LifeForm

  • LIFEFORM MENU'

    Nuova-immagine-bitmap.png



    LIFEFORMS have always hovered in space, furtively.


    Ogame's evolution , with version 9, has made it possible to finally detect them, creating a special department which, through the development of truly futuristic and extremely precise structures and the refined research of technologies, grants the Emperors present in the Universe be able to take advantage of the great powers that these Aliens hold.


    There are four alien species that can be detected and set in the colonies: three related to a Class (they will specifically enhance their bonuses) and one, the Humans, equivalent to a class that has not yet existed, very balanced, with interesting bonuses and with the peculiarity of being the only one able to "discover" new species


    Humans



    Primeval species
    Kaelesh



    Related to Explorer
    Rock'Tal



    Related to Collector
    Mechas



    Related to General
    Humans.png Kaelesh.png Rock-tal.png Mechas.png



    Players will have the opportunity to develop the qualities of the aliens in "purity", adopting and increasing all their specialties or "mixing" the various life forms found, to achieve specific objectives for their Empire.


    These dynamics, given the numerous alien capabilities, will make each account truly unique, since the possible combinations are almost unlimited.


    For example, we could have Collectors boosted by the Rock'Tal but using exploratory boosts from the Kaelesh... Generals who will dart even faster and more powerful with the skills given to them by the Mechas but with mines boosted by the Rock'Tal, or even Explorers who they will exclusively perfect the Mechas skills to possess, through the use of ships, an extraordinary combination that will lead them to be very fast predators of every position in the galaxy ... and so on ad infinitum


    freccia-verde-trasp-1.pngThe V9 section is an expansion of Ogame which, as seen above, introduces several new tools but which you don't need to develop.

    The player can strategically decide whether to do it or not, whether to start unlocking it early in the game or wait to reach a higher stage of development


    freccia-verde-trasp-1.pngThe V9 section is also almost totally independent from the classic Ogame, as its structures do not require planet spaces or buildings belonging to it, with the exception of the energy needed for some buildings and the Nanite Factory (but it is not a prerequisite) which speeds development time for LifeForm buildings


    freccia-verde-trasp-1.pngTo monitor the Life Forms live, some icons dedicated to them are active in the top bar of the menu:


    menu-alto-alieni.png


    These icons, active as already mentioned, show the number of aliens present on that planet (1), the amount of food in stock (2) and the type of alien resident at that moment (3)


    In the screen above, at point 3, there is NO alien, that is, it is still necessary to proceed with the choice of him (or he has been deactivated) and he can be understood from the generic icon instead of the specific ones illustrated above.


    When the alien is present on the planet, the icon that belongs to him appears instead of the generic image (in the screen below the Humans reside on the planet):


    menu-alto-alieni-3.png


    freccia-verde-trasp-1.png New icons have descriptive tooltips


    Nuova-immagine-bitmap-3.png


    Available: Indicates how many Aliens are present in this structure (if their number exceeds the capacity, it means that their level of growth is optimal and they need more space to avoid their escape)


    T2 LF: Indicates, among the aliens present, how many have been trained at the T2 level


    T3 LF: Indicates, among the aliens present, how many have been trained at the T3 level


    Living Space: indicates the maximum amount of Aliens that can be permanently hosted


    Satisfied: Indicates how many aliens are adequately fed. If the satisfied Aliens are greater than those residing at that moment, it means that there is an overproduction of food (which will be set aside up to a certain quantity)

    freccia-verde-trasp-1.png In practice, the amount of satisfied users indicates how many inhabitants the building that produces food can feed


    Hungry: indicates how many aliens are present but hungry (therefore they will soon leave the planet)


    Growth Rate: Indicates how fast the aliens are reproducing


    Bunker Space: indicates the maximum amount of aliens that will be protected from enemy attacks (aliens in fact die if exposed to enemy fire. Reducing their number will make those structures and researches that require a particular amount NOT available)




    food.png


    Available: Food available at the time



    Storage capacity: corresponds to the maximum amount of food that can be stored.


    When a food production building is outsized for the level of its inhabitants, it stores food for the future.

    Once the maximum capacity is reached, production stops


    Overproduction: Shows any production that exceeds the aliens' hourly consumption


    Consumption: indicates the hourly consumption of food


    Consumed In: Shows how long the stored quantities will be able to satisfy the aliens


    freccia-verde-trasp-1.png Screen in FIG. 1 shows an oversized food facility for Alien consumption.

    The latter being already at the maximum (they are red) have allowed the structure to reach the maximum storage capacity of accumulated food


    freccia-verde-trasp-1.png Screen in FIG. 2 shows a building for the production of food undersized compared to the inhabitants (the inhabitants are increasing, they are orange)

    Everything that is produced is consumed instantly and the missing is deducted from the warehouse, which, in this case, is able to provide food for 1h and 15m




    BACK TO INDEX

  • LIFEFORM MENU'

    Tutti-alieni-200.png


    1.1a HOW TO START & EXPLORE


    freccia-verde-trasp-1.png The icon with the number 1 show that none of the different alien species has been selected on the planet.


    freccia-verde-trasp-1.png Clicking on icon 1 will open the lifeform menù which will allow you to choose the species you prefer by clicking on icon 2 "select".


    freccia-verde-trasp-1.png In 3 and 4 you can see the indication of the XP points and level, which will improve the technological bonuses of the species.

    You can earn XP by sending intergalactic explorations and capturing further aliens of this species.


    Nuova-immagine-bitmap-3.png



    To get started, you need to select an Alien on a chosen planet.


    At start you can only select HUMANS, the only Alien able to develop the technology needed to discover other species.


    After reaching 200,000 inhabitants and built the "Research Centre" you can start exploration by select and reserch to level 1 the "Intergalactic Envoys" in the Tech tree.


