# Game Mechanics

## Contents |

## Game Mechanics

Certain aspects of the game are slightly complicated and need further investigation in order to be understood by the intermediate player. This section is intended to help clarify issues which are implied in the game's dynamics but not explicitly or clearly explained elsewhere on this wiki.

## Flagship Maintenance

The maintenance cost of flagships without support command systems is proportional to the square root of their size. This means that a size 16 Flagship costs about 64$ per cycle, a size 64 flagship twice as much(128$), a size 256 four times as much (256$) and so on. The only flagship money cost that is not proportional to a square root is the support module, which always provides support capacity at a constant rate of upkeep compared to size. In practice this means that as flagships get larger it becomes more efficient to give them proportionally smaller fleets by progressively replacing support command modules with weapons.

The square root relationship indicates that flagships eventually outpace support ships in terms of efficiency. The flagship size at which traditional weapons become more effective (in terms of the ratio between upkeep divided by hitpoints*dps) begins to tilt in the favor of flagships at about size 64 and above. Size 64 is the size at which the upkeep ratio is almost equal.

For detailed maintenance costs see Table of Maintenance Costs

## Colonization Time

Every time a colonization order is given the planet that initiates the colonization procedure sends out a colony ship once every 5 seconds for a minute and the ships use their rocket-engines to move to their intended destination. The exact time between the colonization order and colonization completion is approximately given by the following equation: T = 60+1.6*Sqrt(distance). In practice this means that in-system colonization (<3,000 units) takes between 1 and 2 minutes, medium distance (<30,000 units) up to 4 minutes and long distance (<300,000 units) up to 10 minutes.

1 unit of Pekelm resource reduces the travel time by about 43%, even though it increases acceleration by 200%. This is a direct result of the square root function as travel time is inversely proportional to the square root of a ships acceleration.

## FTL Travel

The cost of using FTL is approximately described by the following formula. FTL per Jump = 25 + Sqrt(Size)*77. In practice this means that a size 16 ship travels 310 units of distance per 1 unit of FTL, a size 32 ship 200 units of distance and a size 64 ship 150 units of distance.

## Fleet strength

Fleet strength (as shown when hovering over a flagship or support ship) is the strength of the fleet that the flag or support ship is a part of. Implied within it is fleet HP and DPS. The equation for the fleet strength of a single flagship plus support fleet = TotalFleetHP * TotalFleetDPS / 1000

Empire military strength is a similar multiplication that multiplies the total strength of an empires its ship hp by ship DPS, meaning that empire strength is NOT a sum of the strength of its separate fleets.

Consequently fleet strength is a very accurate measuring device for the purpose of determining whether or not your fleet can take on another.