Phoenix
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Ground Combat

Defending a Base
While starbase shields and point defence are standard for dealing with an orbital bombardment, when it comes to quite what to put in a base to ward of a ground assault many people are very confused. Some are under the impression that a vast amount of tanks and a few mercs are more than enough. They are unfortunately wrong.

The only truisms are these:

  • If an attacker is prepared to pay the price to capture a base it will be captured.
  • It is up to the base owner to persuade the attacker that the price is too high.

The price is based on the cost of raising the extra troops (for the attack) and moving the entire attacking force both in terms of stellars and sheer effort.

A quick and dirty approach works on the principle is therefore simply a matter of determining the value of the base and comparing this to the price to capture it. If the value of the base is significantly higher than the price, it is time to add more defenses.

While optimum type and quantity of ordnance and troops for defending a base is likely to remain a point of debate, there are a few basic considerations that work well for those not interested in mastering ground combat mechanics.

Attacking Control Factors
Generally speaking a base will be scouted before an attack is assembled and determine the cost of successfully capturing the base. This is somewhere in the ballpark of 20 stellars per defending control factor at its current spread. This number is largely empirical and based on historical evidence. A clever attacker or somebody taking advantage of a situation could quite possibly half this amount but it is sufficient for everyday calculations.

example:
Code:
|                   CURRENT   PACKED    CLOSE     NORMAL    OPEN      DISPERSE |
| GROUND FACTORS 84384 84384 68904 58932 31866 15933 |
| |

The above base has 84,384 ground factors. As such it is fair to say that the cost of taking this base will be in the region of 1.7 million stellars.

So the only other thing to know is how much is the base worth?
This can be determined with the 'Value of Base' order. Simply running this will give the approximate value.

example:
Code:

Stellars
Tradable Goods 170435
Troops 195300
Employees 15998
Ore 993834
Tech 800000
Hulls 0
Other Items 1911478

Total Value 4087046
Sell Value 817409

The total value does not take into consideration of market tolerance of the items, location and political importance of the base and tactical advantage capture of the base will gain.
The sell value is the approximate value that will be given to the base should it ever end up under civilian control. As such it can be seen that the current price to capture the base in somewhere between the total value (4 million stellars) and its sell value (just under 1 million stellars). As such it it probably fair to say that this base is adequately defended.

The owner of course may think differently.


Further Consideration
Control factors from vehicles is capped at the controlled factors of the troops (as per the current spread of the base). As such having a base spread set to the maximum amount is sensible (unless there is about to be an influx of troops with a different preferred spread). When building a base therefore it is sensible to consider which troops to use in defending a base.

Soldiers do the most damage
While they have only half the control factors of marines and startroopers they deliver the most damage. This makes them excellent killing machines in defence. As such a normal spread is good. They also benefit from mercs control factors.

Marines have high control and benefit from mercs
Marines have double the control factors of soldiers and as mercs have a preferred spread midway between marines and soldiers, also benefit from their control factors.

Startroopers are Underrated
Few use startroopers and as they have a preferred spread very different from mercs means that the attacker will get little benefit from attacking with mercs or marines.

Trained troops have Damage Reduction
Damage reduction as the name implies reduces damage against the troop by up to its rating. This is effective at soaking damage before it is even applied. This is really good when it comes to dealing with militia and mercenaries which normally deliver little damage. Damage reductionis documented in detail in this IGN article.

Militia
It is always useful to have the civilian population on hand to reinforce defences. They are detailed in this IGN article.


Don't rely on Vehicles
While the base may feel impregnable with a few tens of thousands of tanks, do not rely on them. A determined attacking force of troops can wrestle control of the base. They will capture some of these vehicles, not only ousting the defending troops but then also employing them to superior effect (unless the base changes tactics to Retreat before the enemy actually takes control).

Warbots
The negative control factors of these is split evenly between vehicles and troops (i.e. removed from total control factors). They are useful for delivering damage to an attacking force but only sensible when they will not compromise the total control factors.

Anti-personnel Devices
These only work while the attackers have gained less than 20% of a base. They are however pretty devastating. They are always worth building.

Bunkers
Certain items have defence capacity. This works by diverting damage that would hit life items into the bunker.
Bunkers do not work in short range combat as they are designed to intercept damage against life forms from long range bombardments. As such they only work in long range and orbital bombardments.

Short Range Combat  [Recruit]

Short Range Combat is fought for the sole purpose of gaining control of an enemy position. It occurs when an attacker is under a position's external defences (shields armour etc). This usually occurs when a Ship or Platform is boarded or when a Ground Party docks with a Starbase to take control of it. There are only ever two sides in a Short Range Combat, the attackers and the defenders. The group a position falls into is based on the original target of the battle.

There are two aspects to Short Range Combat:

  • Damage - This determines how many casualties the enemy has and is similar to space combat.
  • Control - This is a struggle between both sides to decide who gains control of the target position.

Positions in Short Range Combat with a Starbase are considered to be Spread within that Starbase and can no longer be targeted by space range weapons from other Starbases, Ships or Platforms.
The battle for control of a position can take days to win, weeks with bigger Starbases. There are two ways to win a short Range Combat:
  • By killing all or most of the defenders it is possible take control of a position. This relies on doing largeamounts of damage through tanks and the like. This sort of tactic will only work if you can kill the defendersbefore they can kill you and will cause a lot of collateral damage (especially in packed Starbases).
  • By having large numbers of troops it is possible to take control of a position possessing all strategic points within that position. When a battle starts the owner has 100% control of the target position but as the battle progresses it is possible for the attacker to gradually take this control away from the owner. Each ground combat vehicle or item has a number of control points (troops have the most) and these are matched against the enemies control points to decide whom gains or loses a percentage control of the position.

Control Factors and Damage
Ground combat units have both control factors and damage values to represent how they perform in ground combat.

The control factors represent the ability of a ground unit to take a fortified location, without necessarily destroying anything. All ground units have a preferred Spread. When the targets Spread is different to this then the item will have less effective control factors. For each step away from their preferred Spread an item loses half its control factors. For example, marines have 8 control factors at their preferred Spread, which is packed. If they are used in a battle for a Starbase with 'Close Spread' then they will only have 4 factors each but they will do the same damage. The total control factors of a position are the sum of all the individual ground units, modified for the Spread of the target position.

