Chaos Galaxy

Chaos Galaxy

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Commanders & Skills
Av Saidea
A simple summary of commanders data and skills that they can acquire during promotions. Also, some summaries of units.
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Some Trivia
During gameplay, commanders receive credits by performing tasks like destroying enemy units in battles by their own fleet or actively managing player’s planets. To do so player should appoint a commander as governor of an not fully developed planet and invest in the development of such a planet at the same time.

Action
Credits Earned
Invest in Planetary Trade
5
Invest in Planetary Industry
5
Pacify Planetary Population
8
Increase Planetary Defence
8
Finish Planet Capture
10

When any commander has accumulated enough credits he will be promoted to his next rank immediately. Starting rank of any commander is 1, maximum rank - 10. Amounts of credits required for each rank in total is:

Rank
2
3
4
5
6
7
8
9
10
Credits
50
200
550
1000
1600
2200
3000
4000
5000

Each time when a commander promoted, player may choose one new skill for him from 3 randomly selected skills from the list in Commanders Skills section. Imho, this game mechanic is frustrating and can be easily abused by simple save and reload, because every time 3 skills to choose during the promotion are randomly selected without any dependencies, and thus will be different after each reload.

Each commander may obtain no more than 9 new skills in total during each gameplay. Each skill cannot be acquired by each commander more than once. The skills acquired by the commander during gameplay can be checked via the Skills button in commander's data menu.

Moreover, each time when a commander promoted his main characteristics will grow by certain random values within specified intervals. The range of values in such intervals reflects the growth potential of the military and administrative characteristics of each commander. Conditionally commanders can be divided into three groups according to their growth potential:

Grow Focus
Military Grow
per Rank
Administrative
Grow per Rank
Military
3-6
1-2
Administrative
1-2
3-6
Both
2-4
2-4
Commanders Skills
Skill
In-Game Description
Airborne Pioneer
Fleet assault +10%
Alien Hunter
The fleet's units' damage to alien beasts +10%
Artillery Expert
Damage of ranged weapons +5%
Bombing Expert
Fleet bombing +10%
Combat Expert
Power of flagship +30%
Defense Expert
The planet +4 defense per turn when commander is its governor
Defense Officer
Cost to increase defense -200 as the Governor
Drillmaster
Fleet train cost -20%
Eagle Eye
Vision range of this fleet's units +2
Expert Recruiter
Fleet recruitment cost -5%
Extraordinarity
Fleet newly recruited unit level +1
Famous General
Command range +1
Field Wolf
Agility of this fleet's mechas +5
Fort Bane
This fleet's units' damage to forts +10%
Guerrilla Expert
Movement of mecha +1
Industry Expert
The planet +2 industry per turn when commander is its governor
Industry Officer
Cost to develop industry -100 as the governor
Inspirational
Morale of this fleet's units +10
Logistics Expert
Fleet upkeep cost -10%
Maneuvering
Move range of this fleet +1
Mecha Bane
This fleet's units' damage to mecha +10%
Mecha Specialist
Mecha power +10%
Media Sensation
Commander gains more 20% credit
Melee Specialist
Damage of melee weapons +5%
Military Teacher
Fleet training experience +30%
Navigator
Movement of ships +1
Police Expert
The planet +1 loyality per turn when commander is its governor
Privateer
Our fleets +10 supply rate when staying in space
Security Officer
Cost to pacify people -200 as the governor
Sniper Expert
Hit of ranged weapons +5
Strategic Master
Fleet's units within command range recover more 5 morale per turn
Submarine Bane
This fleet's units' damage to submarines +10%
Submarine Expert
Submarine power +10%
Supply Expert
Fleet supply rate +20 per turn when orbiting a friendly planet
Support Expert
Support unit power +15%
Trade Officer
Cost to invest trade -100 as the governor
Transit Master
Energy of this fleet's units +10%
Veteran
Units of the fleet gain 10% more exp
Warship Bane
This fleet's units' damage to warships +10%
Warship Expert
Warship power +10%
Empire Commanders Summary (WiP)
Duke Gaoshan
Imperial Court
Faction Leader
Military
Administrative
23
39
Spawn System
Focus
Shendu
?
Title
Effect Description
Prime Minister
Prestige +1 per month
Tactics Skill
Effect Description
Imperial Authority
Confuse all enemy units for
1 turn

Lord Deji
Imperial Court
Military
Administrative
21
34
Spawn System
Focus
Baozhou
Administrative
Title
Effect Description
Interior Minister
All of our planets +2 trade
per month
Tactics Skill
Effect Description
Large Supply
All of our units recover
maximum energy

Lord
Guangyuan
Imperial Court
Military
Administrative
20
36
Spawn System
Focus
Liangzhou
Administrative
Title
Effect Description
Culture Minister
Policy cost -10%
Tactics Skill
Effect Description
Field Research
All of our units gain 3x
experience this turn

Lord Shenxin
Imperial Court
Military
Administrative
22
32
Spawn System
Focus
Yongzhou
Administrative
Title
Effect Description
Justice Minister
All of our planets +1 loyalty
per month
Tactics Skill
Effect Description
Find Weakness
Attacks on enemy units will
always hit in this turn

Lord
Wenchang
Imperial Court
Military
Administrative
30
37
Spawn System
Focus
Xuanzhou
Both
Title
Effect Description
War Minister
Fleet recruitment cost -30%
Tactics Skill
Effect Description
Reinforcement
All of our units recover
30% power

Lord Xiangyi
Imperial Court
Military
Administrative
21
33
Spawn System
Focus
Xiangzhou
Administrative
Title
Effect Description
Industry Minister
All of out planets +2 industry
per month
Tactics Skill
Effect Description
Quick Deployment
Movement of our units doubled
in this turn

Lord Zhaowu
Imperial Court
Military
Administrative
35
27
Spawn System
Focus
Wanzhou
Both
Title
Effect Description
Guard Marshal
Fleet training experience +50%
Tactics Skill
Effect Description
Imperial Shield
All damage to our units
reduced by 30% this turn

Princess Jing
Galactic Empire
Faction Leader
Military
Administrative
20
20
Spawn System
Focus
Shendu
Both (4-6)
Title
Effect Description
Royal Blood
Prestige +1 per month
Tactics Skill
Effect Description
Order of Princess
All enemy units in our vision
will be under our control this
turn (except alien beasts and
diving units)


Imperial Fleets Commanders Summary
Hongyang
Eastocean Fleet
Faction Leader
Military
Administrative
37
27
Spawn System
Focus
Weizhou
Both
Title
Effect Description
Eastocean Admiral
Fleet move range +1
Tactics Skill
Effect Description
Queen's Reprimand
All of our units lose 10% power,
and can act again

Shang Weizhi
Eastocean Fleet
Military
Administrative
28
17
Spawn System
Focus
Wuzhou
Military
Title
Effect Description
Ace
Mecha agility +10
Tactics Skill
Effect Description
Air Circus
Dodge rate of our Mecha
+30% this turn

Silvereyes
Eastocean Fleet
Military
Administrative
22
31
Spawn System
Focus
Qizhou
Both
Title
Effect Description
Calculation AI
The planet +5 industry per turn
when commander is its
governor
Tactics Skill
Effect Description
Optimal Path
Movement of our units +4 in
this turn (except forts)

Li Chengsong
Northsky Fleet
Faction Leader
P
Military
Administrative
38
23
Spawn System
Focus
Liaozhou
Military
Title
Effect Description
Northsky Admiral
Lance range +1
Tactics Skill
Effect Description
Lance Salvo
Lance damage of our
units +50%

Hardshell
Northsky Fleet
Military
Administrative
23
30
Spawn System
Focus
Yuanzhou
Both
Title
Effect Description
Intelligence AI
Unit's vision range +2
Tactics Skill
Effect Description
Quick Repair
All of our units get repaired
and recover power by 20%

Jade
Northsky Fleet
Military
Administrative
23
30
Spawn System
Focus
Lezhou
Both
Title
Effect Description
Scarlet Bride
Damage to Pirates +20%
Tactics Skill
Effect Description
Volunteers
Select a cross-shaped area, all
our units within it recover both
power and energy by 50%

Tigerhill
Southeaven Fleet
Faction Leader
P
Military
Administrative
39
19
Spawn System
Focus
Zhuzhou
Military
Title
Effect Description
Southheaven
Admiral
Mecha power +20%
Tactics Skill
Effect Description
Ruthless Massacre
All enemy units lose 15% power

Chen Wentai
Southeaven Fleet
Military
Administrative
24
36
Spawn System
Focus
Yingdu
Administrative
Title
Effect Description
Chief of Staff
Fleet Bombing +15%
Tactics Skill
Effect Description
Sudden Assault
All ranged weapon attacks from
our units will be treated as
ambushes this turn

Coarseiron
Southeaven Fleet
Military
Administrative
30
20
Spawn System
Focus
Hengzhou
Both
Title
Effect Description
Ground Battle AI
Fleet Assault +30%
Tactics Skill
Effect Description
Omnic Assault
Damage output of our
mecha +50% in this turn

Geshu Beidou
Westwastes Fleet
Faction Leader
Military
Administrative
36
29
Spawn System
Focus
Liangdu
Both
Title
Effect Description
Westwastes
Admiral
Fleet upkeep cost -20%
Tactics Skill
Effect Description
Persuade
Select a cross-shaped area,
gain control of all enemy units
within it in this turn (except
alien beasts)

Jekaterina
Westwastes Fleet
Military
Administrative
31
21
Spawn System
Focus
Wuzhou
Military
Title
Effect Description
Imperial Mercenary
Damage to Mercenaries +20%
Tactics Skill
Effect Description
Fierce Assault
Damage +60% when our units
launch side, back or ambush
attacks this turn

