Alliances allow you to group together in a planet to organize strategy. An Alliance can gather only members of the same planet. Several Alliances can coexist on the same planet. Upon accession to the Alliance, a new chat window appearing, allowing you to interact with members, safe from prying eyes of the public chat. - You can join an alliance with the rank of Sergeant. - An Alliance can be created from the rank of Captain. - Once joined, an alliance can be left at any time by a single click. Alliance Leader : It is initially the creator of the Alliance, but it may be later named by the creator of the Alliance who sticks his hand, or appointed by a previous leader of Alliance, according to the same principle. He has all the rights to the Alliance : - Sending invitation. - Acceptance / Rejection of applications for membership. - Open / Close registrations. - Member expulsion. - Writing / Editing the Alliance private announcement (visible by members only). - Writing / Editing the Alliance public announcement (visible by all). - Ability to rename Alliance. - Promotion of a new Leader. - Promotion of Assistant. - Dissolution of the Alliance. Assistant : It is not mandatory. He is appointed by the Alliance Leader and is only there to replace him on some functions : - Sending invitation. - Acceptance / Rejection of applications for membership. - Open / Close registrations. - Member expulsion, only if the Alliance Chief is in hibernation or absent for more than 30 days. - Writing / Editing the Alliance private announcement (visible by members only). - Writing / Editing the Alliance public announcement (visible by all).
Management of Ore
Ore : Mining is your "fixed" income. This is a crucial building to ensure regular income. A conventional development methods is to increase the level of the building, as high as possible but gradually before moving captain. This investment will pay off in the medium term. A small detail that is important : in the lower levels, the construction period of an additional level of exploitation is very reasonable in price and time. But in its evolution, costs and construction times soar. Depending on your strategy if you want to aim at a high fixed income, you have to prioritize the progress of the operation before any other investment. But beware of weariness. Maybe you want to take an interest in other aspects before completely optimized your mine production... Exotic ore : This is the ore mined on other planets, your ore is the exotic ore for enemies and vice versa. So when you rob on an enemy colony (by fighting or stealthily) in addition of credits, you get some exotic ore and the contested colony loses some classic ore. That's the same reason why the transformation of Kraft produce some exotic ore, because the Kraft is extracted on enemy planets.
DSC Miner allows you to buy and sell Ore and Exotic Ore. Prices charged by DSC Miner are subject to the law of supply and demand. This price is updated every hour. So, if the volume purchased is greater than the volume sold, at the end of the current time, the price increases, if it is the opposite, it decreases. A threshold exists, based on the stocks of DSC Miner, such as : Threshold = Round( DSC Miner Stock / Number of Colonies / Number of Planets ) - If the purchase volume is the same as the sales volume, and the threshold is reached, the price remains unchanged at 0. - If the threshold is not reached, and the volumes of sales and purchases are different, there is a variation of +1 or -1, depending on the direction. - If the threshold is reached and the variation is not in the same direction as the previous hour, then the variation is : Variation = Superior_Round( Current Price / 10 ) - If the threshold is reached but the variation is in the same direction as the previous hour, the variation is at +1 or -1, depending on the direction. - If there is no sale or purchase or the same volume but the threshold not reached, the price continues to change to +1 or -1, one last time, if there was a variation the previous hour. An indicator is there to show the trend during the current time, letting you know whether it makes sense to sell or buy : ▲ : Indicates that the course is on the rise, so more purchases than sales: you have to buy. ▲ : Indicates that the course is on the rise, so more purchases than sales but below the threshold value. ▼ : Indicates that the course is on the decline, more sales than purchases: you can sell (or buy for raising the price). If none of the indicators is present, is that the price is stable. ▼ : Indicates that the course is on the decline, more sales than purchases but below the threshold value. The amount possible for the sale, or purchase within the stock limit, is function of the number of your conveyors, each of which can carry 2 000 units every 15 minutes, and that for each type of Ore. A tax is applicable on purchases of Ore and Exotic Ore, according to the results of your planet to the previous Guerrilla, but may be superseded by planetary budget. This tax is quoted where appropriate. Advice : In doubt, always ask on the Public chat, if you can sell or buy Ore or Exotic Ore, prior to do something.
