<?xml version="1.0"?>
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	<id>https://reference.stariumxcv.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Attach7728</id>
	<title>Travellers Guide to StariumXCV - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://reference.stariumxcv.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Attach7728"/>
	<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Special:Contributions/Attach7728"/>
	<updated>2026-05-06T16:17:33Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.42.1</generator>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Trade_Routes&amp;diff=6664</id>
		<title>Trade Routes</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Trade_Routes&amp;diff=6664"/>
		<updated>2026-03-17T15:23:31Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trade Routes facilitate regular trade between [[Markets]]. Trade Routes transfer Market resources on a regular schedule, only stopping when one of the Markets doesn&#039;t have the goods the Trade Route is supposed to pick up. Trade Routes allow an [[Empire]] to extend their production outputs to other [[Worlds]]. &lt;br /&gt;
&lt;br /&gt;
==Creating a Trade Route==&lt;br /&gt;
Trade Routes require a Spaceport. The size of the spaceport determines the rate at which the trade route can transfer goods. &lt;br /&gt;
&lt;br /&gt;
==Disruption==&lt;br /&gt;
There are a few ways that Trade Routes can be disrupted&lt;br /&gt;
&lt;br /&gt;
===Resource Limitations===&lt;br /&gt;
Trade Routes stop when there aren&#039;t enough of a resource the Trade Route is supposed to pick up. If the route can&#039;t pick up all the resources it&#039;s supposed it, it&#039;ll pause and send a notification to the owner. &lt;br /&gt;
&lt;br /&gt;
===Blockades/Sanctions===&lt;br /&gt;
Fleets forming a Blockade or Sanctions can stop trade routes. &lt;br /&gt;
&lt;br /&gt;
===Piracy===&lt;br /&gt;
Fleets can pirate resources from Trade Routes, causing some shipments of goods to not reach their destination. &lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Exocredits&amp;diff=6663</id>
		<title>Exocredits</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Exocredits&amp;diff=6663"/>
		<updated>2026-03-17T15:02:29Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: Created page with &amp;quot;Exocredits are a currency used to trade between markets, build ships, and build units.  ==Obtaining== The primary way to gain Exocredits are to sell Trade Goods.   Exocredits can also be earned from other Empires through trade.  Some Virtues can reward Exocredits.   Category:Game&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Exocredits are a currency used to trade between [[markets]], build [[ships]], and build [[units]].&lt;br /&gt;
&lt;br /&gt;
==Obtaining==&lt;br /&gt;
The primary way to gain Exocredits are to sell [[Markets#Trade Goods|Trade Goods]]. &lt;br /&gt;
&lt;br /&gt;
Exocredits can also be earned from other [[Empires]] through [[Markets#Imports/Exports|trade]].&lt;br /&gt;
&lt;br /&gt;
Some [[Virtues]] can reward Exocredits. &lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Fog_of_War&amp;diff=6648</id>
		<title>Fog of War</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Fog_of_War&amp;diff=6648"/>
		<updated>2026-03-02T17:58:56Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: /* Visibility */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Fog of War limits what is visible on [[Areas]] in the game. Most things are hidden from you unless there is a game piece granting visibility. Some [[Agents]] are able to hide, requiring additional visibility before they&#039;re noticeable.&lt;br /&gt;
&lt;br /&gt;
The Fog of War operates off of View Strength. Different factors provide View Strength, and the highest factor determines what is shown.&lt;br /&gt;
&lt;br /&gt;
==Visibility==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;max-width:80ch; margin:auto;&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Full Fog&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Partial Fog&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | No Fog&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:20251111_196_fogOfWar_completeFog.png|128px|Complete Fog of War]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:20251111_196_fogOfWar_partialFog.png|128px|Partial Fog of War]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:20251111_196_fogOfWar_noFog.png|128px|No Fog of War]]&lt;br /&gt;
|-&lt;br /&gt;
! View Strength&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:top;&amp;quot; | less than 0&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:top;&amp;quot; | 0 - 0.5 &amp;lt;br /&amp;gt; (not including 0.5)&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:top;&amp;quot; | 0.5 or greater&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;vertical-align:top;&amp;quot; | Description&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; | No visibility into the area&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; | Terrain, natural features, and Area ownership are visible, along with any [[Populations]] with a quantity higher than 50.&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; | Full visibility, although some [[Agents]] may still be hidden&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Agents===&lt;br /&gt;
Some [[Agents]] have the ability to Hide. When hidden, they can only be seen if the Area has a View Strength equal to or greater than that Agent&#039;s Stealth Rating.&lt;br /&gt;
&lt;br /&gt;
==Calculating View Strength==&lt;br /&gt;
Different factors affect the View Strength for an Area. For any given Area, the highest View Strength you have is what applies.&lt;br /&gt;
&lt;br /&gt;
Having one of your [[Fleets]] in orbit of a [[Worlds|World]] grants a View Strength of 0 to all the [[Areas]] on that world.&lt;br /&gt;
&lt;br /&gt;
The Area being owned by a member of your [[Federations|Federation]] grants a View Strength of 0.5.&lt;br /&gt;
&lt;br /&gt;
Owning the Area grants a  View Strength of 1.&lt;br /&gt;
&lt;br /&gt;
An [[Armies|Army]] grants a View Strength of 1 to the Area it&#039;s on, and all the neighboring Areas.&lt;br /&gt;
&lt;br /&gt;
[[Agents]] grant a View Strength equal to their Stealth Rating.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Fog_of_War&amp;diff=6647</id>
		<title>Fog of War</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Fog_of_War&amp;diff=6647"/>
		<updated>2026-03-02T17:54:15Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: /* Visibility */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Fog of War limits what is visible on [[Areas]] in the game. Most things are hidden from you unless there is a game piece granting visibility. Some [[Agents]] are able to hide, requiring additional visibility before they&#039;re noticeable.&lt;br /&gt;
&lt;br /&gt;
The Fog of War operates off of View Strength. Different factors provide View Strength, and the highest factor determines what is shown.&lt;br /&gt;
&lt;br /&gt;
==Visibility==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;max-width:80ch; margin:auto;&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:20251111_196_fogOfWar_completeFog.png|128px|Complete Fog of War]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:20251111_196_fogOfWar_partialFog.png|128px|Partial Fog of War]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:20251111_196_fogOfWar_noFog.png|128px|No Fog of War]]&lt;br /&gt;
|-&lt;br /&gt;
! View Strength&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | less than 0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0 - 0.5 (not including 0.5)&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0.5 or greater&lt;br /&gt;
|-&lt;br /&gt;
! Description&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; | Full Fog &amp;lt;br /&amp;gt; No visibility into the area&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; | Partial Fog &amp;lt;br /&amp;gt; Terrain, natural features, and Area ownership are visible, along with any [[Populations]] with a quantity higher than 50.&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; | No Fog &amp;lt;br /&amp;gt; Full visibility, although some [[Agents]] may still be hidden&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Agents===&lt;br /&gt;
Some [[Agents]] have the ability to Hide. When hidden, they can only be seen if the Area has a View Strength equal to or greater than that Agent&#039;s Stealth Rating.&lt;br /&gt;
&lt;br /&gt;
==Calculating View Strength==&lt;br /&gt;
Different factors affect the View Strength for an Area. For any given Area, the highest View Strength you have is what applies.&lt;br /&gt;
&lt;br /&gt;
Having one of your [[Fleets]] in orbit of a [[Worlds|World]] grants a View Strength of 0 to all the [[Areas]] on that world.&lt;br /&gt;
&lt;br /&gt;
The Area being owned by a member of your [[Federations|Federation]] grants a View Strength of 0.5.&lt;br /&gt;
&lt;br /&gt;
Owning the Area grants a  View Strength of 1.&lt;br /&gt;
&lt;br /&gt;
An [[Armies|Army]] grants a View Strength of 1 to the Area it&#039;s on, and all the neighboring Areas.&lt;br /&gt;
&lt;br /&gt;
[[Agents]] grant a View Strength equal to their Stealth Rating.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Charian&amp;diff=6646</id>
		<title>Charian</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Charian&amp;diff=6646"/>
		<updated>2026-02-20T17:47:47Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: Remove Syndust Files&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:20170615_charian_race_banner.png|600px|center|Charian Banner]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Short Story Introduction&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;“But I don’t want it, it’ll &amp;lt;b&amp;gt;hurt!&amp;lt;/b&amp;gt;”&amp;lt;/i&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;“Nonsense!”&amp;lt;/i&amp;gt; the Charian in the long lab coat replied, offering the child a small red tablet. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;“We have developed a neurological blocker which, when ingested, is capable of converting pain signals into taste. Therefore, when we prescribe this to you, you will instead taste Xirconberries. The Pandeus modulator procedure will be entirely painless. Do you like Xirconberries?”&amp;lt;/i&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;“See, it is perfectly harmless. Your father and I have both undergone this procedure and it was absolutely fine,” the boy’s mother interjected seeing the uncertain frown on her daughter.&amp;lt;/i&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:0_4_1_bust_0_1.png|250px|right|Charian male by James Goudie]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;“Whoa, who’s that?”&amp;lt;/i&amp;gt; the girl suddenly exclaimed jumping down from the bed and pointing out of the hospital wing’s window at the block opposite. There, with his back to the hospital, was a bronzed man with no shirt on. His skin looked alien and unfamiliar compared to the usual Charian hues. Down his spine ran black spots, which came to a point just above his trousers. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;“I must admit that I am unsure of his designation,”&amp;lt;/i&amp;gt; the surgeon began, stepping over to join her by the window. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;“I do believe that his species are commonly known as Gervians,”&amp;lt;/i&amp;gt; the father added, squinting. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Before anyone could answer, the man they were watching raised his arms and displayed a series of intricate and complex tattoos which stretched from his shoulder to wrist. As they watched, the tattoos glowed from black to a deep red, the colour sweeping down towards his hands.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;“What is...”&amp;lt;/i&amp;gt; someone said, but the question hung. The glow faded from the man’s arms and he brought them up towards his face, palms up to be inspected but hidden from the viewers. He began to shake his head and turned to the Charian standing beside him who tapped on the datapad he held.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;A few moments later, the Gervian raised his arms once again and the deep red colour once more rushed along his tattoos from his shoulders towards his wrists. This time the movement was slower, more measured. Before it could reach the hand, the Charian turned suddenly towards the window and noticed his gawping audience, causing the girl to gasp. His eye was an electronic terror, a camera lens which spun and focused on the watchers. He stabbed wildly at his datapad and the blinds covering the window snapped shut hiding the inhabitants.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;A second later there was a flash of light which could be seen even through the covering.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;“I want a robot eye!”&amp;lt;/i&amp;gt; the girl shouted, bounding back towards the bed and joyfully leaping in it.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Racial Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The Charians are a race of fallen gods. Although the loss of their power happened centuries ago and many generations have since passed, they still collectively remember what they once were and each is fascinated with seizing such potential again. They are not an innately evil race, but such obsession drives them down various paths to restore their lost power, and some venture down darker paths than others. Conversely they are also capable of great benevolence. Even those who are considered to have truly fallen can redeem themselves through unexpected kindness and generosity.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;As a people, they are very tall with a lanky, bony physiology. They tend to have a medium or light complexion with their skin taking on an unhealthy pallor. Their faces tend to be quite long square structure, while their cheek bones are high and well defined. Their eyes slant upward and their noses do not protrude with their nostrils being virtually arched under the eye.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Mentally the Charians are gifted with a towering intellect which is well able to internally process vast amounts of data. Their memory tends towards the eidetic or photographic. These traits grant them with a great understanding and interest in any academic pursuit, but this most often manifests as a love of science.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The vast majority of Charians have a cybernetic implant of some kind, either to further improve their already tremendous mental agility or to empower themselves in a more physical way. This is achieved by an automatic injection of hormones or other chemicals, replacing limbs with more efficient prosthetics or even granting themselves regenerative powers. However, this mechanical advantage does come with a cost, their bodies naturally reject these implants unless suppressed with a highly addictive drug known as Pandeus. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;&amp;lt;span style=&amp;quot;font-size: 12pt; font-family: dauphin, serif;&amp;quot;&amp;gt;How can they do this to themselves?&amp;lt;/span&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;- Eloise Quepero D&#039;Pigens&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;MsoNormal&amp;quot;&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p class=&amp;quot;MsoNormal&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&amp;lt;span style=&amp;quot;font-size: 12pt; font-family: papyrus;&amp;quot;&amp;gt;Do not be so quick to judge. I wonder how far you would go if you were to lose your ability to manipulate senses.&amp;lt;/span&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;MsoNormal&amp;quot;&amp;gt;– Conleth, Historian to the Concordium.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Racial Characteristics&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Statistics &amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:CharianStatistics.png|none|Charian Racial Statistics]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Racial Special Abilities&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;MsoNoSpacing&amp;quot; style=&amp;quot;margin-left: 0.5in; text-indent: -0.25in;&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;font-family: symbol;&amp;quot;&amp;gt; &amp;amp;#045; &amp;lt;/span&amp;gt;Brain Processor (Cybernetic)&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;MsoNoSpacing&amp;quot; style=&amp;quot;margin-left: 0.5in; text-indent: -0.25in;&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;font-family: symbol;&amp;quot;&amp;gt; &amp;amp;#045; &amp;lt;/span&amp;gt;Inquisitive (Intelligence)&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;MsoNormal&amp;quot;&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p class=&amp;quot;MsoNormal&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&amp;lt;span style=&amp;quot;font-size: 12pt; font-family: papyrus;&amp;quot;&amp;gt;How can we be sure they all ask for this?&amp;lt;/span&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class=&amp;quot;MsoNormal&amp;quot;&amp;gt;– Conleth, Historian to the Concordium.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;&amp;lt;span style=&amp;quot;font-size: 12pt; font-family: dauphin, serif;&amp;quot;&amp;gt;That sounds oddly familar... &amp;lt;/span&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;- Eloise Quepero D&#039;Pigens&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Appearance&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;General Features&amp;lt;/b&amp;gt;&lt;br /&gt;
[[File:0_4_1_bust_0_2.png|250px|right|Charian female by James Goudie]]&lt;br /&gt;
* Hair&lt;br /&gt;
** Varying levels of baldness are common.&lt;br /&gt;
** Lumenescent colours.&lt;br /&gt;
* Physiology&lt;br /&gt;
** Humanoid&lt;br /&gt;
*** Tall, lanky and boney.&lt;br /&gt;
*** Charians do not have protruding noses and their nostrils appear more like over-developed tear ducts which shape around the eye.&lt;br /&gt;
*** Eyes are upturned, giving them a permanent sad-looking face.&lt;br /&gt;
*** Prominent necks.&lt;br /&gt;
*** Unhealthy palour to the skin.&lt;br /&gt;
* Body Art&lt;br /&gt;
** Digital tattoos and technological piercings are common.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Male Features&amp;lt;/b&amp;gt;&lt;br /&gt;
* Physique&lt;br /&gt;
** Prominent forehead.&lt;br /&gt;
** Blockier face.&lt;br /&gt;
** Broader shoulders.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Female Features&amp;lt;/b&amp;gt;&lt;br /&gt;
* Physique&lt;br /&gt;
** Longer eyelashes.&lt;br /&gt;
** Narrower face / body.&lt;br /&gt;
** Higher cheekbones.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Accoutrements&amp;lt;/b&amp;gt;&lt;br /&gt;
* Clothes&lt;br /&gt;
** Cybernetics are highly prized.&lt;br /&gt;
*** Also used for aesthetic purposes and to show wealth or status.&lt;br /&gt;
*** Physical feature enhancements.&lt;br /&gt;
*** Mental ability enhancements.&lt;br /&gt;
** Sterile or clinical clothing.&lt;br /&gt;
* Weapons and Armour&lt;br /&gt;
** No real use for either, although some implants may be weaponised.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Religion&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Divinity is the boon and curse of the Charians. They once knew its intoxicating touch and they crave it still. Now they find themselves trying to re-create that sanctity through cybernetics. Unfortunately their bodies reject the implants so they have begun to take Pandeus, an addictive substance which neutralises the rejection but leaves them sickly. They are essentially killing themselves while trying to recover their innate power.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Primary : Deism : 60% :&amp;lt;/b&amp;gt; Although their power is gone, most Charians seek to restore their lost divinity by any means necessary.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Secondary : Rationalism : 25% :&amp;lt;/b&amp;gt; It is not mysticism which caused this sense of powerlessness. In fact, they do not feel powerless at all. Science has led the race to great advances and who knows what the future holds?&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Secondary : Atheism : 15% :&amp;lt;/b&amp;gt; Divinity is a cruel mistress and any chance of restoring it is hopeless. They are as pessimistic as they come and even though their search for divinity has ended, the addiction keeps them hooked on cybernetics.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Secondary : Living Gods : Minor :&amp;lt;/b&amp;gt; Divinity was never lost, rather the truth has been lost in time. Only some Charians were graced with the innate divinity, and none have ascended for centuries. The potential to do so however, remains. These believers tend to have few or no implants and are “pure”. As such, they are despised by the rest of Charian society as freaks and unnatural.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Starting Ships: Scout and Light Carrier&amp;lt;/h2&amp;gt;&lt;br /&gt;
Designs by James Goudie&lt;br /&gt;
&lt;br /&gt;
[[File:20200227_social_media_charian_scout.png|Charian Scout]]&lt;br /&gt;
&lt;br /&gt;
[[File:20200227_social_media_charian_lightCarrier.png|Charian Light Carrier]]&lt;br /&gt;
&lt;br /&gt;
Complete set of ships in [[Charian_Ships | Charian Fleet]] &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Racial History&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To be added.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Faster, higher, stronger. The story of Pandeus.&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;Pandeus, &amp;lt;/i&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;bringing divinity to the people,&amp;lt;/i&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;so that all may be gods again.&amp;lt;/i&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;My name is Chesham and I’m an addict.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Admitting that revelation to those not of my usual group of close associates, that is to say, to strangers, never gets any easier. Now, what if I told you that this state of affairs is not unique to my own circumstances, but rather that my entire genus is thus blemished? &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;No doubt you would proclaim us to be vagrants, mendicants or vagabonds, the very detritus of society. We are often condemned as a people, cast aside by the rest of the Concordium and forced to rot in abject poverty and disgrace.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Most would simply condemn us to that fate, but a rare group would rather ask themselves just what has befallen this people? What collective catastrophe could possibly have occurred to doom an entire race to an existence of dependency upon a toxic substance?&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Once, we were gods. No, don’t roll your eyes in disbelief, this is a simple truth. We live in a universe where the Gervian people are able to conjure fire and the Saraven read minds. Who is to say that there is not a spark of the divine in us all? Even now we are blessed with an intelligence quotient double that of our confederates. The Tuleonetians can connect their psyche to others of their race. We, on the other hand, are able to innately calculate and understand. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The sheer processing power of our mind is incredible. We teach quantum theory to our young in primary school, while the adults of our intellectual rivals struggle with its concepts in their highest institutes of education. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Now imagine if that intelligence was simply an aspect of our biological makeup. Faster, higher, stronger – these were facts of life for us. Those simple sounding traits to which all aspire were once innate abilities of my people. We were not just top of the food chain, we were an entire order of magnitude beyond it. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Imagine retired athletes running a race and losing. They know that once, in their youth, they would have won the contest simply and efficiently with the barest hint of exertion. They can keenly remember the sensation of victory, the heady power of superiority. Challenge was simply an obstacle to be stepped over.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Think of that athlete now, watching as others basked in the glory they know was once their own. A past they yearn for, but can never regain. Their own body which once bested all competition has become the vehicle of their downfall. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The Charian race is a species in retirement, our intellect may remain a thing of wonder, but our corporeal existence is an exemplification of weakness and frailty. Consider the frustration, the resentment and the anger we felt before you judge our present state. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;In our torment, we turned to science. For a while, it looked like our minds had unlocked the answers to the problems we faced. It started with treatment for injuries, prosthetic limbs for amputees. Over time we began computerising these artificial crutches, instilling in them the ability to overcome the loss of what was natural. Eventually, we harnessed this technology to not just replace, but to enhance. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Healthy subjects would mutilate their own arms and legs in order to receive the cybernetic implants. Soon entirely untrained runners were winning the races and new records were set daily for speed, height and strength. The power of our intellect was such that this process took years rather than decades. Within such a short time, we were unable to properly understand what we had unleashed. Once again we went faster, higher, stronger and the population rushed to embrace these new developments with euphoric impatience.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The plague was inevitable. The introduction of foreign entities to our bodies was a recipe for disaster and soon the natural began to reject the mechanical. The death toll from these implants rose into the billions, but still we continued to inflict these devices on ourselves. We were content that a year or two of regained greatness was worth the cost of an early grave. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;It was not. Our cities emptied and we were on the verge of extinction when the Concordium found us. The Emperor Apovlitos, may his flame burn forever bright, devoted his entire scientific budget to helping us find a cure for this self inflicted ailment. It did not take long. The answer was to be found on our own planet, a fairly common bluish stone we had found no use for, one we called Pandorite.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;This, when refined in Concordium labs, became a medicine familiar throughout known space; Pandeus. When taken, it placates our natural response and allows for proper integration of cybernetic technologies into our bodies. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Once Pandeus came into widespread use, the death rate plummeted. While our longevity never recovered to previous levels, we have been able to rediscover some of the lost spark of divinity within us all. We, as a race, continue to aspire to go faster, higher and stronger.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Has this come with its own price? Naturally. Life is too harsh a mistress to allow such power to come freely. There must be a cost, a sacrifice. Our hair begins to fall out, and what is left takes on luminous colours as our bodies seek an outlet for the toxins. Our skin takes on an unhealthy pallor and our eyes sink into our faces. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Of course, the worst effect is the one with which I opened this story with. Pandeus is highly addictive and once a dose is prescribed recipients must plan to take it for the rest of their lives. The base consequence of this is negligible, for without it our bodies would once again reject the implants we put into ourselves and death would soon follow. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Unfortunately Pandeus is of such an addictive nature that one craves more and more of the drug, far more than is required for the maintenance of the cybernetics. Most Charian planets and colonies have procedures in place to cope with the base necessity for survival. It is the craving, however, which causes the true problems. The drug itself is not cheap and it is often difficult to acquire additional doses legally. Black markets spring up to meet the demand and with this comes all the accompanying criminality. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;So, before you judge the next Charian you see on the street, remember this story. Remember who the Charians once were and who they dream to be again. Then ask yourself, wouldn’t you do the same?&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Pandeus;&amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Pan-deus [pan dee-uh s]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Noun; &amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;All-gods: Charian drug enabling cybernetic implants.&amp;lt;/i&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Abbreviation; &amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;Pan, Dust, D.&amp;lt;/i&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;&amp;lt;span style=&amp;quot;font-size: 12pt; font-family: &#039;futura bdcn bt&#039;, sans-serif;&amp;quot;&amp;gt; Darshana wonders when do they stop being a Charian, and become something else? &amp;lt;/span&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;- Darshana&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Democratic Republic of Valearia&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The majority of Charians live under direct Gervian rule, and despite the Ursians best efforts to grant them a greater degree of independence, seem to be quite satisfied with this arrangement. This is a legacy of the union between Gervian and Charian governments when the Concordium was first founded. Since the First War of Oppression and the Ursian intervention, the Charians have once again been urged to develop their own central authority although the actual success of this has been questionable.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Charians are, on the whole extremely individualistic, they prefer, instead, to be left to their own devices and to be allowed to pursue their own schemes without interference. As such, they are quite willing to allow those with a greater interest in politics and governance to take the lead, even if those individuals are not a Charian. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The result is a system of government which is staffed predominantly by Gervian bureaucrats with very limited actual power. Although they do maintain a monopoly on violence (the police and army are state maintained), the rest is privatised. As such, many companies choose to incorporate under Charian law, being well able to thrive in the environment of virtually zero regulation. Some of the largest corporations in Concordium space are those that deal in Cybernetic technologies.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The only place in which Charians themselves are really invested is the very powerful Administration Supervising the Handling of Enhancement Strategy (ASHES). This pseudo-governmental body is responsible, not only for the regulation and development of new cybernetics, but also functions as the sole legitimate supplier and distributor of Pandeus.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;To its supporters, the Democratic Republic of Valearia is the very embodiment of laissez faire government, while its detractors argue that it is simply the legitimate front for a Gervian puppet state.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt; Traveller&#039;s Log Entries &amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Unlikely Partnership|Unlikely Partnership]]&amp;lt;/h3&amp;gt;&amp;lt;i&amp;gt;by Gareth Kay&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Why would you help me?” Aelius growled, leaning forward and holding his lighter protectively before him, his thumb twitching on the ignition.&lt;br /&gt;
&lt;br /&gt;
“Gratitude?” the Charian replied with a low chuckle. He remained hidden in the shadows of the room, sitting at a desk the lamp aimed at their visitor. Before him was an empty seat, behind which the Gervian stood guardedly.&lt;br /&gt;
&lt;br /&gt;
“How can I trust that? I don’t even know you!” came the reply, a note of stress in the voice.&lt;br /&gt;
&lt;br /&gt;
“Oh but you do...” the Charian leant forward then, bringing his face into the light. &lt;br /&gt;
&lt;br /&gt;
[[Unlikely Partnership|Read More]]&lt;br /&gt;
&lt;br /&gt;
[[File:Fall From Grace goudieJ.png|250px|left|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Xalen with grandson Doros (Fall From Grace, image by James Goudie)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Fall From Grace|Fall From Grace]]&amp;lt;/h3&amp;gt;&amp;lt;i&amp;gt;by Bojan Sekulic&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Charian Colony Aleena III&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So beautiful, so serene,&amp;quot; Xalen muttered as she watched the sun rising over the horizon. From the balcony where she stood everything seemed so simple. So peaceful. So &#039;&#039;&#039;godly&#039;&#039;&#039;. For a few brief moments the old Charian scientist allowed herself to close her eyes and took a deep breath. Slowly her hand went down to the pocket of her clothes. The moment her weary fingers made contact with the small piece inside her pocket an almost childish smile graced her face. She withdrew it, and her smile widened; it meant the world to her.  The green glow slowly pulsated, its low hum adding to her sense of serenity. Many cycles had come and gone since she and her team found it, but even now she knew she was holding a piece of eternity in her hands. A piece of history. A piece of greatness.&lt;br /&gt;
&lt;br /&gt;
[[Fall From Grace|Read More]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Travellers_log&amp;diff=6645</id>
		<title>Travellers log</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Travellers_log&amp;diff=6645"/>
		<updated>2026-02-20T17:46:57Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: Remove Syndust Files&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p&amp;gt;During our travels, we have found many stories. Some recounting the everyday lives of the people of StatiumXCV, some being articles penned by historians about the major events which have defined our existence, while some are just collections of memories from those now long dead.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Valdus&amp;lt;/h2&amp;gt;&lt;br /&gt;
[[File:valdus_smithL.png|150px|right|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Valdus Vinkaste (Halfdan&#039;s Stand, image by Lloyd Smith)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Halfdan&#039;s Stand|Halfdan&#039;s Stand]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Gareth Kay&amp;lt;/i&amp;gt;&lt;br /&gt;
“Thou be not permitted here, turn back,” the husky voice growled. &lt;br /&gt;
&lt;br /&gt;
Halfdan scuffed the ground with the tip of his boot, his movement dislodging a stone hidden in the gravel. Taking a deep breath, he looked up at the hulking bear-man who towered over him and met the black eyes staring down the long brown snout.&lt;br /&gt;
&lt;br /&gt;
“It’s been a month since we heard anything from Jorviken,” Halfdan stated. He glanced over his shoulder at the mass of Valdus who had followed him here, seeking the comfort of their numbers. &lt;br /&gt;
&lt;br /&gt;
“A month! With no word, no supplies, no food!” snapped a weathered old man shuffling up beside Halfdan.&lt;br /&gt;
&lt;br /&gt;
[[Halfdan&#039;s Stand|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[The Dark Horse|The Dark Horse]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Chet Delano&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:20200520 darkHorse goudieJ.png|250px|left|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Diarmuid, Fritjof &amp;amp; Chancellor Camlann of the Core Council (The Dark Horse, image by James Goudie)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
If the ashes could speak… the Valdus thought, …the dead would have much to say to you, Fritjof.&lt;br /&gt;
&lt;br /&gt;
Much indeed.&lt;br /&gt;
&lt;br /&gt;
The Valdus adjusted her waistguard as voices began to come from down the corridor. She stared ahead, both nervous and excited for her first watch. The towering Chancellor, Camlann, approached with a brown-furred ursian she did not recognize. Nestled between the two was another valdus lady, her figure nearly lost between the Chancellor and his other companion.&lt;br /&gt;
&lt;br /&gt;
And the way you just act like it doesn’t matter.&lt;br /&gt;
&lt;br /&gt;
She watched as Fritjof laughed with Camlann.&lt;br /&gt;
&lt;br /&gt;
To have done so much, only to deny your title in the end…&lt;br /&gt;
&lt;br /&gt;
[[The Dark Horse|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Ursian&amp;lt;/h2&amp;gt;&lt;br /&gt;
[[File:ursian_smithL.png|150px|left|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Ursian Lawspeaker Cyln (by Lloyd Smith)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Lawspeaker Cyln|Lawspeaker Cyln]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Gareth Kay&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Lawspeaker!” a voice cried out, and Cyln turned slowly to find a young Valdus boy running after her, the wide-brimmed hat he wore bobbing unceremoniously with each stride. Cyln grunted on seeing his small frame and turned back to the road, adjusting the staff balanced on her shoulder to make the load swinging from it more comfortable.&lt;br /&gt;
&lt;br /&gt;
“Lawspeaker!” the cry came again, more incessant. Cyln set her jaw and continued to walk. Angry shouts had followed her out of the town, and she was in no mood to hear the admonishments of a child.&lt;br /&gt;
&lt;br /&gt;
[[Lawspeaker Cyln|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Lawspeaker Cyln : The Dawn|Lawspeaker Cyln : The Dawn]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Gareth Kay&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cyln reached the edge of town as the new day was dawning. She paused for a moment, uncertain about what she would do. Her breathing was shallow despite the long walk, but came out as a thick mist in the chill morning air. &lt;br /&gt;
&lt;br /&gt;
Squaring her shoulders, she began to walk through the silent streets in the direction of the court. Around her, the houses were still, but their silence went beyond simple early morning sleepiness.  There was an emptiness about them. &lt;br /&gt;
&lt;br /&gt;
She had been in no hurry to reach the village. Conflicting emotions had struggled through her mind while she walked: anger, sadness, regret, shame. Above it all memory of the Valdus child plagued her, his face burned into her eyes. His pleading still rang in her ears. Where his eyes had once been hopeful, they were now glazed over, dead.&lt;br /&gt;
&lt;br /&gt;
[[Lawspeaker Cyln : The Dawn|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Lawspeaker Cyln : The Fatespinner|Lawspeaker Cyln : The Fatespinner]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Gareth Kay&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There she is!&amp;quot; a voice in the crowd stated accusingly as the hulking Ursian appeared at the doorway to the courtroom. Then the cries fell silent. Cyln frowned as she looked around the gathered crowd of twenty something Valdus. Many glared back at her, however most could not hold her gaze and averted their eyes. &lt;br /&gt;
&lt;br /&gt;
One golden haired woman at the rear of the room met Cyln&#039;s eyes, without flinching. The Ursian&#039;s gaze hesitated on her momentarily before looking away herself. &lt;br /&gt;
&lt;br /&gt;
[[File:20210503 onHigherAuthority.png|250px|right|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Governor Eldgina on withness stand challenged by Lawspeaker Rett (On Higher Authority, image by James Goudie)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
[[Lawspeaker Cyln : The Fatespinner|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[On Higher Authority|On Higher Authority]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Bojan Sekulic&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Toghma. Planet so far away from the Core Worlds of the Concordium that an ordinary citizen isn’t even aware of the planet’s existence. Yet it is there. On the fringes of Concordium space. Close to the border with the Urix. Toghma is out there, drifting in the vastness of space, a playground for the two powers and their game of galactic chess. Biding their time, some would say. Biding the time before justice finally arrives…&lt;br /&gt;
&lt;br /&gt;
[[On Higher Authority|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Charian&amp;lt;/h2&amp;gt;&lt;br /&gt;
[[File:Fall From Grace goudieJ.png|300px|left|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Xalen with grandson Doros (Fall From Grace, image by James Goudie)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Fall From Grace|Fall From Grace]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Bojan Sekulic&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;Charian Colony Aleena III&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So beautiful, so serene,&amp;quot; Xalen muttered as she watched the sun rising over the horizon. From the balcony where she stood everything seemed so simple. So peaceful. So &#039;&#039;&#039;godly&#039;&#039;&#039;. For a few brief moments the old Charian scientist allowed herself to close her eyes and took a deep breath. Slowly her hand went down to the pocket of her clothes. The moment her weary fingers made contact with the small piece inside her pocket an almost childish smile graced her face. She withdrew it, and her smile widened; it meant the world to her.  The green glow slowly pulsated, its low hum adding to her sense of serenity. Many cycles had come and gone since she and her team found it, but even now she knew she was holding a piece of eternity in her hands. A piece of history. A piece of greatness.&lt;br /&gt;
&lt;br /&gt;
[[Fall From Grace|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Maratasen&amp;lt;/h2&amp;gt;&lt;br /&gt;
[[File:maratasen_mavaat_smithL.png|250px|right|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Mavaat (Mavaat&#039;s Story, image by Lloyd Smith)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Mavaat&#039;s Story|Mavaat&#039;s Story]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by James Landes&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;I am Mavaat. The decision has been made.&amp;lt;/i&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The mantra rolled around the warriors’ mind slowly, deliberately.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;The clan lord has made a decision, and I, Mavaat will obey.&amp;lt;/i&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;It continued to drift through his mind, though it gave him no comfort and no new insights. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Mavaat‘s massive furred hand dropped to the hilt of his Sereban and his claw traced the intricately carved symbols engraved on the hilt of the killing knife.   These symbols bore his identity, his honor and the honor... &amp;lt;/p&amp;gt;&lt;br /&gt;
[[Mavaat&#039;s Story|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Warrior&#039;s Beginning|The Journey of a Warrior: Warrior’s Beginning]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Cameron Ames&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:maratasen_malik_smithL.png|200px|left|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Malik (Warrior&#039;s Path, image by Lloyd Smith)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Malik paces about, only imagining what his destiny has in store for him. The simple, yet familiar power of the training area quickened his heart rate. Malik just can’t take his mind off of the future. His anxiety is overwhelming him as he contemplates just how remarkable of a warrior his father is. &amp;lt;i&amp;gt;“How is it possible to surpass the best?”&amp;lt;/i&amp;gt; he asked to himself. The thought was uncomfortable, and he held up a quivering paw as the fear of failure set in.&lt;br /&gt;
&lt;br /&gt;
Narrowing his eyes and snarling, Malik set his mind to the training dummy once more. He had been trained to deal with fear, to embrace it, to use it. Unconsciously Malik’s pace increased very abruptly as he let the fear soak through him, harnessing the power that it gave him and turning it into anger at his own frailty instead. He refused to let his body bow to the fear in his mind.&lt;br /&gt;
&lt;br /&gt;
[[Warrior&#039;s Beginning|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Warrior&#039;s Path|The Journey of a Warrior: Warrior’s Path]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Cameron Ames&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The crackle of the gun sent Malik leaping forward. Deciding early to drop to all fours so that he could bound ahead more quickly, he delighted in the rush of speed. Logs and other obstacles rushed into view, and he had to react quickly to vault over them. Ropes, too, were added to the mix and these he had to crawl on his stomach to avoid. &lt;br /&gt;
&lt;br /&gt;
[[Warrior&#039;s Path|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Saraven&amp;lt;/h2&amp;gt;&lt;br /&gt;
[[File:20220117_eternalExperimentArt_BW.png|250px|left|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Sana standing in the Chamber of the Eternals just before the first psionic scream (The Eternal Experiment, image by James Goudie)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
&amp;lt;h3&amp;gt;[[The Eternal Experiment|The Eternal Experiment]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Kelsy Mascorro&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Lead Researcher Sana sat perched behind her large wooden desk, folders and reports scattered before her. Her talons scratched lightly, absentmindedly, over the cover of the folder in her hand, her eyes darting back and forth over the words.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;She knew the history of her people, how the sun had expanded and radiation burned all life on the light side of the planet. She remembered, if only vaguely, flying through the lush plant life and beautiful red skies of Hadjara as a child, her mother and father beside her, ensuring she wouldn’t fall. But they were gone now… casualties of the exodus. Most of the aged among the survivors who were unaffected by the radiation became senile or crazed by the sudden shift from perpetual light to unending darkness. The young, in turn, had to adapt quickly or perish to the dark and cold. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[The Eternal Experiment|Read More]]&lt;br /&gt;
&lt;br /&gt;
[[File:20200901 theLastHarvest final small.png|250px|right|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Seated Lavana with egg child S’karra (The Last Harvest, image by James Goudie)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
&amp;lt;h3&amp;gt;[[The Last Harvest|The Last Harvest]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Kelsy Mascorro&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;A once proud broodmother, Lavana now lived with her eggchild, S’karra, and her hatchbrood. While she didn’t mind the company of the little ones, she wished she had the energy she once did to teach them to fly and train them in the ways of her people, as her broodmother had taught her. Some days it was difficult for her to accept that all this fretting over her was necessary, cared for by the ones she once tended. She could care for herself, as she used to, if they would simply let her try. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
[[The Last Harvest|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Feather Fallacy I|Feather Fallacy I]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Zachary Mathiot&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;ATTENTION: Dr. Corvan Anelius of The Charian Science and Preservation Committee&amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;This is a distress call from Chancellor Aurok of Saraven Colony Delta 876JL. I am writing this to ask for your help in a dire situation. In recent months infants in the colony are being born with few to no feathers. Normally members of our race will lose their feathers through molting and gain new ones once entering adulthood. These afflicted children are not even being born with their first set of feathers. There are also reports of certain numbers of them dying since this strange illness causes the young to become very sickly, and most are unable to recover... &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Feather Fallacy I|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Feather Fallacy II|Feather Fallacy II]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Zachary Mathiot&amp;lt;/i&amp;gt;&lt;br /&gt;
[[File:20140809_Saraven&amp;amp;Charian_smithL.png|250px|left|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Aurok and Dr. Corvan (Feather Fallacy, image by Lloyd Smith)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;ATTENTION: Chancellor Aurok of Saraven Colony 876JL&amp;lt;/b&amp;gt; &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;I am sending this message to inform you that I am capable of assisting with your current situation. I do apologize for the delay between my reading of your distress signal and the subsequent response. At that time I was busy on another planet investigating an outbreak with possible viral implications. What instantly held my attention while reading about your dilemma was its striking similarity to the problem my organization and I were recently attempting to diagnose and counteract...&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Feather Fallacy II|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Feather Fallacy III|Feather Fallacy III]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Zachary Mathiot&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;I closed my data terminal with a rapidly increasing sense of relief, and let out a breath I didn’t even realize I had been holding. Dr. Corvan had sent a message saying he would be on the planet within a day. My mind began to race ahead, imagining the people being cured of the blight, their feathers shining and healthy on their wings as they soared the skies once more...&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Feather Fallacy III|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Feather Fallacy IV|Feather Fallacy IV]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Zachary Mathiot&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The engines roared to life as the research vessel Synapse left the star port. Dr. Anelius Corvan immediately awoke from his light slumber as he regained his senses. His reflection in his datapad showed that his neon blue and yellow implants had faded in his many years as a geneticist. &amp;quot;Ahh yes, now where was I?&amp;quot; he said to himself as he began to remember the last thing he had been doing. In front of him was a bright blue holographic display of all the data Chancellor Aurok had given him on the virus affecting her people.&amp;lt;/p&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;p&amp;gt;&amp;quot;Hmm, very interesting,&amp;quot; he mused...&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Feather Fallacy IV|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Feather Fallacy V|Feather Fallacy V]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Zachary Mathiot&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;“I’ve come to a decision about the avian specimens, everybody, meet me in the conference room at once please.” He announced over the ship’s intercom. Everyone filed in and sat down to hear the announcement.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;“We have all been hard at work trying to determine the precise cause behind this disease and have come up with nothing. We have gathered much in the way of environmental and situational data but I’m at a loss. I am unable to offer an acceptable conclusion as to why these young are thus affected by this affliction, and without being able to establish the causality, a cure is impossible and death is therefore inevitable.&amp;quot; &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Feather Fallacy V|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Feather Fallacy VI|Feather Fallacy VI]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Zachary Mathiot&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Chancellor Aurok stood with immense anticipation as &amp;lt;i&amp;gt;Synapse&amp;lt;/i&amp;gt; made its way to the landing pad adjacent to her primary office. She almost shook with excitement over finally being able to meet Dr. Corvan and his research team so they could begin finding a cure. &amp;lt;i&amp;gt;This could be our salvation, Alestra! Hadjara, bless us.&amp;lt;/i&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;“Greetings. I am Dr. Anelius Corvan of the Charian Preservation Committee. You are Chancellor Aurok, correct?”&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Feather Fallacy VI|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Feather Fallacy VII|Feather Fallacy VII]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Zachary Mathiot&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;“Ahh….urgh…Chancellor Aurok! It would seem I made a most heinous choice as far as my own health is concerned.&amp;quot; Corvan gasped, waking me from my reverie. His blue and yellow implants glowed faintly. I gave him a tired smile, pleased that he had emerged from the coma. Still he gave me hope that he would survive the grievous wounds he had taken.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;quot;Are you well?” he said, looking over at me concern in his bloodshot eyes.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Feather Fallacy VII|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Inarian&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Without You|Without You]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Chet DeLano&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“It’s only for a month…” She reassured him, wrapped in his loving arms.&lt;br /&gt;
&lt;br /&gt;
“A month far too long, if you ask me…” He responded, admiring her long, rich auburn hair as he rubbed the lobe of her perfect Inarian ear. “Oh, how I wish you didn’t have to stay.”&lt;br /&gt;
&lt;br /&gt;
“I wish I didn’t either, but remember that it’s to show off your gift. You’ve honed it far beyond what it used to be. You’ll be able to silence your critics with awe this time. If you don’t go, you will forever live in fear of their spiteful words. Besides, you’ll be back before I know it, right?”&lt;br /&gt;
&lt;br /&gt;
[[Without You|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Without Her|Without Her]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Chet DeLano&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Care for a beverage, sir?” the Gervian flight attendant asked.&lt;br /&gt;
&lt;br /&gt;
Francis sat with one arm folded, the other holding a piece of parchment in front of him. “I’m certain you will find it to display the-”&lt;br /&gt;
&lt;br /&gt;
“Err, sir?” she kindly interrupted.&lt;br /&gt;
&lt;br /&gt;
His fixation on the paper broke and he stared at her blankly, lost in thought. Her long brown hair was pulled back and it reminded him of Odette’s. He then shook his head and laughed, realizing he had yet to reply to the young woman.&lt;br /&gt;
&lt;br /&gt;
[[Without Her|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Without Him|Without Him]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Chet DeLano&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“This is perfect.” Odette said, holding his hand as she stared at the starry sky with her beloved Francis.&lt;br /&gt;
&lt;br /&gt;
He traced the smooth grooves of her slender fingers. “Yes. Yes, it is.” he grinned. &lt;br /&gt;
Odette turned to see he had been staring at her with great fascination. His gaze refused to waver and she smiled, looking back to the stars to watch as one soared by.&lt;br /&gt;
&lt;br /&gt;
Francis suddenly broke from their hold and wriggled strangely. He rolled over onto his stomach, clawing at his lower back. “Ah! This meadow’s greens are so itchy!” Odette couldn’t help but burst into laughter at the sight of him.&lt;br /&gt;
&lt;br /&gt;
[[Without Him|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Without Her II|Without Her II]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Chet DeLano&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Francis opened his eyes slightly, his eyelids feeling as though they were bags of sand. His view was blurred, although he could make out a panicked crew and a loud voice over the intercom. &lt;br /&gt;
“Everyone, remain calm!” &lt;br /&gt;
&lt;br /&gt;
His eyes fell closed once again, his head throbbing. &lt;br /&gt;
&lt;br /&gt;
“I repeat, remain calm!” &lt;br /&gt;
&lt;br /&gt;
[[Without Her II|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Without Him II|Without Him II]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Chet DeLano&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“You’ve got to be kidding me…” Fernand sighed as he left the door hanging wide open, and walked into the darkness.&lt;br /&gt;
&lt;br /&gt;
She needs to get up, she must! I can’t just leave her to turn.&lt;br /&gt;
&lt;br /&gt;
Odette stirred and let out a small sound as she nestled deeper into her bedding.&lt;br /&gt;
&lt;br /&gt;
[[Without Him II|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[With You|With You]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Chet DeLano&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fernand sat in his study, the room lit just as the incense burned before him. He studied the smoke as it slowly rolled and spread through the air. He listened to the wisps of smoke as they sang to him, whirling until they faded.&lt;br /&gt;
&lt;br /&gt;
“How curious, to be one of you.” He said aloud, lowering his gaze and resting his chin upon his desk.&lt;br /&gt;
&lt;br /&gt;
“You’re not much different than I...”&lt;br /&gt;
&lt;br /&gt;
[[With You|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Tuleonetian &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[File:tuleonetian_xerin_smithL.png|150px|right|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Xerin (Dusty&#039;s Dillema, image by Lloyd Smith)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Dusty&#039;s Dilemma|Dusty&#039;s Dilemma]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Gareth Kay&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;“You are a Springbreeze?” The incorporeal voice asked, the pitch hiding a hint of surprise. “Do you know an Azzar Springbreeze?”&lt;br /&gt;
&lt;br /&gt;
“Yes” she replied, looking around. She stood alone in a square room. In front of her was a clear desk and an empty chair. The room was clearly meant to be small office, startling only due to the eerie blackness which permeated through the open window. It was barely midday, so light should have been streaming inside. &lt;br /&gt;
&lt;br /&gt;
“She is... was, my mother.”&lt;br /&gt;
&lt;br /&gt;
“I see,” a pause, and the voice dipped an octave, “and what makes you think you are suitable for this expedition?”&lt;br /&gt;
&lt;br /&gt;
She then felt a comfortable coolness touch her mind, and suddenly the room faded into darkness.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Dusty&#039;s Dilemma|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Masian&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Rain Like Tears|Rain Like Tears]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by James Landes&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;The world is raining like tears&amp;quot;&amp;lt;/i&amp;gt; thought Ran.&lt;br /&gt;
&lt;br /&gt;
Sitting in the speeding tram watching the bustle of the city blur by his window, Ran whispered to himself, &amp;lt;i&amp;gt;&amp;quot;I have failed them&amp;quot;&amp;lt;/i&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Who am I?&amp;quot;&amp;lt;/i&amp;gt; thought Ran defiantly, a moment of anger rising from his chest.&amp;lt;i&amp;gt; &amp;quot;I am Ran Chedayin of the Chedayin Ascendants. We are fifth family of the grand Ascendency. There was tradition to uphold, there were expectations.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ran sighed. The sense of unmet expectations almost a physical weight on his shoulders as he watched the marvels of Masian engineering and architecture whisk by his moisture streaked window.&lt;br /&gt;
&lt;br /&gt;
The tram slowed and came to a halt with a gentle lurch, unloading and loading passengers. Ran was barely aware of others in his section, his gaze settling on a tree. Confined to an elaborate decorated planter, the tree is withering as it strains unsuccessfully against the confines of the artificial barrier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;I am that Tree&amp;quot;&amp;lt;/i&amp;gt; Ran thought to himself.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;I am a biologist, I make things grow. I do not build or fix THINGS, I work with LIFE!&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Rain Like Tears|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Dead Men&#039;s Philosophy|Dead Men&#039;s Philosophy]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Davis Masterman&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Final_20220722_B&amp;amp;W&amp;amp;color_deadMensPhilosophy.png|250px|left|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Captain Brekan and Officer Melvara on ship&#039;s bridge after the local sun&#039;s destructive solar flare (Dead Men&#039;s Philosophy, image by James Goudie)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
          &lt;br /&gt;
&amp;lt;p&amp;gt;The following is a transcription of the last captain’s log of the Masian cruiser, the CS SOLAR SPIRE. The data on the black box&#039;s electronic storage experienced severe corruption, so several parts of the audio recording are silent or incoherent. The ship’s severed bridge was recovered by some junkers in 2745 SDY, but the rest of the ship and her crew of over one thousand still remain lost.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;(Begin Transcription)&lt;br /&gt;
&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p&amp;gt;Captain: Emergency. Emergency. This is Captain Brekam K’ara of the Masian CS SOLAR SPIRE. We have encountered severe solar flares while orbiting - [DATA CORRUPTED] - significant casualties and major damage to our vessel. Our long-range communications and engines appear offline. We require emergency evac- [DATA CORRUPTED]. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;(The message loops several times until a new voice appears) &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Officer: Sir, she’s gone. I tried my best, but I couldn’t stop the bleeding...&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
[[Dead Men&#039;s Philosophy|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[A Happi Place|A Happi Place]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Chet Delano&amp;lt;/i&amp;gt;&lt;br /&gt;
[[File:final20220901bw_storyArt_happiPlace2_jgoudie.png|300px|right|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Bartender and owner of Happi&#039;s Place serves an oathless Maratasen and provides uncoventional insights (A Happi Place, image by James Goudie)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
&amp;lt;p&amp;gt;“What now?” the Maratasen asked, his paws clutching his hanging face as he sat at the bar, waiting for nothing.His ears perked as he heard ice clink against glass. “On the house.”&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;He looked up to see the bartending Masian, who held a slight smile as he returned to using his rag to wipe the counter.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Maratasen hesitated but decided to take the drink. “Why not…” His claws clutched the glass...&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;“Not like there’s anywhere you gotta be.” The Masian said confidently, continuing with his duties.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Maratasen stared at him curiously, his paw suspended before his face with the drink, his tribal tattoos exposed on his arm. The drink glowed with rolling shades of orange, contrasting wildly against his white fur. The color reminded him of home… of his people. Red specks swirled throughout the drink and they turned to embers in his mind. The background &lt;br /&gt;
chatter became cries for help as a burning called from the scar beside his eye. He winced and snarled, shaking the thoughts out.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;He took a sip.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
[[A Happi Place|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[It Pours|It Pours]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Chet Delano&amp;lt;/i&amp;gt;&lt;br /&gt;
[[File:20240314bw_storyArt_itPours_jg.png|150px|right|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Arweanne &amp;amp; Attacker (It Pours, image by James Goudie)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
“Ugh, it never rains.” Arweanne complained from beneath her hood, her Inarian ears poking out from slits on the sides. Her words came through the breathing apparatus she had to wear outside on Sorbis V. She held her books tightly to her chest.&lt;br /&gt;
&lt;br /&gt;
And she was right. It NEVER rained on Sorbis V. The last time she’d felt rain on her head had to have been months ago.&lt;br /&gt;
&lt;br /&gt;
“Of course, the one day I bring everything to work.” She huffed and sighed.&lt;br /&gt;
&lt;br /&gt;
She abruptly stopped underneath the front entrance of a bar and looked around, thinking for a moment. She spotted the alleyway across the street, something that would save her an incredible amount of time. Bright neon lights showed in the distance beyond the alley, dulled by the rain and what little light penetrated the clouds.&lt;br /&gt;
&lt;br /&gt;
Such a dreary day, she thought.&lt;br /&gt;
&lt;br /&gt;
“It’s okay.” She reassured herself, gripping her books tight to her chest, “these will make up for it.” She said, beaming down at them.&lt;br /&gt;
&lt;br /&gt;
Arweanne started a brisk walk across the street. There was very little traffic here aside for foot traffic. Sorbis V was known for being somewhere you could live and happily walk wherever you needed to go no matter where you lived there.&lt;br /&gt;
&lt;br /&gt;
“Aye!” Arweanne heard someone shout from behind her. She looked back to see a figure through the rain at the entrance of the alley.&lt;br /&gt;
&lt;br /&gt;
[[It Pours|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Concordium&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[The Ambush I : First Strike|1. The Ambush: First Strike]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Cameron Ames&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The cool, crisp air filled the field as the scent of blood started to contaminate it. It was mid-afternoon and the battalions were having a rough time with the constant bombardment of artillery at their bunkers. &lt;br /&gt;
&lt;br /&gt;
“Judoc, they be closing in on us!” cautioned Bricius, urgently peering over the firing gallery. Piercing plasma arrows seemed to take the place of the light as they soared into the bright orange sun hindering the vision of the squad. Through the barrage, sleek reptilian figures could be seen picking their way across the no man&#039;s land separating the two armies, their many spikes and scales the epitome of nightmare.&lt;br /&gt;
&lt;br /&gt;
“Sergeant Bricius, take Herodotos and Seti and flank up there!” the rugged Ursian captain commanded, nodding to the right. Then suddenly, he ducked aside with a curse as a steaming plasma arrow buried itself in the concrete where his head had been seconds before. &lt;br /&gt;
&lt;br /&gt;
[[The Ambush I : First Strike|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[The Ambush II : Final_Hour|2. The Ambush: Final Hour]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Cameron Ames&amp;lt;/i&amp;gt;&lt;br /&gt;
[[File:20150207_Urix war heavy contrast_smithL.jpg|250px|right|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Urix Soldiers (The Ambush, image by Lloyd Smith)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
Judoc watched dispassionately as the Concordium line suddenly broke and his soldiers began retreating from the battle, abandoning their trenches. Many scrambled over comrades in their desire to escape. The Urix behind them ecstatically filled the abandoned position and began to pour fire at the backs of their retreating enemy. &lt;br /&gt;
&lt;br /&gt;
He kept his eyes on the scene with rapt attention, turning away with great reluctance only upon hearing a great disturbance from the top of the hill. A heavy weapon had been unleashed and he watched fascinated as the odd energy bolt flickered over the summit before it became eerily quiet. With a final worried glance, he turned back to his own fleeing allies below.&lt;br /&gt;
&lt;br /&gt;
Without warning, huge pillars of light appeared all over the recently captured trenches, each beam being about the size of five Ursians standing side to side. One or two beams missed their target, but were quickly streamed into position. Judoc looked back up at the top of the hill and imagined that he could see Seti telepathically calling in the orbital strikes. &lt;br /&gt;
&lt;br /&gt;
[[The Ambush II : Final_Hour|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Urix&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Discipline for the Weak|Discipline for the Weak]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Chet DeLano&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Wha… what has Ivaneq done?” I ask, my mind trying to register the sight before me.&lt;br /&gt;
&lt;br /&gt;
There’s my brother, towering over Mitul’s bloodied body, our leader. But, I can&#039;t believe it. This isn’t happening. We’ve come so far! Too far! Only for my own brother to ruin all of this? The reason we have practiced our restraint. There can be no coming back from this. Everything is about to change. &lt;br /&gt;
&lt;br /&gt;
[[Discipline for the Weak|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Unlikely Partners&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;1. [[Covering History|Covering History]]&amp;lt;/h3&amp;gt; &lt;br /&gt;
&amp;lt;i&amp;gt;by Gareth Kay&amp;lt;/i&amp;gt;&lt;br /&gt;
- Listed under the Gervian profile.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;quot;What about the markings? The old ones found on some of the gates?” the Charian cried out, desperation lacing his voice.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;“If my findings are correct, then there was, in fact, something far more ancient than the Concordium overshadowing us all!&amp;quot; &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Covering History|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;2. [[The Deal|The Deal]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Gareth Kay&amp;lt;/i&amp;gt;&lt;br /&gt;
- The Gervian short story introduction.&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;“Do you have it?” &amp;lt;/i&amp;gt;Aelius enquired.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;“That would depend upon the connotation of ‘it’. If by that you refer to the funds required for this transaction, then yes.” Quinisbert replied, tugging at a tuft of his fluorescent green hair. Aelius rolled his eyes as the he spoke. Aelius hated how long these negotiations with Charians always took. Nothing was ever simple with them.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[The Deal|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;3. [[Unlikely Partnership|Unlikely Partnership]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Gareth Kay&amp;lt;/i&amp;gt;&lt;br /&gt;
- Listed under the Charian profile.&lt;br /&gt;
&lt;br /&gt;
“Why would you help me?” Aelius growled, leaning forward and holding his lighter protectively before him, his thumb twitching on the ignition.&lt;br /&gt;
&lt;br /&gt;
“Gratitude?” the Charian replied with a low chuckle. He remained hidden in the shadows of the room, sitting at a desk the lamp aimed at their visitor. Before him was an empty seat, behind which the Gervian stood guardedly.&lt;br /&gt;
&lt;br /&gt;
“How can I trust that? I don’t even know you!” came the reply, a note of stress in the voice.&lt;br /&gt;
&lt;br /&gt;
“Oh but you do...” the Charian leant forward then, bringing his face into the light. &lt;br /&gt;
&lt;br /&gt;
[[Unlikely Partnership|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;4. [[End of the Beginning - Ulloriaq|End of the Beginning - Ulloriaq]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Gareth Kay&amp;lt;/i&amp;gt;&lt;br /&gt;
- The Urix short story introduction.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;You expected this?!&amp;quot;&amp;lt;/i&amp;gt; Ulloriaq snapped, bristling. She could feel blood rush to her neck scales and knew that they would be flushing red. She took a deep breath which was audible as a series of quick sniffs and forced her heart rate to slow. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;No.&amp;quot;&amp;lt;/i&amp;gt; Ilippa Nuk replied, looking away into the distance his eyes unfocused. The short answer surprised Ulloriaq, and she waited for him to elaborate. When he did not, she was about to demand an explanation, but sensing her irritation he raised a claw to prevent her. &lt;br /&gt;
&lt;br /&gt;
[[End of the Beginning - Ulloriaq|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;5. [[End of the Beginning - Toreekto!|End of the Beginning - Toreekto!]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Gareth Kay&amp;lt;/i&amp;gt;&lt;br /&gt;
- Listed under the Urix profile.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Toreekto!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ulloriaq pressed herself against the wall with gritted teeth. She could hear the Gervian voices nearby and she had to fight to suppress the temptation to rush out and gut them. Ever since the murder of Ilippa Nuk three weeks ago all she had lived for was death.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nalun, Nalun Ituinarpoq,&amp;quot; she breathed to herself, forcing her heart to calm, &amp;quot;patience, patience everlasting&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Despite her best efforts, her knuckles tightened around the knife in anticipation. She didn&#039;t just want to kill, she needed to. Ulloriaq closed her eyes and rested her head against the wall. Enveloping herself in darkness, she felt her breathing slow and her hearing heightened.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... toreekto... pytho... toreekto...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[End of the Beginning - Toreekto!|Read More]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Getting_Started&amp;diff=6644</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Getting_Started&amp;diff=6644"/>