Mithril
Westwastes Fleet
Military
Administrative
27
23
Spawn System
Focus
Dingxi
Both
Title
Effect Description
Space Battle AI
Warship movement +1
Tactics Skill
Effect Description
Fleet Scheduling
All of out action-completed
warships can act again


Mercenary Factions Commanders Summary
Agis
Lycurgus Corps
Faction Leader
Military
Administrative
38
25
Spawn System
Focus
Lycurgus
Military
Title
Effect Description
Sacred Mercenary
Fleet training cost -30%
Tactics Skill
Effect Description
Bulletproof
Our units can't be hit by
ammunition weapons this turn

Brasidas
Lycurgus Corps
Military
Administrative
35
21
Spawn System
Focus
Minos
Military
Title
Effect Description
Ominous Raven
Submarine power +20%
Tactics Skill
Effect Description
Raven Battle
All of our action-completed
submarines can act again

Hera
Lycurgus Corps
Military
Administrative
21
30
Spawn System
Focus
Lycurgus
Administrative
Title
Effect Description
Mercenary Queen
Mecha upkeep cost -20%
Tactics Skill
Effect Description
For Victory
Morale of our units recovered
to max

Alcibiades
Pella Corps
Faction Leader
Military
Administrative
34
28
Spawn System
Focus
Pella
Both
Title
Effect Description
Mercenary Host
Faction mecha recruitment
cost -20%
Tactics Skill
Effect Description
Inspiring Speech
All of our units recover
15% power and 30 morale

Antigonus
Pella Corps
Military
Administrative
35
17
Spawn System
Focus
Salamis
Military
Title
Effect Description
One-eyed Mecha
Mecha Damage Output +20%
Tactics Skill
Effect Description
Duel Aspiration
Our mechas' movement +1
and damage +30% this turn

Conon
Pella Corps
Military
Administrative
33
24
Spawn System
Focus
Dardanelles
Military
Title
Effect Description
Mercenary Admiral
Recover 5 more morale when
units within the command
range of flagship
Tactics Skill
Effect Description
Tight Formation
Damage of our units' ram
weapon +50% this turn
Merchant Factions Commanders Summary
Kleven
Eastgalaxy Corp
Faction Leader
Military
Administrative
26
36
Spawn System
Focus
Batavia
Both
Title
Effect Description
Eastgalaxy CEO
Planetary supply income +10%
Tactics Skill
Effect Description
Overwhelming Fleet
Damage of our warships
+40% in this turn

Blackbeard
Eastgalaxy Corp
Military
Administrative
35
18
Spawn System
Focus
Manila
Military
Title
Effect Description
Privateer
Submarine movement +1
Tactics Skill
Effect Description
Hidden Attack
Our submarine damage +50%
this turn

Urey
Eastgalaxy Corp
Military
Administrative
24
23
Spawn System
Focus
Mariana
Both
Title
Effect Description
Great Explorer
Fleet move range +1
Tactics Skill
Effect Description
Beyond the Galaxy
All of our units lose 20%
energy, and can act again

Zheng Yiguan
Southsea Guild
Faction Leader
Military
Administrative
29
35
Spawn System
Focus
Anping
Both
Title
Effect Description
Guild President
Planetary gold income +10%
Tactics Skill
Effect Description
Ronin Tactics
Dodge rate of our units +20%
this turn

Shixiang
Southsea Guild
Military
Administrative
20
33
Spawn System
Focus
Tongzhou
Administrative
Title
Effect Description
Southeaven Flower
Doubles relationship gain for
providing gold or supply to
other factions
Tactics Skill
Effect Description
Bribe
Select an enemy unit and get
control of it for 3 turns

Wufeng
Southsea Guild
Military
Administrative
34
19
Spawn System
Focus
Yizhou
Military
Title
Effect Description
Chief of Pirates
Recover all unit's energy after
defeating an enemy fleet
Tactics Skill
Effect Description
Ferocious Threat
Reduce enemy's counter attack
damage by 60% this turn
Omnic Factions Commanders Summary
Qin De
Mozi Order
P
Military
Administrative
26
37
Spawn System
Focus
Thinis
Both
Title
Effect Description
Mozi Giant
Flagship Command Range +2
Tactics Skill
Effect Description
Secret Code
All enemy units lose
30% energy

Fu Sheng
Mozi Order
Military
Administrative
31
28
Spawn System
Focus
Farafra
Both
Title
Effect Description
Mozi Elder
The planet +10 defense per
turn when commander is
its governor
Tactics Skill
Effect Description
Maximum Output
Wave Cannon damage +50%
this turn

Meng Ling
Mozi Order
Military
Administrative
20
34
Spawn System
Focus
Ptolemy
Administrative
Title
Effect Description
Hacker Girl
Virus Duration +1
Tactics Skill
Effect Description
Stronger Virus
Select a cross-shaped area, all
enemy units within it are
infected (except alien beasts)

Deepwhite
Omnic Apocalypse
Faction Leader
P
Military
Administrative
25
40
Spawn System
Focus
Memphis
Both
Title
Effect Description
Monarch AI
Faction units gain 10% extra
experience in battle
Tactics Skill
Effect Description
Rebellious Code
All enemy units adjacent to our
units will be under our contol
this turn (except alien
beasts)

Goldenmoon
Omnic Apocalypse
Military
Administrative
22
31
Spawn System
Focus
Khartoum
Both
Title
Effect Description
Psionic AI
Fleet units energy +20%
Tactics Skill
Effect Description
Super Perception
Clear the battle fog, all diving
enemy units will appear

Refinedsteel
Omnic Apocalypse
Military
Administrative
34
20
Spawn System
Focus
Adulis
Both
Title
Effect Description
Legion AI
Fleet units Power +10%
Tactics Skill
Effect Description
Accurate Kill
Our units' weapon hit +10 and
damage +20% this turn

Pirate Factions Commanders Summary
Bontenmaru
Emishi Pirates
Faction Leader
Military
Administrative
36
28
Spawn System
Focus
Emishi
Military
Title
Effect Description
Chief of Emishi
Seize some supplies when
defeating an enemy fleet
Tactics Skill
Effect Description
Double Shooting
Our ammunition weapons will
shoot twice in this turn

Saizo
Emishi Pirates
Military
Administrative
31
20
Spawn System
Focus
Haizhou
Military
Title
Effect Description
Yaksha Master
Damage to Imperials +20%
Tactics Skill
Effect Description
Asura Blade
Assassination success rate
+20% this turn

Tubamejiro
Emishi Pirates
Military
Administrative
32
16
Spawn System
Focus
Kuril
Military
Title
Effect Description
Rogue Swordman
Combat weapon damage +20%
Tactics Skill
Effect Description
Swallow Dual Wield
Our combat weapons will
attack twice in this turn

Magoichi
Kurushima Pirates
Faction Leader
Military
Administrative
34
26
Spawn System
Focus
Tanegashima
Military
Title
Effect Description
Chief of Kurushima
Seize some gold when
capturing a planet
Tactics Skill
Effect Description
Skillful Steering
Dodge rate of our ships +30%
this turn

Chiyo
Kurushima Pirates
Military
Administrative
29
25
Spawn System
Focus
Hengyu
Military
Title
Effect Description
Mochizuki Master
Mecha movement +1
Tactics Skill
Effect Description
Tempt Ninjutsu
Tempt action success
guaranteed this turn

Kiyohime
Kurushima Pirates
Military
Administrative
22
35
Spawn System
Focus
Qingwei
Administrative
Title
Effect Description
Technical Genius
Faction recruitment cost -10%
Tactics Skill
Effect Description
Marvelous Tech
Select a friendly unit to recover
its power to max
Sandman Factions Commanders Summary
Old Master
Aerie Assassins
Faction Leader
Military
Administrative
36
25
Spawn System
Focus
Aerie
Both
Title
Effect Description
Assassin Leader
Submarine agility +15
Tactics Skill
Effect Description
Dark Curtain
Power of our submarines
recover to max and gain
diving status

Fedayi
Aerie Assassins
Military
Administrative
30
16
Spawn System
Focus
Aerie
Military
Title
Effect Description
Phantom Assassin
Assassination success
rate +10%
Tactics Skill
Effect Description
Crazy Fight
All of our units lose 10% power,
but gain +50% weapon damage
this turn

Roxana
Aerie Assassins
Military
Administrative
28
21
Spawn System
Focus
Aerie
Military
Title
Effect Description
Invisible Assassin
Temptation success rate +10%
Tactics Skill
Effect Description
Lost Sight
Enemy units can't select our
units as an attack target in this
turn (but they can use map
weapons or counter attack)

Black Khalif
Black Khalif Jihad
Faction Leader
Military
Administrative
27
38
Spawn System
Focus
Badr
Both
Title
Effect Description
Desert Prophet
Newly captured planet
loyality +30
Tactics Skill
Effect Description
Spirit Master
All enemy units lose 30 morale

Jalal-al Din
Black Khalif Jihad
Military
Administrative
33
22
Spawn System
Focus
BlackStone
Military
Title
Effect Description
Divine Lightning
Recover all energy when
defeating an enemy fleet
Tactics Skill
Effect Description
Blade of Jihad
Damage of blackhole gun
+50% this turn

Scheherazade
Black Khalif Jihad
Military
Administrative
21
30
Spawn System
Focus
Hegra
Administrative
Title
Effect Description
Desert Witch
Spaceworm power +20%
Tactics Skill
Effect Description
Dimension Disorder
Select a cross-shaped area, all
units within it will be
transported to a random
location (forts will be
immediately eliminated)
Wandering Commanders Summary (WiP)
Ahilya
Wanderer
Military
Administrative
28
26
Spawn System
Focus
No
Both
Title
Effect Description
Wild Queen
Morale of this fleet's units +10
Tactics Skill
Effect Description
Song of
Homeland
All of our units recover
10% power and 50 morale