    Now you will be able to scour universe, looking for new alien species, not yet known, or to improve the xp of those already known by increasing their bonuses.


    freccia-verde-trasp-1.png It is not possible to replace the HUMANS unless other alien species have been found first.


    freccia-verde-trasp-1.png In the Galaxy Menù you can start exploration through the purple, DNA-shaped, iconicona-gala-esplo-alieni.png


    freccia-verde-trasp-1.png No ship is needed for exploration but you must have an empty fleet slot to send it.


    freccia-verde-trasp-1.png Each exploration mission costs; Metal 5,000 - Crystal 1,000 - Deuterium 500


    freccia-verde-trasp-1.png Every coordinates can only be explored once every SEVEN days. Coordinates that have been explored for less than seven days appear with a gray icon and cannot be explored.


    freccia-verde-trasp-1.png Exploration CANNOT be started when there is no more free space in the aliens' residences, or when the number of resident aliens has already reached the maximum capacity.


    freccia-verde-trasp-1.png You can find the outcome of the explorations in the expedition section of the messages folder.



    1.1b ARTEFACTS AND XP POINTS



    With EXPLORATIONS players can discover alien species, find artefacts and earn XP points


    Exploration is essential in the early stages to allow players to choose between the different races, at any time to acquire artifacts and later in development, they become a focal point of the game, as its execution brings significant benefits with XP


    Whenever you meet a race, whether you already own it or not, you will be able to get XP, in variable quantities, entrusted to chance.


    freccia-verde-trasp-1.png Messages indicating alien finds can be read in the Messages -> Expeditions section



    xp-lifeform.png


    freccia-verde-trasp-1.png These points will not form a single accumulation but will be counted separately for each breed.

    The points obtained by finding Humans will increase the Xp count relating to that race only and will work the same way for the other three types of aliens.


    freccia-verde-trasp-1.png Their quantity can be constantly monitored by clicking on the alien icon, present in the upper menu, positioned to the right of the icon showing the DM present in the account


    quantit-xp.png



    freccia-verde-trasp.png Each level increases the research bonuses of the race by 0.1%.


    freccia-verde-trasp-1.png Example ONE:


    Develops at level 1 Rock'Tal's Ion Crystal Enhancement (Heavy Fighter), which at that level increases, among other things, Heavy Fighters' SHIELDS by 0.3%, with bonus race 2%


    Nuova-immagine-bitmap.png


    As can be seen from technical data, LifeForm Tech Bonuses, equal to 0.077, are thus obtained


    Shields (base value)...................................... 25


    +0.3% research bonus calculated on 25............. + 0.075

    +2% XP bonus calculated on 0.3%..................... + 0.0015

    -------------------------------------------------- ------------------

    TOTAL LIFEFORM BONUS 0.0765 rounded ........+ 0.077


    freccia-verde-trasp-1.png Example 2:

    Some LF have, among their constructions, some buildings that increase the bonuses on their searches, as in the case of Humans, so there will be a further count


    Develops at level 1 Humans Bomber Mk II, which increases, at that level, Bomber SHIELDS by, among other things, by 0.3%


    Metropolis is also present on the planet at level 9, which grants 4.5% increase on bonuses


    Nuova-immagine-bitmap.png


    As can be seen from the technical sheet, the LifeForm Tech Bonuses, equal to 1.598, are thus obtained


    Shields (base value)................................ 500



    +0.3% research bonus calculated on 500................ + 1.50

    +4.5% bonus increase calculated on 0.3% ..............+ 0.0675

    ---------------------------------------------------------------------------

    LIFEFORM BONUS SUBTOTAL ................................+1,567


    +2% XP bonus calculated on bonuses.....................+0.031

    -------------------------------------------------- ------------------

    TOTAL LIFEFORM BONUS ......................................+1,598




    BACK TO INDEX

  • MENU' LIFEFORM

    Humans-200.png

    HUMANS - BUILDINGS


    As already mentioned, the first alien that can be activated belongs to the HUMANS race as a primitive race. Their characteristics are specified in the Alien Characteristics section


    freccia-verde-trasp-1.pngOnce the race has been activated, you have access to the first LIFEFORM section, through the button on the menu, throug the section relating to the specific structures of this race.


    freccia-verde-trasp-1.pngThe LifeForms structures DO NOT occupy planet spaces, some require energy, others require a minimum amount of resident aliens to be activated or a certain amount of energy produced on the planet


    freccia-verde-trasp-1.png The importance of developing an abundant population of this species derives from the fact that, the more inhabitants reside on the planet, the more their structures and research can be unlocked and consequently the greater the bonuses that can be obtained


    freccia-verde-trasp-1.pngThe bonuses obtained by developing these buildings only affect the planet on which they are being built


    freccia-verde-trasp-1.png The speed of construction is influenced by the level of development achieved by the Nanite Factory on that planet


    freccia-verde-trasp-1.pngGiven the above, it is therefore not possible to put LifeForms buildings under construction while the development of the Nanite Factory is underway and, of course, vice versa


    freccia-verde-trasp-1.png For the HUMANS race the constructions are as follows:


    HUmans-building2.png



    HUMANS - RICERCHE


    Unlocking Humans' researches allows you to have access to their EIGHTEEN researches that grant bonuses and improvements in almost all the fundamental sectors of the game.


    freccia-verde-trasp-1.pngTo have access to Humans research you need to develop the Research Center in the LifeForm section


    freccia-verde-trasp-1.pngThe research page can be accessed by clicking on the icon next to the LF section bottone-ricerche.png


    freccia-verde-trasp-1.pngTo be developed, each research requires the achievement of a specific number of resident aliens belonging to the same training level of the block.

