Glossary

From Travellers Guide to StariumXCV

A

Achievement
Award given to Empires or Federations for meeting goals for research, Areas owned, Trade Routes, battles won, etc. Achievements are displayed on their Dashboard.
Ambassador
Experts in negotiation, understanding motivations, and the intricate weave of geopolitical nuances.
Analyst
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.
Anarchist Magus
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.
Arch Druid
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.
Arch Justiciar
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.
Arch Philosopher
Philosophers are concerned with everything. They seek to identify and study the fundamental aspects of reality. What is and what isn't are equally important, as all lead to the understanding of the nature of existence.
Arch Physicist
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.
Arch Primal
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.
Arch Seer
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.
Archaeology (Leader Skill)
This ability to piece together and understand historical context of Ruins, discover natural and artificial Wonders, and salvage the remains of battles for technological Insights and raw materials.
Area
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.
Artifact
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.
Assassin (Agent Type)
The fine line between a simple death and martyrdom is defined by the killer. Assassins, therefore, are masters of making accidents happen.
Assault Ship
Fighter or bomber. Either can be transported to other worlds using Light or Heavy Carriers.
Astrologer
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.

B

Base Queue
Identifies how many ground-based Army Units are in production by a Garrison.
Base rate
A function of size that determines how fast and efficiently a Garrison can produce units.
Base size
Determined by population assigned to creating a Garrison and ξxocredit costs.
Beacon
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 "Claimed by Dragon Empire - [email protected]" or "Dragon Empire hails and welcomes trade - [email protected]". Fleets drop beacons.
Blockade
Physically stop all Trade Goods and Resources from going in or out of a Market.
Blueprint
Describes the type of equipment, like weapons, armor and shields, used by a ship or an army unit. Blueprints are used at Garrison and Shipyards to build a new unit or ship.
Broker (Agent Type)
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.
Builder (Leader Skill)
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's infrastructure.

C

Claim
An Army must be on an Area before it can take it over. It then takes an Army Action to Claim the Area and it costs Exocredits.
Clairvoyant
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.
Cleric (Agent Type)
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.
Colonist Unit
A Population Segment of 10,000 individuals that moves with an Army. They are used to Settle newly Claimed Areas.
Color Alternative
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.
Color Alternative icons
Color Alternative icons
Community Guidelines
Complacency
Level of self-satisfaction a Population Segment has about the current social conditions. It ranges from happy (green), neutral (grey), unrest (orange/yellow) to angry (red).
Consul
Highly experienced diplomats with a track record of success with different cultures. They speak with the authority of leadership.
Contract Killer
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.
Control Orbit
A single 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 World. Control of orbit also dictates Trade Route activity. A gold ring encircles the Fleet that controls orbit.
Commando
A Commando is adept in search and destroy missions, able to effectively destroy area infrastructure and sabotage Garrisons and Shipyards. They are self-sufficient, resourceful and difficult to eliminate.
Counter Intelligence (Agent Type)
Activities designed to prevent or thwart spying, intelligence gathering, and sabotage by an enemy.
Covert (Leader Skill)
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.
Crystal
Adding up to two of the eighth Areas#Crystals randomly found on planets and moons to either unit or ship designs improves their performance. Mining infrastructure on Areas with crystals allows Empires to use and Trade this valuable commodity.

D

Dashboard
Comprehensive overview of a player's Empire or Federation. Depending on whether it is for an Empire or Federation, it includes identifying the heraldry, name, Government Ethos, history, inventory, current ranking, Achievements and Federation medals. Other tabs help manage Beacons, Flags, Pins, Leaders and allow the players to replace their Empire's heraldry and form a Federation.
Debrief
Agent interrogation to obtain useful information after being extracted from an Agent action. Debriefing takes three hours real time before the before the agent can be furloughed before being placed back on the game map.
Deploy/Deployed
When an 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 Agent is being deployed to) is a Diplomat.
Design Point
Used to equip ships and units with weapons, armor and shields as part of a Blueprint. The more Design Points used the better the equipment. They are acquired through Research.
Detective Analyst
An individual trained in analyzing behavior and recognizing potential threats. These men and women are fighting an invisible war against enemies you don't even know you have.
Detective Chief
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.
Detective Inspector
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.
Diplomat (Agent Type)
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.
Disembark
Moving troops from an orbiting Fleet down to an Area on the World below. The Fleet must have control of orbit around the World before it can happen.
Dossier
Basic information about another Empire or Federation identifying the heraldry, name, Government Ethos, history, current ranking, Achievements and Federation medals.
Dread Necromancer
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.