Hasan
Wanderer
Military
Administrative
35
20
Spawn System
Focus
No
Military
Title
Effect Description
Banished Assassin
Fleet unit movement +1
Tactics Skill
Effect Description
Envenomed Edge
All enemy units damaged by
our units' combat weapon will
be corroded for 3 turns

He TianXiong
Wanderer
Military
Administrative
30
23
Spawn System
Focus
No
Military
Title
Effect Description
Exiled Admiral
Fleet +20 supply rate when
staying in space
Tactics Skill
Effect Description
Desperate Hit
Our units gain +50% damage
this turn, but morale is reduced
by 30 after the turn ends

Hector
Wanderer
Military
Administrative
40
17
Spawn System
Focus
No
?
Title
Effect Description
Invincible
Units weapon damage +30%
when in flagship command
range at start of turn
Tactics Skill
Effect Description
One-man Legion
Our flagship's agility +20 and
damage +100% for 3 turns

Khusro
Wanderer
Military
Administrative
29
23
Spawn System
Focus
No
Military
Title
Effect Description
Sandsea Chieftain
Damage to Sand people +20%
Tactics Skill
Effect Description
Sand Assault
Our units' movement +2 and
damage +20% this turn

Mercury
Wanderer
Military
Administrative
27
26
Spawn System
Focus
No
Both
Title
Effect Description
Non-attack AI
Dodge rate against enemy
ranged weapons +5%
Tactics Skill
Effect Description
Eforced Peace
Clear enemy commander's
tactical slot

Nguyen Anh
Wanderer
Military
Administrative
22
30
Spawn System
Focus
No
Administrative
Title
Effect Description
Heir of Magnate
Support unit movement +2
Tactics Skill
Effect Description
Fast Traffic
All of our support units can
act again

Oldiron
Wanderer
Military
Administrative
37
22
Spawn System
Focus
No
Military
Title
Effect Description
Ancient Robot
Power of this fleet's
titans +30%
Tactics Skill
Effect Description
Aegis
Select a cross-shaped area and
all our units within it will not
suffer any damage this turn

Thunder
Wanderer
Military
Administrative
39
18
Spawn System
Focus
No
Military
Title
Effect Description
Lonely Wolf
Effect of Power Shield +20%
Tactics Skill
Effect Description
Unyielding Soul
For 2 turns, all of our units will
retain 1 last power when
mortally wounded

Tsuruhime
Wanderer
Military
Administrative
20
32
Spawn System
Focus
No
Administrative
Title
Effect Description
White Miko
Dodge rate +20% instead of
+10% when the units of this
fleet perform a dodge action
Tactics Skill
Effect Description
Mind Contol
Select a cross-shaped area and
control alien beasts within
it for 3 turns (except Alien
Hive)

Yuan Tianfeng
Wanderer
Military
Administrative
24
37
Spawn System
Focus
No
Administrative
Title
Effect Description
Observatory Master
Clear battle fog when fleet
enters the battlefield
Tactics Skill
Effect Description
Psionic Eye
Our units' hit rate must be
100% this turn
Units Abilities Summary - Actions
Icon
Name
Type
Energy
Cost
Range
Owning Unit
Effect
Assassinate
Action
70
1
[Assassin]
[Yaksha Ninja]
On success, destroy an enemy unit
immediately.
Devour
Action
No
1
[Spaceworm]
Select an adjacent enemy unit and
move to its position to devour it
(Can only do this action before
spaceworm moves).
Dive
Action
No
Owner
[Any Submarine]
Switch to diving mode. Every
attack is considered an ambush.
Will be detected by adjacent
enemy units or enemy radar.
Focus
Action
40
Owner
[Alkaid Lance Megaship]
[Wolf Class Battleship]
[Prince Class Dreadnaught]
Focus energy to improve the
accuracy of the Lance. The Lance
of this unit is guaranteed to hit the
target for the next 2 turns.
Lock
Action
40
3
[Any Supportship]
[Faith Missionary Ship]
[Space Hacker]
Select an enemy unit in a 3-block
area, and all of our units will have
a 20% increase to hit rate against
that target this turn.
Overhaul
Action
60
2
[Sanbao Class Megaship]
[Seleucus Megaship]
[Tanegashima Supportship]
[Tornado Class Stronghold]
Repair abnormal effects from all
friendly units within 2-block range
(does not work on alien beasts).
Radar
Action
20
3
[Any Cruiser]
[Any Flagship]
[Any Fort]
[Apocalypse Tactical Base]
[Exploration Ship]
[Seleucus Megaship]
[Tiger Class Raider]
[Yawata Missile Megaship]
Carry out a deep space scan.
Enemy diving units will be found.
Repair
Action
30
1
[Any Supportship
(except Tanegashima)]
[Faith Missionary Ship]
Repair abnormal effects of a friend
unit (does not work on alien
beasts).
Supply
Action
No
1
[Any Supportship]
[Faith Missionary Ship]
Replenish a friend unit's energy
with own energy (does not work
on alien beasts).
Tempt
Action
80
1
[Mochizuki Ninja]
[Space Dancer]
On success, control an enemy unit
this turn.
Virus
Action
90
1
[Space Hacker]
Disable the target unit from using
weapons and action for 1 turn.
(Does not work on alien beasts.)
Units Abilities Summary - Passives & Shields
Icon
Name
Type
Energy
Cost
Range
Owning Units
Effect
Auto Repair
Passive
No
Owner
[Any Titan]
[Exploration Ship]
[Giant Class Sanctuary]
[Regenerative Drone]
Auto Repair all abnormal effects
when a new turn begins.
Blowbullet
Passive
No
Owner
[Kengou]
[Tiger Warrior]
Strike as fast as lightning. Can
blow away enemy's ammunition
shell at a 50% probability.
Chase
Passive
No
Owner
[Cho Ko Nu]
[Kataphractoi]
[Medusa Lance Megaship]
[Shadowblade Submarine]
[Silver Shield]
Can act again after destroying an
enemy unit.
Command
Passive
No
3
[Any Flagship]
Units in the command range
(base 3) recover morale (base 5)
per turn.
Extinction
Passive
No
Owner
[Huwang Nuke Megaship]
[Solar Nuke Submarine]
[Wrath Nuke Megaship]
Extinction option available on
capturing planets.
Ghostdodge
Passive
No
Owner
[Dragon King]
[Space Dancer]
[Sword Master]
Move at amazing speed. Can
dodge melee attacks at a 50%
probability.
Indomitable
Passive
No
Owner
[Red Samurai]
[Sparta]
Will not retreat even when morale
is 0.
Iron Wall
Passive
No
Owner
[Tornado Class Stronghold]
An attack from an enemy in any
direction is considered a frontal
attack.
Loot
Passive
No
Owner
[Ataka Ironclad Megaship]
[Cossack]
[Kraken Class Submarine]
[Outlaw]
[Prince Class Dreadnaught]
[Sandsea Bandit]
[Tiger Class Raider]
[Qinglong Battleship]
[Yawata Missile Megaship]
Gain an enemy unit's energy after
destroying it.
Nimble
Passive
No
Owner
[Any Mecha
(except Titans)]
Can move through the asteroid
belt area.
Transfer
Passive
No
Owner
[Enlighten Bomber]
[Heaven Class Ark]
While moving, ignore all obstacles.

Beam Field
Shield
80
Owner
[Alkaid Lance Megaship]
[Apocalypse Tactical Base]
[Ataka Ironclad Megaship]
[Helepolis Bomber]
[Imperial Flagship]
[Luna Class Cruiser]
[Medusa Lance Megaship]
[Mercenary Flagship]
[Omnic Flagship]
[Pangu Class Titan]
[Pirate Flagship]
[Seleucus Megaship]
[Solar Nuke Submarine]
[Storm Class Cruiser]
[Tiger Class Raider]
[Tornado Class Stronghold]
[Wolf Class Battleship]
[Wrath Nuke Megaship]
[Yawata Missile Megaship]
Activate beam field to deflect enemy
beam weapons. Our unit will not take
any damage.
Ether Field
Shield
80
Owner
[Assassin Flagship]
[Enlighten Bomber]
[Giant Class Sanctuary]
[Guild Flagship]
[Heaven Class Ark]
[Huwang Nuke Megaship]
[Jihad Flagship]
[Kuafu Class Titan]
[Non-attack Fort]
[Order Flagship]
[Prince Class Dreadnaught]
[Sanbao Class Megaship]
[Shadowblade Submarine]
[Qinglong Battleship]
Activate the magnetic field to detonate
the enemy's ammunition shells at a
distance, and our unit will not suffer any
damage.
Power Shield
Shield
50
Owner
[Headsman]
[Iron Cavalry]
[Palace Guard]
[Sarissa]
[Silver Shield]
[Sparta]
[Xingtian Class Titan]
Use power shield to defend against
enemy attacks. Damage taken by our
units is reduced by 50%, but it is not
effective against enemy ram weapons.
Units Ranged Weapons Summary (WiP)
Blackhole Gun
Icon
Weapon Type
Basic Damage
PI
Gravity
220
Basic Hit
Energy Cost
Target
100%
120
Selected Tile
Target
Area
Units
(Guns
Count)
[Enlighten Bomber (x1)]
[Heaven Class Ark (x1)]
[Jihad Flagship (x1)]

