Exact live timing, economy, combat, raid, expedition, Fleet, structure, research, and doctrine authority—compiled directly from the active season configuration.
Frozen authority // compiled from fracture-alpha-v5
The exact rules behind every order
This is generated from the active ruleset rather than duplicated balance copy. Older battle snapshots retain their own immutable ruleset; every new command validates against the authority named above.
TIME / ROUTE
Clock and movement
Tick cadence
60 minutes
Season window
1,008 ticks
Opening protection
24 ticks
Local support ETA
2 ticks
Local assault ETA
4 ticks
Non-local base ETA
6 ticks
PLANET / OUTPUT
Baseline economy
Protected income
F 120 · P 90 · X 75 / tick
Recovery floor
F 40 · P 30 · X 25 / tick
Field income
30 / 45 / 70
Research baseline
24 / tick
Construction / production
1 / 1 work
Extraction research
+2.5% / level
COMMAND / STABILITY
Population and doctrine
Allocation step
20 points
extraction / point
+0.4%
research / point
+0.4%
construction / point
+0.4%
production / point
+0.4%
security / point
+0.5%
Doctrine grace
24 ticks
Change penalty
6 ticks retaining 85% base income (15% reduction)
BATTLE / RECOVERY
Combat authority
Wreckage recovery
20%
Boarding capture cap
30%
Disabled hull boarding
Authorised
Field capture
battle-control
formation disruption armour
125%
coherence disruption armour
125%
modular disruption armour
115%
RECOVERY / LIMITS
Anti-snowball safeguards
Recovery threshold
35% of median
Recovery income cap
+60 / tick
Attack eligibility floor
45%
Diminished Renown
below 75%
Efficient Fields
6
Excess Field upkeep
18 / field / tick
FRONTIER / SCALE
World generation
Uncharted worlds / player
4
World bounds
400–900
Rendered contact cap
120
Planets / System
10
Systems / Expanse
10
Fields / world
1–3
HOME / RAID
Permanent-planet safeguards
Exposed-store theft
10%
Hard cap
F 600 · P 450 · X 375
Protected reserve
1 income ticks
Repeat window
48 ticks
Repeat rewards
100% → 50% → 10% → 0%
Disruption
2 ticks at 75% progress
Attacker Renown
180 base
Defender Renown
120 base
Support Influence
45 base
COLLECTOR / RETURN
Expedition authority
Concurrent routes / world
3
Component liquidation
60 Prism each
common yield
100%
unusual yield
110%
rare yield
130%
relic yield
160%
anomalous yield
200%
Hull registry // 30 identified // 30 commissioned
A Fleet is a promise with an arrival tick
Six hull classes are recorded for each power. Registry presence does not equal live production authority: every row states whether the active frozen ruleset can commission it. No hull is universal. Initiative, target class, endurance, cost, and route penalty decide what it can safely promise.
30 / 30 hull records
CONTINUITY / HELHelion Compact6 / 6 operational
OPENING COMMISSIONHome Guard + three mobile Fleets
Home Guard
12 × Vow Skirmisher · 4 × Ward Escort
Mobile 1
4 × Vow Skirmisher
Mobile 2
2 × Continuance Harvester
Mobile 3
2 × Ward Escort
Continuity-law fleets built to hold formation under direct fire.
HEL-SK-01
Vow Skirmisher
Commissionable
skirmisher · Fast screening fighter
Acts early to clear enemy Skirmishers before they fire. Cheap, dependable, and useful in fast Fleets, but inefficient against heavy hulls.
Initiative
82
Armour
36
Firepower
18
Route Δ
-1T
Build
1T
Behaviour
kinetic
Primary target
skirmisher
Secondary target
escort @ 68%
Registry traits
formation
F 72P 22X 31
HEL-ES-03
Ward Escort
Commissionable
escort · Anti-Skirmisher escort
Screens Frigates and Harvesters by focusing enemy Skirmishers. Its armour makes it reliable, but it should not lead an attack into heavier ships.
Initiative
66
Armour
72
Firepower
28
Route Δ
0T
Build
2T
Behaviour
kinetic
Primary target
skirmisher
Secondary target
frigate @ 62%
Registry traits
screen · formation
F 128P 34X 43
HEL-FR-02
Aegis Assault Frigate
Commissionable
frigate · Armoured escort breaker
The Helion mainline attacker. It destroys Escorts efficiently and can fall back to Line Ships at reduced strength, trading speed for armour.
Initiative
52
Armour
138
Firepower
61
Route Δ
+1T
Build
3T
Behaviour
kinetic
Primary target
escort
Secondary target
line @ 70%
Registry traits
armoured · formation
F 248P 56X 82
HEL-ES-07
Bastion Escort
Commissionable
escort · Heavy Frigate hunter
An unusually armoured Escort built to pressure Frigates. It is slower than a Ward Escort but survives longer in a dense battle line.
