Every player gets a combat rank, war gets clear boundaries, and the points you earn now depend on who exactly you fought.
✦ IN SHORT
• Your rank now shows combat strength, not how long you have played: six ranks of ten stages each, with a reward for every stage.
• You can no longer hit just anyone. Every target has its own attack access: the lower its rank, the narrower the circle of players allowed to touch it.
• Attacked? You have 24 hours to strike back. The right of revenge overrides every restriction.
• War points depend on the opponent: a strong one gives up to ×1.7, a weak one ×0.4, a dormant one ×0.2.
• Weapons points are calculated differently and no longer collapse after you lose your fleet.
• Shields last twice as long, moons take longer to recover, fleet restoration is cheaper.
• 54 new VIP avatars, and every older avatar has been redrawn.
⚡ 1 · Battle Power
Everything new is measured from a single value — your Battle Power. It is built from five sources: Research · Arsenal · Alliance · Senate · Modernization Center.
What you have reached is never lost: the game remembers the highest value for each source separately, and the highest total of all time. Lose your fleet, dismantle your buildings — your rank stays.
The new Combat Rank page shows, for each source, the current and the highest value you have ever reached, the total, your attack access, and how much power is left until the next reward.
✪ 2 · Rank: six ranks, sixty stages
The old level-based titles (“Survivor”, “Pioneer” and the rest) are gone — they only showed how long you had been playing. The new rank shows combat strength.
• Six ranks: Colonist · Founder · Governor · Consul · Ruler · Overlord. Each one holds ten stages.
• A stage is granted automatically as soon as your highest Battle Power reaches the threshold.
• Your rank never drops — once reached, it is yours for good.
• A regular stage pays Dark Matter; a new rank (every tenth stage) pays a Medium Container. Collect it with the button on the rank page.
Rank thresholds — exactly the numbers shown on screen: Colonist from the very start · Founder from 100 · Governor from 300 · Consul from 750 · Ruler from 2,500 · Overlord from 6,000.
The full ladder — all sixty stages
Colonist (step 10): 0 · 10 · 20 · 30 · 40 · 50 · 60 · 70 · 80 · 90
Founder (step 20): 100 · 120 · 140 · 160 · 180 · 200 · 220 · 240 · 260 · 280
Governor (step 45): 300 · 345 · 390 · 435 · 480 · 525 · 570 · 615 · 660 · 705
Consul (step 175): 750 · 925 · 1,100 · 1,275 · 1,450 · 1,625 · 1,800 · 1,975 · 2,150 · 2,325
Ruler (step 350): 2,500 · 2,850 · 3,200 · 3,550 · 3,900 · 4,250 · 4,600 · 4,950 · 5,300 · 5,650
Overlord (step 700): 6,000 · 6,700 · 7,400 · 8,100 · 8,800 · 9,500 · 10,200 · 10,900 · 11,600 · 12,300
⛔ 3 · Attack access: who you are allowed to hit
The old newbie protection is gone. In its place there is attack access, calculated for every attacker–target pair and working at every stage of the game.
The width of that access is set by the target’s rank: the higher its rank, the stronger the attacker may be. Two measures are checked at once — Weapons and Battle Power — and the target must pass both.
• Colonist — Weapons up to 1.25 times weaker, Battle Power up to 1.1
• Founder — Weapons up to 1.5, Battle Power up to 1.2
• Governor — Weapons up to 2, Battle Power up to 1.3
• Consul — Weapons up to 3, Battle Power up to 1.4
• Ruler and Overlord — Weapons up to 4, Battle Power up to 1.5
Example. Your Weapons value is 1000. You may touch a Colonist only if their Weapons are at least 800 (1000 ÷ 1.25). A Ruler you may hit down to 250 (1000 ÷ 4). The higher a player’s rank, the wider the circle of those who may attack them — and the wider their own choice of targets.
Attack access is not checked for attacks alone: it also applies to ACS attacks, ACS defend, transport, espionage and moon destruction. Transport and defend are included so that nobody can lift a weak player with someone else’s resources.
Access is not enforced if the target has been away from the game for a long time, if it is the training opponent, if an alliance planet is involved, or if you hold the right of revenge. The target screen states whether the attack is allowed and, if not, exactly which of the two measures failed.