I.M.F. : The Intergalactic Mining Fund, allows those who want to sell their surplus of ore or exotic ore, to do so at lower cost, ie often at the average market price over 24 hours The sale can be done once every 24 hours, with a minimum amount depending on the level of your Mining Facilities, and if stocks of DSC Miner are sufficient. Each conveyor then has a maximum capacity increased to 60 000. Sales at the I.M.F. have no impact on market price, but taxes and subsidies are applied.
Food & Resources / Moral of the colony
The production of food, resulting from hydroponic greenhouses, requires resources: - Water : which can be extracted on asteroids. - Nitrogen : which can be extracted on asteroids. - Keplerium : which can only be extracted on the planet Kepler. - Terranovarium : which can only be extracted on the planet Terra Nova. - Marurium : which can only be extracted on the planet Maru. The Keplerium, Terranovarium or Marurium, are extracted by the mining facilities, under condition of having done e Geological Analysis research. These resources can also be purchased from the DSC Shop, if other colonies sell them, or can be plundered on enemy settlements using stealth fleets made with Maruder ships. Food can also be bought and sold directly to the Food Bank : DSC Food.
Resources such as water, oxygen, nitrogen, titanium or silicon, are automatically handled by the colony, as long as the the population of the colony does not exceed 5 000 settlers (total of Distribution of settlers + free Settlers, Researchers and Technicians), and 7 000 settlers for the food. Once this limit reached or exceeded, it is necessary to provide the colony, with resources as needed. And each of these resources so need one or more Silos or Containers to the Warehouse, depending on the case, to be stored. Their filling has to be monitored so as not to lose resources. The specified consumption is for the entire population of your colony, for one day.
Lack of resources can cause disorders in the colony, such as strikes in some buildings or even riots. A building on strike then has a reduced production capacity of 50%, And is reduced by 75% in case of riots. Some building functions can also be blocked. To calm these movements, you can call on the Homeland Security of the Security Services at the Communication Center, whose action is immediate but limited in time. However, the best thing is to ensure the supply of resources. The Ludoparks of the Housing Complex can also help to maintain a good atmosphere in the Colony, their action is not always immediate but more durable than the of the Security Services. The morale of the colony can worsen only every 4 hours. There is never strike or riot for the Communication Center, the Housing Complex, the Power Plant, the General Warehouse, the Spaceport, the Hydroponic Complex, the Galactic Exploration Center, the Defence Base and the BEM Generator.
Purchase / Sale of shares
The shares present at DSC Stock Exchange allow for speculation and are therefore subject to the law of supply and demand. Their price is updated every day at midnight. So if the purchased volume is greater than the volume sold at the end of the day, the price increases, otherwise it decreases. If no volume is traded in the day or if the purchase volume is the same as the volume of sales, the price remains unchanged. An indicator is there to show the trend of the course, letting you know whether it makes sense to sell or buy : ▲ : Indicates that the course is on the rise, so more purchases than sales: you have to buy. ▼ : Indicates that the course is on the decline, more sales than purchases: you can sell (or buy for raising the price). If none of the two indicators is present it's that there has been no sale/purchase in the current day, or the volumes are equal. Warning : These stock market values may also be subject to large increases or decreases due to fluctuations in the financial markets as announced in the DSC Stock Exchange Information section. These movements can only occur with a minimum delay of 21 days separating them. There may also be fluctuations, smaller but more frequent, and targeted to one or more stock market values, which are also announced in the Information section of the DSC Stock Exchange. A tax is applicable on purchases of shares, but may be superseded by planetary budget. This tax is quoted where appropriate.