		<updated>2026-02-20T17:45:19Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: /* Starting Out */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your adventure in StariumXCV begins with creating your [[Empires |Empire]].&lt;br /&gt;
&lt;br /&gt;
Once part of [[Concordium# |The Concordium]], a vast alliance linked by the Quantum Gates, your empire is now isolated. The gate that connected you was mysteriously destroyed, and years have passed with no answers.&lt;br /&gt;
&lt;br /&gt;
Hope fades until your scientists uncover an ancient alien probe. Its technology offers a path back to the stars.&lt;br /&gt;
From here, you decide your Empire’s fate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;quantum-gates&amp;quot;&amp;gt;&lt;br /&gt;
  [[File:QuantumGates.png|center]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Joining A Game ==&lt;br /&gt;
After creating your account, you’ll set up your starting position. This determines how your empire begins its journey.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Select a Game Type&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
StariumXCV has multiple [[Game Types]] that modify aspects of the game. They each offer a different pace and starting resources. We recommend starting with our default, &#039;Sagittarius&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Choose a Colony&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Colonies are the starting point for your Empire. There are 31 [[Colonies]], each with unique histories, bonus skills, and one or two native [[Races]] that shape your early advantages.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Establish Your Leader&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every empire begins with a Leader who receives the skill bonuses from your chosen colony. [[Leaders]] guide your armies, fleets, production, and missions as your empire grows.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;colony-art&amp;quot;&amp;gt;&lt;br /&gt;
  [[File:ColonyArt.png|center]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Starting Out ==&lt;br /&gt;
After finalizing your empire, your first view of the galaxy will be through the [[Galactic Map]]. Here you’ll see your home system and your fleet.&lt;br /&gt;
&lt;br /&gt;
You can move [[Fleets]] to other stars or worlds, essential for expansion, battles, and discovery.&lt;br /&gt;
&lt;br /&gt;
We recommend focusing in on the world your fleet is at to see what’s there. [[Worlds]] are the centerpiece for resources and development.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;section world-section&amp;quot;&amp;gt;&lt;br /&gt;
  [[File:Worlds.png|none|class=section-image]]&lt;br /&gt;
  &amp;lt;div class=&amp;quot;section-content&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h3&amp;gt;Exploring a World&amp;lt;/h3&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;When you focus on a world, [[Fog of War]] hides terrain and activity. Your fleets and army actions reveal more, and any Areas they claim stay visible permanently.&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;Each world is made up of tiles known as [[Areas]], with their own terrain and ownership. Areas host your populations, who build infrastructure and produce the resources needed to grow your empire.&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;Houses and roads represent the [[Populations|Population]] infrastructure, which limits how much of your workforce can operate. Insufficient infrastructure may cause homelessness.&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;Large structures called [[Areas#Strategic Buildings|Strategic Buildings]] provide specialized functions.&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;Use [[Armies]] to expand on a world. They claim, settle, and defend areas, among other things. Claiming an area adds it to your empire&#039;s territory. Settling that area adds a population to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;section population-section reverse&amp;quot;&amp;gt;&lt;br /&gt;
  [[File:Population.png|none|class=section-image]]&lt;br /&gt;
  &amp;lt;div class=&amp;quot;section-content&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h3&amp;gt;Population &amp;amp; Economy&amp;lt;/h3&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;Populations generate [[Production# |Production]] based on their assigned work and the infrastructure supporting them. Output is influenced by terrain and race adaptability to the atmosphere.&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;Your Populations need care. Starvation causes them to shrink and lowers output, while poor infrastructure reduces efficiency.&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;Every world where you own Areas has a [[Markets|Market]] hub that connects them. Resources your populations produce flow into this Market, and all consumption is drawn from it.&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;Specialty items called [[Markets#Trade Goods|Trade Goods]] can be produced and sold to your populations. Their prices fluctuate with supply, and selling them is a good way to earn [[Exocredits]].&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;Resources and goods move between markets through [[Trade Routes]]. Routes require spaceports.&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;section fleets-section&amp;quot;&amp;gt;&lt;br /&gt;
  [[File:FleetsIncoming.png|none|class=section-image]]&lt;br /&gt;
  &amp;lt;div class=&amp;quot;section-content&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h3&amp;gt;Forces &amp;amp; Operations&amp;lt;/h3&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;Use your fleets and armies to engage enemies. For full details on mechanics and strategies, see the [[Combat Guide]].&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;Your leaders can complete [[Missions]], short adventures that offer rewards such as skill increases and [[Virtues]]. Mission outcomes depend on the leader’s skills, traits, and the decisions you make along the way.&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;Successful missions may also recruit [[Agents]], specialized operatives who perform espionage, diplomacy, religious influence, and other covert actions. Agents improve with experience, increasing their effectiveness.&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;section religion-section reverse&amp;quot;&amp;gt;&lt;br /&gt;
  [[File:ReligionCult.png|none|Saravens &amp;amp; Tuleonetians from the Psionic Cult|class=section-image]]&lt;br /&gt;
  &amp;lt;div class=&amp;quot;section-content&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h3&amp;gt;Shaping Your Empire&amp;lt;/h3&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;Your empire’s behavior is defined by its [[Government]], which tracks traits like aggressiveness, altruism, and xenophobia. These traits shape your interactions with others and can evolve over time.&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;Beliefs influence your populations’ happiness, complacency, and production. Through [[Populations#Beliefs|Religion]], leaders and agents can spread or suppress beliefs, making it a tool for control or disruption.&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;Finally, the [[Lexicon]] is your gateway to advanced research and development. Different Insight nodes unlock new technologies and abilities for your empire.&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;With these basics, you’re ready to begin.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Your Empire awaits your command.&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;empire-awaits&amp;quot;&amp;gt;&lt;br /&gt;
  [[File:EmpireAwaits.png|center]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Markets&amp;diff=6643</id>
		<title>Markets</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Markets&amp;diff=6643"/>
		<updated>2026-02-20T17:27:26Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: /* Trade Goods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Trade_message.png|left|50px|Market icon]] Markets hold all the resources an [[Empires|Empire]] produces on a [[Worlds|World]]. Markets don&#039;t exist in any one location, but are more of an overview of the economics of an Empire&#039;s territory. &lt;br /&gt;
&lt;br /&gt;
Markets hold [[Resources]], [[Trade Goods]] and [[Crystals]]. Items can enter a Market through [[Production]] or through [[Trade Routes]]. &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[Resources]]&lt;br /&gt;
| [[File:1_virtue.png|70px|Organics]] [[File:2_virtue.png|70px|Minerals]] [[File:4_virtue.png|70px|Industrial Units]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Trade Goods]]&lt;br /&gt;
| [[File:7_virtue.png|70px|Manufactured]] [[File:8_virtue.png|70px|Crafted]] [[File:9_virtue.png|70px|Bio-Consumables]] [[File:10_virtue.png|70px|Exotics]] [[File:11_virtue.png|70px|Metal Alloys]] [[File:12_virtue.png|70px|Luxury]] [[File:13_virtue.png|70px|Advanced Electronics]] [[File:14_virtue.png|70px|Pharmaceuticals]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Crystals]]&lt;br /&gt;
| [[File:15_virtue.png|70px|Fozite]] [[File:16_virtue.png|70px|Xorian]] [[File:17_virtue.png|70px|Anari]] [[File:18_virtue.png|70px|Vamulite]] [[File:19_virtue.png|70px|Malgorn]] [[File:20_virtue.png|70px|Grazite]] [[File:21_virtue.png|70px|Zavarian]] [[File:22_virtue.png|70px|Oranian]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A Market is automatically created when an Empire claims their first [[Areas|Area]] on a World.&lt;br /&gt;
&lt;br /&gt;
==Trade Goods==&lt;br /&gt;
[[Populations]] desire Trade Goods to be happy. Not having Trade Goods available will make [[Populations]] unhappy. The demand for Trade Goods is equal to the population&#039;s quantity, spread evenly among all 8 Trade Good types. Another way to think about it is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
demand for a particular trade good per hour = total population quantity / 8&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Populations will regularly purchase Trade Goods from their Market at their stated Exocredit price, generated Exocredits for their Empire. The price of Trade Goods will change automatically based on Trade Good availability and the Populations&#039; demand.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto;&amp;quot;&lt;br /&gt;
|+Types of Trade Goods&lt;br /&gt;
! Trade Good&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:7_virtue.png|70px|Manufactured]] &amp;lt;br /&amp;gt; Manufactured&lt;br /&gt;
| Items used for transportation, households and other consumer products. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:8_virtue.png|70px|Crafted]] &amp;lt;br /&amp;gt; Crafted&lt;br /&gt;
| Hand-made items such as clothing, furniture and ceramics. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:9_virtue.png|70px|Bio-Consumables]] &amp;lt;br /&amp;gt; Bio-Consumables &lt;br /&gt;
| Organic items used for biological and scientific processes. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:10_virtue.png|70px|Exotics]] &amp;lt;br /&amp;gt; Exotics&lt;br /&gt;
| Objects from unique ecosystems like animals or plants. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:11_virtue.png|70px|Metal Alloys]] &amp;lt;br /&amp;gt; Metal Alloys&lt;br /&gt;
| Precious metals along with metals used for construction and everyday materials. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:12_virtue.png|70px|Luxury]] &amp;lt;br /&amp;gt; Luxury &lt;br /&gt;
| Non-essential, high-priced items associated with exclusivity, high quality and brand prestige, like art and jewelry. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:13_virtue.png|70px|Advanced Electronics]] &amp;lt;br /&amp;gt; Advanced Electronics&lt;br /&gt;
| Cutting-edge consumer devices for communication, entertainment and health monitoring. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:14_virtue.png|70px|Pharmaceuticals]] &amp;lt;br /&amp;gt; Pharmaceuticals&lt;br /&gt;
| Products like antibiotics, vaccines and drugs for treatment and therapies. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Market-to-Market Trading==&lt;br /&gt;
There are two methods of transporting resources between two markets: [[Trade Routes]] and Import/Explorts. &lt;br /&gt;
&lt;br /&gt;
===Imports/Exports===&lt;br /&gt;
For each item that a Market can hold, the owner can set an export price, an export amount, an import price, and an import amount. As an exception, the prices of Trade Goods is determined by Population supply-and-demand, so Trade Good prices are set automatically. &lt;br /&gt;
&lt;br /&gt;
The Export Amount sets how much of the item you are willing to sell to other Markets, and the Export Price sets how much any purchasing Empire would pay. If the Market is [[#Open/Closed|Open]], any other Empire that has this Market in range can decided to purchase some amount of those goods at the listed price. &lt;br /&gt;
&lt;br /&gt;
The Import Amount sets how much of the item the Market owner would like to purchase, and the Import Price is the price they are willing to pay. The Exocredit cost for Imports are taken from the owner when the import is set and stored in the Market. If the Market is Open, any other Empire with this Market in range can choose to sell some of their own goods into this market and receive exocredits. &lt;br /&gt;
&lt;br /&gt;
Imports and Exports do not happen instantly. When an Empire decides to Import into or Export from another Market, they&#039;re creating a temporary [[Trade Route]] that will operate until the agreed items are delivered, or until there are no more items available. &lt;br /&gt;
&lt;br /&gt;
Because Imports and Exports are fulfilled over time, it&#039;s possible for multiple Markets to accept the same Import/Export order, and for it to be fulfilled earlier than either Market expects. &lt;br /&gt;
&lt;br /&gt;
==Open/Closed==&lt;br /&gt;
An Open Market allows any other Empire to fulfill Import or Export orders.&lt;br /&gt;
&lt;br /&gt;
A Closed Market can only be accessed by the Market&#039;s owner. &lt;br /&gt;
&lt;br /&gt;
==Blockades==&lt;br /&gt;
[[File:Blockade_market.png|left|50px|Market Blockade]] When a [[Fleets|Fleet]] controls orbit around the World the Market is on, the Fleet owner can Blockade the planet, preventing [[Trade Routes]] from functioning with Markets on the World.&lt;br /&gt;
&lt;br /&gt;
==Interdiction==&lt;br /&gt;
[[File:interdiction_market.png|left|50px|Interdict Trade Route]] Interdiction is the enforcement of Sanctions. When an [[Empires|Empire]] has a [[Fleets|Fleet]] controlling orbit around a World, they can have that Fleet Interdict. This will block [[Trade Routes]] from working with any Markets owned by an Empire the orbit-controller has Sanctions against.&lt;br /&gt;
&lt;br /&gt;
==Piracy==&lt;br /&gt;
[[File:Piracy.png|50px|Trade Route Piracy]] [[Fleets]] in the area can engage in Piracy, occasionally disrupting [[Trade Routes]] that use Markets on the World at random.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Markets&amp;diff=6642</id>
		<title>Markets</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Markets&amp;diff=6642"/>
		<updated>2026-02-20T17:25:44Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Trade_message.png|left|50px|Market icon]] Markets hold all the resources an [[Empires|Empire]] produces on a [[Worlds|World]]. Markets don&#039;t exist in any one location, but are more of an overview of the economics of an Empire&#039;s territory. &lt;br /&gt;
&lt;br /&gt;
Markets hold [[Resources]], [[Trade Goods]] and [[Crystals]]. Items can enter a Market through [[Production]] or through [[Trade Routes]]. &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[Resources]]&lt;br /&gt;
| [[File:1_virtue.png|70px|Organics]] [[File:2_virtue.png|70px|Minerals]] [[File:4_virtue.png|70px|Industrial Units]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Trade Goods]]&lt;br /&gt;
| [[File:7_virtue.png|70px|Manufactured]] [[File:8_virtue.png|70px|Crafted]] [[File:9_virtue.png|70px|Bio-Consumables]] [[File:10_virtue.png|70px|Exotics]] [[File:11_virtue.png|70px|Metal Alloys]] [[File:12_virtue.png|70px|Luxury]] [[File:13_virtue.png|70px|Advanced Electronics]] [[File:14_virtue.png|70px|Pharmaceuticals]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Crystals]]&lt;br /&gt;
| [[File:15_virtue.png|70px|Fozite]] [[File:16_virtue.png|70px|Xorian]] [[File:17_virtue.png|70px|Anari]] [[File:18_virtue.png|70px|Vamulite]] [[File:19_virtue.png|70px|Malgorn]] [[File:20_virtue.png|70px|Grazite]] [[File:21_virtue.png|70px|Zavarian]] [[File:22_virtue.png|70px|Oranian]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A Market is automatically created when an Empire claims their first [[Areas|Area]] on a World.&lt;br /&gt;
&lt;br /&gt;
==Trade Goods==&lt;br /&gt;
[[Populations]] desire Trade Goods to be happy. Not having Trade Goods available will make [[Populations]] unhappy. The demand for Trade Goods is equal to the population&#039;s quantity, spread evenly among all 8 Trade Good types. Another way to think about it is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
demand for a particular trade good per hour = total population quantity / 8&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Populations will regularly purchase Trade Goods from their Market at their stated Exocredit price, generated Exocredits for their Empire. The price of Trade Goods will change automatically based on Trade Good availability and the Populations&#039; demand.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto;&amp;quot;&lt;br /&gt;
|+Types of Trade Goods&lt;br /&gt;
! Trade Good&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:7_virtue.png|70px|Manufactured]] &amp;lt;br /&amp;gt; Manufactured&lt;br /&gt;
| Appliances, Cars&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:8_virtue.png|70px|Crafted]] &amp;lt;br /&amp;gt; Crafted&lt;br /&gt;
| furniture, jewelry&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:9_virtue.png|70px|Bio-Consumables]] &amp;lt;br /&amp;gt; Bio-Consumables &lt;br /&gt;
| food stuff&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:10_virtue.png|70px|Exotics]] &amp;lt;br /&amp;gt; Exotics&lt;br /&gt;
| rare animals, pelts, rare plants&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:11_virtue.png|70px|Metal Alloys]] &amp;lt;br /&amp;gt; Metal Alloys&lt;br /&gt;
| used in high end production&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:12_virtue.png|70px|Luxury]] &amp;lt;br /&amp;gt; Luxury &lt;br /&gt;
| artwork, very high end crafted goods&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:13_virtue.png|70px|Advanced Electronics]] &amp;lt;br /&amp;gt; Advanced Electronics&lt;br /&gt;
| computers, hologram projectors, communication devices&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:14_virtue.png|70px|Pharmaceuticals]] &amp;lt;br /&amp;gt; Pharmaceuticals&lt;br /&gt;
| Medication &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Market-to-Market Trading==&lt;br /&gt;
There are two methods of transporting resources between two markets: [[Trade Routes]] and Import/Explorts. &lt;br /&gt;
&lt;br /&gt;
===Imports/Exports===&lt;br /&gt;
For each item that a Market can hold, the owner can set an export price, an export amount, an import price, and an import amount. As an exception, the prices of Trade Goods is determined by Population supply-and-demand, so Trade Good prices are set automatically. &lt;br /&gt;
&lt;br /&gt;
The Export Amount sets how much of the item you are willing to sell to other Markets, and the Export Price sets how much any purchasing Empire would pay. If the Market is [[#Open/Closed|Open]], any other Empire that has this Market in range can decided to purchase some amount of those goods at the listed price. &lt;br /&gt;
&lt;br /&gt;
The Import Amount sets how much of the item the Market owner would like to purchase, and the Import Price is the price they are willing to pay. The Exocredit cost for Imports are taken from the owner when the import is set and stored in the Market. If the Market is Open, any other Empire with this Market in range can choose to sell some of their own goods into this market and receive exocredits. &lt;br /&gt;
&lt;br /&gt;
Imports and Exports do not happen instantly. When an Empire decides to Import into or Export from another Market, they&#039;re creating a temporary [[Trade Route]] that will operate until the agreed items are delivered, or until there are no more items available. &lt;br /&gt;
&lt;br /&gt;
Because Imports and Exports are fulfilled over time, it&#039;s possible for multiple Markets to accept the same Import/Export order, and for it to be fulfilled earlier than either Market expects. &lt;br /&gt;
&lt;br /&gt;
==Open/Closed==&lt;br /&gt;
An Open Market allows any other Empire to fulfill Import or Export orders.&lt;br /&gt;
&lt;br /&gt;
A Closed Market can only be accessed by the Market&#039;s owner. &lt;br /&gt;
&lt;br /&gt;
==Blockades==&lt;br /&gt;
[[File:Blockade_market.png|left|50px|Market Blockade]] When a [[Fleets|Fleet]] controls orbit around the World the Market is on, the Fleet owner can Blockade the planet, preventing [[Trade Routes]] from functioning with Markets on the World.&lt;br /&gt;
&lt;br /&gt;
==Interdiction==&lt;br /&gt;
[[File:interdiction_market.png|left|50px|Interdict Trade Route]] Interdiction is the enforcement of Sanctions. When an [[Empires|Empire]] has a [[Fleets|Fleet]] controlling orbit around a World, they can have that Fleet Interdict. This will block [[Trade Routes]] from working with any Markets owned by an Empire the orbit-controller has Sanctions against.&lt;br /&gt;
&lt;br /&gt;
==Piracy==&lt;br /&gt;
[[File:Piracy.png|50px|Trade Route Piracy]] [[Fleets]] in the area can engage in Piracy, occasionally disrupting [[Trade Routes]] that use Markets on the World at random.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Markets&amp;diff=6641</id>
		<title>Markets</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Markets&amp;diff=6641"/>
		<updated>2026-02-20T17:10:30Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Trade_message.png|left|50px|Market icon]] Markets hold all the resources an [[Empires|Empire]] produces on a [[Worlds|World]]. Markets don&#039;t exist in any one location, but are more of an overview of the economics of an Empire&#039;s territory. &lt;br /&gt;
&lt;br /&gt;
Markets hold [[Resources]], [[Trade Goods]] and [[Crystals]]. Items can enter a Market through [[Production]] or through [[Trade Routes]]. &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[Resources]]&lt;br /&gt;
| [[File:1_virtue.png|70px|Organics]] [[File:2_virtue.png|70px|Minerals]] [[File:4_virtue.png|70px|Industrial Units]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Trade Goods]]&lt;br /&gt;
| [[File:7_virtue.png|70px|Manufactured]] [[File:8_virtue.png|70px|Crafted]] [[File:9_virtue.png|70px|Bio-Consumables]] [[File:10_virtue.png|70px|Exotics]] [[File:11_virtue.png|70px|Metal Alloys]] [[File:12_virtue.png|70px|Luxury]] [[File:13_virtue.png|70px|Advanced Electronics]] [[File:14_virtue.png|70px|Pharmaceuticals]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Crystals]]&lt;br /&gt;
| [[File:15_virtue.png|70px|Fozite]] [[File:16_virtue.png|70px|Xorian]] [[File:17_virtue.png|70px|Anari]] [[File:18_virtue.png|70px|Vamulite]] [[File:19_virtue.png|70px|Malgorn]] [[File:20_virtue.png|70px|Grazite]] [[File:21_virtue.png|70px|Zavarian]] [[File:22_virtue.png|70px|Oranian]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A Market is automatically created when an Empire claims their first [[Areas|Area]] on a World.&lt;br /&gt;
&lt;br /&gt;
==Trade Goods==&lt;br /&gt;
[[Populations]] desire Trade Goods to be happy. Not having Trade Goods available will make [[Populations]] unhappy. The demand for Trade Goods is equal to the population&#039;s quantity, spread evenly among all 8 Trade Good types. Another way to think about it is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
demand for a particular trade good per hour = total population quantity / 8&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Populations will regularly purchase Trade Goods from their Market at their stated Exocredit price, generated Exocredits for their Empire. The price of Trade Goods will change automatically based on Trade Good availability and the Populations&#039; demand.&lt;br /&gt;
&lt;br /&gt;
==Market-to-Market Trading==&lt;br /&gt;
There are two methods of transporting resources between two markets: [[Trade Routes]] and Import/Explorts. &lt;br /&gt;
&lt;br /&gt;
===Imports/Exports===&lt;br /&gt;
For each item that a Market can hold, the owner can set an export price, an export amount, an import price, and an import amount. As an exception, the prices of Trade Goods is determined by Population supply-and-demand, so Trade Good prices are set automatically. &lt;br /&gt;
&lt;br /&gt;
The Export Amount sets how much of the item you are willing to sell to other Markets, and the Export Price sets how much any purchasing Empire would pay. If the Market is [[#Open/Closed|Open]], any other Empire that has this Market in range can decided to purchase some amount of those goods at the listed price. &lt;br /&gt;
&lt;br /&gt;
The Import Amount sets how much of the item the Market owner would like to purchase, and the Import Price is the price they are willing to pay. The Exocredit cost for Imports are taken from the owner when the import is set and stored in the Market. If the Market is Open, any other Empire with this Market in range can choose to sell some of their own goods into this market and receive exocredits. &lt;br /&gt;
&lt;br /&gt;
Imports and Exports do not happen instantly. When an Empire decides to Import into or Export from another Market, they&#039;re creating a temporary [[Trade Route]] that will operate until the agreed items are delivered, or until there are no more items available. &lt;br /&gt;
&lt;br /&gt;
Because Imports and Exports are fulfilled over time, it&#039;s possible for multiple Markets to accept the same Import/Export order, and for it to be fulfilled earlier than either Market expects. &lt;br /&gt;
&lt;br /&gt;
==Open/Closed==&lt;br /&gt;
An Open Market allows any other Empire to fulfill Import or Export orders.&lt;br /&gt;
&lt;br /&gt;
A Closed Market can only be accessed by the Market&#039;s owner. &lt;br /&gt;
&lt;br /&gt;
==Blockades==&lt;br /&gt;
[[File:Blockade_market.png|left|50px|Market Blockade]] When a [[Fleets|Fleet]] controls orbit around the World the Market is on, the Fleet owner can Blockade the planet, preventing [[Trade Routes]] from functioning with Markets on the World.&lt;br /&gt;
&lt;br /&gt;
==Interdiction==&lt;br /&gt;
[[File:interdiction_market.png|left|50px|Interdict Trade Route]] Interdiction is the enforcement of Sanctions. When an [[Empires|Empire]] has a [[Fleets|Fleet]] controlling orbit around a World, they can have that Fleet Interdict. This will block [[Trade Routes]] from working with any Markets owned by an Empire the orbit-controller has Sanctions against.&lt;br /&gt;
&lt;br /&gt;
==Piracy==&lt;br /&gt;
[[File:Piracy.png|50px|Trade Route Piracy]] [[Fleets]] in the area can engage in Piracy, occasionally disrupting [[Trade Routes]] that use Markets on the World at random.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Markets&amp;diff=6616</id>
		<title>Markets</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Markets&amp;diff=6616"/>
		<updated>2026-02-12T01:18:03Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Trade_message.png|left|50px|Market icon]] Markets hold all the resources an [[Empires|Empire]] produces on a [[Worlds|World]]. Markets don&#039;t exist in any one location, but are more of an overview of the economics of an Empire&#039;s territory. &lt;br /&gt;
&lt;br /&gt;
Markets hold [[Resources]], [[Trade Goods]] and [[Crystals]]. Items can enter a Market through [[Production]] or through [[Trade Routes]]. &lt;br /&gt;
&lt;br /&gt;
A Market is automatically created when an Empire claims their first [[Areas|Area]] on a World.&lt;br /&gt;
&lt;br /&gt;
==Prices==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Resources====&lt;br /&gt;
Raw materials, like organics, metals, crystals and industrial units, used to produce goods.&lt;br /&gt;
{| style=&amp;quot;border: none;&amp;quot;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:1_virtue.png|70px|Organics]]&amp;lt;/span&amp;gt;&lt;br /&gt;
||Organics&lt;br /&gt;
||Agricultural products&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:2_virtue.png|70px|Minerals ]]&amp;lt;/span&amp;gt;&lt;br /&gt;
||Minerals&lt;br /&gt;
||Need to be mined&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:19_virtue.png|70px|Crystals]]&amp;lt;/span&amp;gt;&lt;br /&gt;
||Crystals&lt;br /&gt;
||Source of unique powers&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:4_virtue.png|70px|Industrial Units]]&lt;br /&gt;
||&amp;lt;center&amp;gt;Industrial&amp;lt;/br&amp;gt;Units&amp;lt;/center&amp;gt;&lt;br /&gt;
||Base measurement of production value&lt;br /&gt;
|}&lt;br /&gt;
====[[Trade Goods]]====&lt;br /&gt;
{| style=&amp;quot;border: none;&amp;quot;&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:7_virtue.png|70px|Trade Goods]]&amp;lt;/span&amp;gt;&lt;br /&gt;
||Specialty product produced in each market area that is freely interchangeable for Exocredits between empires.&lt;br /&gt;
|}&lt;br /&gt;
====Imports====&lt;br /&gt;
To set an Import, the Market owner specifies a quantity and Exocredits price for a Resource. This allows other players to set up a Trade Route that delivers the resource requested in exchange for the preset price.&lt;br /&gt;
Trade Goods are always allowed to be Imported, with the price set by the game’s supply-and-demand calculation.&lt;br /&gt;
====Exports====&lt;br /&gt;
Exports are largely the same as Imports, except when Resources leave the exporting Market the owner will receive Exocredits at an agreed upon price.&lt;br /&gt;
==Status==&lt;br /&gt;
The accessibility of a Market to outside Empires.&lt;br /&gt;
====Open====&lt;br /&gt;
Allows other Empires to connect Trade Routes to the Market.&lt;br /&gt;
====Closed====&lt;br /&gt;
Only allows Empires with a Trade Agreement to connect Trade Routes to the Market.&lt;br /&gt;
==Disruptions==&lt;br /&gt;
The smooth flow of commerce between Markets can be disturbed in several ways.&lt;br /&gt;
====Blockade====&lt;br /&gt;
&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:Blockade_market.png|50px|Blockaid Trade Route]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;When a [[Fleets |Fleet]] controls orbit around a World it can stop all trade with markets on the ground.&lt;br /&gt;
====Interdiction====&lt;br /&gt;
&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:interdiction_market.png|50px|Interdict Trade Route]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Intercept and prevent the movement of Trade Goods and Resources from a specific Empire into or from its&#039; Market. Another Empire&#039;s Fleet must control obit to Interdict trade.&lt;br /&gt;
====Piracy====&lt;br /&gt;
&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:Piracy.png|50px|Trade Route Piracy]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Attacking and robbing ships delivering Trade Goods and Resources. A Pirate fleet must be in orbit, but does not have to control it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Leaders&amp;diff=6614</id>
		<title>Leaders</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Leaders&amp;diff=6614"/>
		<updated>2026-02-04T01:54:50Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Leaders are the characters in the game who run your [[Empires | Empire]]. Their Skills can boost [[Armies]], [[Fleets]] and [[Production]]. Leaders can wield [[Leaders#Artifacts|Artifacts]] and complete [[Missions]].&lt;br /&gt;
&lt;br /&gt;
Empires begin with one Leader as their Primary Leader. This Leader receives skill bonuses based on the selected [[Colonies | Colony]].&lt;br /&gt;
&lt;br /&gt;
== Commissioning Leaders ==&lt;br /&gt;
Each Empire has a roster of ready-to-work Leaders that desperately want to work for you. These are &amp;quot;non-commissioned&amp;quot; Leaders, and are the Leaders the player can commission from. Non-Commissioned Leaders can be dismissed, and more can be Recruited through a [[Missions|Mission]].&lt;br /&gt;
&lt;br /&gt;
Commissioning a Leader from the Non-Commissioned Leaders list makes them part of the Empire, and spawns them onto the game map. &lt;br /&gt;
&lt;br /&gt;
The number of Leaders an Empire can have commissioned at one time is based on the number of [[Areas]] that Empire controls. &lt;br /&gt;
&lt;br /&gt;
== Decommissioning Leaders ==&lt;br /&gt;
A Leader can be decommissioned to make room in the roster for a new one. An Empire&#039;s Primary Leader cannot be decommissioned. &lt;br /&gt;
&lt;br /&gt;
== Life Span ==&lt;br /&gt;
Leaders age and can eventually die of old age. Some [[Virtues]] can be used to get around this, such as Clone Leader and Extend Leader Lifespan.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
A Leader&#039;s Skills determine the passive buffs it provides, and how strong they are. Some Skills are also necessary for certain tasks. &lt;br /&gt;
&lt;br /&gt;
There are 9 different skills a Leader can have. Leaders start with some basic distribution of skills and skill values. Any skill a Leader has some value in (1 or higher) can be increased as a potential [[Missions|Mission]] reward. &lt;br /&gt;
&lt;br /&gt;
Leaders can gain access to new skills by wielding [[Artifacts]] that can provide a bonus to a skill the Leader doesn&#039;t already  have. Once Artifact grants use of a skill, it can then be increased in the normal way. Removing the Artifact removes the bonus, but not the new base level of skill the Leader has received. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto;&amp;quot;&lt;br /&gt;
|+ Leader Skills&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:Political_leader_skill_color.png|60px|Politics skill icon]] &amp;lt;br /&amp;gt; Politics&lt;br /&gt;
| Used for diplomatic proposals&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:Religious_leader_skill_color.png|60px|Religious skill icon]] &amp;lt;br /&amp;gt; Religion&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:Psionic_leader_skill_color.png|60px|Psionics skill icon]] &amp;lt;br /&amp;gt; Psionics&lt;br /&gt;
| Amplifies other skills. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:Ground_combat_leader_skill_color.png|60px|Ground Combat skill icon]] &amp;lt;br /&amp;gt; Ground Combat&lt;br /&gt;
| Boosts the strength and toughness of the [[Armies|Army]] this Leader is in.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:Space_combat_leader_skill_color.png|60px|Space Combat skill icon]] &amp;lt;br /&amp;gt; Space Combat&lt;br /&gt;
| Boots the strength and toughness of the [[Fleets|Fleet]] this Leader is in.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:Science_leader_skill_color.png|60px|Science skill icon]] &amp;lt;br /&amp;gt; Science&lt;br /&gt;
| Boosts [[Production|Research]] yields of the [[Areas|Area]] the Leader is on.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:Archaeology_leader_skill_color.png|60px|Archaeology skill icon]] &amp;lt;br /&amp;gt; Archaeology&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:Builder_leader_skill_color.png|60px|Building skill icon]] &amp;lt;br /&amp;gt; Building&lt;br /&gt;
| Boots [[Production]] rates of the [[Areas|Area]] the Leader is on.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:Covert_leader_skill_color.png|60px|Covert skill icon]] &amp;lt;br /&amp;gt; Covert&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
Traits represent personality quirks that a Leader has picked up over their adventures. Traits can influence which options are available during [[Missions]]. Traits are gained and lost as the result of a Mission. &lt;br /&gt;
&lt;br /&gt;
A Leader can have up to 3 traits at one time.&lt;br /&gt;
&lt;br /&gt;
There are 13 possible traits.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:auto;&amp;quot;&lt;br /&gt;
|+Leader Traits&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle&amp;quot; | [[File:1_leader_trait.png|50px|Adaptable trait icon]] &amp;lt;br /&amp;gt; Adaptable&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle&amp;quot; | [[File:2_leader_trait.png|50px|Brave trait icon]] &amp;lt;br /&amp;gt; Brave&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle&amp;quot; | [[File:3_leader_trait.png|50px|Charismatic trait icon]] &amp;lt;br /&amp;gt; Charismatic&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle&amp;quot; | [[File:4_leader_trait.png|50px|Creative trait icon]] &amp;lt;br /&amp;gt; Creative&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle&amp;quot; | [[File:5_leader_trait.png|50px|Cunning trait icon]] &amp;lt;br /&amp;gt; Cunning&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle&amp;quot; | [[File:6_leader_trait.png|50px|Intimidating trait icon]] &amp;lt;br /&amp;gt; Intimidating&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle&amp;quot; | [[File:7_leader_trait.png|50px|Kind trait icon]] &amp;lt;br /&amp;gt; Kind&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle&amp;quot; | [[File:8_leader_trait.png|50px|Lucky trait icon]] &amp;lt;br /&amp;gt; Lucky&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle&amp;quot; | [[File:9_leader_trait.png|50px|Moralistic trait icon]] &amp;lt;br /&amp;gt; Moralistic&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle&amp;quot; | [[File:10_leader_trait.png|50px|Paranoid trait icon]] &amp;lt;br /&amp;gt; Paranoid&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle&amp;quot; | [[File:11_leader_trait.png|50px|Reckless trait icon]] &amp;lt;br /&amp;gt; Reckless&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle&amp;quot; | [[File:12_leader_trait.png|50px|Ruthless trait icon]] &amp;lt;br /&amp;gt; Ruthless&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle&amp;quot; | [[File:13_leader_trait.png|50px|Seductive trait icon]] &amp;lt;br /&amp;gt; Seductive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Title==&lt;br /&gt;
Each Leader has a Title based on their highest two skills. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto;&amp;quot;&lt;br /&gt;
|+ Leader Titles&lt;br /&gt;
! style=&amp;quot;text-align:center; padding:10px;&amp;quot; | Icon &lt;br /&gt;
! Title &lt;br /&gt;
! Skills&lt;br /&gt;
! Flavor Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; padding:10px;&amp;quot; | [[File:admiral_icon.png|50px|Admiral title icon]]&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Admiral&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Politics, &amp;lt;br /&amp;gt; Space Combat&lt;br /&gt;
| style=&amp;quot;max-width:400px&amp;quot; | This leader is a charismatic military officer who gains strength in the face of adversity. The Admiral&#039;s team takes inspiration from his vision and comfort in his leadership. This person is adept at utilizing the strengths of those around him.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; padding:10px;&amp;quot; | [[File:adventurer_icon.png|50px|Adventurer title icon]]&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Adventurer&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Ground Combat, &amp;lt;br /&amp;gt; Archaeology&lt;br /&gt;
| style=&amp;quot;max-width:400px&amp;quot; | A warrior with a profound appreciation and knowledge of history, this leader uses understanding of the past to improve the battles of the future.  To the Adventurer, a study of history allows for a deeper meaning of the current conflict. The present is always in context from the events of past.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; padding:10px;&amp;quot; | [[File:Architect_icon.png|50px|Architect title icon]]&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Architect&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Science, &amp;lt;br /&amp;gt; Builder&lt;br /&gt;
| style=&amp;quot;max-width:400px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; padding:10px;&amp;quot; | [[File:Archon_icon.png|50px|Archon title icon]]&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Archon&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Political, &amp;lt;br /&amp;gt; Psionic&lt;br /&gt;
| style=&amp;quot;max-width:400px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; padding:10px;&amp;quot; | [[File:Atriarch_icon.png|50px|Atriarch title icon]]&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Atriarch&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Religious, &amp;lt;br /&amp;gt; Builder&lt;br /&gt;
| style=&amp;quot;max-width:400px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; padding:10px;&amp;quot; | [[File:Captain_icon.png|50px|Captain title icon]]&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Captain&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Space Combat, &amp;lt;br /&amp;gt; Science&lt;br /&gt;
| style=&amp;quot;max-width:400px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; padding:10px;&amp;quot; | [[File:Demagogue_icon.png|50px|Demagogue title icon]]&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Demagogue&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Religious, &amp;lt;br /&amp;gt; Political&lt;br /&gt;
| style=&amp;quot;max-width:400px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; padding:10px;&amp;quot; | [[File:Director_icon.png|50px|Director title icon]]&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Director&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Political, &amp;lt;br /&amp;gt; Covert&lt;br /&gt;
| style=&amp;quot;max-width:400px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; padding:10px;&amp;quot; | [[File:Engineer_icon.png|50px|Engineer title icon]]&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Engineer&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Ground Combat, &amp;lt;br /&amp;gt; Builder&lt;br /&gt;
| style=&amp;quot;max-width:400px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; padding:10px;&amp;quot; | [[File:Explorer_icon.png|50px|Explorer title icon]]&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Explorer&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Space Combat, &amp;lt;br /&amp;gt; Archaeology&lt;br /&gt;
| style=&amp;quot;max-width:400px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; padding:10px;&amp;quot; | [[File:General_icon.png|50px|General title icon]]&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | General&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Political, &amp;lt;br /&amp;gt; Ground Combat&lt;br /&gt;
| style=&amp;quot;max-width:400px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; padding:10px;&amp;quot; | [[File:Governor_icon.png|50px|Governor title icon]]&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Governor&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Political, &amp;lt;br /&amp;gt; Archaeology&lt;br /&gt;
| style=&amp;quot;max-width:400px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; padding:10px;&amp;quot; | [[File:Hacker_icon.png|50px|Hacker title icon]]&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Hacker&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Science, &amp;lt;br /&amp;gt; Covert&lt;br /&gt;
| style=&amp;quot;max-width:400px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; padding:10px;&amp;quot; | [[File:Hierophant_icon.png|50px|Hierophant title icon]]&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Hierophant&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Religious, &amp;lt;br /&amp;gt; Space Combat&lt;br /&gt;
| style=&amp;quot;max-width:400px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; padding:10px;&amp;quot; | [[File:Infiltrator_icon.png|50px|Infiltrator title icon]]&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Infiltrator&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Ground Combat, &amp;lt;br /&amp;gt; Covert&lt;br /&gt;
| style=&amp;quot;max-width:400px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; padding:10px;&amp;quot; | [[File:Marquis_icon.png|50px|Marquis title icon]]&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Marquis&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Ground Combat, &amp;lt;br /&amp;gt; Space Combat&lt;br /&gt;
| style=&amp;quot;max-width:400px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; padding:10px;&amp;quot; | [[File:Mastermind_icon.png|50px|Mastermind title icon]]&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Mastermind&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Archaeology, &amp;lt;br /&amp;gt; Covert&lt;br /&gt;
| style=&amp;quot;max-width:400px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; padding:10px;&amp;quot; | [[File:Operative_icon.png|50px|Operative title icon]]&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Operative&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Space Combat, &amp;lt;br /&amp;gt; Covert&lt;br /&gt;
| style=&amp;quot;max-width:400px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; padding:10px;&amp;quot; | [[File:Oracle_icon.png|50px|Oracle title icon]]&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Oracle&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Religious, &amp;lt;br /&amp;gt; Archaeology&lt;br /&gt;
| style=&amp;quot;max-width:400px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; padding:10px;&amp;quot; | [[File:Overseer_icon.png|50px|Overseer title icon]]&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Overseer&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Builder, &amp;lt;br /&amp;gt; Covert&lt;br /&gt;
| style=&amp;quot;max-width:400px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; padding:10px;&amp;quot; | [[File:Philosopher_icon.png|50px|Philosopher title icon]]&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Philosopher&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Science, &amp;lt;br /&amp;gt; Archaeology&lt;br /&gt;
| style=&amp;quot;max-width:400px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; padding:10px;&amp;quot; | [[File:Prelate_icon.png|50px|Prelate title icon]]&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Prelate&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Religious, &amp;lt;br /&amp;gt; Covert&lt;br /&gt;
| style=&amp;quot;max-width:400px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; padding:10px;&amp;quot; | [[File:Professor_icon.png|50px|Professor title icon]]&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Professor&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Archaeology, &amp;lt;br /&amp;gt; Builder&lt;br /&gt;
| style=&amp;quot;max-width:400px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; padding:10px;&amp;quot; | [[File:Prophet_icon.png|50px|Prophet title icon]]&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Prophet&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Religious, &amp;lt;br /&amp;gt; Psionic&lt;br /&gt;
| style=&amp;quot;max-width:400px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; padding:10px;&amp;quot; | [[File:Seeker_icon.png|50px|Seeker title icon]]&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Seeker&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Religious, &amp;lt;br /&amp;gt; Science&lt;br /&gt;
| style=&amp;quot;max-width:400px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; padding:10px;&amp;quot; | [[File:Seer_icon.png|50px|Seer title icon]]&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Seer&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Psionic, &amp;lt;br /&amp;gt; Builder&lt;br /&gt;
| style=&amp;quot;max-width:400px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; padding:10px;&amp;quot; | [[File:Shadowmancer_icon.png|50px|Shadowmancer title icon]]&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Shadowmancer&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Psionic, &amp;lt;br /&amp;gt; Covert&lt;br /&gt;
| style=&amp;quot;max-width:400px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; padding:10px;&amp;quot; | [[File:Sorcerer_icon.png|50px|Sorcerer title icon]]&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Sorcerer&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Psionic, &amp;lt;br /&amp;gt; Archaeology&lt;br /&gt;
| style=&amp;quot;max-width:400px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; padding:10px;&amp;quot; | [[File:Starlock_icon.png|50px|Starlock title icon]]&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Starlock&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Psionic, &amp;lt;br /&amp;gt; Space Combat&lt;br /&gt;
| style=&amp;quot;max-width:400px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; padding:10px;&amp;quot; | [[File:Strategist_icon.png|50px|Strategist title icon]]&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Strategist&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Ground Combat, &amp;lt;br /&amp;gt; Science&lt;br /&gt;
| style=&amp;quot;max-width:400px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; padding:10px;&amp;quot; | [[File:Summoner_icon.png|50px|Summoner title icon]]&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Summoner&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Psionic, &amp;lt;br /&amp;gt; Ground Combat&lt;br /&gt;
| style=&amp;quot;max-width:400px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; padding:10px;&amp;quot; | [[File:Technocrat_icon.png|50px|Technocrat title icon]]&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Technocrat&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Political, &amp;lt;br /&amp;gt; Science&lt;br /&gt;
| style=&amp;quot;max-width:400px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; padding:10px;&amp;quot; | [[File:Templarian_icon.png|50px|Templarian title icon]]&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Templarian&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Religious, &amp;lt;br /&amp;gt; Ground Combat&lt;br /&gt;
| style=&amp;quot;max-width:400px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; padding:10px;&amp;quot; | [[File:Viceroy_icon.png|50px|Viceroy title icon]]&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Viceroy&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Political, &amp;lt;br /&amp;gt; Builder&lt;br /&gt;
| style=&amp;quot;max-width:400px&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; padding:10px;&amp;quot; | [[File:Wizard_icon.png|50px|Wizard title icon]]&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Wizard&lt;br /&gt;
| style=&amp;quot;vertical-align:middle;&amp;quot; | Psionic, &amp;lt;br /&amp;gt; Science&lt;br /&gt;
| style=&amp;quot;max-width:400px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Production&amp;diff=6613</id>
		<title>Production</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Production&amp;diff=6613"/>
		<updated>2026-02-04T01:53:37Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Production is how your [[Populations]] produce resources and build infrastructure. Production output is heavily influenced by the [[Populations|Population&#039;s]] race stats, the controlling [[Empires|Empire&#039;s]] technology levels, and the environment. &lt;br /&gt;
&lt;br /&gt;
The quantity of Populations that can work is limited by the level of the Area&#039;s infrastructure.&lt;br /&gt;
&lt;br /&gt;
==Math==&lt;br /&gt;
This page is not going to specify the exact math used to calculate the quantity of things produced. I will say that it is some combination of:&lt;br /&gt;
* a present [[Leaders|Leader&#039;s]] &amp;quot;Builder&amp;quot; skill&lt;br /&gt;
* a possible [[Federations|Federation]] bonus&lt;br /&gt;
* a possible [[Areas#Flora-Fauna|Flora-Fauna]] modifier&lt;br /&gt;
* the [[Empires|Empire&#039;s]] technology level&lt;br /&gt;
* the population&#039;s racial abilities&lt;br /&gt;
* the difference between the population&#039;s ideal atmosphere and its current atmosphere&lt;br /&gt;
* the terrain modifier&lt;br /&gt;
* the population&#039;s happiness&lt;br /&gt;
* the population&#039;s quantity&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
The primary goal of Production is to create resources. Some of these resources are used in other parts of Production, some are used in other parts of the game.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+ Resources&lt;br /&gt;
! Resource&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Organics&lt;br /&gt;
| Used as food for [[Populations]], and to make Industrial Units&lt;br /&gt;
|-&lt;br /&gt;
| Minerals&lt;br /&gt;
| Used as food for some silicon-based [[Populations]], and to make Industrial Units&lt;br /&gt;
|-&lt;br /&gt;
| Industrial Units&lt;br /&gt;
| Used to produce Units and Ships&lt;br /&gt;
|-&lt;br /&gt;
| Insights&lt;br /&gt;
| Used to unlock nodes in the [[Lexicon]]&lt;br /&gt;
|-&lt;br /&gt;
| Trade Goods&lt;br /&gt;
| Producing trade goods sells them to [[Populations]], producing [[Exocredits]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Work Types==&lt;br /&gt;
The [[Empires|Empire]] that controls the [[Areas|Area]] can decide which Work Types to set for the Area. An Area can have 3 work types set: the first Work Type represents 60% of the [[Populations]], the second is 30%, and the third is 10%. This allows an Area to do multiple types of Work, at different intensities. &lt;br /&gt;
&lt;br /&gt;
The quantity of Populations that count as &amp;quot;working&amp;quot; is limited by the Area&#039;s infrastructure. If the Area has 2 levels of Organics Infrastructure, only 2 Populations can count as Producing Organics, no matter how many are assigned. &lt;br /&gt;
&lt;br /&gt;
=== Produce Organics ===&lt;br /&gt;
Make some food&lt;br /&gt;
&lt;br /&gt;
=== Produce Minerals ===&lt;br /&gt;
Mine for minerals&lt;br /&gt;
&lt;br /&gt;
=== Produce Industrial Units ===&lt;br /&gt;
Consume 1 Organics and 2 Minerals for every 1 Industrial Unit produced. &lt;br /&gt;
&lt;br /&gt;
=== Produce Research ===&lt;br /&gt;
Generate Insights. The exact Insights created depends on the [[Areas|Area&#039;s]] terrain.&lt;br /&gt;
&lt;br /&gt;
=== Produce Trade Goods ===&lt;br /&gt;
Generate trade goods. The exact Trade Good produced is based on the [[Areas|Area&#039;s]] terrain and the highest level of Infrastructure. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:auto;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Trade Good Output&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:bottom;&amp;quot; | Terrain Archetype&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Highest Infrastructure&lt;br /&gt;
|-&lt;br /&gt;
! Organics&lt;br /&gt;
! Mining&lt;br /&gt;
! Manufacturing&lt;br /&gt;
! Research&lt;br /&gt;
! Spaceport&lt;br /&gt;
|-&lt;br /&gt;
! Plains&lt;br /&gt;
| bio-consumables&lt;br /&gt;
| crafted&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Desert&lt;br /&gt;
| exotic&lt;br /&gt;
| crafted&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Rough&lt;br /&gt;
| bio-consumables&lt;br /&gt;
| metal alloy&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Barren&lt;br /&gt;
| crafted&lt;br /&gt;
| metal alloy&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Mountains&lt;br /&gt;
| metal alloy&lt;br /&gt;
| metal alloy&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Hills&lt;br /&gt;
| bio-consumables&lt;br /&gt;
| metal alloy&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Ocean&lt;br /&gt;
| exotic&lt;br /&gt;
| crafted&lt;br /&gt;
| manufactured&lt;br /&gt;
| pharmaceuticals&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Swamp&lt;br /&gt;
| exotic&lt;br /&gt;
| crafted&lt;br /&gt;
| manufactured&lt;br /&gt;
| pharmaceuticals&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Forest&lt;br /&gt;
| crafted&lt;br /&gt;
| metal alloy&lt;br /&gt;
| manufactured&lt;br /&gt;
| pharmaceuticals&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Tundra&lt;br /&gt;
| crafted&lt;br /&gt;
| metal alloy&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Build Organics ===&lt;br /&gt;
Increase Organics [[Areas#Infrastructure|Infrastructure]]&lt;br /&gt;
&lt;br /&gt;
=== Build Minerals ===&lt;br /&gt;
Increase Minerals [[Areas#Infrastructure|Infrastructure]]&lt;br /&gt;
&lt;br /&gt;
=== Build Manufacturing ===&lt;br /&gt;
Increase Manufacturing [[Areas#Infrastructure|Infrastructure]]&lt;br /&gt;
&lt;br /&gt;
=== Build Research ===&lt;br /&gt;
Increase Research [[Areas#Infrastructure|Infrastructure]]&lt;br /&gt;
&lt;br /&gt;
=== Build Population ===&lt;br /&gt;
Increase Population [[Areas#Infrastructure|Infrastructure]]&lt;br /&gt;
&lt;br /&gt;
=== Build Spaceport ===&lt;br /&gt;
Increase [[Areas#Strategic Buildings|Spaceports]] Infrastructure&lt;br /&gt;
&lt;br /&gt;
=== Build Garrison ===&lt;br /&gt;
Increase the level of the [[Areas#Strategic Buildings|Garrison]] on the Area.&lt;br /&gt;
&lt;br /&gt;
=== Build Shipyard ===&lt;br /&gt;
Increase the level of the [[Areas#Strategic Buildings|Shipyard]] on the Area&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Production&amp;diff=6612</id>
		<title>Production</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Production&amp;diff=6612"/>
		<updated>2026-02-04T01:51:30Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Production is how your [[Populations]] produce resources and build infrastructure. Production output is heavily influenced by the [[Populations|Population&#039;s]] race stats, the controlling [[Empires|Empire&#039;s]] technology levels, and the environment. &lt;br /&gt;
&lt;br /&gt;
The quantity of Populations that can work is limited by the level of the Area&#039;s infrastructure.&lt;br /&gt;
&lt;br /&gt;
==Math==&lt;br /&gt;
This page is not going to specify the exact math used to calculate the quantity of things produced. I will say that it is some combination of:&lt;br /&gt;
* a present [[Leaders|Leader&#039;s]] &amp;quot;Builder&amp;quot; skill&lt;br /&gt;
* a possible [[Federations|Federation]] bonus&lt;br /&gt;
* a possible [[Areas#Flora-Fauna|Flora-Fauna]] modifier&lt;br /&gt;
* the [[Empires|Empire&#039;s]] technology level&lt;br /&gt;
* the population&#039;s racial abilities&lt;br /&gt;
* the difference between the population&#039;s ideal atmosphere and its current atmosphere&lt;br /&gt;
* the terrain modifier&lt;br /&gt;
* the population&#039;s happiness&lt;br /&gt;
* the population&#039;s quantity&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
The primary goal of Production is to create resources. Some of these resources are used in other parts of Production, some are used in other parts of the game.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+ Resources&lt;br /&gt;
! Resource&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Organics&lt;br /&gt;
| Used as food for [[Populations]], and to make Industrial Units&lt;br /&gt;
|-&lt;br /&gt;
| Minerals&lt;br /&gt;
| Used as food for some silicon-based [[Populations]], and to make Industrial Units&lt;br /&gt;
|-&lt;br /&gt;
| Industrial Units&lt;br /&gt;
| Used to produce Units and Ships&lt;br /&gt;
|-&lt;br /&gt;
| Insights&lt;br /&gt;
| Used to unlock nodes in the [[Lexicon]]&lt;br /&gt;
|-&lt;br /&gt;
| Trade Goods&lt;br /&gt;
| Producing trade goods sells them to [[Populations]], producing [[Exocredits]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Work Types==&lt;br /&gt;
The [[Empires|Empire]] that controls the [[Areas|Area]] can decide which Work Types to set for the Area. An Area can have 3 work types set: the first Work Type represents 60% of the [[Populations]], the second is 30%, and the third is 10%. This allows an Area to do multiple types of Work, at different intensities. &lt;br /&gt;
&lt;br /&gt;
The quantity of Populations that count as &amp;quot;working&amp;quot; is limited by the Area&#039;s infrastructure. If the Area has 2 levels of Organics Infrastructure, only 2 Populations can count as Producing Organics, no matter how many are assigned. &lt;br /&gt;
&lt;br /&gt;
=== Produce Organics ===&lt;br /&gt;
Make some food&lt;br /&gt;
&lt;br /&gt;
=== Produce Minerals ===&lt;br /&gt;
Mine for minerals&lt;br /&gt;
&lt;br /&gt;
=== Produce Industrial Units ===&lt;br /&gt;
Consume 1 Organics and 2 Minerals for every 1 Industrial Unit produced. &lt;br /&gt;
&lt;br /&gt;
=== Produce Research ===&lt;br /&gt;
Generate Insights. The exact Insights created depends on the [[Areas|Area&#039;s]] terrain.&lt;br /&gt;
&lt;br /&gt;
=== Produce Trade Goods ===&lt;br /&gt;
Generate trade goods. The exact Trade Good produced is based on the [[Areas|Area&#039;s]] terrain and the highest level of Infrastructure. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:auto;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Trade Good Output&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:bottom;&amp;quot; | Terrain Archetype&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Highest Infrastructure&lt;br /&gt;
|-&lt;br /&gt;
! Organics&lt;br /&gt;
! Mining&lt;br /&gt;
! Manufacturing&lt;br /&gt;
! Research&lt;br /&gt;
! Spaceport&lt;br /&gt;
|-&lt;br /&gt;
! Plains&lt;br /&gt;
| bio-consumables&lt;br /&gt;
| crafted&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Desert&lt;br /&gt;
| exotic&lt;br /&gt;
| crafted&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Rough&lt;br /&gt;
| bio-consumables&lt;br /&gt;
| metal alloy&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Barren&lt;br /&gt;
| crafted&lt;br /&gt;
| metal alloy&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Mountains&lt;br /&gt;
| metal alloy&lt;br /&gt;
| metal alloy&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Hills&lt;br /&gt;
| bio-consumables&lt;br /&gt;
| metal alloy&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Ocean&lt;br /&gt;
| exotic&lt;br /&gt;
| crafted&lt;br /&gt;
| manufactured&lt;br /&gt;
| pharmaceuticals&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Swamp&lt;br /&gt;
| exotic&lt;br /&gt;
| crafted&lt;br /&gt;
| manufactured&lt;br /&gt;
| pharmaceuticals&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Forest&lt;br /&gt;
| crafted&lt;br /&gt;
| metal alloy&lt;br /&gt;
| manufactured&lt;br /&gt;
| pharmaceuticals&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Tundra&lt;br /&gt;
| crafted&lt;br /&gt;
| metal alloy&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Build Organics ===&lt;br /&gt;
Increase Organics Infrastructure&lt;br /&gt;
&lt;br /&gt;
=== Build Minerals ===&lt;br /&gt;
Increase Minerals Infrastructure&lt;br /&gt;
&lt;br /&gt;
=== Build Manufacturing ===&lt;br /&gt;
Increase Manufacturing Infrastructure&lt;br /&gt;
&lt;br /&gt;
=== Build Research ===&lt;br /&gt;
Increase Research Infrastructure&lt;br /&gt;
&lt;br /&gt;
=== Build Population ===&lt;br /&gt;
Increase Population Infrastructure&lt;br /&gt;
&lt;br /&gt;
=== Build Spaceport ===&lt;br /&gt;
Increase [[Spaceports]] Infrastructure&lt;br /&gt;
&lt;br /&gt;
=== Build Garrison ===&lt;br /&gt;
Increase the level of the [[Garrisons|Garrison]] on the Area.&lt;br /&gt;
&lt;br /&gt;
=== Build Shipyard ===&lt;br /&gt;
Increase the level of the [[Shipyards|Shipyard]] on the Area&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Production&amp;diff=6611</id>
		<title>Production</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Production&amp;diff=6611"/>
		<updated>2026-02-04T01:50:36Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Production is how your [[Populations]] produce resources and build infrastructure. Production output is heavily influenced by the [[Populations|Population&#039;s]] race stats, the controlling [[Empires|Empire&#039;s]] technology levels, and the environment. &lt;br /&gt;
&lt;br /&gt;
The quantity of Populations that can work is limited by the level of the Area&#039;s infrastructure.&lt;br /&gt;
&lt;br /&gt;
==Math==&lt;br /&gt;
This page is not going to specify the exact math used to calculate the quantity of things produced. I will say that it is some combination of:&lt;br /&gt;
* a present [[Leaders|Leader&#039;s]] &amp;quot;Builder&amp;quot; skill&lt;br /&gt;
* a possible [[Federation|Federation]] bonus&lt;br /&gt;
* a possible [[Areas#Flora-Fauna|Flora-Fauna]] modifier&lt;br /&gt;
* the [[Empires|Empire&#039;s]] technology level&lt;br /&gt;
* the population&#039;s racial abilities&lt;br /&gt;
* the difference between the population&#039;s ideal atmosphere and its current atmosphere&lt;br /&gt;
* the terrain modifier&lt;br /&gt;
* the population&#039;s happiness&lt;br /&gt;
* the population&#039;s quantity&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
The primary goal of Production is to create resources. Some of these resources are used in other parts of Production, some are used in other parts of the game.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+ Resources&lt;br /&gt;
! Resource&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Organics&lt;br /&gt;
| Used as food for [[Populations]], and to make Industrial Units&lt;br /&gt;
|-&lt;br /&gt;
| Minerals&lt;br /&gt;
| Used as food for some silicon-based [[Populations]], and to make Industrial Units&lt;br /&gt;
|-&lt;br /&gt;
| Industrial Units&lt;br /&gt;
| Used to produce Units and Ships&lt;br /&gt;
|-&lt;br /&gt;
| Insights&lt;br /&gt;
| Used to unlock nodes in the [[Lexicon]]&lt;br /&gt;
|-&lt;br /&gt;
| Trade Goods&lt;br /&gt;
| Producing trade goods sells them to [[Populations]], producing [[Exocredits]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Work Types==&lt;br /&gt;
The [[Empires|Empire]] that controls the [[Areas|Area]] can decide which Work Types to set for the Area. An Area can have 3 work types set: the first Work Type represents 60% of the [[Populations]], the second is 30%, and the third is 10%. This allows an Area to do multiple types of Work, at different intensities. &lt;br /&gt;
&lt;br /&gt;
The quantity of Populations that count as &amp;quot;working&amp;quot; is limited by the Area&#039;s infrastructure. If the Area has 2 levels of Organics Infrastructure, only 2 Populations can count as Producing Organics, no matter how many are assigned. &lt;br /&gt;
&lt;br /&gt;
=== Produce Organics ===&lt;br /&gt;
Make some food&lt;br /&gt;
&lt;br /&gt;
=== Produce Minerals ===&lt;br /&gt;
Mine for minerals&lt;br /&gt;
&lt;br /&gt;
=== Produce Industrial Units ===&lt;br /&gt;
Consume 1 Organics and 2 Minerals for every 1 Industrial Unit produced. &lt;br /&gt;
&lt;br /&gt;
=== Produce Research ===&lt;br /&gt;
Generate Insights. The exact Insights created depends on the [[Areas|Area&#039;s]] terrain.&lt;br /&gt;
&lt;br /&gt;
=== Produce Trade Goods ===&lt;br /&gt;
Generate trade goods. The exact Trade Good produced is based on the [[Areas|Area&#039;s]] terrain and the highest level of Infrastructure. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:auto;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Trade Good Output&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:bottom;&amp;quot; | Terrain Archetype&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Highest Infrastructure&lt;br /&gt;
|-&lt;br /&gt;
! Organics&lt;br /&gt;
! Mining&lt;br /&gt;
! Manufacturing&lt;br /&gt;
! Research&lt;br /&gt;
! Spaceport&lt;br /&gt;
|-&lt;br /&gt;
! Plains&lt;br /&gt;
| bio-consumables&lt;br /&gt;
| crafted&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Desert&lt;br /&gt;
| exotic&lt;br /&gt;
| crafted&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Rough&lt;br /&gt;
| bio-consumables&lt;br /&gt;
| metal alloy&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Barren&lt;br /&gt;
| crafted&lt;br /&gt;
| metal alloy&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Mountains&lt;br /&gt;
| metal alloy&lt;br /&gt;
| metal alloy&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Hills&lt;br /&gt;
| bio-consumables&lt;br /&gt;
| metal alloy&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Ocean&lt;br /&gt;
| exotic&lt;br /&gt;
| crafted&lt;br /&gt;
| manufactured&lt;br /&gt;
| pharmaceuticals&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Swamp&lt;br /&gt;
| exotic&lt;br /&gt;
| crafted&lt;br /&gt;
| manufactured&lt;br /&gt;
| pharmaceuticals&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Forest&lt;br /&gt;
| crafted&lt;br /&gt;
| metal alloy&lt;br /&gt;
| manufactured&lt;br /&gt;
| pharmaceuticals&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Tundra&lt;br /&gt;
| crafted&lt;br /&gt;
| metal alloy&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Build Organics ===&lt;br /&gt;
Increase Organics Infrastructure&lt;br /&gt;
&lt;br /&gt;
=== Build Minerals ===&lt;br /&gt;
Increase Minerals Infrastructure&lt;br /&gt;
&lt;br /&gt;
=== Build Manufacturing ===&lt;br /&gt;
Increase Manufacturing Infrastructure&lt;br /&gt;
&lt;br /&gt;
=== Build Research ===&lt;br /&gt;
Increase Research Infrastructure&lt;br /&gt;
&lt;br /&gt;
=== Build Population ===&lt;br /&gt;
Increase Population Infrastructure&lt;br /&gt;
&lt;br /&gt;
=== Build Spaceport ===&lt;br /&gt;
Increase [[Spaceports]] Infrastructure&lt;br /&gt;
&lt;br /&gt;
=== Build Garrison ===&lt;br /&gt;
Increase the level of the [[Garrisons|Garrison]] on the Area.&lt;br /&gt;
&lt;br /&gt;
=== Build Shipyard ===&lt;br /&gt;
Increase the level of the [[Shipyards|Shipyard]] on the Area&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Travellers_log&amp;diff=6610</id>
		<title>Travellers log</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Travellers_log&amp;diff=6610"/>
		<updated>2026-02-04T01:49:16Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p&amp;gt;During our travels, we have found many stories. Some recounting the everyday lives of the people of StatiumXCV, some being articles penned by historians about the major events which have defined our existence, while some are just collections of memories from those now long dead.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Valdus&amp;lt;/h2&amp;gt;&lt;br /&gt;
[[File:valdus_smithL.png|150px|right|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Valdus Vinkaste (Halfdan&#039;s Stand, image by Lloyd Smith)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Halfdan&#039;s Stand|Halfdan&#039;s Stand]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Gareth Kay&amp;lt;/i&amp;gt;&lt;br /&gt;
“Thou be not permitted here, turn back,” the husky voice growled. &lt;br /&gt;
&lt;br /&gt;
Halfdan scuffed the ground with the tip of his boot, his movement dislodging a stone hidden in the gravel. Taking a deep breath, he looked up at the hulking bear-man who towered over him and met the black eyes staring down the long brown snout.&lt;br /&gt;
&lt;br /&gt;
“It’s been a month since we heard anything from Jorviken,” Halfdan stated. He glanced over his shoulder at the mass of Valdus who had followed him here, seeking the comfort of their numbers. &lt;br /&gt;
&lt;br /&gt;
“A month! With no word, no supplies, no food!” snapped a weathered old man shuffling up beside Halfdan.&lt;br /&gt;
&lt;br /&gt;
[[Halfdan&#039;s Stand|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[The Dark Horse|The Dark Horse]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Chet Delano&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:20200520 darkHorse goudieJ.png|250px|left|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Diarmuid, Fritjof &amp;amp; Chancellor Camlann of the Core Council (The Dark Horse, image by James Goudie)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
If the ashes could speak… the Valdus thought, …the dead would have much to say to you, Fritjof.&lt;br /&gt;
&lt;br /&gt;
Much indeed.&lt;br /&gt;
&lt;br /&gt;
The Valdus adjusted her waistguard as voices began to come from down the corridor. She stared ahead, both nervous and excited for her first watch. The towering Chancellor, Camlann, approached with a brown-furred ursian she did not recognize. Nestled between the two was another valdus lady, her figure nearly lost between the Chancellor and his other companion.&lt;br /&gt;
&lt;br /&gt;
And the way you just act like it doesn’t matter.&lt;br /&gt;
&lt;br /&gt;
She watched as Fritjof laughed with Camlann.&lt;br /&gt;
&lt;br /&gt;
To have done so much, only to deny your title in the end…&lt;br /&gt;
&lt;br /&gt;
[[The Dark Horse|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Ursian&amp;lt;/h2&amp;gt;&lt;br /&gt;
[[File:ursian_smithL.png|150px|left|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Ursian Lawspeaker Cyln (by Lloyd Smith)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Lawspeaker Cyln|Lawspeaker Cyln]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Gareth Kay&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Lawspeaker!” a voice cried out, and Cyln turned slowly to find a young Valdus boy running after her, the wide-brimmed hat he wore bobbing unceremoniously with each stride. Cyln grunted on seeing his small frame and turned back to the road, adjusting the staff balanced on her shoulder to make the load swinging from it more comfortable.&lt;br /&gt;
&lt;br /&gt;
“Lawspeaker!” the cry came again, more incessant. Cyln set her jaw and continued to walk. Angry shouts had followed her out of the town, and she was in no mood to hear the admonishments of a child.&lt;br /&gt;
&lt;br /&gt;
[[Lawspeaker Cyln|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Lawspeaker Cyln : The Dawn|Lawspeaker Cyln : The Dawn]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Gareth Kay&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cyln reached the edge of town as the new day was dawning. She paused for a moment, uncertain about what she would do. Her breathing was shallow despite the long walk, but came out as a thick mist in the chill morning air. &lt;br /&gt;
&lt;br /&gt;
Squaring her shoulders, she began to walk through the silent streets in the direction of the court. Around her, the houses were still, but their silence went beyond simple early morning sleepiness.  There was an emptiness about them. &lt;br /&gt;
&lt;br /&gt;
She had been in no hurry to reach the village. Conflicting emotions had struggled through her mind while she walked: anger, sadness, regret, shame. Above it all memory of the Valdus child plagued her, his face burned into her eyes. His pleading still rang in her ears. Where his eyes had once been hopeful, they were now glazed over, dead.&lt;br /&gt;
&lt;br /&gt;
[[Lawspeaker Cyln : The Dawn|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Lawspeaker Cyln : The Fatespinner|Lawspeaker Cyln : The Fatespinner]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Gareth Kay&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There she is!&amp;quot; a voice in the crowd stated accusingly as the hulking Ursian appeared at the doorway to the courtroom. Then the cries fell silent. Cyln frowned as she looked around the gathered crowd of twenty something Valdus. Many glared back at her, however most could not hold her gaze and averted their eyes. &lt;br /&gt;
&lt;br /&gt;
One golden haired woman at the rear of the room met Cyln&#039;s eyes, without flinching. The Ursian&#039;s gaze hesitated on her momentarily before looking away herself. &lt;br /&gt;
&lt;br /&gt;
[[File:20210503 onHigherAuthority.png|250px|right|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Governor Eldgina on withness stand challenged by Lawspeaker Rett (On Higher Authority, image by James Goudie)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