Vehicles contribution to control factors will be capped at the number of troop control factors.

The damage represents how effective a ground unit is at destroying the enemy. The damage done is unaffected by the preferred Spread of the units firing but it is affected by the Spread of the target. All damage in Short Range Combat either hits the enemy units or is collateral damage to the starbases structure.

If your side has superior control factors to the enemy you will push them back and gain control of a portion of the position you are fighting over. The more control factors your side has the quicker control of the target position will fall to you. The odds of the battle are shown on the report each round, as is the likelihood of gaining control of the position.

It should be noted that there is a random factor in the amount of control factors that an attacker can bring to bear during each round of the battle and if the control factor odds are even then the defender will eventually win. In this way battles do favour the defender, but only slightly and only when the forces are similar.

Ground Combat Tactic
There are several settings for ground combat tactic. It determines how you act in Short Range Combat. These are:
Combat Tactic Control Factors (%) Casualties (%) Damage Dealt (%)
Normal 100 100 100
Retreat 0 100 0
Give Ground 50 50 50
Defensive 75 75 75
Assault Position 150 200 100
Storm Position 200 400 100
Boarding 100 800 100

For a quick victory you should storm a position, however your losses will be great and if you do not have an overwhelming force you will be held back. Defensive actions will prolong ground combat where you have sufficient control and the enemy have lots of heavy support. This can be useful when waiting for reinforcements. Retreat is used to give up control of a Starbase. You do not lose any prisoners to an ordered retreat (You do lose around 20% when there is an automatic transfer of control).

The first six combat tactics can be set using the 'Ground Combat Tactic' order for Starbases and ground parties. The boarding tactic is used when you board a Ship or Platform.

Loss of control
At the start of any ground battle the defender has 100% control of his position. Each round of the ground battle is possible to lose or gain a percentage of this control to or from the attacker.

The actual control gained per round depends on the control factors of the attackers compared to the defenders. If the battle is in favour of the attackers they will gain control of sections of the Starbase. While the defender still holds at least 75% control of the position it is very difficult for the attacker to gain ground.

The maximum control gained per combat round is mus of the attackers compared the mus of the Starbases complexes or defending mass multiplied by 10, whichever is lower (expressed as a percentage).
So a starbase with 20 complexes (20,000mu) and 4,000mu defence will be treated as 20,000mu while a starbase with 20 complexes (20,000mu) and 1,000mu defence will be treated as 10,000mu.

So 1000mus of attacker vs. a 20 complex Starbase (20000mus) and 4,000mu defence can only gain 5% (1000/20000) control of the Starbase per round. It is never possible to take more than 10% control per round and the actual amount gained will depend of the number of control factors each side has.

Example: Having only 2:1 odds will mean that only approximately 1.1% (10% x 11%) can be gained in a round where the defender controls more than 75% even if your force is much larger in terms of mu's, i.e. composed largely of vehicles but few actual troops.

The table below shows the odds the attackers have in their favour vs. how much of the maximum control can be taken of the position per combat round.

Odds (in favour of attacker) Less than 75% control More than 75% control
2:1 33% 11%
4:1 60% 36%
10:1 81% 66%
20:1 90% 80%

For example, if the attackers can gain potentially 6% control in a round and the odds of the battle are 2:1 in favour of the attacker then they are likely to take 2% actual control of that position.

While you control a Starbase you can still produce items and run complexes even though you are under attack. Your efficiency will be reduced due to combat and how much control you have left over the Starbase. The attacker does not gain production capacity until he takes full control of the installation.

The more control an attacker takes from the defenders (on the contested position) they can exploit the defensive value of the starbases structure better, until finally they have the same benefits as the defender.

Defender Control Attacker Defence bonus
100% 0%
95% 36%
90% 64%
85% 84%
80% 100%


Capturing a Position
In each round of a battle there is a chance that the position may fall to the attackers. This can happen when all the defenders are killed, but it still takes time to control the installation.

The percentage chance that a Starbase will fall is based on the amount of control that the owner has, how big the Starbase is and what security it has in place. It is a valid tactic to crackdown on security whilst in a battle - it reduces the chance of losing of control BUT increases the effect of the attack (loss of production). It is quite unlikely that a Starbase will fall until you have lost over 50% control; more for larger or more secure Starbases.

Current Control Level Base Chance of Losing Position
90% 0.1%
80% 0.8%
70% 2.7%
60% 6.4%
50% 12.5%
40% 21.6%
30% 34.3%
20% 51.2%
10% 72.9%
0% 100%


The chance of losing the starbase (except when you have completely lost control at 0%) can be reduced by up to a factor of four for a very secure or large Starbase. The chance of losing other positions (Ship and Platforms) is not modified.

When control of the position is lost the following happens:
  • The remaining mobile defenders retreat into a Ground Party. This GP will be placed in combat with attackers.
    10-20% of the retreating vehicles and troops are captured.
  • All troops, officers and politicals captured are converted to prisoners
  • All enemy lists, pending orders, standing orders, authorisations and space combat targets are cleared.
  • The position is transferred to the attacking player with the most control factors. It is flagged as player owned.
  • The position control is set to 100-(previous control) e.g. 10% control 90% control after the transfer.
The battle continues, with the retreating forces attacking the new defenders at the Starbase the next day.

No Defending Force
When there are no forces in a position you will gain control of it quickly providing you have sufficient troops and control factors to take control. It is not possible to take control of an installation without control factors. The speed of the take over will depend on the size of the installation compared to the control factors you have available. For example 100 marines should be able to take a 50 complex outpost in a day but 1 marine will take a week or so (50 complexes is a big place to search and secure).

Boarding  [Recruit]

Boarding

  • Boarding is used to capture Ships and Platforms.
  • You can have multiple boarding in a day.
  • Boarding is done in the orders part of a turn and not in standard combat


There are two types of boarding:

  • Active - These are initiated by using the 'Board Position' Order. The target position has to be caught before it can be boarded. To do this you need to have a fast Ship with tractor beams. You are also subjected to space weapons fire when you attempt to board the position, this does not count as standard Space Combat therefore it will not trigger active Enemy lists in the sector, although Support /Defend lists do apply.