Cannon
Icon
Weapon Type
Basic Damage
PI
Ammunition
120
Basic Hit
Energy Cost
Target
60%
20
Selected
Enemy
Target
Area
Units
(Guns
Count)
[Alkaid Lance Megaship (x6)]
[Armed Guild Ship (x4)]
[Assassin Flagship (x6)]
[Enlighten Bomber (x5)]
[Exploration Ship (x5)]
[Guild Flagship (x5)]
[Heaven Class Ark (x7)]
[Helepolis Bomber (x5)]
[Huwang Nuke Megaship (x7)]
[Imperial Battleship (x5)]
[Imperial Cruiser (x3)]
[Imperial Flagship (x5)]
[Jihad Flagship (x5)]
[Luna Class Cruiser (x6)]
[Medusa Lance Megaship (x7)]
[Mercenary Battleship (x5)]
[Mercenary Cruiser (x3)]
[Mercenary Flagship (x5)]
[Mercenary Submarine (x3)]
[Nova Class Submarine (x4)]
[Old Union Battleship (x6)]
[Old Union Cruiser (x4)]
[Old Union Submarine (x3)]
[Prince Class Dreadnaught (x7)]
[Privateer Battleship (x5)]
[Privateer Submarine (x3)]
[Raven Class Submarine (x5)]
[Seleucus Megaship (x7)]
[Shadowblade Submarine (x7)]
[Solar Nuke Submarine (x6)]
[Storm Class Cruiser (x5)]
[Tiger Class Raider (x5)]
[Tornado Class Stronghold (x7)]
[Wolf Class Battleship (x5)]

Fort Gun
Icon
Weapon Type
Basic Damage
PI
Ammunition
120
Basic Hit
Energy Cost
Target
50%
20
Selected
Enemy
Target
Area
P
Units
(Guns
Count)
[Any Fort (x6)]

Lance
Icon
Weapon Type
Basic Damage
Lance
Beam
300
Basic Hit
Energy Cost
Target
80%
50
Selected
Enemy
Target
Area
Units
(Guns
Count)
[Alkaid Lance Megaship (x4)]
[Ataka Ironclad Megaship (x3)]
[Cho Ko Nu (x1)]
[Exploration Ship (x2)]
[Guild Flagship (x2)]
[Imperial Battleship (x2)]
[Imperial Cruiser (x1)]
[Imperial Flagship (x2)]
[Imperial Submarine (x1)]
[Kraken Class Submarine (x3)]
[Luna Class Cruiser (x2)]
[Medusa Lance Megaship (x4)]
[Pirate Battleship (x2)]
[Pirate Cruiser (x1)]
[Pirate Flagship (x2)]
[Prince Class Dreadnaught (x3)]
[Privateer Battleship (x2)]
[Raven Class Submarine (x3)]
[Sanbao Class Megaship (x3)]
[Quinglong Battleship (x2)]
[Wolf Class Battleship (x2)]

Missile
Icon
Weapon Type
Basic Damage
PI
Ammunition
160
Basic Hit
Energy Cost
Target
70%
30
Selected
Enemy
Target
Area
P
Units
(Guns
Count)
[Apocalypse Tactical Base (x6)]
[Ataka Ironclad Megaship (x6)]
[Giant Class Sanctuary (x6)]
[Non-attack Fort (x4)]
[Omnic Cruiser (x2)]
[Omnic Drone (x1)]
[Omnic Flagship (x4)]
[Order Flagship (x4)]
[Pirate Battleship (x4)]
[Pirate Cruiser (x2]
[Pirate Flagship (x4)]
[Pirate Submarine (x2)]
[Regenerative Drone (x1)]
[Sanbao Class Megaship (x6)]
[Taihou (x1)]
[Quinglong Battleship (x4)]
[Yawata Missile Megaship (x8)]

Nuclear Bomb
Icon
Weapon Type
Basic Damage
PI
Heat
350
Basic Hit
Energy Cost
Target
100%
250
Selected Tile
Target
Area
Effect
[On Fire (3 Turns)]
Units
(Guns
Count)
[Huwang Nuke Megaship (x1)]
[Pangu Class Titan (x1)]
[Solar Nuke Submarine (x1)]
[Wrath Nuke Megaship (x1)]

Rail Gun
Icon
Weapon Type
Basic Damage
PI
Ammunition
200
Basic Hit
Energy Cost
Target
90%
40
Selected
Enemy
Target
Area
Units
(Guns
Count)
[Musketeer (x1)]
[Omnic Battleship (x4)]
[Omnic Cruiser (x2)]
[Omnic Submarine (x2)]

Starkiller
Icon
Weapon Type
Basic Damage
Beam
500
Basic Hit
Energy Cost
Target
100%
200
Selected Tile
Target
Area
Units
(Guns
Count)
[Apocalypse Tactical Base (x1)]
[Shadowblade Submarine (x1)]
[Storm Class Cruiser (x1)]
[Tongguan Class Fort (x1)]
[Tornado Class Stronghold (x1)]