[[Lawspeaker Cyln : The Fatespinner|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[On Higher Authority|On Higher Authority]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Bojan Sekulic&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Toghma. Planet so far away from the Core Worlds of the Concordium that an ordinary citizen isn’t even aware of the planet’s existence. Yet it is there. On the fringes of Concordium space. Close to the border with the Urix. Toghma is out there, drifting in the vastness of space, a playground for the two powers and their game of galactic chess. Biding their time, some would say. Biding the time before justice finally arrives…&lt;br /&gt;
&lt;br /&gt;
[[On Higher Authority|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Charian&amp;lt;/h2&amp;gt;&lt;br /&gt;
[[File:Fall From Grace goudieJ.png|300px|left|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Xalen with grandson Doros (Fall From Grace, image by James Goudie)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Fall From Grace|Fall From Grace]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Bojan Sekulic&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;Charian Colony Aleena III&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So beautiful, so serene,&amp;quot; Xalen muttered as she watched the sun rising over the horizon. From the balcony where she stood everything seemed so simple. So peaceful. So &#039;&#039;&#039;godly&#039;&#039;&#039;. For a few brief moments the old Charian scientist allowed herself to close her eyes and took a deep breath. Slowly her hand went down to the pocket of her clothes. The moment her weary fingers made contact with the small piece inside her pocket an almost childish smile graced her face. She withdrew it, and her smile widened; it meant the world to her.  The green glow slowly pulsated, its low hum adding to her sense of serenity. Many cycles had come and gone since she and her team found it, but even now she knew she was holding a piece of eternity in her hands. A piece of history. A piece of greatness.&lt;br /&gt;
&lt;br /&gt;
[[Fall From Grace|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Syndust Files|Syndust Files]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by James Landes&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:20250604bw_SyndustFilesImage_part1_goudieJ.jpg|250px|right|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Detective-Specialist Herve Hetton with Junior Detective Reus (Syndust Files, image by James Goudie)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
The Concordium Health Ministry officially classified Pandeus as a controlled therapeutic substance in 2187, precisely eleven years after the first widespread implant rejection crises began among the Charian population. The synthetic compound—derived from rare mineral deposits found only in the Praxis Belt—became the foundation of authorized neural integration therapy.&lt;br /&gt;
&lt;br /&gt;
Detective-Specialist Herve Hetton remembered those early days with clinical clarity. His psymemory could replay with perfect fidelity the scenes of writhing Charians in medical facilities, their silver neural ports glowing angry red as their bodies fought against the foreign technology their minds so desperately craved. The screams remained archived in his reference core, categorized and timestamped.&lt;br /&gt;
&lt;br /&gt;
He had been among the first L2 officers authorized for the specialized implant suite that now adorned his scalp and spine—twenty-seven neural interfaces that operated at computational speeds no unaugmented mind could comprehend. The Concordium Intelligence Division had selected him for his natural physiological compatibility, a rare genetic marker that reduced rejection probability by 67.4%.&lt;br /&gt;
&lt;br /&gt;
Still, he required Pandeus. All augmented Charians did.&lt;br /&gt;
&lt;br /&gt;
[[Syndust Files|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Syndust Files II|Syndust Files II]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by James Landes&amp;lt;/i&amp;gt;&lt;br /&gt;
[[File:20250610bw_SyndustFilesImage_part2_goudie.jpg|300px|left|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Detective-Specialist Herve Hetton leaving on colony ship (Syndust Files II, image by James Goudie)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
The Concordium Health Ministry officially classified Pandeus as a controlled therapeutic substance in 2187, precisely eleven years after the first widespread implant rejection crises began among the Charian population. The synthetic compound—derived from rare mineral deposits found only in the Praxis Belt—became the foundation of authorized neural integration therapy.&lt;br /&gt;
&lt;br /&gt;
Detective-Specialist Herve Hetton is the first L2 officers authorized for the specialized implant suite that now adorned his scalp and spine—twenty-seven neural interfaces that operated at computational speeds no unaugmented mind could comprehend. He is on the trail of a dangerous Pandeus substitute and stolen experimental implant technology.&lt;br /&gt;
&lt;br /&gt;
Continued…&lt;br /&gt;
&lt;br /&gt;
The corridors of Sector 17 pulsed with synthetic light, casting deep shadows across the faces of those unfortunate enough to dwell in the underbelly of the city. Hetton moved through the crowd with predatory efficiency, his enhanced senses filtering through the cacophony of sounds and scents.&lt;br /&gt;
&lt;br /&gt;
[[Syndust Files II|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Maratasen&amp;lt;/h2&amp;gt;&lt;br /&gt;
[[File:maratasen_mavaat_smithL.png|250px|right|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Mavaat (Mavaat&#039;s Story, image by Lloyd Smith)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Mavaat&#039;s Story|Mavaat&#039;s Story]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by James Landes&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;I am Mavaat. The decision has been made.&amp;lt;/i&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The mantra rolled around the warriors’ mind slowly, deliberately.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;The clan lord has made a decision, and I, Mavaat will obey.&amp;lt;/i&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;It continued to drift through his mind, though it gave him no comfort and no new insights. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Mavaat‘s massive furred hand dropped to the hilt of his Sereban and his claw traced the intricately carved symbols engraved on the hilt of the killing knife.   These symbols bore his identity, his honor and the honor... &amp;lt;/p&amp;gt;&lt;br /&gt;
[[Mavaat&#039;s Story|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Warrior&#039;s Beginning|The Journey of a Warrior: Warrior’s Beginning]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Cameron Ames&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:maratasen_malik_smithL.png|200px|left|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Malik (Warrior&#039;s Path, image by Lloyd Smith)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Malik paces about, only imagining what his destiny has in store for him. The simple, yet familiar power of the training area quickened his heart rate. Malik just can’t take his mind off of the future. His anxiety is overwhelming him as he contemplates just how remarkable of a warrior his father is. &amp;lt;i&amp;gt;“How is it possible to surpass the best?”&amp;lt;/i&amp;gt; he asked to himself. The thought was uncomfortable, and he held up a quivering paw as the fear of failure set in.&lt;br /&gt;
&lt;br /&gt;
Narrowing his eyes and snarling, Malik set his mind to the training dummy once more. He had been trained to deal with fear, to embrace it, to use it. Unconsciously Malik’s pace increased very abruptly as he let the fear soak through him, harnessing the power that it gave him and turning it into anger at his own frailty instead. He refused to let his body bow to the fear in his mind.&lt;br /&gt;
&lt;br /&gt;
[[Warrior&#039;s Beginning|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Warrior&#039;s Path|The Journey of a Warrior: Warrior’s Path]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Cameron Ames&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The crackle of the gun sent Malik leaping forward. Deciding early to drop to all fours so that he could bound ahead more quickly, he delighted in the rush of speed. Logs and other obstacles rushed into view, and he had to react quickly to vault over them. Ropes, too, were added to the mix and these he had to crawl on his stomach to avoid. &lt;br /&gt;
&lt;br /&gt;
[[Warrior&#039;s Path|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Saraven&amp;lt;/h2&amp;gt;&lt;br /&gt;
[[File:20220117_eternalExperimentArt_BW.png|250px|left|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Sana standing in the Chamber of the Eternals just before the first psionic scream (The Eternal Experiment, image by James Goudie)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
&amp;lt;h3&amp;gt;[[The Eternal Experiment|The Eternal Experiment]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Kelsy Mascorro&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Lead Researcher Sana sat perched behind her large wooden desk, folders and reports scattered before her. Her talons scratched lightly, absentmindedly, over the cover of the folder in her hand, her eyes darting back and forth over the words.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;She knew the history of her people, how the sun had expanded and radiation burned all life on the light side of the planet. She remembered, if only vaguely, flying through the lush plant life and beautiful red skies of Hadjara as a child, her mother and father beside her, ensuring she wouldn’t fall. But they were gone now… casualties of the exodus. Most of the aged among the survivors who were unaffected by the radiation became senile or crazed by the sudden shift from perpetual light to unending darkness. The young, in turn, had to adapt quickly or perish to the dark and cold. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[The Eternal Experiment|Read More]]&lt;br /&gt;
&lt;br /&gt;
[[File:20200901 theLastHarvest final small.png|250px|right|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Seated Lavana with egg child S’karra (The Last Harvest, image by James Goudie)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
&amp;lt;h3&amp;gt;[[The Last Harvest|The Last Harvest]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Kelsy Mascorro&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;A once proud broodmother, Lavana now lived with her eggchild, S’karra, and her hatchbrood. While she didn’t mind the company of the little ones, she wished she had the energy she once did to teach them to fly and train them in the ways of her people, as her broodmother had taught her. Some days it was difficult for her to accept that all this fretting over her was necessary, cared for by the ones she once tended. She could care for herself, as she used to, if they would simply let her try. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
[[The Last Harvest|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Feather Fallacy I|Feather Fallacy I]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Zachary Mathiot&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;ATTENTION: Dr. Corvan Anelius of The Charian Science and Preservation Committee&amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;This is a distress call from Chancellor Aurok of Saraven Colony Delta 876JL. I am writing this to ask for your help in a dire situation. In recent months infants in the colony are being born with few to no feathers. Normally members of our race will lose their feathers through molting and gain new ones once entering adulthood. These afflicted children are not even being born with their first set of feathers. There are also reports of certain numbers of them dying since this strange illness causes the young to become very sickly, and most are unable to recover... &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Feather Fallacy I|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Feather Fallacy II|Feather Fallacy II]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Zachary Mathiot&amp;lt;/i&amp;gt;&lt;br /&gt;
[[File:20140809_Saraven&amp;amp;Charian_smithL.png|250px|left|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Aurok and Dr. Corvan (Feather Fallacy, image by Lloyd Smith)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;ATTENTION: Chancellor Aurok of Saraven Colony 876JL&amp;lt;/b&amp;gt; &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;I am sending this message to inform you that I am capable of assisting with your current situation. I do apologize for the delay between my reading of your distress signal and the subsequent response. At that time I was busy on another planet investigating an outbreak with possible viral implications. What instantly held my attention while reading about your dilemma was its striking similarity to the problem my organization and I were recently attempting to diagnose and counteract...&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Feather Fallacy II|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Feather Fallacy III|Feather Fallacy III]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Zachary Mathiot&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;I closed my data terminal with a rapidly increasing sense of relief, and let out a breath I didn’t even realize I had been holding. Dr. Corvan had sent a message saying he would be on the planet within a day. My mind began to race ahead, imagining the people being cured of the blight, their feathers shining and healthy on their wings as they soared the skies once more...&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Feather Fallacy III|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Feather Fallacy IV|Feather Fallacy IV]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Zachary Mathiot&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The engines roared to life as the research vessel Synapse left the star port. Dr. Anelius Corvan immediately awoke from his light slumber as he regained his senses. His reflection in his datapad showed that his neon blue and yellow implants had faded in his many years as a geneticist. &amp;quot;Ahh yes, now where was I?&amp;quot; he said to himself as he began to remember the last thing he had been doing. In front of him was a bright blue holographic display of all the data Chancellor Aurok had given him on the virus affecting her people.&amp;lt;/p&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;p&amp;gt;&amp;quot;Hmm, very interesting,&amp;quot; he mused...&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Feather Fallacy IV|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Feather Fallacy V|Feather Fallacy V]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Zachary Mathiot&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;“I’ve come to a decision about the avian specimens, everybody, meet me in the conference room at once please.” He announced over the ship’s intercom. Everyone filed in and sat down to hear the announcement.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;“We have all been hard at work trying to determine the precise cause behind this disease and have come up with nothing. We have gathered much in the way of environmental and situational data but I’m at a loss. I am unable to offer an acceptable conclusion as to why these young are thus affected by this affliction, and without being able to establish the causality, a cure is impossible and death is therefore inevitable.&amp;quot; &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Feather Fallacy V|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Feather Fallacy VI|Feather Fallacy VI]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Zachary Mathiot&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Chancellor Aurok stood with immense anticipation as &amp;lt;i&amp;gt;Synapse&amp;lt;/i&amp;gt; made its way to the landing pad adjacent to her primary office. She almost shook with excitement over finally being able to meet Dr. Corvan and his research team so they could begin finding a cure. &amp;lt;i&amp;gt;This could be our salvation, Alestra! Hadjara, bless us.&amp;lt;/i&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;“Greetings. I am Dr. Anelius Corvan of the Charian Preservation Committee. You are Chancellor Aurok, correct?”&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Feather Fallacy VI|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Feather Fallacy VII|Feather Fallacy VII]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Zachary Mathiot&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;“Ahh….urgh…Chancellor Aurok! It would seem I made a most heinous choice as far as my own health is concerned.&amp;quot; Corvan gasped, waking me from my reverie. His blue and yellow implants glowed faintly. I gave him a tired smile, pleased that he had emerged from the coma. Still he gave me hope that he would survive the grievous wounds he had taken.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;quot;Are you well?” he said, looking over at me concern in his bloodshot eyes.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Feather Fallacy VII|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Inarian&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Without You|Without You]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Chet DeLano&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“It’s only for a month…” She reassured him, wrapped in his loving arms.&lt;br /&gt;
&lt;br /&gt;
“A month far too long, if you ask me…” He responded, admiring her long, rich auburn hair as he rubbed the lobe of her perfect Inarian ear. “Oh, how I wish you didn’t have to stay.”&lt;br /&gt;
&lt;br /&gt;
“I wish I didn’t either, but remember that it’s to show off your gift. You’ve honed it far beyond what it used to be. You’ll be able to silence your critics with awe this time. If you don’t go, you will forever live in fear of their spiteful words. Besides, you’ll be back before I know it, right?”&lt;br /&gt;
&lt;br /&gt;
[[Without You|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Without Her|Without Her]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Chet DeLano&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Care for a beverage, sir?” the Gervian flight attendant asked.&lt;br /&gt;
&lt;br /&gt;
Francis sat with one arm folded, the other holding a piece of parchment in front of him. “I’m certain you will find it to display the-”&lt;br /&gt;
&lt;br /&gt;
“Err, sir?” she kindly interrupted.&lt;br /&gt;
&lt;br /&gt;
His fixation on the paper broke and he stared at her blankly, lost in thought. Her long brown hair was pulled back and it reminded him of Odette’s. He then shook his head and laughed, realizing he had yet to reply to the young woman.&lt;br /&gt;
&lt;br /&gt;
[[Without Her|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Without Him|Without Him]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Chet DeLano&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“This is perfect.” Odette said, holding his hand as she stared at the starry sky with her beloved Francis.&lt;br /&gt;
&lt;br /&gt;
He traced the smooth grooves of her slender fingers. “Yes. Yes, it is.” he grinned. &lt;br /&gt;
Odette turned to see he had been staring at her with great fascination. His gaze refused to waver and she smiled, looking back to the stars to watch as one soared by.&lt;br /&gt;
&lt;br /&gt;
Francis suddenly broke from their hold and wriggled strangely. He rolled over onto his stomach, clawing at his lower back. “Ah! This meadow’s greens are so itchy!” Odette couldn’t help but burst into laughter at the sight of him.&lt;br /&gt;
&lt;br /&gt;
[[Without Him|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Without Her II|Without Her II]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Chet DeLano&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Francis opened his eyes slightly, his eyelids feeling as though they were bags of sand. His view was blurred, although he could make out a panicked crew and a loud voice over the intercom. &lt;br /&gt;
“Everyone, remain calm!” &lt;br /&gt;
&lt;br /&gt;
His eyes fell closed once again, his head throbbing. &lt;br /&gt;
&lt;br /&gt;
“I repeat, remain calm!” &lt;br /&gt;
&lt;br /&gt;
[[Without Her II|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Without Him II|Without Him II]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Chet DeLano&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“You’ve got to be kidding me…” Fernand sighed as he left the door hanging wide open, and walked into the darkness.&lt;br /&gt;
&lt;br /&gt;
She needs to get up, she must! I can’t just leave her to turn.&lt;br /&gt;
&lt;br /&gt;
Odette stirred and let out a small sound as she nestled deeper into her bedding.&lt;br /&gt;
&lt;br /&gt;
[[Without Him II|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[With You|With You]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Chet DeLano&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fernand sat in his study, the room lit just as the incense burned before him. He studied the smoke as it slowly rolled and spread through the air. He listened to the wisps of smoke as they sang to him, whirling until they faded.&lt;br /&gt;
&lt;br /&gt;
“How curious, to be one of you.” He said aloud, lowering his gaze and resting his chin upon his desk.&lt;br /&gt;
&lt;br /&gt;
“You’re not much different than I...”&lt;br /&gt;
&lt;br /&gt;
[[With You|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Tuleonetian &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[File:tuleonetian_xerin_smithL.png|150px|right|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Xerin (Dusty&#039;s Dillema, image by Lloyd Smith)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Dusty&#039;s Dilemma|Dusty&#039;s Dilemma]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Gareth Kay&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;“You are a Springbreeze?” The incorporeal voice asked, the pitch hiding a hint of surprise. “Do you know an Azzar Springbreeze?”&lt;br /&gt;
&lt;br /&gt;
“Yes” she replied, looking around. She stood alone in a square room. In front of her was a clear desk and an empty chair. The room was clearly meant to be small office, startling only due to the eerie blackness which permeated through the open window. It was barely midday, so light should have been streaming inside. &lt;br /&gt;
&lt;br /&gt;
“She is... was, my mother.”&lt;br /&gt;
&lt;br /&gt;
“I see,” a pause, and the voice dipped an octave, “and what makes you think you are suitable for this expedition?”&lt;br /&gt;
&lt;br /&gt;
She then felt a comfortable coolness touch her mind, and suddenly the room faded into darkness.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Dusty&#039;s Dilemma|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Masian&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Rain Like Tears|Rain Like Tears]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by James Landes&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;The world is raining like tears&amp;quot;&amp;lt;/i&amp;gt; thought Ran.&lt;br /&gt;
&lt;br /&gt;
Sitting in the speeding tram watching the bustle of the city blur by his window, Ran whispered to himself, &amp;lt;i&amp;gt;&amp;quot;I have failed them&amp;quot;&amp;lt;/i&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Who am I?&amp;quot;&amp;lt;/i&amp;gt; thought Ran defiantly, a moment of anger rising from his chest.&amp;lt;i&amp;gt; &amp;quot;I am Ran Chedayin of the Chedayin Ascendants. We are fifth family of the grand Ascendency. There was tradition to uphold, there were expectations.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ran sighed. The sense of unmet expectations almost a physical weight on his shoulders as he watched the marvels of Masian engineering and architecture whisk by his moisture streaked window.&lt;br /&gt;
&lt;br /&gt;
The tram slowed and came to a halt with a gentle lurch, unloading and loading passengers. Ran was barely aware of others in his section, his gaze settling on a tree. Confined to an elaborate decorated planter, the tree is withering as it strains unsuccessfully against the confines of the artificial barrier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;I am that Tree&amp;quot;&amp;lt;/i&amp;gt; Ran thought to himself.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;I am a biologist, I make things grow. I do not build or fix THINGS, I work with LIFE!&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Rain Like Tears|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Dead Men&#039;s Philosophy|Dead Men&#039;s Philosophy]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Davis Masterman&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Final_20220722_B&amp;amp;W&amp;amp;color_deadMensPhilosophy.png|250px|left|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Captain Brekan and Officer Melvara on ship&#039;s bridge after the local sun&#039;s destructive solar flare (Dead Men&#039;s Philosophy, image by James Goudie)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
          &lt;br /&gt;
&amp;lt;p&amp;gt;The following is a transcription of the last captain’s log of the Masian cruiser, the CS SOLAR SPIRE. The data on the black box&#039;s electronic storage experienced severe corruption, so several parts of the audio recording are silent or incoherent. The ship’s severed bridge was recovered by some junkers in 2745 SDY, but the rest of the ship and her crew of over one thousand still remain lost.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;(Begin Transcription)&lt;br /&gt;
&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p&amp;gt;Captain: Emergency. Emergency. This is Captain Brekam K’ara of the Masian CS SOLAR SPIRE. We have encountered severe solar flares while orbiting - [DATA CORRUPTED] - significant casualties and major damage to our vessel. Our long-range communications and engines appear offline. We require emergency evac- [DATA CORRUPTED]. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;(The message loops several times until a new voice appears) &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Officer: Sir, she’s gone. I tried my best, but I couldn’t stop the bleeding...&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
[[Dead Men&#039;s Philosophy|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[A Happi Place|A Happi Place]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Chet Delano&amp;lt;/i&amp;gt;&lt;br /&gt;
[[File:final20220901bw_storyArt_happiPlace2_jgoudie.png|300px|right|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Bartender and owner of Happi&#039;s Place serves an oathless Maratasen and provides uncoventional insights (A Happi Place, image by James Goudie)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
&amp;lt;p&amp;gt;“What now?” the Maratasen asked, his paws clutching his hanging face as he sat at the bar, waiting for nothing.His ears perked as he heard ice clink against glass. “On the house.”&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;He looked up to see the bartending Masian, who held a slight smile as he returned to using his rag to wipe the counter.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Maratasen hesitated but decided to take the drink. “Why not…” His claws clutched the glass...&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;“Not like there’s anywhere you gotta be.” The Masian said confidently, continuing with his duties.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Maratasen stared at him curiously, his paw suspended before his face with the drink, his tribal tattoos exposed on his arm. The drink glowed with rolling shades of orange, contrasting wildly against his white fur. The color reminded him of home… of his people. Red specks swirled throughout the drink and they turned to embers in his mind. The background &lt;br /&gt;
chatter became cries for help as a burning called from the scar beside his eye. He winced and snarled, shaking the thoughts out.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;He took a sip.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
[[A Happi Place|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[It Pours|It Pours]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Chet Delano&amp;lt;/i&amp;gt;&lt;br /&gt;
[[File:20240314bw_storyArt_itPours_jg.png|150px|right|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Arweanne &amp;amp; Attacker (It Pours, image by James Goudie)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
“Ugh, it never rains.” Arweanne complained from beneath her hood, her Inarian ears poking out from slits on the sides. Her words came through the breathing apparatus she had to wear outside on Sorbis V. She held her books tightly to her chest.&lt;br /&gt;
&lt;br /&gt;
And she was right. It NEVER rained on Sorbis V. The last time she’d felt rain on her head had to have been months ago.&lt;br /&gt;
&lt;br /&gt;
“Of course, the one day I bring everything to work.” She huffed and sighed.&lt;br /&gt;
&lt;br /&gt;
She abruptly stopped underneath the front entrance of a bar and looked around, thinking for a moment. She spotted the alleyway across the street, something that would save her an incredible amount of time. Bright neon lights showed in the distance beyond the alley, dulled by the rain and what little light penetrated the clouds.&lt;br /&gt;
&lt;br /&gt;
Such a dreary day, she thought.&lt;br /&gt;
&lt;br /&gt;
“It’s okay.” She reassured herself, gripping her books tight to her chest, “these will make up for it.” She said, beaming down at them.&lt;br /&gt;
&lt;br /&gt;
Arweanne started a brisk walk across the street. There was very little traffic here aside for foot traffic. Sorbis V was known for being somewhere you could live and happily walk wherever you needed to go no matter where you lived there.&lt;br /&gt;
&lt;br /&gt;
“Aye!” Arweanne heard someone shout from behind her. She looked back to see a figure through the rain at the entrance of the alley.&lt;br /&gt;
&lt;br /&gt;
[[It Pours|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Concordium&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[The Ambush I : First Strike|1. The Ambush: First Strike]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Cameron Ames&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The cool, crisp air filled the field as the scent of blood started to contaminate it. It was mid-afternoon and the battalions were having a rough time with the constant bombardment of artillery at their bunkers. &lt;br /&gt;
&lt;br /&gt;
“Judoc, they be closing in on us!” cautioned Bricius, urgently peering over the firing gallery. Piercing plasma arrows seemed to take the place of the light as they soared into the bright orange sun hindering the vision of the squad. Through the barrage, sleek reptilian figures could be seen picking their way across the no man&#039;s land separating the two armies, their many spikes and scales the epitome of nightmare.&lt;br /&gt;
&lt;br /&gt;
“Sergeant Bricius, take Herodotos and Seti and flank up there!” the rugged Ursian captain commanded, nodding to the right. Then suddenly, he ducked aside with a curse as a steaming plasma arrow buried itself in the concrete where his head had been seconds before. &lt;br /&gt;
&lt;br /&gt;
[[The Ambush I : First Strike|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[The Ambush II : Final_Hour|2. The Ambush: Final Hour]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Cameron Ames&amp;lt;/i&amp;gt;&lt;br /&gt;
[[File:20150207_Urix war heavy contrast_smithL.jpg|250px|right|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Urix Soldiers (The Ambush, image by Lloyd Smith)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
Judoc watched dispassionately as the Concordium line suddenly broke and his soldiers began retreating from the battle, abandoning their trenches. Many scrambled over comrades in their desire to escape. The Urix behind them ecstatically filled the abandoned position and began to pour fire at the backs of their retreating enemy. &lt;br /&gt;
&lt;br /&gt;
He kept his eyes on the scene with rapt attention, turning away with great reluctance only upon hearing a great disturbance from the top of the hill. A heavy weapon had been unleashed and he watched fascinated as the odd energy bolt flickered over the summit before it became eerily quiet. With a final worried glance, he turned back to his own fleeing allies below.&lt;br /&gt;
&lt;br /&gt;
Without warning, huge pillars of light appeared all over the recently captured trenches, each beam being about the size of five Ursians standing side to side. One or two beams missed their target, but were quickly streamed into position. Judoc looked back up at the top of the hill and imagined that he could see Seti telepathically calling in the orbital strikes. &lt;br /&gt;
&lt;br /&gt;
[[The Ambush II : Final_Hour|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Urix&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Discipline for the Weak|Discipline for the Weak]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Chet DeLano&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Wha… what has Ivaneq done?” I ask, my mind trying to register the sight before me.&lt;br /&gt;
&lt;br /&gt;
There’s my brother, towering over Mitul’s bloodied body, our leader. But, I can&#039;t believe it. This isn’t happening. We’ve come so far! Too far! Only for my own brother to ruin all of this? The reason we have practiced our restraint. There can be no coming back from this. Everything is about to change. &lt;br /&gt;
&lt;br /&gt;
[[Discipline for the Weak|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Unlikely Partners&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;1. [[Covering History|Covering History]]&amp;lt;/h3&amp;gt; &lt;br /&gt;
&amp;lt;i&amp;gt;by Gareth Kay&amp;lt;/i&amp;gt;&lt;br /&gt;
- Listed under the Gervian profile.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;quot;What about the markings? The old ones found on some of the gates?” the Charian cried out, desperation lacing his voice.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;“If my findings are correct, then there was, in fact, something far more ancient than the Concordium overshadowing us all!&amp;quot; &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Covering History|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;2. [[The Deal|The Deal]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Gareth Kay&amp;lt;/i&amp;gt;&lt;br /&gt;
- The Gervian short story introduction.&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;“Do you have it?” &amp;lt;/i&amp;gt;Aelius enquired.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;“That would depend upon the connotation of ‘it’. If by that you refer to the funds required for this transaction, then yes.” Quinisbert replied, tugging at a tuft of his fluorescent green hair. Aelius rolled his eyes as the he spoke. Aelius hated how long these negotiations with Charians always took. Nothing was ever simple with them.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[The Deal|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;3. [[Unlikely Partnership|Unlikely Partnership]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Gareth Kay&amp;lt;/i&amp;gt;&lt;br /&gt;
- Listed under the Charian profile.&lt;br /&gt;
&lt;br /&gt;
“Why would you help me?” Aelius growled, leaning forward and holding his lighter protectively before him, his thumb twitching on the ignition.&lt;br /&gt;
&lt;br /&gt;
“Gratitude?” the Charian replied with a low chuckle. He remained hidden in the shadows of the room, sitting at a desk the lamp aimed at their visitor. Before him was an empty seat, behind which the Gervian stood guardedly.&lt;br /&gt;
&lt;br /&gt;
“How can I trust that? I don’t even know you!” came the reply, a note of stress in the voice.&lt;br /&gt;
&lt;br /&gt;
“Oh but you do...” the Charian leant forward then, bringing his face into the light. &lt;br /&gt;
&lt;br /&gt;
[[Unlikely Partnership|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;4. [[End of the Beginning - Ulloriaq|End of the Beginning - Ulloriaq]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Gareth Kay&amp;lt;/i&amp;gt;&lt;br /&gt;
- The Urix short story introduction.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;You expected this?!&amp;quot;&amp;lt;/i&amp;gt; Ulloriaq snapped, bristling. She could feel blood rush to her neck scales and knew that they would be flushing red. She took a deep breath which was audible as a series of quick sniffs and forced her heart rate to slow. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;No.&amp;quot;&amp;lt;/i&amp;gt; Ilippa Nuk replied, looking away into the distance his eyes unfocused. The short answer surprised Ulloriaq, and she waited for him to elaborate. When he did not, she was about to demand an explanation, but sensing her irritation he raised a claw to prevent her. &lt;br /&gt;
&lt;br /&gt;
[[End of the Beginning - Ulloriaq|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;5. [[End of the Beginning - Toreekto!|End of the Beginning - Toreekto!]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Gareth Kay&amp;lt;/i&amp;gt;&lt;br /&gt;
- Listed under the Urix profile.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Toreekto!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ulloriaq pressed herself against the wall with gritted teeth. She could hear the Gervian voices nearby and she had to fight to suppress the temptation to rush out and gut them. Ever since the murder of Ilippa Nuk three weeks ago all she had lived for was death.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nalun, Nalun Ituinarpoq,&amp;quot; she breathed to herself, forcing her heart to calm, &amp;quot;patience, patience everlasting&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Despite her best efforts, her knuckles tightened around the knife in anticipation. She didn&#039;t just want to kill, she needed to. Ulloriaq closed her eyes and rested her head against the wall. Enveloping herself in darkness, she felt her breathing slow and her hearing heightened.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... toreekto... pytho... toreekto...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[End of the Beginning - Toreekto!|Read More]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Travellers_log&amp;diff=6609</id>
		<title>Travellers log</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Travellers_log&amp;diff=6609"/>
		<updated>2026-02-04T01:48:00Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p&amp;gt;During our travels, we have found many stories. Some recounting the everyday lives of the people of StatiumXCV, some being articles penned by historians about the major events which have defined our existence, while some are just collections of memories from those now long dead.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Valdus&amp;lt;/h2&amp;gt;&lt;br /&gt;
[[File:valdus_smithL.png|150px|right|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Valdus Vinkaste (Halfdan&#039;s Stand, image by Lloyd Smith)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Halfdan&#039;s Stand|Halfdan&#039;s Stand]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Gareth Kay&amp;lt;/i&amp;gt;&lt;br /&gt;
“Thou be not permitted here, turn back,” the husky voice growled. &lt;br /&gt;
&lt;br /&gt;
Halfdan scuffed the ground with the tip of his boot, his movement dislodging a stone hidden in the gravel. Taking a deep breath, he looked up at the hulking bear-man who towered over him and met the black eyes staring down the long brown snout.&lt;br /&gt;
&lt;br /&gt;
“It’s been a month since we heard anything from Jorviken,” Halfdan stated. He glanced over his shoulder at the mass of Valdus who had followed him here, seeking the comfort of their numbers. &lt;br /&gt;
&lt;br /&gt;
“A month! With no word, no supplies, no food!” snapped a weathered old man shuffling up beside Halfdan.&lt;br /&gt;
&lt;br /&gt;
[[Halfdan&#039;s Stand|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[The Dark Horse|The Dark Horse]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Chet Delano&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:20200520 darkHorse goudieJ.png|250px|left|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Diarmuid, Fritjof &amp;amp; Chancellor Camlann of the Core Council (The Dark Horse, image by James Goudie)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
If the ashes could speak… the Valdus thought, …the dead would have much to say to you, Fritjof.&lt;br /&gt;
&lt;br /&gt;
Much indeed.&lt;br /&gt;
&lt;br /&gt;
The Valdus adjusted her waistguard as voices began to come from down the corridor. She stared ahead, both nervous and excited for her first watch. The towering Chancellor, Camlann, approached with a brown-furred ursian she did not recognize. Nestled between the two was another valdus lady, her figure nearly lost between the Chancellor and his other companion.&lt;br /&gt;
&lt;br /&gt;
And the way you just act like it doesn’t matter.&lt;br /&gt;
&lt;br /&gt;
She watched as Fritjof laughed with Camlann.&lt;br /&gt;
&lt;br /&gt;
To have done so much, only to deny your title in the end…&lt;br /&gt;
&lt;br /&gt;
[[The Dark Horse|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Ursian&amp;lt;/h2&amp;gt;&lt;br /&gt;
[[File:ursian_smithL.png|150px|left|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Ursian Lawspeaker Cyln (by Lloyd Smith)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Lawspeaker Cyln|Lawspeaker Cyln]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Gareth Kay&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Lawspeaker!” a voice cried out, and Cyln turned slowly to find a young Valdus boy running after her, the wide-brimmed hat he wore bobbing unceremoniously with each stride. Cyln grunted on seeing his small frame and turned back to the road, adjusting the staff balanced on her shoulder to make the load swinging from it more comfortable.&lt;br /&gt;
&lt;br /&gt;
“Lawspeaker!” the cry came again, more incessant. Cyln set her jaw and continued to walk. Angry shouts had followed her out of the town, and she was in no mood to hear the admonishments of a child.&lt;br /&gt;
&lt;br /&gt;
[[Lawspeaker Cyln|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Lawspeaker Cyln : The Dawn|Lawspeaker Cyln : The Dawn]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Gareth Kay&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cyln reached the edge of town as the new day was dawning. She paused for a moment, uncertain about what she would do. Her breathing was shallow despite the long walk, but came out as a thick mist in the chill morning air. &lt;br /&gt;
&lt;br /&gt;
Squaring her shoulders, she began to walk through the silent streets in the direction of the court. Around her, the houses were still, but their silence went beyond simple early morning sleepiness.  There was an emptiness about them. &lt;br /&gt;
&lt;br /&gt;
She had been in no hurry to reach the village. Conflicting emotions had struggled through her mind while she walked: anger, sadness, regret, shame. Above it all memory of the Valdus child plagued her, his face burned into her eyes. His pleading still rang in her ears. Where his eyes had once been hopeful, they were now glazed over, dead.&lt;br /&gt;
&lt;br /&gt;
[[Lawspeaker Cyln : The Dawn|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Lawspeaker Cyln : The Fatespinner|Lawspeaker Cyln : The Fatespinner]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Gareth Kay&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There she is!&amp;quot; a voice in the crowd stated accusingly as the hulking Ursian appeared at the doorway to the courtroom. Then the cries fell silent. Cyln frowned as she looked around the gathered crowd of twenty something Valdus. Many glared back at her, however most could not hold her gaze and averted their eyes. &lt;br /&gt;
&lt;br /&gt;
One golden haired woman at the rear of the room met Cyln&#039;s eyes, without flinching. The Ursian&#039;s gaze hesitated on her momentarily before looking away herself. &lt;br /&gt;
&lt;br /&gt;
[[File:20210503 onHigherAuthority.png|250px|right|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Governor Eldgina on withness stand challenged by Lawspeaker Rett (On Higher Authority, image by James Goudie)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
[[Lawspeaker Cyln : The Fatespinner|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[On Higher Authority|On Higher Authority]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Bojan Sekulic&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Toghma. Planet so far away from the Core Worlds of the Concordium that an ordinary citizen isn’t even aware of the planet’s existence. Yet it is there. On the fringes of Concordium space. Close to the border with the Urix. Toghma is out there, drifting in the vastness of space, a playground for the two powers and their game of galactic chess. Biding their time, some would say. Biding the time before justice finally arrives…&lt;br /&gt;
&lt;br /&gt;
[[On Higher Authority|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Charian&amp;lt;/h2&amp;gt;&lt;br /&gt;
[[File:Fall From Grace goudieJ.png|300px|left|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Xalen with grandson Doros (Fall From Grace, image by James Goudie)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Fall From Grace|Fall From Grace]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Bojan Sekulic&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;Charian Colony Aleena III&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So beautiful, so serene,&amp;quot; Xalen muttered as she watched the sun rising over the horizon. From the balcony where she stood everything seemed so simple. So peaceful. So &#039;&#039;&#039;godly&#039;&#039;&#039;. For a few brief moments the old Charian scientist allowed herself to close her eyes and took a deep breath. Slowly her hand went down to the pocket of her clothes. The moment her weary fingers made contact with the small piece inside her pocket an almost childish smile graced her face. She withdrew it, and her smile widened; it meant the world to her.  The green glow slowly pulsated, its low hum adding to her sense of serenity. Many cycles had come and gone since she and her team found it, but even now she knew she was holding a piece of eternity in her hands. A piece of history. A piece of greatness.&lt;br /&gt;
&lt;br /&gt;
[[Fall From Grace|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Syndust Files|Syndust Files]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by James Landes&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:20250604bw_SyndustFilesImage_part1_goudieJ.jpg|250px|right|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Detective-Specialist Herve Hetton with Junior Detective Reus (Syndust Files, image by James Goudie)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
The Concordium Health Ministry officially classified Pandeus as a controlled therapeutic substance in 2187, precisely eleven years after the first widespread implant rejection crises began among the Charian population. The synthetic compound—derived from rare mineral deposits found only in the Praxis Belt—became the foundation of authorized neural integration therapy.&lt;br /&gt;
&lt;br /&gt;
Detective-Specialist Herve Hetton remembered those early days with clinical clarity. His psymemory could replay with perfect fidelity the scenes of writhing Charians in medical facilities, their silver neural ports glowing angry red as their bodies fought against the foreign technology their minds so desperately craved. The screams remained archived in his reference core, categorized and timestamped.&lt;br /&gt;
&lt;br /&gt;
He had been among the first L2 officers authorized for the specialized implant suite that now adorned his scalp and spine—twenty-seven neural interfaces that operated at computational speeds no unaugmented mind could comprehend. The Concordium Intelligence Division had selected him for his natural physiological compatibility, a rare genetic marker that reduced rejection probability by 67.4%.&lt;br /&gt;
&lt;br /&gt;
Still, he required Pandeus. All augmented Charians did.&lt;br /&gt;
&lt;br /&gt;
[[Syndust Files|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Syndust Files II|Syndust Files II]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by James Landes&amp;lt;/i&amp;gt;&lt;br /&gt;
[[File:20250610bw_SyndustFilesImage_part2_goudie.jpg|300px|left|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Detective-Specialist Herve Hetton leaving on colony ship (Syndust Files II, image by James Goudie)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
The Concordium Health Ministry officially classified Pandeus as a controlled therapeutic substance in 2187, precisely eleven years after the first widespread implant rejection crises began among the Charian population. The synthetic compound—derived from rare mineral deposits found only in the Praxis Belt—became the foundation of authorized neural integration therapy.&lt;br /&gt;
&lt;br /&gt;
Detective-Specialist Herve Hetton is the first L2 officers authorized for the specialized implant suite that now adorned his scalp and spine—twenty-seven neural interfaces that operated at computational speeds no unaugmented mind could comprehend. He is on the trail of a dangerous Pandeus substitute and stolen experimental implant technology.&lt;br /&gt;
&lt;br /&gt;
Continued…&lt;br /&gt;
&lt;br /&gt;
The corridors of Sector 17 pulsed with synthetic light, casting deep shadows across the faces of those unfortunate enough to dwell in the underbelly of the city. Hetton moved through the crowd with predatory efficiency, his enhanced senses filtering through the cacophony of sounds and scents.&lt;br /&gt;
&lt;br /&gt;
[[Syndust Files II|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Maratasen&amp;lt;/h2&amp;gt;&lt;br /&gt;
[[File:maratasen_mavaat_smithL.png|250px|right|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Mavaat (Mavaat&#039;s Story, image by Lloyd Smith)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Mavaat&#039;s Story|Mavaat&#039;s Story]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by James Landes&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;I am Mavaat. The decision has been made.&amp;lt;/i&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The mantra rolled around the warriors’ mind slowly, deliberately.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;The clan lord has made a decision, and I, Mavaat will obey.&amp;lt;/i&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;It continued to drift through his mind, though it gave him no comfort and no new insights. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Mavaat‘s massive furred hand dropped to the hilt of his Sereban and his claw traced the intricately carved symbols engraved on the hilt of the killing knife.   These symbols bore his identity, his honor and the honor... &amp;lt;/p&amp;gt;&lt;br /&gt;
[[Mavaat&#039;s Story|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Warrior&#039;s Beginning|The Journey of a Warrior: Warrior’s Beginning]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Cameron Ames&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:maratasen_malik_smithL.png|200px|left|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Malik (Warrior&#039;s Path, image by Lloyd Smith)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Malik paces about, only imagining what his destiny has in store for him. The simple, yet familiar power of the training area quickened his heart rate. Malik just can’t take his mind off of the future. His anxiety is overwhelming him as he contemplates just how remarkable of a warrior his father is. &amp;lt;i&amp;gt;“How is it possible to surpass the best?”&amp;lt;/i&amp;gt; he asked to himself. The thought was uncomfortable, and he held up a quivering paw as the fear of failure set in.&lt;br /&gt;
&lt;br /&gt;
Narrowing his eyes and snarling, Malik set his mind to the training dummy once more. He had been trained to deal with fear, to embrace it, to use it. Unconsciously Malik’s pace increased very abruptly as he let the fear soak through him, harnessing the power that it gave him and turning it into anger at his own frailty instead. He refused to let his body bow to the fear in his mind.&lt;br /&gt;
&lt;br /&gt;
[[Warrior&#039;s Beginning|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Warrior&#039;s Path|The Journey of a Warrior: Warrior’s Path]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Cameron Ames&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The crackle of the gun sent Malik leaping forward. Deciding early to drop to all fours so that he could bound ahead more quickly, he delighted in the rush of speed. Logs and other obstacles rushed into view, and he had to react quickly to vault over them. Ropes, too, were added to the mix and these he had to crawl on his stomach to avoid. &lt;br /&gt;
&lt;br /&gt;
[[Warrior&#039;s Path|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Saraven&amp;lt;/h2&amp;gt;&lt;br /&gt;
[[File:20220117_eternalExperimentArt_BW.png|250px|left|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Sana standing in the Chamber of the Eternals just before the first psionic scream (The Eternal Experiment, image by James Goudie)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
&amp;lt;h3&amp;gt;[[The Eternal Experiment|The Eternal Experiment]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Kelsy Mascorro&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Lead Researcher Sana sat perched behind her large wooden desk, folders and reports scattered before her. Her talons scratched lightly, absentmindedly, over the cover of the folder in her hand, her eyes darting back and forth over the words.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;She knew the history of her people, how the sun had expanded and radiation burned all life on the light side of the planet. She remembered, if only vaguely, flying through the lush plant life and beautiful red skies of Hadjara as a child, her mother and father beside her, ensuring she wouldn’t fall. But they were gone now… casualties of the exodus. Most of the aged among the survivors who were unaffected by the radiation became senile or crazed by the sudden shift from perpetual light to unending darkness. The young, in turn, had to adapt quickly or perish to the dark and cold. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[The Eternal Experiment|Read More]]&lt;br /&gt;
&lt;br /&gt;
[[File:20200901 theLastHarvest final small.png|250px|right|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Seated Lavana with egg child S’karra (The Last Harvest, image by James Goudie)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
&amp;lt;h3&amp;gt;[[The Last Harvest|The Last Harvest]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Kelsy Mascorro&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;A once proud broodmother, Lavana now lived with her eggchild, S’karra, and her hatchbrood. While she didn’t mind the company of the little ones, she wished she had the energy she once did to teach them to fly and train them in the ways of her people, as her broodmother had taught her. Some days it was difficult for her to accept that all this fretting over her was necessary, cared for by the ones she once tended. She could care for herself, as she used to, if they would simply let her try. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
[[The Last Harvest|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Feather Fallacy I|Feather Fallacy I]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Zachary Mathiot&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;ATTENTION: Dr. Corvan Anelius of The Charian Science and Preservation Committee&amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;This is a distress call from Chancellor Aurok of Saraven Colony Delta 876JL. I am writing this to ask for your help in a dire situation. In recent months infants in the colony are being born with few to no feathers. Normally members of our race will lose their feathers through molting and gain new ones once entering adulthood. These afflicted children are not even being born with their first set of feathers. There are also reports of certain numbers of them dying since this strange illness causes the young to become very sickly, and most are unable to recover... &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Feather Fallacy I|Read More]]&lt;br /&gt;
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&amp;lt;h3&amp;gt;[[Feather Fallacy II|Feather Fallacy II]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Zachary Mathiot&amp;lt;/i&amp;gt;&lt;br /&gt;
[[File:20140809_Saraven&amp;amp;Charian_smithL.png|250px|left|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Aurok and Dr. Corvan (Feather Fallacy, image by Lloyd Smith)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;ATTENTION: Chancellor Aurok of Saraven Colony 876JL&amp;lt;/b&amp;gt; &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;I am sending this message to inform you that I am capable of assisting with your current situation. I do apologize for the delay between my reading of your distress signal and the subsequent response. At that time I was busy on another planet investigating an outbreak with possible viral implications. What instantly held my attention while reading about your dilemma was its striking similarity to the problem my organization and I were recently attempting to diagnose and counteract...&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Feather Fallacy II|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Feather Fallacy III|Feather Fallacy III]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Zachary Mathiot&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;I closed my data terminal with a rapidly increasing sense of relief, and let out a breath I didn’t even realize I had been holding. Dr. Corvan had sent a message saying he would be on the planet within a day. My mind began to race ahead, imagining the people being cured of the blight, their feathers shining and healthy on their wings as they soared the skies once more...&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Feather Fallacy III|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Feather Fallacy IV|Feather Fallacy IV]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Zachary Mathiot&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The engines roared to life as the research vessel Synapse left the star port. Dr. Anelius Corvan immediately awoke from his light slumber as he regained his senses. His reflection in his datapad showed that his neon blue and yellow implants had faded in his many years as a geneticist. &amp;quot;Ahh yes, now where was I?&amp;quot; he said to himself as he began to remember the last thing he had been doing. In front of him was a bright blue holographic display of all the data Chancellor Aurok had given him on the virus affecting her people.&amp;lt;/p&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;p&amp;gt;&amp;quot;Hmm, very interesting,&amp;quot; he mused...&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Feather Fallacy IV|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Feather Fallacy V|Feather Fallacy V]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Zachary Mathiot&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;“I’ve come to a decision about the avian specimens, everybody, meet me in the conference room at once please.” He announced over the ship’s intercom. Everyone filed in and sat down to hear the announcement.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;“We have all been hard at work trying to determine the precise cause behind this disease and have come up with nothing. We have gathered much in the way of environmental and situational data but I’m at a loss. I am unable to offer an acceptable conclusion as to why these young are thus affected by this affliction, and without being able to establish the causality, a cure is impossible and death is therefore inevitable.&amp;quot; &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Feather Fallacy V|Read More]]&lt;br /&gt;
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&amp;lt;h3&amp;gt;[[Feather Fallacy VI|Feather Fallacy VI]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Zachary Mathiot&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Chancellor Aurok stood with immense anticipation as &amp;lt;i&amp;gt;Synapse&amp;lt;/i&amp;gt; made its way to the landing pad adjacent to her primary office. She almost shook with excitement over finally being able to meet Dr. Corvan and his research team so they could begin finding a cure. &amp;lt;i&amp;gt;This could be our salvation, Alestra! Hadjara, bless us.&amp;lt;/i&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;“Greetings. I am Dr. Anelius Corvan of the Charian Preservation Committee. You are Chancellor Aurok, correct?”&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Feather Fallacy VI|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Feather Fallacy VII|Feather Fallacy VII]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Zachary Mathiot&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;“Ahh….urgh…Chancellor Aurok! It would seem I made a most heinous choice as far as my own health is concerned.&amp;quot; Corvan gasped, waking me from my reverie. His blue and yellow implants glowed faintly. I gave him a tired smile, pleased that he had emerged from the coma. Still he gave me hope that he would survive the grievous wounds he had taken.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;quot;Are you well?” he said, looking over at me concern in his bloodshot eyes.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Feather Fallacy VII|Read More]]&lt;br /&gt;
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&amp;lt;h2&amp;gt;Inarian&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Without You|Without You]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Chet DeLano&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“It’s only for a month…” She reassured him, wrapped in his loving arms.&lt;br /&gt;
&lt;br /&gt;
“A month far too long, if you ask me…” He responded, admiring her long, rich auburn hair as he rubbed the lobe of her perfect Inarian ear. “Oh, how I wish you didn’t have to stay.”&lt;br /&gt;
&lt;br /&gt;
“I wish I didn’t either, but remember that it’s to show off your gift. You’ve honed it far beyond what it used to be. You’ll be able to silence your critics with awe this time. If you don’t go, you will forever live in fear of their spiteful words. Besides, you’ll be back before I know it, right?”&lt;br /&gt;
&lt;br /&gt;
[[Without You|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Without Her|Without Her]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Chet DeLano&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Care for a beverage, sir?” the Gervian flight attendant asked.&lt;br /&gt;
&lt;br /&gt;
Francis sat with one arm folded, the other holding a piece of parchment in front of him. “I’m certain you will find it to display the-”&lt;br /&gt;
&lt;br /&gt;
“Err, sir?” she kindly interrupted.&lt;br /&gt;
&lt;br /&gt;
His fixation on the paper broke and he stared at her blankly, lost in thought. Her long brown hair was pulled back and it reminded him of Odette’s. He then shook his head and laughed, realizing he had yet to reply to the young woman.&lt;br /&gt;
&lt;br /&gt;
[[Without Her|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Without Him|Without Him]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Chet DeLano&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“This is perfect.” Odette said, holding his hand as she stared at the starry sky with her beloved Francis.&lt;br /&gt;
&lt;br /&gt;
He traced the smooth grooves of her slender fingers. “Yes. Yes, it is.” he grinned. &lt;br /&gt;
Odette turned to see he had been staring at her with great fascination. His gaze refused to waver and she smiled, looking back to the stars to watch as one soared by.&lt;br /&gt;
&lt;br /&gt;
Francis suddenly broke from their hold and wriggled strangely. He rolled over onto his stomach, clawing at his lower back. “Ah! This meadow’s greens are so itchy!” Odette couldn’t help but burst into laughter at the sight of him.&lt;br /&gt;
&lt;br /&gt;
[[Without Him|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Without Her II|Without Her II]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Chet DeLano&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Francis opened his eyes slightly, his eyelids feeling as though they were bags of sand. His view was blurred, although he could make out a panicked crew and a loud voice over the intercom. &lt;br /&gt;
“Everyone, remain calm!” &lt;br /&gt;
&lt;br /&gt;
His eyes fell closed once again, his head throbbing. &lt;br /&gt;
&lt;br /&gt;
“I repeat, remain calm!” &lt;br /&gt;
&lt;br /&gt;
[[Without Her II|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Without Him II|Without Him II]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Chet DeLano&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“You’ve got to be kidding me…” Fernand sighed as he left the door hanging wide open, and walked into the darkness.&lt;br /&gt;
&lt;br /&gt;
She needs to get up, she must! I can’t just leave her to turn.&lt;br /&gt;
&lt;br /&gt;
Odette stirred and let out a small sound as she nestled deeper into her bedding.&lt;br /&gt;
&lt;br /&gt;
[[Without Him II|Read More]]&lt;br /&gt;
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&amp;lt;h3&amp;gt;[[With You|With You]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Chet DeLano&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fernand sat in his study, the room lit just as the incense burned before him. He studied the smoke as it slowly rolled and spread through the air. He listened to the wisps of smoke as they sang to him, whirling until they faded.&lt;br /&gt;
&lt;br /&gt;
“How curious, to be one of you.” He said aloud, lowering his gaze and resting his chin upon his desk.&lt;br /&gt;
&lt;br /&gt;
“You’re not much different than I...”&lt;br /&gt;
&lt;br /&gt;
[[With You|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Tuleonetian &amp;lt;/h2&amp;gt;&lt;br /&gt;
[[File:tuleonetian_xerin_smithL.png|150px|right|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Xerin (Dusty&#039;s Dillema, image by Lloyd Smith)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Dusty&#039;s Dilemma|Dusty&#039;s Dilemma]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Gareth Kay&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;“You are a Springbreeze?” The incorporeal voice asked, the pitch hiding a hint of surprise. “Do you know an Azzar Springbreeze?”&lt;br /&gt;
&lt;br /&gt;
“Yes” she replied, looking around. She stood alone in a square room. In front of her was a clear desk and an empty chair. The room was clearly meant to be small office, startling only due to the eerie blackness which permeated through the open window. It was barely midday, so light should have been streaming inside. &lt;br /&gt;
&lt;br /&gt;
“She is... was, my mother.”&lt;br /&gt;
&lt;br /&gt;
“I see,” a pause, and the voice dipped an octave, “and what makes you think you are suitable for this expedition?”&lt;br /&gt;
&lt;br /&gt;
She then felt a comfortable coolness touch her mind, and suddenly the room faded into darkness.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Dusty&#039;s Dilemma|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Masian&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Rain Like Tears|Rain Like Tears]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by James Landes&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;The world is raining like tears&amp;quot;&amp;lt;/i&amp;gt; thought Ran.&lt;br /&gt;
&lt;br /&gt;
Sitting in the speeding tram watching the bustle of the city blur by his window, Ran whispered to himself, &amp;lt;i&amp;gt;&amp;quot;I have failed them&amp;quot;&amp;lt;/i&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Who am I?&amp;quot;&amp;lt;/i&amp;gt; thought Ran defiantly, a moment of anger rising from his chest.&amp;lt;i&amp;gt; &amp;quot;I am Ran Chedayin of the Chedayin Ascendants. We are fifth family of the grand Ascendency. There was tradition to uphold, there were expectations.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ran sighed. The sense of unmet expectations almost a physical weight on his shoulders as he watched the marvels of Masian engineering and architecture whisk by his moisture streaked window.&lt;br /&gt;
&lt;br /&gt;
The tram slowed and came to a halt with a gentle lurch, unloading and loading passengers. Ran was barely aware of others in his section, his gaze settling on a tree. Confined to an elaborate decorated planter, the tree is withering as it strains unsuccessfully against the confines of the artificial barrier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;I am that Tree&amp;quot;&amp;lt;/i&amp;gt; Ran thought to himself.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;I am a biologist, I make things grow. I do not build or fix THINGS, I work with LIFE!&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Rain Like Tears|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Dead Men&#039;s Philosophy|Dead Men&#039;s Philosophy]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Davis Masterman&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Final_20220722_B&amp;amp;W&amp;amp;color_deadMensPhilosophy.png|250px|left|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Captain Brekan and Officer Melvara on ship&#039;s bridge after the local sun&#039;s destructive solar flare (Dead Men&#039;s Philosophy, image by James Goudie)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
          &lt;br /&gt;
&amp;lt;p&amp;gt;The following is a transcription of the last captain’s log of the Masian cruiser, the CS SOLAR SPIRE. The data on the black box&#039;s electronic storage experienced severe corruption, so several parts of the audio recording are silent or incoherent. The ship’s severed bridge was recovered by some junkers in 2745 SDY, but the rest of the ship and her crew of over one thousand still remain lost.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;(Begin Transcription)&lt;br /&gt;
&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p&amp;gt;Captain: Emergency. Emergency. This is Captain Brekam K’ara of the Masian CS SOLAR SPIRE. We have encountered severe solar flares while orbiting - [DATA CORRUPTED] - significant casualties and major damage to our vessel. Our long-range communications and engines appear offline. We require emergency evac- [DATA CORRUPTED]. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;(The message loops several times until a new voice appears) &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Officer: Sir, she’s gone. I tried my best, but I couldn’t stop the bleeding...&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
[[Dead Men&#039;s Philosophy|Read More]]&lt;br /&gt;
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&amp;lt;h3&amp;gt;[[A Happi Place|A Happi Place]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Chet Delano&amp;lt;/i&amp;gt;&lt;br /&gt;
[[File:final20220901bw_storyArt_happiPlace2_jgoudie.png|300px|right|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Bartender and owner of Happi&#039;s Place serves an oathless Maratasen and provides uncoventional insights (A Happi Place, image by James Goudie)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
&amp;lt;p&amp;gt;“What now?” the Maratasen asked, his paws clutching his hanging face as he sat at the bar, waiting for nothing.His ears perked as he heard ice clink against glass. “On the house.”&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;He looked up to see the bartending Masian, who held a slight smile as he returned to using his rag to wipe the counter.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Maratasen hesitated but decided to take the drink. “Why not…” His claws clutched the glass...&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;“Not like there’s anywhere you gotta be.” The Masian said confidently, continuing with his duties.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The Maratasen stared at him curiously, his paw suspended before his face with the drink, his tribal tattoos exposed on his arm. The drink glowed with rolling shades of orange, contrasting wildly against his white fur. The color reminded him of home… of his people. Red specks swirled throughout the drink and they turned to embers in his mind. The background &lt;br /&gt;
chatter became cries for help as a burning called from the scar beside his eye. He winced and snarled, shaking the thoughts out.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;He took a sip.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
[[A Happi Place|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[It Pours|It Pours]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Chet Delano&amp;lt;/i&amp;gt;&lt;br /&gt;
[[File:20240314bw_storyArt_itPours_jg.png|150px|right|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Arweanne &amp;amp; Attacker (It Pours, image by James Goudie)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
“Ugh, it never rains.” Arweanne complained from beneath her hood, her Inarian ears poking out from slits on the sides. Her words came through the breathing apparatus she had to wear outside on Sorbis V. She held her books tightly to her chest.&lt;br /&gt;
&lt;br /&gt;
And she was right. It NEVER rained on Sorbis V. The last time she’d felt rain on her head had to have been months ago.&lt;br /&gt;
&lt;br /&gt;
“Of course, the one day I bring everything to work.” She huffed and sighed.&lt;br /&gt;
&lt;br /&gt;
She abruptly stopped underneath the front entrance of a bar and looked around, thinking for a moment. She spotted the alleyway across the street, something that would save her an incredible amount of time. Bright neon lights showed in the distance beyond the alley, dulled by the rain and what little light penetrated the clouds.&lt;br /&gt;
&lt;br /&gt;
Such a dreary day, she thought.&lt;br /&gt;
&lt;br /&gt;
“It’s okay.” She reassured herself, gripping her books tight to her chest, “these will make up for it.” She said, beaming down at them.&lt;br /&gt;
&lt;br /&gt;
Arweanne started a brisk walk across the street. There was very little traffic here aside for foot traffic. Sorbis V was known for being somewhere you could live and happily walk wherever you needed to go no matter where you lived there.&lt;br /&gt;
&lt;br /&gt;
“Aye!” Arweanne heard someone shout from behind her. She looked back to see a figure through the rain at the entrance of the alley.&lt;br /&gt;
&lt;br /&gt;