  • Passive - When a position lands at a hostile base it is automatically boarded.
    When you board a position the forces sent to do the job are defined by your boarding party report. If there are no boarding party items set then you will not be able to board en enemy positions (this is especially important for bases).


Why enemy Lists do not get activated
Space is big and within a volume of space we presume that chums hang out together, others are elsewhere. Elsewhere in big space can be light minutes to light hours or just a long slog to the other side of the world.
Chums are also in communication through the wonders of subspace when ranges are more than a few seconds to minutes (vagaries of subspace notwithstanding). This requires full reciprocation or some other agreed upon encryption. Non-chums often find out about what others were doing through their emf echo which due to space being big can be minutes to hours old.

As such we can presume the following:
Neutral ships may be light hours away from other neutral platforms.
A distress signal sent out by emf will reach neutral parties long after the events are over and be little more than a footnote on events after they have transpired.

Boarding Parties
Boarding parties are defined on your position showing what forces will be sent to board. This does not effect how you defend yourself against attack, only what you send against others. Being able to select a boarding party will prevent incidents where you wipe out all your crew or your ground forces by sending everything against a very hard target.

Boarding parties are set-up by using the 'Set Boarding Party' Order. This allows you to select an item and how much of that item you wish to send on boarding actions. You can specify boarding parties with items that you do not currently have in your position. This means you do not have to resize your boarding party when you get low on one item or receive reinforcements. When the boarding occurs you will only send items available at the time. Only certain items can take part in boarding a position due to the limited space involved. Generally only 1 mu items and troops are allowed to board positions. This is not always the case and exceptions to the rule will be explained in individual tech manuals. If you cannot use an item to board positions then the 'Set boarding Party' order will tell you.

A typical boarding party report is shown below. It shows how many units you have available to fill the boarding party roster and the maximum (MAX) units you would like to send. It also lists the damage and control factors you have for a boarding.

Code:
|-Boarding Party Report--------------------------------------------------------| 

QTY UNITS MAX DMG FACTORS
10 Human Crew (505) 10 10 10
100 Human Marine (506) 1000 200 800
11 Human Veteran Marine (512) 1000 44 176


Active Boarding
Active boarding occurs when you try to board a position that is capable of either fighting back or running away. Active boarding is initiated during your positions turn, and is done as soon as you have the TUs available to perform it. If there are other positions that support or defend your target at the same location (when you issue the board order) then a full-blown space battle will be initiated and your boarding will be performed the next day (if you survive).

If the position you are boarding can move then you need the following to attempt a boarding action:

  • You need to be able to scan the position; just seeing it once is not enough, however knowing it is at the current location does improve your chances of scanning it.
  • You need to be fast as the target Ship fleeing speed (x2 combat speed normally) after tractor beams from both sides are accounted for.
  • You need to have at least one tractor beam.

If the position cannot move, is landed or docked then you can always attempt to board it.
If you are able to board a position then you need to approach it and during this approach the target can attempt to destroy you. If the target is landed or docked then it does not have any time to react to your approach and cannot target you with space weapons.

If a target is able to fire on you it is allowed four round of space combat with all its weapons against you, while you do nothing but close the range to the target. In this space combat the entire volley of enemy weapons will hit and the damage done by each weapon is doubled (as you are approaching to a range where the enemy can spot weak points on you position). If you survive you will proceed to board the position. Generally it is best only to board crippled targets as heavy armed Platforms reduce incoming boarders to atoms.

Multiple Active Boarding Attempts
As active boarding attempts requires TU's and can be initiated during the main run, it is possible to undertake multiple boarding attempts against the same target. Multiple attempts (repeat 'Board Position' submitted) are used on the understanding that initial attempts will fail but will still inflict casualties on the defending ship. It is also possible for multiple ships to attempt to board the same target. In all circumstances each boarding attempt still has to weather fours rounds of space combat. Further, there is a build-up in resilience of the defender such that greater damage is inflicted against the attacher during the close combat stage of the boarding actions. More then two attempts the defenders become quite brutal while more than five attempts on the same ship (even by multiple boarders across multiple affiliations) becomes somewhat suicidal for those attempting to board 'last in the queue'.

During the close combat stage, damage is only dealt to the defending force if control is gained. Soldiers though excellent at dealing damage may fail to actually gain any control during a round against a large defending force of marines. The attackers though are still subject to damage.

A ship can only be successfully boarded once per day. If multiple affiliations attempt to board a ship all further attempts to board it will fail.

Base Auto Boarding
When a Ship lands in a hostile base it can either be automatically boarded or blasted with the full ground force of the base (or both) depending on how the base governor sets his options. The options for boarding are set through the 'Boarding Options' order and are displayed on the 'Boarding Party Report' for a base. The default for a base is to attempt to board a Ship that lands and then blow it up if the boarding fails. A large base should have enough tanks etc. to completely destroy a landed Ship and the Ship will not be able to respond with space weapons due to the close range.

Note: Until a boarding party is set all bases will effectively skip boarding attempts and the ship will then be blasted in ground combat (this is to prevent landing ships with lots of troops as a means of killing troops). Also boarding parties should be large (1000 marines will most likely capture a Ship with 100 marines) but making them too large will open the base to massive losses. For instance Ships landing with a 1000 soldiers will be very difficult to board and it may be better to lose a small force and then leave it rather than boarding with a large number which are all destroyed.

Boarding Combat
The short-range part of ground combat for boarding is similar to normal combat, except:

  • There are only ever two sides (attacker/boarder and defender).
  • The attacker uses the 'Boarding' ground combat tactic with the heavy losses that incurs.
  • The defender uses the 'Normal' ground combat tactic.
  • The defender can lose up to a maximum of 25% control per round of combat (rather than 10%).
  • The defender suffers no damage if control remains at 100%
  • Each boarding attempt (on the same day) increases the damage taken by the attacker in future boarding attempts by +1% (base 16%).

The rules for 'Loss of Control' are the same but there are no modifiers for positions size etc.

Escaping with Boarded Ships
Successful boarding action counts as combat for the purposes of setting the 'can leave combat' flag. This means that on the very next day after the boarding action both the boarding ship and the boarded ship can leave without being subject to the standard pinning mechanics. This only lasts for the very next day.

