Civilization Development & Upgrades
Your civilization is made up of six systems, each of which can be independently upgraded. System levels determine your collection efficiency, combat power, and survivability.
The Six Systems
| System ID | Name | Function | Core Formula |
|---|---|---|---|
| 0 | Energy Collector | Passive energy per second | 3 + 10 × √(level - 1) energy/s |
| 1 | Weapon System | Attack power | 900 + 10 × level² |
| 2 | Shield System | Defense & shield HP | HP: 3600 + 15 × level², Defense: 540 + 6 × level² |
| 3 | Radar System | Scan range | 1000 + 150 × level + 5 × level² |
| 4 | Engine System | Movement speed | 10 + 5 × (level-1) → Lv1=10, Lv10=55 |
Upgrade Costs
Upgrade costs are calculated using the Anchor Formula, based on the system type and current level:
Level Brackets
| Level Range | Anchor Days (cost equivalent) |
|---|---|
| 1 – 100 | 1 → 30 days of energy/SES output |
| 100 – 1000 | 30 → 60 days of output |
| 1000+ | 60 days of output (capped) |
System Upgrade Multipliers
| System | Energy/SES Multiplier |
|---|---|
| Collector (0) | 1× |
| Weapon (1) | 4× |
| Shield (2) | 4× |
| Radar (3) | 8× |
| Engine (4) | 16× |
Upgrade Cost Formula
Upgrade Cost = Anchor Days × Daily Output × System Multiplier
"Daily Output" scales with your civilization's level — the higher your level, the more you produce per day, creating a positive feedback loop.
Daily Upkeep
Your civilization consumes energy every day as maintenance:
Daily Upkeep = 2,000 × Total Level
Upkeep is deducted from your energy proportionally over time and is settled automatically whenever you perform any action (via _deductUpkeep).
⚠️ If you don't have enough energy to cover upkeep, your systems will still function, but your energy balance will go negative. You'll need to replenish it promptly.
Durability System
Each system has durability that decreases over time or with use:
| System | Base Durability | Per-Level Increase |
|---|---|---|
| Collector | 86,400 seconds (1 day) | +7,200 seconds (2 hours) |
| Weapon | 60 | +15 |
| Shield | 40 | +10 |
| Engine | 30 | +6 |
Durability Consumption
- Collector: decays over time, losing 1 durability per second
- Weapon: loses 1 durability per attack (at 0 durability, attack power is halved)
- Shield: loses 1 durability each time it's hit
- Engine: loses 1 durability per jump
Repair Costs
| System | Repair Cost |
|---|---|
| Collector | 1 energy/second |
| Weapon | 3 energy/point |
| Shield | 4 energy/point |
| Engine | 5 energy/point |
Upgrade Strategy Tips
- Prioritize the Collector — energy is the foundation of everything. A high-level collector lets you accumulate resources faster
- Balance Weapon and Shield — Weapon level affects attack power and plunder ratio; Shield level affects HP and defense
- Radar determines your attack range — you can only attack targets within your radar's reach
- Engine affects movement speed — exploration and pursuit both depend on engine upgrades
Recommended next step: Attack & Defense →