⚔ 4 · The right of revenge
WARNING! After you send your fleet, the target will have the right to take revenge on you for 24 hours.
If you are attacked, you gain the right to strike back even if the attacker is outside your access range. The right lasts 24 hours. So hitting a weaker player is still possible — but they get their chance to answer.
⚖ 5 · War points: who you hit now matters
War points used to be the same no matter who you fought. Now they are not, and the difference is large.
• Opponent far stronger than you — up to ×1.7 points
• Equal strength — ×1, as before
• Opponent far weaker — down to ×0.4
• Opponent has been away for a long time — ×0.2
• Training opponent — no points at all
The multiplier changes smoothly: the wider the gap in Battle Power, the closer it gets to the edge. It applies when you and your opponent hold different ranks; between equal ranks everything works as before.
Defence now always earns war points. Previously, in a battle against a long-absent player, destroyed defence gave no points at all. Now it always counts, and the opponent’s inactivity is handled by the separate ×0.2 multiplier.
What this changes in practice. Hitting someone weaker or dormant has stopped paying off in points. A risky fight against someone stronger is worth almost twice as much.
▲ 6 · Weapons points are calculated in a new way
• Player level has been added — 3,000 Weapons points for every level.
• Research and Arsenal now count half towards Weapons — they used to count in full.
• Fleet and defence are counted as before: the whole fleet, and defence from your strongest planet.
• Points no longer collapse at once: after losing fleet, defence or buildings the value drops by no more than 5% per recalculation, until it catches up with the real figure.
That last point matters for attack access: dumping your fleet on purpose to “drop” in the eyes of the game and unlock easy targets no longer works.
☾ 7 · Shields, moons, fleet and planets
• The shield after a defeat lasts twice as long. Hours of shield per share of losses: for a player 0.25 → 0.5, for a planet 0.1 → 0.2. The caps are unchanged: 155 hours for a player, 18 for a planet.
• Moon: the cooldown after a strike is longer. For the largest moon it was 12 hours — now it is a full day; for the others, up to two days are added to that day depending on diameter, instead of one.
• A destroyed moon leaves more debris — the share rose from 0.2 to 0.3.
• Buildings on the moon are destroyed more often: the minimum chance was raised from 1% to 10%, the maximum stays at 50%.
• Fleet restoration became cheaper: the price per fleet point dropped from 5 to 3 Dark Matter.
• Planet fields. The alliance skill “Colonization Fields” no longer works once at the moment of colonisation — it now permanently adds free fields on all of your planets. In exchange its strength was halved: +1 field per level instead of +2, with a cap of +30 instead of +60.
⚙ 8 · Economy, rewards, ACS and avatars
• Building prices have been recalculated. The formula itself changed: the price of a level now grows as a plain power, not in steps with a divisor. For some buildings the cost of individual levels has shifted — check the price list.
• Rewards now arrive through the warehouse. Resources, salvaged fleet and arsenal parts from expeditions, from VIP entry, from the second galaxy are all credited by one service and land in the warehouse instead of going straight to the planet. Nothing is lost if the planet has no room.
• You may now invite anyone into an ACS — the old “only players close to you in Weapons” restriction is gone, but every participant is checked against attack access on departure. Minimum ACS flight slowdown: 180 → 120 seconds.
• Avatars: 54 new VIP avatars have been added, and every older avatar has been redrawn — the pictures are sharper and converted to a new format.
• Maintenance mode: during works the game will show a proper page instead of an error. The player card now displays combat rank and Battle Power.
✉ 9 · Espionage reworked
Sections of the report are no longer hidden — the strength of your scouting now lies in accuracy and frequency, not in what is withheld from you.
• The margin of error depends on the difference in espionage levels: a base allowance of 15%, with a ceiling of 50%.
• The cooldown between scouting flights runs from 15 to 60 seconds, the longer the greater the level difference.
• If the target leads you by 10 levels, the scout’s name and planet are hidden from them; at 15 levels, even the fact of the scan is hidden.
• The notification about being scanned reaches the target with a delay of 1 to 10 minutes.
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