To expand your empire through military, economic and diplomatic means.
In order to expand and support your growing
army, you will need a strong economic backbone. There are three
economic resources: Money
, population
and power
.
Money allows you to pay for buildings, military units, research
and espionage. Money is made from your factories and trade routes.
You can build factories in the construction window. A factory will cost you
to pay for it to be built, 40
which will work in the market and 1 spare unit of
. In addition to factories, money can
also be made from trade.
Population represents the citizens of your empire. You can make
use of them by paying to have them trained as military units or
spies, or constructing buildings in which they can work. Your
population will increase by itself. Your base population growth is 10
per hour. The rate at which your population increase is dependent on
how much population you have, for example, having 200 population will
make your population increase faster than if you have 20 (the rate at
which your population increase is 5% of your current population).
Your population has a limit, determined by the number of bio-domes
you have. Each bio-dome costs 200
, 5
and require a supply of 1
.
Power is essential in keeping your buildings operating. Each power
plant supplies 10
. Both factories and bio-domes require a
supply of 1
. If you do not have a large enough power supply for
your buildings, some will become disabled. In order to get them back
online, you should build more power plants.
As an additional way to make money, you have the ability to establish trade routes with other players. These can be proposed in the players window and require the other player's approval for the trade route to be established. Both players have a maximum number of trade routes (starting at 1) which can be increased by selecting yourself in the players window and going to the trade tab. The amount of money you make from a trade route is determined by how much trade the other player is part of.
In order to succeed, you will not
necessarily need to attack other players, though it is a good way to
expand, but you will need to be able to defend yourself. There are four
types of military units: drop troops, defence bots, interceptors and
missiles. These can all be built from the Training window.
Apart from missiles, all other military units cost a single unit of
and cost you an upkeep of 1
per hour.
Drop troops represent the core of your offensive force. They do extra damage when attacking another player (10 per unit) but are weak in defence (1 per unit). They have 100 health.
Defence bots represent the core of your defensive force. They do extra damage when defending your empire (40 per unit), but cannot attack. They have 400 health.
Interceptors support your defensive force. If you have enough spies, you will know when enemy forces are about to attack your empire. In this case, interceptors will wait in hiding for the enemy to arrive, and then ambush them. They do 20 damage when ambushing but only 10 damage when attacking and 4 when defending. They have 200 health.
Missiles support your offensive force. They deal high damage (200 per unit) but are single use. Missiles cannot be ambushed and cannot defend.
During a battle, damage is directly applied to health. If a unit's health reaches 0, the unit will die.
If you successfully attack another player by having a greater force after the fighting has taken place, you will steal an amount of their money and population. The greater your survivors outnumber the enemy survivors, the more of their resources you will steal.
All units except missiles cost upkeep. This is the amount of money
you have to pay to keep these units working. Units cost 1
per
hour in upkeep.
To aid in your relations with other players, your spies provide you with the ability to see information about other players. Once you have some spies, you can see this information by selecting other players in the Players window.
In addition to this, your spies will aid your interceptors by alerting them to incoming attacks and giving them a bonus in combat if you have sufficiently more spies than the player who is attacking you.
Finally, your spies can be sent on infiltration missions in the Players window to hamper your enemies and steal their resources. Depending on how many spies you send, you will have a chance that a player you infiltrate will not know who launched the infiltration.
It's not just you in Zandrok, and your interactions with other players are important. In order to co-ordinate your efforts, there are two different levels of power who both have a say in how your empire runs.
In your region, you will have a region leader, who is elected by receiving the majority of votes from all of the players in your region. The leader of your region has the power to declare wars on other regions, decreasing your costs to attack players in another region but hampering trade. They can also propose or agree to alliances with other regions, granting you increased trade with those regions but increasing your cost to attack players in them.
Your galaxy will also have a leader who will be elected from any of the region leaders in your galaxy. Anyone in your galaxy can vote for galactic leaders and their proposals. The galaxy leader proposes the tax rate for your galaxy, as well as what the money from tax should be spent on and the cost of attacking someone in an allied region.
To help you organise with your fellow players, you communicate with them in the forums or by sending them a PM. To do this, you can either open up the forum window or by finding a player in the players window and going to the PM tab. Some basic rich text formatting options are available:
In addition to these, all common emotes will be converted into an
appropriate emoticon (e.g. " :) " becomes
.