Commanders

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Commanders are special workers you can hire in Starfleet Commander using credits to improve your empire. They are found on the Store page. They currently consist of the following:

Admiral

Admiral.png

The Admiral is a grizzled veteran and master strategist. Hiring him increases your maximum Fleets by 1. This is equivalent to one extra level of AI Tech. Costs:

1 week: 10,000 credits

3 months: 100,000 credits

Geologist

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The Geologist is an expert scientist skilled in finding valuable resources. Hiring him will increase your mine production by 10% on every planet. Costs:

1 week: 10,000 credits

3 months: 100,000 credits

Engineer

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The Engineer is a master builder. Hiring him for your empire will make your power plants produce an extra 10% energy and reduce defensive losses in combat by half (from 30% to 15%). Costs:

1 week: 10,000 credits

3 months: 100,000 credits

Scientist

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The Scientist is a master of experimentation. He reduces the time it takes to research new projects by 25%. Costs:

1 week: 10,000 credits

3 months: 100,000 credits

Spymaster

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The Spymaster runs the Universe's most sophisticated intelligence network. Hiring him will give you 2 extra levels of Espionage Tech to enable you to probe enemies more easily and reduce the information they gain when probing you. Costs:

1 week: 10,000 credits

3 months: 100,000 credits

Tactician

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The Tactician has years of mission planning and combat experience. Hiring him will cause your missions to yield 5% more resources.

Costs:

1 week: 10,000 credits

3 months: 100,000 credits

Propulsion Mechanic

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Reduces base hydrogen cost for fleet tasks by approximately 5%

Costs:

1 week: 10,000 credits

3 months: 100,000 credits


Lunar Architect

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This commander doubles the chance of a moon forming around your current planet up to 40%. The commander can only be used on one planet at a time and after a moon is received the Lunar Architect will expire.

Costs:

1 week: 10,000 credits

3 months: 100,000 credits


Planet Surveryor

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This commander increases fields of a new colony created from a Gaia by 25, up to a max of 320. Does not increase the field size of existing planets.

Costs:

1 week: 10,000 credits

3 months: 100,000 credits


Operations Specialist

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This commander unlocks Premium Missions and cloaks all missions from detection by oracles.

Costs:

1 week: 10,000 credits

3 months: 100,000 credits


Battle Commander

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Gives one extra level of your weapons, armor, and shield techs during battle.

Costs:

1 week: 10,000 credits

3 months: 100,000 credits


Construction Engineer

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Reduces the time it takes to build ships and defenses by

25%.

Costs:

1 week: 10,000 credits

3 months: 100,000 credits


Drive Engineer

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Gives one extra level of jet drive, pulse drive, and warp drive when performing an action with your fleet.

Costs:

1 week: 10,000 credits

3 months: 100,000 credits


Logistics Specialist

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Gives two extra levels of Ore Warehouse, Crystal Warehouse, and Hydrogen Storage.

Costs:

1 week: 10,000 credits

3 months: 100,000 credits

Satellite Technician

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Causes Helios Solar Satellites to have a 25% chance of being rebuilt after battle.

Costs:

1 week: 10,000 credits

3 months: 100,000 credits