Worlds
Worlds are open to colonizing whether planets or orbiting moons. Gas Giants are not habitable.
General Information
- Playable races originate from Worlds of varying climates, from cool to warm. Outside these native environments their Colonies and Armies function less effectively without environmental support.
- Markets are world-based and combine production from all the Areas controlled by local Empires.
Temperature – Native Playable Races
Hot – Burned land, volcanos & lava flows
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Warm & Warm Water – No ice caps
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Native Races - Inarian, Tuleonetian, Saraven & Urix
Temperate & Temperate Water – Usually 1 ice cap
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Native Races - Gervian, Charian & Masian
Cool & Cool Water – Usually 2 ice caps
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Native Races - Maratasen, Ursian & Valdus
Cold – Snow covered land & glaciers
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Frozen – Snow covered and solid liquids
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Atmosphere
Quality
- Sustainable
- Tainted
- Noxious
- Poisonous
- Toxic
- Deadly
Density
- Trace
- Thin
- Moderate
- Rich
- Thick
- Heavy
- Dense
Objects in Orbit
Fleet
Fleets attack and defend in orbit around a world, but need to control orbit before moving resources to the ground.
Global Events
Provides information about significant natural or man-made disasters that have impacted large portions of the World below.
Quantum Gate
Space-based instant transport to stable end point around another World.
Beacon
Provides message left by you to other Empires.
Wormhole
Unstable space-based instant transfer point to random Worlds throughout the galaxy. The end-point is constantly changing.
Space Debris
Could be anything from rocks to Space Battle remains which could include useful flotsam or Escape Pods.
Without Escape Pod
Archaeology Leader on fleet can salvage Ship Designs and other useful items.
With Escape Pod
Archaeology Leader on fleet can unlock Artifacts and other useful items.