    Therefore BLOCK 1 needs a certain amount of HUMANS T1, Humans T2 give access to the researches of BLOCK 2, each of these finally, BLOCK 3 needs a certain number of HUMANS with T3 training


    freccia-verde-trasp-1.pngTechnologies for which the minimum population requirement has not been met appear hidden by a padlock on a black background


    freccia-verde-trasp-1.pngOnce the required population level has been reached, it is possible to activate the search. It may belong to the race that is developing on the planet or even to another race. Further information regarding randomisations can be found in the appropriate section of the guide


    freccia-verde-trasp-1.pngResearches can only be unlocked in sequence, i.e. you cannot unlock, for example, first, a T2 research, even if you meet the requirements. You must first unlock all of BLOCK 1


    freccia-verde-trasp-1.png Unblocking a research does not mean having developed it, in fact it appears at level ZERO.

    For example, the first unlockable HUMANS quest is INTERGALACTC ENVOYS. Once unlocked, it will not be possible to proceed with explorations in search of aliens if, first, it has not been developed at least to level 1


    freccia-verde-trasp-1.pngThe Roman numerals that appear in the upper part of the image of the search, inform the player that he will find it in another or other blocks


    numromani1.png Indicates that the first available research of this type has been unlocked and that it will be found in another block, identical but more advanced


    218-39numromani2.png Indicates that the first available research of this type has been unlocked and that in each of the other two blocks it is present, identical, but more advanced


    218-39numromani3.pngThe absence of numbering indicates that the only research of this type available has been unlocked


    freccia-verde-trasp-1.png Research cannot be developed if the Research Center is being upgraded on the planet and vice versa


    freccia-verde-trasp-1.pngResearch developed on a planet is disseminated throughout the Empire, so all planets will enjoy the researched effects, as long as, of course, the race remains active on that planet

    This means that if he develops a research that grants, for example, 0.3% bonus on metal, he will grant it not only on the planet he develops on, but on the production of all planets.

    freccia-verde-trasp.pngThis is the complete picture of HUMANS research


    humans-tier-ricerche.png




    back to index

  • LIFEFORM MENU

    rock200.png

    ROCK'TAL - BUILDINGS


    Rock'Tal can only be activated after exploring the galaxies and encountering this species, that is, after developing the first research of the Humans. Their characteristics are specified in the Alien Characteristics section


    transp-green-arrow-1.pngOnly after activating this race, you have access to their LIFEFORM section, through the button on the menu, or the section relating to the specific structures of this race.


    transp-green-arrow-1.pngLifeForms structures DO NOT occupy planet spaces, only some require energy, others require a minimum amount of resident aliens to be activated or a certain amount of energy produced on the planet


    transp-green-arrow-1.pngThe importance of developing an abundant population of this species derives from the fact that the more inhabitants reside on the planet, the more their structures and research can be unlocked and consequently the greater the bonuses that can be obtained.


    transp-green-arrow-1.pngThe bonuses obtained by developing these buildings only affect the planet on which they are being built


    transp-green-arrow-1.pngThe speed of construction is influenced by the level of development achieved by the Nanite Factory on that planet


    transp-green-arrow-1.pngGiven the above, it is therefore not possible to put LifeForms buildings under construction while the development of the Nanite Factory is underway and, of course, vice versa


    transp-green-arrow.pngFor the ROCK'TAL race the constructions are as follows:


    ROCK-BUILDINGS.png



    ROCK-BUILDINGS1.png

    transp-green-arrow.pngMeditation Enclave


    It offers housing for aliens. Each level increases the maximum population of the planet.

    This establishment is closely dependent on Crystal Farm , which produces food.


    The aliens, attracted by the availability of homes, will populate them in a short time until their capacity is exhausted

    In the event of an attack, a part of the aliens will be able to survive thanks to the bunker and therefore will have the possibility of reproducing until they return to the levels prior to the attack.


    transp-green-arrow-1.pngIf there isn't enough food to satisfy everyone, the aliens will leave the planet

    transp-green-arrow-1.pngIf the inhabitants decrease (for example due to a Race Change, food shortage, enemy attack, etc.) the structures and researches that require a minimum amount of inhabitants will no longer be available until the required requirements are restored


    transp-green-arrow-1.pngTo understand and monitor the state of mind of the residents, the tooltip located on their icon in the upper menu is available




    ROCK-BUILDINGS1.png

    transp-green-arrow.png Crystal Farm

    At each level, the Crystal Farm expansion increases the amount of food produced per second and the capacity of your storage


    If the Aliens housed in the Meditation Enclave are not enough to consume all the food produced, it will be accumulated in the building's deposit, whose capacity increases as the developed levels increase.


    This structure requires, for the development of new levels, as well as resources, even a minimum amount of energy, understood as the amount of energy produced and not as unused and available energy .


    This means that even if on the planet we have a negative energy balance of -1,000 (difference between energy produced = 2,100 and energy used = 3,100 )

    it is however possible to develop the research that requires 1,500 of energy, precisely because the energy produced exceeds this requirement (being 2,100)


    transp-green-arrow-1.pngFood can be farmed during attacks.

    transp-green-arrow-1.pngTo understand the status of food production, the tooltip located on their icon, located in the upper menu, is available



    ROCK-BUILDINGS1.png

    transp-green-arrow.pngRune Technologium

    The maximum bonus limit obtainable is -25% for costs and -99% for research time




    ROCK-BUILDINGS1.png

    transp-green-arrow.pngRune Forge

    In the Forge Of Runes, the Rock'tal aliens of the T1 type are converted into T2, i.e. aliens with greater knowledge and skills

    Each level increases the number of Rock'tal trained, allowing them to unlock their research more quickly