E

Embark
Moving troops from the ground up into an orbiting Fleet. The Fleet must have control of orbit around the World before it can happen.
Emissary
Experienced negotiators who bring conflicting viewpoints to the bargaining table to find common ground.
Empire
A playable position that owns Areas with Markets on Worlds and commands Leaders, Agents, Armies and Fleets to explore the galaxy.
Envoy
Focused mission centric junior Diplomats who are adept at diplomatic problem solving and getting positive results.
Epoch
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.
Escape Pod
A Fleet type consisting only of an Escape Pod containing a Leader. This Fleet type is not able to move
Event
Natural or man-made disasters on an Area (tornado) or globally (pandemic).
Exocredit (ξ)
In game currency generated by Production and Trade.
Expert Extraction Agent
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.
Expert Spy
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.
Export
Trade Goods can only be sold to another Market by using a Trade Route to Export them. Payment price and is determined by the game. Resources can also be Exported, but in this case the price and quantity of outgoing resources are arranged by the player in advance. The Spaceport must be within jump distance to the receiving Market.
Extract/Extracted
When an Agent is removed from the game map where her status is debriefing.
Extraction Agent
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.

F

Federation
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' areas.
Firebrand (Agent Type)
If a whisper can bring down an entire 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.
Flag
Used by a player as a personal notation on the Galactic Map. Comments from Federation members are also shown when selected. Flags show up in Galactic Scans only on player's screen. Possible notations include "Colonize ASP", "Wonder" and selected System information like types of objects in orbit. Fleets deploy flags. There are three types of flags: Empire Only, Federation Only & for both Empire & Federation.
Fleet Type
Fleets fall into four types: Attack, Transport, Orbital Defense and Leader Escape Pod.
Fog of War
The inability to see what is happening inside an area.
Furloughed
The status of an agent who is not on the game map. It takes three hours real time to debrief before the agent is then furloughed and ready to be placed back on the game map.

G

Galactic Map
View of an Empire's home world in respect to its position within the interstellar game space containing tens of thousands of solar systems.
Government Ethos
How an 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.
Gravity Rating
1-12 gravity anomalies associated with a sun that impact the ability of a 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.
Ground Combat (Leader Skill)
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 Leader to recruit informants, as well as saboteurs that can adversely affect an enemy's infrastructure.
Guide
Software support for learning about more complex aspects of game play.

H

Hangers
One hanger per assault ship or army unit. Orbitals, Light and Heavy Carriers have Hangers.
Health (Ships)
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.
High Visionary
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.
Hit Points
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.

I

Import
Purchasing Trade Goods and Resources for a local Market from an outside Market. Empires must accept all incoming trade goods. The price and quantity of incoming resources are arranged in advance.
Industrial Unit (IU)
The base measurement of Production value or capacity.
Informant
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.
Insight
Produced through Research and spent to unlock technology nodes for Energy, Physical, Life, Theoretical, and Social Sciences on the Lexicon.
Inquisitor (Agent Type)
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.
Insignia Pack
A Set of 20 graphics used to uniquely identify Army Units. One graphic per Unit.
Intelligence Agency Director
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.
Intelligence Service Director
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.
Intelligence Officer
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.
Interdict
Intercept and prevent the movement of Trade Goods and Resources from a specific Empire into or from a Market. Formally known as a Trade Sanction or Sanction.
Investigation Agency Director
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.

J

Jump Distance
The area in which a ship can travel to known stars. A blue circle on the Galactic map identifies local stars to which a Fleet can move (jump). The Fleet's Jump Distance is equal to the shortest Jump Distance amongst its ships.
Jump Strength
The Gravity Rating that a Fleet is able to overcome when traveling to another star. A Fleet's Jump Strength is equal to the lowest Jump Strength amongst its ships. A Star's name is missing from the Galactic map when a Fleet cannot jump to it.
Junior Contract Killer
Junior Contract Killers are low-level thugs who has been "persuaded" to put their particular skills to better use. Death is but a journey. Let them lead you.
Junior Informant
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.
Junior Intelligence Officer
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.
Junior Sapper
A low-level pyromaniac indoctrinated to strike against significant targets. Their missions tend to be dangerous and they are often not expected to return.

