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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 IDNameFunctionCore Formula
0Energy CollectorPassive energy per second3 + 10 × √(level - 1) energy/s
1Weapon SystemAttack power900 + 10 × level²
2Shield SystemDefense & shield HPHP: 3600 + 15 × level², Defense: 540 + 6 × level²
3Radar SystemScan range1000 + 150 × level + 5 × level²
4Engine SystemMovement speed10 + 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 RangeAnchor Days (cost equivalent)
1 – 1001 → 30 days of energy/SES output
100 – 100030 → 60 days of output
1000+60 days of output (capped)

System Upgrade Multipliers​

SystemEnergy/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:

SystemBase DurabilityPer-Level Increase
Collector86,400 seconds (1 day)+7,200 seconds (2 hours)
Weapon60+15
Shield40+10
Engine30+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​

SystemRepair Cost
Collector1 energy/second
Weapon3 energy/point
Shield4 energy/point
Engine5 energy/point

Upgrade Strategy Tips​

  1. Prioritize the Collector — energy is the foundation of everything. A high-level collector lets you accumulate resources faster
  2. Balance Weapon and Shield — Weapon level affects attack power and plunder ratio; Shield level affects HP and defense
  3. Radar determines your attack range — you can only attack targets within your radar's reach
  4. Engine affects movement speed — exploration and pursuit both depend on engine upgrades

Recommended next step: Attack & Defense →