    This structure needs, for the development of new levels, as well as resources, even a minimum amount of inhabitants on the planet


    transp-green-arrow-1.pngWith the Food Silo and Skyscraper structures it will be possible to increase the speed with which the T2s are trained



    ROCK-BUILDINGS1.png

    transp-green-arrow.pngOriktorium

    At the Oriktorium, T2 Rock'tal are trained to become T3 level, i.e. able to make the most of their abilities

    Each level developed increases the percentage of trained aliens

    This structure needs, for the development of new levels, as well as resources, even a minimum amount of inhabitants on the planet


    freccia-verde-trasp-1.pngWith the Food Silo and Skyscraper structures it will be possible to increase the speed with which the T3s are trained



    ROCK-BUILDINGS1.png[

    transp-green-arrow.pngMagma Forge

    This construction significantly increases the production of metal on the planet at each level




    ROCK-BUILDINGS1.png

    transp-green-arrow.pngDisruption Chamber

    The Splitting Chamber allows you to produce and distribute energy more efficiently.

    Each level developed, in addition to increasing the production of energy on the planet, reduces its consumption




    ROCK-BUILDINGS1.png

    transp-green-arrow.pngMonolith

    This structure, at each level, reduces the costs and development times for the construction of the buildings belonging specifically to the Rock'tal.


    freccia-verde-trasp-1.pngThe maximum bonus obtainable is equal to -50% for both bonuses it grants



    ROCK-BUILDINGS1.png

    transp-green-arrow.pngCrystal Refinery

    This state-of-the-art construction significantly increases crystal production on the development planet at each level





    ROCK-BUILDINGS1.png

    transp-green-arrow.pngDeuterium Synthesiser

    This laboratory increases the planet's deuterium production with each level developed



    ROCK-BUILDINGS1.png

    transp-green-arrow.png Mineral Research Center

    The development of this technology reduces, at each level, the construction costs of all buildings for the production of resources.


    freccia-verde-trasp-1.pngThe maximum bonus obtainable is -50%




    ROCK-BUILDINGS1.png

    transp-green-arrow.pngAdvanced Recycling Plant

    The latest Rock'Tal construction is an amazing technology that allows you to obtain resources from the debris field created as a result of an attack on a planet


    Each level developed increases the amount of resources recovered from the debris field


    By developing at least one level of it, when you suffer an attack that creates a debris field, this building will take a percentage of it (determined by its development level) and move the resources to the planet.


    transp-green-arrow-1.pngResources collected by the building are removed from the debris field.

    transp-green-arrow-1.pngThe effect of the Advanced Recycling Facility only takes effect on attacks directed at the planet, therefore it will not affect fights that take place on Moons

    transp-green-arrow-1.pngIf there are Reapers in the attacking fleet, they will recycle before the building

    transp-green-arrow-1.pngThe maximum limit of the bonus offered by this construction is equal to 30%




    ROCK'TAL - RESEARCH


    Unlocking the Rock'Tal researches allows you to have access to their EIGHTEEN researches that grant infinitely useful bonuses and improvements to the miner category, strengthening and increasing everything that revolves around the "Collector" class, including a bonus on the class itself


    transp-green-arrow-1.pngTo have access to Rock'Tal researches it is necessary to develop the Rune Technologium present in the LifeForm section


    transp-green-arrow-1.pngThe research page is accessed by clicking on the icon next to the LifeForm sectionsearch-button.png


    transp-green-arrow-1.pngTo be developed, each research requires the achievement of a specific number of resident aliens, belonging to the same training level of the block.

    Thus BLOCK 1 needs a certain amount of Rock'Tal at level T1, a certain number of Rock'Tal at level T2 gives access to BLOCK 2 research, and finally, BLOCK 3 needs a certain number of Rock'Tal with T3 training


    transp-green-arrow-1.pngTechnologies that have not met the minimum population requirement appear hidden by a padlock on a black background


    transp-green-arrow-1.pngOnce the required population level has been reached, it is possible to activate the research. It may belong to the race that is developing on the planet or even to another race. Further information regarding randomisations can be found in the appropriate section of the guide


    transp-green-arrow-1.pngResearches can only be unlocked in sequence, i.e. you cannot unlock, for example, a research of BLOCK 2 first, even if you meet the requirements.

    You must first unlock all of BLOCK 1


    transp-green-arrow-1.pngUnlocking a research does not mean having developed it, in fact it initially appears at level ZERO.


    transp-green-arrow-1.pngThe Roman numerals that appear in the upper part of the research image inform the player that he will find, in another or other blocks, the same research even more developed and generally more profitable, or in any case that, being able to develop it several times, he will be able to at least double it the benefits


    New-image-bitmap-3.pngThe absence of numbering indicates that the only research of this type available has been unlocked


    New-image-bitmap-3.pngIndicates that the first available research of this type has been unlocked and that by continuing, you will find another identical, but more advanced one


    New-image-bitmap-3.pngIndicates that the second and last research of this type has been unlocked


    transp-green-arrow-1.pngResearch cannot be developed if the Rune Technologium is being upgraded on the planet and vice versa


    transp-green-arrow-1.pngThe researches developed on a planet are disseminated throughout the Empire, so all planets will enjoy the researched effects, as long as, of course, the race remains active on that planet

    This means that if he develops a research that grants, for example, 0.3% bonus on metal, he will grant it not only on the planet he develops on, but on the production of all planets.


    transp-green-arrow.pngThis is the complete picture of ROCK'TAL research


    rock-reserach.png



    ROCK'TAL RESEARCH - BLOCK 1 - Population T1 Minimum Required: 200,000 Inhabitants

    ROCK'TAL RESEARCH - BLOCK 2 - Population T2 Minimum Required: 1,200,000 Inhabitants