L

Leader Test
A personality test to match you to one of the 36 Leader Titles. A banner for the matching Leader Title is made available at the end of the test.
Prophet Banner with leader skills
Prophet Banner with leader skills
Lexicon
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, it gives the empire bonuses to their ships, units and production capabilities.
Liaison
Junior policymakers who spend their days understanding alien cultures and history to advise superiors on local cultural protocols.

M

Market
Comprised of the production from all the areas an Empire controls on one planet or moon.
Market Reserve
Used by an empire to provide reserve storage for Trade Goods, organics, metals, Industrial Units and crystals.
Master Agent
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.
Master Commando
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.
Master Extraction Agent
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.
Master Spy
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.
Message Archive
Internal messages can be saved when a player opens a Message Archive.
Military Base
A Strategic Building where Army Units are created using Unit Blueprints.
Missionary (Agent Type)
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.
Mission
Short multi-optioned text-based adventure that Leaders embark upon. Mission results can yield several benefits to the Leader and the player Empire based upon the Mission Type and scope of the Mission.
Monk
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.

N

NonPlayer Character (NPC)
Empire controlled by the game's AI.

O

Observation Post (Agent Type)
A small hidden outpost designed to monitor and track orbiting Fleets around a planet or moon.
Oracle
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.
Orbitals
A ship type designed to defend Worlds from orbit. These ships have massive firepower and Hangers for Assault ships.

P

Paragon Humanist
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.
Past Speaker
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.
Pin
Used by player as a personal notation for a specific Area on a World. Armies post pins.
Piracy
Attacking and robbing ships delivering Trade Goods and Resources. Pirate fleet must be in orbit, but does not have to control it.
Player Relationship
Color code for Fleet and Army art that identifies their relationship with the player:
  • Player - Green
  • Federation - Blue
  • Friend - Purple
  • Neutral - Grey
  • Hostile - Red
Plunder
Crippling and destroying an area and it inhabitants. Think sacking of Rome.
Political (Leader Skill)
The ability to conduct Diplomatic Missions and implement social and governmental policy. This also enables the Leader to acquire Diplomatic Agents such as emissaries and ambassadors who can increase the Relationship between your Empire and alien Races.
Population Segment
Homogeneous group of 10,000 individuals. They share the same Complacency status, Race, Religion and Epoch.
Portal
Land-based instant transport to stable end point on another World.
Preacher
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.
Prime Divine
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.
Prime Ebon
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.
Prime Eternal
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.
Prime Mentor
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.
Prime Mystic
Mystics are no mere conjurors of cheap tricks, they wield powers which have not yet been explained and which may never be.
Prime Vessel
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.
Primordial
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.
Prophet (Agent Type)
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.
Psionic (Leader Skill)
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.

Q

Quantum Gate
Space-based instant transport to stable end point on another World.
Øuadran
In game currency earned through game play or purchased.

R

Raid
Harassing the inhabitants of an Area. Think chicken stealing.
Relationship Rating
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.
Religious (Leader Skill)
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 Leader to acquire missionaries, clerics, inquisitors and other unique Agents that have a variety of faith based actions.
Research Point
Used in Lexicon to improve Empire's technology. Research infrastructure produces Research Points. They are also acquired through agent actions and leader missions.
Resources
Raw materials, like organics, metals, industrial units and crystals, used to produce goods.
Ruin
Building or place in a state of decay, collapse, or disintegration. Artifacts and Virtues can sometimes be found by Archaeologist leaders.