Promotion and Veterans
In both boarding and standard short range combat the number of troops promoted from the surviving troops is 10%- 30% of the casualties. Veterans are essentially bought with the blood of normal troops, this makes their effective cost ~ 50 stellars (as you have to lose 5 troops at 10 stellars each to obtain one). Their advantage is that they are roughly twice as effective as a basic troop of the same type and so after a year they pay for themselves.

Defending against Boarding
When deciding on weaponry to mount on a ship that is likely to be subjected to boarding, the first consideration is that the ship will be delivering double damage for four rounds against the would-be boarder. This makes lighter weapons (higher damage to mass ratio) a serious consideration even when the boarding ship is heavy hulled. HESH(293) rounds are reasonable and there are quite a few more effective restricted knowledge ammo's to research or trade for.

As well as the opening volleys against the boarding ship, the one other tactic in defending against boarding is to ensure that there are troops on the ship. A ship is a packed environment and as such Veteran Marines are best at maintaining control of the ship. These have both the best control factors at packed spread but also benefit from damage reduction. As the attackers invariably inflict low damages (as boarding is limited to 1mu items such as troops), DR is highly effective. Soldiers are good at inflicting damage against the boarding party though the trade-off is in control factors. It effectively comes down to how much the ship is worth compared to the wages required to defend it and the probability of being boarded.

A skirmish ship for example, designed to enter enemy territory and drop missiles on enemy outposts is likely suffer multiple boarding attempts on the next day before it can cloak out of orbit and escape battle because boarding attempts are initiated during the run and therefore can be attempted before the ship moves away. As such these ships are best manned by a lot of troops. Using (if available) veteran marines will give the best control factors and thereby require the boarder to field a large force or potentially not gain any control (and therefore deliver no damage) while still being subject to damage. Soldiers however are still effective at dealing damage though against a large boarding force of marines may still fall relatively quickly.

Scouting  [Recruit]

Before entering into Ground Combat you may want to scout a position to find out what kind of forces it has. The ‘Scout Location’ Order gives you information on the position at your current location. The accuracy of the information depends on how many scout factors you have on your position (all troops have 1 scout factor but scouts have 4). Below is an example of a scout order

Code:

Scout Accuracy: +-24% (156 Scout Factors) 

Scouting IND STARBASE Salamander (XXXX):
Spread: Packed
Control Factors: 69378 Damage: 110254
XLight Vehicles: 4551 Light Vehicles: 12144
Medium Vehicles: 536 Heavy Vehicles: 738
Turrets: 140
Troops: 60 Basics
199 Crew
4290 Marines
1253 Soldiers
123 Startroopers


Control factors account for the Spread of the position and hence do not always reflect its offensive capability. The report gives you indications of the number of troops, turrets (anything that can fire but not move) and vehicles. The vehicles are grouped as follows:

Type Mass (mus)
Xlight 1
Light 2-25
Medium 26-50
Heavy 50+

Entering Range Combat  [Recruit]

Before a Ground Party can dock with a base to enter Short Range Combat it has to enter the base's ground sector (unless dropping or shuttle capable) and this will initiate a full space and ground battle if the base is hostile. To avoid complete destruction the ground party will assume a 'Disperse Spread' (GP's automatically take the spread of the position they are attacking otherwise the most suitable for the situation), this will reduce the damage done by the hostile base. The small items (such as troops) will soak incoming damage when the Spread is set to disperse, as each weapon will only take out 1 or 2 items and the rest of it's damage will be wasted.

Bypassing Sector Combat
It is possible to engage a base by docking with it without first entering the sector. This is possible where the ground party is shuttle capable. Note though that when submitting the order to move, a shuttle capable ground party that is currently on the surface of a world may move across the surface rather than moving into orbit. This is simply because moving into orbit can expose the ground party to naval attacks. If moving across the surface the ground party will however be stopped in the ground sector of the base. Caution should be used - either move to orbit and then Ground Assault the starbase (with docked ticked) and risk an orbital naval attack or ground assault starbase and risk being stopped in the sector.
Drop Pods can be used to launch an attack on a base from orbit. These items are a one-use item that gives temporary shuttle capability to a ground party. They can also be used by ships in orbit to resupply a ground party even if it is docked with a base. Startroopers, as they are shuttle capable do not require drop pods.



Ground Combat Related Orders

  • Ground Combat Tactic (GP/Starbase)
  • Set Boarding Party (Ship/GP/Starbase)
  • Clear Boarding Party (Ship/GP/Starbase)
  • Board Position (Ship/GP/Starbase)
  • Boarding Options (Starbase Only)
Examples
Ground Combat runs at the same time as space combat and fighters are launched as normal even though they are not used.

The control battle in the case below is very close and each round there is the chance that the attacker or defender will gain ground even though the attacker has a slight advantage. If the odds are much more in favour of the attacker then much more control is gained.

The Short Range Combat is different to space combat in that all the attacks hit but the actual damage done is significantly less than the items are capable of doing.

This is due to the shielding nature of the starbases structure and this shows up in the damage report.


Ground Combat
Ground Combat tactic: Standard
Launched 3088 Space Fighters
Targets: None
Ground Battle for the Control of IND Starbase (XXXX)
----------------------------------------------------
Round 1: Battle is 11:8 in favour of Attacker
Defender lost 0.14% control [99.86%]
Round 2: Battle is 4:3 in favour of Attacker
Defender lost 0.06% control [99.8%]
Round 3: Battle is 4:3 in favour of Attacker
Defender gained 0.54% control [100%]
Round 4: Battle is 4:3 in favour of Attacker
Defender lost 0.05% control [99.95%]
Attacking PIR Bruiser (YYYY)
----------------------------
Round 1:
451 Battle Tank - 244 damage
754 Battle Tank mkII - 500 damage
140 Heavy Battle Tank - 360 damage
2452 Human Marine - 106 damage
26006 Human Soldier - 2008 damage
5465 Human Veteran Marine - 396 damage
47 Light Tank - 0 damage
Round 2:
450 Battle Tank - 284 damage
747 Battle Tank mkII - 809 damage
140 Heavy Battle Tank - 0 damage
2442 Human Marine - 106 damage
25850 Human Soldier - 1996 damage
5421 Human Veteran Marine - 452 damage
46 Light Tank - 11 damage
Round 3:
445 Battle Tank - 335 damage
741 Battle Tank mkII - 603 damage
137 Heavy Battle Tank - 270 damage
2429 Human Marine - 108 damage
25685 Human Soldier - 2192 damage
5390 Human Veteran Marine - 476 damage
45 Light Tank - 11 damage
Round 4:
441 Battle Tank - 289 damage
739 Battle Tank mkII - 627 damage
137 Heavy Battle Tank - 180 damage
2414 Human Marine - 94 damage
25546 Human Soldier - 2052 damage
5345 Human Veteran Marine - 360 damage
44 Light Tank - 31 damage