[[It Pours|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Concordium&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;[[The Ambush I : First Strike|1. The Ambush: First Strike]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Cameron Ames&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The cool, crisp air filled the field as the scent of blood started to contaminate it. It was mid-afternoon and the battalions were having a rough time with the constant bombardment of artillery at their bunkers. &lt;br /&gt;
&lt;br /&gt;
“Judoc, they be closing in on us!” cautioned Bricius, urgently peering over the firing gallery. Piercing plasma arrows seemed to take the place of the light as they soared into the bright orange sun hindering the vision of the squad. Through the barrage, sleek reptilian figures could be seen picking their way across the no man&#039;s land separating the two armies, their many spikes and scales the epitome of nightmare.&lt;br /&gt;
&lt;br /&gt;
“Sergeant Bricius, take Herodotos and Seti and flank up there!” the rugged Ursian captain commanded, nodding to the right. Then suddenly, he ducked aside with a curse as a steaming plasma arrow buried itself in the concrete where his head had been seconds before. &lt;br /&gt;
&lt;br /&gt;
[[First Strike|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[The Ambush II : Final_Hour|2. The Ambush: Final Hour]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Cameron Ames&amp;lt;/i&amp;gt;&lt;br /&gt;
[[File:20150207_Urix war heavy contrast_smithL.jpg|250px|right|&amp;lt;pre style=&amp;quot;color: black&amp;quot;&amp;gt;Urix Soldiers (The Ambush, image by Lloyd Smith)&amp;lt;/pre&amp;gt;]]&lt;br /&gt;
Judoc watched dispassionately as the Concordium line suddenly broke and his soldiers began retreating from the battle, abandoning their trenches. Many scrambled over comrades in their desire to escape. The Urix behind them ecstatically filled the abandoned position and began to pour fire at the backs of their retreating enemy. &lt;br /&gt;
&lt;br /&gt;
He kept his eyes on the scene with rapt attention, turning away with great reluctance only upon hearing a great disturbance from the top of the hill. A heavy weapon had been unleashed and he watched fascinated as the odd energy bolt flickered over the summit before it became eerily quiet. With a final worried glance, he turned back to his own fleeing allies below.&lt;br /&gt;
&lt;br /&gt;
Without warning, huge pillars of light appeared all over the recently captured trenches, each beam being about the size of five Ursians standing side to side. One or two beams missed their target, but were quickly streamed into position. Judoc looked back up at the top of the hill and imagined that he could see Seti telepathically calling in the orbital strikes. &lt;br /&gt;
&lt;br /&gt;
[[Final Hour|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Urix&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;[[Discipline for the Weak|Discipline for the Weak]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Chet DeLano&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Wha… what has Ivaneq done?” I ask, my mind trying to register the sight before me.&lt;br /&gt;
&lt;br /&gt;
There’s my brother, towering over Mitul’s bloodied body, our leader. But, I can&#039;t believe it. This isn’t happening. We’ve come so far! Too far! Only for my own brother to ruin all of this? The reason we have practiced our restraint. There can be no coming back from this. Everything is about to change. &lt;br /&gt;
&lt;br /&gt;
[[Discipline for the Weak|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Unlikely Partners&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;1. [[Covering History|Covering History]]&amp;lt;/h3&amp;gt; &lt;br /&gt;
&amp;lt;i&amp;gt;by Gareth Kay&amp;lt;/i&amp;gt;&lt;br /&gt;
- Listed under the Gervian profile.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;quot;What about the markings? The old ones found on some of the gates?” the Charian cried out, desperation lacing his voice.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;“If my findings are correct, then there was, in fact, something far more ancient than the Concordium overshadowing us all!&amp;quot; &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Covering History|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;2. [[The Deal|The Deal]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Gareth Kay&amp;lt;/i&amp;gt;&lt;br /&gt;
- The Gervian short story introduction.&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;“Do you have it?” &amp;lt;/i&amp;gt;Aelius enquired.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;“That would depend upon the connotation of ‘it’. If by that you refer to the funds required for this transaction, then yes.” Quinisbert replied, tugging at a tuft of his fluorescent green hair. Aelius rolled his eyes as the he spoke. Aelius hated how long these negotiations with Charians always took. Nothing was ever simple with them.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[The Deal|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;3. [[Unlikely Partnership|Unlikely Partnership]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Gareth Kay&amp;lt;/i&amp;gt;&lt;br /&gt;
- Listed under the Charian profile.&lt;br /&gt;
&lt;br /&gt;
“Why would you help me?” Aelius growled, leaning forward and holding his lighter protectively before him, his thumb twitching on the ignition.&lt;br /&gt;
&lt;br /&gt;
“Gratitude?” the Charian replied with a low chuckle. He remained hidden in the shadows of the room, sitting at a desk the lamp aimed at their visitor. Before him was an empty seat, behind which the Gervian stood guardedly.&lt;br /&gt;
&lt;br /&gt;
“How can I trust that? I don’t even know you!” came the reply, a note of stress in the voice.&lt;br /&gt;
&lt;br /&gt;
“Oh but you do...” the Charian leant forward then, bringing his face into the light. &lt;br /&gt;
&lt;br /&gt;
[[Unlikely Partnership|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;4. [[End of the Beginning - Ulloriaq|End of the Beginning - Ulloriaq]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Gareth Kay&amp;lt;/i&amp;gt;&lt;br /&gt;
- The Urix short story introduction.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;You expected this?!&amp;quot;&amp;lt;/i&amp;gt; Ulloriaq snapped, bristling. She could feel blood rush to her neck scales and knew that they would be flushing red. She took a deep breath which was audible as a series of quick sniffs and forced her heart rate to slow. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;No.&amp;quot;&amp;lt;/i&amp;gt; Ilippa Nuk replied, looking away into the distance his eyes unfocused. The short answer surprised Ulloriaq, and she waited for him to elaborate. When he did not, she was about to demand an explanation, but sensing her irritation he raised a claw to prevent her. &lt;br /&gt;
&lt;br /&gt;
[[End of the Beginning - Ulloriaq|Read More]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;5. [[End of the Beginning - Toreekto!|End of the Beginning - Toreekto!]]&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;by Gareth Kay&amp;lt;/i&amp;gt;&lt;br /&gt;
- Listed under the Urix profile.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Toreekto!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ulloriaq pressed herself against the wall with gritted teeth. She could hear the Gervian voices nearby and she had to fight to suppress the temptation to rush out and gut them. Ever since the murder of Ilippa Nuk three weeks ago all she had lived for was death.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nalun, Nalun Ituinarpoq,&amp;quot; she breathed to herself, forcing her heart to calm, &amp;quot;patience, patience everlasting&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Despite her best efforts, her knuckles tightened around the knife in anticipation. She didn&#039;t just want to kill, she needed to. Ulloriaq closed her eyes and rested her head against the wall. Enveloping herself in darkness, she felt her breathing slow and her hearing heightened.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... toreekto... pytho... toreekto...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[End of the Beginning - Toreekto!|Read More]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Ship_Blueprints&amp;diff=6608</id>
		<title>Ship Blueprints</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Ship_Blueprints&amp;diff=6608"/>
		<updated>2026-02-04T01:45:02Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Ship Blueprint describes operational levels for equipment (weapons, armor &amp;amp; shields) used by a Ship along with the [[#HullCosts|Hull Costs]], Design Points, [[Exocredits]] and [[Production#Resources|Industrial Units]] required to build it. &lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
Ships are the building blocks for creating mission specific [[Fleets# |Fleets]].&lt;br /&gt;
*[[Areas#Strategic Buildings|Shipyards]] use Ship Blueprints to build a complete ship that is ready to be added to a fleet. &lt;br /&gt;
*Players use the Ship Designer to create Blueprints—see below.&lt;br /&gt;
*An Empire&#039;s progression through the [[Lexicon]] can reduce the Exocredit and Industrial Unit costs. As can adding [[Areas#Crystals]] to a Blueprint.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: none;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:20251029_shipDesigner.png|800px|left|Ship Designer Using Components From 3 Different Ships to Create a New Design]]&lt;br /&gt;
|}&lt;br /&gt;
==&amp;lt;span id=&amp;quot;ShipDesigns&amp;gt;Ship Designs&amp;lt;/span&amp;gt;==&lt;br /&gt;
Nineteen Ship Designs are available in different variations to assemble into a fleet. These designs are broken into the following Classes. The Assault ships for space-based aerial combat are the smallest and must be ferried between worlds by Carriers and Orbitals. Each Assault ship takes up 1 hanger. Ships range upwards in size and combat abilities from Escorts that protect the fleet to Cruisers, Capital Ships, Carriers and Mass Capital Ships that project an [[Empires |Empire&#039;s]] power. Orbitals defend planets and moons.&lt;br /&gt;
====Assault====&lt;br /&gt;
1. Fighter: 2 components &amp;amp; horizontal&lt;br /&gt;
&lt;br /&gt;
2. Bomber: 2 components &amp;amp; horizontal&lt;br /&gt;
====Escort====&lt;br /&gt;
3. Probe: 2 components &amp;amp; horizontal&lt;br /&gt;
&lt;br /&gt;
4. Scout: 2 components &amp;amp; horizontal&lt;br /&gt;
&lt;br /&gt;
5. Lancer: 2 components &amp;amp; horizontal&lt;br /&gt;
&lt;br /&gt;
6. Destroyer: 2 components &amp;amp; horizontal&lt;br /&gt;
====Cruisers====&lt;br /&gt;
7. Light Cruiser: 3 components &amp;amp; horizontal&lt;br /&gt;
&lt;br /&gt;
8. Heavy Cruiser: 3 components &amp;amp; horizontal&lt;br /&gt;
&lt;br /&gt;
9. Battle Cruiser: 3 components &amp;amp; horizontal&lt;br /&gt;
====Capital====&lt;br /&gt;
10. Battleship: 3 components &amp;amp; horizontal&lt;br /&gt;
&lt;br /&gt;
11. Dreadnaught: 3 components &amp;amp; horizontal&lt;br /&gt;
====Carriers====&lt;br /&gt;
12. Light Carrier: 3 components; horizontal&lt;br /&gt;
&lt;br /&gt;
13. Heavy Carrier: 3 components &amp;amp; horizontal&lt;br /&gt;
====Mass Capitals====&lt;br /&gt;
14. Leviathan: 3 components &amp;amp; vertical&lt;br /&gt;
&lt;br /&gt;
15. Battle Moon: 3 components &amp;amp; vertical&lt;br /&gt;
&lt;br /&gt;
16. Battle Star: 3 components &amp;amp; vertical&lt;br /&gt;
====Orbitals====&lt;br /&gt;
17. Platform: 3 components &amp;amp; vertical&lt;br /&gt;
&lt;br /&gt;
18. Base Station: 3 components &amp;amp; vertical&lt;br /&gt;
&lt;br /&gt;
19. Battle Station: 3 components &amp;amp; vertical&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size = 4&amp;gt;&amp;lt;b&amp;gt;[[Fleet_Designs# | Example Ship Types]]&amp;lt;/b&amp;gt;&amp;lt;/font size&amp;gt;&lt;br /&gt;
==Performance==&lt;br /&gt;
Information reported to Players about their ships.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:total_hits.png|50px|Hit Points]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;Hit Points===&lt;br /&gt;
Hit Points are the maximum amount of damage a ship can take before it is destroyed. This value is calculated when a ship goes into battle and is based on the strength of its hull, armor and shields. If the ship survives the battle its shields will return to full strength. &lt;br /&gt;
===Health===&lt;br /&gt;
Unlike shields, the battle damage from hits to a ship’s armor and hull does not return which reduces the overall health of a ship. A ship’s Health is a percentage measurement of how much hull/armor battle damage still exists after the shields are back to full strength. Players will see this percentage displayed when a fleet size is reported as a real numbers with decimal point, like 12.95 ships. This means the fleet is not up to full strength. There is a [[Virtues |Virtue]] that repairs ship damage.&lt;br /&gt;
==Equipment==&lt;br /&gt;
What follows are the equipment options provided by the Ship Designer when creating new Blueprints: &lt;br /&gt;
===Weapons===&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:69_virtue.png|50px|Light]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Light Weapon====	&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Close-In Weapon System&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 1&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 5&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 1&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:70_virtue.png|50px|Medium]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Medium Weapon====	&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Weapons Batteries&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 10&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 50&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 20&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:71_virtue.png|50px|Heavy]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Heavy Weapon====	&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Energy Beam Weapons&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 50&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 250&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 50&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:72_virtue.png|50px|Massive]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Massive Weapon====	&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Spinal Mount Weapons&amp;lt;/br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 200&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits: 1000&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial&#039;&#039;&#039; Units: 200&amp;lt;/br&amp;gt;&lt;br /&gt;
===Ordnance===&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:73_virtue.png|50px|Torpedo]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Torpedo====	&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 5&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 25&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 5&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:74_virtue.png|50px|Missile]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Missile====	&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 5&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 25&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 5&amp;lt;/br&amp;gt;&lt;br /&gt;
===Armor===&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:75_virtue.png|50px|Light]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Light Armor====&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 1&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 5&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 1&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:76_virtue.png|50px|Medium]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Medium Armor====&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 10&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 50&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 10&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:77_virtue.png|50px|Heavy]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Heavy Armor====&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 50&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 250&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 50&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:78_virtue.png|50px|Massive]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Massive Armor====&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 200&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 1000&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 200&amp;lt;/br&amp;gt;&lt;br /&gt;
===Shields===&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:79_virtue.png|50px|Light]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Light Shields====&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 1&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 5&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 1&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:80_virtue.png|50px|Medium]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Medium Shields====&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 10&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 50&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 10&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:81_virtue.png|50px|Heavy]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Heavy Shields====&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 50&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 250&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 50&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:82_virtue.png|50px|Massive]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Massive Shields====&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 200&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 1000&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 200&amp;lt;/br&amp;gt;&lt;br /&gt;
===Bays===&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:hangers.png|50px|Hanger]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Ship Hanger====&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 5&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 25&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 5&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:transport_capacity.png|50px|Unit Transport]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Unit Transport====&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 5&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 25&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 5&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:Repair.png|50px|Repair]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Repair====&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 5&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 25&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 5&amp;lt;/br&amp;gt;&lt;br /&gt;
==&amp;lt;span id=&amp;quot;HullCosts&amp;quot;&amp;gt;Hull Costs&amp;lt;/span&amp;gt;==&lt;br /&gt;
{| style=&amp;quot;border: none;&amp;quot;&lt;br /&gt;
!Hull Cost!!Exocredits!!Industrial Units&lt;br /&gt;
|-&lt;br /&gt;
|Fighter||&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Bomber||&amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Probe||&amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Scout||&amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Lancer||&amp;lt;center&amp;gt;49&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;20&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Destroyer||&amp;lt;center&amp;gt;117&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;50&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Light Cruiser||&amp;lt;center&amp;gt;226&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;100&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Cruiser||&amp;lt;center&amp;gt;438&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;200&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Battle Cruiser||&amp;lt;center&amp;gt;856&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;400&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Battleship||&amp;lt;center&amp;gt;2091&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;1000&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Dreadnaught||&amp;lt;center&amp;gt;4130&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;2000&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Light Carrier||&amp;lt;center&amp;gt;856&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;400&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Carrier||&amp;lt;center&amp;gt;2091&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;1000&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Leviathan||&amp;lt;center&amp;gt;10208&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;5000&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Battle Moon||&amp;lt;center&amp;gt;40420&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;20000&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Battle Star||&amp;lt;center&amp;gt;100667&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;50000&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Platform||&amp;lt;center&amp;gt;1063&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;500&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Base Station||&amp;lt;center&amp;gt;4130&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;2000&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Battle Station||&amp;lt;center&amp;gt;10208&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;5000&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Unit_Blueprints&amp;diff=6607</id>
		<title>Unit Blueprints</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Unit_Blueprints&amp;diff=6607"/>
		<updated>2026-02-04T01:44:33Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Unit Blueprint describes operational levels for equipment (weapons, armor &amp;amp; shields) used by an Army [[Units|Unit]] along with the Design Points, [[Exocredits]] and [[Production#Resources|Industrial Units]] required to build it. &lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
Units are the building blocks for creating mission specific [[Armies# |Armies]].&lt;br /&gt;
*[[Areas#Strategic Buildings|Garrisons]] build a complete Unit using a Unit Blueprint. &lt;br /&gt;
*Players use the Unit Designer to create Blueprints--see below.&lt;br /&gt;
*An Empire&#039;s progression through the [[Lexicon]] can reduce the Exocredit and Industrial Unit costs. As can adding [[Areas#Crystals]] to a Blueprint.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: none;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:20251030_unitDesigner.jpg|650px|Unit Designer]]&lt;br /&gt;
|}&lt;br /&gt;
==Unit Types==&lt;br /&gt;
An army can be a mixture of [[Armies#UnitTypes |Units]] with different races and from different Epochs.&lt;br /&gt;
*Infantry&lt;br /&gt;
*Cavalry&lt;br /&gt;
*Artillery&lt;br /&gt;
*Aqua&lt;br /&gt;
*Assault&lt;br /&gt;
*Air&lt;br /&gt;
*Colonists&lt;br /&gt;
*[[Leaders |Leader]]&lt;br /&gt;
==Equipment==&lt;br /&gt;
What follows are the equipment options provided by the Unit Designer when creating new Blueprints: &lt;br /&gt;
===Weapons===&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:86_virtue.png|50px|Shock]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Shock Weapon====&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Lance/Spear/Grenade&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Units:&#039;&#039;&#039; Infantry, Cavalry, Assault &amp;amp; Artillery&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 1&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 2&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 1&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:87_virtue.png|50px|Melee]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Melee Weapon====&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Sword/Axe/Mace&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Units:&#039;&#039;&#039; Colonist, Infantry, Cavalry &amp;amp; Artillery&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 1&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 2&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 1&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:88_virtue.png|50px|Light]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Light Weapon====	&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Projectile Rifle&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Units:&#039;&#039;&#039; Colonist, Infantry, Cavalry, Assault, Artillery, Aqua &amp;amp; Air&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 3&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 4&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 2&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:89_virtue.png|50px|Medium]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Medium Weapon====&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Light Artillery&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Units:&#039;&#039;&#039; Infantry, Assault, Artillery, Aqua &amp;amp; Air&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 5&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 8&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 4&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:90_virtue.png|50px|Heavy]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Heavy Weapon====&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Artillery&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Units:&#039;&#039;&#039; Assault, Artillery, Aqua &amp;amp; Air&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 10&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 12&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 8&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:91_virtue.png|50px|Massive]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Massive Weapon====&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Siege Artillery&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Units:&#039;&#039;&#039; Assault &amp;amp; Artillery&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 30&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 20&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 16&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:150_virtue.png|50px|Strategic Missiles]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Strategic Missiles====&lt;br /&gt;
&#039;&#039;&#039;Units:&#039;&#039;&#039; Assault, Artillery, Aqua &amp;amp; Air&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 5&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 4&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 2&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:151_virtue.png|50px|Anti-Ballistic Missiles]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Anti-Ballistic Missiles (ABM)====&lt;br /&gt;
&#039;&#039;&#039;Units:&#039;&#039;&#039; Assault, Artillery, Aqua &amp;amp; Air&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 5&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 8&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 4&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:113_virtue.png|50px|Weapons of Mass Destruction WMD]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Weapons of Mass Destruction (WMD)====&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Atomic or Dirty Bomb&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Units:&#039;&#039;&#039; Assault, Artillery, Aqua &amp;amp; Air&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 50&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 100&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 50&lt;br /&gt;
----&lt;br /&gt;
===Armor===&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:92_virtue.png|50px|Personal Armor]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Personal Armor====&lt;br /&gt;
&#039;&#039;&#039;Units:&#039;&#039;&#039; Colonist, Infantry &amp;amp; Cavalry&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 1&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 2&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 1&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:93_virtue.png|50px|Light Armor]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Light Armor====&lt;br /&gt;
&#039;&#039;&#039;Units:&#039;&#039;&#039; Colonist, Infantry, Cavalry, Assault, Artillery, Aqua &amp;amp; Air&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 5&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 4&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 2&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:94_virtue.png|50px|Medium Armor]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Medium Armor====&lt;br /&gt;
&#039;&#039;&#039;Units:&#039;&#039;&#039; Infantry, Assault, Artillery, Aqua &amp;amp; Air&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039;  10&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 10&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 5&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:95_virtue.png|50px|Heavy Armor]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Heavy Armor====&lt;br /&gt;
&#039;&#039;&#039;Units:&#039;&#039;&#039; Assault, Artillery, Aqua &amp;amp; Air&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039;  20&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 20&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 10&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:96_virtue.png|50px|Massive Armor]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Massive Armor====&lt;br /&gt;
&#039;&#039;&#039;Units:&#039;&#039;&#039; Artillery&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039;  50&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 40&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 20&lt;br /&gt;
----&lt;br /&gt;
===Shields===&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:97_virtue.png|50px|Personal Energy Shield]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Personal Energy Shield====&lt;br /&gt;
&#039;&#039;&#039;Units:&#039;&#039;&#039; Colonist, Infantry &amp;amp; Cavalry&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039;  1&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 2&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 1&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:98_virtue.png|50px|Light Energy Shield]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Light Energy Shield====&lt;br /&gt;
&#039;&#039;&#039;Units:&#039;&#039;&#039; Colonist, Infantry, Cavalry, Assault, Artillery, Aqua &amp;amp; Air&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039;  5&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 4&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 2&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:99_virtue.png|50px|Medium Energy Shield=]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Medium Energy Shield====&lt;br /&gt;
&#039;&#039;&#039;Units:&#039;&#039;&#039; Assault, Artillery, Aqua &amp;amp; Air&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039;  10&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 8&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 4&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:100_virtue.png|50px|Heavy Energy Shield]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Heavy Energy Shield====&lt;br /&gt;
&#039;&#039;&#039;Units:&#039;&#039;&#039; Assault, Artillery, Aqua &amp;amp; Air&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039;  20&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 16&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 8&lt;br /&gt;
----&lt;br /&gt;
===Control Modules===&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:60_virtue.png|50px|Atmospheric Control]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Atmospheric====&lt;br /&gt;
&#039;&#039;Helps non-native units manage different atmospheric conditions&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Units:&#039;&#039;&#039; Colonist, Infantry, Cavalry, Assault, Artillery, Aqua &amp;amp; Air&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039;  1&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 10&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 1&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:157_virtue.png|50px|Populationl Control]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Population====&lt;br /&gt;
&#039;&#039;Helps units with managing alien populations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Units:&#039;&#039;&#039; Colonist, Infantry, Cavalry, Assault, Artillery, Aqua &amp;amp; Air&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 1&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 3&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 2&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Areas&amp;diff=6606</id>
		<title>Areas</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Areas&amp;diff=6606"/>
		<updated>2026-02-04T01:43:16Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Areas are hexagonal spaces on [[Worlds]]. The number of Areas on a World is based on the World&#039;s size. Areas host [[Populations]], and can be owned by [[Empires]].&lt;br /&gt;
&lt;br /&gt;
==Terrain==&lt;br /&gt;
An Area&#039;s Terrain determines the modifiers for activities on the Area. There are 280 different terrain types, grouped into 10 base archetypes.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:auto;&amp;quot;&lt;br /&gt;
|+ Terrain Archetypes&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:1_base_terrain.png|64px|Plains Base Terrain]] &amp;lt;br /&amp;gt; Plains&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:2_base_terrain.png|64px|Desert Base Terrain]] &amp;lt;br /&amp;gt; Desert&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:3_base_terrain.png|64px|Rough Base Terrain]] &amp;lt;br /&amp;gt; Rough&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:4_base_terrain.png|64px|Barren Base Terrain]] &amp;lt;br /&amp;gt; Barren&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:5_base_terrain.png|64px|Mountains Base Terrain]] &amp;lt;br /&amp;gt; Mountains&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:6_base_terrain.png|64px|Hills Base Terrain]] &amp;lt;br /&amp;gt; Hills&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:7_base_terrain.png|64px|Ocean Base Terrain]] &amp;lt;br /&amp;gt; Ocean&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:8_base_terrain.png|64px|Swamp Base Terrain]] &amp;lt;br /&amp;gt; Swamp&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:9_base_terrain.png|64px|Forest Base Terrain]] &amp;lt;br /&amp;gt; Forest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:10_base_terrain.png|64px|Tundra Base Terrain]] &amp;lt;br /&amp;gt; Tundra&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Infrastructure==&lt;br /&gt;
Infrastructure allows things to get done. The number of [[Populations]] that can participate in [[Production]] is limited by the level of the corresponding infrastructure on the Area. The types of normal infrastructure are:&lt;br /&gt;
* Organics&lt;br /&gt;
* Mining&lt;br /&gt;
* Manufacturing&lt;br /&gt;
* Research&lt;br /&gt;
* Population&lt;br /&gt;
&lt;br /&gt;
All of these limit Production output except for Population infrastructure. This is like the housing on the Area, and not having enough housing for the Populations there will result in their happiness decreasing, making them less efficient at work. &lt;br /&gt;
&lt;br /&gt;
===Strategic Buildings===&lt;br /&gt;
Strategic Buildings are special structures with extra functionality. They can be built on any Area with dedicated Work Types in [[Production]]. &lt;br /&gt;
&lt;br /&gt;
====Garrisons====&lt;br /&gt;
Garrisons train [[Units]]. When a Garrison trains a Unit, it pulls the [[Populations|Population]] cost from the Area it&#039;s on.&lt;br /&gt;
&lt;br /&gt;
When a Unit is done training and is ready to be deployed, it is deployed to the Area the Garrison is on. &lt;br /&gt;
&lt;br /&gt;
====Shipyards====&lt;br /&gt;
Shipyards build [[Ships]].&lt;br /&gt;
&lt;br /&gt;
====Spaceports====&lt;br /&gt;
Spaceports host [[Trade Routes]]. Each Spaceport can only have one Trade Route. The level of the Spaceport determines how many items it can transport at a time.&lt;br /&gt;
&lt;br /&gt;
==Ownership==&lt;br /&gt;
Areas can be owned by an [[Empires|Empire]]. Owning an Area allows you to manage the [[Production#Work Types|Work Types]] and access Garrisons, Shipyards, and Spaceports on the Area.&lt;br /&gt;
&lt;br /&gt;
If an Area isn&#039;t already owned by someone else, it can be claimed with an [[Armies|Army]].&lt;br /&gt;
&lt;br /&gt;
If an Area is already owned, all defending Armies must be defeated before it can be re-claimed. Areas can be defended by any Army controlled by the owner of the Area, along with any Armies owned by an Empire that has a [[Empires#Mutual Defense Agreement|Mutual Defense Agreement]] with the Area owner. &lt;br /&gt;
&lt;br /&gt;
==Crystals==&lt;br /&gt;
Crystals are rare materials with advanced properties. Crystals can be harnessed in [[Ships]] and [[Units]] to augment their abilities.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:auto;&amp;quot;&lt;br /&gt;
|+ Crystal Types&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:17_virtue.png|64px|Anari crystal icon]] &amp;lt;br /&amp;gt; Anari&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:15_virtue.png|64px|Fozite crystal icon]] &amp;lt;br /&amp;gt; Fozite&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:20_virtue.png|64px|Grazite crystal icon]] &amp;lt;br /&amp;gt; Grazite&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:19_virtue.png|64px|Malgorn crystal icon]] &amp;lt;br /&amp;gt; Malgorn&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:22_virtue.png|64px|Oranian crystal icon]] &amp;lt;br /&amp;gt; Oranian&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:18_virtue.png|64px|Vamulite crystal icon]] &amp;lt;br /&amp;gt; Vamulite&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:16_virtue.png|64px|Xorian crystal icon]] &amp;lt;br /&amp;gt; Xorian&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:21_virtue.png|64px|Zavarian crystal icon]] &amp;lt;br /&amp;gt; Zavarian&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Flora-Fauna==&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Exotic512_2_1.png|50px|Fauna-Flora]] &lt;br /&gt;
| style=&amp;quot;vertical-align:center;&amp;quot; | Identifies unique life found in the area like crystalline, silicon or poisonous animals and plants.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Production&amp;diff=6605</id>
		<title>Production</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Production&amp;diff=6605"/>
		<updated>2026-02-04T01:40:21Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Production is how your [[Populations]] produce resources and build infrastructure. Production output is heavily influenced by the [[Populations|Population&#039;s]] race stats, the controlling [[Empires|Empire&#039;s]] technology levels, and the environment. &lt;br /&gt;
&lt;br /&gt;
The quantity of Populations that can work is limited by the level of the Area&#039;s infrastructure.&lt;br /&gt;
&lt;br /&gt;
==Math==&lt;br /&gt;
This page is not going to specify the exact math used to calculate the quantity of things produced. I will say that it is some combination of:&lt;br /&gt;
* a present [[Leaders|Leader&#039;s]] &amp;quot;Builder&amp;quot; skill&lt;br /&gt;
* a possible [[Federation|Federation]] bonus&lt;br /&gt;
* a possible [[Flora-Fauna]] modifier&lt;br /&gt;
* the [[Empires|Empire&#039;s]] technology level&lt;br /&gt;
* the population&#039;s racial abilities&lt;br /&gt;
* the difference between the population&#039;s ideal atmosphere and its current atmosphere&lt;br /&gt;
* the terrain modifier&lt;br /&gt;
* the population&#039;s happiness&lt;br /&gt;
* the population&#039;s quantity&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
The primary goal of Production is to create resources. Some of these resources are used in other parts of Production, some are used in other parts of the game.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+ Resources&lt;br /&gt;
! Resource&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Organics&lt;br /&gt;
| Used as food for [[Populations]], and to make Industrial Units&lt;br /&gt;
|-&lt;br /&gt;
| Minerals&lt;br /&gt;
| Used as food for some silicon-based [[Populations]], and to make Industrial Units&lt;br /&gt;
|-&lt;br /&gt;
| Industrial Units&lt;br /&gt;
| Used to produce Units and Ships&lt;br /&gt;
|-&lt;br /&gt;
| Insights&lt;br /&gt;
| Used to unlock nodes in the [[Lexicon]]&lt;br /&gt;
|-&lt;br /&gt;
| Trade Goods&lt;br /&gt;
| Producing trade goods sells them to [[Populations]], producing [[Exocredits]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Work Types==&lt;br /&gt;
The [[Empires|Empire]] that controls the [[Areas|Area]] can decide which Work Types to set for the Area. An Area can have 3 work types set: the first Work Type represents 60% of the [[Populations]], the second is 30%, and the third is 10%. This allows an Area to do multiple types of Work, at different intensities. &lt;br /&gt;
&lt;br /&gt;
The quantity of Populations that count as &amp;quot;working&amp;quot; is limited by the Area&#039;s infrastructure. If the Area has 2 levels of Organics Infrastructure, only 2 Populations can count as Producing Organics, no matter how many are assigned. &lt;br /&gt;
&lt;br /&gt;
=== Produce Organics ===&lt;br /&gt;
Make some food&lt;br /&gt;
&lt;br /&gt;
=== Produce Minerals ===&lt;br /&gt;
Mine for minerals&lt;br /&gt;
&lt;br /&gt;
=== Produce Industrial Units ===&lt;br /&gt;
Consume 1 Organics and 2 Minerals for every 1 Industrial Unit produced. &lt;br /&gt;
&lt;br /&gt;
=== Produce Research ===&lt;br /&gt;
Generate Insights. The exact Insights created depends on the [[Areas|Area&#039;s]] terrain.&lt;br /&gt;
&lt;br /&gt;
=== Produce Trade Goods ===&lt;br /&gt;
Generate trade goods. The exact Trade Good produced is based on the [[Areas|Area&#039;s]] terrain and the highest level of Infrastructure. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:auto;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Trade Good Output&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:bottom;&amp;quot; | Terrain Archetype&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Highest Infrastructure&lt;br /&gt;
|-&lt;br /&gt;
! Organics&lt;br /&gt;
! Mining&lt;br /&gt;
! Manufacturing&lt;br /&gt;
! Research&lt;br /&gt;
! Spaceport&lt;br /&gt;
|-&lt;br /&gt;
! Plains&lt;br /&gt;
| bio-consumables&lt;br /&gt;
| crafted&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Desert&lt;br /&gt;
| exotic&lt;br /&gt;
| crafted&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Rough&lt;br /&gt;
| bio-consumables&lt;br /&gt;
| metal alloy&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Barren&lt;br /&gt;
| crafted&lt;br /&gt;
| metal alloy&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Mountains&lt;br /&gt;
| metal alloy&lt;br /&gt;
| metal alloy&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Hills&lt;br /&gt;
| bio-consumables&lt;br /&gt;
| metal alloy&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Ocean&lt;br /&gt;
| exotic&lt;br /&gt;
| crafted&lt;br /&gt;
| manufactured&lt;br /&gt;
| pharmaceuticals&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Swamp&lt;br /&gt;
| exotic&lt;br /&gt;
| crafted&lt;br /&gt;
| manufactured&lt;br /&gt;
| pharmaceuticals&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Forest&lt;br /&gt;
| crafted&lt;br /&gt;
| metal alloy&lt;br /&gt;
| manufactured&lt;br /&gt;
| pharmaceuticals&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Tundra&lt;br /&gt;
| crafted&lt;br /&gt;
| metal alloy&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Build Organics ===&lt;br /&gt;
Increase Organics Infrastructure&lt;br /&gt;
&lt;br /&gt;
=== Build Minerals ===&lt;br /&gt;
Increase Minerals Infrastructure&lt;br /&gt;
&lt;br /&gt;
=== Build Manufacturing ===&lt;br /&gt;
Increase Manufacturing Infrastructure&lt;br /&gt;
&lt;br /&gt;
=== Build Research ===&lt;br /&gt;
Increase Research Infrastructure&lt;br /&gt;
&lt;br /&gt;
=== Build Population ===&lt;br /&gt;
Increase Population Infrastructure&lt;br /&gt;
&lt;br /&gt;
=== Build Spaceport ===&lt;br /&gt;
Increase [[Spaceports]] Infrastructure&lt;br /&gt;
&lt;br /&gt;
=== Build Garrison ===&lt;br /&gt;
Increase the level of the [[Garrisons|Garrison]] on the Area.&lt;br /&gt;
&lt;br /&gt;
=== Build Shipyard ===&lt;br /&gt;
Increase the level of the [[Shipyards|Shipyard]] on the Area&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Production&amp;diff=6573</id>
		<title>Production</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Production&amp;diff=6573"/>
		<updated>2026-01-27T02:38:09Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Production is what your [[Populations]] do on [[Areas]]. This process covers building up infrastructure and generating resources. Production output is heavily influenced by the [[Populations|Population&#039;s]] race stats, the controlling [[Empires|Empire&#039;s]] technology levels, and the environment. &lt;br /&gt;
&lt;br /&gt;
The quantity of Populations that can work is limited by the level of the Area&#039;s infrastructure.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
The primary goal of Production is to create resources. Some of these resources are used in other parts of Production, some are used in other parts of the game.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+ Resources&lt;br /&gt;
! Resource&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Organics&lt;br /&gt;
| Used as food for [[Populations]], and to make Industrial Units&lt;br /&gt;
|-&lt;br /&gt;
| Minerals&lt;br /&gt;
| Used as food for some silicon-based [[Populations]], and to make Industrial Units&lt;br /&gt;
|-&lt;br /&gt;
| Industrial Units&lt;br /&gt;
| Used to produce Units and Ships&lt;br /&gt;
|-&lt;br /&gt;
| Insights&lt;br /&gt;
| Used to unlock nodes in the [[Lexicon]]&lt;br /&gt;
|-&lt;br /&gt;
| Trade Goods&lt;br /&gt;
| Producing trade goods sells them to [[Populations]], producing [[Exocredits]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Work Types==&lt;br /&gt;
The [[Empires|Empire]] that controls the [[Areas|Area]] can decide which Work Types to set for the Area. An Area can have 3 work types set: the first Work Type represents 60% of the [[Populations]], the second is 30%, and the third is 10%. This allows an Area to do multiple types of Work, at different intensities. &lt;br /&gt;
&lt;br /&gt;
The quantity of Populations that count as &amp;quot;working&amp;quot; is limited by the Area&#039;s infrastructure. If the Area has 2 levels of Organics Infrastructure, only 2 Populations can count as Producing Organics, no matter how many are assigned. &lt;br /&gt;
&lt;br /&gt;
=== Produce Organics ===&lt;br /&gt;
Make some food&lt;br /&gt;
&lt;br /&gt;
=== Produce Minerals ===&lt;br /&gt;
Mine for minerals&lt;br /&gt;
&lt;br /&gt;
=== Produce Industrial Units ===&lt;br /&gt;
Consume 1 Organics and 2 Minerals for every 1 Industrial Unit produced. &lt;br /&gt;
&lt;br /&gt;
=== Produce Research ===&lt;br /&gt;
Generate Insights. The exact Insights created depends on the [[Areas|Area&#039;s]] terrain.&lt;br /&gt;
&lt;br /&gt;
=== Produce Trade Goods ===&lt;br /&gt;
Generate trade goods. The exact Trade Good produced is based on the [[Areas|Area&#039;s]] terrain and the highest level of Infrastructure. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:auto;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Trade Good Output&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:bottom;&amp;quot; | Terrain Archetype&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Highest Infrastructure&lt;br /&gt;
|-&lt;br /&gt;
! Organics&lt;br /&gt;
! Mining&lt;br /&gt;
! Manufacturing&lt;br /&gt;
! Research&lt;br /&gt;
! Spaceport&lt;br /&gt;
|-&lt;br /&gt;
! Plains&lt;br /&gt;
| bio-consumables&lt;br /&gt;
| crafted&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Desert&lt;br /&gt;
| exotic&lt;br /&gt;
| crafted&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Rough&lt;br /&gt;
| bio-consumables&lt;br /&gt;
| metal alloy&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Barren&lt;br /&gt;
| crafted&lt;br /&gt;
| metal alloy&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Mountains&lt;br /&gt;
| metal alloy&lt;br /&gt;
| metal alloy&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Hills&lt;br /&gt;
| bio-consumables&lt;br /&gt;
| metal alloy&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Ocean&lt;br /&gt;
| exotic&lt;br /&gt;
| crafted&lt;br /&gt;
| manufactured&lt;br /&gt;
| pharmaceuticals&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Swamp&lt;br /&gt;
| exotic&lt;br /&gt;
| crafted&lt;br /&gt;
| manufactured&lt;br /&gt;
| pharmaceuticals&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Forest&lt;br /&gt;
| crafted&lt;br /&gt;
| metal alloy&lt;br /&gt;
| manufactured&lt;br /&gt;
| pharmaceuticals&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Tundra&lt;br /&gt;
| crafted&lt;br /&gt;
| metal alloy&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Build Organics ===&lt;br /&gt;
Increase Organics Infrastructure&lt;br /&gt;
&lt;br /&gt;
=== Build Minerals ===&lt;br /&gt;
Increase Minerals Infrastructure&lt;br /&gt;
&lt;br /&gt;
=== Build Manufacturing ===&lt;br /&gt;
Increase Manufacturing Infrastructure&lt;br /&gt;
&lt;br /&gt;
=== Build Research ===&lt;br /&gt;
Increase Research Infrastructure&lt;br /&gt;
&lt;br /&gt;
=== Build Population ===&lt;br /&gt;
Increase Population Infrastructure&lt;br /&gt;
&lt;br /&gt;
=== Build Spaceport ===&lt;br /&gt;
Increase Spaceport Infrastructure&lt;br /&gt;
&lt;br /&gt;
=== Build Garrison ===&lt;br /&gt;
Increase the level of the [[Garrisons|Garrison]] on the Area.&lt;br /&gt;
&lt;br /&gt;
=== Build Shipyard ===&lt;br /&gt;
Increase the level of the [[Shipyards|Shipyard]] on the Area&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Areas&amp;diff=6572</id>
		<title>Areas</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Areas&amp;diff=6572"/>
		<updated>2026-01-27T02:36:04Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Areas are hexagonal spaces on [[Worlds]]. The number of Areas on a World is based on the World&#039;s size. Areas host [[Populations]], and can be owned by [[Empires]].&lt;br /&gt;
&lt;br /&gt;
==Terrain==&lt;br /&gt;
An Area&#039;s Terrain determines the modifiers for activities on the Area. There are 280 different terrain types, grouped into 10 base archetypes.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:auto;&amp;quot;&lt;br /&gt;
|+ Terrain Archetypes&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:1_base_terrain.png|64px|Plains Base Terrain]] &amp;lt;br /&amp;gt; Plains&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:2_base_terrain.png|64px|Desert Base Terrain]] &amp;lt;br /&amp;gt; Desert&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:3_base_terrain.png|64px|Rough Base Terrain]] &amp;lt;br /&amp;gt; Rough&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:4_base_terrain.png|64px|Barren Base Terrain]] &amp;lt;br /&amp;gt; Barren&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:5_base_terrain.png|64px|Mountains Base Terrain]] &amp;lt;br /&amp;gt; Mountains&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:6_base_terrain.png|64px|Hills Base Terrain]] &amp;lt;br /&amp;gt; Hills&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:7_base_terrain.png|64px|Ocean Base Terrain]] &amp;lt;br /&amp;gt; Ocean&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:8_base_terrain.png|64px|Swamp Base Terrain]] &amp;lt;br /&amp;gt; Swamp&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:9_base_terrain.png|64px|Forest Base Terrain]] &amp;lt;br /&amp;gt; Forest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:10_base_terrain.png|64px|Tundra Base Terrain]] &amp;lt;br /&amp;gt; Tundra&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Infrastructure==&lt;br /&gt;
Infrastructure allows things to get done. The number of [[Populations]] that can participate in [[Production]] is limited by the level of the corresponding infrastructure on the Area. The types of normal infrastructure are:&lt;br /&gt;
* Organics&lt;br /&gt;
* Mining&lt;br /&gt;
* Manufacturing&lt;br /&gt;
* Research&lt;br /&gt;
* Population&lt;br /&gt;
&lt;br /&gt;
All of these limit Production output except for Population infrastructure. This is like the housing on the Area, and not having enough housing for the Populations there will result in their happiness decreasing, making them less efficient at work. &lt;br /&gt;
&lt;br /&gt;
===Strategic Buildings===&lt;br /&gt;
Strategic Buildings are special structures with extra functionality. They can be built on any [[Areas|Area]] with dedicated Work Types in [[Production]]. &lt;br /&gt;
&lt;br /&gt;
====Garrisons====&lt;br /&gt;
Garrisons train [[Units]]. When a Garrison trains a Unit, it pulls the [[Populations|Population]] cost from the [[Areas|Area]] it&#039;s on.&lt;br /&gt;
&lt;br /&gt;
When a Unit is done training and is ready to be deployed, it is deployed to the Area the Garrison is on. &lt;br /&gt;
&lt;br /&gt;
====Shipyards====&lt;br /&gt;
Shipyards build [[Ships]].&lt;br /&gt;
&lt;br /&gt;
====Spaceports====&lt;br /&gt;
Spaceports host [[Trade Routes]]. Each Spaceport can only have one Trade Route. The level of the Spaceport determines how many items it can transport at a time.&lt;br /&gt;
&lt;br /&gt;
==Ownership==&lt;br /&gt;
Areas can be owned by an [[Empires|Empire]]. Owning an Area allows you to manage the [[Work Types]] and access Garrisons, Shipyards, and Spaceports on the Area.&lt;br /&gt;
&lt;br /&gt;
If an Area isn&#039;t already owned by someone else, it can be claimed with an [[Armies|Army]].&lt;br /&gt;
&lt;br /&gt;
If an Area is already owned, all defending Armies must be defeated before it can be re-claimed. Areas can be defended by any Army controlled by the owner of the Area, along with any Armies owned by an Empire that has a [[Empires#Mutual Defense Agreement|Mutual Defense Agreement]] with the Area owner. &lt;br /&gt;
&lt;br /&gt;
==Crystals==&lt;br /&gt;
Crystals are rare materials with advanced properties. Crystals can be harnessed in [[Ships]] and [[Units]] to augment their abilities.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:auto;&amp;quot;&lt;br /&gt;
|+ Crystal Types&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:17_virtue.png|64px|Anari crystal icon]] &amp;lt;br /&amp;gt; Anari&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:15_virtue.png|64px|Fozite crystal icon]] &amp;lt;br /&amp;gt; Fozite&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:20_virtue.png|64px|Grazite crystal icon]] &amp;lt;br /&amp;gt; Grazite&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:19_virtue.png|64px|Malgorn crystal icon]] &amp;lt;br /&amp;gt; Malgorn&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:22_virtue.png|64px|Oranian crystal icon]] &amp;lt;br /&amp;gt; Oranian&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:18_virtue.png|64px|Vamulite crystal icon]] &amp;lt;br /&amp;gt; Vamulite&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:16_virtue.png|64px|Xorian crystal icon]] &amp;lt;br /&amp;gt; Xorian&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:21_virtue.png|64px|Zavarian crystal icon]] &amp;lt;br /&amp;gt; Zavarian&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Flora-Fauna==&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Exotic512_2_1.png|50px|Fauna-Flora]] &lt;br /&gt;
| style=&amp;quot;vertical-align:center;&amp;quot; | Identifies unique life found in the area like crystalline, silicon or poisonous animals and plants.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Production&amp;diff=6570</id>
		<title>Production</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Production&amp;diff=6570"/>
		<updated>2026-01-22T23:56:42Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Production is what your [[Populations]] do on [[Areas]]. This process covers building up infrastructure and generating resources. Production output is heavily influenced by the [[Populations|Population&#039;s]] race stats, the controlling [[Empires|Empire&#039;s]] technology levels, and the environment. &lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
The primary goal of Production is to create resources. Some of these resources are used in other parts of Production, some are used in other parts of the game.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+ Resources&lt;br /&gt;
! Resource&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Organics&lt;br /&gt;
| Used as food for [[Populations]], and to make Industrial Units&lt;br /&gt;
|-&lt;br /&gt;
| Minerals&lt;br /&gt;
| Used as food for some silicon-based [[Populations]], and to make Industrial Units&lt;br /&gt;
|-&lt;br /&gt;
| Industrial Units&lt;br /&gt;
| Used to produce Units and Ships&lt;br /&gt;
|-&lt;br /&gt;
| Insights&lt;br /&gt;
| Used to unlock nodes in the [[Lexicon]]&lt;br /&gt;
|-&lt;br /&gt;
| Trade Goods&lt;br /&gt;
| Producing trade goods sells them to [[Populations]], producing [[Exocredits]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Infrastructure==&lt;br /&gt;
The Infrastructure built on an [[Areas|Area]] limits how many Populations can effectively do some work. The different types of infrastructure are:&lt;br /&gt;
* Organics&lt;br /&gt;
* Mining&lt;br /&gt;
* Manufacturing&lt;br /&gt;
* Research&lt;br /&gt;
* Population&lt;br /&gt;
* Spaceport&lt;br /&gt;
&lt;br /&gt;
Population Infrastructure determines how many people can be housed. If there isn&#039;t enough Population Infrastructure on an Area, the [[Populations|Population&#039;s]] happiness will decrease.&lt;br /&gt;
&lt;br /&gt;
Spaceport Infrastructure influences the throughput of [[Trade Routes]] assigned to the Area.&lt;br /&gt;
&lt;br /&gt;
The other types of Infrastructure limit how many Population can effectively work a task. If the Organics Infrastructure of an Area is 1, then only 1 Populations worth of output can be produced, no matter how many Population are set to perform the task.&lt;br /&gt;
&lt;br /&gt;
==Work Types==&lt;br /&gt;
The [[Empires|Empire]] that controls the [[Areas|Area]] can decide which Work Types to set for the Area. An Area can have 3 work types set: the first Work Type represents 60% of the [[Populations]], the second is 30%, and the third is 10%. This allows an Area to do multiple types of Work, at different intensities. &lt;br /&gt;
&lt;br /&gt;
=== Produce Organics ===&lt;br /&gt;
Make some food&lt;br /&gt;
&lt;br /&gt;
=== Produce Minerals ===&lt;br /&gt;
Mine for minerals&lt;br /&gt;
&lt;br /&gt;
=== Produce Industrial Units ===&lt;br /&gt;
Consume 1 Organics and 2 Minerals for every 1 Industrial Unit produced. &lt;br /&gt;
&lt;br /&gt;
=== Produce Research ===&lt;br /&gt;
Generate Insights. The exact Insights created depends on the [[Areas|Area&#039;s]] terrain.&lt;br /&gt;
&lt;br /&gt;
=== Produce Trade Goods ===&lt;br /&gt;
Generate trade goods. The exact Trade Good produced is based on the [[Areas|Area&#039;s]] terrain and the highest level of Infrastructure. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:auto;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Trade Good Output&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:bottom;&amp;quot; | Terrain Archetype&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Highest Infrastructure&lt;br /&gt;
|-&lt;br /&gt;
! Organics&lt;br /&gt;
! Mining&lt;br /&gt;
! Manufacturing&lt;br /&gt;
! Research&lt;br /&gt;
! Spaceport&lt;br /&gt;
|-&lt;br /&gt;
! Plains&lt;br /&gt;
| bio-consumables&lt;br /&gt;
| crafted&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Desert&lt;br /&gt;
| exotic&lt;br /&gt;
| crafted&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Rough&lt;br /&gt;
| bio-consumables&lt;br /&gt;
| metal alloy&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Barren&lt;br /&gt;
| crafted&lt;br /&gt;
| metal alloy&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Mountains&lt;br /&gt;
| metal alloy&lt;br /&gt;
| metal alloy&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Hills&lt;br /&gt;
| bio-consumables&lt;br /&gt;
| metal alloy&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Ocean&lt;br /&gt;
| exotic&lt;br /&gt;
| crafted&lt;br /&gt;
| manufactured&lt;br /&gt;
| pharmaceuticals&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Swamp&lt;br /&gt;
| exotic&lt;br /&gt;
| crafted&lt;br /&gt;
| manufactured&lt;br /&gt;
| pharmaceuticals&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Forest&lt;br /&gt;
| crafted&lt;br /&gt;
| metal alloy&lt;br /&gt;
| manufactured&lt;br /&gt;
| pharmaceuticals&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Tundra&lt;br /&gt;
| crafted&lt;br /&gt;
| metal alloy&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Build Organics ===&lt;br /&gt;
Increase Organics Infrastructure&lt;br /&gt;
&lt;br /&gt;
=== Build Minerals ===&lt;br /&gt;
Increase Minerals Infrastructure&lt;br /&gt;
&lt;br /&gt;
=== Build Manufacturing ===&lt;br /&gt;
Increase Manufacturing Infrastructure&lt;br /&gt;
&lt;br /&gt;
=== Build Research ===&lt;br /&gt;
Increase Research Infrastructure&lt;br /&gt;
&lt;br /&gt;
=== Build Population ===&lt;br /&gt;
Increase Population Infrastructure&lt;br /&gt;
&lt;br /&gt;
=== Build Spaceport ===&lt;br /&gt;
Increase Spaceport Infrastructure&lt;br /&gt;
&lt;br /&gt;
=== Build Garrison ===&lt;br /&gt;
Increase the level of the [[Garrisons|Garrison]] on the Area.&lt;br /&gt;
&lt;br /&gt;
=== Build Shipyard ===&lt;br /&gt;
Increase the level of the [[Shipyards|Shipyard]] on the Area&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Production&amp;diff=6569</id>
		<title>Production</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Production&amp;diff=6569"/>
		<updated>2026-01-22T22:05:42Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: /* Produce Trade Goods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Production is what your [[Populations]] do on [[Areas]]. This process covers building up infrastructure and generating resources. Production output is heavily influenced by the [[Populations|Population&#039;s]] race stats, the controlling [[Empires|Empire&#039;s]] technology levels, and the environment. &lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
The primary goal of Production is to create resources. Some of these resources are used in other parts of Production, some are used in other parts of the game.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+ Resources&lt;br /&gt;
! Resource&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Organics&lt;br /&gt;
| Used as food for [[Populations]], and to make Industrial Units&lt;br /&gt;
|-&lt;br /&gt;
| Minerals&lt;br /&gt;
| Used as food for some silicon-based [[Populations]], and to make Industrial Units&lt;br /&gt;
|-&lt;br /&gt;
| Industrial Units&lt;br /&gt;
| Used to produce Units and Ships&lt;br /&gt;
|-&lt;br /&gt;
| Insights&lt;br /&gt;
| Used to unlock nodes in the [[Lexicon]]&lt;br /&gt;
|-&lt;br /&gt;
| Trade Goods&lt;br /&gt;
| Producing trade goods sells them to [[Populations]], producing [[Exocredits]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Infrastructure==&lt;br /&gt;
The Infrastructure built on an [[Areas|Area]] limits how many Populations can effectively do some work. The different types of infrastructure are:&lt;br /&gt;
* Organics&lt;br /&gt;
* Mining&lt;br /&gt;
* Manufacturing&lt;br /&gt;
* Research&lt;br /&gt;
* Population&lt;br /&gt;
* Spaceport&lt;br /&gt;
&lt;br /&gt;
Population Infrastructure determines how many people can be housed. If there isn&#039;t enough Population Infrastructure on an Area, the [[Populations|Population&#039;s]] happiness will decrease.&lt;br /&gt;
&lt;br /&gt;
Spaceport Infrastructure influences the throughput of [[Trade Routes]] assigned to the Area.&lt;br /&gt;
&lt;br /&gt;
The other types of Infrastructure limit how many Population can effectively work a task. If the Organics Infrastructure of an Area is 1, then only 1 Populations worth of output can be produced, no matter how many Population are set to perform the task.&lt;br /&gt;
&lt;br /&gt;
==Work Types==&lt;br /&gt;
The [[Empires|Empire]] that controls the [[Areas|Area]] can decide which Work Types to set for the Area. An Area can have 3 work types set: the first Work Type represents 60% of the [[Populations]], the second is 30%, and the third is 10%. This allows an Area to do multiple types of Work, at different intensities. &lt;br /&gt;
&lt;br /&gt;
=== Produce Organics ===&lt;br /&gt;
Make some food&lt;br /&gt;
&lt;br /&gt;
=== Produce Minerals ===&lt;br /&gt;
Mine for minerals&lt;br /&gt;
&lt;br /&gt;
=== Produce Industrial Units ===&lt;br /&gt;
Consume 1 Organics and 1 Minerals for every 1 Industrial Unit produced. &lt;br /&gt;
&lt;br /&gt;
=== Produce Research ===&lt;br /&gt;
Generate Insights. The exact Insights created depends on the [[Areas|Area&#039;s]] terrain.&lt;br /&gt;
&lt;br /&gt;
=== Produce Trade Goods ===&lt;br /&gt;
Generate trade goods. The exact Trade Good produced is based on the [[Areas|Area&#039;s]] terrain and the highest level of Infrastructure. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:auto;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Trade Good Output&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:bottom;&amp;quot; | Terrain Archetype&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Highest Infrastructure&lt;br /&gt;
|-&lt;br /&gt;
! Organics&lt;br /&gt;
! Mining&lt;br /&gt;
! Manufacturing&lt;br /&gt;
! Research&lt;br /&gt;
! Spaceport&lt;br /&gt;
|-&lt;br /&gt;
! Plains&lt;br /&gt;
| bio-consumables&lt;br /&gt;
| crafted&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Desert&lt;br /&gt;
| exotic&lt;br /&gt;
| crafted&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Rough&lt;br /&gt;
| bio-consumables&lt;br /&gt;
| metal alloy&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Barren&lt;br /&gt;
| crafted&lt;br /&gt;
| metal alloy&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Mountains&lt;br /&gt;
| metal alloy&lt;br /&gt;
| metal alloy&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Hills&lt;br /&gt;
| bio-consumables&lt;br /&gt;
| metal alloy&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Ocean&lt;br /&gt;
| exotic&lt;br /&gt;
| crafted&lt;br /&gt;
| manufactured&lt;br /&gt;
| pharmaceuticals&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Swamp&lt;br /&gt;
| exotic&lt;br /&gt;
| crafted&lt;br /&gt;
| manufactured&lt;br /&gt;
| pharmaceuticals&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Forest&lt;br /&gt;
| crafted&lt;br /&gt;
| metal alloy&lt;br /&gt;
| manufactured&lt;br /&gt;
| pharmaceuticals&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Tundra&lt;br /&gt;
| crafted&lt;br /&gt;
| metal alloy&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Build Organics ===&lt;br /&gt;
Increase Organics Infrastructure&lt;br /&gt;
&lt;br /&gt;
=== Build Minerals ===&lt;br /&gt;
Increase Minerals Infrastructure&lt;br /&gt;
&lt;br /&gt;
=== Build Manufacturing ===&lt;br /&gt;
Increase Manufacturing Infrastructure&lt;br /&gt;
&lt;br /&gt;
=== Build Research ===&lt;br /&gt;
Increase Research Infrastructure&lt;br /&gt;
&lt;br /&gt;
=== Build Population ===&lt;br /&gt;
Increase Population Infrastructure&lt;br /&gt;
&lt;br /&gt;
=== Build Spaceport ===&lt;br /&gt;
Increase Spaceport Infrastructure&lt;br /&gt;
&lt;br /&gt;
=== Build Garrison ===&lt;br /&gt;
Increase the level of the [[Garrisons|Garrison]] on the Area.&lt;br /&gt;
&lt;br /&gt;
=== Build Shipyard ===&lt;br /&gt;
Increase the level of the [[Shipyards|Shipyard]] on the Area&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Production&amp;diff=6568</id>
		<title>Production</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Production&amp;diff=6568"/>
		<updated>2026-01-22T21:47:02Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Production is what your [[Populations]] do on [[Areas]]. This process covers building up infrastructure and generating resources. Production output is heavily influenced by the [[Populations|Population&#039;s]] race stats, the controlling [[Empires|Empire&#039;s]] technology levels, and the environment. &lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
The primary goal of Production is to create resources. Some of these resources are used in other parts of Production, some are used in other parts of the game.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+ Resources&lt;br /&gt;
! Resource&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Organics&lt;br /&gt;
| Used as food for [[Populations]], and to make Industrial Units&lt;br /&gt;
|-&lt;br /&gt;
| Minerals&lt;br /&gt;
| Used as food for some silicon-based [[Populations]], and to make Industrial Units&lt;br /&gt;
|-&lt;br /&gt;
| Industrial Units&lt;br /&gt;
| Used to produce Units and Ships&lt;br /&gt;
|-&lt;br /&gt;
| Insights&lt;br /&gt;
| Used to unlock nodes in the [[Lexicon]]&lt;br /&gt;
|-&lt;br /&gt;
| Trade Goods&lt;br /&gt;
| Producing trade goods sells them to [[Populations]], producing [[Exocredits]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Infrastructure==&lt;br /&gt;
The Infrastructure built on an [[Areas|Area]] limits how many Populations can effectively do some work. The different types of infrastructure are:&lt;br /&gt;
* Organics&lt;br /&gt;
* Mining&lt;br /&gt;
* Manufacturing&lt;br /&gt;
* Research&lt;br /&gt;
* Population&lt;br /&gt;
* Spaceport&lt;br /&gt;
&lt;br /&gt;
Population Infrastructure determines how many people can be housed. If there isn&#039;t enough Population Infrastructure on an Area, the [[Populations|Population&#039;s]] happiness will decrease.&lt;br /&gt;
&lt;br /&gt;
Spaceport Infrastructure influences the throughput of [[Trade Routes]] assigned to the Area.&lt;br /&gt;
&lt;br /&gt;
The other types of Infrastructure limit how many Population can effectively work a task. If the Organics Infrastructure of an Area is 1, then only 1 Populations worth of output can be produced, no matter how many Population are set to perform the task.&lt;br /&gt;
&lt;br /&gt;
==Work Types==&lt;br /&gt;
The [[Empires|Empire]] that controls the [[Areas|Area]] can decide which Work Types to set for the Area. An Area can have 3 work types set: the first Work Type represents 60% of the [[Populations]], the second is 30%, and the third is 10%. This allows an Area to do multiple types of Work, at different intensities. &lt;br /&gt;
&lt;br /&gt;
=== Produce Organics ===&lt;br /&gt;
Make some food&lt;br /&gt;
&lt;br /&gt;
=== Produce Minerals ===&lt;br /&gt;
Mine for minerals&lt;br /&gt;
&lt;br /&gt;
=== Produce Industrial Units ===&lt;br /&gt;
Consume 1 Organics and 1 Minerals for every 1 Industrial Unit produced. &lt;br /&gt;
&lt;br /&gt;
=== Produce Research ===&lt;br /&gt;
Generate Insights. The exact Insights created depends on the [[Areas|Area&#039;s]] terrain.&lt;br /&gt;
&lt;br /&gt;
=== Produce Trade Goods ===&lt;br /&gt;
Generate trade goods. The exact Trade Good produced is based on the [[Areas|Area&#039;s]] terrain and the highest level of Infrastructure. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:auto;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Trade Good Output&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:bottom;&amp;quot; | Terrain Archetype&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Highest Infrastructure&lt;br /&gt;
|-&lt;br /&gt;
! Organics&lt;br /&gt;
! Mining&lt;br /&gt;
! Manufacturing&lt;br /&gt;
! Research&lt;br /&gt;
! Spaceport&lt;br /&gt;
|-&lt;br /&gt;
! Plains&lt;br /&gt;
| bio-consumables&lt;br /&gt;
| crafted&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Desert&lt;br /&gt;
| exotic&lt;br /&gt;
| crafted&lt;br /&gt;
| manufactured&lt;br /&gt;
| luxury&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Rough&lt;br /&gt;
| bio-consumables&lt;br /&gt;
| metal alloy&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Barren&lt;br /&gt;
| crafted&lt;br /&gt;
| metal alloy&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Mountains&lt;br /&gt;
| metal alloy&lt;br /&gt;
| metal alloy&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Hills&lt;br /&gt;
| bio-consumables&lt;br /&gt;
| metal alloy&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Ocean&lt;br /&gt;
| exotic&lt;br /&gt;
| crafted&lt;br /&gt;
| manufactured&lt;br /&gt;
| luxury&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Swamp&lt;br /&gt;
| exotic&lt;br /&gt;
| crafted&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Forest&lt;br /&gt;
| crafted&lt;br /&gt;
| metal alloy&lt;br /&gt;
| manufactured&lt;br /&gt;
| luxury&lt;br /&gt;
| luxury&lt;br /&gt;
|-&lt;br /&gt;
! Tundra&lt;br /&gt;
| crafted&lt;br /&gt;
| metal alloy&lt;br /&gt;
| manufactured&lt;br /&gt;
| advanced electronics&lt;br /&gt;
| luxury&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Build Organics ===&lt;br /&gt;
Increase Organics Infrastructure&lt;br /&gt;
&lt;br /&gt;
=== Build Minerals ===&lt;br /&gt;
Increase Minerals Infrastructure&lt;br /&gt;
&lt;br /&gt;
=== Build Manufacturing ===&lt;br /&gt;
Increase Manufacturing Infrastructure&lt;br /&gt;
&lt;br /&gt;
=== Build Research ===&lt;br /&gt;
Increase Research Infrastructure&lt;br /&gt;
&lt;br /&gt;
=== Build Population ===&lt;br /&gt;
Increase Population Infrastructure&lt;br /&gt;
&lt;br /&gt;
=== Build Spaceport ===&lt;br /&gt;
Increase Spaceport Infrastructure&lt;br /&gt;
&lt;br /&gt;
=== Build Garrison ===&lt;br /&gt;
Increase the level of the [[Garrisons|Garrison]] on the Area.&lt;br /&gt;
&lt;br /&gt;
=== Build Shipyard ===&lt;br /&gt;
Increase the level of the [[Shipyards|Shipyard]] on the Area&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Production&amp;diff=6567</id>
		<title>Production</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Production&amp;diff=6567"/>
		<updated>2026-01-20T02:02:59Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: /* Work Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Production is what your [[Populations]] do on [[Areas]]. This process covers building up infrastructure and generating resources. Production output is heavily influenced by the [[Populations|Population&#039;s]] race stats, the controlling [[Empires|Empire&#039;s]] technology levels, and the environment. &lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
The primary goal of Production is to create resources. &lt;br /&gt;
&lt;br /&gt;
* Organics&lt;br /&gt;
* Minerals&lt;br /&gt;
* Industrial Units&lt;br /&gt;
* Insights&lt;br /&gt;
  * &lt;br /&gt;
* Trade Goods&lt;br /&gt;
  *&lt;br /&gt;
&lt;br /&gt;
==Infrastructure==&lt;br /&gt;
The Infrastructure built on an [[Areas|Area]] limits how many Populations can effectively do some work. The different types of infrastructure are:&lt;br /&gt;
* Organics Infrastructure&lt;br /&gt;
* Mining Infrastructure&lt;br /&gt;
* Manufacturing Infrastructure&lt;br /&gt;
* Research Infrastructure&lt;br /&gt;
* Population Infrastructure&lt;br /&gt;
&lt;br /&gt;
==Work Types==&lt;br /&gt;
The [[Empires|Empire]] that controls the [[Areas|Area]] can decide which Work Types to set for the Area. An Area can have 3 work types set: the first Work Type represents 60% of the [[Populations]], the second is 30%, and the third is 10%. This allows an Area to do multiple types of Work, at different intensities. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:auto;&amp;quot;&lt;br /&gt;
|+ Work Types&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Work Organics&lt;br /&gt;
| Generate Organics resource&lt;br /&gt;
|-&lt;br /&gt;
| Work Minerals&lt;br /&gt;