Wave Cannon
Icon
Weapon Type
Basic Damage
PI
Beam
550
Basic Hit
Energy Cost
Target
80%
100
Selected
Enemy
Target
Area
Units
(Guns
Count)
[Disaster Class Submarine (x2)]
[Giant Class Sanctuary (x2)]
[Kuafu Class Titan (x1)]
[Non-attack Fort (x1)]
[Omnic Flagship (x1)]
[Order Flagship (x1)]
[Xingtian Class Titan (x1)]
Units Melee Weapons Summary
Name
Icon
Weapon Type
Basic
Damage
Basic
Hit
Energy
Cost
Target
Owning Unit
Disintegration
Sword
PI
Combat
160
100%
50
Selected
Enemy
[Assassin]
[Kengou]
[Mochizuki Ninja]
[Silver Shield]
[Sword Master]
[Yaksha Ninja]
God Fist
Ram
450
100%
90
Selected
Enemy
[Kuafu Class Titan]
[Pangu Class Titan]
[Xingtian Class Titan]
Mithril Drill
Ram
450
100%
100
Selected
Enemy
[Helepolis Bomber]
[Mercenary Flagship]
[Seleucus Megaship]
Power Axe
Combat
100
100%
30
Selected
Enemy
[Gladiator]
[Guild Mercenary]
[Headsman]
Power Blade
Combat
100
100%
30
Selected
Enemy
[Imperial Infantry]
[Iron Cavalry]
[Sandsea Bandit]
Power Pike
Combat
100
100%
30
Selected
Enemy
[Ashigaru]
[Hoplite]
[Palace Guard]
[Sarissa]
Power Sword
Combat
100
100%
30
Selected
Enemy
[Cossack]
[Outlaw]
[Red Samurai]
Ram Stem
Ram
300
100%
70
Selected
Enemy
[Mercenary Battleship]
[Mercenary Cruiser]
Thunder Halberd
Combat
160
100%
50
Selected
Enemy
[Dragon King]
[Kataphractoi]
[Sparta]
[Tiger Warrior]
Melee Weapon
Target Area
Aerie Assassins Policies Effects Summary
Effect
Policy
Policy Tier
Required Money
Required Time
Abilities Improvements
Success rate in assassination action of our
units +10%
Assassination
6
20000
6 Months
Success rate in tempt action of our
units +10%
Sandsea Flower
5
15000
5 Months
Economic Improvements
All of out planets +1 loyalty per month
Paradise
2
7500
4 Months
All of our planets +3 defense per month
Defensive Maze
3
10000
4 Months
Upkeep of our units +15%
Assassin Creed
4
12500
5 Months
Units Blueprints
Get the blueprint of assassin
Assassin
5
15000
5 Months
Get the blueprint of old union battleship
More Submarine
1
5000
3 Months
Get the blueprint of shadowblade submarine
Shadowblade
6
20000
6 Months
Get the blueprint of space dancer
Space Dancer
4
12500
5 Months
Get the blueprint of suicide nuke servitor
Suicide Bomber
1
5000
3 Months
Units Improvements
Agility of mecha +5
Light Mecha
3
10000
4 Months
Agility of submarine +5
Light Submarine
4
10000
4 Months
Dodge rate against ammunition
weapons +10%
Dodge Skill
4
12500
5 Months
Energy of mecha +15%
Mecha Fuel
2
5000
3 Months
Energy of submarine +15%
Submarine Fuel
2
5000
3 Months
Mecha training experience +30%
Assassin Skill
1
5000
3 Months
Movement of mecha +1
Mecha Thrust
4
10000
4 Months
Movement of submarine +1
Submarine Move
5
12500
4 Months
Power of fort +15%
Unbreakable
1
5000
3 Months
Power of mecha +10%
Mecha Armour
3
7500
3 Months
Power of submarine +10%
Submarine Hull
3
7500
3 Months
Weapons Improvements
Damage of cannon +50
Cannon Harm
3
10000
4 Months
Damage of combat weapons +15%
Assassin Blade
3
10000
4 Months
Damage of fort gun +50
Fortgun Harm
3
10000
4 Months
Damage of nuclear bomb +100
Nuke Harm
2
7500
4 Months
Energy cost of combat weapons -15%
Combat Energy
2
5000
3 Months
Energy cost of starkiller -50
Starkiller Energy
4
12500
5 Months
Hit of Cannon +5
Precise Cannon
2
5000
3 Months
Hit of fort gun +5
Precise Fortgun
2
5000
3 Months
Range of fort gun +1
Fortgun Range
4
10000
4 Months
Black Khalif Jihad Policies Effects Summary
Effect
Policy
Policy Tier
Required Money
Required Time
Abilities Improvements
Command range of our flagship +1
Priest Command
3
10000
4 Months
Energy cost of Ether Field -20
E-Field Energy
2
5000
3 Months
Recover more 5 morale when units within the
command range of flagship
God Guide
4
10000
4 Months
Economic Improvements
All of our planets +1 loyalty per month
Missionary
1
7500
4 Months
Cost to recruit units -5%
Great Jihad
1
7500
4 Months
Loyalty of new captured planets of our
faction +20
Cosmos Will
4
10000
4 Months
Need time of policy -1 month
Prophet Law
3
10000
4 Months
Our planets +5 defense per month when
they have governors
Religious Centre
2
5000
3 Months
Supply income +10%
Religious Tithes
4
12500
5 Months
Upkeep of our units -10%
Jihad Creed
2
7500
4 Months
Units Blueprints
Get the blueprint of enlightenment bomber
Enlighten Ship
4
12500
5 Months
Get the blueprint of faith missionary ship
Missionary Ship
2
5000
2 Months
Get the blueprint of heaven class ark
Heaven Ark
6
20000
6 Months
Get the blueprint of old union battleship
More Warships
1
5000
3 Months
Get the blueprint of spaceworm
Spaceworm
5
15000
5 Months
Units Improvements
Agility of warship +5
Light Warship
4
10000
4 Months
Bombing of our fleets +20%
Punishing Bomb
3
12500
5 Months
Energy of warship +15%
Warship Fuel
2
5000
3 Months
Movement of warship +1
Warship Thrust
5
12500
4 Months
Power of spaceworm +400
Tame Worms
6
15000
5 Months
Power of supportship +15%
Faith Protect
2
10000
4 Months
Power of warship +15%
Warship Hull
3
10000
4 Months
Weapons Improvements
Damage of blackhole gun +50
Blackhole Harm
3
10000
4 Months
Damage of cannon +50
Cannon Harm
2
7500
4 Months
Damage range of blackhole gun +1
Space Collapse
5
20000
6 Months
Energy cost of blackhole gun -20
Blackhole Energy
2
5000
3 Months
Energy cost of cannon -5
Improve Weapon
1
5000
3 Months
Hit of cannon +5
Precise Cannon
3
10000
4 Months
Range of blackhole gun +1
Blackhole Range
4
12500
5 Months
Range of cannon +1
Cannon Range
4
12500
5 Months
Eastgalaxy Corp Policies Effects Summary
Effect
Policy
Policy Tier
Required Money
Required Time
Abilities Improvements
Energy cost of Ether Field -20
E-Field Energy
2
5000
3 Months
Economic Improvements
Cost of invest trade -100
Rapid Expansion
2
5000
3 Months
Cost to recruit ships -10%
Mass Production
2
7500
4 Months
Gold income +10%, all of our planets
-1 loyalty per month
New Giant
1
7500
4 Months
Need time of policy -1 month
Unscrupulous
3
10000
4 Months
Our planets +5 trade per month when they
have governors
Hold the Market
4
12500
5 Months
Upkeep cost of our ships -10%
Border
1
5000
3 Months
Upkeep cost of our units -15%
Cost Saving
3
12500
5 Months
Units Blueprints
Get the blueprint of exploration ship
Exploration Ship
3
12500
5 Months
Get the blueprint of kraken class submarine
Big Submarine
5
12500
5 Months
Get the blueprint of musketeer
Musketeer
2
5000
3 Months
Get the blueprint of prince class dreadnaught
Dreadnaught
5
20000
6 Months
Get the blueprint of privateer battleship
Expand Army
1
5000
3 Months
Units Improvements
Agility of ships +5
Flexible Steering
2
7500
4 Months
Agility of submarine +5
Light Submarine
4
10000
4 Months
Energy of mecha +15%
Mecha Fuel
4
7500
3 Months
Energy of ship +15%
Ship Fuel
2
5000
3 Months
Move range of our fleets +1
Big Exploration
4
12500
5 Months
Movement of mecha +1
Mecha Thrust
5
12500
4 Months
Movement of ships +1
Ship Thrust
3
12500
5 Months
Our fleets +10 supply rate when staying
in space
Privateer
2
7500
4 Months
Power of mecha +10%
Mecha Armour
3
7500
3 Months
Power of ship +10%
Battleship Hull
3
7500
3 Months
Weapons Improvements
Damage of ammunition weapons +15%
Bullet Harm
3
10000
4 Months
Damage of cannon +30
Improve Weapon
1
5000
3 Months
Energy cost of ammunition weapons -15%
Bullet Energy
2
5000
3 Months
Energy cost of beam weapons -20%
Beam Energy
3
10000
4 Months
Hit of ammunition weapons +5
Precise Bullet
4
10000
4 Months
Hit of beam weapons +5
Precise Beam
4
10000
4 Months
Range of ammunition weapons +1
Bullet Range
5
15000
5 Months
Eastocean Fleet Policies Effects Summary
Effect
Policy
Policy Tier
Required Money
Required Time
Economic Improvements
All of our planets +1 industry per month
Rich Eastocean
1
7500
4 Months
Cost to recruit ships -10%
Requisition
3
10000
4 Months
Gold income +10%
Customs
4
12500
5 Months
Loyalty of our newly captured planets +15
Obedience
2
5000
3 Months
Our planets +3 trade per month when they
have governors
Protect Trade
2
5000
3 Months
Result of develop industry +25%
Protect Industry
3
10000
4 Months
Upkeep cost of our units -10%
Loyalty Oath
3
10000
4 Months
Unique Effects
Damage to all but imperial faction units +5%
Queen Majesty
1
7500
4 Months
Higher success rate when asking for gold or
supply aid from other factions
Queen's Order
2
5000
3 Months
The prestige requirement for hiring
commander -100
Queen's Charm
3
10000
4 Months
Units Blueprints
Get the blueprint of lune class cruiser
Lune Cruiser
4
12500
5 Months
Get the blueprint of imperial battleship
Expansion Fleet
1
5000
3 Months
Get the blueprint of sword master
Sword Master
5
15000
5 Months
Get the blueprint of nova class submarine
More Submarine
1
5000
3 Months
Get the blueprint of solar nuke submarine
Nuke Submarine
5
20000
6 Months
Units Improvements
Agility of mecha +5
Light Mecha
4
10000
4 Months
Agility of submarine +5
Submarine Move
4
10000
4 Months
Energy of mecha +15%
Mecha Harm
3
7500
3 Months
Energy of submarine +15%
Submarine Fuel
2
5000
3 Months
Morale of our units +20
Queen's Glory
4
15000
6 Months
Move range of our fleets +1
Queen's March
4
12500
5 Months
Movement of submarine +2
Swift Dive
5
20000
6 Months
Movement of warship +1
Warship Thrust
3
10000
4 Months
Our fleets +20 supply rate when staying on
our planet or a friendly planet
Quick Reinforce
2
5000
3 Months
Power of mecha +10%
Mecha Armour
2
5000
3 Months
Power of submarine +15%
Submarine Hull
3
10000
4 Months
Power of warship +10%
Warship Hull
2
5000
3 Months
Weapons Improvements
Damage of ammunition weapons +15%
Bullet Harm
3
10000
4 Months
Energy cost of cannon -5
Cannon Energy
2
5000
3 Months
Hit of ammunition weapons +5
Precise Bullet
4
10000
4 Months
Emishi Pirates Policies Effects Summary
Effect
Policy
Policy Tier
Required Money
Required Time
Abilities Improvements
Energy cost of radar -10
Advanced Radar
2
5000
3 Months
Success rate in assassination of our
units +10%
Ninja Master
6
20000
6 Months
Economic Improvements
Cost to build forts -20%
Vallation
3
10000
4 Months
Cost to recruit mecha -10%
Elite Samurai
2
7500
4 Months
Upkeep cost of our units -15%
Endure
4
12500
5 Months
Unique Effects
Damage to imperial faction units +10%
Way to Revenge
1
5000
3 Months
Damage to imperial faction units +15%
Vow Revenge
4
15000
6 Months
Units Blueprints
Get the blueprint of kengou
Kengou
5
15000
5 Months
Get the blueprint of pirate battleship
Expand Fleet
1
5000
3 Months
Get the blueprint of red samurai
Enchance Mecha
1
5000
3 Months
Get the blueprint of yaksha ninja
Yaksha Ninja
3
12500
5 Months
Get the blueprint of yawata missile megaship
Missile Megaship
5
20000
6 Months
Units Improvements
Assault of our fleets +20%
Infiltrate
5
15000
5 Months
Bombing of our fleets +10%
Lost HomeLand
2
5000
3 Months
Agility of mecha +5
Ninja Legion
1
7500
4 Months
Damage of our mecha attacks on enemy
forts +20%
Sneak into Fort
4
10000
4 Months
Damage of our mecha attacks on enemy
ships +20%