S

Saboteur (Agent Type)
A person who deliberately damages or destroys things in order to weaken an enemy or to make a protest.
Sanction
Intercept and prevent the movement of Trade Goods and Resources from a specific Empire into or from a Market.
Sapper
An 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.
Scan Distance
The area in which a fleet can identify other stars. A fleet'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 Gravity Rating outside the Fleet's Jump Strength are not identified by name.
Scan Strength
The ability to detect information about a star which is influenced by the star’s Gravity Rating. A Fleet's Scan Strength is equal to the highest Scan Strength amongst its ships.
Science (Leader Skill)
The ability to understand and theorize scientific principles and advance the body of knowledge of your Empire. The higher the skill, the more rapidly new scientific discoveries are understood and assimilated into the general Population. This skill also enables the Leader to establish observation posts on Worlds that can scan for the presence of ships in orbit.
Secret Agent
An 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 Empire.
Security Agency Director
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.
Sentinel (Agent Type)
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.
Settle
An Army must have Claimed an Area before it can be Settled. To Settle the Area, the Army must have a Colonist Unit it can leave thought an Army Action.
Shaman
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.
Shipping
When a Trade Route is used to send Resources to a target Market.
Shipyard Queue
Identifies how many ships are in production.
Shipyard Rate
Determines how fast and efficiently a Shipyard can produce ships.
Shipyard
Strategic building used to build new ships based on the Ship Blueprint. Shipyard size is determined by two things:
  1. How large of ship can be built at this Shipyard
  2. How fast the Shipyard works

    Note: Orbitals can be created by any size Shipyard.

Ship Class
Ship Designs are broken into Classes: Assault, Escort, Cruisers, Capital Ships, Carriers, Mass Capitals and Orbitals.
Ship Design
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.
Ship Designer
User interface to select which equipment (weapons, armor & shields) is incorporated into the 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.
Space Combat (Leader Skill)
The ability to effectively manage and lead spacefaring ships and Fleets in Space Battles. The higher the skill, the more effective the star ships will be in battle. This skill also enables the Leader to establish observation posts on Worlds that can scan for the presence of ships in orbit.
Space Combat Rules of Engagement
  1. 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.
  2. Each Class of ship has an order of preferred targets.
  3. At the end of combat, any ship that has shields heals damage equal to those shields not to exceed the value of the shields.
  4. At any given round where weapons can fire, they do fire.
Space Debris
Pieces of space ships and their contents left as a result of a space battle. Ship Designs and salvageable goods are often found in a debris field.
Spaceport
Strategic building used to support off world trade.
Special Operations Director
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's walls and also the reason those walls will fall.
Specialist (Agent Type)
A person highly skilled in a specific and restricted field.
Spy (Agent Type)
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.
Spy Rating
Used to represent the skill and abilities of a Spy type 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.
Solarius
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.
Stealth Rating
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.
Support and Efficiency Index (SEI): Measures positive and negative influences of player actions and various events for an Area.

T

Theme
Coordinated graphics and colors for the game's user interface purchased using Øuadrans.
Thief (Agent Type)
A person who steals things by stealth and without using force or violence.
Tonnage
Mass of a ship.
Trade
The exchange of Trade Goods and Resources from one Empire's Market for Exocredits from another Empire at a set price using an established Trade Route. In the case of Trade Goods, the receiving Empire can impose tariffs.
Trade Agreement
Two Markets make arrangements to trade on a regular basis at a designated Exocredits price for specific quantities of Trade Goods or Resources.
Trade Good
Specialty product produced in each Market Area that is freely interchangeable for 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.
Trade Route
The way Trade Goods and Resources move one way between Markets. Trading between Worlds requires a Spaceport.
Transport Capacity
Orbitals, Light and Heavy Carriers transport Army Units and Assault ships using Hangers. A ship's Transport Capacity is figured in this way:
  • 1 Army Unit = 1 Hangar
  • 1 Assault Ship = 1 Hangar

U

Unit
Integrated group of military personnel with specific combat or support roles within an Army. In this game there are Infantry, Cavalry, Artillery, Aqua, Assault, Air & Colonist Units.
Unit Designer
User interface players employ to create a Unit Blueprint for a new Army Unit.
Unit Queue
Order in which new Army Units are created at a Garrison.

V

Value Rating
Rating that ranks from 1 to 5 the relative value of a Virtue to similar Virtue rewards. The higher the Rating the more value associated with the Virtue.
Veteran Commando
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.
Virtue
Playing cards that you “play” for resources or other rewards.

W

Wallet
User interface that tracks Quadrans owned by a player and supports credit card purchases of more Quadrans.
Wormhole
Unstable space-based instant transfer point to random Worlds throughout the galaxy.
Wonder
Remarkable human-made creation or natural feature that is considered to be of great importance. Virtues, Trade Goods, and Industrial Units can sometimes be found by Archaeologist Leaders.

Z

Zealot (Agent Type)
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.