| Generate Minerals resource&lt;br /&gt;
|-&lt;br /&gt;
| Work Manufacturing&lt;br /&gt;
| Consume Organics and Minerals to make Industrial Units resource&lt;br /&gt;
|-&lt;br /&gt;
| Work Research&lt;br /&gt;
| Generate Insights based on the [[Areas|Area&#039;s]] Terrain&lt;br /&gt;
|-&lt;br /&gt;
| Work Trade Goods&lt;br /&gt;
| Generate Trade Goods based on the highest level of Infrastructure on the [[Areas|Area]]&lt;br /&gt;
|-&lt;br /&gt;
| Build Organics&lt;br /&gt;
| Build up the Organics infrastructure&lt;br /&gt;
|-&lt;br /&gt;
| Build Minerals&lt;br /&gt;
| Build up the Minerals infrastructure&lt;br /&gt;
|-&lt;br /&gt;
| Build Manufacturing&lt;br /&gt;
| Build up the Manufacturing infrastructure&lt;br /&gt;
|- &lt;br /&gt;
| Build Research&lt;br /&gt;
| Build up the Research infrastructure&lt;br /&gt;
|-&lt;br /&gt;
| Build Population&lt;br /&gt;
| Build up the Population infrastructure&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Production&amp;diff=6566</id>
		<title>Production</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Production&amp;diff=6566"/>
		<updated>2026-01-20T02:02:37Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: /* Infrastructure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Production is what your [[Populations]] do on [[Areas]]. This process covers building up infrastructure and generating resources. Production output is heavily influenced by the [[Populations|Population&#039;s]] race stats, the controlling [[Empires|Empire&#039;s]] technology levels, and the environment. &lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
The primary goal of Production is to create resources. &lt;br /&gt;
&lt;br /&gt;
* Organics&lt;br /&gt;
* Minerals&lt;br /&gt;
* Industrial Units&lt;br /&gt;
* Insights&lt;br /&gt;
  * &lt;br /&gt;
* Trade Goods&lt;br /&gt;
  *&lt;br /&gt;
&lt;br /&gt;
==Infrastructure==&lt;br /&gt;
The Infrastructure built on an [[Areas|Area]] limits how many Populations can effectively do some work. The different types of infrastructure are:&lt;br /&gt;
* Organics Infrastructure&lt;br /&gt;
* Mining Infrastructure&lt;br /&gt;
* Manufacturing Infrastructure&lt;br /&gt;
* Research Infrastructure&lt;br /&gt;
* Population Infrastructure&lt;br /&gt;
&lt;br /&gt;
==Work Types==&lt;br /&gt;
The [[Empires|Empire]] that controls the [[Areas|Area]] can decide which Work Types to set for the Area. An Area can have 3 work types set: the first Work Type represents 60% of the [[Populations]], the second is 30%, and the third is 10%. This allows an Area to do multiple types of Work, at different intensities. &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+ Work Types&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Work Organics&lt;br /&gt;
| Generate Organics resource&lt;br /&gt;
|-&lt;br /&gt;
| Work Minerals&lt;br /&gt;
| Generate Minerals resource&lt;br /&gt;
|-&lt;br /&gt;
| Work Manufacturing&lt;br /&gt;
| Consume Organics and Minerals to make Industrial Units resource&lt;br /&gt;
|-&lt;br /&gt;
| Work Research&lt;br /&gt;
| Generate Insights based on the [[Areas|Area&#039;s]] Terrain&lt;br /&gt;
|-&lt;br /&gt;
| Work Trade Goods&lt;br /&gt;
| Generate Trade Goods based on the highest level of Infrastructure on the [[Areas|Area]]&lt;br /&gt;
|-&lt;br /&gt;
| Build Organics&lt;br /&gt;
| Build up the Organics infrastructure&lt;br /&gt;
|-&lt;br /&gt;
| Build Minerals&lt;br /&gt;
| Build up the Minerals infrastructure&lt;br /&gt;
|-&lt;br /&gt;
| Build Manufacturing&lt;br /&gt;
| Build up the Manufacturing infrastructure&lt;br /&gt;
|- &lt;br /&gt;
| Build Research&lt;br /&gt;
| Build up the Research infrastructure&lt;br /&gt;
|-&lt;br /&gt;
| Build Population&lt;br /&gt;
| Build up the Population infrastructure&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Production&amp;diff=6565</id>
		<title>Production</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Production&amp;diff=6565"/>
		<updated>2026-01-20T02:02:17Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: /* Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Production is what your [[Populations]] do on [[Areas]]. This process covers building up infrastructure and generating resources. Production output is heavily influenced by the [[Populations|Population&#039;s]] race stats, the controlling [[Empires|Empire&#039;s]] technology levels, and the environment. &lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
The primary goal of Production is to create resources. &lt;br /&gt;
&lt;br /&gt;
* Organics&lt;br /&gt;
* Minerals&lt;br /&gt;
* Industrial Units&lt;br /&gt;
* Insights&lt;br /&gt;
  * &lt;br /&gt;
* Trade Goods&lt;br /&gt;
  *&lt;br /&gt;
&lt;br /&gt;
==Infrastructure==&lt;br /&gt;
The Infrastructure built on an [[Areas|Area]] limits how many Populations can effectively do some work. The different types of infrastructure are:&lt;br /&gt;
- Organics Infrastructure&lt;br /&gt;
- Mining Infrastructure&lt;br /&gt;
- Manufacturing Infrastructure&lt;br /&gt;
- Research Infrastructure&lt;br /&gt;
- Population Infrastructure&lt;br /&gt;
&lt;br /&gt;
==Work Types==&lt;br /&gt;
The [[Empires|Empire]] that controls the [[Areas|Area]] can decide which Work Types to set for the Area. An Area can have 3 work types set: the first Work Type represents 60% of the [[Populations]], the second is 30%, and the third is 10%. This allows an Area to do multiple types of Work, at different intensities. &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+ Work Types&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Work Organics&lt;br /&gt;
| Generate Organics resource&lt;br /&gt;
|-&lt;br /&gt;
| Work Minerals&lt;br /&gt;
| Generate Minerals resource&lt;br /&gt;
|-&lt;br /&gt;
| Work Manufacturing&lt;br /&gt;
| Consume Organics and Minerals to make Industrial Units resource&lt;br /&gt;
|-&lt;br /&gt;
| Work Research&lt;br /&gt;
| Generate Insights based on the [[Areas|Area&#039;s]] Terrain&lt;br /&gt;
|-&lt;br /&gt;
| Work Trade Goods&lt;br /&gt;
| Generate Trade Goods based on the highest level of Infrastructure on the [[Areas|Area]]&lt;br /&gt;
|-&lt;br /&gt;
| Build Organics&lt;br /&gt;
| Build up the Organics infrastructure&lt;br /&gt;
|-&lt;br /&gt;
| Build Minerals&lt;br /&gt;
| Build up the Minerals infrastructure&lt;br /&gt;
|-&lt;br /&gt;
| Build Manufacturing&lt;br /&gt;
| Build up the Manufacturing infrastructure&lt;br /&gt;
|- &lt;br /&gt;
| Build Research&lt;br /&gt;
| Build up the Research infrastructure&lt;br /&gt;
|-&lt;br /&gt;
| Build Population&lt;br /&gt;
| Build up the Population infrastructure&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Production&amp;diff=6564</id>
		<title>Production</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Production&amp;diff=6564"/>
		<updated>2026-01-20T02:01:52Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Production is what your [[Populations]] do on [[Areas]]. This process covers building up infrastructure and generating resources. Production output is heavily influenced by the [[Populations|Population&#039;s]] race stats, the controlling [[Empires|Empire&#039;s]] technology levels, and the environment. &lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
The primary goal of Production is to create resources. &lt;br /&gt;
&lt;br /&gt;
- Organics&lt;br /&gt;
- Minerals&lt;br /&gt;
- Industrial Units&lt;br /&gt;
- Insights&lt;br /&gt;
  - &lt;br /&gt;
- Trade Goods&lt;br /&gt;
  - &lt;br /&gt;
&lt;br /&gt;
==Infrastructure==&lt;br /&gt;
The Infrastructure built on an [[Areas|Area]] limits how many Populations can effectively do some work. The different types of infrastructure are:&lt;br /&gt;
- Organics Infrastructure&lt;br /&gt;
- Mining Infrastructure&lt;br /&gt;
- Manufacturing Infrastructure&lt;br /&gt;
- Research Infrastructure&lt;br /&gt;
- Population Infrastructure&lt;br /&gt;
&lt;br /&gt;
==Work Types==&lt;br /&gt;
The [[Empires|Empire]] that controls the [[Areas|Area]] can decide which Work Types to set for the Area. An Area can have 3 work types set: the first Work Type represents 60% of the [[Populations]], the second is 30%, and the third is 10%. This allows an Area to do multiple types of Work, at different intensities. &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+ Work Types&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Work Organics&lt;br /&gt;
| Generate Organics resource&lt;br /&gt;
|-&lt;br /&gt;
| Work Minerals&lt;br /&gt;
| Generate Minerals resource&lt;br /&gt;
|-&lt;br /&gt;
| Work Manufacturing&lt;br /&gt;
| Consume Organics and Minerals to make Industrial Units resource&lt;br /&gt;
|-&lt;br /&gt;
| Work Research&lt;br /&gt;
| Generate Insights based on the [[Areas|Area&#039;s]] Terrain&lt;br /&gt;
|-&lt;br /&gt;
| Work Trade Goods&lt;br /&gt;
| Generate Trade Goods based on the highest level of Infrastructure on the [[Areas|Area]]&lt;br /&gt;
|-&lt;br /&gt;
| Build Organics&lt;br /&gt;
| Build up the Organics infrastructure&lt;br /&gt;
|-&lt;br /&gt;
| Build Minerals&lt;br /&gt;
| Build up the Minerals infrastructure&lt;br /&gt;
|-&lt;br /&gt;
| Build Manufacturing&lt;br /&gt;
| Build up the Manufacturing infrastructure&lt;br /&gt;
|- &lt;br /&gt;
| Build Research&lt;br /&gt;
| Build up the Research infrastructure&lt;br /&gt;
|-&lt;br /&gt;
| Build Population&lt;br /&gt;
| Build up the Population infrastructure&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Areas&amp;diff=6556</id>
		<title>Areas</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Areas&amp;diff=6556"/>
		<updated>2026-01-19T15:22:26Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Areas are hexagonal spaces on [[Worlds]]. The number of Areas on a World is based on the World&#039;s size. Areas host [[Populations]], and can be owned by [[Empires]].&lt;br /&gt;
&lt;br /&gt;
==Terrain==&lt;br /&gt;
An Area&#039;s Terrain determines the modifiers for activities on the Area. There are 280 different terrain types, grouped into 10 base archetypes.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:auto;&amp;quot;&lt;br /&gt;
|+ Terrain Archetypes&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:1_base_terrain.png|64px|Plains Base Terrain]] &amp;lt;br /&amp;gt; Plains&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:2_base_terrain.png|64px|Desert Base Terrain]] &amp;lt;br /&amp;gt; Desert&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:3_base_terrain.png|64px|Rough Base Terrain]] &amp;lt;br /&amp;gt; Rough&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:4_base_terrain.png|64px|Barren Base Terrain]] &amp;lt;br /&amp;gt; Barren&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:5_base_terrain.png|64px|Mountains Base Terrain]] &amp;lt;br /&amp;gt; Mountains&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:6_base_terrain.png|64px|Hills Base Terrain]] &amp;lt;br /&amp;gt; Hills&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:7_base_terrain.png|64px|Ocean Base Terrain]] &amp;lt;br /&amp;gt; Ocean&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:8_base_terrain.png|64px|Swamp Base Terrain]] &amp;lt;br /&amp;gt; Swamp&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:9_base_terrain.png|64px|Forest Base Terrain]] &amp;lt;br /&amp;gt; Forest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:10_base_terrain.png|64px|Tundra Base Terrain]] &amp;lt;br /&amp;gt; Tundra&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Infrastructure==&lt;br /&gt;
Infrastructure determines the quantity of [[Populations]] that can do a job for [[Production]].&lt;br /&gt;
&lt;br /&gt;
===Strategic Buildings===&lt;br /&gt;
Strategic Buildings are special structures with extra functionality. They can be built on any [[Areas|Area]] with dedicated Work Types in [[Production]]. &lt;br /&gt;
&lt;br /&gt;
====Garrisons====&lt;br /&gt;
Garrisons train [[Units]]. When a Garrison trains a Unit, it pulls the [[Populations|Population]] cost from the [[Areas|Area]] it&#039;s on.&lt;br /&gt;
&lt;br /&gt;
When a Unit is done training and is ready to be deployed, it is deployed to the Area the Garrison is on. &lt;br /&gt;
&lt;br /&gt;
====Shipyards====&lt;br /&gt;
Shipyards build [[Ships]].&lt;br /&gt;
&lt;br /&gt;
====Spaceports====&lt;br /&gt;
Spaceports host [[Trade Routes]]. Each Spaceport can only have one Trade Route. The level of the Spaceport determines how many items it can transport at a time.&lt;br /&gt;
&lt;br /&gt;
==Ownership==&lt;br /&gt;
Areas can be owned by an [[Empires|Empire]]. Owning an Area allows you to manage the [[Work Types]] and access Garrisons, Shipyards, and Spaceports on the Area.&lt;br /&gt;
&lt;br /&gt;
If an Area isn&#039;t already owned by someone else, it can be claimed with an [[Armies|Army]].&lt;br /&gt;
&lt;br /&gt;
If an Area is already owned, all defending Armies must be defeated before it can be re-claimed. Areas can be defended by any Army controlled by the owner of the Area, along with any Armies owned by an Empire that has a [[Empires#Mutual Defense Agreement|Mutual Defense Agreement]] with the Area owner. &lt;br /&gt;
&lt;br /&gt;
==Crystals==&lt;br /&gt;
Crystals are rare materials with advanced properties. Crystals can be harnessed in [[Ships]] and [[Units]] to augment their abilities.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:auto;&amp;quot;&lt;br /&gt;
|+ Crystal Types&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:17_virtue.png|64px|Anari crystal icon]] &amp;lt;br /&amp;gt; Anari&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:15_virtue.png|64px|Fozite crystal icon]] &amp;lt;br /&amp;gt; Fozite&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:20_virtue.png|64px|Grazite crystal icon]] &amp;lt;br /&amp;gt; Grazite&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:19_virtue.png|64px|Malgorn crystal icon]] &amp;lt;br /&amp;gt; Malgorn&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:22_virtue.png|64px|Oranian crystal icon]] &amp;lt;br /&amp;gt; Oranian&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:18_virtue.png|64px|Vamulite crystal icon]] &amp;lt;br /&amp;gt; Vamulite&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:16_virtue.png|64px|Xorian crystal icon]] &amp;lt;br /&amp;gt; Xorian&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:21_virtue.png|64px|Zavarian crystal icon]] &amp;lt;br /&amp;gt; Zavarian&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Flora-Fauna==&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Exotic512_2_1.png|50px|Fauna-Flora]] &lt;br /&gt;
| style=&amp;quot;vertical-align:center;&amp;quot; | Identifies unique life found in the area like crystalline, silicon or poisonous animals and plants.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Armies&amp;diff=6555</id>
		<title>Armies</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Armies&amp;diff=6555"/>
		<updated>2026-01-14T00:55:29Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: /* Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Armies are the primary game piece used to interact with things on the surface of a [[Worlds|World]]. &lt;br /&gt;
&lt;br /&gt;
Armies are a collection of [[Units]] and [[Leaders]] all owned by the same [[Empires|Empire]] in the same location. An Army&#039;s stats are an aggregate of the stats of the Units that compose it.&lt;br /&gt;
&lt;br /&gt;
A [[Leaders|Leader&#039;s]] Ground Combat skill adds a combat buff to the Army they&#039;re in. &lt;br /&gt;
&lt;br /&gt;
==Identification==&lt;br /&gt;
The figure for an Army is based on whatever [[Units|Unit]] the Army has the most of. Army representation is often color-coded based on the Army&#039;s relationship to the player. &lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
Armies are capable of interacting with the World around them. They can:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:auto;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Army Actions&lt;br /&gt;
|-&lt;br /&gt;
! Action&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Move/Abort Move &lt;br /&gt;
| Armies can move around the game map. When an Army is moving, all it can do is Abort the movement and turn around. See [[Armies#Movement|Army Movement]] for more information.&lt;br /&gt;
|-&lt;br /&gt;
| Claim Area&lt;br /&gt;
| Claiming an [[Areas|Area]] allows your empire to manage and control it, and gain resources from it. &lt;br /&gt;
|-&lt;br /&gt;
| Settle Area&lt;br /&gt;
| If the Army has a Colonist [[Units|Unit]] in it, that Colonist can be deployed to the [[Areas|Area]] to become a new [[Populations|Population]].&lt;br /&gt;
|-&lt;br /&gt;
| Place [[Pins|Pin]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Attack&lt;br /&gt;
| Armies can Attack an [[Areas|Area]] to damage its inhabitants, or kick out defenders. See [[Armies#Ground Combat|Ground Combat]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
Armies move one [[Areas|Area]] at a time. &lt;br /&gt;
&lt;br /&gt;
An Army&#039;s movement speed is the same as its slowest [[Units|Unit]]. The time it takes for an Army to move is modified by the terrain it&#039;s trying to move into. Some Units are better at moving in certain terrains than others. &lt;br /&gt;
&lt;br /&gt;
If there is a [[Fleets|Fleet]] in orbit with Troop Transport capacity, the Army can be loaded onto the Fleet. The Fleet can then move to other Worlds, taking the Army with it. &lt;br /&gt;
&lt;br /&gt;
==Ground Combat==&lt;br /&gt;
&amp;lt;i&amp;gt;coming soon&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Armies&amp;diff=6554</id>
		<title>Armies</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Armies&amp;diff=6554"/>
		<updated>2026-01-14T00:55:12Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Armies are the primary game piece used to interact with things on the surface of a [[Worlds|World]]. &lt;br /&gt;
&lt;br /&gt;
Armies are a collection of [[Units]] and [[Leaders]] all owned by the same [[Empires|Empire]] in the same location. An Army&#039;s stats are an aggregate of the stats of the Units that compose it.&lt;br /&gt;
&lt;br /&gt;
A [[Leaders|Leader&#039;s]] Ground Combat skill adds a combat buff to the Army they&#039;re in. &lt;br /&gt;
&lt;br /&gt;
==Identification==&lt;br /&gt;
The figure for an Army is based on whatever [[Units|Unit]] the Army has the most of. Army representation is often color-coded based on the Army&#039;s relationship to the player. &lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
Armies are capable of interacting with the World around them. They can:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:auto;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Fleet Actions&lt;br /&gt;
|-&lt;br /&gt;
! Action&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Move/Abort Move &lt;br /&gt;
| Armies can move around the game map. When an Army is moving, all it can do is Abort the movement and turn around. See [[Armies#Movement|Army Movement]] for more information.&lt;br /&gt;
|-&lt;br /&gt;
| Claim Area&lt;br /&gt;
| Claiming an [[Areas|Area]] allows your empire to manage and control it, and gain resources from it. &lt;br /&gt;
|-&lt;br /&gt;
| Settle Area&lt;br /&gt;
| If the Army has a Colonist [[Units|Unit]] in it, that Colonist can be deployed to the [[Areas|Area]] to become a new [[Populations|Population]].&lt;br /&gt;
|-&lt;br /&gt;
| Place [[Pins|Pin]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Attack&lt;br /&gt;
| Armies can Attack an [[Areas|Area]] to damage its inhabitants, or kick out defenders. See [[Armies#Ground Combat|Ground Combat]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
Armies move one [[Areas|Area]] at a time. &lt;br /&gt;
&lt;br /&gt;
An Army&#039;s movement speed is the same as its slowest [[Units|Unit]]. The time it takes for an Army to move is modified by the terrain it&#039;s trying to move into. Some Units are better at moving in certain terrains than others. &lt;br /&gt;
&lt;br /&gt;
If there is a [[Fleets|Fleet]] in orbit with Troop Transport capacity, the Army can be loaded onto the Fleet. The Fleet can then move to other Worlds, taking the Army with it. &lt;br /&gt;
&lt;br /&gt;
==Ground Combat==&lt;br /&gt;
&amp;lt;i&amp;gt;coming soon&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Areas&amp;diff=6553</id>
		<title>Areas</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Areas&amp;diff=6553"/>
		<updated>2026-01-09T18:10:45Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Areas are hexagonal spaces on [[Worlds]]. The number of Areas on a World is based on the World&#039;s size. Areas host [[Populations]], and can be owned by [[Empires]].&lt;br /&gt;
&lt;br /&gt;
==Terrain==&lt;br /&gt;
An Area&#039;s Terrain determines the modifiers for activities on the Area. There are 280 different terrain types, grouped into 10 base archetypes.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:auto;&amp;quot;&lt;br /&gt;
|+ Terrain Archetypes&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:1_base_terrain.png|64px|Plains Base Terrain]] &amp;lt;br /&amp;gt; Plains&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:2_base_terrain.png|64px|Desert Base Terrain]] &amp;lt;br /&amp;gt; Desert&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:3_base_terrain.png|64px|Rough Base Terrain]] &amp;lt;br /&amp;gt; Rough&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:4_base_terrain.png|64px|Barren Base Terrain]] &amp;lt;br /&amp;gt; Barren&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:5_base_terrain.png|64px|Mountains Base Terrain]] &amp;lt;br /&amp;gt; Mountains&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:6_base_terrain.png|64px|Hills Base Terrain]] &amp;lt;br /&amp;gt; Hills&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:7_base_terrain.png|64px|Ocean Base Terrain]] &amp;lt;br /&amp;gt; Ocean&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:8_base_terrain.png|64px|Swamp Base Terrain]] &amp;lt;br /&amp;gt; Swamp&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:9_base_terrain.png|64px|Forest Base Terrain]] &amp;lt;br /&amp;gt; Forest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:10_base_terrain.png|64px|Tundra Base Terrain]] &amp;lt;br /&amp;gt; Tundra&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Infrastructure==&lt;br /&gt;
Infrastructure determines the quantity of [[Populations]] that can do a job for [[Production]].&lt;br /&gt;
&lt;br /&gt;
===Strategic Buildings===&lt;br /&gt;
Strategic Buildings are special structures with extra functionality. They can be built on any [[Areas|Area]] with dedicated Work Types in [[Production]]. &lt;br /&gt;
&lt;br /&gt;
====Garrisons====&lt;br /&gt;
Garrisons train [[Units]]. When a Garrison trains a Unit, it pulls the [[Populations|Population]] cost from the [[Areas|Area]] it&#039;s on.&lt;br /&gt;
&lt;br /&gt;
When a Unit is done training and is ready to be deployed, it is deployed to the Area the Garrison is on. &lt;br /&gt;
&lt;br /&gt;
====Shipyards====&lt;br /&gt;
Shipyards build [[Ships]].&lt;br /&gt;
&lt;br /&gt;
====Spaceports====&lt;br /&gt;
Spaceports host [[Trade Routes]]. Each Spaceport can only have one Trade Route. The level of the Spaceport determines how many items it can transport at a time.&lt;br /&gt;
&lt;br /&gt;
==Ownership==&lt;br /&gt;
Areas can be owned by an [[Empires|Empire]]. Owning an Area allows you to manage the Work Types and access Garrisons, Shipyards, and Spaceports on the Area.&lt;br /&gt;
&lt;br /&gt;
If an Area isn&#039;t already owned by someone else, it can be claimed with an [[Armies|Army]].&lt;br /&gt;
&lt;br /&gt;
If an Area is already owned, all defending Armies must be defeated before it can be re-claimed. Areas can be defended by any Army controlled by the owner of the Area, along with any Armies owned by an Empire that has a [[Empires#Mutual Defense Agreement|Mutual Defense Agreement]] with the Area owner. &lt;br /&gt;
&lt;br /&gt;
==Crystals==&lt;br /&gt;
Crystals are rare materials with advanced properties. Crystals can be harnessed in [[Ships]] and [[Units]] to augment their abilities.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:auto;&amp;quot;&lt;br /&gt;
|+ Crystal Types&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:17_virtue.png|64px|Anari crystal icon]] &amp;lt;br /&amp;gt; Anari&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:15_virtue.png|64px|Fozite crystal icon]] &amp;lt;br /&amp;gt; Fozite&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:20_virtue.png|64px|Grazite crystal icon]] &amp;lt;br /&amp;gt; Grazite&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:19_virtue.png|64px|Malgorn crystal icon]] &amp;lt;br /&amp;gt; Malgorn&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:22_virtue.png|64px|Oranian crystal icon]] &amp;lt;br /&amp;gt; Oranian&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:18_virtue.png|64px|Vamulite crystal icon]] &amp;lt;br /&amp;gt; Vamulite&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:16_virtue.png|64px|Xorian crystal icon]] &amp;lt;br /&amp;gt; Xorian&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:21_virtue.png|64px|Zavarian crystal icon]] &amp;lt;br /&amp;gt; Zavarian&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Flora-Fauna==&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Exotic512_2_1.png|50px|Fauna-Flora]] &lt;br /&gt;
| style=&amp;quot;vertical-align:center;&amp;quot; | Identifies unique life found in the area like crystalline, silicon or poisonous animals and plants.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Fleets&amp;diff=6552</id>
		<title>Fleets</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Fleets&amp;diff=6552"/>
		<updated>2026-01-09T18:09:43Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fleets are the primary game piece used to interact with things in space, or things not on the surface of a planet. Fleets can control the space around a planet to control trade in and out, venture out into space to discovery new systems, and engage in Space Combat.&lt;br /&gt;
&lt;br /&gt;
Fleets are composed of a collection of [[Ships]]. The stats for a Fleet are an aggregate of the stats of the Ships within it. For example, a Fleet&#039;s speed is equal to the slowest speed of its Ships. &lt;br /&gt;
&lt;br /&gt;
Most Fleets are owned by an [[Empires|Empire]], but Empires can also donate ships to their [[Federations|Federation]] to form Federation-controlled Fleets. &lt;br /&gt;
&lt;br /&gt;
==Identification== &lt;br /&gt;
Fleet icons are color-coded based on the owner&#039;s relationship to the player. &lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Player&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Federation&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Ally&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | No Relation&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Hostile&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:1_fleet&amp;amp;color_alternative.png|80px|Player Fleet Orbit Icon]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:2_fleet&amp;amp;color_alternative.png|80px|Federation Fleet Orbit Icon]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:3_fleet&amp;amp;color_alternative.png|80px|Ally Fleet Orbit Icon]] &lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:4_fleet&amp;amp;color_alternative.png|80px|Neutral Fleet Orbit Icon]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:5_fleet&amp;amp;color_alternative.png|80px|Hostile Fleet Orbit Icon]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:1_system_fleet.png|80px|Player Fleet Map Icon]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:2_system_fleet.png|80px|Federation Fleet Map Icon]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:3_system_fleet.png|80px|Ally Fleet Map Icon]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:4_system_fleet.png|80px|Neutral Fleet Map Icon]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:5_system_fleet.png|80px|Hostile Fleet Map Icon]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Orbital Icon===&lt;br /&gt;
When viewing a planet, Fleets in orbit around that planet have a more detailed icon. All of these icons are color-coded based on the relationships, but we&#039;ll stick with the Player version of them for this example.&lt;br /&gt;
&lt;br /&gt;
There are two sets of icons: circular icons for Empire-controlled Fleets, and triangular icons for Federation-controlled Fleets. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:auto;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Empire Icon&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Federation Icon&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:1_fleet_1.png|80px|Assault Fleet Icon]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:1_fed_fleet_1.png|80px|Assault Fleet Icon]]&lt;br /&gt;
| This Fleet has Assault-Class [[Ships]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:1_fleet_2.png|80px|Empty Transport Fleet Icon]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:1_fed_fleet_2.png|80px|Empty Transport Fleet Icon]]&lt;br /&gt;
| This Fleet has the capacity to hold [[Units]], but none are on-board&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:1_fleet_3.png|80px|Orbital Fleet Icon]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:1_fed_fleet_3.png|80px|Orbital Fleet Icon]]&lt;br /&gt;
| This Fleet has Orbital-class [[Ships]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:1_fleet_4.png|80px|Orbital without Troops Fleet Icon]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:1_fed_fleet_4.png|80px|Orbital without Troops Fleet Icon]]&lt;br /&gt;
| This Fleet has Orbital-class [[Ships]], with the ability to carry [[Units]], but no Units are on-board&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:1_fleet_5.png|80px|Transport with Troops Fleet Icon]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:1_fed_fleet_5.png|80px|Transport with Troops Fleet Icon]]&lt;br /&gt;
| This Fleet is carrying [[Units]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:1_fleet_6.png|80px|Orbital with Troops Fleet Icon]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:1_fed_fleet_6.png|80px|Orbital with Troops Fleet Icon]]&lt;br /&gt;
| This Fleet has Orbital-class [[Ships]], and has [[Units]] on-board&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:1_fleet_7.png|80px|Escape Pod Fleet Icon]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:1_fed_fleet_7.png|80px|Escape Pod Fleet Icon]]&lt;br /&gt;
| This Fleet doesn&#039;t have any [[Ships]], just a [[Leaders|Leader]] floating around in an escape pod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
Fleet Actions are one of the primary ways an Empire affects the game. This is a list of all the things a Fleet can do:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:auto;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Fleet Actions&lt;br /&gt;
|-&lt;br /&gt;
! Action&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Move/Abort Move &lt;br /&gt;
| Fleets can move around the game map. When a Fleet is moving, all it can do is Abort the movement and turn around. See [[Fleets#Movement|Fleet Movement]] for more information.&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Orbit Control Stance&lt;br /&gt;
| Fleets can take control of the orbit around a planet to take tighter control of it. See [[Fleets#Orbit Control| Orbit Control]] for more information.&lt;br /&gt;
|-&lt;br /&gt;
| Blockade Orbit&lt;br /&gt;
| Requires orbit control. Blocks all interstellar trade in and out of the planet. See [[Fleets#Blockade|Blockade]].&lt;br /&gt;
|-&lt;br /&gt;
| Interdict Trade&lt;br /&gt;
| Requires orbit control. Enforces any [[Empires#Sanctions|Sanctions]] the Empire has declared&lt;br /&gt;
|-&lt;br /&gt;
| Toggle Piracy&lt;br /&gt;
| This Fleet will start stealing from the Trade Routes around a planet. See [[Fleets#Piracy|Piracy]].&lt;br /&gt;
|-&lt;br /&gt;
| Disembark Army&lt;br /&gt;
| Requires orbit control. Deploy an [[Armies|Army]] in the Fleet onto the surface of a planet.&lt;br /&gt;
|-&lt;br /&gt;
| Place [[Flags|Flag]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Place [[Beacons|Beacon]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Attack&lt;br /&gt;
| Attack a hostile Fleet in the same location. See [[Fleets#Space Combat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
Fleets can move between objects within a solar system. The amount of time it takes to move from one object to another is based on the slowest speed of [[Ships]] within that Fleet. &lt;br /&gt;
&lt;br /&gt;
Fleets can also Jump between the stars of different Solar Systems. The Stars shown in StariumXCV have a gravitational anomaly that special technology can link into. When a Fleet is in orbit around a Star, it can travel to other solar systems that are within the Fleets Jump Range and Jump Strength. The Jump Strength represents that Fleets ability to wield more complex gravitational anomalies without being torn apart. &lt;br /&gt;
&lt;br /&gt;
While moving, the only action the Fleet can take is Abort Movement, which causes the Fleet to turn around and go back to the location it started moving from. Movement times are still in effect, so the time it will take to return is the same as the amount of time it has been moving for.&lt;br /&gt;
&lt;br /&gt;
==Orbit Control==&lt;br /&gt;
Securing the orbit around a planet is necessary for some other actions. Taking orbit control allows a Fleet to deploy [[Armies]], and enforce interstellar trade rules on the planet. &lt;br /&gt;
&lt;br /&gt;
By default, a Fleet will not attempt to take control of orbit. This can be toggled so that the Fleet will take control of orbit whenever it is able. The only thing that prevents this, is another Fleet already controlling orbit for the same planet. &lt;br /&gt;
&lt;br /&gt;
===Contested Orbit Control===&lt;br /&gt;
If another Fleet already controls orbit, the Fleet has to be destroyed before orbit control can be taken from it. &lt;br /&gt;
&lt;br /&gt;
==Blockade==&lt;br /&gt;
When a Fleet controls orbit around a planet, that Fleet can form a Blockade. A blockade blocks all [[Trade Routes]] connected to the planet.&lt;br /&gt;
&lt;br /&gt;
==Piracy==&lt;br /&gt;
A Fleet can choose to engage in Piracy. When Piracy is toggled on, the Fleet will randomly interrupt [[Trade Routes]] connected to the planet, preventing some portion of the goods from reaching their destination and taking them for the Fleet&#039;s Empire. &lt;br /&gt;
&lt;br /&gt;
==Space Combat==&lt;br /&gt;
&amp;lt;i&amp;gt;coming soon&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Trade_Routes&amp;diff=6551</id>
		<title>Trade Routes</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Trade_Routes&amp;diff=6551"/>
		<updated>2026-01-09T18:09:14Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The way [[Trade_Goods |Trade Goods]] and [[Markets#Resources | Resources]] move between [[Markets]].&lt;br /&gt;
&lt;br /&gt;
Markets must be Open to connect Trade Routes. Establishing these routes allows for scheduling deliveries over time.  There are two ways to transfer Trade Goods or Resources between markets:&lt;br /&gt;
# &amp;lt;b&amp;gt;Import&amp;lt;/b&amp;gt;: &lt;br /&gt;
##Market owner identifies a quantity and [[Exocredits]] price for a Resource. After agreeing to this offer with another [[Empires |Empire]], you then setup a Trade Route for delivering these Resources. &lt;br /&gt;
##Trade Goods can always be Imported at a price set by supply and demand calculations made by the game.&lt;br /&gt;
# &amp;lt;b&amp;gt;Export&amp;lt;/b&amp;gt;: Trade goods can also be sold to another market by exporting them. Payment price is determined by the game. A [[Areas#Strategic Buildings|Spaceport]] must be within [[Jump Distance]] to the receiving Market which can impose tariffs.&lt;br /&gt;
&lt;br /&gt;
Trade Routes can be disrupted by [[Fleets#Blockade| Blockades]], [[Empires#Sanctions]] or [[Fleets#Piracy | Piracy]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:Trade_message.png|50px|Market icon]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Players manage Trade Routes using the world-based [[Markets#Trade |Market window]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Empires&amp;diff=6550</id>
		<title>Empires</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Empires&amp;diff=6550"/>
		<updated>2026-01-09T18:08:41Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: /* Diplomacy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An Empire is what players control while playing StariumXCV. Additionally, some Empires are NPCs and controlled by the game. Empires can control game pieces, engage in battle, and form [[Federations]], and are generally the main entity &amp;quot;doing things&amp;quot; in the game. &lt;br /&gt;
&lt;br /&gt;
==Identifiers==&lt;br /&gt;
When encountering another Empire, it&#039;s typically shown with the Empire name, heraldry, and primary [[Leaders|Leader]]. &lt;br /&gt;
{|&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Heraldry&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Primary Leader&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | [[File:20251219_gwythdarianHeraldry.png|55px|link=https://game.stariumxcv.com/heraldry-designer |Gwythdarian Heraldry]]&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:14_8_6_bust_0_1.png|86px|Primary Leaders |Primary Leader Saxondragon]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | Gwythdarain&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
Each Empire has its own level of technological ability. There are many Primitive and generally low-tech Empires throughout the Galaxy, but every Player-Controlled-Empire is space-faring. Players get to progress their technology through unlocking nodes in the [[Lexicon]].&lt;br /&gt;
&lt;br /&gt;
==Control==&lt;br /&gt;
An Empire controls other things in the game to accomplish things. Empires can own:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | &amp;lt;div&amp;gt;[[File:20241106 beacon.png|50px|Beacon]] &amp;lt;br /&amp;gt; [[Beacons]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:center; vertical-align:middle&amp;quot; | &amp;lt;div&amp;gt;[[File:1_agent_1.png|50px|Player Spy]] &amp;lt;br /&amp;gt; [[Agents]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | &amp;lt;div&amp;gt;[[File:20251111_58_swamp_hostileColorAlternativeBackground.png|60px|Swamp Terrain]] &amp;lt;br /&amp;gt; [[Areas]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center; vertical-align:middle&amp;quot; | &amp;lt;div&amp;gt;[[File:20241123_playerAnticityArmy.jpg|50px|Player&#039;s Army of Antiquity Infantry with 141 units]] &amp;lt;br /&amp;gt; [[Armies]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:8_flag_1.png|50px|Empire Only]] &amp;lt;br /&amp;gt; [[Flags]]&lt;br /&gt;
|style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:20251018_fleetIcon_transparent2.png|80px|420 Ton Fleet without Troops]] &amp;lt;br /&amp;gt; [[Fleets]] &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center; vertical-align:middle&amp;quot; | [[File:20251219_saxondragonBust.png|50px|Primary Leaders |Ursian Primary Leader]] &amp;lt;br /&amp;gt; [[Leaders]]&lt;br /&gt;
|style=&amp;quot;text-align:center; vertical-align:middle&amp;quot; | [[File:20260102_6pins.png|50px|Pin Colors]] &amp;lt;br /&amp;gt; [[Pins]]&lt;br /&gt;
|style=&amp;quot;text-align:center; vertical-align:middle&amp;quot; | [[File:Trade_message.png|50px|Market]] &amp;lt;br /&amp;gt; [[Markets]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Assets==&lt;br /&gt;
Additionally, an Empire can have some things that don&#039;t show up anywhere on the map:&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center; vertical-align:middle&amp;quot; | [[File:8_virtue_leader.png|50px|Commission Leader Virtue]] &amp;lt;br /&amp;gt; [[Virtues]]&lt;br /&gt;
|style=&amp;quot;text-align:center; vertical-align:middle&amp;quot; | [[Artifacts]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center; vertical-align:middle&amp;quot; | [[File:unit_blueprint.png|50px|Unit Blueprints]] &amp;lt;br /&amp;gt; [[Unit Blueprints]]&lt;br /&gt;
|style=&amp;quot;text-align:center; vertical-align:middle&amp;quot; | [[File:unit_blueprint.png|50px|Ship Blueprints]] &amp;lt;br /&amp;gt; [[Ship Blueprints]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Diplomacy==&lt;br /&gt;
Empires form relationships with the other Empires and [[Federations]] it comes into contact with. Interactions between Empires and Federations are tracked and aggregated into a numeric Relationship Rating. A high Relationship Rating means the two Empire or Federations are nice to each other, and a low Relationship Rating shows some amount of conflict. &lt;br /&gt;
&lt;br /&gt;
Empires can also propose multiple different Diplomatic Requests:&lt;br /&gt;
* Mutual Defense Agreement&lt;br /&gt;
* Open Trade Agreement&lt;br /&gt;
* Declare War&lt;br /&gt;
* Sanctions&lt;br /&gt;
&lt;br /&gt;
===Mutual Defense Agreement===&lt;br /&gt;
If two Empires have an active Mutual Defense Agreement, they can defend each others&#039; territory. When an [[Areas|Area]] is attacked, any Empires with a Mutual Defense Agreement with the Area Owner go to battle first. The attacker can only fight the Area owner once this other defending [[Armies|Army]] is defeated. &lt;br /&gt;
&lt;br /&gt;
A Mutual Defense Agreement has to be agreed to by both parties to take effect.&lt;br /&gt;
&lt;br /&gt;
===Open Trade Agreement===&lt;br /&gt;
Empires with Open Trade Agreements are able to sell goods in each others&#039; [[Markets]] even if those Markets are Closed. This way, the Market is cut off from everyone else, but not the Empire the agreement is with. &lt;br /&gt;
&lt;br /&gt;
An Open Trade Agreement must be agreed to by both parties to take effect.&lt;br /&gt;
&lt;br /&gt;
===Declare War===&lt;br /&gt;
In order for Empires to attack each other, they have to be at War. Declaring War is a one-sided action, and does not require both parties to agree. However, declaring war will break any Mutual Defense Agreements and Open Trade Agreements. &lt;br /&gt;
&lt;br /&gt;
===Sanctions===&lt;br /&gt;
Sanctions block the [[Trade Routes]] of the Sanctioned Empire, but they require a [[Fleets|Fleet]] with orbit control to enforce.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Areas&amp;diff=6549</id>
		<title>Areas</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Areas&amp;diff=6549"/>
		<updated>2026-01-09T18:05:13Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Areas are hexagonal spaces on [[Worlds]]. The number of Areas on a World is based on the World&#039;s size. Areas host [[Populations]], and can be owned by [[Empires]].&lt;br /&gt;
&lt;br /&gt;
==Terrain==&lt;br /&gt;
An Area&#039;s Terrain determines the modifiers for activities on the Area. There are 280 different terrain types, grouped into 10 base archetypes.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:auto;&amp;quot;&lt;br /&gt;
|+ Terrain Archetypes&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:1_base_terrain.png|64px|Plains Base Terrain]] &amp;lt;br /&amp;gt; Plains&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:2_base_terrain.png|64px|Desert Base Terrain]] &amp;lt;br /&amp;gt; Desert&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:3_base_terrain.png|64px|Rough Base Terrain]] &amp;lt;br /&amp;gt; Rough&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:4_base_terrain.png|64px|Barren Base Terrain]] &amp;lt;br /&amp;gt; Barren&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:5_base_terrain.png|64px|Mountains Base Terrain]] &amp;lt;br /&amp;gt; Mountains&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:6_base_terrain.png|64px|Hills Base Terrain]] &amp;lt;br /&amp;gt; Hills&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:7_base_terrain.png|64px|Ocean Base Terrain]] &amp;lt;br /&amp;gt; Ocean&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:8_base_terrain.png|64px|Swamp Base Terrain]] &amp;lt;br /&amp;gt; Swamp&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:9_base_terrain.png|64px|Forest Base Terrain]] &amp;lt;br /&amp;gt; Forest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:10_base_terrain.png|64px|Tundra Base Terrain]] &amp;lt;br /&amp;gt; Tundra&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Infrastructure==&lt;br /&gt;
Infrastructure determines the quantity of [[Populations]] that can do a job for [[Production]].&lt;br /&gt;
&lt;br /&gt;
===Strategic Buildings===&lt;br /&gt;
Strategic Buildings are special structures with extra functionality. They can be built on any [[Areas|Area]] with dedicated Work Types in [[Production]]. &lt;br /&gt;
&lt;br /&gt;
====Garrisons====&lt;br /&gt;
Garrisons train [[Units]]. When a Garrison trains a Unit, it pulls the [[Populations|Population]] cost from the [[Areas|Area]] it&#039;s on.&lt;br /&gt;
&lt;br /&gt;
When a Unit is done training and is ready to be deployed, it is deployed to the Area the Garrison is on. &lt;br /&gt;
&lt;br /&gt;
====Shipyards====&lt;br /&gt;
Shipyards build [[Ships]].&lt;br /&gt;
&lt;br /&gt;
====Spaceports====&lt;br /&gt;
Spaceports host [[Trade Routes]]. Each Spaceport can only have one Trade Route. The level of the Spaceport determines how many items it can transport at a time.&lt;br /&gt;
&lt;br /&gt;
==Ownership==&lt;br /&gt;
Areas can be owned by an [[Empires|Empire]]. Owning an Area allows you to manage the Work Types and access Garrisons, Shipyards, and Spaceports on the Area.&lt;br /&gt;
&lt;br /&gt;
If an Area isn&#039;t already owned by someone else, it can be claimed with an [[Armies|Army]].&lt;br /&gt;
&lt;br /&gt;
If an Area is already owned, all defending Armies must be defeated before it can be re-claimed. Areas can be defended by any Army controlled by the owner of the Area, along with any Armies owned by an Empire that has a [[Mutual Defense Agreement]] with the Area owner. &lt;br /&gt;
&lt;br /&gt;
==Crystals==&lt;br /&gt;
Crystals are rare materials with advanced properties. Crystals can be harnessed in [[Ships]] and [[Units]] to augment their abilities.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:auto;&amp;quot;&lt;br /&gt;
|+ Crystal Types&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:17_virtue.png|64px|Anari crystal icon]] &amp;lt;br /&amp;gt; Anari&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:15_virtue.png|64px|Fozite crystal icon]] &amp;lt;br /&amp;gt; Fozite&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:20_virtue.png|64px|Grazite crystal icon]] &amp;lt;br /&amp;gt; Grazite&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:19_virtue.png|64px|Malgorn crystal icon]] &amp;lt;br /&amp;gt; Malgorn&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:22_virtue.png|64px|Oranian crystal icon]] &amp;lt;br /&amp;gt; Oranian&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:18_virtue.png|64px|Vamulite crystal icon]] &amp;lt;br /&amp;gt; Vamulite&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:16_virtue.png|64px|Xorian crystal icon]] &amp;lt;br /&amp;gt; Xorian&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:21_virtue.png|64px|Zavarian crystal icon]] &amp;lt;br /&amp;gt; Zavarian&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Flora-Fauna==&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Exotic512_2_1.png|50px|Fauna-Flora]] &lt;br /&gt;
| style=&amp;quot;vertical-align:center;&amp;quot; | Identifies unique life found in the area like crystalline, silicon or poisonous animals and plants.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Getting_Started&amp;diff=6548</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Getting_Started&amp;diff=6548"/>
		<updated>2026-01-09T18:04:05Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your adventure in StariumXCV begins with creating your [[Empires |Empire]].&lt;br /&gt;
&lt;br /&gt;
Once part of [[Concordium# |The Concordium]], a vast alliance linked by the Quantum Gates, your empire is now isolated. The gate that connected you was mysteriously destroyed, and years have passed with no answers.&lt;br /&gt;
&lt;br /&gt;
Hope fades until your scientists uncover an ancient alien probe. Its technology offers a path back to the stars.&lt;br /&gt;
From here, you decide your Empire’s fate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;quantum-gates&amp;quot;&amp;gt;&lt;br /&gt;
  [[File:QuantumGates.png|center]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Joining A Game ==&lt;br /&gt;
After creating your account, you’ll set up your starting position. This determines how your empire begins its journey.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Select a Game Type&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
StariumXCV has multiple [[Game Types]] that modify aspects of the game. They each offer a different pace and starting resources. We recommend starting with our default, &#039;Sagittarius&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Choose a Colony&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Colonies are the starting point for your Empire. There are 31 [[Colonies]], each with unique histories, bonus skills, and one or two native [[Races]] that shape your early advantages.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Establish Your Leader&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every empire begins with a Leader who receives the skill bonuses from your chosen colony. [[Leaders]] guide your armies, fleets, production, and missions as your empire grows.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;colony-art&amp;quot;&amp;gt;&lt;br /&gt;
  [[File:ColonyArt.png|center]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Starting Out ==&lt;br /&gt;
After finalizing your empire, your first view of the galaxy will be through the [[Galactic Map]]. Here you’ll see your home system and your fleet.&lt;br /&gt;
&lt;br /&gt;
You can move [[Fleets]] to other stars or worlds, essential for expansion, battles, and discovery.&lt;br /&gt;
&lt;br /&gt;
We recommend focusing in on the world your fleet is at to see what’s there. [[Worlds]] are the centerpiece for resources and development.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;section world-section&amp;quot;&amp;gt;&lt;br /&gt;
  [[File:Worlds.png|none|class=section-image]]&lt;br /&gt;
  &amp;lt;div class=&amp;quot;section-content&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h3&amp;gt;Exploring a World&amp;lt;/h3&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;When you focus on a world, [[Fog of War]] hides terrain and activity. Your fleets and army actions reveal more, and any Areas they claim stay visible permanently.&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;Each world is made up of tiles known as [[Areas]], with their own terrain and ownership. Areas host your populations, who build infrastructure and produce the resources needed to grow your empire.&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;Houses and roads represent the [[Populations|Population]] infrastructure, which limits how much of your workforce can operate. Insufficient infrastructure may cause homelessness.&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;Large structures called [[Areas#Strategic Buildings|Strategic Buildings]] provide specialized functions.&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;Use [[Armies]] to expand on a world. They claim, settle, and defend areas, among other things. Claiming an area adds it to your empire&#039;s territory. Settling that area adds a population to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;section population-section reverse&amp;quot;&amp;gt;&lt;br /&gt;
  [[File:Population.png|none|class=section-image]]&lt;br /&gt;
  &amp;lt;div class=&amp;quot;section-content&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h3&amp;gt;Population &amp;amp; Economy&amp;lt;/h3&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;Populations generate [[Production# |Production]] based on their assigned work and the infrastructure supporting them. Output is influenced by terrain and race adaptability to the atmosphere.&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;Your Populations need care. Starvation causes them to shrink and lowers output, while poor infrastructure reduces efficiency.&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;Every world where you own Areas has a [[Markets# |Market]] hub that connects them. Resources your populations produce flow into this Market, and all consumption is drawn from it.&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;Specialty items called [[Trade Goods]] can be produced and sold to your populations. Their prices fluctuate with supply, and selling them is a good way to earn [[Exocredits]].&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;Resources and goods move between markets through [[Trade Routes]]. Routes require spaceports.&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;section fleets-section&amp;quot;&amp;gt;&lt;br /&gt;
  [[File:FleetsIncoming.png|none|class=section-image]]&lt;br /&gt;
  &amp;lt;div class=&amp;quot;section-content&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h3&amp;gt;Forces &amp;amp; Operations&amp;lt;/h3&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;Use your fleets and armies to engage enemies. For full details on mechanics and strategies, see the [[Combat Guide]].&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;Your leaders can complete [[Missions]], short adventures that offer rewards such as skill increases and [[Virtues]]. Mission outcomes depend on the leader’s skills, traits, and the decisions you make along the way.&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;Successful missions may also recruit [[Agents]], specialized operatives who perform espionage, diplomacy, religious influence, and other covert actions. Agents improve with experience, increasing their effectiveness.&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;section religion-section reverse&amp;quot;&amp;gt;&lt;br /&gt;
  [[File:ReligionCult.png|none|Saravens &amp;amp; Tuleonetians from the Psionic Cult|class=section-image]]&lt;br /&gt;
  &amp;lt;div class=&amp;quot;section-content&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h3&amp;gt;Shaping Your Empire&amp;lt;/h3&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;Your empire’s behavior is defined by its [[Government]], which tracks traits like aggressiveness, altruism, and xenophobia. These traits shape your interactions with others and can evolve over time.&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;Beliefs influence your populations’ happiness, complacency, and production. Through [[Populations#Beliefs|Religion]], leaders and agents can spread or suppress beliefs, making it a tool for control or disruption.&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;Finally, the [[Lexicon]] is your gateway to advanced research and development. Different Insight nodes unlock new technologies and abilities for your empire.&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;With these basics, you’re ready to begin.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Your Empire awaits your command.&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;empire-awaits&amp;quot;&amp;gt;&lt;br /&gt;
  [[File:EmpireAwaits.png|center]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Glossary&amp;diff=6547</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Glossary&amp;diff=6547"/>
		<updated>2026-01-09T18:03:34Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;!-- GLOSSARY --&amp;gt;&lt;br /&gt;
&amp;lt;!-- TRAINOR 2024 --&amp;gt;&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;A&amp;quot;&amp;gt;A&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Achievement&amp;quot;&amp;gt;Achievement&amp;lt;/span&amp;gt;: Award given to [[Empires]] or [[#Federation |Federations]] for meeting goals for research, [[Areas]] owned, [[Trade Routes]], battles won, etc. Achievements are displayed on their [[#Dashboard | Dashboard]]. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Ambassador&amp;quot;&amp;gt;Ambassador&amp;lt;/span&amp;gt;: Experts in negotiation, understanding motivations, and the intricate weave of geopolitical nuances.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Analyst&amp;quot;&amp;gt;Analyst&amp;lt;/span&amp;gt;:Those with the desire to serve and protect their own, Analysts are equipped with all the tools to provide security. They are the ones able to spot the wolves among the sheep.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Anarchist Magus&amp;quot;&amp;gt;Anarchist Magus&amp;lt;/span&amp;gt;:Chaos follows Anarchists. They find organization and structure worthless. A higher purpose does not exist; life is but fleeting moments in an unpredictable, chaotic universe. The future is not guaranteed. The present, however, is yours for the taking.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Arch Druid&amp;quot;&amp;gt;Arch Druid&amp;lt;/span&amp;gt;:These down to earth mystics spend most of their time tending to the natural world. When threatened, however, druids unleash the full force of nature in defense of home and habitat.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Arch Justiciar&amp;quot;&amp;gt;Arch Justiciar&amp;lt;/span&amp;gt;:Inspaniduals have the freedom to do what they please, but only the Justiciar holds the authority to mete out the consequences to those actions. Every illegal action has an equal reaction under law. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Arch Philosopher&amp;quot;&amp;gt;Arch Philosopher&amp;lt;/span&amp;gt;:Philosophers are concerned with everything. They seek to identify and study the fundamental aspects of reality. What is and what isn&#039;t are equally important, as all lead to the understanding of the nature of existence.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Arch Physicist&amp;quot;&amp;gt;Arch Physicist&amp;lt;/span&amp;gt;:For too long the universe has been the subject of superstition and shrouded by fear of the unknown. Physicists seek to explain natural phenomena through rational thought supported by empirical evidence.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Arch Primal&amp;quot;&amp;gt;Arch Primal&amp;lt;/span&amp;gt;:Primals bridge the gap between the secular and the spirit realm. They spread the practice of communicating with and gaining the favor of animal spirits in order to bless the land.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Arch Seer&amp;quot;&amp;gt;Arch Seer&amp;lt;/span&amp;gt;:Seers look into the spiritual plane, melding it with our own as they find spirits in all things. To be aware of these spirits and to recognize their existence is to find favor with them.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Archaeology&amp;quot;&amp;gt;Archaeology (Leader Skill)&amp;lt;/span&amp;gt;: This ability to piece together and understand historical context of [[#Ruins |Ruins]], discover natural and artificial [[#Wonders | Wonders]], and salvage the remains of battles for technological [[#Insight | Insights]] and raw materials.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Area&amp;quot;&amp;gt;Area&amp;lt;/span&amp;gt;: Hexagonal tile found on [[Worlds]] that identify land area where [[Populations]] live and work. An area on Earth would be the size of North America.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Artifact&amp;quot;&amp;gt;Artifact&amp;lt;/span&amp;gt;:Ancient relic of technology and power that imbue [[Leaders]] with enhanced capabilities. They are held by Leaders and played like cards. Each has a custom name. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Assassin&amp;quot;&amp;gt;Assassin (Agent Type)&amp;lt;/span&amp;gt;: The fine line between a simple death and martyrdom is defined by the killer. Assassins, therefore, are masters of making accidents happen.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;AssaultShip&amp;quot;&amp;gt;Assault Ship&amp;lt;/span&amp;gt;: Fighter or bomber. Either can be transported to other worlds using Light or Heavy Carriers.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Astrologer&amp;quot;&amp;gt;Astrologer&amp;lt;/span&amp;gt;:There are signs all around us, but to identify their precise nature and meaning takes incredible insight and an understanding of the minute nuances of our shared existence. The cosmos holds the key to all existence, all we need do is look, says the Astrologer. &lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;!-- B --&amp;gt;&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;B&amp;quot;&amp;gt;B&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Base Queue&amp;quot;&amp;gt;Base Queue&amp;lt;/span&amp;gt;: Identifies how many ground-based [[Armies | Army Units]] are in production by a [[Areas#Strategic Buildings|Garrison]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Base rate&amp;quot;&amp;gt;Base rate&amp;lt;/span&amp;gt;: A function of size that determines how fast and efficiently a [[Areas#Strategic Buildings|Garrison]] can produce units. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Base size&amp;quot;&amp;gt;Base size&amp;lt;/span&amp;gt;: Determined by population assigned to creating a [[Areas#Strategic Buildings|Garrison]] and [[#Exocredit | &amp;amp;#958;xocredit]] costs.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Beacon&amp;quot;&amp;gt;Beacon&amp;lt;/span&amp;gt;: Used by a player to contact other players. Beacons can be positioned within a solar system at specific orbits--usually around either the star or a planet/moon. Player must be at a system to drop a beacon. Messages are preset, but players can include Empire name and contact information are part of the message. Possible messages could be &amp;quot;Claimed by Dragon Empire - Angodragon@yahoo.com&amp;quot; or &amp;quot;Dragon Empire hails and welcomes trade - Angodragon@yahoo.com&amp;quot;. Fleets drop beacons. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Blockade&amp;quot;&amp;gt;Blockade&amp;lt;/span&amp;gt;: Physically stop all [[Trade_Goods | Trade Goods]] and [[Markets#Resources | Resources]] from going in or out of a [[Markets | Market]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Blueprint&amp;quot;&amp;gt;Blueprint&amp;lt;/span&amp;gt;: Describes the type of equipment, like weapons, armor and shields, used by a ship or an army unit. Blueprints are used at [[Areas#Strategic Buildings|Garrison]] and [[Areas#Strategic Buildings|Shipyards]] to build a new unit or ship.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Broker&amp;quot;&amp;gt;Broker (Agent Type)&amp;lt;/span&amp;gt;:If it is money which makes the world go round, then it is the Brokers who rule it for they are the masters of profit. They are experienced wheeler dealers, able to make a quick credit from the most unlikely commodity. Even their own mothers are not safe. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Builder&amp;quot;&amp;gt;Builder (Leader Skill)&amp;lt;/span&amp;gt;: The ability to conceive and manage city planning and implementing infrastructure and projects. The more skilled the Builder is the more effective the population will become with their respective jobs.  At higher levels can develop saboteurs that can adversely affect an enemy&#039;s infrastructure.&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;!-- C --&amp;gt;&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;C&amp;quot;&amp;gt;C&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Claim&amp;quot;&amp;gt;Claim&amp;lt;/span&amp;gt;:An [[Armies |Army]] must be on an [[Areas |Area]] before it can take it over. It then takes an [[Armies#ArmyAction |Army Action]] to Claim the Area and it costs [[Glossary#Exocredit |Exocredits]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Clairvoyant&amp;quot;&amp;gt;Clairvoyant&amp;lt;/span&amp;gt;:Every action has a reaction; each act is followed by a consequence. These are not random elements in life, but something which occurs for a reason. The specifics of the reasons may appear obscure to all but the greatest Clairvoyants. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Cleric&amp;quot;&amp;gt;Cleric (Agent Type)&amp;lt;/span&amp;gt;:Some travellers wander to distant lands under the guise of intellectual curiosity, wishing to better understand foreign cultures and faiths. Once engaged, Clerics convince locals of the false nature of their beliefs and offer absolution...for a price.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;ColonistUnit&amp;quot;&amp;gt;Colonist Unit&amp;lt;/span&amp;gt;: A [[Populations|Population Segment]] of 10,000 individuals that moves with an [[Armies |Army]]. They are used to [[#Settle |Settle]] newly [[#Claim |Claimed]] [[Areas]]. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;ColorAlternative&amp;quot;&amp;gt;Color Alternative&amp;lt;/span&amp;gt;: Preference which displays Color Alternative icons (below) for visual impaired players. These icons are primarily used to identify the relationship the player empire (green) has with other empires. Color Alternatives are available when art cannot provide another type of non-color discrimination, like shape or orientation.&lt;br /&gt;
[[File:20251116u_colorAlternativeLegend.png|700px|center|Color Alternative icons]]&lt;br /&gt;
;[[End_User_License_Agreement#communityguidelines | Community Guidelines]]&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Complacency&amp;quot;&amp;gt;Complacency&amp;lt;/span&amp;gt;:Level of self-satisfaction a [[Populations|Population Segment]] has about the current social conditions. It ranges from happy (green), neutral (grey), unrest (orange/yellow) to angry (red).&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Consul&amp;quot;&amp;gt;Consul&amp;lt;/span&amp;gt;:Highly experienced diplomats with a track record of success with different cultures. They speak with the authority of leadership.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Contract Killer&amp;quot;&amp;gt;Contract Killer&amp;lt;/span&amp;gt;:This is an individual who has proven abilities in the field and understands the significance of quiet work. True authority comes only from the barrel of a gun. Or the edge of a blade.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;CO&amp;quot;&amp;gt;Control Orbit&amp;lt;/span&amp;gt;:A single [[Fleets |Fleet]] controls the orbit of a given planet or  moon.  A Fleet that controls orbit can transfer [[Leaders]] and [[Armies]] to/from the surface and prevents other non-allied Fleets from dropping Armies on the [[Worlds |World]]. Control of orbit also dictates [[Trade Routes|Trade Route]] activity. A gold ring encircles the Fleet that controls orbit.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Commando&amp;quot;&amp;gt;Commando&amp;lt;/span&amp;gt;:A Commando is adept in search and destroy missions, able to effectively destroy area infrastructure and sabotage [[Areas#Strategic Buildings|Garrisons]] and [[Areas#Strategic Buildings|Shipyards]]. They are self-sufficient, resourceful and difficult to eliminate.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;CounterIntelligence&amp;quot;&amp;gt;Counter Intelligence (Agent Type)&amp;lt;/span&amp;gt;: Activities designed to prevent or thwart spying, intelligence gathering, and sabotage by an enemy.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Covert&amp;quot;&amp;gt;Covert (Leader Skill)&amp;lt;/span&amp;gt;: The ability to find and manage information and secrets. Skilled in spy craft, those with this skill can develop a wide range of specialized [[Agents]] for information gathering, counterintelligence operations, assassination, saboteurs, and procurement specialists. They are also capable of many of these operations themselves.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Crystal&amp;quot;&amp;gt;Crystal&amp;lt;/span&amp;gt;: Adding up to two of the eighth [[Areas#Crystals]] randomly found on planets and moons to either unit or ship designs improves their performance. [[Production#Mining |Mining]] infrastructure on [[Areas]] with crystals allows [[Empires]] to use and [[#Trade |Trade]] this valuable commodity.&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;!-- D --&amp;gt;&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;D&amp;quot;&amp;gt;D&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Dashboard&amp;quot;&amp;gt;Dashboard&amp;lt;/span&amp;gt;: Comprehensive overview of a player&#039;s [[Empires |Empire]] or [[#Federation |Federation]]. Depending on whether it is for an Empire or Federation, it includes identifying the heraldry, name, [[Government |Government Ethos]], history, inventory, current ranking, [[#Achievement |Achievements]] and Federation medals. Other tabs help manage [[#Beacon |Beacons]], [[#Flag |Flags]], [[#Pin |Pins]], [[Leaders]] and allow the players to replace their Empire&#039;s heraldry and form a Federation.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Debrief&amp;quot;&amp;gt;Debrief&amp;lt;/span&amp;gt;: [[Agents |Agent]] interrogation to obtain useful information after being [[#Extract| extracted]] from an Agent action. Debriefing takes three hours real time before the before the agent can be [[#Furloughed|furloughed]] before being placed back on the game map.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Deployed&amp;quot;&amp;gt;Deploy/Deployed&amp;lt;/span&amp;gt;: When an [[Agents |Agent]] is placed back on the game map where an existing agent is located. This action costs a Quadran unless the sponsor Agent (the Agent at the location where the [[#Furloughed|furloughed]] Agent is being deployed to) is a [[#Diplomat |Diplomat]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;DesignPoint&amp;quot;&amp;gt;Design Point&amp;lt;/span&amp;gt;:  Used to equip ships and units with weapons, armor and shields as part of a [[#Blueprint |Blueprint]]. The more Design Points used the better the equipment. They are acquired through Research.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Detective Analyst&amp;quot;&amp;gt;Detective Analyst&amp;lt;/span&amp;gt;:An individual trained in analyzing behavior and recognizing potential threats. These men and women are fighting an invisible war against enemies you don&#039;t even know you have.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Detective Chief &amp;quot;&amp;gt;Detective Chief&amp;lt;/span&amp;gt;:Well practiced in feeding the enemy false information, Detective Chiefs are masters of making the unreal feel real. Instead of simply diffusing situations, they manipulate it to provide results the enemy will have never imagined.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Detective Inspector&amp;quot;&amp;gt;Detective Inspector&amp;lt;/span&amp;gt;: One whose sole purpose is to maintain security for those they serve. They have extensive training and experience in the art of observation. While the institutions of counter-espionage are busy watching for the enemy, there are some who watch the watchers.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Diplomat&amp;quot;&amp;gt;Diplomat (Agent Type)&amp;lt;/span&amp;gt;:Tireless servants of the state, Diplomats stand at the forefront of the geopolitical battle for domination. They walk softly and use the threat of a big stick to ensure their friends are united and their enemies are divided.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Disembark&amp;quot;&amp;gt;Disembark&amp;lt;/span&amp;gt;: Moving troops from an orbiting [[Fleets |Fleet]] down to an [[Areas |Area]] on the [[Worlds |World]] below. The Fleet must have control of orbit around the World before it can happen.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Dossier&amp;quot;&amp;gt;Dossier&amp;lt;/span&amp;gt;: Basic information about another [[Empires |Empire]] or [[#Federation |Federation]] identifying the heraldry, name, [[Government |Government Ethos]], history, current ranking, [[#Achievement |Achievements]] and Federation medals.  &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Dread Necromancer&amp;quot;&amp;gt;Dread Necromancer&amp;lt;/span&amp;gt;:Death is but an obstacle to overcome. To gain favor with Death one must trade the souls of the living for those who once lived. For a necromancer to bring the dead back…one must pay Death his dues.&lt;br /&gt;
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&amp;lt;h2 id=&amp;quot;E&amp;quot;&amp;gt;E&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Embark&amp;quot;&amp;gt;Embark&amp;lt;/span&amp;gt;: Moving troops from the ground up into an orbiting [[Fleets |Fleet]]. The Fleet must have control of orbit around the [[Worlds |World]] before it can happen.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Emissary&amp;quot;&amp;gt;Emissary&amp;lt;/span&amp;gt;:Experienced negotiators who bring conflicting viewpoints to the bargaining table to find common ground.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Empire&amp;quot;&amp;gt;Empire&amp;lt;/span&amp;gt;: A playable position that owns [[Areas]] with [[Markets]] on [[Worlds]] and commands [[Leaders]], [[Agents]], [[Armies]] and [[Fleets]] to explore the galaxy.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Envoy&amp;quot;&amp;gt;Envoy&amp;lt;/span&amp;gt;:Focused mission centric junior Diplomats who are adept at diplomatic problem solving and getting positive results.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Epochs&amp;quot;&amp;gt;Epoch&amp;lt;/span&amp;gt;: An historical period of time characterized by the current state of technological development. In Starium XCV these epochs are Antiquity, Enlightenment, Industrial, Spacefaring, Modern, Advanced and Transcendent.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Pod&amp;quot;&amp;gt;Escape Pod&amp;lt;/span&amp;gt;:A [[Fleets#FleetTypes |Fleet type]] consisting only of an Escape Pod containing a [[Leaders |Leader]].  This Fleet type is not able to move&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Event&amp;quot;&amp;gt;Event&amp;lt;/span&amp;gt;: Natural or man-made disasters on an [[Areas |Area]] (tornado) or [[Worlds |globally]] (pandemic).&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Exocredit&amp;quot;&amp;gt;Exocredit (&amp;amp;#958;)&amp;lt;/span&amp;gt;: In game currency generated by [[Production]] and [[Markets#Trade | Trade]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Expert Extraction Agent&amp;quot;&amp;gt;Expert Extraction Agent&amp;lt;/span&amp;gt;:A master of the shadows, the seasoned Extraction Agent is able to blend into any surrounding and work in plain sight. With a mastery of the art of invisibility, they take all they need.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Expert Spy&amp;quot;&amp;gt; Expert Spy &amp;lt;/span&amp;gt;: An intelligence field agent and a expert in social engineering. They slip seamlessly into any segment or social element of society. Above suspicion, they are able to bare the soul and reveal the darkest secrets that can hurt you the most.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Export&amp;quot;&amp;gt;Export&amp;lt;/span&amp;gt;: [[Trade Goods]] can only be sold to another [[Markets| Market]] by using a [[Trade Routes|Trade Route]] to Export them. Payment price and is determined by the game. [[Markets#Resources | Resources]] can also be Exported, but in this case the price and quantity of outgoing resources are arranged by the player in advance. The [[Areas#Strategic Buildings|Spaceport]] must be within [[#JumpDistance | jump distance]] to the receiving Market.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Extract&amp;quot;&amp;gt;Extract/Extracted&amp;lt;/span&amp;gt;: When an [[Agents |Agent]] is removed from the game map where her status is [[#Debrief|debriefing]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Extraction Agent&amp;quot;&amp;gt; Extraction Agent&amp;lt;/span&amp;gt;:With a background in infiltration and extraction, the Extraction Agent is capable of weaving through the shadows to retrieve just what is needed. By the time anyone realizes a thief is among them, it’ll be too late.&lt;br /&gt;