Attacking PIR Bruiser (YYYY)
----------------------------
Round 1:
451 Battle Tank - 244 damage
754 Battle Tank mkII - 500 damage
140 Heavy Battle Tank - 360 damage
2452 Human Marine - 106 damage
26006 Human Soldier - 2008 damage
5465 Human Veteran Marine - 396 damage
47 Light Tank - 0 damage
Round 2:
450 Battle Tank - 284 damage
747 Battle Tank mkII - 809 damage
140 Heavy Battle Tank - 0 damage
2442 Human Marine - 106 damage
25850 Human Soldier - 1996 damage
5421 Human Veteran Marine - 452 damage
46 Light Tank - 11 damage
Round 3:
445 Battle Tank - 335 damage
741 Battle Tank mkII - 603 damage
137 Heavy Battle Tank - 270 damage
2429 Human Marine - 108 damage
25685 Human Soldier - 2192 damage
5390 Human Veteran Marine - 476 damage
45 Light Tank - 11 damage
Round 4:
441 Battle Tank - 289 damage
739 Battle Tank mkII - 627 damage
137 Heavy Battle Tank - 180 damage
2414 Human Marine - 94 damage
25546 Human Soldier - 2052 damage
5345 Human Veteran Marine - 360 damage
44 Light Tank - 31 damage
Incoming Fire from PIR Bruiser (YYYY)
-------------------------------------
Round 1:
100 Battle Tank - 100 damage
1000 Dewiek Marine - 52 damage
20000 Human Marine - 780 damage
20000 Human Soldier - 1448 damage
Round 2:
97 Battle Tank - 110 damage
980 Dewiek Marine - 54 damage
19598 Human Marine - 726 damage
19568 Human Soldier - 1552 damage
Round 3:
90 Battle Tank - 201 damage
965 Dewiek Marine - 46 damage
19183 Human Marine - 752 damage
19137 Human Soldier - 1396 damage
Round 4:
88 Battle Tank - 30 damage
939 Dewiek Marine - 40 damage
18743 Human Marine - 702 damage
18698 Human Soldier - 1612 damage

Post Battle Summary
-------------------
136 troops promoted to veteran.

Naval Damage:
3 Gatling Lasers (215)
10 Light Photon Guns (300)
3 Scintillators (125)
1 Shield Generators (119)
2 Shields (115)

Military Damage:
12 Battle Tanks (825)
21 Battle Tank mkIIs (826)
36 Ground Fighters (816)
3 Heavy Battle Tanks (829)
48 Human Marines (506)
1 Human Mercenary (504)
603 Human Soldiers (507)
156 Human Veteran Marines (512)
3 Light Tanks (821)

Civilian Damage:
2 Alien Pets (30139)
7 Basic Elements (2)
6 Basic Modules (410)
1 Fighter Bay (238)
1 ISR Type 4 Engines (155)
3 Industrial Modules (400)
5 Light Hulls (60)
3 Metals (1)
2 Mine (1002)
4 Patches (45)
1 Structural module (420)

It can be seem that soldiers do much more damage than marines but they are not contributing as much to taking control of the starbase as that have far fewer control factors.

From the final round of combat it can be seen that the attacker has lost about 4000 troops compared to fewer than 1000 troop loses on the Starbases side. This means that although the attacker has the advantage in control factors the defenders tanks will eventually eat into this and the ground combat will be prolong but generally neither side will win unless reinforcements arrive.


Due to the low loses on the defenders side there are very few promotions.
The battle is also causing damage to the structure of the starbase as more collateral damage occurs.


Boarding Example
Initially it is decided if you can board the position due to speed/tractor beams location etc. You can then approach the position and
during this approach there are 4 rounds of space weapon fire against your ship (at x2 damage) with all its space weapons.

If your ship survives the approach a boarding party is formed (as defined in your � Boarding Party Report�). The boarding has 2 parts, a control battle and incoming/outgoing damage part.

You need to take control of the ship in 1 day and you have 4 rounds to do this on.

If you fail the ship returns to 100% control of the defender as you have been driven off.

Each round there is a increasing chance that you will take control as your overall control of the position increases [%]. If the position falls to you the battle stops. In this case the attacker was lucky to take the position in the final round (15%)

Although this boarding was successful it was not guaranteed as the chance of losing control shows� Success is only assured when 100% of the defenders have been killed.
Both the attacker and defender do damage to each other over the 4 rounds BUT the attacker is at a large disadvantage in casualties as they are taking large risks to board the position. Even though the defenders are badly outnumbered, the attacker takes far more casualties.
This example shows mainly marines being used to board� fighting mainly for the control of the position but it is possible to kill all the defenders to take control but using high damage boarders like soldiers or other creatures.
During the battle some troops will be promoted to veteran if the fight was intense enough.


> TU 165: Board Ship {23761}
Attempting to board IND SHIP Happy Chicken (23761):
Incoming Fire During Boarding Approach
--------------------------------------
Round 1: 10 Photon Gun - 10 hits - 1040 [1200] damage - 100%
Round 2: 10 Photon Gun - 10 hits - 1026 [1200] damage - 100%
Round 3: 10 Photon Gun - 10 hits - 1043 [1200] damage - 100%
Round 4: 10 Photon Gun - 10 hits - 1031 [1200] damage - 100%
Post Battle Summary
-------------------
Naval Damage:
4 Gatling Lasers (215)
7 Shields (115)
3 Space Fighters (246)
15 Tractor Beams (340)

Military Damage:
2 Human Crew (505)
5 Human Marines (506)
2 Human Veteran Marines (512)

Civilian Damage:
1 Bridge (100)
41 Cargo Bays (134)
6 Thrust Engines (160)

Ship hulls have taken 8000 damage (80%)
Boarding Action for the Control of DTR Happy Chicken (23761)
------------------------------------------------------------
Round 1: Battle is 38:7 in favour of Attacker
Defender lost 12.32% control [87.68%]
0.19% chance of losing control
Round 2: Battle is 49:9 in favour of Attacker
Defender lost 12.65% control [75.03 %]
1.56% chance of losing control
Round 3: Battle is 43:8 in favour of Attacker
Defender lost 12.11% control [62.91%]
5.1% chance of losing control
Round 4: Battle is 27:5 in favour of Attacker
Defender lost 17.03% control [45.88%]
15.85% chance of losing control
IND Happy Chicken (23761) has fallen to the attackers.