    ROCK'TAL RESEARCH - BLOCK 3 - Population T3 Minimum Required: 13,000,000 Inhabitants

  • LIFEFORM MENU

    kaelesh-200.png

    KAELESH - BUILDINGS


    The Kaelesh can only be activated after exploring the galaxies and encountering this species. Their characteristics are specified in the Alien Characteristics section but, in general, their characteristic is to provide support to the Explorer class by providing bonuses aimed at alleviating its critical needs and increasing its profits.


    transp-green-arrow-1.pngOnly after activating this race, you have access to their LIFEFORM section, through the button on the menu, or the section relating to the specific structures of this race.


    transp-green-arrow-1.pngLifeForms structures DO NOT occupy planet spaces, only some require energy, others require a minimum amount of resident aliens to be activated or a certain amount of energy produced on the planet


    transp-green-arrow-1.pngThe importance of developing an abundant population of this species derives from the fact that the more inhabitants reside on the planet, the more their structures and research can be unlocked and consequently the greater the bonuses that can be obtained.


    transp-green-arrow-1.pngThe bonuses obtained by developing these buildings only affect the planet on which they are being built


    transp-green-arrow-1.pngThe speed of construction is influenced by the level of development achieved by the Nanite Factory on that planet


    transp-green-arrow-1.pngGiven the above, it is therefore not possible to put LifeForms buildings under construction while the development of the Nanite Factory is underway


    transp-green-arrow.pngFor the KAELESH breed the constructions are as follows:


    KAELESH-BUILDING.png



    humans-intergalactic.png

    transp-green-arrow.pngSanctuary

    Provides housing for the alien Kaelesh. Each level increases the maximum population of the planet and its growth rate

    This structure is closely dependent on the following, Antimatter Capacitor

    The Kaelesh, attracted by the capacity of the houses, will populate them in a short time until they run out of capacity. If the food produced in the Antimatter Capacitor is not produced in adequate quantities, the houses could remain empty

    In the event of an attack, a part of the aliens will be able to survive thanks to the bunker and therefore will have the possibility of reproducing until they return to the levels prior to the attack.


    transp-green-arrow-1.pngIf there isn't enough food to satisfy everyone, the starving aliens will leave the planet

    transp-green-arrow-1.pngIf the inhabitants decrease (for example following a Race Change, food shortage, enemy attack, etc.) the structures and researches that require a minimum amount of inhabitants will no longer be available until the required requirements are restored and therefore will be suspended until that time to hand out their bonuses

    transp-green-arrow-1.pngThe speed of the growth rate can be improved by developing the Cloning Lab and the Chrysalis Accelerator

    transp-green-arrow-1.pngThe maximum capacity of this structure can be increased, as well as with a further level, also with the development of the Chrysalis Accelerator


    To fully understand and monitor the state of mind of the residents, the tooltip located on their icon in the upper menu is available



    humans-intergalactic.png

    transp-green-arrow.pngAntimatter Condenser

    At each level, the expansion of the Antimatter Capacitor increases the amount of food produced per second and the capacity of your storage


    If the Aliens housed in the Sanctuary are not enough to consume all the food produced, it will be accumulated in the building's deposit, whose capacity increases as the developed levels increase.


    This structure requires, for the development of new levels, as well as resources, also a minimum amount of energy, understood as the amount of energy produced and not as unused and available energy .


    This means that even if on the planet we have a negative energy balance of -1,000 (difference between energy produced = 2,100 and energy used = 3,100 )

    it is however possible to develop the research that requires 1,500 of energy, precisely because the energy produced exceeds this requirement (being 2,100)


    transp-green-arrow-1.pngBy developing the Antimatter Convector it is possible to reduce food consumption

    transp-green-arrow-1.pngFood can be farmed during attacks.

    transp-green-arrow-1.pngTo understand the status of food production, the tooltip located on their icon, located in the upper menu, is available




    humans-intergalactic.png

    transp-green-arrow.pngVortex Chamber

    This building allows the research of the Kaelesh race to be developed

    Each level reduces the cost and development time of research on the planet


    transp-green-arrow-1.pngThe maximum bonus obtainable for this research is equal to 25% for the costs and 99% for the time




    humans-intergalactic.png

    transp-green-arrow.pngHalls of Knowledge (Halls of Realisation)

    For the development of this construction, in addition to resources, a certain amount of population is required, which varies according to the level.

    Within the Halls of Realization, Kaelesh at T1 level are trained up to T2 level.

    Each level increases the number of trained Kaelesh T2s, which will allow access to BLOCK 2 of research


    transp-green-arrow-1.pngBy developing the Cloning Laboratory and the Chrysalis Accelerator it is possible to increase the training speed of the Kaelesh at level T2




    humans-intergalactic.png

    transp-green-arrow.pngForum of Transcendence

    For the development of this construction, in addition to resources, a certain amount of population is required, which varies according to the level.

    In the Forum of Transcendence, Kaelesh trained at the T2 level are trained until they reach the highest level, i.e. T3.