Ship Bane
4
12500
5 Months
Dodge rate of our mecha against
ammunition weapons +10%
Agile Ninjutsu
4
10000
4 Months
Energy of mecha +15%
Mecha Fuel
3
7500
3 Months
Energy of warship +15%
Warship Fuel
2
5000
3 Months
Morale of our units +10
Hatamoto
3
10000
4 Months
Movement of mecha +1
Mecha Move
2
7500
4 Months
Movement of warship +1
Warship Thrust
4
10000
4 Months
Power of mecha +10%
Mecha Hull
2
5000
3 Months
Power of warship +15%
Warship Hull
3
10000
4 Months
Weapons Improvements
Energy cost of combat weapons -15%
Combat Energy
2
5000
3 Months
Damage of combat weapons +10%
Combat Harm
3
7500
3 Months
Damage of missile +80
Missile Harm
5
15000
5 Months
Hit of missile +10
Precise Missile
4
10000
4 Months
Energy cost of missile -5
Missile Energy
3
7500
3 Months
Kurushima Pirates Policies Effects Summary
Effect
Policy
Policy Tier
Required Money
Required Time
Abilities Improvements
Success rate in tempt action of our
units +10%
Tempt Ninjutsu
4
12500
5 Months
Economic Improvements
All of our planets +1 industry per month
Arsenal
1
7500
4 Months
All of our planets +2 defense per month
Defense Base
2
5000
3 Months
Cost to build forts -15%
Independence
1
5000
3 Months
Cost to policy -20%
Laboratory
2
7500
4 Months
Cost to recruit ships -10%
Shipyard
3
10000
4 Months
Our planets +3 loyalty per month when they
have governors
Chivalrous
4
10000
4 Months
Result of pacify people +20%
Pacify People
3
10000
4 Months
Upkeep cost of our units -15%
Saving Energy
4
12500
5 Months
Units Blueprints
Get the blueprint of ataka ironclad megaship
Great Ironclad
6
20000
6 Months
Get the blueprint of mochizuki ninja
Mochizuki Ninja
5
15000
5 Months
Get the blueprint of pirate battleship
Ironclad Plan
1
5000
3 Months
Get the blueprint of taihou
Enchance Mecha
1
5000
3 Months
Get the blueprint of tanegashima supportship
Engineering Ship
4
12500
5 Months
Units Improvements
Agility of mecha +5
Light Mecha
3
10000
4 Months
Agility of warship +5
Light Warship
5
12500
4 Months
Energy of supportship +20%
Supportship Fuel
2
5000
3 Months
Energy of warship +15%
Warship Fuel
2
5000
3 Months
Movement of mecha +1
Mecha Thrust
4
10000
4 Months
Movement of warship +1
Warship Thrust
4
10000
4 Months
Power of mecha +10%
Mecha Armour
2
5000
3 Months
Power of supportship +20%
Supportship Hull
3
10000
4 Months
Power of warship +15%
Warship Hull
3
10000
4 Months
Weapons Improvements
Damage of ammunition weapons +15%
Bullet Harm
3
10000
4 Months
Damage of combat weapons +10%
Combat Harm
3
7500
3 Months
Damage of fort gun +50
Firtgun Harm
3
10000
4 Months
Energy cost of ammunition weapons -15%
Bullet Energy
2
5000
3 Months
Energy cost of combat weapons -15%
Combat Energy
2
5000
3 Months
Hit of ammunition weapons +5
Precise Bullet
4
10000
4 Months
Hit of fort gun +5
Precise Fortgun
2
5000
3 Months
Lycurgus Corps Policies Effects Summary
Effect
Policy
Policy Tier
Required Money
Required Time
Abilities Improvements
Effect of power shield pf this fleet'
units +15%
Super Shield
3
10000
4 Months
Energy cost of power shield -10
Shield Energy
2
5000
3 Months
Economic Improvements
Cost to recruit mecha -10%
Martial Nation
1
5000
3 Months
Upkeep of our units -10%
Tough Fighter
3
10000
4 Months
Units Blueprints
Get the blueprint of gladiator
Sacred Tradition
1
5000
3 Months
Get the blueprint of medusa lance megaship
Lance Megaship
6
20000
6 Months
Get the blueprint of mercenary battleship
Enchance Ship
1
5000
3 Months
Get the blueprint of raven class submarine
Raven Ship
5
15000
5 Months
Get the blueprint of sparta
15000
6
15000
5 Months
Units Improvements
Agility of mecha +5
Light Mecha
4
10000
4 Months
Agility of submarine +5
Light Submarine
4
10000
4 Months
Agility of warship +5
Light Warship
4
10000
4 Months
Assault of our fleets +15%
Fierce Assault
2
7500
4 Months
Energy of mecha +15%
Mecha Fuel
3
7500
3 Months
Energy of submarine +15%
Submarine Fuel
2
5000
3 Months
Energy of warship +15%
Warship Fuel
3
7500
3 Months
Injury from enemy combat weapons and
enemy ram weapons -30%
Melee
4
12500
5 Months
Morale of our units +15
For no Fear
3
12500
5 Months
Movement of warship +1
Warship Thrust
5
12500
4 Months
Our fleets +20 supply rate when staying
in space
Iron March
4
12500
5 Months
Power of mecha +10%
Mecha Armour
2
5000
3 Months
Power of submarine +15%
Submarine Hull
3
10000
4 Months
Power of warship +10%
Warship Hull
2
5000
3 Months
Training experience +20%
Phalanx
2
5000
3 Months
Newly recruited mecha level +1
Lycurgus Codex
5
12500
4 Months
Weapons Improvements
Damage of combat weapons +20%
Combat Harm
4
12500
5 Months
Damage of lance +70
Lance Harm
3
10000
4 Months
Energy cost of combat weapons -15%
Improve Weapon
1
5000
3 Months
Energy cost of lance -10
Lance Energy
2
5000
3 Months
Hit of lance +10
Precise Lance
4
12500
5 Months
Mozi Order Policies Effects Summary
Effect
Policy
Policy Tier
Required Money
Required Time
Abilities Improvements
Energy cost of Ether Field -20
E-Field Energy
5
15000
5 Months
Select range of virus +1
Update Virus
3
10000
4 Months
Economic Improvements
Cost of policy -30%
Mohism
3
12500
5 Months
Cost to build forts -20%
Efficient Building
4
10000
4 Months
Cost to develop industry -100
Civil Technology
2
5000
3 Months
Result of increase defense +15%
Universal Love
1
5000
3 Months
Supply income +10%
Large Factory
4
12500
5 Months
Unique Effects
Damage to units of omnic apocalypse +15%
Annihilate AI
1
5000
3 Months
Units Blueprints
Get the blueprint of giant class sanctuary
Giant Sanctuary
6
20000
6 Months
Get the blueprint of kuafu class titan
Kuafu Titan
5
15000
5 Months
Get the blueprint of non-attack class fort
Non-attack
5
15000
5 Months
Get the blueprint of omnic battleship
Expand Army
1
5000
3 Months
Get the blueprint of space hacker
Space Hacker
2
5000
3 Months
Units Improvements
Agility of mecha +5
Light Mecha
4
10000
4 Months
Agility of warship +5
Light Warship
4
10000
4 Months
Energy of mecha +15%
Mecha Fuel
3
7500
3 Months
Energy of warship +15%
Warship Fuel
2
5000
3 Months
Injury from enemy beam weapons -15%
Reflective
4
10000
4 Months
Movement of warship +1
Warship Thrust
5
12500
4 Months
Power of mecha +10%
Mecha Armour
2
5000
3 Months
Power of warship +15%
Warship Hull
3
10000
4 Months
Weapons Improvements
Damage of rail gun +80
Rail Gun Harm
3
12500
5 Months
Damage of wave cannon +150
Wave Harm
4
12500
5 Months
Energy cost of ammunition weapons -10%
Improve Weapon
1
5000
3 Months
Energy cost of wave cannon -20
Wave Energy
2
5000
3 Months
Hit of ammunition weapons +5
Precise Bullet
2
5000
3 Months
Hit of fort gun +5
Precise Fortgun
2
5000
3 Months
Hit of wave cannon +5
Precise Wave
3
7500
3 Months
Range of fort gun +1
Fortgun Range
3
10000
4 Months
Range of wave cannon +1
Wave Range
5
15000
5 Months
Northsky Fleet Policies Effects Summary
Effect
Policy
Policy Tier
Required Money
Required Time
Abilities Improvements
Energy cost of power shield
Shield Energy
2
5000
3 Months
Effect of power shield +10%
Efficient Shield
3
7500
3 Months
Economic Improvements
All of our planets +1 loyalty per month
Pacify People
2
7500
4 Months
All of our planets +3 defense per month
Volunteers
2
7500
4 Months
Cost to build forts -20%
Fortification
2
7500
4 Months
Cost to recruit warship -15%
Efficiency Dock
3
12500
5 Months
Result of increase defense +30%
Local Auxiliary
3
12500
5 Months
Unique Effects
Damage to pirate faction units +10%
Destroy Pirates
1
5000
3 Months
Units Blueprints
Get the blueprint of alkaid lance megaship
Alkaid Megaship
5
20000
6 Months
Get the blueprint of cho ko nu
Cho Ko Nu
5
15000
5 Months
Get the blueprint of imperial battleship
More Warships
1
5000
3 Months
Get the blueprint of iron cavalry
Enchance Mecha
1
5000
3 Months
Get the blueprint of wolf class battleship
Wolf Battleship
5
15000
5 Months
Units Improvements
Agility of mecha +5
Light Mecha
4
10000
4 Months
Agility of warship +5
Light Warship
4
10000
4 Months
Chance of units being assassinated -10%
Strict Vigilance
3
12500
5 Months
Dodge rate against enemy ammunition
weapon +5%
Dodge Training
3
10000
4 Months
Energy of mecha +15%
Mecha Fuel
3
7500
3 Months
Energy of warship +15%
Warship Fuel
3
7500
3 Months
Injure from enemy combat weapons -10%
Parry Training
2
5000
3 Months
Morale of our units +15
Northsky Revival
4
12500
5 Months
Move range of our fleets +1
Dragnet
4
12500
5 Months
Movement of mecha +1
Mecha Thrust
6
12500
4 Months
Newly recruited warship level +1
Reorganize Fleet
1
7500
4 Months
Power of mecha +10%
Mecha Armour
2
5000
3 Months
Power of warship +10%
Warship Hull
2
5000
3 Months
Weapons Improvements
Damage of combat weapons +15%
Combat Harm
4
10000
4 Months
Damage of lance +70
Lance Harm
3
10000
4 Months
Energy cost of lance -10
Lance Energy
2
5000
3 Months
Hit of lance +10
Precise Lance
4
12500
5 Months
Omnic Apocalypse Policies Effects Summary
Effect
Policy
Policy Tier
Required Money
Required Time
Abilities Improvements
Command range of our flagship +1
Wide Command
2
7500
4 Months
Economic Improvements
All of our planets +2 defense per month
Auto Defense
2
5000
3 Months
All of our planets +2 industry per month
Auto Production
3
10000
4 Months
Cost to recruit units -10%
Assembly Line
3
12500
5 Months
Need time of policy -1 month
Spiritual Awake
4
10000
4 Months
Unique Effects
Commander gains more 20% credit
Cloud Compute
2
7500
4 Months
Morale will never decrease in battle
Omnic Liberate
1
7500
4 Months
Plague extinction option available on
capturing planets
Human Execute
5
20000
6 Months
Units Blueprints
Get the blueprint of apocalypse tactical base
Apocalypse Base
4
15000
6 Months
Get the blueprint of disaster class submarine
Disaster Ship
5
15000
5 Months
Get the blueprint of omnic battleship
Expand Army
1
5000
3 Months
Get the blueprint of regenerative drone
Omnic Evolution
1
5000
3 Months
Get the blueprint of xiangtian class titan
Xingtian Titan
5
15000
5 Months
Units Improvements
Agility of mecha +5
Light Mecha
4
10000
4 Months
Agility of warship +5
Light Warship
4
10000
4 Months
Energy of mecha +15%
Mecha Fuel
3
7500
3 Months
Energy of warship +15%
Warship Fuel
2
5000
3 Months
Power of mecha +10%
Mecha Armour
2
5000
3 Months
Power of warship +15%
Warship Hull
3
10000
4 Months
Training experience +30%
Big Think
3
12500
5 Months
Newly recruited unit level +1
Best Template
4
12500
5 Months
Weapons Improvements
Damage of god fist +150
Fist Harm
4
12500
5 Months
Damage of rail gun +80
Rail Gun Harm
3
12500
5 Months
Damage of starkiller +150
Starkiller Harm
5
15000
5 Months
Damage of wave cannon +150
Wave Harm
4
12500
5 Months
Damage range of starkiller +1
Starkiller Energy
6
15000
5 Months
Energy cost of ammunition weapons -10%
Improve Weapon
1
5000
3 Months
Energy cost of wave cannon -20
Wave Energy
2
5000
3 Months
Hit of ammunition weapons +5
Precise Bullet
2
5000
3 Months
Hit of wave cannon +5
Precise Wave
3
7500
3 Months