The DSC Shop allow to purchase to other colonies the fruit of their production. So you can find the production of other planets, of the colonies of your planet and your own sales. In addition to a text box to make search on the name of the goods or its seller, there are 3 choice buttons that allow : - My sales : displays, in addition to the rest, your own sales. - Local sale: displays, in addition to the rest, sales declared as local to the planet of the seller. You can buy those of your planet only. - The name of your planet: Displays only the sales made by the colonies of your planet. Activated in conjunction with Local sale, you will get all of what sells on your planet.
By clicking on the material resources necessary for the construction of ships or other materials in your production plant, you have the option to create a shopping list. This list is used as a reminder when you buy things on General Store or on DSC Shop for direct purchase or with command orders. From the list a click on an object removes it from the list. A reset button is available to clear the entire list at one time.
Craftsmen, who can also be considered as hawkers or specialized artisans, can exchange some resources against others, depending on their type. They all allow the exchange of Ordinary Ore into Exotic Ore, and according to their type, of other exchanges : - Scrap dealers exchange Titanium against Alloy or Exotic Ore. - Nano-smelters exchange Silicon against Nanotubes or Exotic Ore. - Magneto-electricians exchange Titanium against Superconductors or Exotic Ore. - Polymerizers exchange Silicon against Polymers or Exotic Ore. - Swappers exchange Titanium or Silicon against Antimatter or, sometimes, other more mysterious goods... However, we can only know their type by visiting them.
As you could see by following the tutorial, you have 3 "slots" (squares of type 3) to set on it the ships. And you have, initially, only ships of type 1 (Scouts are type 1, as later will be the Hunters, the Interceptors and Bombers). Fortunately, the type 1 ships can occupy any space in your fleet. So you make your first fleet of three ships that occupy your 3 slots. But of course, with time, it becomes more complicated. 1. The various types of ships 1.1 The carriers Trooper, Trailer (stealth or not), Carrier, Slipper or Cluster are special ships : installed in one of the slots in your fleet, they create other slots in which to place other ships. Thus, the Trooper, the smaller of carriers, moves into a slot of your fleet and creates two types of slots 1. If we use your 3 slots type 3, and you put three Troopers in, you then get 6 slots 1, two by Trooper. It is this basic mechanism to increase the number of ships that comprise a fleet. The Trailer is 3x1. The Carrier is 4x1. The Slipper is 5x1. And we come to the king of kings, the Cluster. The Cluster creates two slots in which to install one of the three other carriers. In technical terms, the Cluster is a ship of type 3, it can only go on one of the three basic slots. And it creates two slots of type 2. However, the others carriers are ships of type 2, they can occupy a slot 2, or when there is none, a slot 3.Example
And here's how the largest possible fleet we get : In each of your 6 slots of type 2, a Slipper, who will then create 30 slots of type 1. In each of your three basic type 3 slots, a Cluster, which will create 6 slots of type 2. In each of your slots of type 1, a combat ship... which we will detail now. 1.2 The combat ships The game starts with a type of ship, the Explorer which is scout. But you'll quickly override to get much better ships, and more specialized. - The Hunters - The Bombers - The Interceptors Each of these types of ships is vulnerable against an enemy type and particularly effective against another type of enemy. There is therefore a circular principle, which includes the Sol-Air Defenses, fixed armaments which are shooting turrets, which protect the settlements. These defenses are particularly effective against the Interceptors, Interceptors are particularly effective against the Hunters, Hunters are particularly effective against the Bombers, Bombers bombard very effectively defenses to the ground. The scouts are versatile but low, but are not a primary target by any other type of ship, if not by another scout... So when you attack a colony, you will find the ground defenses. They will need therefore bombers. Knowing this, the cover fleet will primarily (if not exclusively) composed of hunters. But knowing that, you will take interceptors to counter these hunters... It is therefore clear that two trends emerge : Defense Ground / Air and Hunters for the defense, Bombers and interceptors for the attack. 