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&amp;lt;h2 id=&amp;quot;F&amp;quot;&amp;gt;F&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Federation&amp;quot;&amp;gt;Federation&amp;lt;/span&amp;gt;: [[Empires]] can band together into Federations. A Federation has its own heraldry and relationships and can form fleets from ships donated by Federation members. Members can also help defend each others&#039; areas.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Firebrand&amp;quot;&amp;gt;Firebrand (Agent Type)&amp;lt;/span&amp;gt;:If a whisper can bring down an entire [[Empires |empire]], what force does a shout have? Firebrands wield language as a weapon to inspire people to prove their true power, leading them against the callous rule of petty tyrants.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Flag&amp;quot;&amp;gt;Flag&amp;lt;/span&amp;gt;: Used by a player as a personal notation on the [[#GalacticMap |Galactic Map]]. Comments from Federation members are also shown when selected. Flags show up in Galactic Scans only on player&#039;s screen. Possible notations include &amp;quot;Colonize ASP&amp;quot;, &amp;quot;Wonder&amp;quot; and selected System information like types of objects in orbit. Fleets deploy flags. There are three types of flags: Empire Only, Federation Only &amp;amp; for both Empire &amp;amp; Federation.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;FleetType&amp;quot;&amp;gt;Fleet Type&amp;lt;/span&amp;gt;: Fleets fall into four types: Attack, Transport, Orbital Defense and Leader Escape Pod.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;FOG&amp;quot;&amp;gt;Fog of War&amp;lt;/span&amp;gt;: The inability to see what is happening inside an area.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Furloughed&amp;quot;&amp;gt;Furloughed&amp;lt;/span&amp;gt;: The status of an agent who is not on the game map.  It takes three hours real time to [[#Debrief|debrief]] before the agent is then furloughed and ready to be placed back on the game map.&lt;br /&gt;
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&amp;lt;h2 id=&amp;quot;G&amp;quot;&amp;gt;G&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;GalacticMap&amp;quot;&amp;gt;Galactic Map&amp;lt;/span&amp;gt;: View of an [[Empires |Empire&#039;s]] home world in respect to its position within the interstellar game space containing tens of thousands of solar systems.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Ethos&amp;quot;&amp;gt;[[Government |Government Ethos]]&amp;lt;/span&amp;gt;: How an [[Empires |Empire]] behaves within game play. Each Empire is tracked for five traits: aggressiveness, altruism, egocentricity, belief strength and xenophobia. These traits determine the Empire’s governing ethos. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;GravityRating&amp;quot;&amp;gt;Gravity Rating&amp;lt;/span&amp;gt;: 1-12 gravity anomalies associated with a sun that impact the ability of a [[Fleets |Fleet]] to jump to it. These gravitational anomalies allow ships to hook onto the star and jump. Some anomalies are more difficult to identify and jump to than others.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;GroundCombat&amp;quot;&amp;gt;Ground Combat (Leader Skill)&amp;lt;/span&amp;gt;: The ability to effectively manage and lead ground forces in battle. The higher the skill, the more effective the ground troops will be in battle. This also enables the [[Leaders |Leader]] to recruit informants, as well as saboteurs that can adversely affect an enemy&#039;s infrastructure.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Guide &amp;gt;Guide&amp;lt;/span&amp;gt;: Software support for learning about more complex aspects of game play.&lt;br /&gt;
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&amp;lt;!-- H --&amp;gt;&lt;br /&gt;
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&amp;lt;h2 id=&amp;quot;H&amp;quot;&amp;gt;H&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Hangers&amp;quot;&amp;gt;Hangers&amp;lt;/span&amp;gt;: One hanger per assault ship or army unit. Orbitals, Light and Heavy Carriers have Hangers.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Health&amp;quot;&amp;gt;Health (Ships)&amp;lt;/span&amp;gt;: Unlike shields, the battle damage from hits to a ship’s armor and hull does not return which reduces the overall health of a ship. A ship’s Health is a percentage measurement of how much hull/armor battle damage still exists after the shields are back to full strength.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;High Visionary&amp;quot;&amp;gt;High Visionary&amp;lt;/span&amp;gt;:That this world is the best of all possible worlds is due in no small part to the efforts of Visionaries. They identify and seize upon the small threads of opportunity evident and otherwise missed throughout all our lives.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;HitPoints&amp;quot;&amp;gt;Hit Points&amp;lt;/span&amp;gt;: Hit Points are the maximum amount of damage a ship can take before it is destroyed. This value is calculated when a ship goes into battle and is based on the strength of its hull, armor and shields.&lt;br /&gt;
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&amp;lt;!-- I --&amp;gt;&lt;br /&gt;
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&amp;lt;h2 id=&amp;quot;I&amp;quot;&amp;gt;I&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Import&amp;quot;&amp;gt;Import&amp;lt;/span&amp;gt;: Purchasing [[Trade_Goods | Trade Goods]] and [[Markets#Resources | Resources]] for a local [[Markets | Market]] from an outside Market. [[Empires]] must accept all incoming trade goods. The price and quantity of incoming resources are arranged in advance.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;IndustrialUnit&amp;quot;&amp;gt;Industrial Unit&amp;lt;/span&amp;gt; (IU): The base measurement of [[Production]] value or capacity.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Informant&amp;quot;&amp;gt; Informant &amp;lt;/span&amp;gt;: A broker of information who sells knowledge professionally. They seek out secrets and information to leverage. As it is said, even the walls have ears.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Insight&amp;quot;&amp;gt;Insight&amp;lt;/span&amp;gt;: Produced through [[Production#Research |Research]] and spent to unlock technology nodes for Energy, Physical, Life, Theoretical, and Social Sciences on the [[Lexicon]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Inquisitor&amp;quot;&amp;gt;Inquisitor (Agent Type)&amp;lt;/span&amp;gt;: Always expect the inquisition. The Inquisitor knows there is no innocence, only degrees of guilt. Those heretics who fail to follow the path to redemption with unconditional devotion must have their soul purged of its vile corruption with fire.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;InsigniaPack&amp;quot;&amp;gt;Insignia Pack&amp;lt;/span&amp;gt;: A Set of 20 graphics used to uniquely identify Army [[#Unit |Units]]. One graphic per Unit.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Intelligence Agency Director&amp;quot;&amp;gt;Intelligence Agency Director&amp;lt;/span&amp;gt;:They are the head of a massive intelligence gathering operation with agents embedded at all levels of government. If knowledge is power, then it is the Director who is truly seated on the throne.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Intelligence Service Director&amp;quot;&amp;gt;Intelligence Service Director&amp;lt;/span&amp;gt;: Maestros orchestrating bloodshed from the shadows, they are the embodiment of Death. The death of one is unfortunate, of ten is a tragedy. Of thousands? That is statecraft.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Intelligence Officer&amp;quot;&amp;gt;Intelligence Officer&amp;lt;/span&amp;gt;:A Thief with an eye for vital information, the Intelligence Officer has learned the practice of insertion to retrieve such needed material and secrets. To retain the loyalty of a Thief is to possess all that you require. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Interdict&amp;quot;&amp;gt;Interdict&amp;lt;/span&amp;gt;: Intercept and prevent the movement of [[Trade_Goods | Trade Goods]] and [[Markets#Resources | Resources]] from a specific [[Empires |Empire]] into or from a [[Markets |Market]]. Formally known as a Trade Sanction or [[#Sanction |Sanction]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Investigation Agency Director&amp;quot;&amp;gt;Investigation Agency Director&amp;lt;/span&amp;gt;:Investigation Agency Directors inhabit the space between myth and reality. With the power of illusion, they conjure smoke and mirrors, dealing in half-truths to make it all seem real. If warfare is based on deception, then these are its true masters.&lt;br /&gt;
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&amp;lt;h2 id=&amp;quot;J&amp;quot;&amp;gt;J&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;JumpDistance&amp;quot;&amp;gt;Jump Distance&amp;lt;/span&amp;gt;: The area in which a ship can travel to known stars. A blue circle on the [[#GalacticMap |Galactic map]] identifies local stars to which a [[Fleets |Fleet]] can move (jump). The Fleet&#039;s Jump Distance is equal to the shortest Jump Distance amongst its ships. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;JumpStrength&amp;quot;&amp;gt;Jump Strength&amp;lt;/span&amp;gt;: The [[#GravityRating |Gravity Rating]] that a [[Fleets |Fleet]] is able to overcome when traveling to another star. A Fleet&#039;s Jump Strength is equal to the lowest Jump Strength amongst its ships. A Star&#039;s name is missing from the Galactic map when a Fleet cannot jump to it.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Junior Contract Killer&amp;quot;&amp;gt;Junior Contract Killer&amp;lt;/span&amp;gt;:Junior Contract Killers are low-level thugs who has been &amp;quot;persuaded&amp;quot; to put their particular skills to better use. Death is but a journey. Let them lead you.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Junior Informant&amp;quot;&amp;gt; Junior Informant &amp;lt;/span&amp;gt;:A low-level information asset who fits seamlessly into the fabric of society. These are the eyes peering out of the shadows, watching. Always watching.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Junior Intelligence Officer&amp;quot;&amp;gt;Junior Intelligence Officer&amp;lt;/span&amp;gt;:Legal hackers, they are experts at electronic warfare, well able to engage with others in cyberspace. They are thieves with the luxury of never having to leave the comfort of their own desk.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Junior Sapper&amp;quot;&amp;gt;Junior Sapper&amp;lt;/span&amp;gt;:A low-level pyromaniac indoctrinated to strike against significant targets. Their missions tend to be dangerous and they are often not expected to return.&lt;br /&gt;
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&amp;lt;!-- L --&amp;gt;&lt;br /&gt;
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&amp;lt;h2 id=&amp;quot;L&amp;quot;&amp;gt;L&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;LeaderTest&amp;quot;&amp;gt;Leader Test&amp;lt;/span&amp;gt;: A personality test to match you to one of the 36 [[Leaders#LeaderTitle | Leader Titles]]. A banner for the matching Leader Title is made available at the end of the test.&lt;br /&gt;
[[File:20241217_leaderSkillsBanner_prophet.jpg|400px|center|Prophet Banner with leader skills]] &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Lexicon&amp;quot;&amp;gt;Lexicon&amp;lt;/span&amp;gt;: Map of an empire’s current and possible technological levels for Energy, Physical, Life, Theoretical, and Social sciences. These levels are expressed as nodes on the map. When unlocked with a related [[#Insight | Insight]], it gives the empire bonuses to their ships, units and production capabilities.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Liaison&amp;quot;&amp;gt;Liaison&amp;lt;/span&amp;gt;:Junior policymakers who spend their days understanding alien cultures and history to advise superiors on local cultural protocols.&lt;br /&gt;
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&amp;lt;h2 id=&amp;quot;M&amp;quot;&amp;gt;M&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Market&amp;quot;&amp;gt;Market&amp;lt;/span&amp;gt;: Comprised of the production from all the areas an [[Empires |Empire]] controls on one planet or moon.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;MarketReserve&amp;quot;&amp;gt;Market Reserve&amp;lt;/span&amp;gt;: Used by an empire to provide reserve storage for [[Trade Goods]], organics, metals, [[#IndustrialUnit| Industrial Units]] and crystals. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Master Agent&amp;quot;&amp;gt;Master Agent&amp;lt;/span&amp;gt;:Master [[Agents]] have a very particular set of skills, acquired over an incredibly long, quiet career. They are the stuff of nightmares and are the reason why the enemy sleeps with one eye open.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Master Commando&amp;quot;&amp;gt;Master Commando&amp;lt;/span&amp;gt;:Veterans of many conflicts, these Master Commandos thrive in high-stress environments, far behind enemy lines. Here, where the enemy feels the most secure, they are best able to inflict destruction. They no longer know the meaning of fear.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Master Extraction Agent&amp;quot;&amp;gt;Master Extraction Agent&amp;lt;/span&amp;gt;:Experts in multiple elements of information gathering and covert activities, they mold situations to their liking to provide prime scenarios to see their objectives fulfilled. The enemy may likely even blame themselves, or each other.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Master Spy&amp;quot;&amp;gt;Master Spy&amp;lt;/span&amp;gt;: An experienced field agent able to get into and out of locations with ease. These [[Agents]] are adept at social engineering. They understand a single weapon can kill many, but that a word to the right people can lead to the downfall of an entire empire.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;MessageArchive&amp;quot;&amp;gt;Message Archive&amp;lt;/span&amp;gt;: Internal messages can be saved when a player opens a Message Archive.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;MilitaryBase&amp;quot;&amp;gt;Military Base&amp;lt;/span&amp;gt;: A [[Areas#Strategic Buildings|Strategic Building]] where [[Armies|Army]] [[Armies#UnitTypes |Units]] are created using [[Unit_Blueprints |Unit Blueprints]]. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Missionary&amp;quot;&amp;gt;Missionary (Agent Type)&amp;lt;/span&amp;gt;: Missionaries practice the art of persuasion on a grand scale. They are capable of standing before vast crowds and convincing them that previously held beliefs are false, leading them down a different path entirely.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Mission&amp;quot;&amp;gt;Mission&amp;lt;/span&amp;gt;: Short multi-optioned text-based adventure that [[Leaders]] embark upon. Mission results can yield several benefits to the Leader and the player [[Empires |Empire]] based upon the [[Missions#MissionTypes| Mission Type]] and scope of the Mission.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Monk&amp;quot;&amp;gt;Monk&amp;lt;/span&amp;gt;:Connected to everything, Monks are said to be one with the universe. They find acceptance of their place in it and work to help others reach a higher state of being through a virtuous life.&lt;br /&gt;
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&amp;lt;h2 id=&amp;quot;N&amp;quot;&amp;gt;N&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;NPC&amp;quot;&amp;gt;NonPlayer Character (NPC)&amp;lt;/span&amp;gt;: Empire controlled by the game&#039;s AI.&lt;br /&gt;
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&amp;lt;!-- O --&amp;gt;&lt;br /&gt;
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&amp;lt;h2 id=&amp;quot;O&amp;quot;&amp;gt;O&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Observation Post&amp;quot;&amp;gt;Observation Post (Agent Type)&amp;lt;/span&amp;gt;: A small hidden outpost designed to monitor and track orbiting [[Fleets]] around a planet or moon.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Oracle&amp;quot;&amp;gt;Oracle&amp;lt;/span&amp;gt;: History is in a continual state of flux as its events are determined by the victor, but nothing is more certain than the future. Personal will is no more than a step on the journey, for ultimately one’s destiny decides all things.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Orbitals&amp;quot;&amp;gt;Orbitals&amp;lt;/span&amp;gt;: A ship type designed to defend [[Worlds]] from orbit. These ships have massive firepower and [[#Hangers |Hangers]] for [[#AssaultShip |Assault ships]].&lt;br /&gt;
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&amp;lt;!-- P --&amp;gt;&lt;br /&gt;
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&amp;lt;h2 id=&amp;quot;P&amp;quot;&amp;gt;P&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Paragon Humanist&amp;quot;&amp;gt;Paragon Humanist&amp;lt;/span&amp;gt;: There are no spirits. There are no gods. Religion is nothing but cultism and a lie. There is only you and the universe that surrounds yourself, nothing more. Draw on your own power and faith in yourself. These are the beliefs of Humanists.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Past Speaker&amp;quot;&amp;gt;Past Speaker&amp;lt;/span&amp;gt;:Charged with preserving history, Past Speakers strive to record the stories and memories of their countrymen, drawing on the example of ancestors to inspire their people to greater deeds.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Pin&amp;quot;&amp;gt;Pin&amp;lt;/span&amp;gt;: Used by player as a personal notation for a specific [[Areas |Area]] on a [[Worlds |World]]. [[Armies]] post pins.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Piracy&amp;quot;&amp;gt;Piracy&amp;lt;/span&amp;gt;: Attacking and robbing ships delivering [[Trade_Goods |Trade Goods]] and [[Markets#Resources | Resources]]. Pirate fleet must be in orbit, but does not have to control it.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;PlayerRelationship&amp;quot;&amp;gt;Player Relationship&amp;lt;/span&amp;gt;: Color code for [[Fleets |Fleet]] and [[Armies |Army]] art that identifies their relationship with the player:&lt;br /&gt;
* Player - Green&lt;br /&gt;
* Federation - Blue&lt;br /&gt;
* Friend - Purple&lt;br /&gt;
* Neutral - Grey&lt;br /&gt;
* Hostile - Red&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Plunder&amp;quot;&amp;gt;Plunder&amp;lt;/span&amp;gt;: Crippling and destroying an area and it inhabitants. Think sacking of Rome.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Political&amp;quot;&amp;gt;Political (Leader Skill)&amp;lt;/span&amp;gt;: The ability to conduct Diplomatic [[Missions]] and implement social and governmental policy. This also enables the [[Leaders |Leader]] to acquire Diplomatic [[Agents]] such as emissaries and ambassadors who can increase the [[#RelationshipRating |Relationship]] between your [[Empires |Empire]] and alien [[Races]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;PopulationSegment&amp;quot;&amp;gt;Population Segment&amp;lt;/span&amp;gt;: Homogeneous group of 10,000 individuals. They share the same [[#Complacency |Complacency]] status, [[Races |Race]], [[Populations#Beliefs|Religion]] and [[#Epochs |Epoch]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Portal&amp;quot;&amp;gt;Portal&amp;lt;/span&amp;gt;: Land-based instant transport to stable end point on another [[Worlds |World]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Preacher&amp;quot;&amp;gt;Preacher&amp;lt;/span&amp;gt;:Preacher [[Agents]] spread the word of their beliefs and of the need to bend knee and worship the divine, lest all suffer its wrath. The people must be saved from their secular existence and plead for grace from the holy.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Prime Divine&amp;quot;&amp;gt;Prime Divine&amp;lt;/span&amp;gt;:Having obtained Divine ascension, the Divines are living gods. As mortals who have taken on divine powers, they can easily find worshipers and maintain a following.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Prime Ebon&amp;quot;&amp;gt;Prime Ebon&amp;lt;/span&amp;gt;:Darkness offers sanctuary from the creatures of sight. The light bares all, nothing is secret and nothing is sacred. With twilight comes hope and holy is the eclipse. An Ebon leads the way.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Prime Eternal&amp;quot;&amp;gt;Prime Eternal&amp;lt;/span&amp;gt;:You are born, affect your world, grow old, and finally die, only to be born again. The cycle of life is everlasting and unforgiving. The Eternal knows that this body will not last forever, but that its mind and deeds will.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Prime Mentor&amp;quot;&amp;gt;Prime Mentor&amp;lt;/span&amp;gt;:Your life holds a level of value you could never hope to comprehend. Only when you begin to try do you realize the scope of it all. The Mentor will help you find meaning in your life, but it is only with their guidance that you will find success.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Prime Mystic&amp;quot;&amp;gt;Prime Mystic&amp;lt;/span&amp;gt;:Mystics are no mere conjurors of cheap tricks, they wield powers which have not yet been explained and which may never be.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Prime Vessel&amp;quot;&amp;gt;Prime Vessel&amp;lt;/span&amp;gt;:Vessels are divine intermediaries who connect the secular world with gods. It is through them that the gods grant their will and guidance to believers.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Primordial&amp;quot;&amp;gt;Primordial&amp;lt;/span&amp;gt;: Life is the beginning. Everything is but a result of life and the way it interacts with itself and its surroundings. Nothing is more holy than the act of creating life and only under certain circumstances should such a precious gift ever be taken.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Prophet&amp;quot;&amp;gt;Prophet (Agent Type)&amp;lt;/span&amp;gt;:Prophets adapt the emotional elements of faith to motivate followers to perform deeds they would otherwise be incapable of. This can either encourage devotees to greater achievements or provoke them to defy secular authority.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Psionic&amp;quot;&amp;gt;Psionic (Leader Skill)&amp;lt;/span&amp;gt;: This unique skill is the use of the mind to affect outcomes of other skills. Defined in a variety of ways such as telekinesis, telepathy, fire or electrical discharges or even controlling other beings.&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;!-- Q --&amp;gt;&lt;br /&gt;
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&amp;lt;h2 id=&amp;quot;Q&amp;quot;&amp;gt;Q&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Gate&amp;quot;&amp;gt;Quantum Gate&amp;lt;/span&amp;gt;: Space-based instant transport to stable end point on another [[Worlds |World]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Quadrans&amp;quot;&amp;gt;&amp;amp;#216;uadran&amp;lt;/span&amp;gt;: In game currency earned through game play or purchased.&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;!-- R --&amp;gt;&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;R&amp;quot;&amp;gt;R&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Raid&amp;quot;&amp;gt;Raid&amp;lt;/span&amp;gt;: Harassing the inhabitants of an [[Areas |Area]]. Think chicken stealing.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;RelationshipRating&amp;quot;&amp;gt;Relationship Rating&amp;lt;/span&amp;gt;:Numerical value that quantifies the current state of relations between two [[Empires]] in the game. This rating reflects the level of alignment, cooperation or tension between the Empires which influences their interactions and decision-making. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Religious&amp;quot;&amp;gt;Religious (Leader Skill)&amp;lt;/span&amp;gt;: The ability to spread your state religion throughout the galaxy, as well as to incite or calm populations or attack other religious beliefs.  This also enables the [[Leaders |Leader]] to acquire missionaries, clerics, inquisitors and other unique [[Agents]] that have a variety of faith based actions.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;ResearchPoint&amp;quot;&amp;gt;Research Point&amp;lt;/span&amp;gt;: Used in [[Lexicon]] to improve [[Empires |Empire&#039;s]] technology. Research infrastructure produces Research Points. They are also acquired through agent actions and leader missions.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Resources&amp;quot;&amp;gt;Resources&amp;lt;/span&amp;gt;: Raw materials, like organics, metals, industrial units and crystals, used to produce goods. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Ruins&amp;quot;&amp;gt;Ruin&amp;lt;/span&amp;gt;: Building or place in a state of decay, collapse, or disintegration. [[Glossary#Artifact |Artifacts]] and [[Glossary#Virtue |Virtues]] can sometimes be found by [[Glossary#Archaeology |Archaeologist]] leaders.&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
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&amp;lt;h2 id=&amp;quot;S&amp;quot;&amp;gt;S&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Saboteur&amp;quot;&amp;gt;Saboteur (Agent Type)&amp;lt;/span&amp;gt;: A person who deliberately damages or destroys things in order to weaken an enemy or to make a protest.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Sanction&amp;quot;&amp;gt;Sanction&amp;lt;/span&amp;gt;: Intercept and prevent the movement of [[Trade_Goods |Trade Goods]] and [[Markets#Resources | Resources]] from a specific [[Empires |Empire]] into or from a [[Markets |Market]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Sapper&amp;quot;&amp;gt;Sapper&amp;lt;/span&amp;gt;: An [[Agents |Agent]] who is an explosive expert found at the forefront of strategic demolition efforts. Their job is to enact targeted destruction of key objectives by any means necessary. They deconstruct the enemy’s sense of security, sowing the seeds of doubt.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;ScanDistance&amp;quot;&amp;gt;Scan Distance&amp;lt;/span&amp;gt;: The area in which a fleet can identify other stars. A fleet&#039;s Scan Distance is equal to the highest Scan Distance amongst its ships. The stars on the Galactic map outside the Scan Distance are shown, but not identified in any way. Stars in the Scan Distance with a [[#GravityRating | Gravity Rating]] outside the [[Fleets |Fleet&#039;s]] [[#JumpStrength | Jump Strength]] are not identified by name.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;ScanStrength&amp;quot;&amp;gt;Scan Strength&amp;lt;/span&amp;gt;: The ability to detect information about a star which is influenced by the star’s [[#GravityRating | Gravity Rating]]. A [[Fleets |Fleet&#039;s]] Scan Strength is equal to the highest Scan Strength amongst its ships.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Science&amp;quot;&amp;gt;Science (Leader Skill)&amp;lt;/span&amp;gt;: The ability to understand and theorize scientific principles and advance the body of knowledge of your [[Empires |Empire]].  The higher the skill, the more rapidly new scientific discoveries are understood and assimilated into the general [[Populations|Population]].   This skill also enables the [[Leaders |Leader]] to establish [[Agents#Observation |observation posts]] on [[Worlds |Worlds]] that can scan for the presence of ships in orbit.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Secret Agent&amp;quot;&amp;gt;Secret Agent&amp;lt;/span&amp;gt;:An [[Agents |Agent]] who has come to embrace killing for a higher purpose, they have learned both the value of subterfuge and the element of surprise. Patriotism is a powerful motivator and these people will go to extreme lengths to protect Emperor and [[Empires |Empire]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Security Agency Director&amp;quot;&amp;gt;Security Agency Director&amp;lt;/span&amp;gt;:From the stuff of legends, individuals who have seen victory through their profession countless times. These are the ones pulling the strings from behind the curtains, setting the stage and making each actor dance to their tunes. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Sentinel&amp;quot;&amp;gt;Sentinel (Agent Type)&amp;lt;/span&amp;gt;:Clad in the certainty of their faith, Sentinels stand as bulwarks against dishonorable conduct. Their ever watchful eyes stand vigilant, guarding against the terrors of a treacherous and deceitful universe.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Settle&amp;quot;&amp;gt;Settle&amp;lt;/span&amp;gt;:An [[Armies |Army]] must have [[#Claim |Claimed]] an [[Areas |Area]] before it can be Settled. To Settle the Area, the Army must have a [[#ColonistUnit |Colonist Unit]] it can leave thought an [[Armies#ArmyAction |Army Action]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Shaman&amp;quot;&amp;gt;Shaman&amp;lt;/span&amp;gt;:There exist intermediaries between our realm and the realm of mystic spirits. These Shamans are dedicated, practiced messengers who have the ability to perceive and influence these spirits and to gain their power.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Shipping&amp;quot;&amp;gt;Shipping&amp;lt;/span&amp;gt;: When a [[Trade Routes| Trade Route]] is used to send [[#Resources | Resources]] to a target [[Markets |Market]]. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Shipyard Queue&amp;quot;&amp;gt;Shipyard Queue&amp;lt;/span&amp;gt;: Identifies how many ships are in production.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Shipyard Rate&amp;quot;&amp;gt;Shipyard Rate&amp;lt;/span&amp;gt;: Determines how fast and efficiently a [[Areas#Strategic Buildings|Shipyard]] can produce ships. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Shipyard&amp;quot;&amp;quot;&amp;gt;Shipyard&amp;lt;/span&amp;gt;: Strategic building used to build new ships based on the [[Ship_Blueprints |Ship Blueprint]]. Shipyard size is determined by two things:&lt;br /&gt;
# How large of ship can be built at this Shipyard&lt;br /&gt;
# How fast the Shipyard works&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Note: [[#Orbitals |Orbitals]] can be created by any size Shipyard.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;ShipClass&amp;quot;&amp;gt;[[Ship_Blueprints#ShipDesigns |Ship Class]]&amp;lt;/span&amp;gt;: Ship Designs are broken into Classes: Assault, Escort, Cruisers, Capital Ships, Carriers, Mass Capitals and [[#Orbitals |Orbitals]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;ShipDesign&amp;quot;&amp;gt;Ship Design&amp;lt;/span&amp;gt;: There are 19 Ship Designs with lots of variations: Fighter, Bomber, Probe, Scout, Lancer, Destroyer, Light Cruiser, Heavy Cruiser, Battle Cruiser, Battleship, Dreadnaught, Light Carrier, Heavy Carrier, Leviathan, Battle Moon, Battle Star, Platform, Base Station and Battle Station.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;ShipDesigner&amp;quot;&amp;gt;Ship Designer&amp;lt;/span&amp;gt;: User interface to select which equipment (weapons, armor &amp;amp; shields) is incorporated into the [[Ship_Blueprints |Ship Blueprint]] along with custom colors to use on each component. The front, middle and back sections of different ships can be combined together by the Ship Designer to create unique Ship Designs.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;SpaceCombat&amp;quot;&amp;gt;Space Combat (Leader Skill)&amp;lt;/span&amp;gt;: The ability to effectively manage and lead spacefaring ships and [[Fleets |Fleets]] in [[Space_Battle |Space Battles]].  The higher the skill, the more effective the star ships will be in battle.  This skill also enables the [[Leaders |Leader]] to establish [[Agents#Observation |observation posts]] on [[Worlds]] that can scan for the presence of ships in orbit.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;SpaceCombatRules&amp;quot;&amp;gt;Space Combat Rules of Engagement&amp;lt;/span&amp;gt;:&lt;br /&gt;
# One weapon can only fire at one ship. Note: a Heavy weapon with massive damage will fire against one ship, regardless of size even if it the damage could eliminate a dozen smaller ships.&lt;br /&gt;
# Each [[Ship_Blueprints#ShipDesigns |Class]] of ship has an order of preferred targets.&lt;br /&gt;
# At the end of combat, any ship that has shields heals damage equal to those shields not to exceed the value of the shields. &lt;br /&gt;
# At any given round where weapons can fire, they do fire.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Debris&amp;quot;&amp;gt;Space Debris&amp;lt;/span&amp;gt;: Pieces of space ships and their contents left as a result of a space battle. [[#ShipDesigns |Ship Designs]] and salvageable goods are often found in a debris field.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;SpacePort&amp;quot;&amp;gt;Spaceport&amp;lt;/span&amp;gt;: Strategic building used to support off [[Markets |world trade]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Special Operations Director&amp;quot;&amp;gt;Special Operations Director&amp;lt;/span&amp;gt;:The Special Operations Director knows that it is not enough to simply defeat an enemy in battle, but that they must entirely destroy their will and ability to fight. They are the reason for your enemy&#039;s walls and also the reason those walls will fall.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Specialist&amp;quot;&amp;gt;Specialist (Agent Type)&amp;lt;/span&amp;gt;: A person highly skilled in a specific and restricted field.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Spy&amp;quot;&amp;gt;Spy (Agent Type)&amp;lt;/span&amp;gt;:A trained Intelligence Officer who is adept in the finer arts of interrogation and information gathering. They hold a wide range of lesser contacts that provide leads. Knowledge of the enemy’s disposition can only be obtained from others.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;SpyRating&amp;quot;&amp;gt;Spy Rating&amp;lt;/span&amp;gt;: Used to represent the skill and abilities of a Spy type [[Agents |Agent]].  The higher the rating, the more skilled they are and the more successful they will be when conducting actions.   Higher ratings and capabilities increase with the type of Spy that indicates their level. A Spy starts as an Informant and advances up to Bureau Chief. Note: this description generalizes to assassination rating, sabotage rating, procurement rating, religious rating, etc.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Solarius&amp;quot;&amp;gt;Solarius&amp;lt;/span&amp;gt;:Light is the life of the Solarius. It is the source of all life. Your life is a gift from the light and should be cherished as such. Worship it if you desire for such charity to continue.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;StealthRating&amp;quot;&amp;gt;Stealth Rating&amp;lt;/span&amp;gt;: Represents how well a spy is hidden and integrated into society. The higher the rating the more difficult it is for other players to detect them.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;SupportEfficiency&amp;quot; style=&amp;quot;display: inline-block;&amp;quot;&amp;gt;Support and Efficiency Index (SEI): Measures positive and negative influences of player actions and various events for an [[Areas |Area]].&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
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&amp;lt;h2 id=&amp;quot;T&amp;quot;&amp;gt;T&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Theme&amp;quot;&amp;gt;Theme&amp;lt;/span&amp;gt;: Coordinated graphics and colors for the game&#039;s user interface purchased using [[Quadrans |&amp;amp;#216;uadrans]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Thief&amp;quot;&amp;gt;Thief (Agent Type)&amp;lt;/span&amp;gt;: A person who steals things by stealth and without using force or violence.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Tonnage&amp;quot;&amp;gt;Tonnage&amp;lt;/span&amp;gt;: Mass of a ship.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Trade&amp;quot;&amp;gt;Trade&amp;lt;/span&amp;gt;: The exchange of [[Trade_Goods |Trade Goods]] and [[Markets#Resources | Resources]] from one [[Empires |Empire&#039;s]] [[Markets |Market]] for [[#Exocredit | Exocredits]] from another Empire at a set price using an established [[Trade Routes|Trade Route]]. In the case of Trade Goods, the receiving Empire can impose tariffs.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;TradeAgreement&amp;quot;&amp;gt;Trade Agreement&amp;lt;/span&amp;gt;: Two [[Markets]] make arrangements to trade on a regular basis at a designated [[#Exocredit | Exocredits]] price for specific quantities of [[Trade_Goods |Trade Goods]] or [[Markets#Resources | Resources]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;TradeGood&amp;quot;&amp;gt;Trade Good&amp;lt;/span&amp;gt;: Specialty product produced in each [[Markets | Market Area]] that is freely interchangeable for [[#Exocredit | Exocredits]] between [[Empires]] for economic growth and commerce. These products include Advanced Electronics, Bio-consumables, Crafted Goods, Exotic Items, Luxury Goods, Manufactured Goods, Metal-Alloys and Pharmaceuticals.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;TradeRoute&amp;quot;&amp;gt;Trade Route&amp;lt;/span&amp;gt;: The way [[Trade Goods]] and [[#Resources | Resources]] move one way between [[Markets]]. Trading between [[Worlds |Worlds]] requires a [[Areas#Strategic Buildings|Spaceport]]. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;TransportCapacity&amp;quot;&amp;gt;Transport Capacity&amp;lt;/span&amp;gt;: Orbitals, Light and Heavy Carriers transport [[Armies#UnitTypes |Army Units]] and [[#AssaultShip |Assault ships]] using [[#Hangers |Hangers]]. A ship&#039;s Transport Capacity is figured in this way:&lt;br /&gt;
*1 Army Unit = 1 Hangar&lt;br /&gt;
*1 Assault Ship = 1 Hangar&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;!-- U --&amp;gt;&lt;br /&gt;
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&amp;lt;h2 id=&amp;quot;U&amp;quot;&amp;gt;U&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Unit&amp;quot;&amp;gt;Unit&amp;lt;/span&amp;gt;: Integrated group of military personnel with specific combat or support roles within an [[Armies |Army]]. In this game there are Infantry, Cavalry, Artillery, Aqua, Assault, Air &amp;amp; Colonist Units.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;UnitDesigner&amp;quot;&amp;gt;Unit Designer&amp;lt;/span&amp;gt;: User interface players employ to create a [[Unit_Blueprints |Unit Blueprint]] for a new Army Unit.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;UnitQueue&amp;quot;&amp;gt;Unit Queue&amp;lt;/span&amp;gt;: Order in which new Army Units are created at a [[Areas#Strategic Buildings|Garrison]]. &lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;!-- V --&amp;gt;&lt;br /&gt;
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&amp;lt;h2 id=&amp;quot;V&amp;quot;&amp;gt;V&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot; ValueRating&amp;gt; Value Rating&amp;lt;/span&amp;gt;: Rating that ranks from 1 to 5 the relative value of a [[Virtues |Virtue]] to similar Virtue rewards. The higher the Rating the more value associated with the Virtue.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Veteran Commando&amp;quot;&amp;gt;Veteran Commando&amp;lt;/span&amp;gt;:Having completed multiple campaigns, these grizzled veterans are able to seek out and destroy high-value targets with a deadly level of professionalism. They have learned the tactics of guerrilla warfare and know the meaning of survival.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Virtue&amp;quot;&amp;gt;[[Virtues |Virtue]]&amp;lt;/span&amp;gt;: Playing cards that you “play” for resources or other rewards.&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;!-- W --&amp;gt;&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;W&amp;quot;&amp;gt;W&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Wallet&amp;quot;&amp;gt;Wallet&amp;lt;/span&amp;gt;: User interface that tracks [[Quadrans]] owned by a player and supports credit card purchases of more Quadrans.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Wormhole&amp;quot;&amp;gt;Wormhole&amp;lt;/span&amp;gt;:Unstable space-based instant transfer point to random [[Worlds]] throughout the galaxy.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Wonders&amp;quot;&amp;gt;Wonder&amp;lt;/span&amp;gt;:Remarkable human-made creation or natural feature that is considered to be of great importance. [[Virtues]], [[Trade_Goods | Trade Goods]], and [[#IndustrialUnit | Industrial Units]] can sometimes be found by [[#Archaeology | Archaeologist]] [[Leaders]].&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;!-- Z --&amp;gt;&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;Z&amp;quot;&amp;gt;Z&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Zealot&amp;quot;&amp;gt;Zealot (Agent Type)&amp;lt;/span&amp;gt;:Unquestioning devotion can be seen as its own truth. To have such complete belief in something leads others to believe the doctrine is a statement of fact, uplifting the faithful and spreading doubt to the minds of the unbelievers.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Getting_Started&amp;diff=6546</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Getting_Started&amp;diff=6546"/>
		<updated>2026-01-09T18:01:24Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your adventure in StariumXCV begins with creating your [[Empires |Empire]].&lt;br /&gt;
&lt;br /&gt;
Once part of [[Concordium# |The Concordium]], a vast alliance linked by the Quantum Gates, your empire is now isolated. The gate that connected you was mysteriously destroyed, and years have passed with no answers.&lt;br /&gt;
&lt;br /&gt;
Hope fades until your scientists uncover an ancient alien probe. Its technology offers a path back to the stars.&lt;br /&gt;
From here, you decide your Empire’s fate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;quantum-gates&amp;quot;&amp;gt;&lt;br /&gt;
  [[File:QuantumGates.png|center]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Joining A Game ==&lt;br /&gt;
After creating your account, you’ll set up your starting position. This determines how your empire begins its journey.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Select a Game Type&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
StariumXCV has multiple [[Game Types]] that modify aspects of the game. They each offer a different pace and starting resources. We recommend starting with our default, &#039;Sagittarius&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Choose a Colony&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Colonies are the starting point for your Empire. There are 31 [[Colonies]], each with unique histories, bonus skills, and one or two native [[Races]] that shape your early advantages.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Establish Your Leader&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every empire begins with a Leader who receives the skill bonuses from your chosen colony. [[Leaders]] guide your armies, fleets, production, and missions as your empire grows.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;colony-art&amp;quot;&amp;gt;&lt;br /&gt;
  [[File:ColonyArt.png|center]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Starting Out ==&lt;br /&gt;
After finalizing your empire, your first view of the galaxy will be through the [[Galactic Map]]. Here you’ll see your home system and your fleet.&lt;br /&gt;
&lt;br /&gt;
You can move [[Fleets]] to other stars or worlds, essential for expansion, battles, and discovery.&lt;br /&gt;
&lt;br /&gt;
We recommend focusing in on the world your fleet is at to see what’s there. [[Worlds]] are the centerpiece for resources and development.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;section world-section&amp;quot;&amp;gt;&lt;br /&gt;
  [[File:Worlds.png|none|class=section-image]]&lt;br /&gt;
  &amp;lt;div class=&amp;quot;section-content&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h3&amp;gt;Exploring a World&amp;lt;/h3&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;When you focus on a world, [[Fog of War]] hides terrain and activity. Your fleets and army actions reveal more, and any Areas they claim stay visible permanently.&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;Each world is made up of tiles known as [[Areas]], with their own terrain and ownership. Areas host your populations, who build infrastructure and produce the resources needed to grow your empire.&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;Houses and roads represent the [[Populations|Population]] infrastructure, which limits how much of your workforce can operate. Insufficient infrastructure may cause homelessness.&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;Large structures called [[Areas#Strategic Buildings|Strategic Buildings]] provide specialized functions.&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;Use [[Armies]] to expand on a world. They claim, settle, and defend areas, among other things. Claiming an area adds it to your empire&#039;s territory. Settling that area adds a population to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;section population-section reverse&amp;quot;&amp;gt;&lt;br /&gt;
  [[File:Population.png|none|class=section-image]]&lt;br /&gt;
  &amp;lt;div class=&amp;quot;section-content&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h3&amp;gt;Population &amp;amp; Economy&amp;lt;/h3&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;Populations generate [[Production# |Production]] based on their assigned work and the infrastructure supporting them. Output is influenced by terrain and race adaptability to the atmosphere.&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;Your Populations need care. Starvation causes them to shrink and lowers output, while poor infrastructure reduces efficiency.&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;Every world where you own Areas has a [[Markets# |Market]] hub that connects them. Resources your populations produce flow into this Market, and all consumption is drawn from it.&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;Specialty items called [[Trade Goods]] can be produced and sold to your populations. Their prices fluctuate with supply, and selling them is a good way to earn [[Exocredits]].&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;Resources and goods move between markets through [[Trade_Route# |Trade Routes]]. Routes require spaceports.&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;section fleets-section&amp;quot;&amp;gt;&lt;br /&gt;
  [[File:FleetsIncoming.png|none|class=section-image]]&lt;br /&gt;
  &amp;lt;div class=&amp;quot;section-content&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h3&amp;gt;Forces &amp;amp; Operations&amp;lt;/h3&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;Use your fleets and armies to engage enemies. For full details on mechanics and strategies, see the [[Combat Guide]].&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;Your leaders can complete [[Missions]], short adventures that offer rewards such as skill increases and [[Virtues]]. Mission outcomes depend on the leader’s skills, traits, and the decisions you make along the way.&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;Successful missions may also recruit [[Agents]], specialized operatives who perform espionage, diplomacy, religious influence, and other covert actions. Agents improve with experience, increasing their effectiveness.&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;section religion-section reverse&amp;quot;&amp;gt;&lt;br /&gt;
  [[File:ReligionCult.png|none|Saravens &amp;amp; Tuleonetians from the Psionic Cult|class=section-image]]&lt;br /&gt;
  &amp;lt;div class=&amp;quot;section-content&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h3&amp;gt;Shaping Your Empire&amp;lt;/h3&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;Your empire’s behavior is defined by its [[Government]], which tracks traits like aggressiveness, altruism, and xenophobia. These traits shape your interactions with others and can evolve over time.&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;Beliefs influence your populations’ happiness, complacency, and production. Through [[Populations#Beliefs|Religion]], leaders and agents can spread or suppress beliefs, making it a tool for control or disruption.&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;Finally, the [[Lexicon]] is your gateway to advanced research and development. Different Insight nodes unlock new technologies and abilities for your empire.&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;With these basics, you’re ready to begin.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Your Empire awaits your command.&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;empire-awaits&amp;quot;&amp;gt;&lt;br /&gt;
  [[File:EmpireAwaits.png|center]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Glossary&amp;diff=6545</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Glossary&amp;diff=6545"/>
		<updated>2026-01-09T18:00:45Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;!-- GLOSSARY --&amp;gt;&lt;br /&gt;
&amp;lt;!-- TRAINOR 2024 --&amp;gt;&lt;br /&gt;
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&amp;lt;h2 id=&amp;quot;A&amp;quot;&amp;gt;A&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Achievement&amp;quot;&amp;gt;Achievement&amp;lt;/span&amp;gt;: Award given to [[Empires]] or [[#Federation |Federations]] for meeting goals for research, [[Areas]] owned, [[Trade_Route |Trade Routes]], battles won, etc. Achievements are displayed on their [[#Dashboard | Dashboard]]. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Ambassador&amp;quot;&amp;gt;Ambassador&amp;lt;/span&amp;gt;: Experts in negotiation, understanding motivations, and the intricate weave of geopolitical nuances.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Analyst&amp;quot;&amp;gt;Analyst&amp;lt;/span&amp;gt;:Those with the desire to serve and protect their own, Analysts are equipped with all the tools to provide security. They are the ones able to spot the wolves among the sheep.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Anarchist Magus&amp;quot;&amp;gt;Anarchist Magus&amp;lt;/span&amp;gt;:Chaos follows Anarchists. They find organization and structure worthless. A higher purpose does not exist; life is but fleeting moments in an unpredictable, chaotic universe. The future is not guaranteed. The present, however, is yours for the taking.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Arch Druid&amp;quot;&amp;gt;Arch Druid&amp;lt;/span&amp;gt;:These down to earth mystics spend most of their time tending to the natural world. When threatened, however, druids unleash the full force of nature in defense of home and habitat.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Arch Justiciar&amp;quot;&amp;gt;Arch Justiciar&amp;lt;/span&amp;gt;:Inspaniduals have the freedom to do what they please, but only the Justiciar holds the authority to mete out the consequences to those actions. Every illegal action has an equal reaction under law. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Arch Philosopher&amp;quot;&amp;gt;Arch Philosopher&amp;lt;/span&amp;gt;:Philosophers are concerned with everything. They seek to identify and study the fundamental aspects of reality. What is and what isn&#039;t are equally important, as all lead to the understanding of the nature of existence.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Arch Physicist&amp;quot;&amp;gt;Arch Physicist&amp;lt;/span&amp;gt;:For too long the universe has been the subject of superstition and shrouded by fear of the unknown. Physicists seek to explain natural phenomena through rational thought supported by empirical evidence.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Arch Primal&amp;quot;&amp;gt;Arch Primal&amp;lt;/span&amp;gt;:Primals bridge the gap between the secular and the spirit realm. They spread the practice of communicating with and gaining the favor of animal spirits in order to bless the land.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Arch Seer&amp;quot;&amp;gt;Arch Seer&amp;lt;/span&amp;gt;:Seers look into the spiritual plane, melding it with our own as they find spirits in all things. To be aware of these spirits and to recognize their existence is to find favor with them.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Archaeology&amp;quot;&amp;gt;Archaeology (Leader Skill)&amp;lt;/span&amp;gt;: This ability to piece together and understand historical context of [[#Ruins |Ruins]], discover natural and artificial [[#Wonders | Wonders]], and salvage the remains of battles for technological [[#Insight | Insights]] and raw materials.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Area&amp;quot;&amp;gt;Area&amp;lt;/span&amp;gt;: Hexagonal tile found on [[Worlds]] that identify land area where [[Populations]] live and work. An area on Earth would be the size of North America.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Artifact&amp;quot;&amp;gt;Artifact&amp;lt;/span&amp;gt;:Ancient relic of technology and power that imbue [[Leaders]] with enhanced capabilities. They are held by Leaders and played like cards. Each has a custom name. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Assassin&amp;quot;&amp;gt;Assassin (Agent Type)&amp;lt;/span&amp;gt;: The fine line between a simple death and martyrdom is defined by the killer. Assassins, therefore, are masters of making accidents happen.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;AssaultShip&amp;quot;&amp;gt;Assault Ship&amp;lt;/span&amp;gt;: Fighter or bomber. Either can be transported to other worlds using Light or Heavy Carriers.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Astrologer&amp;quot;&amp;gt;Astrologer&amp;lt;/span&amp;gt;:There are signs all around us, but to identify their precise nature and meaning takes incredible insight and an understanding of the minute nuances of our shared existence. The cosmos holds the key to all existence, all we need do is look, says the Astrologer. &lt;br /&gt;
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&amp;lt;h2 id=&amp;quot;B&amp;quot;&amp;gt;B&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Base Queue&amp;quot;&amp;gt;Base Queue&amp;lt;/span&amp;gt;: Identifies how many ground-based [[Armies | Army Units]] are in production by a [[Areas#Strategic Buildings|Garrison]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Base rate&amp;quot;&amp;gt;Base rate&amp;lt;/span&amp;gt;: A function of size that determines how fast and efficiently a [[Areas#Strategic Buildings|Garrison]] can produce units. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Base size&amp;quot;&amp;gt;Base size&amp;lt;/span&amp;gt;: Determined by population assigned to creating a [[Areas#Strategic Buildings|Garrison]] and [[#Exocredit | &amp;amp;#958;xocredit]] costs.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Beacon&amp;quot;&amp;gt;Beacon&amp;lt;/span&amp;gt;: Used by a player to contact other players. Beacons can be positioned within a solar system at specific orbits--usually around either the star or a planet/moon. Player must be at a system to drop a beacon. Messages are preset, but players can include Empire name and contact information are part of the message. Possible messages could be &amp;quot;Claimed by Dragon Empire - Angodragon@yahoo.com&amp;quot; or &amp;quot;Dragon Empire hails and welcomes trade - Angodragon@yahoo.com&amp;quot;. Fleets drop beacons. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Blockade&amp;quot;&amp;gt;Blockade&amp;lt;/span&amp;gt;: Physically stop all [[Trade_Goods | Trade Goods]] and [[Markets#Resources | Resources]] from going in or out of a [[Markets | Market]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Blueprint&amp;quot;&amp;gt;Blueprint&amp;lt;/span&amp;gt;: Describes the type of equipment, like weapons, armor and shields, used by a ship or an army unit. Blueprints are used at [[Areas#Strategic Buildings|Garrison]] and [[Areas#Strategic Buildings|Shipyards]] to build a new unit or ship.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Broker&amp;quot;&amp;gt;Broker (Agent Type)&amp;lt;/span&amp;gt;:If it is money which makes the world go round, then it is the Brokers who rule it for they are the masters of profit. They are experienced wheeler dealers, able to make a quick credit from the most unlikely commodity. Even their own mothers are not safe. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Builder&amp;quot;&amp;gt;Builder (Leader Skill)&amp;lt;/span&amp;gt;: The ability to conceive and manage city planning and implementing infrastructure and projects. The more skilled the Builder is the more effective the population will become with their respective jobs.  At higher levels can develop saboteurs that can adversely affect an enemy&#039;s infrastructure.&lt;br /&gt;
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&amp;lt;h2 id=&amp;quot;C&amp;quot;&amp;gt;C&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Claim&amp;quot;&amp;gt;Claim&amp;lt;/span&amp;gt;:An [[Armies |Army]] must be on an [[Areas |Area]] before it can take it over. It then takes an [[Armies#ArmyAction |Army Action]] to Claim the Area and it costs [[Glossary#Exocredit |Exocredits]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Clairvoyant&amp;quot;&amp;gt;Clairvoyant&amp;lt;/span&amp;gt;:Every action has a reaction; each act is followed by a consequence. These are not random elements in life, but something which occurs for a reason. The specifics of the reasons may appear obscure to all but the greatest Clairvoyants. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Cleric&amp;quot;&amp;gt;Cleric (Agent Type)&amp;lt;/span&amp;gt;:Some travellers wander to distant lands under the guise of intellectual curiosity, wishing to better understand foreign cultures and faiths. Once engaged, Clerics convince locals of the false nature of their beliefs and offer absolution...for a price.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;ColonistUnit&amp;quot;&amp;gt;Colonist Unit&amp;lt;/span&amp;gt;: A [[Populations|Population Segment]] of 10,000 individuals that moves with an [[Armies |Army]]. They are used to [[#Settle |Settle]] newly [[#Claim |Claimed]] [[Areas]]. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;ColorAlternative&amp;quot;&amp;gt;Color Alternative&amp;lt;/span&amp;gt;: Preference which displays Color Alternative icons (below) for visual impaired players. These icons are primarily used to identify the relationship the player empire (green) has with other empires. Color Alternatives are available when art cannot provide another type of non-color discrimination, like shape or orientation.&lt;br /&gt;
[[File:20251116u_colorAlternativeLegend.png|700px|center|Color Alternative icons]]&lt;br /&gt;
;[[End_User_License_Agreement#communityguidelines | Community Guidelines]]&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Complacency&amp;quot;&amp;gt;Complacency&amp;lt;/span&amp;gt;:Level of self-satisfaction a [[Populations|Population Segment]] has about the current social conditions. It ranges from happy (green), neutral (grey), unrest (orange/yellow) to angry (red).&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Consul&amp;quot;&amp;gt;Consul&amp;lt;/span&amp;gt;:Highly experienced diplomats with a track record of success with different cultures. They speak with the authority of leadership.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Contract Killer&amp;quot;&amp;gt;Contract Killer&amp;lt;/span&amp;gt;:This is an individual who has proven abilities in the field and understands the significance of quiet work. True authority comes only from the barrel of a gun. Or the edge of a blade.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;CO&amp;quot;&amp;gt;Control Orbit&amp;lt;/span&amp;gt;:A single [[Fleets |Fleet]] controls the orbit of a given planet or  moon.  A Fleet that controls orbit can transfer [[Leaders]] and [[Armies]] to/from the surface and prevents other non-allied Fleets from dropping Armies on the [[Worlds |World]]. Control of orbit also dictates [[Trade_Route |Trade Route]] activity. A gold ring encircles the Fleet that controls orbit.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Commando&amp;quot;&amp;gt;Commando&amp;lt;/span&amp;gt;:A Commando is adept in search and destroy missions, able to effectively destroy area infrastructure and sabotage [[Areas#Strategic Buildings|Garrisons]] and [[Areas#Strategic Buildings|Shipyards]]. They are self-sufficient, resourceful and difficult to eliminate.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;CounterIntelligence&amp;quot;&amp;gt;Counter Intelligence (Agent Type)&amp;lt;/span&amp;gt;: Activities designed to prevent or thwart spying, intelligence gathering, and sabotage by an enemy.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Covert&amp;quot;&amp;gt;Covert (Leader Skill)&amp;lt;/span&amp;gt;: The ability to find and manage information and secrets. Skilled in spy craft, those with this skill can develop a wide range of specialized [[Agents]] for information gathering, counterintelligence operations, assassination, saboteurs, and procurement specialists. They are also capable of many of these operations themselves.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Crystal&amp;quot;&amp;gt;Crystal&amp;lt;/span&amp;gt;: Adding up to two of the eighth [[Areas#Crystals]] randomly found on planets and moons to either unit or ship designs improves their performance. [[Production#Mining |Mining]] infrastructure on [[Areas]] with crystals allows [[Empires]] to use and [[#Trade |Trade]] this valuable commodity.&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;!-- D --&amp;gt;&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;D&amp;quot;&amp;gt;D&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Dashboard&amp;quot;&amp;gt;Dashboard&amp;lt;/span&amp;gt;: Comprehensive overview of a player&#039;s [[Empires |Empire]] or [[#Federation |Federation]]. Depending on whether it is for an Empire or Federation, it includes identifying the heraldry, name, [[Government |Government Ethos]], history, inventory, current ranking, [[#Achievement |Achievements]] and Federation medals. Other tabs help manage [[#Beacon |Beacons]], [[#Flag |Flags]], [[#Pin |Pins]], [[Leaders]] and allow the players to replace their Empire&#039;s heraldry and form a Federation.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Debrief&amp;quot;&amp;gt;Debrief&amp;lt;/span&amp;gt;: [[Agents |Agent]] interrogation to obtain useful information after being [[#Extract| extracted]] from an Agent action. Debriefing takes three hours real time before the before the agent can be [[#Furloughed|furloughed]] before being placed back on the game map.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Deployed&amp;quot;&amp;gt;Deploy/Deployed&amp;lt;/span&amp;gt;: When an [[Agents |Agent]] is placed back on the game map where an existing agent is located. This action costs a Quadran unless the sponsor Agent (the Agent at the location where the [[#Furloughed|furloughed]] Agent is being deployed to) is a [[#Diplomat |Diplomat]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;DesignPoint&amp;quot;&amp;gt;Design Point&amp;lt;/span&amp;gt;:  Used to equip ships and units with weapons, armor and shields as part of a [[#Blueprint |Blueprint]]. The more Design Points used the better the equipment. They are acquired through Research.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Detective Analyst&amp;quot;&amp;gt;Detective Analyst&amp;lt;/span&amp;gt;:An individual trained in analyzing behavior and recognizing potential threats. These men and women are fighting an invisible war against enemies you don&#039;t even know you have.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Detective Chief &amp;quot;&amp;gt;Detective Chief&amp;lt;/span&amp;gt;:Well practiced in feeding the enemy false information, Detective Chiefs are masters of making the unreal feel real. Instead of simply diffusing situations, they manipulate it to provide results the enemy will have never imagined.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Detective Inspector&amp;quot;&amp;gt;Detective Inspector&amp;lt;/span&amp;gt;: One whose sole purpose is to maintain security for those they serve. They have extensive training and experience in the art of observation. While the institutions of counter-espionage are busy watching for the enemy, there are some who watch the watchers.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Diplomat&amp;quot;&amp;gt;Diplomat (Agent Type)&amp;lt;/span&amp;gt;:Tireless servants of the state, Diplomats stand at the forefront of the geopolitical battle for domination. They walk softly and use the threat of a big stick to ensure their friends are united and their enemies are divided.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Disembark&amp;quot;&amp;gt;Disembark&amp;lt;/span&amp;gt;: Moving troops from an orbiting [[Fleets |Fleet]] down to an [[Areas |Area]] on the [[Worlds |World]] below. The Fleet must have control of orbit around the World before it can happen.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Dossier&amp;quot;&amp;gt;Dossier&amp;lt;/span&amp;gt;: Basic information about another [[Empires |Empire]] or [[#Federation |Federation]] identifying the heraldry, name, [[Government |Government Ethos]], history, current ranking, [[#Achievement |Achievements]] and Federation medals.  &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Dread Necromancer&amp;quot;&amp;gt;Dread Necromancer&amp;lt;/span&amp;gt;:Death is but an obstacle to overcome. To gain favor with Death one must trade the souls of the living for those who once lived. For a necromancer to bring the dead back…one must pay Death his dues.&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;!-- E --&amp;gt;&lt;br /&gt;
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&amp;lt;h2 id=&amp;quot;E&amp;quot;&amp;gt;E&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Embark&amp;quot;&amp;gt;Embark&amp;lt;/span&amp;gt;: Moving troops from the ground up into an orbiting [[Fleets |Fleet]]. The Fleet must have control of orbit around the [[Worlds |World]] before it can happen.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Emissary&amp;quot;&amp;gt;Emissary&amp;lt;/span&amp;gt;:Experienced negotiators who bring conflicting viewpoints to the bargaining table to find common ground.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Empire&amp;quot;&amp;gt;Empire&amp;lt;/span&amp;gt;: A playable position that owns [[Areas]] with [[Markets]] on [[Worlds]] and commands [[Leaders]], [[Agents]], [[Armies]] and [[Fleets]] to explore the galaxy.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Envoy&amp;quot;&amp;gt;Envoy&amp;lt;/span&amp;gt;:Focused mission centric junior Diplomats who are adept at diplomatic problem solving and getting positive results.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Epochs&amp;quot;&amp;gt;Epoch&amp;lt;/span&amp;gt;: An historical period of time characterized by the current state of technological development. In Starium XCV these epochs are Antiquity, Enlightenment, Industrial, Spacefaring, Modern, Advanced and Transcendent.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Pod&amp;quot;&amp;gt;Escape Pod&amp;lt;/span&amp;gt;:A [[Fleets#FleetTypes |Fleet type]] consisting only of an Escape Pod containing a [[Leaders |Leader]].  This Fleet type is not able to move&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Event&amp;quot;&amp;gt;Event&amp;lt;/span&amp;gt;: Natural or man-made disasters on an [[Areas |Area]] (tornado) or [[Worlds |globally]] (pandemic).&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Exocredit&amp;quot;&amp;gt;Exocredit (&amp;amp;#958;)&amp;lt;/span&amp;gt;: In game currency generated by [[Production]] and [[Markets#Trade | Trade]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Expert Extraction Agent&amp;quot;&amp;gt;Expert Extraction Agent&amp;lt;/span&amp;gt;:A master of the shadows, the seasoned Extraction Agent is able to blend into any surrounding and work in plain sight. With a mastery of the art of invisibility, they take all they need.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Expert Spy&amp;quot;&amp;gt; Expert Spy &amp;lt;/span&amp;gt;: An intelligence field agent and a expert in social engineering. They slip seamlessly into any segment or social element of society. Above suspicion, they are able to bare the soul and reveal the darkest secrets that can hurt you the most.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Export&amp;quot;&amp;gt;Export&amp;lt;/span&amp;gt;: [[Trade Goods]] can only be sold to another [[Markets| Market]] by using a [[Trade Route]] to Export them. Payment price and is determined by the game. [[Markets#Resources | Resources]] can also be Exported, but in this case the price and quantity of outgoing resources are arranged by the player in advance. The [[Areas#Strategic Buildings|Spaceport]] must be within [[#JumpDistance | jump distance]] to the receiving Market.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Extract&amp;quot;&amp;gt;Extract/Extracted&amp;lt;/span&amp;gt;: When an [[Agents |Agent]] is removed from the game map where her status is [[#Debrief|debriefing]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Extraction Agent&amp;quot;&amp;gt; Extraction Agent&amp;lt;/span&amp;gt;:With a background in infiltration and extraction, the Extraction Agent is capable of weaving through the shadows to retrieve just what is needed. By the time anyone realizes a thief is among them, it’ll be too late.&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
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&amp;lt;h2 id=&amp;quot;F&amp;quot;&amp;gt;F&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Federation&amp;quot;&amp;gt;Federation&amp;lt;/span&amp;gt;: [[Empires]] can band together into Federations. A Federation has its own heraldry and relationships and can form fleets from ships donated by Federation members. Members can also help defend each others&#039; areas.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Firebrand&amp;quot;&amp;gt;Firebrand (Agent Type)&amp;lt;/span&amp;gt;:If a whisper can bring down an entire [[Empires |empire]], what force does a shout have? Firebrands wield language as a weapon to inspire people to prove their true power, leading them against the callous rule of petty tyrants.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Flag&amp;quot;&amp;gt;Flag&amp;lt;/span&amp;gt;: Used by a player as a personal notation on the [[#GalacticMap |Galactic Map]]. Comments from Federation members are also shown when selected. Flags show up in Galactic Scans only on player&#039;s screen. Possible notations include &amp;quot;Colonize ASP&amp;quot;, &amp;quot;Wonder&amp;quot; and selected System information like types of objects in orbit. Fleets deploy flags. There are three types of flags: Empire Only, Federation Only &amp;amp; for both Empire &amp;amp; Federation.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;FleetType&amp;quot;&amp;gt;Fleet Type&amp;lt;/span&amp;gt;: Fleets fall into four types: Attack, Transport, Orbital Defense and Leader Escape Pod.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;FOG&amp;quot;&amp;gt;Fog of War&amp;lt;/span&amp;gt;: The inability to see what is happening inside an area.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Furloughed&amp;quot;&amp;gt;Furloughed&amp;lt;/span&amp;gt;: The status of an agent who is not on the game map.  It takes three hours real time to [[#Debrief|debrief]] before the agent is then furloughed and ready to be placed back on the game map.&lt;br /&gt;
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&amp;lt;h2 id=&amp;quot;G&amp;quot;&amp;gt;G&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;GalacticMap&amp;quot;&amp;gt;Galactic Map&amp;lt;/span&amp;gt;: View of an [[Empires |Empire&#039;s]] home world in respect to its position within the interstellar game space containing tens of thousands of solar systems.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Ethos&amp;quot;&amp;gt;[[Government |Government Ethos]]&amp;lt;/span&amp;gt;: How an [[Empires |Empire]] behaves within game play. Each Empire is tracked for five traits: aggressiveness, altruism, egocentricity, belief strength and xenophobia. These traits determine the Empire’s governing ethos. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;GravityRating&amp;quot;&amp;gt;Gravity Rating&amp;lt;/span&amp;gt;: 1-12 gravity anomalies associated with a sun that impact the ability of a [[Fleets |Fleet]] to jump to it. These gravitational anomalies allow ships to hook onto the star and jump. Some anomalies are more difficult to identify and jump to than others.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;GroundCombat&amp;quot;&amp;gt;Ground Combat (Leader Skill)&amp;lt;/span&amp;gt;: The ability to effectively manage and lead ground forces in battle. The higher the skill, the more effective the ground troops will be in battle. This also enables the [[Leaders |Leader]] to recruit informants, as well as saboteurs that can adversely affect an enemy&#039;s infrastructure.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Guide &amp;gt;Guide&amp;lt;/span&amp;gt;: Software support for learning about more complex aspects of game play.&lt;br /&gt;
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&amp;lt;h2 id=&amp;quot;H&amp;quot;&amp;gt;H&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Hangers&amp;quot;&amp;gt;Hangers&amp;lt;/span&amp;gt;: One hanger per assault ship or army unit. Orbitals, Light and Heavy Carriers have Hangers.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Health&amp;quot;&amp;gt;Health (Ships)&amp;lt;/span&amp;gt;: Unlike shields, the battle damage from hits to a ship’s armor and hull does not return which reduces the overall health of a ship. A ship’s Health is a percentage measurement of how much hull/armor battle damage still exists after the shields are back to full strength.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;High Visionary&amp;quot;&amp;gt;High Visionary&amp;lt;/span&amp;gt;:That this world is the best of all possible worlds is due in no small part to the efforts of Visionaries. They identify and seize upon the small threads of opportunity evident and otherwise missed throughout all our lives.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;HitPoints&amp;quot;&amp;gt;Hit Points&amp;lt;/span&amp;gt;: Hit Points are the maximum amount of damage a ship can take before it is destroyed. This value is calculated when a ship goes into battle and is based on the strength of its hull, armor and shields.&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