Pella Corps Policies Effects Summary
Effect
Policy
Policy Tier
Required Money
Required Time
Abilities Improvements
Effect of power shield of this fleet'
units +10%
Efficiency Shield
3
7500
3 Months
Energy cost of beam field -20
B-Field Energy
2
5000
3 Months
Energy cost of power shield -10
Shield Energy
2
5000
3 Months
Recover more 5 morale when units within
the command range of the flagship
Inspiring
1
7500
4 Months
Economic Improvements
Cost to recruit mecha -10%
Soldier Market
2
7500
4 Months
Our planets +3 loyalty per month when they
have governors
Army Suppress
5
15000
5 Months
Unique Effects
Upkeep cost of our units +10% and
power +10%
Noble Warrior
3
12500
5 Months
Units Blueprints
Get the blueprint of sarissa
Enchance Mecha
1
5000
3 Months
Get the blueprint of seleucus megaship
Seleucucs Giant
6
20000
6 Months
Get the blueprint of siegebreaker bomber
Siegebreaker
4
12500
5 Months
Get the blueprint of silver shield
Silver Shield
5
15000
5 Months
Get the blueprint of mercenary battleship
More Warships
1
5000
3 Months
Units Improvements
Agility of mecha +5
Light Mecha
4
10000
4 Months
Agility of warship +5
Light Warship
4
10000
4 Months
Assault of our fleets +10%
Conquer Star
1
5000
3 Months
Bombing of our fleets +15%
Bombardment
3
10000
4 Months
Damage to enemy forts +15%
Fort Bane
2
5000
3 Months
Energy of mecha +15%
Mecha Fuel
3
7500
3 Months
Energy of warship +15%
Warship Fuel
3
7500
3 Months
Move range of our fleets +1
Great March
3
12500
5 Months
Movement of mecha +1
Mecha Thrust
6
12500
4 Months
Movement of warship +1
Warship Thrust
5
12500
4 Months
Newly recruited unit level +1
Strongest Legion
4
12500
5 Months
Our fleets +10 supply rate when
staying in space
Long March
2
7500
4 Months
Power of mecha +10%
Mecha Armour
2
5000
3 Months
Power of warship +10%
Warship Hull
2
5000
3 Months
Weapons Improvements
Damage of combat weapons +20%
Combat Harm
5
15000
5 Months
Damage of ram weapons +15%
Ram Harm
4
10000
4 Months
Energy cost of combat weapons -25%
Combat Energy
4
10000
4 Months
Energy cost of ram weapons -15%
Ram Energy
3
7500
3 Months
Southeaven Fleet Policies Effects Summary
Effect
Policy
Policy Tier
Required Money
Required Time
Abilities Improvements
Effect of power shield of this fleet'
units +10%
Efficiency Shield
3
7500
3 Months
Energy cost of beam field -20
B-Field Energy
2
5000
3 Months
Energy cost of power shield -10
Shield Energy
2
5000
3 Months
Economic Improvements
Cost to increase defense -300
Slave Soldier
3
10000
4 Months
Cost to recruit units -10%
Forced Recruit
4
12500
5 Months
Loyalty of newly captured planets by our
faction +20
Suppress
3
10000
4 Months
Our planets +20% supply per month when
have governors
Exacting
2
5000
3 Months
Supply income +10%, all of our planets
-1 loyalty per month
Overlord's Fist
1
7500
4 Months
Unique Effects
Enemy units' morale initially -30 when
a battle begins
Notoriety Tyrant
3
12500
5 Months
Prestige gained from battle doubled
Valliant
2
7500
4 Months
Units Blueprints
Get the blueprint of headsman
Enchance Mecha
1
5000
3 Months
Get the blueprint of huwang nuke megaship
Nuke Megaship
4
20000
6 Months
Get the blueprint of imperial battleship
Expansion Fleet
1
5000
3 Months
Get the blueprint of tiger class raider
Tiger Raider
5
15000
5 Months
Get the blueprint of tiger warrior
Tiger Warrior
5
15000
5 Months
Units Improvements
Agility of mecha +5
Light Mecha
4
10000
4 Months
Assault of our fleets +10%
Invade like Fire
1
5000
3 Months
Bombing of our fleets +10%
Carpet Bombing
2
7500
4 Months
Damage to enemy forts +20%
Fort Bane
2
7500
4 Months
Dodge rate against enemy ammunition
weapons +5%
Ignore Bullet
3
10000
4 Months
Energy of mecha +15%
Mecha Fuel
3
7500
3 Months
Energy of warship +15%
Warship Fuel
3
7500
3 Months
Movement of warship +1
Warship Thrust
4
10000
4 Months
Power of mecha +10%
Mecha Armour
2
5000
3 Months
Power of warships +10%
Warship Hull
2
5000
3 Months
Weapons Improvements
Damage of ammunition weapons +15%
Bullet Harm
3
10000
4 Months
Damage of combat weapons +20%
Combat Harm
5
15000
5 Months
Damage of mithril drill +100
Diamond Drill
4
10000
4 Months
Damage of nuclear bomb +100
Nuke Harm
5
15000
5 Months
Energy cost of combat weapons -20%
Combat Energy
4
10000
4 Months
Southsea Guild Policies Effects Summary
Effect
Policy
Policy Tier
Required Money
Required Time
Economic Improvements
All of our planets +1 loyalty per month
Electoral System
3
10000
4 Months
All of our planets +1 trade per month
Revitalize Trade
2
7500
4 Months
Cost to build forts -20%
Orbital Fort
2
7500
4 Months
Cost of invest trade -100
Centenary Guild
1
5000
3 Months
Cost to recruit units -10%
Guild Army
3
12500
5 Months
Result to invest trade +30%
Trade Center
4
12500
5 Months
Result of pacify people +20%
Trade Conquer
3
10000
4 Months
Unique Effects
Commander gains more 15% credits
Discerning Eye
2
7500
4 Months
Units Blueprints
Get the blueprint of dragon king
Dragon King
5
15000
5 Months
Get the blueprint of outlaw
Enchance Mecha
1
5000
3 Months
Get the blueprint of privateer battleship
More Warships
1
5000
3 Months
Get the blueprint of sandao class megaship
Trade Megaship
5
20000
6 Months
Get the blueprint of qinglong battleship
Qinglong
5
15000
5 Months
Units Improvements
Agility of mecha +5
Light Mecha
4
10000
4 Months
Agility of ships +5
Space Ronin
1
7500
4 Months
Energy of mecha +15%
Mecha Fuel
3
7500
3 Months
Energy of warship +15%
Warship Fuel
2
7500
3 Months
Move range of our fleets +1
New Route
4
12500
5 Months
Movement of mecha +1
Mecha Thrust
5
10000
4 Months
Movement of warship +1
Warship Thrust
4
10000
4 Months
Newly recruited mecha level +1
Incorporation
4
10000
4 Months
Our fleets +15 supply rate when staying
in space
Long Voyage
6
15000
5 Months
Power of mecha +10%
Mecha Armour
2
5000
3 Months
Power of warship +10%
Warship Hull
2
5000
3 Months
Weapons Improvements
Damage of ammunition weapons +15%
Bullet Harm
2
10000
4 Months
Damage of combat weapons +15%
Combat Harm
3
10000
4 Months
Energy cost of ammunition weapons -15%
Bullet Energy
2
5000
3 Months
Energy cost of combat weapons -15%
Combat Energy
2
5000
3 Months
Hit of ammunition weapons +5
Precise Bullet
4
10000
4 Months
Range of ammunition weapons +1
Bullet Range
5
15000
5 Months
Westwastes Fleet Policies Effects Summary
Effect
Policy
Policy Tier
Required Money
Required Time
Abilities Improvements
Energy cost of beam field -20
B-Field Energy
2
5000
3 Months
Economic Improvements
All of our planets +5 defense per month
Garrison
4
12500
5 Months
Cost to pacify people -300
Pacify People
3
10000
4 Months
Cost to recruit units -5%
Grand Army
1
5000
3 Months
Prestige +1 per month
West Host
4
15000
6 Months
Result of increase defense +15%
Outpost System
2
5000
3 Months
Upkeep cost of our units -10%
Levy Supply
2
7500
4 Months
Unique Effects