2. The power of fleets Latest concept for fleets, their powers, or P. A first generation ship is 1 power point. A second generation ship is 2 power points. A third generation ship is 4 power points. A fourth generation ship is 8 power points. A fleet of 3 Explorers is so a P3. A fleet of 3 Troopers and 6 Hunters Raptor (2nd generation) is a P15, very defensive. The same Troopers with 3 Interceptors X12 (2nd generation) and 3 Bombers Stingray (2nd generation) is also a P15, but very offensive. Do not confuse the defense power of a spot and that of a colony you want to attack. Maybe you can done a P35 spot with a P32 fleet, it isn't the same in the attack of a colony. So if you are attacking a colony that have a P60 defense with your P60 fleet you will certainly crash you and go back on a pedalo on several days... Because a colony can have a BEM shield and a large DCA. And if you go behind someone who has already attacked the colony, remember that this colony may have changed his defense fleet meantime. To limit "the pedalo effect" you have a 2nd chance (embodied by a small buoy on the details of your fleet). This will allow you to go fix it on-orbit support, but is valid only once between 2 of your fleet returns to the colony. But at what are used the different ships during the attack ? The hunter stalking the bomber. The bomber stalking the defense (DCA Turrets). Opposing defense which stalking your interceptors. The interceptor stalking the hunter. The scout normally confined to stealth missions and raids, according to its type, because despite its versatility it remains a weak ship wihout particular target, it will therefore also be the target of all... Carriers are fighting each other. Logistic and patrol ships are not involved in the fighting. During an attack on a colony, the defenses intervention order is : 1- The reinforcing fleet if there is one 2- The Colony coverage fleet if there is one 3- The ground defenses (turrets) possibly reinforced by the BEM Generator Last rule to never forget : always spying before attacking, this is not essential but highly recommended ! Good Raids at all.
The missions are a very important part of the « variable » income from a colony, they are a very valuable source of income. The missions are competitive, ie everyone so even extra-planetary enemies can tempt : first come, first served. In addition to credits, missions done on your planet earn you ore and those made on other planets exotic ore. The mission level ranges from 0 (so helpless, but accessible from the rank of Captain) to 47, the defense is both consisting of turrets ground (DCA) and fighter class ships of generation 1 (equivalent to Spider). Some missions 0 level are held by Smugglers who bring you some more Bonus... The 0 level missions bring other resources such as anti-matter and debris. Level 2-5 missions can provide ship vouchers, to use at the General Store. Level 1-9 missions can provide energy frequently, and more rarely on higher level missions. Smuggler Processors can be found on level 1-9 missions and from Smugglers. They generate 5 to 10 PU when unloading. The number of missions that you can perform is limited, per hour, and the number according to your rank, but new missions appear regularly. The higher the level of a mission, the higher his defense is so effective attention to the risk of a crash, because a fleet with a 0% state can no longer fight. And if you no longer have the "Second chance" option for repairs, you will put several days to return to your colony. The missions are present on all the planets in the system, but if you go out missions other than on your planet, attention to the failure, if you can not repair your fleet before return, you will have several days back. Better to have a fleet capable and ensure the ability to repair before returning. Beware of cargo explosions : If the cargo of your fleet is complete and you are trying to fill yet, you may exploding your cargo (1 in 3 chance), which will result in damage to your fleet to 50% of its status and loss of all your cargo. For beginners, here is the proper procedure for sending to a mission: The commands to be made from the current state of your fleet, if it is protecting your colony, otherwise go directly to step 3: 1- Click on the Call back button 2- Click on the Valid button to confirm the reminder 3- Click on the Send button 4- The map is displayed 5- Click on a red triangle on the map and the detail of the mission is displayed 6- Check that the time that indicates the deadline is in green, and that it does not say Done, otherwise choose another one 7- Click on the Send button 8- The fleet is then in flight and only the Stop button is displayed, do not click on it otherwise you must go back to step 3 9- Once the fleet is at its destination, an Attack button is available 10- Click on the Attack button, if it is greyed out, it means that the mission has been done by someone else in the meantime or that you arrived too late 11- Otherwise a combat count appears, your fleet is fighting...
