Territories

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Starfleet Hired Guns

You can capture one Territory from each planet at a time. While the Territory is in your possession, the benefits of that Territory are linked to the planet that it is connected with. If you lose possession of a Territory and then regain the same type of Territory, you’ll still have the building level and tech level benefits that you previously obtained. Territories will have some Territory specific buildings.

Starfleet Commander Conquest

Building Territory: gives building (faster builds) bonus For Capital, Shipyard, and Factory

Research Territory: gives research (faster research times) bonus.

Mining Territory: Gives mining (increased production at your mines) bonus.

Industrial Territory - Industrial territories give a random 2 of the 3.(check your Esp. report to see which two for the particular territory).

Military Territory - building (decrease in ship build times), mining (increased production at your mines), and research (faster research times) bonuses.


In the absence of other production bonuses from droids, commanders, or synergists, each territory held reduces corresponding time (build or research) by a factor of 0.9.

We put “% faster” in quotes because, although that is how the game refers to it, it is actually the percentage of the full time reduced. A 50% reduction in time, what the game calls “50% faster,” is actually doubling (2×) the rate of activity, which would more typically be called “100% faster” in other contexts.

Territories Held (n) Time factor 0.9n “% faster”
0 1.00000 0.00%
1 0.90000 10.00%
2 0.81000 19.00%
3 0.72900 27.10%
4 0.65610 34.39%
5 0.59049 40.95%
6 0.53144 46.86%
7 0.47830 52.17%
8 0.43047 56.95%
9 0.38742 61.26%
10 0.34868 65.13%
11 0.31381 68.62%
12 0.28243 71.76%
13 0.25419 74.58%
14+ 75.00%


Commanders, Synergist, and droids will add to the bonus up to 75%. So for instance, suppose two Building territories are held (“19% faster”) and a planet has Capitol 9 populated with four standard (2%) Build droids (normally “8% faster”). The total bonus will be listed as “27% faster” because 8 + 19 = 27, and new buildings started will take only 73% as long as they would without droids or territories.

The mining, research, and building territories are for the smaller player, as they only offer one of the bonuses, they have the smallest fleets. Next up is the industrial, as they offer two bonuses, they have more fleets then the mining, research, and building territories, but less than the military territory. The military territory has the biggest fleets defending them, making them harder to hold. Which makes sense because they offer all three of the bonuses.


The script runs approximately every 5 minutes with a chance for an NPC fleet to attack your territory. If you intend to hold a territory you should send a sufficient fleet to ensure its safety from the start. Otherwise, it is intended that the territories change hands frequently between players and NPCs.


The largest territories spawn is around the RSP value of the 90th percentile rank player. So if you're considerably higher in RSP than the players in that range, you likely won't have any territories to attack Newbie protection still applies to attacking Territories, both "n" and "N"


The territories move within the system they are in. If they are within two hours of moving they'll indicate 'spatial instability' in the espionage report. Fleets on the territory when they move will remain there. When the territory moves, Fleets that are GDing the territory will move with it Territories function just like NPCs that move. If you sent an attack at a Territory and it moves, the attack should bounce.


The script runs approximately every 5 minutes with a chance for an NPC fleet to attack your territory.


You can attack a territory that you are defending, you will not receive any dsp for blowing you own fleet though.


The other players GD will not show up in the fleet page, but you can see them on the ESP report.


You cannot hold, attack, or GD a territory while in P mode.