Initiative
59
Armour
91
Firepower
33
Route Δ
0T
Build
2T
Behaviour
kinetic
Primary target
frigate
Secondary target
skirmisher @ 58%
Registry traits
screen · armoured
F 158P 41X 48
HEL-FR-11
Continuance Harvester
Commissionable
frigate · Asteroid Field capture
Does not fire in combat. Each surviving hull contributes 2 capture capacity after your Fleet wins and clears the defending screen.
Initiative
45
Armour
104
Collector capacity
2
Route Δ
+1T
Build
3T
Behaviour
harvester
Primary target
escort
Secondary target
frigate @ 50%
Registry traits
capture-2 · armoured
F 190P 71X 96
HEL-LN-04
Resolute Line Ship
Commissionable
line · Armoured Fleet anchor
A slow capital hull that absorbs punishment and crushes Frigates. Expensive and poor for rapid response, but powerful in a prepared battle.
Initiative
34
Armour
312
Firepower
124
Route Δ
+2T
Build
6T
Behaviour
kinetic
Primary target
frigate
Secondary target
line @ 76%
Registry traits
armoured · fleet-anchor
F 544P 118X 176
MOBILE COMPACT / VEIVeilbound Houses6 / 6 operational
OPENING COMMISSIONHome Guard + three mobile Fleets
Home Guard
16 × Whisper Dart · 5 × Ghostlace Skirmisher
Mobile 1
6 × Whisper Dart
Mobile 2
2 × Morrowglass Harvester
Mobile 3
3 × Ghostlace Skirmisher
Intelligence dynasties that treat identity and route knowledge as territory.
VEI-SK-01
Whisper Dart
Commissionable
skirmisher · Rapid strike fighter
The fastest direct-damage hull in the alpha roster. It kills Skirmishers before most can answer, but its light armour punishes bad matchups.
Initiative
98
Armour
24
Firepower
28
Route Δ
-2T
Build
1T
Behaviour
kinetic
Primary target
skirmisher
Secondary target
frigate @ 64%
Registry traits
stealth-1 · ambush
F 49P 39X 42
VEI-SK-06
Ghostlace Skirmisher
Commissionable
skirmisher · Fast Escort disruptor
Acts early to disable Escorts for the current battle. It creates openings without destroying economic value and needs damage ships behind it.
Initiative
94
Armour
27
Disruption
27
Route Δ
-2T
Build
1T
Behaviour
disruption
Primary target
escort
Secondary target
skirmisher @ 71%
Registry traits
stealth-1 · disruptor
F 43P 58X 51
VEI-ES-02
Pale Oath Escort
Commissionable
escort · Aggressive screen
A high-initiative Escort that removes enemy Skirmishers. It hits hard for its cost but cannot absorb sustained Helion fire.
Initiative
78
Armour
49
Firepower
42
Route Δ
-1T
Build
2T
Behaviour
kinetic
Primary target
skirmisher
Secondary target
frigate @ 66%
Registry traits
stealth-1 · screen
F 91P 69X 65
VEI-FR-05
Quiet Knife Frigate
Commissionable
frigate · High-initiative escort breaker
Strikes Escorts before most Frigates act and carries heavy damage for its size. Strong in an ambush composition, fragile in a long exchange.
Initiative
70
Armour
92
Firepower
88
Route Δ
0T
Build
3T
Behaviour
kinetic
Primary target
escort
Secondary target
line @ 73%
Registry traits
stealth-2 · ambush
F 176P 104X 119
VEI-FR-09
Morrowglass Harvester
Commissionable
frigate · Fast Asteroid Field capture
Does not fire in combat. Each survivor contributes 2 capture capacity, reaching distant fields faster than the Helion equivalent.
Initiative
63
Armour
71
Collector capacity
2
Route Δ
0T
Build
3T
Behaviour
harvester
Primary target
escort
Secondary target
frigate @ 50%
Registry traits
capture-2 · stealth-1
F 138P 112X 121
VEI-LN-03
Last Witness Line Ship
Commissionable
line · Capital disruption anchor
Disables Frigates before slower capital hulls act. Its effect lasts for the battle, so pair it with Kinetic ships that convert the opening into losses.
Initiative
48
Armour
224
Disruption
153
Route Δ
+1T
Build
6T
Behaviour
disruption
Primary target
frigate
Secondary target
line @ 72%
Registry traits
stealth-1 · disruptor · fleet-anchor
F 388P 232X 251
WORK PATTERN / KETKeth Fabricators6 / 6 operational
OPENING COMMISSIONHome Guard + three mobile Fleets
Distributed machine workshops whose ships are temporary modular arrangements.