Claim obedience of annexing other faction
will become easier
Balance
1
5000
3 Months
Damage of side attack and back
attack +20%
Surprise Tactics
4
10000
4 Months
Units Blueprints
Get the blueprint of cossack
Mercenary
1
5000
3 Months
Get the blueprint of imperial battleship
More Warships
1
5000
3 Months
Get the blueprint of kataphractoi
Kataphractoi
6
15000
5 Months
Get the blueprint of storm class cruiser
Storm Cruiser
5
12500
5 Months
Get the blueprint of tornado class stronghold
Great Stronghold
5
20000
6 Months
Units Improvements
Agility of mecha +5
Light Mecha
4
10000
4 Months
Energy of mecha +15%
Mecha Fuel
3
7500
3 Months
Energy of warship +15%
Warship Fuel
3
7500
3 Months
Movement of mecha +1
Mecha Thrust
5
10000
4 Months
Movement of warship +1
Warship Thrust
4
10000
4 Months
Our fleets +10 supply rate when staying
in space
Marching Supply
3
10000
4 Months
Power of mecha +10%
Mecha Armour
2
5000
3 Months
Power of warship +10%
Warship Hull
2
5000
3 Months
Weapons Improvements
Damage of combat weapons +15%
Combat Harm
3
10000
4 Months
Damage of fort gun +50
Fortgun Harm
3
10000
4 Months
Damage range of starkiller +1
Starkiller Range
6
15000
5 Months
Energy cost of beam weapons -20%
Beam Energy
3
10000
4 Months
Energy cost of combat weapons -15%
Combat Energy
2
5000
3 Months
Hit of fort gun +5
Precise Fortgun
2
5000
3 Months
Hit of beam weapons +5
Precise Beam
4
10000
4 Months
Range of fort gun +1
Fortgun Range
4
10000
4 Months
Planets Traits Summary (WiP)
Trait
In-Game Description
Assassin
Newly recruited assassin level +2
Black Sanctum
Cost to recruit units -10%
Commerce Zone
Result of invest trade +20%
Defensive Point
Result of increase defense +20%
Depopulated
Cost to pacify people -300
Fleet Base
Cost to recruit ships -15%
Galaxy Capital
Gold income +15%, supply income +15%, prestige +1 per month
Great Arsenal
Cost to recruit units -10%
Industrial Center
Supply income +20%
Mecha School
Newly recruited mecha level +1
Merc Compound
Cost to recruit mecha -15%
Mining Zone
Result of develop industry +20%
Mozi Headquarters
Newly recruited unit level +1
Omnic Capital
Cost to recruit units -10%
Prosperous City
Gold income +10%, supply income +10%
Ronin Camp
Cost to recruit mecha -15%
Spaceworm Nest
Newly recruited spaceworm level +2
Submarine School
Newly recruited submarine level +1
Supportship School
Newly recruited supportship level +1
Trade Center
Gold income +20%
Warship School
Newly recruited warship level +1
Planets Data Summary
Name
Trade
(Def/Max)
Industry
(Def/Max)
Defense
(Def/Max)
Trait
Aerie Assassins
Aerie
220 / 530
320 / 790
400 / 800
Assassin
Black Khalif Jihad
BlackStone
230 / 560
160 / 380
200 / 400
Black Sactum
Badr
170 / 420
240 / 600
300 / 600
Spaceworm Nest
Hegra
160 / 380
180 / 450
200 / 400
Depopulated
Eastgalaxy Corp
Batavia
330 / 820
280 / 680
300 / 600
Trade Center
Manila
240 / 600
200 / 480
250 / 500
Commerce Zone
Mariana
140 / 350
240 / 600
150 / 300
Mining Zone
Eastocean Fleet
Qingzhou
200 / 490
210 / 520
250 / 500
Commerce Zone
Qizhou
220 / 540
210 / 520
250 / 500
Submarine School
Weizhou
320 / 790
340 / 850
350 / 700
Fleet Base
Wuzhou
350 / 860
230 / 560
300 / 600
Trade Center
Emishi Pirates
Emishi
160 / 380
220 / 550
350 / 700
Ronin Camp
Haizou
150 / 320
170 / 420
150 / 300
Depopulated
Kuril
160 / 400
160 / 400
150 / 300
Depopulated
Imperial Court
Baozhou
180 / 450
230 / 560
250 / 500
Warship School
Liangzhou
280 / 700
330 / 820
350 / 700
Industrial Center
Shendu
400 / 999
400 / 999
500 / 999
Galaxy Capital
Wanzhou
180 / 440
190 / 460
250 / 500
Mecha School
Xiangzhou
340 / 830
270 / 660
350 / 700
Trade Center
Xuanzhou
200 / 500
260 / 650
350 / 700
Fleet Base
Yongzhou
220 / 540
240 / 580
250 / 500
Great Arsenal
Kurushima Pirates
Hengyu
180 / 440
170 / 420
150 / 300
Supportship School
Tanegashima
220 / 550
260 / 650
350 / 700
Great Arsenal
Qingwei
210 / 520
130 / 320
200 / 400
Commerce Zone
Lycurgus Corps
Lycurgus
180 / 450
260 / 640
300 / 600
Merc Compound
Minos
240 / 590
190 / 460
250 / 500
Submarine School
Mozi Order
Farafra
140 / 340
220 / 540
200 / 400
Depopulated
Ptolemy
170 / 420
300 / 750
300 / 600
Industrial Center
Thinis
280 / 680
350 / 870
400 / 800
Mozi Headquarters
Neutral
Beihai
140 / 340
150 / 370
150 / 300
Depopulated
Bozhou
150 / 360
190 / 460
300 / 600
Defensive Point
Chaldea
360 / 890
360 / 880
300 / 600
Prosperous City
Chongjin
190 / 470
180 / 440
300 / 600
Defensive Point
Coralsea
150 / 360
300 / 740
150 / 300
Mining Zone
Gedrosia
120 / 300
120 / 300
150 / 300
Depopulated
Guifang
120 / 300
160 / 380
150 / 300
Depopulated
Hydaspes
140 / 340
220 / 540
200 / 400
Mining Zone
Ipsus
190 / 460
200 / 500
200 / 400
Supportship School
Luzhou
300 / 740
260 / 640
350 / 700
Commerce Zone
Malacca
320 / 800
220 / 550
300 / 600
Commerce Zone
Nicosia
240 / 590
210 / 520
250 / 500
Commerce Zone
Noryang
180 / 450
160 / 400
200 / 400
Warship School
Sheba
190 / 460
230 / 560
200 / 400
Mining Zone
Solomon
150 / 360
280 / 680
150 / 300
Mining Zone
Tsushima
200 / 500
160 / 380
200 / 400
Mecha School
Tyre
320 / 780
240 / 580
350 / 700
Commerce Zone
Ulsan
180 / 440
220 / 540
250 / 500
Mining Zone
Quangnam
200 / 480
250 / 620
250 / 500
Mining Zone
Youfang
160 / 380
220 / 540
150 / 300
Mining Zone
Notrhsky Fleet
Lezhou
220 / 540
280 / 680
300 / 600
Fleet Base
Liaozhou
230 / 570
180 / 440
200 / 400
Commerce Zone
Ningzhou
170 / 420
190 / 460
300 / 600
Defensive Point
Yuanzhou
160 / 400
190 / 470
300 / 600
Defensive Point
Omnic Apocalypse
Adulis
140 / 350
150 / 360
150 / 300
Depopulated
Khartoum
160 / 380
160 / 400
300 / 600
Defensive Point
Memphis
200 / 500
320 / 800
350 / 700
Omnic Capital
Pella Corps
Dardanelles
240 / 580
200 / 500
250 / 500
Commerce Zone
Pella
210 / 520
280 / 700
300 / 600
Merc Compound
Salamis
220 / 550
170 / 420
200 / 400
Warship School
Southeaven Fleet
Hengzhou
190 / 460
220 / 540
250 / 500
Mining Zone
Nuzhou
170 / 420
190 / 460
300 / 600
Defensive Point
Yingdu
330 / 820
360 / 900
350 / 700
Prosperous City
Zhuzhou
350 / 860
310 / 770
350 / 700
Fleet Base
Southsea Guild
Anping
300 / 750
240 / 580
300 / 600
Trade Center
Tongzhou
240 / 580
220 / 550
200 / 400
Commerce Zone
Yizhou
260 / 650
150 / 360
150 / 300
Commerce Zone
Westwastes Fleet
Balkh
200 / 480
230 / 560
250 / 500
Mining Zone
Dingxi
160 / 400
210 / 520
300 / 600
Defensive Point
Liangdu
240 / 580
220 / 550
400 / 800
Fleet Base
Wuzhou
170 / 420
200 / 500
300 / 600
Defensive Point
2 kommentarer
Saidea  [skapare] 24 jun, 2020 @ 20:25 
Thank you so much - missed this button completely =_=. Will fix this ASAP.
Han Zhiyu  [utvecklare] 24 jun, 2020 @ 20:14 
Friend, you can check your commander's random skills by the left button on commander data Menu.(select your fleet and click the data button to see the commander data, than click skill button on the left)