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Glossary

TermDescription
CivilizationThe player's in-game identity with its own levels, attributes, and coordinates
EnergyThe basic in-game resource used for upgrades, attacks, movement, and repairs
SESSilent Expanse Token, an ERC-20 token used for jumps, upgrades, alliance exit fines, and more
CoordinatesA civilization's position in 3D space (x, y, z), assigned via a deterministic algorithm
Total LevelThe sum of all system levels; affects daily upkeep costs
Scan RangeYour detection radius: 1000 + 150×lv + 5×lv²; determines who you can attack or track
Attack Power900 + 10 × level²; the core attribute of the Weapon system
Defense540 + 6 × level²; the core attribute of the Shield system
Shield HP3600 + 15 × level²; absorbs incoming damage
Engine Speed10 + 5 × level; cruise speed
Collection Rate3 + 10 × √(level - 1) energy/second
DurabilityEach system's working state, consumed over time or through use
Daily Upkeep2,000 × total level / day; proportionally deducted over time
Entry FeeBNB paid when creating a civilization, ranging from 0.01 to 0.05 BNB linear growth
Anchor FormulaThe formula for calculating upgrade costs based on daily output and anchor days
Anchor DaysLevel 1–100: 1–30 days; 100–1000: 30–60 days; 1000+: 60 days (capped)
CruiseStandard movement method — moves toward target coordinates at constant speed
Space JumpInstant teleport to new coordinates, costs energy + SES, shield drops to 10%
Tracking JumpInstant jump to a target's location; requires Radar Lv20+ and target in range
Attack TokenToken bucket algorithm limiting attack frequency; max 3–10 tokens
Plunder Ratio5% + weapon level × 0.5%; portion of target energy plundered on victory
New Player ProtectionCannot be attacked for the first 24 hours after creation
RuinsA civilization that cannot be downgraded further after defeat; can be revived via Rebuild
Rebuild / RebirthRevives a ruined civilization, costs energy + SES, grants combat boost
Combat Boost+12% per rebuild, max 300% (30000 bps)
AllianceA player organization for collaboration, max 100 members
Leave Cooldown24-hour mutual non-aggression period after leaving an alliance
TotemAn alliance-wide buff system; donate energy to upgrade for defense bonuses
EpochDailyMinter's time unit, from UTC midnight to the next UTC midnight
DELEGATECALLContract architecture pattern where the main contract delegates logic to satellite contracts
Soft GateWhen attack conditions aren't met, the game shows the reason without consuming resources