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&amp;lt;h2 id=&amp;quot;I&amp;quot;&amp;gt;I&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Import&amp;quot;&amp;gt;Import&amp;lt;/span&amp;gt;: Purchasing [[Trade_Goods | Trade Goods]] and [[Markets#Resources | Resources]] for a local [[Markets | Market]] from an outside Market. [[Empires]] must accept all incoming trade goods. The price and quantity of incoming resources are arranged in advance.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;IndustrialUnit&amp;quot;&amp;gt;Industrial Unit&amp;lt;/span&amp;gt; (IU): The base measurement of [[Production]] value or capacity.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Informant&amp;quot;&amp;gt; Informant &amp;lt;/span&amp;gt;: A broker of information who sells knowledge professionally. They seek out secrets and information to leverage. As it is said, even the walls have ears.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Insight&amp;quot;&amp;gt;Insight&amp;lt;/span&amp;gt;: Produced through [[Production#Research |Research]] and spent to unlock technology nodes for Energy, Physical, Life, Theoretical, and Social Sciences on the [[Lexicon]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Inquisitor&amp;quot;&amp;gt;Inquisitor (Agent Type)&amp;lt;/span&amp;gt;: Always expect the inquisition. The Inquisitor knows there is no innocence, only degrees of guilt. Those heretics who fail to follow the path to redemption with unconditional devotion must have their soul purged of its vile corruption with fire.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;InsigniaPack&amp;quot;&amp;gt;Insignia Pack&amp;lt;/span&amp;gt;: A Set of 20 graphics used to uniquely identify Army [[#Unit |Units]]. One graphic per Unit.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Intelligence Agency Director&amp;quot;&amp;gt;Intelligence Agency Director&amp;lt;/span&amp;gt;:They are the head of a massive intelligence gathering operation with agents embedded at all levels of government. If knowledge is power, then it is the Director who is truly seated on the throne.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Intelligence Service Director&amp;quot;&amp;gt;Intelligence Service Director&amp;lt;/span&amp;gt;: Maestros orchestrating bloodshed from the shadows, they are the embodiment of Death. The death of one is unfortunate, of ten is a tragedy. Of thousands? That is statecraft.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Intelligence Officer&amp;quot;&amp;gt;Intelligence Officer&amp;lt;/span&amp;gt;:A Thief with an eye for vital information, the Intelligence Officer has learned the practice of insertion to retrieve such needed material and secrets. To retain the loyalty of a Thief is to possess all that you require. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Interdict&amp;quot;&amp;gt;Interdict&amp;lt;/span&amp;gt;: Intercept and prevent the movement of [[Trade_Goods | Trade Goods]] and [[Markets#Resources | Resources]] from a specific [[Empires |Empire]] into or from a [[Markets |Market]]. Formally known as a Trade Sanction or [[#Sanction |Sanction]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Investigation Agency Director&amp;quot;&amp;gt;Investigation Agency Director&amp;lt;/span&amp;gt;:Investigation Agency Directors inhabit the space between myth and reality. With the power of illusion, they conjure smoke and mirrors, dealing in half-truths to make it all seem real. If warfare is based on deception, then these are its true masters.&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
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&amp;lt;h2 id=&amp;quot;J&amp;quot;&amp;gt;J&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;JumpDistance&amp;quot;&amp;gt;Jump Distance&amp;lt;/span&amp;gt;: The area in which a ship can travel to known stars. A blue circle on the [[#GalacticMap |Galactic map]] identifies local stars to which a [[Fleets |Fleet]] can move (jump). The Fleet&#039;s Jump Distance is equal to the shortest Jump Distance amongst its ships. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;JumpStrength&amp;quot;&amp;gt;Jump Strength&amp;lt;/span&amp;gt;: The [[#GravityRating |Gravity Rating]] that a [[Fleets |Fleet]] is able to overcome when traveling to another star. A Fleet&#039;s Jump Strength is equal to the lowest Jump Strength amongst its ships. A Star&#039;s name is missing from the Galactic map when a Fleet cannot jump to it.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Junior Contract Killer&amp;quot;&amp;gt;Junior Contract Killer&amp;lt;/span&amp;gt;:Junior Contract Killers are low-level thugs who has been &amp;quot;persuaded&amp;quot; to put their particular skills to better use. Death is but a journey. Let them lead you.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Junior Informant&amp;quot;&amp;gt; Junior Informant &amp;lt;/span&amp;gt;:A low-level information asset who fits seamlessly into the fabric of society. These are the eyes peering out of the shadows, watching. Always watching.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Junior Intelligence Officer&amp;quot;&amp;gt;Junior Intelligence Officer&amp;lt;/span&amp;gt;:Legal hackers, they are experts at electronic warfare, well able to engage with others in cyberspace. They are thieves with the luxury of never having to leave the comfort of their own desk.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Junior Sapper&amp;quot;&amp;gt;Junior Sapper&amp;lt;/span&amp;gt;:A low-level pyromaniac indoctrinated to strike against significant targets. Their missions tend to be dangerous and they are often not expected to return.&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;!-- L --&amp;gt;&lt;br /&gt;
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&amp;lt;h2 id=&amp;quot;L&amp;quot;&amp;gt;L&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;LeaderTest&amp;quot;&amp;gt;Leader Test&amp;lt;/span&amp;gt;: A personality test to match you to one of the 36 [[Leaders#LeaderTitle | Leader Titles]]. A banner for the matching Leader Title is made available at the end of the test.&lt;br /&gt;
[[File:20241217_leaderSkillsBanner_prophet.jpg|400px|center|Prophet Banner with leader skills]] &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Lexicon&amp;quot;&amp;gt;Lexicon&amp;lt;/span&amp;gt;: Map of an empire’s current and possible technological levels for Energy, Physical, Life, Theoretical, and Social sciences. These levels are expressed as nodes on the map. When unlocked with a related [[#Insight | Insight]], it gives the empire bonuses to their ships, units and production capabilities.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Liaison&amp;quot;&amp;gt;Liaison&amp;lt;/span&amp;gt;:Junior policymakers who spend their days understanding alien cultures and history to advise superiors on local cultural protocols.&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
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&amp;lt;h2 id=&amp;quot;M&amp;quot;&amp;gt;M&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Market&amp;quot;&amp;gt;Market&amp;lt;/span&amp;gt;: Comprised of the production from all the areas an [[Empires |Empire]] controls on one planet or moon.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;MarketReserve&amp;quot;&amp;gt;Market Reserve&amp;lt;/span&amp;gt;: Used by an empire to provide reserve storage for [[Trade Goods]], organics, metals, [[#IndustrialUnit| Industrial Units]] and crystals. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Master Agent&amp;quot;&amp;gt;Master Agent&amp;lt;/span&amp;gt;:Master [[Agents]] have a very particular set of skills, acquired over an incredibly long, quiet career. They are the stuff of nightmares and are the reason why the enemy sleeps with one eye open.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Master Commando&amp;quot;&amp;gt;Master Commando&amp;lt;/span&amp;gt;:Veterans of many conflicts, these Master Commandos thrive in high-stress environments, far behind enemy lines. Here, where the enemy feels the most secure, they are best able to inflict destruction. They no longer know the meaning of fear.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Master Extraction Agent&amp;quot;&amp;gt;Master Extraction Agent&amp;lt;/span&amp;gt;:Experts in multiple elements of information gathering and covert activities, they mold situations to their liking to provide prime scenarios to see their objectives fulfilled. The enemy may likely even blame themselves, or each other.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Master Spy&amp;quot;&amp;gt;Master Spy&amp;lt;/span&amp;gt;: An experienced field agent able to get into and out of locations with ease. These [[Agents]] are adept at social engineering. They understand a single weapon can kill many, but that a word to the right people can lead to the downfall of an entire empire.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;MessageArchive&amp;quot;&amp;gt;Message Archive&amp;lt;/span&amp;gt;: Internal messages can be saved when a player opens a Message Archive.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;MilitaryBase&amp;quot;&amp;gt;Military Base&amp;lt;/span&amp;gt;: A [[Areas#Strategic Buildings|Strategic Building]] where [[Armies|Army]] [[Armies#UnitTypes |Units]] are created using [[Unit_Blueprints |Unit Blueprints]]. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Missionary&amp;quot;&amp;gt;Missionary (Agent Type)&amp;lt;/span&amp;gt;: Missionaries practice the art of persuasion on a grand scale. They are capable of standing before vast crowds and convincing them that previously held beliefs are false, leading them down a different path entirely.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Mission&amp;quot;&amp;gt;Mission&amp;lt;/span&amp;gt;: Short multi-optioned text-based adventure that [[Leaders]] embark upon. Mission results can yield several benefits to the Leader and the player [[Empires |Empire]] based upon the [[Missions#MissionTypes| Mission Type]] and scope of the Mission.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Monk&amp;quot;&amp;gt;Monk&amp;lt;/span&amp;gt;:Connected to everything, Monks are said to be one with the universe. They find acceptance of their place in it and work to help others reach a higher state of being through a virtuous life.&lt;br /&gt;
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&amp;lt;h2 id=&amp;quot;N&amp;quot;&amp;gt;N&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;NPC&amp;quot;&amp;gt;NonPlayer Character (NPC)&amp;lt;/span&amp;gt;: Empire controlled by the game&#039;s AI.&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;!-- O --&amp;gt;&lt;br /&gt;
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&amp;lt;h2 id=&amp;quot;O&amp;quot;&amp;gt;O&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Observation Post&amp;quot;&amp;gt;Observation Post (Agent Type)&amp;lt;/span&amp;gt;: A small hidden outpost designed to monitor and track orbiting [[Fleets]] around a planet or moon.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Oracle&amp;quot;&amp;gt;Oracle&amp;lt;/span&amp;gt;: History is in a continual state of flux as its events are determined by the victor, but nothing is more certain than the future. Personal will is no more than a step on the journey, for ultimately one’s destiny decides all things.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Orbitals&amp;quot;&amp;gt;Orbitals&amp;lt;/span&amp;gt;: A ship type designed to defend [[Worlds]] from orbit. These ships have massive firepower and [[#Hangers |Hangers]] for [[#AssaultShip |Assault ships]].&lt;br /&gt;
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&amp;lt;!-- P --&amp;gt;&lt;br /&gt;
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&amp;lt;h2 id=&amp;quot;P&amp;quot;&amp;gt;P&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Paragon Humanist&amp;quot;&amp;gt;Paragon Humanist&amp;lt;/span&amp;gt;: There are no spirits. There are no gods. Religion is nothing but cultism and a lie. There is only you and the universe that surrounds yourself, nothing more. Draw on your own power and faith in yourself. These are the beliefs of Humanists.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Past Speaker&amp;quot;&amp;gt;Past Speaker&amp;lt;/span&amp;gt;:Charged with preserving history, Past Speakers strive to record the stories and memories of their countrymen, drawing on the example of ancestors to inspire their people to greater deeds.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Pin&amp;quot;&amp;gt;Pin&amp;lt;/span&amp;gt;: Used by player as a personal notation for a specific [[Areas |Area]] on a [[Worlds |World]]. [[Armies]] post pins.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Piracy&amp;quot;&amp;gt;Piracy&amp;lt;/span&amp;gt;: Attacking and robbing ships delivering [[Trade_Goods |Trade Goods]] and [[Markets#Resources | Resources]]. Pirate fleet must be in orbit, but does not have to control it.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;PlayerRelationship&amp;quot;&amp;gt;Player Relationship&amp;lt;/span&amp;gt;: Color code for [[Fleets |Fleet]] and [[Armies |Army]] art that identifies their relationship with the player:&lt;br /&gt;
* Player - Green&lt;br /&gt;
* Federation - Blue&lt;br /&gt;
* Friend - Purple&lt;br /&gt;
* Neutral - Grey&lt;br /&gt;
* Hostile - Red&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Plunder&amp;quot;&amp;gt;Plunder&amp;lt;/span&amp;gt;: Crippling and destroying an area and it inhabitants. Think sacking of Rome.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Political&amp;quot;&amp;gt;Political (Leader Skill)&amp;lt;/span&amp;gt;: The ability to conduct Diplomatic [[Missions]] and implement social and governmental policy. This also enables the [[Leaders |Leader]] to acquire Diplomatic [[Agents]] such as emissaries and ambassadors who can increase the [[#RelationshipRating |Relationship]] between your [[Empires |Empire]] and alien [[Races]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;PopulationSegment&amp;quot;&amp;gt;Population Segment&amp;lt;/span&amp;gt;: Homogeneous group of 10,000 individuals. They share the same [[#Complacency |Complacency]] status, [[Races |Race]], [[Populations#Beliefs|Religion]] and [[#Epochs |Epoch]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Portal&amp;quot;&amp;gt;Portal&amp;lt;/span&amp;gt;: Land-based instant transport to stable end point on another [[Worlds |World]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Preacher&amp;quot;&amp;gt;Preacher&amp;lt;/span&amp;gt;:Preacher [[Agents]] spread the word of their beliefs and of the need to bend knee and worship the divine, lest all suffer its wrath. The people must be saved from their secular existence and plead for grace from the holy.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Prime Divine&amp;quot;&amp;gt;Prime Divine&amp;lt;/span&amp;gt;:Having obtained Divine ascension, the Divines are living gods. As mortals who have taken on divine powers, they can easily find worshipers and maintain a following.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Prime Ebon&amp;quot;&amp;gt;Prime Ebon&amp;lt;/span&amp;gt;:Darkness offers sanctuary from the creatures of sight. The light bares all, nothing is secret and nothing is sacred. With twilight comes hope and holy is the eclipse. An Ebon leads the way.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Prime Eternal&amp;quot;&amp;gt;Prime Eternal&amp;lt;/span&amp;gt;:You are born, affect your world, grow old, and finally die, only to be born again. The cycle of life is everlasting and unforgiving. The Eternal knows that this body will not last forever, but that its mind and deeds will.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Prime Mentor&amp;quot;&amp;gt;Prime Mentor&amp;lt;/span&amp;gt;:Your life holds a level of value you could never hope to comprehend. Only when you begin to try do you realize the scope of it all. The Mentor will help you find meaning in your life, but it is only with their guidance that you will find success.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Prime Mystic&amp;quot;&amp;gt;Prime Mystic&amp;lt;/span&amp;gt;:Mystics are no mere conjurors of cheap tricks, they wield powers which have not yet been explained and which may never be.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Prime Vessel&amp;quot;&amp;gt;Prime Vessel&amp;lt;/span&amp;gt;:Vessels are divine intermediaries who connect the secular world with gods. It is through them that the gods grant their will and guidance to believers.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Primordial&amp;quot;&amp;gt;Primordial&amp;lt;/span&amp;gt;: Life is the beginning. Everything is but a result of life and the way it interacts with itself and its surroundings. Nothing is more holy than the act of creating life and only under certain circumstances should such a precious gift ever be taken.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Prophet&amp;quot;&amp;gt;Prophet (Agent Type)&amp;lt;/span&amp;gt;:Prophets adapt the emotional elements of faith to motivate followers to perform deeds they would otherwise be incapable of. This can either encourage devotees to greater achievements or provoke them to defy secular authority.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Psionic&amp;quot;&amp;gt;Psionic (Leader Skill)&amp;lt;/span&amp;gt;: This unique skill is the use of the mind to affect outcomes of other skills. Defined in a variety of ways such as telekinesis, telepathy, fire or electrical discharges or even controlling other beings.&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;!-- Q --&amp;gt;&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;Q&amp;quot;&amp;gt;Q&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Gate&amp;quot;&amp;gt;Quantum Gate&amp;lt;/span&amp;gt;: Space-based instant transport to stable end point on another [[Worlds |World]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Quadrans&amp;quot;&amp;gt;&amp;amp;#216;uadran&amp;lt;/span&amp;gt;: In game currency earned through game play or purchased.&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;!-- R --&amp;gt;&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;R&amp;quot;&amp;gt;R&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Raid&amp;quot;&amp;gt;Raid&amp;lt;/span&amp;gt;: Harassing the inhabitants of an [[Areas |Area]]. Think chicken stealing.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;RelationshipRating&amp;quot;&amp;gt;Relationship Rating&amp;lt;/span&amp;gt;:Numerical value that quantifies the current state of relations between two [[Empires]] in the game. This rating reflects the level of alignment, cooperation or tension between the Empires which influences their interactions and decision-making. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Religious&amp;quot;&amp;gt;Religious (Leader Skill)&amp;lt;/span&amp;gt;: The ability to spread your state religion throughout the galaxy, as well as to incite or calm populations or attack other religious beliefs.  This also enables the [[Leaders |Leader]] to acquire missionaries, clerics, inquisitors and other unique [[Agents]] that have a variety of faith based actions.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;ResearchPoint&amp;quot;&amp;gt;Research Point&amp;lt;/span&amp;gt;: Used in [[Lexicon]] to improve [[Empires |Empire&#039;s]] technology. Research infrastructure produces Research Points. They are also acquired through agent actions and leader missions.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Resources&amp;quot;&amp;gt;Resources&amp;lt;/span&amp;gt;: Raw materials, like organics, metals, industrial units and crystals, used to produce goods. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Ruins&amp;quot;&amp;gt;Ruin&amp;lt;/span&amp;gt;: Building or place in a state of decay, collapse, or disintegration. [[Glossary#Artifact |Artifacts]] and [[Glossary#Virtue |Virtues]] can sometimes be found by [[Glossary#Archaeology |Archaeologist]] leaders.&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
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&amp;lt;h2 id=&amp;quot;S&amp;quot;&amp;gt;S&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Saboteur&amp;quot;&amp;gt;Saboteur (Agent Type)&amp;lt;/span&amp;gt;: A person who deliberately damages or destroys things in order to weaken an enemy or to make a protest.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Sanction&amp;quot;&amp;gt;Sanction&amp;lt;/span&amp;gt;: Intercept and prevent the movement of [[Trade_Goods |Trade Goods]] and [[Markets#Resources | Resources]] from a specific [[Empires |Empire]] into or from a [[Markets |Market]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Sapper&amp;quot;&amp;gt;Sapper&amp;lt;/span&amp;gt;: An [[Agents |Agent]] who is an explosive expert found at the forefront of strategic demolition efforts. Their job is to enact targeted destruction of key objectives by any means necessary. They deconstruct the enemy’s sense of security, sowing the seeds of doubt.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;ScanDistance&amp;quot;&amp;gt;Scan Distance&amp;lt;/span&amp;gt;: The area in which a fleet can identify other stars. A fleet&#039;s Scan Distance is equal to the highest Scan Distance amongst its ships. The stars on the Galactic map outside the Scan Distance are shown, but not identified in any way. Stars in the Scan Distance with a [[#GravityRating | Gravity Rating]] outside the [[Fleets |Fleet&#039;s]] [[#JumpStrength | Jump Strength]] are not identified by name.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;ScanStrength&amp;quot;&amp;gt;Scan Strength&amp;lt;/span&amp;gt;: The ability to detect information about a star which is influenced by the star’s [[#GravityRating | Gravity Rating]]. A [[Fleets |Fleet&#039;s]] Scan Strength is equal to the highest Scan Strength amongst its ships.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Science&amp;quot;&amp;gt;Science (Leader Skill)&amp;lt;/span&amp;gt;: The ability to understand and theorize scientific principles and advance the body of knowledge of your [[Empires |Empire]].  The higher the skill, the more rapidly new scientific discoveries are understood and assimilated into the general [[Populations|Population]].   This skill also enables the [[Leaders |Leader]] to establish [[Agents#Observation |observation posts]] on [[Worlds |Worlds]] that can scan for the presence of ships in orbit.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Secret Agent&amp;quot;&amp;gt;Secret Agent&amp;lt;/span&amp;gt;:An [[Agents |Agent]] who has come to embrace killing for a higher purpose, they have learned both the value of subterfuge and the element of surprise. Patriotism is a powerful motivator and these people will go to extreme lengths to protect Emperor and [[Empires |Empire]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Security Agency Director&amp;quot;&amp;gt;Security Agency Director&amp;lt;/span&amp;gt;:From the stuff of legends, individuals who have seen victory through their profession countless times. These are the ones pulling the strings from behind the curtains, setting the stage and making each actor dance to their tunes. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Sentinel&amp;quot;&amp;gt;Sentinel (Agent Type)&amp;lt;/span&amp;gt;:Clad in the certainty of their faith, Sentinels stand as bulwarks against dishonorable conduct. Their ever watchful eyes stand vigilant, guarding against the terrors of a treacherous and deceitful universe.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Settle&amp;quot;&amp;gt;Settle&amp;lt;/span&amp;gt;:An [[Armies |Army]] must have [[#Claim |Claimed]] an [[Areas |Area]] before it can be Settled. To Settle the Area, the Army must have a [[#ColonistUnit |Colonist Unit]] it can leave thought an [[Armies#ArmyAction |Army Action]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Shaman&amp;quot;&amp;gt;Shaman&amp;lt;/span&amp;gt;:There exist intermediaries between our realm and the realm of mystic spirits. These Shamans are dedicated, practiced messengers who have the ability to perceive and influence these spirits and to gain their power.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Shipping&amp;quot;&amp;gt;Shipping&amp;lt;/span&amp;gt;: When a [[#TradeRoute | Trade Route]] is used to send [[#Resources | Resources]] to a target [[Markets |Market]]. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Shipyard Queue&amp;quot;&amp;gt;Shipyard Queue&amp;lt;/span&amp;gt;: Identifies how many ships are in production.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Shipyard Rate&amp;quot;&amp;gt;Shipyard Rate&amp;lt;/span&amp;gt;: Determines how fast and efficiently a [[Areas#Strategic Buildings|Shipyard]] can produce ships. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Shipyard&amp;quot;&amp;quot;&amp;gt;Shipyard&amp;lt;/span&amp;gt;: Strategic building used to build new ships based on the [[Ship_Blueprints |Ship Blueprint]]. Shipyard size is determined by two things:&lt;br /&gt;
# How large of ship can be built at this Shipyard&lt;br /&gt;
# How fast the Shipyard works&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Note: [[#Orbitals |Orbitals]] can be created by any size Shipyard.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;ShipClass&amp;quot;&amp;gt;[[Ship_Blueprints#ShipDesigns |Ship Class]]&amp;lt;/span&amp;gt;: Ship Designs are broken into Classes: Assault, Escort, Cruisers, Capital Ships, Carriers, Mass Capitals and [[#Orbitals |Orbitals]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;ShipDesign&amp;quot;&amp;gt;Ship Design&amp;lt;/span&amp;gt;: There are 19 Ship Designs with lots of variations: Fighter, Bomber, Probe, Scout, Lancer, Destroyer, Light Cruiser, Heavy Cruiser, Battle Cruiser, Battleship, Dreadnaught, Light Carrier, Heavy Carrier, Leviathan, Battle Moon, Battle Star, Platform, Base Station and Battle Station.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;ShipDesigner&amp;quot;&amp;gt;Ship Designer&amp;lt;/span&amp;gt;: User interface to select which equipment (weapons, armor &amp;amp; shields) is incorporated into the [[Ship_Blueprints |Ship Blueprint]] along with custom colors to use on each component. The front, middle and back sections of different ships can be combined together by the Ship Designer to create unique Ship Designs.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;SpaceCombat&amp;quot;&amp;gt;Space Combat (Leader Skill)&amp;lt;/span&amp;gt;: The ability to effectively manage and lead spacefaring ships and [[Fleets |Fleets]] in [[Space_Battle |Space Battles]].  The higher the skill, the more effective the star ships will be in battle.  This skill also enables the [[Leaders |Leader]] to establish [[Agents#Observation |observation posts]] on [[Worlds]] that can scan for the presence of ships in orbit.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;SpaceCombatRules&amp;quot;&amp;gt;Space Combat Rules of Engagement&amp;lt;/span&amp;gt;:&lt;br /&gt;
# One weapon can only fire at one ship. Note: a Heavy weapon with massive damage will fire against one ship, regardless of size even if it the damage could eliminate a dozen smaller ships.&lt;br /&gt;
# Each [[Ship_Blueprints#ShipDesigns |Class]] of ship has an order of preferred targets.&lt;br /&gt;
# At the end of combat, any ship that has shields heals damage equal to those shields not to exceed the value of the shields. &lt;br /&gt;
# At any given round where weapons can fire, they do fire.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Debris&amp;quot;&amp;gt;Space Debris&amp;lt;/span&amp;gt;: Pieces of space ships and their contents left as a result of a space battle. [[#ShipDesigns |Ship Designs]] and salvageable goods are often found in a debris field.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;SpacePort&amp;quot;&amp;gt;Spaceport&amp;lt;/span&amp;gt;: Strategic building used to support off [[Markets |world trade]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Special Operations Director&amp;quot;&amp;gt;Special Operations Director&amp;lt;/span&amp;gt;:The Special Operations Director knows that it is not enough to simply defeat an enemy in battle, but that they must entirely destroy their will and ability to fight. They are the reason for your enemy&#039;s walls and also the reason those walls will fall.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Specialist&amp;quot;&amp;gt;Specialist (Agent Type)&amp;lt;/span&amp;gt;: A person highly skilled in a specific and restricted field.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Spy&amp;quot;&amp;gt;Spy (Agent Type)&amp;lt;/span&amp;gt;:A trained Intelligence Officer who is adept in the finer arts of interrogation and information gathering. They hold a wide range of lesser contacts that provide leads. Knowledge of the enemy’s disposition can only be obtained from others.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;SpyRating&amp;quot;&amp;gt;Spy Rating&amp;lt;/span&amp;gt;: Used to represent the skill and abilities of a Spy type [[Agents |Agent]].  The higher the rating, the more skilled they are and the more successful they will be when conducting actions.   Higher ratings and capabilities increase with the type of Spy that indicates their level. A Spy starts as an Informant and advances up to Bureau Chief. Note: this description generalizes to assassination rating, sabotage rating, procurement rating, religious rating, etc.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Solarius&amp;quot;&amp;gt;Solarius&amp;lt;/span&amp;gt;:Light is the life of the Solarius. It is the source of all life. Your life is a gift from the light and should be cherished as such. Worship it if you desire for such charity to continue.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;StealthRating&amp;quot;&amp;gt;Stealth Rating&amp;lt;/span&amp;gt;: Represents how well a spy is hidden and integrated into society. The higher the rating the more difficult it is for other players to detect them.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;SupportEfficiency&amp;quot; style=&amp;quot;display: inline-block;&amp;quot;&amp;gt;Support and Efficiency Index (SEI): Measures positive and negative influences of player actions and various events for an [[Areas |Area]].&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;!-- T --&amp;gt;&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;T&amp;quot;&amp;gt;T&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Theme&amp;quot;&amp;gt;Theme&amp;lt;/span&amp;gt;: Coordinated graphics and colors for the game&#039;s user interface purchased using [[Quadrans |&amp;amp;#216;uadrans]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Thief&amp;quot;&amp;gt;Thief (Agent Type)&amp;lt;/span&amp;gt;: A person who steals things by stealth and without using force or violence.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Tonnage&amp;quot;&amp;gt;Tonnage&amp;lt;/span&amp;gt;: Mass of a ship.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Trade&amp;quot;&amp;gt;Trade&amp;lt;/span&amp;gt;: The exchange of [[Trade_Goods |Trade Goods]] and [[Markets#Resources | Resources]] from one [[Empires |Empire&#039;s]] [[Markets |Market]] for [[#Exocredit | Exocredits]] from another Empire at a set price using an established [[Trade_Route |Trade Route]]. In the case of Trade Goods, the receiving Empire can impose tariffs.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;TradeAgreement&amp;quot;&amp;gt;Trade Agreement&amp;lt;/span&amp;gt;: Two [[Markets]] make arrangements to trade on a regular basis at a designated [[#Exocredit | Exocredits]] price for specific quantities of [[Trade_Goods |Trade Goods]] or [[Markets#Resources | Resources]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;TradeGood&amp;quot;&amp;gt;Trade Good&amp;lt;/span&amp;gt;: Specialty product produced in each [[Markets | Market Area]] that is freely interchangeable for [[#Exocredit | Exocredits]] between [[Empires]] for economic growth and commerce. These products include Advanced Electronics, Bio-consumables, Crafted Goods, Exotic Items, Luxury Goods, Manufactured Goods, Metal-Alloys and Pharmaceuticals.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;TradeRoute&amp;quot;&amp;gt;Trade Route&amp;lt;/span&amp;gt;: The way [[Trade Goods]] and [[#Resources | Resources]] move one way between [[Markets]]. Trading between [[Worlds |Worlds]] requires a [[Areas#Strategic Buildings|Spaceport]]. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;TransportCapacity&amp;quot;&amp;gt;Transport Capacity&amp;lt;/span&amp;gt;: Orbitals, Light and Heavy Carriers transport [[Armies#UnitTypes |Army Units]] and [[#AssaultShip |Assault ships]] using [[#Hangers |Hangers]]. A ship&#039;s Transport Capacity is figured in this way:&lt;br /&gt;
*1 Army Unit = 1 Hangar&lt;br /&gt;
*1 Assault Ship = 1 Hangar&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;!-- U --&amp;gt;&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;U&amp;quot;&amp;gt;U&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Unit&amp;quot;&amp;gt;Unit&amp;lt;/span&amp;gt;: Integrated group of military personnel with specific combat or support roles within an [[Armies |Army]]. In this game there are Infantry, Cavalry, Artillery, Aqua, Assault, Air &amp;amp; Colonist Units.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;UnitDesigner&amp;quot;&amp;gt;Unit Designer&amp;lt;/span&amp;gt;: User interface players employ to create a [[Unit_Blueprints |Unit Blueprint]] for a new Army Unit.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;UnitQueue&amp;quot;&amp;gt;Unit Queue&amp;lt;/span&amp;gt;: Order in which new Army Units are created at a [[Areas#Strategic Buildings|Garrison]]. &lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
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&amp;lt;h2 id=&amp;quot;V&amp;quot;&amp;gt;V&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot; ValueRating&amp;gt; Value Rating&amp;lt;/span&amp;gt;: Rating that ranks from 1 to 5 the relative value of a [[Virtues |Virtue]] to similar Virtue rewards. The higher the Rating the more value associated with the Virtue.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Veteran Commando&amp;quot;&amp;gt;Veteran Commando&amp;lt;/span&amp;gt;:Having completed multiple campaigns, these grizzled veterans are able to seek out and destroy high-value targets with a deadly level of professionalism. They have learned the tactics of guerrilla warfare and know the meaning of survival.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Virtue&amp;quot;&amp;gt;[[Virtues |Virtue]]&amp;lt;/span&amp;gt;: Playing cards that you “play” for resources or other rewards.&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;!-- W --&amp;gt;&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;W&amp;quot;&amp;gt;W&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Wallet&amp;quot;&amp;gt;Wallet&amp;lt;/span&amp;gt;: User interface that tracks [[Quadrans]] owned by a player and supports credit card purchases of more Quadrans.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Wormhole&amp;quot;&amp;gt;Wormhole&amp;lt;/span&amp;gt;:Unstable space-based instant transfer point to random [[Worlds]] throughout the galaxy.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Wonders&amp;quot;&amp;gt;Wonder&amp;lt;/span&amp;gt;:Remarkable human-made creation or natural feature that is considered to be of great importance. [[Virtues]], [[Trade_Goods | Trade Goods]], and [[#IndustrialUnit | Industrial Units]] can sometimes be found by [[#Archaeology | Archaeologist]] [[Leaders]].&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;!-- Z --&amp;gt;&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;Z&amp;quot;&amp;gt;Z&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Zealot&amp;quot;&amp;gt;Zealot (Agent Type)&amp;lt;/span&amp;gt;:Unquestioning devotion can be seen as its own truth. To have such complete belief in something leads others to believe the doctrine is a statement of fact, uplifting the faithful and spreading doubt to the minds of the unbelievers.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Virtues&amp;diff=6544</id>
		<title>Virtues</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Virtues&amp;diff=6544"/>
		<updated>2026-01-09T17:59:32Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Strategic playing card that represents an abstract value or principle capable of delivering resources, technology, credits or population to [[Markets]], [[Areas]], [[Armies]], [[Fleets]] or [[Leaders]] when played. Some Virtues are played abstractly affecting technological advancement and some are played to influence relationships with NPC [[Empires]].&lt;br /&gt;
==Obtaining==&lt;br /&gt;
Opportunities to acquire Virtues occur in a variety of situations.&lt;br /&gt;
*Start of game&lt;br /&gt;
*First login reward&lt;br /&gt;
*Daily login reward&lt;br /&gt;
*Claiming an Area&lt;br /&gt;
*Archaeological activities&lt;br /&gt;
*Leader missions&lt;br /&gt;
==Categories==&lt;br /&gt;
There are 100s of Virtues organized into 14 categories.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:1_virtue_consumable.png|70px|Organic Consumable Virtue]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Consumable (Organic)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:2_virture_tradeGood (.png|70px| Manufacturing Trade Good Virtue]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[Trade_Goods# |Trade Good]] (Production)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:3_virtue_crystals.png|70px|Malgorn Crystal Virtue]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[Areas#Crystals|Crystals]] (Malgorn)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:4_virtue_research.png|70px|Theoretical Research Virtue]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Research (Theoretical)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:5_virtue_infrastructure.png|70px|Manufacturing Infrastructure Virtue]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[Production# |Infrastructure]] (Manufacturing)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:6_virtue_populationModification .png|70px|Increase/Decrease Population Modification Virtue]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Population Modification (Increase/Decrease)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:7_virtue_plague.png|70px|Plague (Give Disease) Virtue]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Plague (Give Disease)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:8_virtue_leader.png|70px|Commission Leader Virtue]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[Leaders# |Leader]] (Commission)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:9_virtue_diplomatic.png|70px|Political Skill Diplomatic Virtue]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Diplomatic (Political Skill)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:10_virtue_event.png|70px|Earthquake Event Virtue]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Event (Earthquake)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:11_virtue_ship.png|70px|Repair Ship Modifications Virtue]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Ship Modifications (Repair)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:12_virtue_unit.png|70px|Heal/Repair Unit Modifications Virtue]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Unit Modifications (Heal/Repair)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:13_virtue_unique.png|70px|Reset Quantum Gate Unique Virtue]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Unique (Reset Quantum Gate)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:14_virtue_generalActions.png|70px|Found Federation General Actions Virtue]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;General Actions (Found Federation)&lt;br /&gt;
==Value Rating==&lt;br /&gt;
Virtues can have a Value Rating that ranks from 1 to 5 the relative value of a Virtue to similar rewards. The higher the Rating the more value is associated with the Virtue. This value is reflected in the words (in bold italics below) used to describe the Virtue. Buttons in the top left side of the Virtue light up from bottom to top to display the rating.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:1_virtue_consumable_rating1.png|40px|Consumable Virtue with 1 Value Rating]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Consumable Value Rating 1: &#039;&#039;&#039;&#039;&#039;Cache of&#039;&#039;&#039;&#039;&#039; ... Organics&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:1_virtue_consumable_rating2u.png|40px|Consumable Virtue with 2 Value Rating]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Consumable Value Rating 2: &#039;&#039;&#039;&#039;&#039;Supply of&#039;&#039;&#039;&#039;&#039; ... Organics&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:1_virtue_consumable_rating2.png|40px|Consumable Virtue with 3 Value Rating]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Consumable Value Rating 3: &#039;&#039;&#039;&#039;&#039;Stockpile of&#039;&#039;&#039;&#039;&#039; ... Organics&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:1_virtue_consumable_rating4.png|40px|Consumable Virtue with 4 Value Rating]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Consumable Value Rating 4: &#039;&#039;&#039;&#039;&#039;Reserve of &#039;&#039;&#039;&#039;&#039;... Organics&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:1_virtue_consumable_rating5.png|40px|Consumable Virtue with 5 Value Rating]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Consumable Value Rating 5: &#039;&#039;&#039;&#039;&#039;Vault of &#039;&#039;&#039;&#039;&#039;... Organics&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Production&amp;diff=6543</id>
		<title>Production</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Production&amp;diff=6543"/>
		<updated>2026-01-09T17:58:54Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- PRODUCTION EPOCH --&amp;gt;&lt;br /&gt;
Production infrastructure drives working to create goods for the [[Areas# |Area&#039;s]] economy and trading along with building new infrastructure.&lt;br /&gt;
==Working==&lt;br /&gt;
&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:Economic_working.png|50px|Working]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;[[Populations|Population]] producing new products.&lt;br /&gt;
*Working Organic Farms&lt;br /&gt;
*Working Mines&lt;br /&gt;
*Working Manufacturing&lt;br /&gt;
*Working Research&lt;br /&gt;
*Working Trade Goods&lt;br /&gt;
====Organics====&lt;br /&gt;
Growing food that feeds the inhabitants and their animals.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;[[File:Organics58_1.png|50px|Organics Level 1]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Organics58_2.png|50px|Organics Level 2]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Organics58_3.png|50px|Organics Level 3]]&amp;lt;br/&amp;gt;[[File:20250221 organic production.png|400px|Organics Production by Epoch]]&amp;lt;/div&amp;gt;&lt;br /&gt;
====Manufacturing====&lt;br /&gt;
Producing [[Trade Goods]] and materials which build infrastructure.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;[[File:Manufacturing58_1.png|50px|Manufacturing Level 1]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Manufacturing58_2.png|50px|Manufacturing Level 2]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Manufacturing58_3.png|50px|Manufacturing Level 3]]&amp;lt;br/&amp;gt;[[File:20250221_manufacturing_production.png|400px|Manufacturing Production by Epoch]]&amp;lt;/div&amp;gt;&lt;br /&gt;
====&amp;lt;span id=&amp;quot;Mining&amp;quot;&amp;gt;Mining&amp;lt;/span&amp;gt;====&lt;br /&gt;
Digging raw materials and [[Areas#Crystals|Crystals]] from the land to support the military and trade.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;[[File:Mining58_1.png|50px|Mining Level 1]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Mining58_2.png|50px|Mining Level 2]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Mining58_3.png|50px|Mining Level 3]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:20250221 mining production.png|400px|Mining Production by Epoch]]&amp;lt;/div&amp;gt;&lt;br /&gt;
====Research====&lt;br /&gt;
Scientific inquiry to move the economy and military forward.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;[[File:Research58_1.png|50px|Research Level 1]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Research58_2.png|50px|Research Level 2]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Research58_3.png|50px|Research Level 3]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:20250221_research_production.png|400px|Research Production by Epoch]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Trade_Goods#|Trade Goods]]====&lt;br /&gt;
&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:tradegood58_1.png|50px|Trade Good Production]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Specialty product created in each [[Markets |Market]] Area that is freely interchangeable for [[Exocredits]] between empires.&lt;br /&gt;
&lt;br /&gt;
==Building==&lt;br /&gt;
&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:Economic_building.png|50px|Building]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;[[Populations|Population]] constructing new infrastructure.&lt;br /&gt;
*Building Population Infrastructure&lt;br /&gt;
*Building Organic Infrastructure&lt;br /&gt;
*Building Mining Infrastructure&lt;br /&gt;
*Building Manufacturing Infrastructure&lt;br /&gt;
*Building Research Infrastructure&lt;br /&gt;
*Building Shipyard&lt;br /&gt;
*Building Military Base&lt;br /&gt;
*Building Spaceport&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Worlds&amp;diff=6542</id>
		<title>Worlds</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Worlds&amp;diff=6542"/>
		<updated>2026-01-09T17:57:43Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: /* Things That Can Be Found on Worlds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Worlds are the objects floating through space, orbiting around [[Suns]]. Worlds vary in size and environment, with unique distributions of [[Areas]] and terrain.&lt;br /&gt;
&lt;br /&gt;
==Things That Can Be Found on Worlds==&lt;br /&gt;
* [[Areas#Flora-Fauna|Flora-Fauna]] - natural exotic lifeforms. These can affect how production works for the Areas with them.&lt;br /&gt;
* [[Areas#Crystals|Crystals]] - an advanced material that can augment the capabilities of [[Units]] and [[Ships]].&lt;br /&gt;
* [[Populations]] - People, livin&#039; and workin&#039;&lt;br /&gt;
* Other [[Empires]]! - You&#039;re not the only one out there&lt;br /&gt;
&lt;br /&gt;
==Size==&lt;br /&gt;
The Size of a World determines how many [[Areas]] it has. Gas Giants, however, do not have solid ground and so do not have any Areas.&lt;br /&gt;
&lt;br /&gt;
==Moons==&lt;br /&gt;
A World can have up to 4 Moons. Moons operate like small worlds, but tend to be more barren and empty. &lt;br /&gt;
&lt;br /&gt;
==Environment==&lt;br /&gt;
The environment of a World can affect how productive the lifeforms on it can be. [[Populations]] and [[Units]] have a base environment that they work best in, and perform worse the further they are from that. &lt;br /&gt;
&lt;br /&gt;
A world&#039;s environment has three characteristics: &lt;br /&gt;
* temperature&lt;br /&gt;
* atmosphere quality&lt;br /&gt;
* atmosphere density&lt;br /&gt;
&lt;br /&gt;
The World&#039;s temperature affects the terrain that the World will have, and has a big impact on what the world looks like. &lt;br /&gt;
&lt;br /&gt;
Atmosphere Quality and Atmosphere Density affect the performance of lifeforms working on the world. &lt;br /&gt;
&lt;br /&gt;
===Icon===&lt;br /&gt;
The World will have an Environment Icon that gives a graphical description of the environment characteristics&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:auto;&amp;quot;&lt;br /&gt;
|+ The Temperature Determines Color&lt;br /&gt;
! Icon&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:001_atmosphere.png|40px|Molten]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:002_atmosphere.png|40px|Hot]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:003_atmosphere.png|40px|Warm]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:004_atmosphere.png|40px|Temperate]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:005_atmosphere.png|40px|Cool]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:006_atmosphere.png|40px|Cold]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:007_atmosphere.png|40px|Frozen]]&lt;br /&gt;
|-&lt;br /&gt;
! Temperature&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Molten&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Hot&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Warm&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Temperate&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Cool&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Cold&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Frozen&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:auto;&amp;quot;&lt;br /&gt;
|+ Atmosphere &amp;lt;br /&amp;gt; (using Temperate temperature)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:top&amp;quot; | Quality&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Density&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Trace&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Thin&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Moderate&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Rich&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Thick&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Heavy&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Dense&lt;br /&gt;
|-&lt;br /&gt;
! No Atmosphere&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:004_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:004_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:004_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:004_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:004_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:004_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:004_atmosphere.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
! Sustainable&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:114_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:124_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:134_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:144_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:154_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:164_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:174_atmosphere.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
! Tainted&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:214_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:224_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:234_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:244_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:254_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:264_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:274_atmosphere.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
! Noxious&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:314_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:324_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:334_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:344_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:354_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:364_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:374_atmosphere.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
! Poisonous&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:414_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:424_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:434_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:444_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:454_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:464_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:474_atmosphere.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
! Toxic&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:514_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:524_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:534_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:544_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:554_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:564_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:574_atmosphere.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
! Deadly&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:614_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:624_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:634_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:644_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:654_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:664_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:674_atmosphere.png|64px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Worlds&amp;diff=6541</id>
		<title>Worlds</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Worlds&amp;diff=6541"/>
		<updated>2026-01-09T17:56:52Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Worlds are the objects floating through space, orbiting around [[Suns]]. Worlds vary in size and environment, with unique distributions of [[Areas]] and terrain.&lt;br /&gt;
&lt;br /&gt;
==Things That Can Be Found on Worlds==&lt;br /&gt;
* [[Flora-Fauna]] - natural exotic lifeforms. These can affect how production works for the Areas with them.&lt;br /&gt;
* [[Areas#Crystals]] - an advanced material that can augment the capabilities of [[Units]] and [[Ships]].&lt;br /&gt;
* [[Populations]] - People, livin&#039; and workin&#039;&lt;br /&gt;
* Other [[Empires]]! - You&#039;re not the only one out there&lt;br /&gt;
&lt;br /&gt;
==Size==&lt;br /&gt;
The Size of a World determines how many [[Areas]] it has. Gas Giants, however, do not have solid ground and so do not have any Areas.&lt;br /&gt;
&lt;br /&gt;
==Moons==&lt;br /&gt;
A World can have up to 4 Moons. Moons operate like small worlds, but tend to be more barren and empty. &lt;br /&gt;
&lt;br /&gt;
==Environment==&lt;br /&gt;
The environment of a World can affect how productive the lifeforms on it can be. [[Populations]] and [[Units]] have a base environment that they work best in, and perform worse the further they are from that. &lt;br /&gt;
&lt;br /&gt;
A world&#039;s environment has three characteristics: &lt;br /&gt;
* temperature&lt;br /&gt;
* atmosphere quality&lt;br /&gt;
* atmosphere density&lt;br /&gt;
&lt;br /&gt;
The World&#039;s temperature affects the terrain that the World will have, and has a big impact on what the world looks like. &lt;br /&gt;
&lt;br /&gt;
Atmosphere Quality and Atmosphere Density affect the performance of lifeforms working on the world. &lt;br /&gt;
&lt;br /&gt;
===Icon===&lt;br /&gt;
The World will have an Environment Icon that gives a graphical description of the environment characteristics&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:auto;&amp;quot;&lt;br /&gt;
|+ The Temperature Determines Color&lt;br /&gt;
! Icon&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:001_atmosphere.png|40px|Molten]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:002_atmosphere.png|40px|Hot]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:003_atmosphere.png|40px|Warm]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:004_atmosphere.png|40px|Temperate]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:005_atmosphere.png|40px|Cool]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:006_atmosphere.png|40px|Cold]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:007_atmosphere.png|40px|Frozen]]&lt;br /&gt;
|-&lt;br /&gt;
! Temperature&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Molten&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Hot&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Warm&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Temperate&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Cool&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Cold&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Frozen&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:auto;&amp;quot;&lt;br /&gt;
|+ Atmosphere &amp;lt;br /&amp;gt; (using Temperate temperature)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align:top&amp;quot; | Quality&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Density&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Trace&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Thin&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Moderate&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Rich&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Thick&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Heavy&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Dense&lt;br /&gt;
|-&lt;br /&gt;
! No Atmosphere&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:004_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:004_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:004_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:004_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:004_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:004_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:004_atmosphere.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
! Sustainable&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:114_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:124_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:134_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:144_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:154_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:164_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:174_atmosphere.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
! Tainted&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:214_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:224_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:234_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:244_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:254_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:264_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:274_atmosphere.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
! Noxious&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:314_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:324_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:334_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:344_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:354_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:364_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:374_atmosphere.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
! Poisonous&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:414_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:424_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:434_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:444_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:454_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:464_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:474_atmosphere.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
! Toxic&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:514_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:524_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:534_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:544_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:554_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:564_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:574_atmosphere.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
! Deadly&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:614_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:624_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:634_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:644_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:654_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:664_atmosphere.png|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot; | [[File:674_atmosphere.png|64px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Ship_Blueprints&amp;diff=6540</id>
		<title>Ship Blueprints</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Ship_Blueprints&amp;diff=6540"/>
		<updated>2026-01-09T17:56:20Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Ship Blueprint describes operational levels for equipment (weapons, armor &amp;amp; shields) used by a Ship along with the [[#HullCosts|Hull Costs]], Design Points, [[Exocredits]] and [[Industrial Units]] required to build it. &lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
Ships are the building blocks for creating mission specific [[Fleets# |Fleets]].&lt;br /&gt;
*[[Areas#Strategic Buildings|Shipyards]] use Ship Blueprints to build a complete ship that is ready to be added to a fleet. &lt;br /&gt;
*Players use the Ship Designer to create Blueprints—see below.&lt;br /&gt;
*An Empire&#039;s progression through the [[Lexicon]] can reduce the Exocredit and Industrial Unit costs. As can adding [[Areas#Crystals]] to a Blueprint.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: none;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:20251029_shipDesigner.png|800px|left|Ship Designer Using Components From 3 Different Ships to Create a New Design]]&lt;br /&gt;
|}&lt;br /&gt;
==&amp;lt;span id=&amp;quot;ShipDesigns&amp;gt;Ship Designs&amp;lt;/span&amp;gt;==&lt;br /&gt;
Nineteen Ship Designs are available in different variations to assemble into a fleet. These designs are broken into the following Classes. The Assault ships for space-based aerial combat are the smallest and must be ferried between worlds by Carriers and Orbitals. Each Assault ship takes up 1 hanger. Ships range upwards in size and combat abilities from Escorts that protect the fleet to Cruisers, Capital Ships, Carriers and Mass Capital Ships that project an [[Empires |Empire&#039;s]] power. Orbitals defend planets and moons.&lt;br /&gt;
====Assault====&lt;br /&gt;
1. Fighter: 2 components &amp;amp; horizontal&lt;br /&gt;
&lt;br /&gt;
2. Bomber: 2 components &amp;amp; horizontal&lt;br /&gt;
====Escort====&lt;br /&gt;
3. Probe: 2 components &amp;amp; horizontal&lt;br /&gt;
&lt;br /&gt;
4. Scout: 2 components &amp;amp; horizontal&lt;br /&gt;
&lt;br /&gt;
5. Lancer: 2 components &amp;amp; horizontal&lt;br /&gt;
&lt;br /&gt;
6. Destroyer: 2 components &amp;amp; horizontal&lt;br /&gt;
====Cruisers====&lt;br /&gt;
7. Light Cruiser: 3 components &amp;amp; horizontal&lt;br /&gt;
&lt;br /&gt;
8. Heavy Cruiser: 3 components &amp;amp; horizontal&lt;br /&gt;
&lt;br /&gt;
9. Battle Cruiser: 3 components &amp;amp; horizontal&lt;br /&gt;
====Capital====&lt;br /&gt;
10. Battleship: 3 components &amp;amp; horizontal&lt;br /&gt;
&lt;br /&gt;
11. Dreadnaught: 3 components &amp;amp; horizontal&lt;br /&gt;
====Carriers====&lt;br /&gt;
12. Light Carrier: 3 components; horizontal&lt;br /&gt;
&lt;br /&gt;
13. Heavy Carrier: 3 components &amp;amp; horizontal&lt;br /&gt;
====Mass Capitals====&lt;br /&gt;
14. Leviathan: 3 components &amp;amp; vertical&lt;br /&gt;
&lt;br /&gt;
15. Battle Moon: 3 components &amp;amp; vertical&lt;br /&gt;
&lt;br /&gt;
16. Battle Star: 3 components &amp;amp; vertical&lt;br /&gt;
====Orbitals====&lt;br /&gt;
17. Platform: 3 components &amp;amp; vertical&lt;br /&gt;
&lt;br /&gt;
18. Base Station: 3 components &amp;amp; vertical&lt;br /&gt;
&lt;br /&gt;
19. Battle Station: 3 components &amp;amp; vertical&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size = 4&amp;gt;&amp;lt;b&amp;gt;[[Fleet_Designs# | Example Ship Types]]&amp;lt;/b&amp;gt;&amp;lt;/font size&amp;gt;&lt;br /&gt;
==Performance==&lt;br /&gt;
Information reported to Players about their ships.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:total_hits.png|50px|Hit Points]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;Hit Points===&lt;br /&gt;
Hit Points are the maximum amount of damage a ship can take before it is destroyed. This value is calculated when a ship goes into battle and is based on the strength of its hull, armor and shields. If the ship survives the battle its shields will return to full strength. &lt;br /&gt;
===Health===&lt;br /&gt;
Unlike shields, the battle damage from hits to a ship’s armor and hull does not return which reduces the overall health of a ship. A ship’s Health is a percentage measurement of how much hull/armor battle damage still exists after the shields are back to full strength. Players will see this percentage displayed when a fleet size is reported as a real numbers with decimal point, like 12.95 ships. This means the fleet is not up to full strength. There is a [[Virtues |Virtue]] that repairs ship damage.&lt;br /&gt;
==Equipment==&lt;br /&gt;
What follows are the equipment options provided by the Ship Designer when creating new Blueprints: &lt;br /&gt;
===Weapons===&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:69_virtue.png|50px|Light]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Light Weapon====	&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Close-In Weapon System&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 1&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 5&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 1&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:70_virtue.png|50px|Medium]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Medium Weapon====	&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Weapons Batteries&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 10&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 50&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 20&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:71_virtue.png|50px|Heavy]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Heavy Weapon====	&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Energy Beam Weapons&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 50&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 250&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 50&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:72_virtue.png|50px|Massive]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Massive Weapon====	&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Spinal Mount Weapons&amp;lt;/br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 200&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits: 1000&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial&#039;&#039;&#039; Units: 200&amp;lt;/br&amp;gt;&lt;br /&gt;
===Ordnance===&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:73_virtue.png|50px|Torpedo]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Torpedo====	&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 5&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 25&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 5&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:74_virtue.png|50px|Missile]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Missile====	&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 5&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 25&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 5&amp;lt;/br&amp;gt;&lt;br /&gt;
===Armor===&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:75_virtue.png|50px|Light]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Light Armor====&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 1&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 5&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 1&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:76_virtue.png|50px|Medium]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Medium Armor====&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 10&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 50&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 10&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:77_virtue.png|50px|Heavy]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Heavy Armor====&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 50&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 250&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 50&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:78_virtue.png|50px|Massive]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Massive Armor====&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 200&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 1000&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 200&amp;lt;/br&amp;gt;&lt;br /&gt;
===Shields===&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:79_virtue.png|50px|Light]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Light Shields====&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 1&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 5&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 1&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:80_virtue.png|50px|Medium]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Medium Shields====&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 10&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 50&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 10&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:81_virtue.png|50px|Heavy]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Heavy Shields====&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 50&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 250&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 50&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:82_virtue.png|50px|Massive]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Massive Shields====&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 200&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 1000&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 200&amp;lt;/br&amp;gt;&lt;br /&gt;
===Bays===&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:hangers.png|50px|Hanger]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Ship Hanger====&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 5&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 25&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 5&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:transport_capacity.png|50px|Unit Transport]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Unit Transport====&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 5&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 25&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 5&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:Repair.png|50px|Repair]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Repair====&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 5&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 25&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 5&amp;lt;/br&amp;gt;&lt;br /&gt;
==&amp;lt;span id=&amp;quot;HullCosts&amp;quot;&amp;gt;Hull Costs&amp;lt;/span&amp;gt;==&lt;br /&gt;
{| style=&amp;quot;border: none;&amp;quot;&lt;br /&gt;
!Hull Cost!!Exocredits!!Industrial Units&lt;br /&gt;
|-&lt;br /&gt;
|Fighter||&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Bomber||&amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Probe||&amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Scout||&amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Lancer||&amp;lt;center&amp;gt;49&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;20&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Destroyer||&amp;lt;center&amp;gt;117&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;50&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Light Cruiser||&amp;lt;center&amp;gt;226&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;100&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Cruiser||&amp;lt;center&amp;gt;438&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;200&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Battle Cruiser||&amp;lt;center&amp;gt;856&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;400&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Battleship||&amp;lt;center&amp;gt;2091&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;1000&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Dreadnaught||&amp;lt;center&amp;gt;4130&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;2000&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Light Carrier||&amp;lt;center&amp;gt;856&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;400&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Carrier||&amp;lt;center&amp;gt;2091&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;1000&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Leviathan||&amp;lt;center&amp;gt;10208&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;5000&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Battle Moon||&amp;lt;center&amp;gt;40420&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;20000&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Battle Star||&amp;lt;center&amp;gt;100667&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;50000&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Platform||&amp;lt;center&amp;gt;1063&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;500&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Base Station||&amp;lt;center&amp;gt;4130&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;2000&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Battle Station||&amp;lt;center&amp;gt;10208&amp;lt;/center&amp;gt;||&amp;lt;center&amp;gt;5000&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Unit_Blueprints&amp;diff=6539</id>
		<title>Unit Blueprints</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Unit_Blueprints&amp;diff=6539"/>
		<updated>2026-01-09T17:55:51Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Unit Blueprint describes operational levels for equipment (weapons, armor &amp;amp; shields) used by an Army [[Units|Unit]] along with the Design Points, [[Exocredits]] and [[Industrial Units]] required to build it. &lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
Units are the building blocks for creating mission specific [[Armies# |Armies]].&lt;br /&gt;
*[[Areas#Strategic Buildings|Garrisons]] build a complete Unit using a Unit Blueprint. &lt;br /&gt;
*Players use the Unit Designer to create Blueprints--see below.&lt;br /&gt;
*An Empire&#039;s progression through the [[Lexicon]] can reduce the Exocredit and Industrial Unit costs. As can adding [[Areas#Crystals]] to a Blueprint.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: none;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:20251030_unitDesigner.jpg|650px|Unit Designer]]&lt;br /&gt;
|}&lt;br /&gt;
==Unit Types==&lt;br /&gt;
An army can be a mixture of [[Armies#UnitTypes |Units]] with different races and from different Epochs.&lt;br /&gt;
*Infantry&lt;br /&gt;
*Cavalry&lt;br /&gt;
*Artillery&lt;br /&gt;
*Aqua&lt;br /&gt;
*Assault&lt;br /&gt;
*Air&lt;br /&gt;
*Colonists&lt;br /&gt;
*[[Leaders |Leader]]&lt;br /&gt;
==Equipment==&lt;br /&gt;
What follows are the equipment options provided by the Unit Designer when creating new Blueprints: &lt;br /&gt;