    Each level increases the number of trained Kaelesh T3s, which will grant access to BLOCK 3 of research




    humans-intergalactic.png

    transp-green-arrow.pngAntimatter Convector

    This construction decreases the consumption of food on the planet

    transp-green-arrow-1.pngDeveloped in combination with the Cloning Laboratory and the Chrysalis Accelerator, it allows to obtain the optimal ratio between growth and food production.


    transp-green-arrow-1.pngThe maximum bonus obtainable is -50%



    humans-intergalactic.png

    transp-green-arrow.pngCloning Laboratory

    The Cloning Lab increases the rate at which the number of Kaelesh T1, T2 and T3 increases

    Its development is essential to restore the population, for example after a race change or having suffered an enemy attack

    transp-green-arrow-1.pngDeveloped in combination with the Chrysalis Accelerator and the Antimatter Convector it allows to obtain the optimal ratio between growth and food production.




    humans-intergalactic.png

    transp-green-arrow.pngChrysalis Accelerator

    At each level, the Chrysalis Accelerator increases the maximum number of Kaelesh on the planet and the rate at which the number of Kaelesh T1, T2 and T3 increases

    This construction therefore has two extremely useful factors: it helps quickly to expand the space available for the resident aliens and at the same time speeds up their reproduction.

    transp-green-arrow-1.pngDeveloped in combination with the Cloning Laboratory and the Antimatter Convector it allows to obtain the optimal ratio between growth and food production




    humans-intergalactic.png

    transp-green-arrow.pngBio Modifier

    The Bio Modifier grants an extremely interesting bonus: it increases the number of spaces on the planet in which it is developed, at each level.





    humans-intergalactic.png

    transp-green-arrow.pngPsionic Modulator

    Each level of Psionic Modulator reduces the population requirement for all tech slots on the planet.


    transp-green-arrow-1.pngThe maximum bonus reduction limit is 25%





    humans-intergalactic.png

    transp-green-arrow.pngShip Manufacturing Hall

    This interesting construction reduces the construction time of ships with each level developed. It only affects the planet where it is developed.


    transp-green-arrow-1.pngThe maximum time reduction limit is -70%






    transp-green-arrow.pngSupra Refractor

    At each level, the Overrefractor increases the chance that a moon will be created around a planet and that moon will be larger in size.


    transp-green-arrow-1.pngThe maximum obtainable size of a moon is equal to 9,400 km


    transp-green-arrow-1.pngThe maximum percentage increase of the percentage of the creation of the moon is equal to 30%




    KAELESH - RESEARCH

    Unlocking Kaelesh's research allows you to access their EIGHTEEN research which grant infinitely useful bonuses and improvements to the Explorer Class, strengthening and increasing everything that revolves around their game class, including a bonus on the class itself


    transp-green-arrow-1.pngTo have access to Kaelesh research, you need to develop the Vortex Chamber in the LifeForm Construction section


    transp-green-arrow-1.pngThe research page is accessed by clicking on the icon next to the LifeForm section of the menusearch-button.png


    transp-green-arrow-1.pngTo be developed, each research requires the achievement of a specific number of resident aliens, belonging to the same training level of the block.


    Therefore BLOCK 1 needs a certain amount of T1-level Kaelesh, a certain number of T2-level Kaelesh are required to access BLOCK 2 researches, and finally, BLOCK 3 needs a certain number of T3-trained Kaelesh


    transp-green-arrow-1.pngTechnologies that have not met the minimum population requirement appear hidden by a padlock on a black background


    transp-green-arrow-1.pngOnce the required population level has been reached, it is possible to activate the research. It may belong to the race that is developing on the planet or even to another race. Further information regarding randomisations can be found in the appropriate section of the guide .



    transp-green-arrow-1.pngResearches can only be unlocked in sequence, i.e. you cannot unlock, for example, a research of BLOCK 2 first, even if you meet the requirements.

    You must first unlock all of BLOCK 1


    transp-green-arrow-1.pngUnlocking a research does not mean having developed it, in fact it initially appears at level ZERO.


    transp-green-arrow-1.pngThe Roman numerals that appear in the upper part of the research image inform the player that he will find, in another or other blocks, the same research even more developed and generally more profitable, or in any case that, being able to develop it several times, he will be able to at least double it the benefits


    New-image-bitmap-4.pngThe absence of numbering indicates that the only research of this type available has been unlocked


    New-image-bitmap-4.pngIndicates that the first available research of this type has been unlocked and that by continuing, you will find another identical, but more advanced one


    New-image-bitmap-4.pngIndicates that the second and last research of this type has been unlocked


    transp-green-arrow-1.pngResearch cannot be developed if the planet is upgrading the Vortex Chamber and vice versa


    transp-green-arrow-1.pngThe researches developed on a planet are disseminated throughout the Empire, so all planets will enjoy the researched effects, as long as, of course, the race remains active on that planet

    This means that if he develops a research that grants, for example, 0.3% bonus on metal, he will grant it not only on the planet he develops on, but on the production of all planets.

    transp-green-arrow.pngThis is the complete picture of KAELESH research

    kaelesh-tier.png


    KAELESH RESEARCH - BLOCK 1 - Population T1 Minimum Required: 200,000 Inhabitants (reducible threshold)


    KAELESH RESEARCH - BLOCK 2 - Population T1 Minimum Required: 1,200,000 Inhabitants (reducible threshold)


    KAELESH RESEARCH - BLOCK 3 - Population T1 Minimum Required: 13,000,000 Inhabitants (reducible threshold)

  • MENU' LIFEFORM

    Mechas-200.png
    MECHAS - COSTRUZIONI


    Alien Mechas can only be activated after exploring the galaxies and encountering this species. Their characteristics are specified in the Alien Characteristics section but, in general, their characteristic is to provide support to the General Class by providing bonuses aimed at alleviating its critical needs and increasing its profits.


    transp-green-arrow-1.pngOnly after activating this race, you have access to their LIFEFORM section, through the button on the menu, or the section relating to the specific structures of this race.


    transp-green-arrow-1.pngLifeForms structures DO NOT occupy planet spaces, only some require energy, others require a minimum amount of resident aliens to be activated or a certain amount of energy produced on the planet


    transp-green-arrow-1.pngThe importance of developing an abundant population of this species derives from the fact that the more inhabitants reside on the planet, the more their structures and research can be unlocked and consequently the greater the bonuses that can be obtained.