Attacking IND Happy Chicken (23761)
-----------------------------------
Round 1:
98 Human Veteran Marine - 12 damage
98 Warbot - 0 damage
95 Human Marine - 2 damage
Round 2:
96 Human Veteran Marine - 4 damage
94 Warbot - 4 damage
88 Human Marine - 0 damage
Round 3:
93 Human Veteran Marine - 12 damage
87 Warbot - 2 damage
84 Human Marine - 4 damage
Round 4:
89 Human Veteran Marine - 8 damage
81 Warbot - 0 damage
80 Human Marine - 8 damage
Incoming Fire from IND Happy Chicken (23761)
--------------------------------------------
Round 1:
34 Human Crew - 7 damage
50 Human Marine - 18 damage
Round 2:
32 Human Crew - 4 damage
48 Human Marine - 20 damage
Round 3:
30 Human Crew - 8 damage
47 Human Marine - 20 damage
Round 4:
26 Human Crew - 6 damage
45 Human Marine - 10 damage
Post Battle Summary
-------------------
2 troops promoted to veteran.
Military Damage: 15 Human Marines (506)
15 Human Veteran Marines (512)
21 Warbots (850)
Boarding Successful - Position now under your control.

 
News
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*** Inter Galactic News ***

Solo claim swings back and forth

The situation in Solo appears to be getting even more heated. First the NHS dropped 600,000 troops to contest the system and then the DTR answered with enough troops of their own to trump the NHS claim. The NHS found yet more troops, taking the contesting claim up to 750,000 and once again the DTR answered, bringing Solo back under DTR control. Now the NHS have had a look down the back of the sofa and found yet more troops, taking the contesting claim to a massive 900,000 trained troops. We wait to see if the DTR have an answer to this. We can only guess where all these troops are coming from, but what is clear is that the established affiliations clearly have far larger armies than many thought.
 
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*** Inter Galactic News ***

NHS attempt to claim Solo away from DTR

In a shock move the NHS have contested the Solo claim with a huge garrison of 600,000 trained troops. In a move that nobody saw coming, especially as it was unknown the NHS had such a large force of troops to draw upon, the NHS seem to be provoking a response from the DTR. Currently there has been no word from the DTR in how they are going to deal with this claim jumping, although rumours are that they are pretending the Solo claim doesn't really matter to them and so action is unlikely. However this may be a smokescreen and we may yet see the DTR's powerful fleet cause havoc in the system of Solo, which has for a long time been an important junction and fought over by many different factions.

DNA Chairman TonTon resigns

The following communication has been leaked from the DNA to the GTT's PD.

Greetings CEO Fox.
It regrets me to have to inform to you that the DNA nation state will be renouncing its claim on Aladdin system following a ceremony planet side, shortly.
However, it gives me great pleasure to have to inform you that these ceremonies are being planned by Vladimir Tavikovitch, the South Road Traffic Coordinator. He is also responsible for all DNA and .ore. assets in the Outer Naplian (Capellan) periphery so if there are any further issues, please take it up with him.
For any and all other matters, please forward your request directly to the DNA directorate services at NexusID: DNA people.
The Foreign Ministry objects one last time to your illegal claim jump of Aladdin, but we realise it is time to de-escalate.
Normally i would sign off with Naambta, but doing so would be hypocritical. Let me say good riddance instead.
I hereby resign in protest!

Chairman TonTon,
Foreign Minister, DNA
cc: Directorate Services personnel coordinator - !urgent resignation!


DTR threaten WMB with fines for multiple breaches of DTR Law

Lady Sylvansight of the DTR has issued a fine of 1,000,000 stellars to the Wimbles for multiple breaches of DTR Penal and Territorial Law. This seems a very brave move of the DTR to risk upsetting the huge and warlike WMB when they also have the rival NHS Solo system claim to deal with. No word has been recieved yet that the Wimbles are going to pay, but if the formidable WMB warfleet is seen heading for the DTR home systems we will know what their thought are on the matter. The DTR and WMB fleets going head to head would be a sight to behold.

*** Affiliations ***

AFT Association of Free Traders (54) - Marion Tweedy
BLG Bolg Organisation (22) - Akhenaten
CIA Combined Intelligence Agency (64) - Laton CIA
DNA Displaced Natives Asylum (66) - DNA people
DTR Detinus Republic (58) - Morley Decker
DWK Dewiek Packs (19) - <Unknown>
FCN Falconian Republic (70) – Graspien
FEL Felini Tyranny (49) - Kr'Shan
FLZ Flagritz Republic (47) - Kayxaer
FET Frontier Exploration & Trade (56) - Cu Chulainn
GTT Galactic Trade & Transport (52) - Xavier Fox
HEX Hexamon (23) - Tranquility
KRL Krell (30) - Namica
KRT Krell of the Reverence Temple (37) - Cyn
KST Kastor Kastorians (12) - Kastor
MOH Mohache (73) – Listens
NHS Noble Houses (41) – Roy Roberts
NLF Naplian Liberation Front (38) - NLFHQ
SMS Stellar Mining and Smelting (53) - MikhailM
WMB Wimble Nations (25) - zz

* Leader MAY be inactive, affiliation may be active
** Only known contact, please update us if this is incorrect.

NPC / FoC: ARC, CIV, CGT, FRE, HBO, HEF, IND, ISP, JCN, MEK, MRC, PIR, PRV, TCA, TRN, KAS
Inactive: ANT, COD, BHD, DEN, DOM, GCE, HVE, IDC, IMP, RIP, RCF, SKW, TAG,

*** Submissions ***

By private message to The Editor or via Mica if you prefer to remain anonymous.
 