===Weapons===&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:86_virtue.png|50px|Shock]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Shock Weapon====&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Lance/Spear/Grenade&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Units:&#039;&#039;&#039; Infantry, Cavalry, Assault &amp;amp; Artillery&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 1&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 2&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 1&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:87_virtue.png|50px|Melee]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Melee Weapon====&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Sword/Axe/Mace&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Units:&#039;&#039;&#039; Colonist, Infantry, Cavalry &amp;amp; Artillery&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 1&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 2&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 1&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:88_virtue.png|50px|Light]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Light Weapon====	&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Projectile Rifle&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Units:&#039;&#039;&#039; Colonist, Infantry, Cavalry, Assault, Artillery, Aqua &amp;amp; Air&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 3&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 4&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 2&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:89_virtue.png|50px|Medium]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Medium Weapon====&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Light Artillery&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Units:&#039;&#039;&#039; Infantry, Assault, Artillery, Aqua &amp;amp; Air&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 5&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 8&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 4&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:90_virtue.png|50px|Heavy]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Heavy Weapon====&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Artillery&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Units:&#039;&#039;&#039; Assault, Artillery, Aqua &amp;amp; Air&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 10&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 12&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 8&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:91_virtue.png|50px|Massive]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Massive Weapon====&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Siege Artillery&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Units:&#039;&#039;&#039; Assault &amp;amp; Artillery&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 30&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 20&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 16&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:150_virtue.png|50px|Strategic Missiles]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Strategic Missiles====&lt;br /&gt;
&#039;&#039;&#039;Units:&#039;&#039;&#039; Assault, Artillery, Aqua &amp;amp; Air&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 5&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 4&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 2&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:151_virtue.png|50px|Anti-Ballistic Missiles]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Anti-Ballistic Missiles (ABM)====&lt;br /&gt;
&#039;&#039;&#039;Units:&#039;&#039;&#039; Assault, Artillery, Aqua &amp;amp; Air&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 5&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 8&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 4&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:113_virtue.png|50px|Weapons of Mass Destruction WMD]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Weapons of Mass Destruction (WMD)====&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Atomic or Dirty Bomb&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Units:&#039;&#039;&#039; Assault, Artillery, Aqua &amp;amp; Air&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 50&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 100&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 50&lt;br /&gt;
----&lt;br /&gt;
===Armor===&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:92_virtue.png|50px|Personal Armor]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Personal Armor====&lt;br /&gt;
&#039;&#039;&#039;Units:&#039;&#039;&#039; Colonist, Infantry &amp;amp; Cavalry&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 1&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 2&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 1&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:93_virtue.png|50px|Light Armor]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Light Armor====&lt;br /&gt;
&#039;&#039;&#039;Units:&#039;&#039;&#039; Colonist, Infantry, Cavalry, Assault, Artillery, Aqua &amp;amp; Air&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 5&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 4&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 2&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:94_virtue.png|50px|Medium Armor]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Medium Armor====&lt;br /&gt;
&#039;&#039;&#039;Units:&#039;&#039;&#039; Infantry, Assault, Artillery, Aqua &amp;amp; Air&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039;  10&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 10&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 5&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:95_virtue.png|50px|Heavy Armor]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Heavy Armor====&lt;br /&gt;
&#039;&#039;&#039;Units:&#039;&#039;&#039; Assault, Artillery, Aqua &amp;amp; Air&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039;  20&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 20&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 10&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:96_virtue.png|50px|Massive Armor]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Massive Armor====&lt;br /&gt;
&#039;&#039;&#039;Units:&#039;&#039;&#039; Artillery&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039;  50&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 40&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 20&lt;br /&gt;
----&lt;br /&gt;
===Shields===&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:97_virtue.png|50px|Personal Energy Shield]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Personal Energy Shield====&lt;br /&gt;
&#039;&#039;&#039;Units:&#039;&#039;&#039; Colonist, Infantry &amp;amp; Cavalry&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039;  1&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 2&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 1&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:98_virtue.png|50px|Light Energy Shield]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Light Energy Shield====&lt;br /&gt;
&#039;&#039;&#039;Units:&#039;&#039;&#039; Colonist, Infantry, Cavalry, Assault, Artillery, Aqua &amp;amp; Air&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039;  5&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 4&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 2&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:99_virtue.png|50px|Medium Energy Shield=]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Medium Energy Shield====&lt;br /&gt;
&#039;&#039;&#039;Units:&#039;&#039;&#039; Assault, Artillery, Aqua &amp;amp; Air&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039;  10&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 8&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 4&amp;lt;/br&amp;gt;&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:100_virtue.png|50px|Heavy Energy Shield]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Heavy Energy Shield====&lt;br /&gt;
&#039;&#039;&#039;Units:&#039;&#039;&#039; Assault, Artillery, Aqua &amp;amp; Air&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039;  20&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 16&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 8&lt;br /&gt;
----&lt;br /&gt;
===Control Modules===&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:60_virtue.png|50px|Atmospheric Control]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Atmospheric====&lt;br /&gt;
&#039;&#039;Helps non-native units manage different atmospheric conditions&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Units:&#039;&#039;&#039; Colonist, Infantry, Cavalry, Assault, Artillery, Aqua &amp;amp; Air&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039;  1&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 10&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 1&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;display: inline-block; vertical-align: middle;&amp;quot;&amp;gt;[[File:157_virtue.png|50px|Populationl Control]]&amp;lt;/span&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Population====&lt;br /&gt;
&#039;&#039;Helps units with managing alien populations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Units:&#039;&#039;&#039; Colonist, Infantry, Cavalry, Assault, Artillery, Aqua &amp;amp; Air&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Design Points:&#039;&#039;&#039; 1&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exocredits:&#039;&#039;&#039; 3&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Industrial Units:&#039;&#039;&#039; 2&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Glossary&amp;diff=6538</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Glossary&amp;diff=6538"/>
		<updated>2026-01-09T17:55:17Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;!-- GLOSSARY --&amp;gt;&lt;br /&gt;
&amp;lt;!-- TRAINOR 2024 --&amp;gt;&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;A&amp;quot;&amp;gt;A&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Achievement&amp;quot;&amp;gt;Achievement&amp;lt;/span&amp;gt;: Award given to [[Empires]] or [[#Federation |Federations]] for meeting goals for research, [[Areas]] owned, [[Trade_Route |Trade Routes]], battles won, etc. Achievements are displayed on their [[#Dashboard | Dashboard]]. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Ambassador&amp;quot;&amp;gt;Ambassador&amp;lt;/span&amp;gt;: Experts in negotiation, understanding motivations, and the intricate weave of geopolitical nuances.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Analyst&amp;quot;&amp;gt;Analyst&amp;lt;/span&amp;gt;:Those with the desire to serve and protect their own, Analysts are equipped with all the tools to provide security. They are the ones able to spot the wolves among the sheep.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Anarchist Magus&amp;quot;&amp;gt;Anarchist Magus&amp;lt;/span&amp;gt;:Chaos follows Anarchists. They find organization and structure worthless. A higher purpose does not exist; life is but fleeting moments in an unpredictable, chaotic universe. The future is not guaranteed. The present, however, is yours for the taking.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Arch Druid&amp;quot;&amp;gt;Arch Druid&amp;lt;/span&amp;gt;:These down to earth mystics spend most of their time tending to the natural world. When threatened, however, druids unleash the full force of nature in defense of home and habitat.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Arch Justiciar&amp;quot;&amp;gt;Arch Justiciar&amp;lt;/span&amp;gt;:Inspaniduals have the freedom to do what they please, but only the Justiciar holds the authority to mete out the consequences to those actions. Every illegal action has an equal reaction under law. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Arch Philosopher&amp;quot;&amp;gt;Arch Philosopher&amp;lt;/span&amp;gt;:Philosophers are concerned with everything. They seek to identify and study the fundamental aspects of reality. What is and what isn&#039;t are equally important, as all lead to the understanding of the nature of existence.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Arch Physicist&amp;quot;&amp;gt;Arch Physicist&amp;lt;/span&amp;gt;:For too long the universe has been the subject of superstition and shrouded by fear of the unknown. Physicists seek to explain natural phenomena through rational thought supported by empirical evidence.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Arch Primal&amp;quot;&amp;gt;Arch Primal&amp;lt;/span&amp;gt;:Primals bridge the gap between the secular and the spirit realm. They spread the practice of communicating with and gaining the favor of animal spirits in order to bless the land.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Arch Seer&amp;quot;&amp;gt;Arch Seer&amp;lt;/span&amp;gt;:Seers look into the spiritual plane, melding it with our own as they find spirits in all things. To be aware of these spirits and to recognize their existence is to find favor with them.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Archaeology&amp;quot;&amp;gt;Archaeology (Leader Skill)&amp;lt;/span&amp;gt;: This ability to piece together and understand historical context of [[#Ruins |Ruins]], discover natural and artificial [[#Wonders | Wonders]], and salvage the remains of battles for technological [[#Insight | Insights]] and raw materials.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Area&amp;quot;&amp;gt;Area&amp;lt;/span&amp;gt;: Hexagonal tile found on [[Worlds]] that identify land area where [[Populations]] live and work. An area on Earth would be the size of North America.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Artifact&amp;quot;&amp;gt;Artifact&amp;lt;/span&amp;gt;:Ancient relic of technology and power that imbue [[Leaders]] with enhanced capabilities. They are held by Leaders and played like cards. Each has a custom name. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Assassin&amp;quot;&amp;gt;Assassin (Agent Type)&amp;lt;/span&amp;gt;: The fine line between a simple death and martyrdom is defined by the killer. Assassins, therefore, are masters of making accidents happen.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;AssaultShip&amp;quot;&amp;gt;Assault Ship&amp;lt;/span&amp;gt;: Fighter or bomber. Either can be transported to other worlds using Light or Heavy Carriers.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Astrologer&amp;quot;&amp;gt;Astrologer&amp;lt;/span&amp;gt;:There are signs all around us, but to identify their precise nature and meaning takes incredible insight and an understanding of the minute nuances of our shared existence. The cosmos holds the key to all existence, all we need do is look, says the Astrologer. &lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;!-- B --&amp;gt;&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;B&amp;quot;&amp;gt;B&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Base Queue&amp;quot;&amp;gt;Base Queue&amp;lt;/span&amp;gt;: Identifies how many ground-based [[Armies | Army Units]] are in production by a [[Areas#Strategic Buildings|Garrison]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Base rate&amp;quot;&amp;gt;Base rate&amp;lt;/span&amp;gt;: A function of size that determines how fast and efficiently a [[Areas#Strategic Buildings|Garrison]] can produce units. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Base size&amp;quot;&amp;gt;Base size&amp;lt;/span&amp;gt;: Determined by population assigned to creating a [[Areas#Strategic Buildings|Garrison]] and [[#Exocredit | &amp;amp;#958;xocredit]] costs.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Beacon&amp;quot;&amp;gt;Beacon&amp;lt;/span&amp;gt;: Used by a player to contact other players. Beacons can be positioned within a solar system at specific orbits--usually around either the star or a planet/moon. Player must be at a system to drop a beacon. Messages are preset, but players can include Empire name and contact information are part of the message. Possible messages could be &amp;quot;Claimed by Dragon Empire - Angodragon@yahoo.com&amp;quot; or &amp;quot;Dragon Empire hails and welcomes trade - Angodragon@yahoo.com&amp;quot;. Fleets drop beacons. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Blockade&amp;quot;&amp;gt;Blockade&amp;lt;/span&amp;gt;: Physically stop all [[Trade_Goods | Trade Goods]] and [[Markets#Resources | Resources]] from going in or out of a [[Markets | Market]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Blueprint&amp;quot;&amp;gt;Blueprint&amp;lt;/span&amp;gt;: Describes the type of equipment, like weapons, armor and shields, used by a ship or an army unit. Blueprints are used at [[Areas#Strategic Buildings|Garrison]] and [[Areas#Strategic Buildings|Shipyards]] to build a new unit or ship.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Broker&amp;quot;&amp;gt;Broker (Agent Type)&amp;lt;/span&amp;gt;:If it is money which makes the world go round, then it is the Brokers who rule it for they are the masters of profit. They are experienced wheeler dealers, able to make a quick credit from the most unlikely commodity. Even their own mothers are not safe. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Builder&amp;quot;&amp;gt;Builder (Leader Skill)&amp;lt;/span&amp;gt;: The ability to conceive and manage city planning and implementing infrastructure and projects. The more skilled the Builder is the more effective the population will become with their respective jobs.  At higher levels can develop saboteurs that can adversely affect an enemy&#039;s infrastructure.&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;!-- C --&amp;gt;&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;C&amp;quot;&amp;gt;C&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Claim&amp;quot;&amp;gt;Claim&amp;lt;/span&amp;gt;:An [[Armies |Army]] must be on an [[Areas |Area]] before it can take it over. It then takes an [[Armies#ArmyAction |Army Action]] to Claim the Area and it costs [[Glossary#Exocredit |Exocredits]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Clairvoyant&amp;quot;&amp;gt;Clairvoyant&amp;lt;/span&amp;gt;:Every action has a reaction; each act is followed by a consequence. These are not random elements in life, but something which occurs for a reason. The specifics of the reasons may appear obscure to all but the greatest Clairvoyants. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Cleric&amp;quot;&amp;gt;Cleric (Agent Type)&amp;lt;/span&amp;gt;:Some travellers wander to distant lands under the guise of intellectual curiosity, wishing to better understand foreign cultures and faiths. Once engaged, Clerics convince locals of the false nature of their beliefs and offer absolution...for a price.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;ColonistUnit&amp;quot;&amp;gt;Colonist Unit&amp;lt;/span&amp;gt;: A [[Populations|Population Segment]] of 10,000 individuals that moves with an [[Armies |Army]]. They are used to [[#Settle |Settle]] newly [[#Claim |Claimed]] [[Areas]]. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;ColorAlternative&amp;quot;&amp;gt;Color Alternative&amp;lt;/span&amp;gt;: Preference which displays Color Alternative icons (below) for visual impaired players. These icons are primarily used to identify the relationship the player empire (green) has with other empires. Color Alternatives are available when art cannot provide another type of non-color discrimination, like shape or orientation.&lt;br /&gt;
[[File:20251116u_colorAlternativeLegend.png|700px|center|Color Alternative icons]]&lt;br /&gt;
;[[End_User_License_Agreement#communityguidelines | Community Guidelines]]&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Complacency&amp;quot;&amp;gt;Complacency&amp;lt;/span&amp;gt;:Level of self-satisfaction a [[Populations|Population Segment]] has about the current social conditions. It ranges from happy (green), neutral (grey), unrest (orange/yellow) to angry (red).&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Consul&amp;quot;&amp;gt;Consul&amp;lt;/span&amp;gt;:Highly experienced diplomats with a track record of success with different cultures. They speak with the authority of leadership.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Contract Killer&amp;quot;&amp;gt;Contract Killer&amp;lt;/span&amp;gt;:This is an individual who has proven abilities in the field and understands the significance of quiet work. True authority comes only from the barrel of a gun. Or the edge of a blade.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;CO&amp;quot;&amp;gt;Control Orbit&amp;lt;/span&amp;gt;:A single [[Fleets |Fleet]] controls the orbit of a given planet or  moon.  A Fleet that controls orbit can transfer [[Leaders]] and [[Armies]] to/from the surface and prevents other non-allied Fleets from dropping Armies on the [[Worlds |World]]. Control of orbit also dictates [[Trade_Route |Trade Route]] activity. A gold ring encircles the Fleet that controls orbit.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Commando&amp;quot;&amp;gt;Commando&amp;lt;/span&amp;gt;:A Commando is adept in search and destroy missions, able to effectively destroy area infrastructure and sabotage [[Areas#Strategic Buildings|Garrisons]] and [[Areas#Strategic Buildings|Shipyards]]. They are self-sufficient, resourceful and difficult to eliminate.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;CounterIntelligence&amp;quot;&amp;gt;Counter Intelligence (Agent Type)&amp;lt;/span&amp;gt;: Activities designed to prevent or thwart spying, intelligence gathering, and sabotage by an enemy.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Covert&amp;quot;&amp;gt;Covert (Leader Skill)&amp;lt;/span&amp;gt;: The ability to find and manage information and secrets. Skilled in spy craft, those with this skill can develop a wide range of specialized [[Agents]] for information gathering, counterintelligence operations, assassination, saboteurs, and procurement specialists. They are also capable of many of these operations themselves.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Crystal&amp;quot;&amp;gt;Crystal&amp;lt;/span&amp;gt;: Adding up to two of the eighth [[Areas#Crystals]] randomly found on planets and moons to either unit or ship designs improves their performance. [[Production#Mining |Mining]] infrastructure on [[Areas]] with crystals allows [[Empires]] to use and [[#Trade |Trade]] this valuable commodity.&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;!-- D --&amp;gt;&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;D&amp;quot;&amp;gt;D&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Dashboard&amp;quot;&amp;gt;Dashboard&amp;lt;/span&amp;gt;: Comprehensive overview of a player&#039;s [[Empires |Empire]] or [[#Federation |Federation]]. Depending on whether it is for an Empire or Federation, it includes identifying the heraldry, name, [[Government |Government Ethos]], history, inventory, current ranking, [[#Achievement |Achievements]] and Federation medals. Other tabs help manage [[#Beacon |Beacons]], [[#Flag |Flags]], [[#Pin |Pins]], [[Leaders]] and allow the players to replace their Empire&#039;s heraldry and form a Federation.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Debrief&amp;quot;&amp;gt;Debrief&amp;lt;/span&amp;gt;: [[Agents |Agent]] interrogation to obtain useful information after being [[#Extract| extracted]] from an Agent action. Debriefing takes three hours real time before the before the agent can be [[#Furloughed|furloughed]] before being placed back on the game map.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Deployed&amp;quot;&amp;gt;Deploy/Deployed&amp;lt;/span&amp;gt;: When an [[Agents |Agent]] is placed back on the game map where an existing agent is located. This action costs a Quadran unless the sponsor Agent (the Agent at the location where the [[#Furloughed|furloughed]] Agent is being deployed to) is a [[#Diplomat |Diplomat]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;DesignPoint&amp;quot;&amp;gt;Design Point&amp;lt;/span&amp;gt;:  Used to equip ships and units with weapons, armor and shields as part of a [[#Blueprint |Blueprint]]. The more Design Points used the better the equipment. They are acquired through Research.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Detective Analyst&amp;quot;&amp;gt;Detective Analyst&amp;lt;/span&amp;gt;:An individual trained in analyzing behavior and recognizing potential threats. These men and women are fighting an invisible war against enemies you don&#039;t even know you have.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Detective Chief &amp;quot;&amp;gt;Detective Chief&amp;lt;/span&amp;gt;:Well practiced in feeding the enemy false information, Detective Chiefs are masters of making the unreal feel real. Instead of simply diffusing situations, they manipulate it to provide results the enemy will have never imagined.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Detective Inspector&amp;quot;&amp;gt;Detective Inspector&amp;lt;/span&amp;gt;: One whose sole purpose is to maintain security for those they serve. They have extensive training and experience in the art of observation. While the institutions of counter-espionage are busy watching for the enemy, there are some who watch the watchers.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Diplomat&amp;quot;&amp;gt;Diplomat (Agent Type)&amp;lt;/span&amp;gt;:Tireless servants of the state, Diplomats stand at the forefront of the geopolitical battle for domination. They walk softly and use the threat of a big stick to ensure their friends are united and their enemies are divided.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Disembark&amp;quot;&amp;gt;Disembark&amp;lt;/span&amp;gt;: Moving troops from an orbiting [[Fleets |Fleet]] down to an [[Areas |Area]] on the [[Worlds |World]] below. The Fleet must have control of orbit around the World before it can happen.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Dossier&amp;quot;&amp;gt;Dossier&amp;lt;/span&amp;gt;: Basic information about another [[Empires |Empire]] or [[#Federation |Federation]] identifying the heraldry, name, [[Government |Government Ethos]], history, current ranking, [[#Achievement |Achievements]] and Federation medals.  &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Dread Necromancer&amp;quot;&amp;gt;Dread Necromancer&amp;lt;/span&amp;gt;:Death is but an obstacle to overcome. To gain favor with Death one must trade the souls of the living for those who once lived. For a necromancer to bring the dead back…one must pay Death his dues.&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;!-- E --&amp;gt;&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;E&amp;quot;&amp;gt;E&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Embark&amp;quot;&amp;gt;Embark&amp;lt;/span&amp;gt;: Moving troops from the ground up into an orbiting [[Fleets |Fleet]]. The Fleet must have control of orbit around the [[Worlds |World]] before it can happen.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Emissary&amp;quot;&amp;gt;Emissary&amp;lt;/span&amp;gt;:Experienced negotiators who bring conflicting viewpoints to the bargaining table to find common ground.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Empire&amp;quot;&amp;gt;Empire&amp;lt;/span&amp;gt;: A playable position that owns [[Areas]] with [[Markets]] on [[Worlds]] and commands [[Leaders]], [[Agents]], [[Armies]] and [[Fleets]] to explore the galaxy.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Envoy&amp;quot;&amp;gt;Envoy&amp;lt;/span&amp;gt;:Focused mission centric junior Diplomats who are adept at diplomatic problem solving and getting positive results.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Epochs&amp;quot;&amp;gt;Epoch&amp;lt;/span&amp;gt;: An historical period of time characterized by the current state of technological development. In Starium XCV these epochs are Antiquity, Enlightenment, Industrial, Spacefaring, Modern, Advanced and Transcendent.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Pod&amp;quot;&amp;gt;Escape Pod&amp;lt;/span&amp;gt;:A [[Fleets#FleetTypes |Fleet type]] consisting only of an Escape Pod containing a [[Leaders |Leader]].  This Fleet type is not able to move&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Event&amp;quot;&amp;gt;Event&amp;lt;/span&amp;gt;: Natural or man-made disasters on an [[Areas |Area]] (tornado) or [[Worlds |globally]] (pandemic).&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Exocredit&amp;quot;&amp;gt;Exocredit (&amp;amp;#958;)&amp;lt;/span&amp;gt;: In game currency generated by [[Production]] and [[Markets#Trade | Trade]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Expert Extraction Agent&amp;quot;&amp;gt;Expert Extraction Agent&amp;lt;/span&amp;gt;:A master of the shadows, the seasoned Extraction Agent is able to blend into any surrounding and work in plain sight. With a mastery of the art of invisibility, they take all they need.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Expert Spy&amp;quot;&amp;gt; Expert Spy &amp;lt;/span&amp;gt;: An intelligence field agent and a expert in social engineering. They slip seamlessly into any segment or social element of society. Above suspicion, they are able to bare the soul and reveal the darkest secrets that can hurt you the most.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Export&amp;quot;&amp;gt;Export&amp;lt;/span&amp;gt;: [[Trade Goods]] can only be sold to another [[Markets| Market]] by using a [[Trade Route]] to Export them. Payment price and is determined by the game. [[Markets#Resources | Resources]] can also be Exported, but in this case the price and quantity of outgoing resources are arranged by the player in advance. The [[Areas#Strategic Buildings|Spaceport]] must be within [[#JumpDistance | jump distance]] to the receiving Market.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Extract&amp;quot;&amp;gt;Extract/Extracted&amp;lt;/span&amp;gt;: When an [[Agents |Agent]] is removed from the game map where her status is [[#Debrief|debriefing]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Extraction Agent&amp;quot;&amp;gt; Extraction Agent&amp;lt;/span&amp;gt;:With a background in infiltration and extraction, the Extraction Agent is capable of weaving through the shadows to retrieve just what is needed. By the time anyone realizes a thief is among them, it’ll be too late.&lt;br /&gt;
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&amp;lt;h2 id=&amp;quot;F&amp;quot;&amp;gt;F&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Federation&amp;quot;&amp;gt;Federation&amp;lt;/span&amp;gt;: [[Empires]] can band together into Federations. A Federation has its own heraldry and relationships and can form fleets from ships donated by Federation members. Members can also help defend each others&#039; areas.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Firebrand&amp;quot;&amp;gt;Firebrand (Agent Type)&amp;lt;/span&amp;gt;:If a whisper can bring down an entire [[Empires |empire]], what force does a shout have? Firebrands wield language as a weapon to inspire people to prove their true power, leading them against the callous rule of petty tyrants.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Flag&amp;quot;&amp;gt;Flag&amp;lt;/span&amp;gt;: Used by a player as a personal notation on the [[#GalacticMap |Galactic Map]]. Comments from Federation members are also shown when selected. Flags show up in Galactic Scans only on player&#039;s screen. Possible notations include &amp;quot;Colonize ASP&amp;quot;, &amp;quot;Wonder&amp;quot; and selected System information like types of objects in orbit. Fleets deploy flags. There are three types of flags: Empire Only, Federation Only &amp;amp; for both Empire &amp;amp; Federation.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;FleetType&amp;quot;&amp;gt;Fleet Type&amp;lt;/span&amp;gt;: Fleets fall into four types: Attack, Transport, Orbital Defense and Leader Escape Pod.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;FOG&amp;quot;&amp;gt;Fog of War&amp;lt;/span&amp;gt;: The inability to see what is happening inside an area.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Furloughed&amp;quot;&amp;gt;Furloughed&amp;lt;/span&amp;gt;: The status of an agent who is not on the game map.  It takes three hours real time to [[#Debrief|debrief]] before the agent is then furloughed and ready to be placed back on the game map.&lt;br /&gt;
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&amp;lt;h2 id=&amp;quot;G&amp;quot;&amp;gt;G&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;GalacticMap&amp;quot;&amp;gt;Galactic Map&amp;lt;/span&amp;gt;: View of an [[Empires |Empire&#039;s]] home world in respect to its position within the interstellar game space containing tens of thousands of solar systems.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Ethos&amp;quot;&amp;gt;[[Government |Government Ethos]]&amp;lt;/span&amp;gt;: How an [[Empires |Empire]] behaves within game play. Each Empire is tracked for five traits: aggressiveness, altruism, egocentricity, belief strength and xenophobia. These traits determine the Empire’s governing ethos. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;GravityRating&amp;quot;&amp;gt;Gravity Rating&amp;lt;/span&amp;gt;: 1-12 gravity anomalies associated with a sun that impact the ability of a [[Fleets |Fleet]] to jump to it. These gravitational anomalies allow ships to hook onto the star and jump. Some anomalies are more difficult to identify and jump to than others.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;GroundCombat&amp;quot;&amp;gt;Ground Combat (Leader Skill)&amp;lt;/span&amp;gt;: The ability to effectively manage and lead ground forces in battle. The higher the skill, the more effective the ground troops will be in battle. This also enables the [[Leaders |Leader]] to recruit informants, as well as saboteurs that can adversely affect an enemy&#039;s infrastructure.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Guide &amp;gt;Guide&amp;lt;/span&amp;gt;: Software support for learning about more complex aspects of game play.&lt;br /&gt;
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;&amp;lt;span id=&amp;quot;Hangers&amp;quot;&amp;gt;Hangers&amp;lt;/span&amp;gt;: One hanger per assault ship or army unit. Orbitals, Light and Heavy Carriers have Hangers.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Health&amp;quot;&amp;gt;Health (Ships)&amp;lt;/span&amp;gt;: Unlike shields, the battle damage from hits to a ship’s armor and hull does not return which reduces the overall health of a ship. A ship’s Health is a percentage measurement of how much hull/armor battle damage still exists after the shields are back to full strength.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;High Visionary&amp;quot;&amp;gt;High Visionary&amp;lt;/span&amp;gt;:That this world is the best of all possible worlds is due in no small part to the efforts of Visionaries. They identify and seize upon the small threads of opportunity evident and otherwise missed throughout all our lives.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;HitPoints&amp;quot;&amp;gt;Hit Points&amp;lt;/span&amp;gt;: Hit Points are the maximum amount of damage a ship can take before it is destroyed. This value is calculated when a ship goes into battle and is based on the strength of its hull, armor and shields.&lt;br /&gt;
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&amp;lt;h2 id=&amp;quot;I&amp;quot;&amp;gt;I&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Import&amp;quot;&amp;gt;Import&amp;lt;/span&amp;gt;: Purchasing [[Trade_Goods | Trade Goods]] and [[Markets#Resources | Resources]] for a local [[Markets | Market]] from an outside Market. [[Empires]] must accept all incoming trade goods. The price and quantity of incoming resources are arranged in advance.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;IndustrialUnit&amp;quot;&amp;gt;Industrial Unit&amp;lt;/span&amp;gt; (IU): The base measurement of [[Production]] value or capacity.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Informant&amp;quot;&amp;gt; Informant &amp;lt;/span&amp;gt;: A broker of information who sells knowledge professionally. They seek out secrets and information to leverage. As it is said, even the walls have ears.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Insight&amp;quot;&amp;gt;Insight&amp;lt;/span&amp;gt;: Produced through [[Production#Research |Research]] and spent to unlock technology nodes for Energy, Physical, Life, Theoretical, and Social Sciences on the [[Lexicon]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Inquisitor&amp;quot;&amp;gt;Inquisitor (Agent Type)&amp;lt;/span&amp;gt;: Always expect the inquisition. The Inquisitor knows there is no innocence, only degrees of guilt. Those heretics who fail to follow the path to redemption with unconditional devotion must have their soul purged of its vile corruption with fire.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;InsigniaPack&amp;quot;&amp;gt;Insignia Pack&amp;lt;/span&amp;gt;: A Set of 20 graphics used to uniquely identify Army [[#Unit |Units]]. One graphic per Unit.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Intelligence Agency Director&amp;quot;&amp;gt;Intelligence Agency Director&amp;lt;/span&amp;gt;:They are the head of a massive intelligence gathering operation with agents embedded at all levels of government. If knowledge is power, then it is the Director who is truly seated on the throne.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Intelligence Service Director&amp;quot;&amp;gt;Intelligence Service Director&amp;lt;/span&amp;gt;: Maestros orchestrating bloodshed from the shadows, they are the embodiment of Death. The death of one is unfortunate, of ten is a tragedy. Of thousands? That is statecraft.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Intelligence Officer&amp;quot;&amp;gt;Intelligence Officer&amp;lt;/span&amp;gt;:A Thief with an eye for vital information, the Intelligence Officer has learned the practice of insertion to retrieve such needed material and secrets. To retain the loyalty of a Thief is to possess all that you require. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Interdict&amp;quot;&amp;gt;Interdict&amp;lt;/span&amp;gt;: Intercept and prevent the movement of [[Trade_Goods | Trade Goods]] and [[Markets#Resources | Resources]] from a specific [[Empires |Empire]] into or from a [[Markets |Market]]. Formally known as a Trade Sanction or [[#Sanction |Sanction]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Investigation Agency Director&amp;quot;&amp;gt;Investigation Agency Director&amp;lt;/span&amp;gt;:Investigation Agency Directors inhabit the space between myth and reality. With the power of illusion, they conjure smoke and mirrors, dealing in half-truths to make it all seem real. If warfare is based on deception, then these are its true masters.&lt;br /&gt;
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;&amp;lt;span id=&amp;quot;JumpDistance&amp;quot;&amp;gt;Jump Distance&amp;lt;/span&amp;gt;: The area in which a ship can travel to known stars. A blue circle on the [[#GalacticMap |Galactic map]] identifies local stars to which a [[Fleets |Fleet]] can move (jump). The Fleet&#039;s Jump Distance is equal to the shortest Jump Distance amongst its ships. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;JumpStrength&amp;quot;&amp;gt;Jump Strength&amp;lt;/span&amp;gt;: The [[#GravityRating |Gravity Rating]] that a [[Fleets |Fleet]] is able to overcome when traveling to another star. A Fleet&#039;s Jump Strength is equal to the lowest Jump Strength amongst its ships. A Star&#039;s name is missing from the Galactic map when a Fleet cannot jump to it.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Junior Contract Killer&amp;quot;&amp;gt;Junior Contract Killer&amp;lt;/span&amp;gt;:Junior Contract Killers are low-level thugs who has been &amp;quot;persuaded&amp;quot; to put their particular skills to better use. Death is but a journey. Let them lead you.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Junior Informant&amp;quot;&amp;gt; Junior Informant &amp;lt;/span&amp;gt;:A low-level information asset who fits seamlessly into the fabric of society. These are the eyes peering out of the shadows, watching. Always watching.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Junior Intelligence Officer&amp;quot;&amp;gt;Junior Intelligence Officer&amp;lt;/span&amp;gt;:Legal hackers, they are experts at electronic warfare, well able to engage with others in cyberspace. They are thieves with the luxury of never having to leave the comfort of their own desk.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Junior Sapper&amp;quot;&amp;gt;Junior Sapper&amp;lt;/span&amp;gt;:A low-level pyromaniac indoctrinated to strike against significant targets. Their missions tend to be dangerous and they are often not expected to return.&lt;br /&gt;
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&amp;lt;h2 id=&amp;quot;L&amp;quot;&amp;gt;L&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;LeaderTest&amp;quot;&amp;gt;Leader Test&amp;lt;/span&amp;gt;: A personality test to match you to one of the 36 [[Leaders#LeaderTitle | Leader Titles]]. A banner for the matching Leader Title is made available at the end of the test.&lt;br /&gt;
[[File:20241217_leaderSkillsBanner_prophet.jpg|400px|center|Prophet Banner with leader skills]] &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Lexicon&amp;quot;&amp;gt;Lexicon&amp;lt;/span&amp;gt;: Map of an empire’s current and possible technological levels for Energy, Physical, Life, Theoretical, and Social sciences. These levels are expressed as nodes on the map. When unlocked with a related [[#Insight | Insight]], it gives the empire bonuses to their ships, units and production capabilities.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Liaison&amp;quot;&amp;gt;Liaison&amp;lt;/span&amp;gt;:Junior policymakers who spend their days understanding alien cultures and history to advise superiors on local cultural protocols.&lt;br /&gt;
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;&amp;lt;span id=&amp;quot;Market&amp;quot;&amp;gt;Market&amp;lt;/span&amp;gt;: Comprised of the production from all the areas an [[Empires |Empire]] controls on one planet or moon.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;MarketReserve&amp;quot;&amp;gt;Market Reserve&amp;lt;/span&amp;gt;: Used by an empire to provide reserve storage for [[Trade Goods]], organics, metals, [[#IndustrialUnit| Industrial Units]] and crystals. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Master Agent&amp;quot;&amp;gt;Master Agent&amp;lt;/span&amp;gt;:Master [[Agents]] have a very particular set of skills, acquired over an incredibly long, quiet career. They are the stuff of nightmares and are the reason why the enemy sleeps with one eye open.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Master Commando&amp;quot;&amp;gt;Master Commando&amp;lt;/span&amp;gt;:Veterans of many conflicts, these Master Commandos thrive in high-stress environments, far behind enemy lines. Here, where the enemy feels the most secure, they are best able to inflict destruction. They no longer know the meaning of fear.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Master Extraction Agent&amp;quot;&amp;gt;Master Extraction Agent&amp;lt;/span&amp;gt;:Experts in multiple elements of information gathering and covert activities, they mold situations to their liking to provide prime scenarios to see their objectives fulfilled. The enemy may likely even blame themselves, or each other.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Master Spy&amp;quot;&amp;gt;Master Spy&amp;lt;/span&amp;gt;: An experienced field agent able to get into and out of locations with ease. These [[Agents]] are adept at social engineering. They understand a single weapon can kill many, but that a word to the right people can lead to the downfall of an entire empire.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;MessageArchive&amp;quot;&amp;gt;Message Archive&amp;lt;/span&amp;gt;: Internal messages can be saved when a player opens a Message Archive.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;MilitaryBase&amp;quot;&amp;gt;Military Base&amp;lt;/span&amp;gt;: A [[Areas#Strategic Buildings|Strategic Building]] where [[Armies|Army]] [[Armies#UnitTypes |Units]] are created using [[Unit_Blueprints |Unit Blueprints]]. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Missionary&amp;quot;&amp;gt;Missionary (Agent Type)&amp;lt;/span&amp;gt;: Missionaries practice the art of persuasion on a grand scale. They are capable of standing before vast crowds and convincing them that previously held beliefs are false, leading them down a different path entirely.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Mission&amp;quot;&amp;gt;Mission&amp;lt;/span&amp;gt;: Short multi-optioned text-based adventure that [[Leaders]] embark upon. Mission results can yield several benefits to the Leader and the player [[Empires |Empire]] based upon the [[Missions#MissionTypes| Mission Type]] and scope of the Mission.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Monk&amp;quot;&amp;gt;Monk&amp;lt;/span&amp;gt;:Connected to everything, Monks are said to be one with the universe. They find acceptance of their place in it and work to help others reach a higher state of being through a virtuous life.&lt;br /&gt;
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&amp;lt;h2 id=&amp;quot;N&amp;quot;&amp;gt;N&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;NPC&amp;quot;&amp;gt;NonPlayer Character (NPC)&amp;lt;/span&amp;gt;: Empire controlled by the game&#039;s AI.&lt;br /&gt;
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&amp;lt;h2 id=&amp;quot;O&amp;quot;&amp;gt;O&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Observation Post&amp;quot;&amp;gt;Observation Post (Agent Type)&amp;lt;/span&amp;gt;: A small hidden outpost designed to monitor and track orbiting [[Fleets]] around a planet or moon.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Oracle&amp;quot;&amp;gt;Oracle&amp;lt;/span&amp;gt;: History is in a continual state of flux as its events are determined by the victor, but nothing is more certain than the future. Personal will is no more than a step on the journey, for ultimately one’s destiny decides all things.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Orbitals&amp;quot;&amp;gt;Orbitals&amp;lt;/span&amp;gt;: A ship type designed to defend [[Worlds]] from orbit. These ships have massive firepower and [[#Hangers |Hangers]] for [[#AssaultShip |Assault ships]].&lt;br /&gt;
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&amp;lt;h2 id=&amp;quot;P&amp;quot;&amp;gt;P&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Paragon Humanist&amp;quot;&amp;gt;Paragon Humanist&amp;lt;/span&amp;gt;: There are no spirits. There are no gods. Religion is nothing but cultism and a lie. There is only you and the universe that surrounds yourself, nothing more. Draw on your own power and faith in yourself. These are the beliefs of Humanists.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Past Speaker&amp;quot;&amp;gt;Past Speaker&amp;lt;/span&amp;gt;:Charged with preserving history, Past Speakers strive to record the stories and memories of their countrymen, drawing on the example of ancestors to inspire their people to greater deeds.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Pin&amp;quot;&amp;gt;Pin&amp;lt;/span&amp;gt;: Used by player as a personal notation for a specific [[Areas |Area]] on a [[Worlds |World]]. [[Armies]] post pins.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Piracy&amp;quot;&amp;gt;Piracy&amp;lt;/span&amp;gt;: Attacking and robbing ships delivering [[Trade_Goods |Trade Goods]] and [[Markets#Resources | Resources]]. Pirate fleet must be in orbit, but does not have to control it.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;PlayerRelationship&amp;quot;&amp;gt;Player Relationship&amp;lt;/span&amp;gt;: Color code for [[Fleets |Fleet]] and [[Armies |Army]] art that identifies their relationship with the player:&lt;br /&gt;
* Player - Green&lt;br /&gt;
* Federation - Blue&lt;br /&gt;
* Friend - Purple&lt;br /&gt;
* Neutral - Grey&lt;br /&gt;
* Hostile - Red&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Plunder&amp;quot;&amp;gt;Plunder&amp;lt;/span&amp;gt;: Crippling and destroying an area and it inhabitants. Think sacking of Rome.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Political&amp;quot;&amp;gt;Political (Leader Skill)&amp;lt;/span&amp;gt;: The ability to conduct Diplomatic [[Missions]] and implement social and governmental policy. This also enables the [[Leaders |Leader]] to acquire Diplomatic [[Agents]] such as emissaries and ambassadors who can increase the [[#RelationshipRating |Relationship]] between your [[Empires |Empire]] and alien [[Races]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;PopulationSegment&amp;quot;&amp;gt;Population Segment&amp;lt;/span&amp;gt;: Homogeneous group of 10,000 individuals. They share the same [[#Complacency |Complacency]] status, [[Races |Race]], [[Religion |Religion]] and [[#Epochs |Epoch]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Portal&amp;quot;&amp;gt;Portal&amp;lt;/span&amp;gt;: Land-based instant transport to stable end point on another [[Worlds |World]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Preacher&amp;quot;&amp;gt;Preacher&amp;lt;/span&amp;gt;:Preacher [[Agents]] spread the word of their beliefs and of the need to bend knee and worship the divine, lest all suffer its wrath. The people must be saved from their secular existence and plead for grace from the holy.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Prime Divine&amp;quot;&amp;gt;Prime Divine&amp;lt;/span&amp;gt;:Having obtained Divine ascension, the Divines are living gods. As mortals who have taken on divine powers, they can easily find worshipers and maintain a following.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Prime Ebon&amp;quot;&amp;gt;Prime Ebon&amp;lt;/span&amp;gt;:Darkness offers sanctuary from the creatures of sight. The light bares all, nothing is secret and nothing is sacred. With twilight comes hope and holy is the eclipse. An Ebon leads the way.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Prime Eternal&amp;quot;&amp;gt;Prime Eternal&amp;lt;/span&amp;gt;:You are born, affect your world, grow old, and finally die, only to be born again. The cycle of life is everlasting and unforgiving. The Eternal knows that this body will not last forever, but that its mind and deeds will.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Prime Mentor&amp;quot;&amp;gt;Prime Mentor&amp;lt;/span&amp;gt;:Your life holds a level of value you could never hope to comprehend. Only when you begin to try do you realize the scope of it all. The Mentor will help you find meaning in your life, but it is only with their guidance that you will find success.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Prime Mystic&amp;quot;&amp;gt;Prime Mystic&amp;lt;/span&amp;gt;:Mystics are no mere conjurors of cheap tricks, they wield powers which have not yet been explained and which may never be.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Prime Vessel&amp;quot;&amp;gt;Prime Vessel&amp;lt;/span&amp;gt;:Vessels are divine intermediaries who connect the secular world with gods. It is through them that the gods grant their will and guidance to believers.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Primordial&amp;quot;&amp;gt;Primordial&amp;lt;/span&amp;gt;: Life is the beginning. Everything is but a result of life and the way it interacts with itself and its surroundings. Nothing is more holy than the act of creating life and only under certain circumstances should such a precious gift ever be taken.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Prophet&amp;quot;&amp;gt;Prophet (Agent Type)&amp;lt;/span&amp;gt;:Prophets adapt the emotional elements of faith to motivate followers to perform deeds they would otherwise be incapable of. This can either encourage devotees to greater achievements or provoke them to defy secular authority.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Psionic&amp;quot;&amp;gt;Psionic (Leader Skill)&amp;lt;/span&amp;gt;: This unique skill is the use of the mind to affect outcomes of other skills. Defined in a variety of ways such as telekinesis, telepathy, fire or electrical discharges or even controlling other beings.&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;!-- Q --&amp;gt;&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;Q&amp;quot;&amp;gt;Q&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Gate&amp;quot;&amp;gt;Quantum Gate&amp;lt;/span&amp;gt;: Space-based instant transport to stable end point on another [[Worlds |World]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Quadrans&amp;quot;&amp;gt;&amp;amp;#216;uadran&amp;lt;/span&amp;gt;: In game currency earned through game play or purchased.&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;!-- R --&amp;gt;&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;R&amp;quot;&amp;gt;R&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Raid&amp;quot;&amp;gt;Raid&amp;lt;/span&amp;gt;: Harassing the inhabitants of an [[Areas |Area]]. Think chicken stealing.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;RelationshipRating&amp;quot;&amp;gt;Relationship Rating&amp;lt;/span&amp;gt;:Numerical value that quantifies the current state of relations between two [[Empires]] in the game. This rating reflects the level of alignment, cooperation or tension between the Empires which influences their interactions and decision-making. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Religious&amp;quot;&amp;gt;Religious (Leader Skill)&amp;lt;/span&amp;gt;: The ability to spread your state religion throughout the galaxy, as well as to incite or calm populations or attack other religious beliefs.  This also enables the [[Leaders |Leader]] to acquire missionaries, clerics, inquisitors and other unique [[Agents]] that have a variety of faith based actions.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;ResearchPoint&amp;quot;&amp;gt;Research Point&amp;lt;/span&amp;gt;: Used in [[Lexicon]] to improve [[Empires |Empire&#039;s]] technology. Research infrastructure produces Research Points. They are also acquired through agent actions and leader missions.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Resources&amp;quot;&amp;gt;Resources&amp;lt;/span&amp;gt;: Raw materials, like organics, metals, industrial units and crystals, used to produce goods. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Ruins&amp;quot;&amp;gt;Ruin&amp;lt;/span&amp;gt;: Building or place in a state of decay, collapse, or disintegration. [[Glossary#Artifact |Artifacts]] and [[Glossary#Virtue |Virtues]] can sometimes be found by [[Glossary#Archaeology |Archaeologist]] leaders.&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;!-- S --&amp;gt;&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;S&amp;quot;&amp;gt;S&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Saboteur&amp;quot;&amp;gt;Saboteur (Agent Type)&amp;lt;/span&amp;gt;: A person who deliberately damages or destroys things in order to weaken an enemy or to make a protest.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Sanction&amp;quot;&amp;gt;Sanction&amp;lt;/span&amp;gt;: Intercept and prevent the movement of [[Trade_Goods |Trade Goods]] and [[Markets#Resources | Resources]] from a specific [[Empires |Empire]] into or from a [[Markets |Market]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Sapper&amp;quot;&amp;gt;Sapper&amp;lt;/span&amp;gt;: An [[Agents |Agent]] who is an explosive expert found at the forefront of strategic demolition efforts. Their job is to enact targeted destruction of key objectives by any means necessary. They deconstruct the enemy’s sense of security, sowing the seeds of doubt.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;ScanDistance&amp;quot;&amp;gt;Scan Distance&amp;lt;/span&amp;gt;: The area in which a fleet can identify other stars. A fleet&#039;s Scan Distance is equal to the highest Scan Distance amongst its ships. The stars on the Galactic map outside the Scan Distance are shown, but not identified in any way. Stars in the Scan Distance with a [[#GravityRating | Gravity Rating]] outside the [[Fleets |Fleet&#039;s]] [[#JumpStrength | Jump Strength]] are not identified by name.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;ScanStrength&amp;quot;&amp;gt;Scan Strength&amp;lt;/span&amp;gt;: The ability to detect information about a star which is influenced by the star’s [[#GravityRating | Gravity Rating]]. A [[Fleets |Fleet&#039;s]] Scan Strength is equal to the highest Scan Strength amongst its ships.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Science&amp;quot;&amp;gt;Science (Leader Skill)&amp;lt;/span&amp;gt;: The ability to understand and theorize scientific principles and advance the body of knowledge of your [[Empires |Empire]].  The higher the skill, the more rapidly new scientific discoveries are understood and assimilated into the general [[Populations|Population]].   This skill also enables the [[Leaders |Leader]] to establish [[Agents#Observation |observation posts]] on [[Worlds |Worlds]] that can scan for the presence of ships in orbit.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Secret Agent&amp;quot;&amp;gt;Secret Agent&amp;lt;/span&amp;gt;:An [[Agents |Agent]] who has come to embrace killing for a higher purpose, they have learned both the value of subterfuge and the element of surprise. Patriotism is a powerful motivator and these people will go to extreme lengths to protect Emperor and [[Empires |Empire]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Security Agency Director&amp;quot;&amp;gt;Security Agency Director&amp;lt;/span&amp;gt;:From the stuff of legends, individuals who have seen victory through their profession countless times. These are the ones pulling the strings from behind the curtains, setting the stage and making each actor dance to their tunes. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Sentinel&amp;quot;&amp;gt;Sentinel (Agent Type)&amp;lt;/span&amp;gt;:Clad in the certainty of their faith, Sentinels stand as bulwarks against dishonorable conduct. Their ever watchful eyes stand vigilant, guarding against the terrors of a treacherous and deceitful universe.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Settle&amp;quot;&amp;gt;Settle&amp;lt;/span&amp;gt;:An [[Armies |Army]] must have [[#Claim |Claimed]] an [[Areas |Area]] before it can be Settled. To Settle the Area, the Army must have a [[#ColonistUnit |Colonist Unit]] it can leave thought an [[Armies#ArmyAction |Army Action]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Shaman&amp;quot;&amp;gt;Shaman&amp;lt;/span&amp;gt;:There exist intermediaries between our realm and the realm of mystic spirits. These Shamans are dedicated, practiced messengers who have the ability to perceive and influence these spirits and to gain their power.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Shipping&amp;quot;&amp;gt;Shipping&amp;lt;/span&amp;gt;: When a [[#TradeRoute | Trade Route]] is used to send [[#Resources | Resources]] to a target [[Markets |Market]]. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Shipyard Queue&amp;quot;&amp;gt;Shipyard Queue&amp;lt;/span&amp;gt;: Identifies how many ships are in production.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Shipyard Rate&amp;quot;&amp;gt;Shipyard Rate&amp;lt;/span&amp;gt;: Determines how fast and efficiently a [[Areas#Strategic Buildings|Shipyard]] can produce ships. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;Shipyard&amp;quot;&amp;quot;&amp;gt;Shipyard&amp;lt;/span&amp;gt;: Strategic building used to build new ships based on the [[Ship_Blueprints |Ship Blueprint]]. Shipyard size is determined by two things:&lt;br /&gt;
# How large of ship can be built at this Shipyard&lt;br /&gt;
# How fast the Shipyard works&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Note: [[#Orbitals |Orbitals]] can be created by any size Shipyard.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;ShipClass&amp;quot;&amp;gt;[[Ship_Blueprints#ShipDesigns |Ship Class]]&amp;lt;/span&amp;gt;: Ship Designs are broken into Classes: Assault, Escort, Cruisers, Capital Ships, Carriers, Mass Capitals and [[#Orbitals |Orbitals]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;ShipDesign&amp;quot;&amp;gt;Ship Design&amp;lt;/span&amp;gt;: There are 19 Ship Designs with lots of variations: Fighter, Bomber, Probe, Scout, Lancer, Destroyer, Light Cruiser, Heavy Cruiser, Battle Cruiser, Battleship, Dreadnaught, Light Carrier, Heavy Carrier, Leviathan, Battle Moon, Battle Star, Platform, Base Station and Battle Station.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;ShipDesigner&amp;quot;&amp;gt;Ship Designer&amp;lt;/span&amp;gt;: User interface to select which equipment (weapons, armor &amp;amp; shields) is incorporated into the [[Ship_Blueprints |Ship Blueprint]] along with custom colors to use on each component. The front, middle and back sections of different ships can be combined together by the Ship Designer to create unique Ship Designs.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;SpaceCombat&amp;quot;&amp;gt;Space Combat (Leader Skill)&amp;lt;/span&amp;gt;: The ability to effectively manage and lead spacefaring ships and [[Fleets |Fleets]] in [[Space_Battle |Space Battles]].  The higher the skill, the more effective the star ships will be in battle.  This skill also enables the [[Leaders |Leader]] to establish [[Agents#Observation |observation posts]] on [[Worlds]] that can scan for the presence of ships in orbit.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;SpaceCombatRules&amp;quot;&amp;gt;Space Combat Rules of Engagement&amp;lt;/span&amp;gt;:&lt;br /&gt;
# One weapon can only fire at one ship. Note: a Heavy weapon with massive damage will fire against one ship, regardless of size even if it the damage could eliminate a dozen smaller ships.&lt;br /&gt;
# Each [[Ship_Blueprints#ShipDesigns |Class]] of ship has an order of preferred targets.&lt;br /&gt;
# At the end of combat, any ship that has shields heals damage equal to those shields not to exceed the value of the shields. &lt;br /&gt;
# At any given round where weapons can fire, they do fire.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Debris&amp;quot;&amp;gt;Space Debris&amp;lt;/span&amp;gt;: Pieces of space ships and their contents left as a result of a space battle. [[#ShipDesigns |Ship Designs]] and salvageable goods are often found in a debris field.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;SpacePort&amp;quot;&amp;gt;Spaceport&amp;lt;/span&amp;gt;: Strategic building used to support off [[Markets |world trade]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Special Operations Director&amp;quot;&amp;gt;Special Operations Director&amp;lt;/span&amp;gt;:The Special Operations Director knows that it is not enough to simply defeat an enemy in battle, but that they must entirely destroy their will and ability to fight. They are the reason for your enemy&#039;s walls and also the reason those walls will fall.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Specialist&amp;quot;&amp;gt;Specialist (Agent Type)&amp;lt;/span&amp;gt;: A person highly skilled in a specific and restricted field.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Spy&amp;quot;&amp;gt;Spy (Agent Type)&amp;lt;/span&amp;gt;:A trained Intelligence Officer who is adept in the finer arts of interrogation and information gathering. They hold a wide range of lesser contacts that provide leads. Knowledge of the enemy’s disposition can only be obtained from others.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;SpyRating&amp;quot;&amp;gt;Spy Rating&amp;lt;/span&amp;gt;: Used to represent the skill and abilities of a Spy type [[Agents |Agent]].  The higher the rating, the more skilled they are and the more successful they will be when conducting actions.   Higher ratings and capabilities increase with the type of Spy that indicates their level. A Spy starts as an Informant and advances up to Bureau Chief. Note: this description generalizes to assassination rating, sabotage rating, procurement rating, religious rating, etc.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Solarius&amp;quot;&amp;gt;Solarius&amp;lt;/span&amp;gt;:Light is the life of the Solarius. It is the source of all life. Your life is a gift from the light and should be cherished as such. Worship it if you desire for such charity to continue.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;StealthRating&amp;quot;&amp;gt;Stealth Rating&amp;lt;/span&amp;gt;: Represents how well a spy is hidden and integrated into society. The higher the rating the more difficult it is for other players to detect them.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;SupportEfficiency&amp;quot; style=&amp;quot;display: inline-block;&amp;quot;&amp;gt;Support and Efficiency Index (SEI): Measures positive and negative influences of player actions and various events for an [[Areas |Area]].&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;!-- T --&amp;gt;&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;T&amp;quot;&amp;gt;T&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Theme&amp;quot;&amp;gt;Theme&amp;lt;/span&amp;gt;: Coordinated graphics and colors for the game&#039;s user interface purchased using [[Quadrans |&amp;amp;#216;uadrans]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Thief&amp;quot;&amp;gt;Thief (Agent Type)&amp;lt;/span&amp;gt;: A person who steals things by stealth and without using force or violence.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Tonnage&amp;quot;&amp;gt;Tonnage&amp;lt;/span&amp;gt;: Mass of a ship.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Trade&amp;quot;&amp;gt;Trade&amp;lt;/span&amp;gt;: The exchange of [[Trade_Goods |Trade Goods]] and [[Markets#Resources | Resources]] from one [[Empires |Empire&#039;s]] [[Markets |Market]] for [[#Exocredit | Exocredits]] from another Empire at a set price using an established [[Trade_Route |Trade Route]]. In the case of Trade Goods, the receiving Empire can impose tariffs.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;TradeAgreement&amp;quot;&amp;gt;Trade Agreement&amp;lt;/span&amp;gt;: Two [[Markets]] make arrangements to trade on a regular basis at a designated [[#Exocredit | Exocredits]] price for specific quantities of [[Trade_Goods |Trade Goods]] or [[Markets#Resources | Resources]].&lt;br /&gt;
;&amp;lt;span id=&amp;quot;TradeGood&amp;quot;&amp;gt;Trade Good&amp;lt;/span&amp;gt;: Specialty product produced in each [[Markets | Market Area]] that is freely interchangeable for [[#Exocredit | Exocredits]] between [[Empires]] for economic growth and commerce. These products include Advanced Electronics, Bio-consumables, Crafted Goods, Exotic Items, Luxury Goods, Manufactured Goods, Metal-Alloys and Pharmaceuticals.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;TradeRoute&amp;quot;&amp;gt;Trade Route&amp;lt;/span&amp;gt;: The way [[Trade Goods]] and [[#Resources | Resources]] move one way between [[Markets]]. Trading between [[Worlds |Worlds]] requires a [[Areas#Strategic Buildings|Spaceport]]. &lt;br /&gt;
;&amp;lt;span id=&amp;quot;TransportCapacity&amp;quot;&amp;gt;Transport Capacity&amp;lt;/span&amp;gt;: Orbitals, Light and Heavy Carriers transport [[Armies#UnitTypes |Army Units]] and [[#AssaultShip |Assault ships]] using [[#Hangers |Hangers]]. A ship&#039;s Transport Capacity is figured in this way:&lt;br /&gt;
*1 Army Unit = 1 Hangar&lt;br /&gt;
*1 Assault Ship = 1 Hangar&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;!-- U --&amp;gt;&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;U&amp;quot;&amp;gt;U&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Unit&amp;quot;&amp;gt;Unit&amp;lt;/span&amp;gt;: Integrated group of military personnel with specific combat or support roles within an [[Armies |Army]]. In this game there are Infantry, Cavalry, Artillery, Aqua, Assault, Air &amp;amp; Colonist Units.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;UnitDesigner&amp;quot;&amp;gt;Unit Designer&amp;lt;/span&amp;gt;: User interface players employ to create a [[Unit_Blueprints |Unit Blueprint]] for a new Army Unit.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;UnitQueue&amp;quot;&amp;gt;Unit Queue&amp;lt;/span&amp;gt;: Order in which new Army Units are created at a [[Areas#Strategic Buildings|Garrison]]. &lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;!-- V --&amp;gt;&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;V&amp;quot;&amp;gt;V&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot; ValueRating&amp;gt; Value Rating&amp;lt;/span&amp;gt;: Rating that ranks from 1 to 5 the relative value of a [[Virtues |Virtue]] to similar Virtue rewards. The higher the Rating the more value associated with the Virtue.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Veteran Commando&amp;quot;&amp;gt;Veteran Commando&amp;lt;/span&amp;gt;:Having completed multiple campaigns, these grizzled veterans are able to seek out and destroy high-value targets with a deadly level of professionalism. They have learned the tactics of guerrilla warfare and know the meaning of survival.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Virtue&amp;quot;&amp;gt;[[Virtues |Virtue]]&amp;lt;/span&amp;gt;: Playing cards that you “play” for resources or other rewards.&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;!-- W --&amp;gt;&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;W&amp;quot;&amp;gt;W&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Wallet&amp;quot;&amp;gt;Wallet&amp;lt;/span&amp;gt;: User interface that tracks [[Quadrans]] owned by a player and supports credit card purchases of more Quadrans.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Wormhole&amp;quot;&amp;gt;Wormhole&amp;lt;/span&amp;gt;:Unstable space-based instant transfer point to random [[Worlds]] throughout the galaxy.&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Wonders&amp;quot;&amp;gt;Wonder&amp;lt;/span&amp;gt;:Remarkable human-made creation or natural feature that is considered to be of great importance. [[Virtues]], [[Trade_Goods | Trade Goods]], and [[#IndustrialUnit | Industrial Units]] can sometimes be found by [[#Archaeology | Archaeologist]] [[Leaders]].&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;!-- Z --&amp;gt;&lt;br /&gt;
&amp;lt;!--********************************--&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;Z&amp;quot;&amp;gt;Z&amp;lt;/h2&amp;gt;&lt;br /&gt;
;&amp;lt;span id=&amp;quot;Zealot&amp;quot;&amp;gt;Zealot (Agent Type)&amp;lt;/span&amp;gt;:Unquestioning devotion can be seen as its own truth. To have such complete belief in something leads others to believe the doctrine is a statement of fact, uplifting the faithful and spreading doubt to the minds of the unbelievers.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
	<entry>
		<id>https://reference.stariumxcv.com/index.php?title=Areas&amp;diff=6537</id>
		<title>Areas</title>
		<link rel="alternate" type="text/html" href="https://reference.stariumxcv.com/index.php?title=Areas&amp;diff=6537"/>
		<updated>2026-01-09T17:54:24Z</updated>

		<summary type="html">&lt;p&gt;Attach7728: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Areas are hexagonal spaces on [[Worlds]]. The number of Areas on a World is based on the World&#039;s size. Areas host [[Populations]], and can be owned by [[Empires]].&lt;br /&gt;
&lt;br /&gt;
==Terrain==&lt;br /&gt;
An Area&#039;s Terrain determines the modifiers for activities on the Area. There are 280 different terrain types, grouped into 10 base archetypes.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:auto;&amp;quot;&lt;br /&gt;
|+ Terrain Archetypes&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:1_base_terrain.png|64px|Plains Base Terrain]] &amp;lt;br /&amp;gt; Plains&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:2_base_terrain.png|64px|Desert Base Terrain]] &amp;lt;br /&amp;gt; Desert&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:3_base_terrain.png|64px|Rough Base Terrain]] &amp;lt;br /&amp;gt; Rough&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:4_base_terrain.png|64px|Barren Base Terrain]] &amp;lt;br /&amp;gt; Barren&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:5_base_terrain.png|64px|Mountains Base Terrain]] &amp;lt;br /&amp;gt; Mountains&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:6_base_terrain.png|64px|Hills Base Terrain]] &amp;lt;br /&amp;gt; Hills&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:7_base_terrain.png|64px|Ocean Base Terrain]] &amp;lt;br /&amp;gt; Ocean&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:8_base_terrain.png|64px|Swamp Base Terrain]] &amp;lt;br /&amp;gt; Swamp&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:9_base_terrain.png|64px|Forest Base Terrain]] &amp;lt;br /&amp;gt; Forest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:10_base_terrain.png|64px|Tundra Base Terrain]] &amp;lt;br /&amp;gt; Tundra&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Infrastructure==&lt;br /&gt;
Infrastructure determines the quantity of [[Populations]] that can do a job for [[Production]].&lt;br /&gt;
&lt;br /&gt;
===Strategic Buildings===&lt;br /&gt;
Strategic Buildings are special structures with extra functionality. They can be built on any [[Areas|Area]] with dedicated Work Types in [[Production]]. &lt;br /&gt;
&lt;br /&gt;
====Garrisons====&lt;br /&gt;
Garrisons train [[Units]]. When a Garrison trains a Unit, it pulls the [[Populations|Population]] cost from the [[Areas|Area]] it&#039;s on.&lt;br /&gt;
&lt;br /&gt;
When a Unit is done training and is ready to be deployed, it is deployed to the Area the Garrison is on. &lt;br /&gt;
&lt;br /&gt;
====Shipyards====&lt;br /&gt;
Shipyards build [[Ships]].&lt;br /&gt;
&lt;br /&gt;
====Spaceports====&lt;br /&gt;
Spaceports host [[Trade Routes]]. Each Spaceport can only have one Trade Route. The level of the Spaceport determines how many items it can transport at a time.&lt;br /&gt;
&lt;br /&gt;
==Ownership==&lt;br /&gt;
Areas can be owned by an [[Empire]]. Owning an Area allows you to manage the Work Types and access Garrisons, Shipyards, and Spaceports on the Area.&lt;br /&gt;
&lt;br /&gt;
If an Area isn&#039;t already owned by someone else, it can be claimed with an [[Armies|Army]].&lt;br /&gt;
&lt;br /&gt;
If an Area is already owned, all defending Armies must be defeated before it can be re-claimed. Areas can be defended by any Army controlled by the owner of the Area, along with any Armies owned by an Empire that has a [[Mutual Defense Agreement]] with the Area owner. &lt;br /&gt;
&lt;br /&gt;
==Crystals==&lt;br /&gt;
Crystals are rare materials with advanced properties. Crystals can be harnessed in [[Ships]] and [[Units]] to augment their abilities.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:auto;&amp;quot;&lt;br /&gt;
|+ Crystal Types&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:17_virtue.png|64px|Anari crystal icon]] &amp;lt;br /&amp;gt; Anari&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:15_virtue.png|64px|Fozite crystal icon]] &amp;lt;br /&amp;gt; Fozite&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:20_virtue.png|64px|Grazite crystal icon]] &amp;lt;br /&amp;gt; Grazite&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:19_virtue.png|64px|Malgorn crystal icon]] &amp;lt;br /&amp;gt; Malgorn&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:22_virtue.png|64px|Oranian crystal icon]] &amp;lt;br /&amp;gt; Oranian&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:18_virtue.png|64px|Vamulite crystal icon]] &amp;lt;br /&amp;gt; Vamulite&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:16_virtue.png|64px|Xorian crystal icon]] &amp;lt;br /&amp;gt; Xorian&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:21_virtue.png|64px|Zavarian crystal icon]] &amp;lt;br /&amp;gt; Zavarian&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Flora-Fauna==&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Exotic512_2_1.png|50px|Fauna-Flora]] &lt;br /&gt;
| style=&amp;quot;vertical-align:center;&amp;quot; | Identifies unique life found in the area like crystalline, silicon or poisonous animals and plants.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>Attach7728</name></author>
	</entry>
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