    transp-green-arrow-1.pngThe bonuses obtained by developing these buildings only affect the planet on which they are being built


    transp-green-arrow-1.pngThe speed of construction is influenced by the level of development achieved by the Nanite Factory on that planet


    transp-green-arrow-1.pngGiven the above, it is therefore not possible to put LifeForms buildings under construction while the development of the Nanite Factory is underway


    transp-green-arrow.pngFor the Mechas race the constructions are as follows:


    MECHAS-buildings.png



    MECHAS - RESEARCH



    Unlocking the researches of the Mecha allows you to have access to their EIGHTEEN researches that grant infinitely useful bonuses and improvements to the General Class, strengthening and increasing everything that revolves around their game class including a bonus on the class itself


    transp-green-arrow-1.pngTo have access to Mechas researches it is necessary to develop the Robotics Research Center present in the LifeForm Constructions section


    transp-green-arrow-1.pngThe research page is accessed by clicking on the icon next to the LifeForm section of the menusearch-button.png


    transp-green-arrow-1.pngTo be developed, each research requires the achievement of a specific number of resident aliens, belonging to the same training level of the block.


    Therefore BLOCK 1 needs a certain amount of T1 level Mechas, a certain number of T2 level Mechas are required to access BLOCK 2 researches, and finally, BLOCK 3 needs a certain number of T3 trained Mechas


    transp-green-arrow-1.pngTechnologies that have not met the minimum population requirement appear hidden by a padlock on a black background


    transp-green-arrow-1.pngOnce the required population level has been reached, it is possible to activate the research. It may belong to the race that is developing on the planet or even to another race. Further information regarding randomisations can be found in the appropriate section of the guide


    transp-green-arrow-1.pngResearches can only be unlocked in sequence, i.e. you cannot unlock, for example, a research of BLOCK 2 first, even if you meet the requirements.

    You must first unlock all of BLOCK 1


    transp-green-arrow-1.pngUnlocking a research does not mean having developed it, in fact it initially appears at level ZERO.


    transp-green-arrow-1.pngThe Roman numerals that appear in the upper part of the research image inform the player that he will find, in another or other blocks, the same research even more developed and generally more profitable, or in any case that, being able to develop it several times, he will be able to at least double it the benefits


    New-image-bitmap-4.pngThe absence of numbering indicates that the only research of this type available has been unlocked


    New-image-bitmap-4.pngIndicates that the first available research of this type has been unlocked and that by continuing, you will find another identical, but more advanced one


    New-image-bitmap-4.pngIndicates that the second and last research of this type has been unlocked


    transp-green-arrow-1.pngResearch cannot be developed if the Robotic Research Center is being upgraded on the planet and vice versa


    transp-green-arrow-1.pngThe researches developed on a planet are disseminated throughout the Empire, so all planets will enjoy the researched effects, as long as, of course, the race remains active on that planet

    This means that if he develops a research that grants, for example, 0.3% bonus on metal, he will grant it not only on the planet he develops on, but on the production of all planets.


    transp-green-arrow.pngThis is the complete picture of MECHAS research


    MECHAS-RESAERCH.png

    MECHAS RESEARCH - BLOCK 1 - Population T1 Minimum Required: 200,000 Inhabitants


    MECHAS RESEARCH - BLOCK 2 - Population T2 Minimum Required: 1,200,000 Inhabitants


    MECHAS RESEARCH - BLOCK 3 - Population T3 Minimum Required: 13,000,000 Inhabitants


    BACK TO INDEX

  • REPLACEMENT OF THE ALIEN RACE


    First of all, it is good to know that, on each planet, it is possible to develop several alien races, one at a time, and that for this reason it is possible to switch between one and the other.


    The first available race is, as has been said, the primitive race, or the HUMANS but proceeding with the alien explorations, it will soon be possible to get in touch and have the other races available.


    It will therefore be possible to decide to replace the race currently present on the planet to optimize one's game strategy, activating an alien with characteristics that enhance one's strategies.


    Or you can also change race to have at least one planet that allows, with its research (which will be shared with all the other planets), to obtain exclusive advantages


    Or it can also be replaced for strategic reasons of great impact on the game


    Observing the peculiarities of a race change, it will be possible to understand how it can be effective to use this option as a real additional bonus of Version 9 , using it to obtain strategic advantages during certain actions.


    transp-green-arrow.pngThere is a cooldown of 48 hours between one race change and another.

    This means that if an alien has been present on a planet for OVER 48h, it will be possible to replace it with another one instantly.

    After the race change, for 48 hours, it will not be possible to deactivate the resident alien



    transp-green-arrow-1.pngAny building queues of the LF section will be stopped and the resources returned



    transp-green-arrow-1.pngExpeditions sent from the planet on which the race change is made will interrupt their flights.



    transp-green-arrow-1.pngIf no life-form searches are available after deactivation, all explorations for aliens, originating from any planet, will cease their flights.



    transp-green-arrow-1.pngWhen an already developed race is deactivated, no building will be lost and consequently, the points obtained by developing the buildings and technologies will remain and when the race is restored (on the same planet) they will be restored


    This means that it will be possible to return to the previous race being in exactly the same situation as before the change, except for the number of Aliens present on the planet.



    transp-green-arrow-1.pngBy deactivating a race, the aliens who used to populate the planet will, of course, abandon it.