All players can make special raids, which are to go stealing, without fighting, ore to extra-planetary players ranked higher than them. This is what is called the Stealth raid or Stealth fight. For this, you need a stealth fleet (ships that are have that precision in their name). Then you need a target on another planet. To do this, visit the Map, choose a planet, then pick the orbit on which you want to position yourself. Note that you will need Antimatter to perform the interplanetary jump. Antimatter, or AM, is the fuel used for interplanetary jumps (and later, intersystem). We find it on the General Store, or sold by those who make it, which you can do also. Once the hold of your fleet is full of exotic ore (that's the name of the ore stolen on other planets, usually called exo), you will need to unload it to sale or use it. If you opt for direct sale to Supports, through their Supporter ships, it is less expensive, but it saves you the jump because you sell your exo directly on the orbit of the planet you just loot. Some tips to know for successful Stealth Raids :
- The target musn't be under parliamentary protection
- The target musn't be connected
- The target must be of equal or higher rank than yours
- You must have at least 1 spy
- The target must be less than 3 times the number of your spies, but to know it you have to spy before...
- A solar flare may disrupt a stealthy raid, so pay attention to the weather
- You can attack a colony only if you have not already attacked in the hour
The fight, or Raid, is the "hardcore" form of the enrichment. It is also part of the part « variable ». If you opted for development in priority of your exploitation, you may not be able to raid upon your passing grade. Some, indeed, never do raid. But they deprive themselves as a good part of the game, since the pleasure of the raid is open to all fleets, like the stealth raid. The risk is great, but also rewards. You can attack a colony that if you have not already attacked in the hour, including in stealth mode. Until grade of Sergeant included, many targets are available to you. You still can not be attacked by the officers, and you can largely dominate others, simply because many players opt for a development that maximizes passive income. With a little work and a few tips, you can greatly exceed their mining revenues by plundering the fruits of their investments. After Lieutenant, you will join the world of NCOs and at the beginning, you can not raider effectively without an "opener", ie, one of the seasoned players, with a fleet capable of win against air fleet protections of the enemy colony, and your turn to crush the ground defenses of the target. Your fleet will commit to his suite, on the smoking ruins of the battle that had just taken place. This requires some coordination, or even program certain output flights. When you reach officer rank, it may be interesting to specialize your fleet as a follower fleet. And thus to 1/4 interceptors and 3/4 bombers, or full bomber. The absence or small number of interceptors of these fleets, is explained partly by the fact that you're going after a massive cleanup of enemy air fleets, from the fleet of the opener, they are therefore more the turrets of the land defense that will have to spend with yours, and the other bombers have larger tanks, so they are more suited to harvesting the spoils of your attack. The advantage of such a fleet, is sure to bring exotic ore and credits. Raid loot on a colony : 1/100 credits and 10% of stock ore of your target, ore that for you will be exotic ore. The resale of your exotic ore will essentially go through the logistics ships of Supports (called Supporters to keep it simple). It is not uncommon that a good can opener you to fill your hold in one or two raids only. During an attack on a colony, the defenses intervention order is : 1- The reinforcing fleet if there is one 2- The cover fleet of the colony if there is one 3- The ground defenses (Turrets) possibly reinforced by the BEM Generator Special case of double attack : If your attack fails and is against a colony of a player with a higher or equal grade than yours (limiting of the higher grade does not exist between Generals and above), and you are the first attacking in past time of 15 minutes, you will have 30 seconds to attack a second time the same colony with another fleet.
For all viruses and optimizations, there are 3 stages : 1- The research at Research Center : to make once, like all research. 2- The development of the virus/optimization : to do before each use, and requires some time. 3- The deployment of virus/optimization, that is to say, its use on the target or yourself as applicable : Immediate. For all these viruses or optimizations, reserve is the quantity indicated in the bar on the top of your screen.
