| Civilization | The player's in-game identity with its own levels, attributes, and coordinates |
| Energy | The basic in-game resource used for upgrades, attacks, movement, and repairs |
| SES | Silent Expanse Token, an ERC-20 token used for jumps, upgrades, alliance exit fines, and more |
| Coordinates | A civilization's position in 3D space (x, y, z), assigned via a deterministic algorithm |
| Total Level | The sum of all system levels; affects daily upkeep costs |
| Scan Range | Your detection radius: 1000 + 150×lv + 5×lv²; determines who you can attack or track |
| Attack Power | 900 + 10 × level²; the core attribute of the Weapon system |
| Defense | 540 + 6 × level²; the core attribute of the Shield system |
| Shield HP | 3600 + 15 × level²; absorbs incoming damage |
| Engine Speed | 10 + 5 × level; cruise speed |
| Collection Rate | 3 + 10 × √(level - 1) energy/second |
| Durability | Each system's working state, consumed over time or through use |
| Daily Upkeep | 2,000 × total level / day; proportionally deducted over time |
| Entry Fee | BNB paid when creating a civilization, ranging from 0.01 to 0.05 BNB linear growth |
| Anchor Formula | The formula for calculating upgrade costs based on daily output and anchor days |
| Anchor Days | Level 1–100: 1–30 days; 100–1000: 30–60 days; 1000+: 60 days (capped) |
| Cruise | Standard movement method — moves toward target coordinates at constant speed |
| Space Jump | Instant teleport to new coordinates, costs energy + SES, shield drops to 10% |
| Tracking Jump | Instant jump to a target's location; requires Radar Lv20+ and target in range |
| Attack Token | Token bucket algorithm limiting attack frequency; max 3–10 tokens |
| Plunder Ratio | 5% + weapon level × 0.5%; portion of target energy plundered on victory |
| New Player Protection | Cannot be attacked for the first 24 hours after creation |
| Ruins | A civilization that cannot be downgraded further after defeat; can be revived via Rebuild |
| Rebuild / Rebirth | Revives a ruined civilization, costs energy + SES, grants combat boost |
| Combat Boost | +12% per rebuild, max 300% (30000 bps) |
| Alliance | A player organization for collaboration, max 100 members |
| Leave Cooldown | 24-hour mutual non-aggression period after leaving an alliance |
| Totem | An alliance-wide buff system; donate energy to upgrade for defense bonuses |
| Epoch | DailyMinter's time unit, from UTC midnight to the next UTC midnight |
| DELEGATECALL | Contract architecture pattern where the main contract delegates logic to satellite contracts |
| Soft Gate | When attack conditions aren't met, the game shows the reason without consuming resources |