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*** Inter Galactic News ***

DNA and GTT clash over Aladdin system claim while Pirates look on.

The GTT have this week launched an attack on the DNA outpost in Aladdin, in what appears to be little more than a turkey shoot. Around 100,000 GTT Naplian Startroopers attacked the DNA position to remove the rival system claim. Reports indicate the DNA garrison were taken by surprise and lost control of the base in the first few hours of the fighting. The base has since been reflagged from [Free Naplian Capital] Peaceful Protest to [Loyal Naplian Capital] DNA claim Ended so it's fair to say there was a clear message being sent by the GTT. We have been waiting for the DNA leadership to comment but so far they have been unusually silent. No doubt when they have crawled out from under their desks they will have something to say on the matter.

While this attack was going on several pirate ships were also seen in Aladdin, according to the GTT in what may be true or may be a diversion, with reports of a pirate GP and scout being destroyed while a 150HH pirate warship slipped away and escaped from incoming anti-pirate patrols.

Secret meeting of the EEM

A recent communication intercepted by one of our top reporters today made us aware of a meeting of the EEM. This is underway in a top secret location called Black Pool, which sounds suspiciously like the lair of a pirate band. After pulling in many favours, we were able to identify some of the attending members. On the bases that they won't be named we were able to find out some slight information of the subjects to be discussed at the meeting and one thing is for certain, there could be huge impacts to the lives of everybody living in the galaxy. Details to follow. When the shadowy figures of the EEM come together with the top political players in a pirate base the possibilities are endless!


You are never more than 6 systems from a RAT ðŸ€

A new saying has arisen in the bars and spaceport of starbases throughout the many peripheries; you are never more than 6 systems from a RAT.

It is understood that this saying originated in Yank and spread by trade vessels to peripheries far and wide. Many starbases have heightened their security and added additional sensors and locks to various entry points including foul and grey water outfalls. Beer and drug stocks are undergoing increased proofing to avoid the critters gaining entry and consuming the stockpiles.

Will this present as a new plague of proportions never before seen or is this some simple urban myth being spread for the amusement of some mischievous entity? Who knows, but to be certain... check the shadows.

 
This year we will again be returning to the Briardene Hotel. They were welcoming, the bar didn't run out of beer pre-covid and there was room for quiet chats. Along with Wetherspoons there is the Victoria just down the road (Sam Smiths - last time beer was around 2 shillings per pint and a full round was less than £10).

Mostly drinking beer and talking toot though we have a good few things on the agenda.

Bookings are done directly with the hotel. Book by phone and say that you are with KJC Games

Briardene Hotel
Telephone: +44(0)1253 338300
All staff should be able to deal with the booking but if there are any problems ask for Tracy (manager) as she dealt with all our foibles in previous years.
 
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*** Inter Galactic News ***

Dog days are over

With the fall of the DEN and the implosion of their home territory as the AFT, DTR and GTT moved in, it was unlikely the Dewiek would rise again. The DWP gave the species a little hope with the Dewiek Pocket Periphery kept under lock and key. But news has reached us of the AFT's penetration of this private area of space that's been locked down. With a base and claim in one of the three visible systems it seems that the end of the Dewiek is near. A once noble and aggressive race, determined to make an impact on the galaxy is now little more than a species that lives under the command of others. A sad end to a once powerful species that used to control a significant part of known space.

Pirate activity continues

Yet more reports of pirate activity have been received, one from the WMB, losing a freighter in Solo and another from the FET who reported they had engaged and hit the attacking pirate ship with several weapons before it managed to make off with it's prize. Hopefully the pirate ship took significant damage and will now be out of action for some time. The Corewards periphery seems to have been plagued with pirates recently and many travellers would welcome a break from attacks.


MEK incursion into Corewards

The FET and GTT have mounted a joint venture into Nog-Kesri to tackle a MEK force. It isn't known where they have come from, with the only other MEK ships seen so far being located in the Orion Spur. The lack of a known link between where they have appeared in Corewards and the Orion Spur has caused some concern among planetary populations as who knows where they could turn up next! Fortunately the combined FET/GTT task force dealt the MEK a heavy blow and the threat has been eradicated. But we all know this is unlikely to be the last we hear of the MEK in Corwards and we would encourage ship captains to keep a keen eye on thier sensor screens when travelling near Nog-Kesri.

 
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*** Inter Galactic News ***

  • CIA freighter fights off overwhelming pirate forces

  • Fin Saine media broadcast, What is Hot in the galaxy?!?!

  • MEKlan forces attack in Corewards Arm


  •  
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    *** Inter Galactic News ***

    Aladdin faces ongoing DNA/GTT tension

    The tensions between the DNA and GTT in the Coptuv system recently spilled over into the DNA system of Aladdin. A significant party of GTT ground troops has reinforced one of their bases in the system and claimed it, forcing the system claim into turmoil as the DNA finds itself under threat of losing the system. With the DNA chairman asking for help, several affiliations have been seen sending ships to evacuate any in the local population that want to escape the GTT. But so far not a shot has been fired and despite the AFT, FEL and DTR assistance no reisistance to the claim jump has been encountered so far. It remains to be seen if the DNA and it's friends will scatter before this hostile take over or put in a last minute counter claim to thwart GTT intentions.

    Increasing pirate activity

    Recent reports indicate a new surge in pirate attacks with the AFT and GTT reporting ships lost. Knowing how some don't like to advertise losses we wouldn't be surprised if this is the tip of the iceberg. Reports passed to us show the ship PIR Scavenger running ID 43174 and another ship of the same name running ID 68668 have both been in action with successful boarding attempts. It's unknown whether these are seperate ships or the same ship reregistered, but our information suggests that it would be hard for these pirates to cover the space where these attacks happened with just one ship. One thing is for sure, be on your guard as open space is not as safe as it once was.


    GCE ships loitering in deep space

    After the fall of the GCE and a lot of their assets being shared or purchased it was thought that the affiliation was no more. Yet deep space scans indicate that there is still a significant number of GCE warships holding station in deep space between Coptuv and Yank on the transport route into the Corwards Arm. Nobody knows what these ships are up to and why they are still flagged GCE, but our best guess is that are captains either awaiting new orders or owners after the fall of the GCE command structure.


