A breakdown of the Xterium arsenal from the game code: parts and blueprints, fleet upgrades, overclocking (a permanent bonus that resets upon leveling up), the restriction on changing upgrades during combat, and where to get parts.
Mechanics
Deep explanation of game systems: combat formulas, economy, speeds, espionage.
Mechanics — 26 materials
How Artifacts Work in Xterium: One-Time-Use Items from the Warehouse. A free moon, a large planet upon colonization, an Imperial shield, bonuses to antimatter and accelerators—what each one provides and where to get them.
How bonuses from the game code are combined in Xterium: Bonuses of the same type are added together, while “general” bonuses are multiplied on top of that. Why alliance bonuses are so valuable.
How boosters work in Xterium: 4-hour time-limited bonuses, up to 3 at a time, with effects stacking. Explorer's Luck, Hyper Pull, Overtime, and others—here's the full list with numbers from the game code.
Xterium's Economy from the Game Code: How Mine Output Grows, Base Income Without Mines, and How an Energy Shortage Reduces Output.
An analysis of the “Endless Distances” expedition from the Xterium game code: what determines the chance of a discovery, how rewards are calculated, when you can lose your fleet, and how many sorties run simultaneously.
How the sensor module works in Xterium: a structure on the moon that scans alien planets and detects approaching fleets. Range by level, Dark Matter consumption per scan, and limitations. Data from the game code.
Storage and Looting in Xterium Based on the Game Code: Loot stops when the warehouse is full; an attacker takes 50% of the resources; and the fleet's hold limits the amount of loot.
How research works in Xterium: the "Science" resource, research time depends on your Science reserve, and the branch dependency tree. The mechanics have been verified against the game code. Priorities and the order of upgrading are covered in a separate guide titled "Which Research to Upgrade."
Analysis of the Xterium battle based on the game code: 10 rounds, fire rate ×1.5, damage that penetrates shields and armor, shield regeneration, and debris.
"How alliances work in Xterium: three factions (Grabtors, Senteri, Talkors), 42 faction bonuses growing up to level 200, joint attacks, war points and alliance tournaments. Data from the game code."
Analysis of the Collider building from the Xterium game code: it produces Dark Matter (premium currency) on the moon, accumulates it for up to 8 hours, and provides +20% moon defense per level; how to increase its output.
How colonization works in Xterium: what is used for colonization, how many planets you can have (up to 18), and what determines a planet’s size and temperature. These figures are taken from the game’s code.
How Containers Work in Xterium: 7 types of crates from the warehouse, up to 5 rewards for opening them, and drops based on “paths.” What’s inside each one and where to find them—straight from the game code.
How upgrades work in Xterium: Leveling up ships and defenses through Mods up to level 100. Three branches—Attack +1%, Armor +2%, Shields +4% per level. From the game code.
Debris and the Moon in Xterium from the game code: 50% of the fleet becomes debris, moon chance up to 20%, plus how to destroy an enemy moon with a Death Star in version 2.12.7.
How defense works in Xterium: It doesn’t drop debris and regenerates 50–70% after battle. Shield domes and weapons (light, medium, heavy, prime). How defense differs from the fleet. Data from the game code.
How is the Xterium ranking calculated based on the game code: points for buildings, fleet, defense, research, arsenal, and achievements; what are weapon points and Strength?
An analysis of the Xterium expedition's combat sectors based on the game code: how enemy strength increases, the conditions for unlocking the next location, and what drops from bosses—modules, reactors, and cores.
Analysis of the Xterium Senate based on the game code: 12 senators across 3 classes, unlocked with Achievement Points, leveled up using Achievement Points and Dark Matter, recruited using Star Ore, and level caps.
How reconnaissance works in Xterium, based on the game code: the spy probe, why reconnaissance always succeeds, the accuracy of data based on the espionage level, and whether the target will notice.
Fleet flight in Xterium as defined by the game code: speed = the slowest ship, which determines flight time and deuterium consumption—so why slow down?
Analysis of the "Teleport" building from the Xterium game code: instant teleportation of the fleet between your moons; cooldown times ranging from 2 hours to ~4 minutes; as an anomaly, it speeds up the cooldown.
Temperature and Deuterium in Xterium from the game code: colder planets yield more deuterium, orbit bonuses, and which planet to choose.
How the Trader Works in Xterium: Resource exchange at exchange rates with a commission, available only in Galaxy 1, with a floating exchange rate. The base exchange rates are values taken from the game code.
Construction costs and times in Xterium, as specified in the game code: costs increase with each level; research times depend on the Science reserve; factories speed up construction.
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