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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)
Weapon (1)
Shield (2)
Radar (3)
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 →