    This means that, to return to the initial efficiency, it is necessary to wait for the restocking to be complete.


    transp-green-arrow-1.pngEven the food produced and eventually set aside will be brought back to zero


    transp-green-arrow-1.pngThe time required for repopulation depends primarily on the characteristics of the aliens (for example the Rock'Tal reproduce more slowly while the Mecha are very fast), on the Economy speed and finally on how much the buildings that increase their growth rate have been developed.


    transp-green-arrow-1.pngBuildings that require a minimum amount of residents will immediately return to full functionality , although they cannot be leveled up until the number of residents is sufficient to do so.


    transp-green-arrow-1.pngResearches that require a minimum threshold of aliens will NOT start producing their bonuses until the required requirements have been met


    transp-green-arrow-1.pngThe screen in front of which you might find yourself is visible in the following screenshot. In this example, the searches are seen exactly at the level at which they were developed but the image is in black & white, to indicate precisely that they are not operational at that moment.


    The technologies covered by a padlock are instead those for which a number of residents has never been reached such as to be able to unlock them, not even before deactivation.




    race-deactivated.png



    transp-green-arrow-1.pngThe technologies will gradually become active again, based on the necessary requirements, until returning to the initial situation.


    In the following screenshot, the bonuses granted by the first two technologies as the resident aliens rise are back on the planet.


    New-image-bitmap-6.png

  • RESET & RESTORE OF SEARCHES


    As already widely explained, Version 9 allows for a very varied customization of searches


    During the development of research it may happen that a technology developed, for example, at the beginning, is now no longer useful, or the game strategy that made certain choices to be made has changed, or again, proceeding with randomization, the desired research has not been selected by the system


    To remedy all these eventualities, the Reset and Restore functions are available


    transp-green-arrow.png At the bottom of the three research blocks appear three large green buttons


    keys-reset.png


    By using them, it is possible to decide to reset a research block to ZERO and to be able to reselect the technologies that make it up


    transp-green-arrow.png By pressing the RESET, a confirmation pop-up appears which, in turn, contains the request for a further choice


    reset-tier-1.png


    The FREE RESET , as easily understood, is completely free. However, it has a cooldown time to repeat it again


    The RESET with MO does not include the cooldown


    transp-green-arrow-1.pngIn case an active queue and/or a technology under development exists at the time of the RESET, the queue will be deleted, research in development interrupted and the resources returned.


    transp-green-arrow-1.pngAny blocks of research after the reset one will cease to produce their bonuses until the previous block is full of all research again.

    If the THIRD BLOCK is subject to RESET, the previous two will continue to perform their functions normally



    transp-green-arrow.png After selecting the preferred option a new confirmation pop up appears


    reset-tier-2.png



    transp-green-arrow.png Confirming further, the block resets and appears as originally found


    reset-tier-3.png



    transp-green-arrow.png At this point we can proceed to the new selection of technologies. In the case of RANDOMIZATION, refer to the dedicated section


    transp-green-arrow-1.pngProposed technologies, if previously developed on that planet, will reappear at their development level (so a developed research will not lose its level, but will be reset to the same way it was before the RESET. Researches NEVER developed on that planet , even if developed elsewhere, will appear at level ZERO)



    transp-green-arrow-1.pngNote that the RESTORE button and a countdown appear under the reset block

    If the new selection does not satisfy the player and he considers the newly created block less profitable than the previous one, he will be able to return to the previous situation within the indicated time





  • MANAGEMENT & CONTROL OF RESEARCH BONUS


    To allow users complete and precise control of the various bonuses developed on the various planets, so that it is possible, effectively and quickly, to identify the places where to intervene or simply view the bonus levels achieved, a new summary page has been created.


    transp-green-arrow-1.pngA new subpage has therefore been added within Resource Setup


    set-bonus.png


    transp-green-arrow-1.pngBy selecting the link you can view, in detail, the increases of the bonuses developed on the individual planets, and where it is possible, the total achieved in the Empire is shown

    The first number shown corresponds to the level reached, the second to a possible cap. max


    In the example shown it is immediately understandable that, through the different bonuses on metal production, deriving from the various V9 technologies (constructions therefore excluded) a TOTAL increase of 13.06% on production was achieved


    set-bonus.png


    transp-green-arrow-1.pngThe items are grouped by type and can in turn be expanded by clicking on the green arrow to the left of each item


    Now the contribution deriving from each planet is shown in detail, so that it is possible to carry out all the necessary calculations and therefore be able to intervene where the need arises


    set-bonus.png



    transp-green-arrow-1.pngIn some cases, such as ships for example, the menu provides for further expansion


    set-bonus.png


    transp-green-arrow-1.pngBy turning on this last level, an overall view of all developed bonuses is shown, divided by planet and ship type.


    For now there is not yet an entry that shows all the bonuses merged on a single ship


    The screen below shows how the increase in the Heavy Cargo hold is reported for development in the single planet and not the global total increase in the hold on the ship


    set-bonus.png

  • Espionage Reports V9

    Upgrading to Version 9 changes the espionage reports, which will show all the searches (and their level) currently active for that player, as well as obviously the bonuses relating to the construction section.


    transp-green-arrow-1.pngThe espionage report takes on even greater importance in this version, as it can rapidly change its results, reinforcing the strategic content of this game.


    What an espionage report shows, in the LF Research section, is the set of all the technologies currently ACTIVE and developed on every single planet that influence basic research, such as Armor, Shield and Weapon Technology, as well as the speed of individual ships as well as resource production, all of which are crucial when examining ratios of this type.


    It is therefore to bear in mind that the bonuses could change at any time , as a reset of a research block, a restore, the switch of a race, an up and other customizations, which NOT necessarily take place in the spied planet , can significantly affect what was detected with the spy


    It should also be taken into consideration that, despite the spy you have, some actions performed by the spied player may not have been performed with the configuration viewable from the report.


    In the following screen you can see a Version 9 espionage report


    New-image-bitmap.png


    Currently, given the novelty of the upgrade, we are unable to recommend a tool that allows automatic calculations on the effect of bonuses on fleet production and speed


    As soon as one updated to this version is proposed, we will, as usual, report it.