 1997.
3. ↑ https://www.wpslsoccer.com/page/show/3937365-jerry-zanelli-cup
4. ↑ 4.0 4.1  https://www.wpslsoccer.com/expansion
5. ↑  https://www.protagonistsoccer.com/features/2019/8/19/sean-jones-interview
6. ↑ 6.0 6.1 https://www.wpslsoccer.com/staffdirectory
7. ↑ https://www.wpslsoccer.com/contact
Palacean Evolution

The Palacean Evolution is centered around its close relationship with the galaxy's space monsters. They view these creatures as Natural Allies, and will recruit them to their side as they seek to spread their way of life throughout the galaxy. Whether they choose to build up their monstrous allies into beasts capable of going toe-to-toe with even the most advanced ships, or they choose to bring their very own flora and fauna into the fray, they are going to need to control as many of the galaxy's naturally occurring strategic resources as they can.

## Natural Allies (Tier 1)

* Uncontrolled space monsters join this empire when encountered
	+ Space monsters do not use SSP
* Ideal biome colonies spawn one adult space monster upon reaching Eco-3
	+ Only colonies of this race. Qualifying pre-existing colonies spawn immediately
* Tolerable biomes are considered hostile for POPs of this race

## Spawning Grounds (Tier 2a)

* Controlled adult space monsters periodically spawn offspring
* Spawning occurs every time 100 spawning points have been accumulated
* 1 spawning point earned per turn per controlled strategic resource
	+ Maximum of 25 spawning points per turn

## Fertile Deposits (Tier 2b)

* Controlled adult space monsters provide +5 Planetary Engineering in empire per controlled strategic resource
	+ Max 200 planetary engineer per space monster
* Controlled adult space monsters provide +2% POP growth in empire per controlled strategic resource
	+ Max +100% POP growth per space monster

## Nourishment (Tier 3a)

* Controlled space monsters (adult and offspring) grow stronger based on controlled strategic resources
	+ +10% armor and structure for each strategic resource
	+ +10% ship attack for each strategic resource
	+ +1 weapon quantity to every weapon slot for every 5 strategic resources
		- Applies to all existing space monsters based on the currently available strategic resources at time of unlock
		- Applies to future space monsters at time of spawning or acquisition based on the currently available strategic resources at the time
	+ All strategic resource technologies have no effect even if researched

## Nature's Helping Hands (Tier 3b)

* +25/50/100% infrastructure development speed per Eco level (Eco-1/2/3) in colony
* +20/40/60% ground combat strength per Eco level (Eco-1/2/3) in colony
* +25/50/75% ship refit speed per Eco level (Eco-1/2/3) in colony
* -3 permanent diplomatic modifier with all other empires
Infrastructure

determines the  in a colony, provides a bonus to , increases , and provides Infrastructure Specialization bonuses.

Max Infrastructure is limited by the , and is one of the main reasons to seek out large planets.

Infrastructure levels are gained by apportioning  to it via the . Due to the bonuses to Production, it is often advisable to devote a significant amount early in a colony's life along with at the expense of  but along with  to jump-start a colony.

The  leader skill provides a bonus to infrastructure production.

Once all  are full, no more  can be constructed until more slots are gained or an existing building is scrapped.

## Infrastructure Specialization

Each new level of infrastructure allows selecting a new specialization or increasing the level of a previous pick. Completing any of the three types grants a special bonuses with stacks with multiple colonies. Specializations cannot be changed once chosen.

### Planetary Engineering

Completion bonus: +15%  in galaxy.

Planetary Engineers

* +25%/50%/100%  on planet;
* +25%/50%/100%  on planet;
* +1/1.5/2  per pop for Planetary Engineering tech.

### Civil Engineering

Completion bonus: +750  / # colonies for buildings; -15%  in empire.

Civil Developers

* +25%/50%/100%  of buildings in colony;
* +1/1.5/2  per pop for Construction tech.

Civil Planners

* +1/2/3  in colony;
* -25%/50%/100%  for buildings in colony.
* +1/1.5/2  per pop for Construction tech.

### Aerospace Engineering

Completion bonus: +750  / # colonies for ships; +25 XP for new ships in empire.

Ship Craftsmen

* +20%/30%/40%  of ships in colony;
* +1/1.5/2  per pop for Weapons tech.

Ship Support

* +1/2/3 Ships Support Points in empire;
* Regular/Experienced/Veteran ships built in colony;
* +1/1.5/2  per pop for Defense tech.

## Specialization Tips

Plan early which picks you want based on the max infrastructure level of the planet, and try to max out one of the types.

Some specializations will only benefit a colony during its development, while others will continue to help it and the empire permanently--consider this carefully. Planetary Engineering is particularly weak in this regard.

The extra  and reduced or eliminated  from Civil Planners are something any colony can benefit from permanently.

At least some colonies (or all depending on how warlike you intend to be) should specialize in ship building and complete the entire Aerospace Engineering tree.

A colony or two where you intend to build  may benefit from completing the Civil Engineering tree--Civil Developers will provide limited benefit once the colony is fully developed, but the extra empire production from completing the tree can help jump-start new colonies.
Planetary Engineering

can be allocated  through the . By default it is used for  which gives boosts to  growth. It can also by used for  to increase the  of planet improving both  and  and for  in change the  to something more habitable.

## Habitat Control

 simply provides a bonus to . It is the default allocation when neither  nor  are selected. It is particularly useful for new colonies as way to quickly gain enough gain multiplier to .

## Eco-Engineering

 raises the  of a planet providing bonuses to  and .

Each level requires the appropriate technology from the Planet Engineering tech category: Enhanced Ecology for level 1, Advanced Ecology for level 2, and the proper Uplift technology for the  for level 3.

When a planet's  can be raised, click on the  icon on the Colony Screen to initiate the project.

## Terraforming

 changes the  to one more suitable for your Empire's race, negating the penalties for Tolerable or Hostile biomes.

The Terrestrial Terraforming tech allows altering between two types within a biome class; combined with the Atmospheric Terraforming tech and enough , any biome can ultimately be transformed to any other.

Habitat Control | Eco-Engineering | Terraforming
Shields

Shields are the first line of defense and must be destroyed before armor can be damaged, unless the attacker has the  weapon mod. Each has a  value which is subtracted from incoming damage before the shield itself is harmed, and then an  amount of damage they can take before failing. Shields regenerate at a rate of 30% per round, higher with the  ship special system.
Ship Movement

## Ship Speed

Ship Movement has 3 components: Tactical Combat speed, Strategic Map speed, and Ship Support Range. Ship Speed is determined by the highest level of Drive technology you have researched in the Propulsion Tech category, will all ships automatically updating to the best available drive without the need for Retrofitting.

## Support Range

Support Range is determined by the highest level of Logistics technology researched, and is the maximum distance ships can travel from the nearest  or Colony. The current reach of your ships can be shown in grey borders by toggling the Show Supply Range icon at the bottom left of the Strategic Map

## Ship Movement

To move ships on the Strategic Map, click the small blue shield icon next to a system so select the Fleet. From here you can pick which ships you wish to move (with Shift-Click to select more than one), then left-click on the System you wish to move then to. All ships are initially selected by default--be careful you don't accidentally send a  out with your combat Fleet.

Ship Speed | Support Range | Ship Movement