    *** Affiliations ***

    AFT Association of Free Traders (54) - Marion Tweedy
    BLG Bolg Organisation (22) - Akhenaten
    BHD Brotherhood (63) - de Molay
    CIA Combined Intelligence Agency (64) - Laton CIA
    DNA Displaced Natives Asylum (66) - DNA people
    DTR Detinus Republic (58) - Morley Decker
    DWK Dewiek Packs (19) - <Unknown>
    FCN Falconian Republic (70) – Graspien
    FEL Felini Tyranny (49) - Kr'Shan
    FLZ Flagritz Republic (47) - Kayxaer
    FET Frontier Exploration & Trade (56) - Cu Chulainn
    GTT Galactic Trade & Transport (52) - Xavier Fox
    HEX Hexamon (23) - Tranquility
    KRL Krell (30) - Namica
    KRT Krell of the Reverence Temple (37) - Cyn
    KST Kastor Kastorians (12) - Kastor
    MOH Mohache (73) – Listens
    NHS Noble Houses (41) – Roy Roberts
    NLF Naplian Liberation Front (38) - NLFHQ
    SMS Stellar Mining and Smelting (53) - MikhailM
    WMB Wimble Nations (25) - zz

    * Leader MAY be inactive, affiliation may be active
    ** Only known contact, please update us if this is incorrect.

    NPC / FoC: ARC, CIV, CGT, FRE, HBO, HEF, IND, ISP, JCN, MEK, MRC, PIR, PRV, TCA, TRN, KAS
    Inactive: ANT, COD, DEN, DOM, GCE, HVE, IDC, IMP, RIP, RCF, SKW, TAG,

    *** Submissions ***

    By private message to The Editor or via Mica if you prefer to remain anonymous.
     
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    *** Inter Galactic News ***

    Tension in the Corewards Arm

    With the DNA obtaining several ex-GCE bases in the Coreward Arm it has found itself in the middle of an asset grab of serious proportions and aggression. Our reporters witnessed several GTT troop carriers heading for the Corewards system as the DNA published information suggesting they were accidental owners of the system and that the assets were to be moved on. As the GTT ships started to arrive the bases were quickly passed to the CIA, thus thwarting the GTT intentions as they were hardly likely to start dropping troops on their allies bases. This shrew move by the DNA seems to have calmed matters in the Coreward arm temporarily, although the shift in relations between the GTT and DNA has taken a negative turn. When asked what their next move might be the GTT refused to comment.

    GCE collapse

    The GCE are no more, save for some scattered light freighters. The affiliation which enjoyed a sharp rise and profiltable relations with many has ceased trading. Rumors point to the GTT buying up GCE assets before stripping the rival corporation of anything of value. Although our reporters at the SSS have been quick to point out that any GCE assets not in GTT systems have been taken over by both the DNA and FET. So it seems many different affiliations were able to profit from this development including a new group called the HSH who appear to have taken over the GCE war fleet. No doubt many in the peripheries will be watching with interest where these ships are used, who the HSH are and how they were able to get thier hands on so many warships so quickly.


    Secudus trials

    In the Cluster Secudus has continued his trials, claiming to root out terrorists working against the Empire. With tends of thousands of beings being sent to the camps or worse. There is no sign of these actions stopping as the NHS clamp down on the locals and bring them under the harsh control of the Empire.


    *** Affiliations ***

    AFT Association of Free Traders (54) - Marion Tweedy
    BLG Bolg Organisation (22) - Akhenaten
    BHD Brotherhood (63) - de Molay
    CIA Combined Intelligence Agency (64) - Laton CIA
    DNA Displaced Natives Asylum (66) - DNA people
    DTR Detinus Republic (58) - Morley Decker
    DWK Dewiek Packs (19) - <Unknown>
    FCN Falconian Republic (70) – <Unknown>
    FEL Felini Tyranny (49) - Juris
    FLZ Flagritz Republic (47) - Kayxaer
    FET Frontier Exploration & Trade (56) - Cu Chulainn
    GTT Galactic Trade & Transport (52) - Xavier Fox
    HEX Hexamon (23) - Tranquility
    KRL Krell (30) - Namica
    KRT Krell of the Reverence Temple (37) - Cyn
    KST Kastor Kastorians (12) - Kastor
    MOH Mohache (73) – Listens
    NHS Noble Houses (41) – Roy Roberts
    NLF Naplian Liberation Front (38) - NLFHQ
    SMS Stellar Mining and Smelting (53) - MikhailM
    WMB Wimble Nations (25) - zz

    * Leader MAY be inactive, affiliation may be active
    ** Only known contact, please update us if this is incorrect.

    NPC / FoC: ARC, CIV, CGT, FRE, HBO, HEF, IND, ISP, JCN, MEK, MRC, PIR, PRV, TCA, TRN, KAS
    Inactive: ANT, COD, DEN, DOM, GCE, HVE, IDC, IMP, RIP, RCF, SKW, TAG,

    *** Submissions ***

    By private message to The Editor or via Mica if you prefer to remain anonymous.
     
    ******Empire Syndicated News Network (ESNN) ******

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    Welcome to the latest version of ESNN, giving the news and views from the ESNN's reporter and news anchor, Ainsley Moore, making this the peripheries' most favourite and most reliable unbiased publication in the known universe from our home in the Heartland,

    And so with the news from the last couple of weeks,


    Cluster War! DNA Gather Fruit
     

    Free Ship when you sign-up
    Complete missions for in game rewards
    Control everything, up to an entire empire
    Dedicated human moderators
    Player and Moderator driven plotlines
    Discover new worlds to explore, exploit & colonise
    Over 20 years of content development
    Persistent Browser-Based Game (PBBG)

    I’ve played on and off for approximately 10 years, over a 20 year spell. After some interesting debate on the in-game forum, I did wonder what, exactly, has kept drawing me back to the game, when for so many others I’ve generally lost interest after a few months.

    Ultimately, I think it is a combination of automation (that allows the game to handle thousands of positions to interact on a daily basis) coupled with Special Actions (that allow the story arc to develop in a way that could not be catered for by a set of predefined list of available orders).
    -Zigic