The optimizations : - MultiPU optimization : It allows to multiply by 2 the number of Processing Units (PU) you have available in reserve. This optimization can only be used 10 times. - Energy optimization : It allows to multiply by 2 the energy quantity you have available in reserve, within the limits of your storage capacity. This optimization can only be used 10 times. - Forced identification : It allows, at the time of deployment, to identify non-stealth fleet stationed on your colony (indicated in the left menu by small ships green and brown). Please note, power-ups are not mentioned. - Discreet drill : It allows to hide, on ennemy radar of Patrouilleurs, all Krafters that extract Kraft. It turns off when a Krafter has completed its work, or after a time, relative to your level of Cyber Defense, if you have the Temporal Discretion technology. - Cover Regeneration : It allows to regenerate the cover fleet of a Colony on your planet by 25%. Its action is only possible once per hour and consumes 1 Graviton. - AntiBEM Antivirus : It allows to fight against the AntiBEM Virus, to trigger only if you are victim and not as a preventive measure, so you must be present and fast ! - SlowMotion Antivirus : It allows to fight against the SlowMotion virus, to trigger only if you are victim and not as a preventive measure, its action is a function of the number of Tachyons used by the Antivirus and the Virus itself .
The viruses : They can only be used on colonies targets having the prerequisites (in terms of buildings like BEM generator, Spaceport, Power Plant, etc ...) to develop themselves these viruses, than this colony has or not the Cyber Defense building constructed. This is not in refraining from building the Cyber Defense building that is putting you immune to the attacks described here. Viruses can only be deployed on a target colony that is not already a victim of the same type of virus. - EnergyDownFail Virus : (EDF for friends) It puts to 0 the colony energy reserve during 12 hours and blocks the production of energy from his Central. At the end, the colony finds his energy level before the virus plus possibly the energy recovered during the action of the virus. - DivPU Virus : Its action is permanent (so dirtiest), it divides by 2 the reserve of PU of the target colony and you get back to your account these PU. The contested colony is notified during 1 hour, time in which the virus is also unavailable for the attacker. - AntiBEM Virus : Its action removes the time of your attack and only yours, BEM shield of the target colony and only this one. It can only be used if the level of BEM shield of the targeted colony is greater than 3. It must be deployed before your attack and not during it, unless you have done the research "Preload AntiBEM", then you can activate it during the first attack, to be automatically deployed during your second attack. Once deployed or activated, it remains active for 5 minutes. - Transpondeurs Virus : It works by blocking landings, takeoffs and creations fleets over the colony referred for a time depending on the level of the Cyber Defense striker's, with 3 minutes per level. - Galactics Transpondeurs Virus : Its attack targets the Galactic Exploration Center where it prevents launches and docking of galactic ships, at a rate of 6 minutes per Cyber Defense level of the attacker. It also uses 1 Graviton to activate. - DSC Network Interference : Its action deactivates the display on the DSC Network of your next attack on a colony. - SlowMotion Virus: Its action slowed the Fleets and Galactic Ships of the targeted Colony, according to a delay depending on the number of Tachyons used, with 1% per Tachyon, and its action has a duration depending on the Cyber Defense building level of the attacker, at the rate of 1 minute per level
Secret Center of Theoretical Analysis / Tachyon
Secret Center of Theoretical Analysis : This secret building is accessible from your Research Center or from your General Warehouse. It allows the analysis and transformation of Alien Theories : - in Tachyon for use at Headquarters or Cyber Defence - in Super Cargo Compressor for use on your combat fleets
Tachyon : It's a particle that manipulates time. It reduces the remaining construction time of a building by 10%. This requires that the building is already under construction, in order to use on it. It also allows the use of SlowMotion Virus and the corresponding antivirus.
The orbital bomb allows you to make an explosion in orbit to damage the fleets there. Its radius of action and the amount of damage depend on the power of the bomb used. Bombs can be built if you have the appropriate technologies and the necessary resources like Ammonium, Oxygen and Silicon. But you can also find it at smugglers and on certain missions. An orbital bomb can only be used if your fleet is in orbit, or in protection or reinforcement, on a colony. A fleet can only carry 5 bombs at a time. And your colony can only store 50 bombs at once. There can only be 3 explosions in 15 minutes on the same orbit of a planet, regardless of the player. Warning: the damage is done to all fleets in orbit within the range of the bomb, including the one sending the bomb, except deployed supports.