KET-SK-01
Latch Drone
Commissionable
skirmisher · Disposable route screen
Cheap autonomous frames that saturate a Skirmisher screen. They arrive quickly and replace cleanly, but concentrated kinetic fire removes them by the rack.
Initiative
90
Armour
20
Firepower
22
Route Δ
-1T
Build
1T
Behaviour
kinetic
Primary target
skirmisher
Secondary target
escort @ 62%
Registry traits
drone · modular
F 45P 28X 35
KET-ES-04
Stitch Tender
Commissionable
escort · In-window hull repair
Rebinds damaged Frigate and Line Ship plating before later initiative bands fire. It cannot reconstruct a destroyed hull and carries no offensive battery.
Initiative
74
Armour
68
Repair effect
42
Route Δ
0T
Build
2T
Behaviour
repair
Primary target
frigate
Secondary target
line @ 75%
Registry traits
repair · modular
F 88P 60X 64
KET-ES-07
Clamp Escort
Commissionable
escort · Escort-line separator
Breaks hostile Escorts away from heavier hulls. Its exposed joints trade endurance for a high volume of replaceable kinetic assemblies.
Initiative
68
Armour
60
Firepower
45
Route Δ
0T
Build
2T
Behaviour
kinetic
Primary target
escort
Secondary target
frigate @ 65%
Registry traits
drone-rack · modular
F 105P 48X 52
KET-FR-03
Forge Frame
Commissionable
frigate · Convertible assault frame
A Frigate assembled around replaceable weapon clamps. It converts material into efficient Escort-breaking fire but depends on Tenders to survive repeated arrival windows.
Initiative
56
Armour
110
Firepower
80
Route Δ
+1T
Build
3T
Behaviour
kinetic
Primary target
escort
Secondary target
line @ 69%
Registry traits
convertible · modular
F 190P 72X 96
KET-FR-09
Matter Claimer
Commissionable
frigate · Driftfield capture and processing
Does not fire. Each surviving frame contributes 2 capture capacity and immediately grades recovered mass for the next fabrication queue.
Initiative
50
Armour
84
Collector capacity
2
Route Δ
+1T
Build
3T
Behaviour
harvester
Primary target
escort
Secondary target
frigate @ 50%
Registry traits
capture-2 · processor · modular
F 146P 82X 110
KET-LN-02
Assembly Spine
Commissionable
line · Mobile fabrication anchor
A slow line-scale truss carrying complete replacement sections. It delivers severe Frigate pressure but exposes a costly structure when its Drone screen collapses.
Salvage guilds that price history by the tonne and ransom what survives.
OSS-SK-01
Audit Needle
Commissionable
skirmisher · Capture-window disruptor
Marks vulnerable hulls and disables their control runs before the boarding line arrives. It creates inventory; it does not survive a prolonged exchange.
Initiative
96
Armour
40
Disruption
40
Route Δ
-2T
Build
1T
Behaviour
disruption
Primary target
frigate
Secondary target
line @ 70%
Registry traits
audit · capture-setup
F 48P 45X 38
OSS-ES-02
Lien Hook Escort
Commissionable
escort · Fast boarding cutter
Boards ships already disabled or opened by kinetic fire. Against an intact formation its hook crews expend themselves against sealed armour.
Initiative
79
Armour
78
Boarding strength
55
Route Δ
-1T
Build
2T
Behaviour
boarding
Primary target
skirmisher
Secondary target
escort @ 70%
Registry traits
boarding · grapple
F 104P 52X 61
OSS-ES-06
Breach Ledger
Commissionable
escort · Armour-opening escort
Applies measured kinetic damage without wasting recoverable hull mass. It prepares targets for Lien Hooks and Ransom Cages rather than chasing total destruction.
Initiative
88
Armour
82
Disruption
55
Route Δ
0T
Build
2T
Behaviour
disruption
Primary target
skirmisher
Secondary target
escort @ 66%
Registry traits
breach · salvage
F 128P 42X 49
OSS-FR-04
Ransom Cage
Commissionable
frigate · Heavy hull seizure
Converts disabled Frigates into captured tonnage. Its crews act after the opening exchange and require a mixed fleet to create vulnerable targets.
Initiative
54
Armour
130
Boarding strength
112
Route Δ
+1T
Build
3T
Behaviour
boarding
Primary target
frigate
Secondary target
line @ 72%
Registry traits
boarding · cage · salvage
F 186P 90X 112
OSS-FR-10
Recovery Barge
Commissionable
frigate · Driftfield claim and wreck sorting
Does not fire. Each survivor contributes 2 capture capacity while its cages separate usable assemblies from impact waste.
Initiative
40
Armour
105
Collector capacity
2
Route Δ
+1T
Build
3T
Behaviour
harvester
Primary target
escort
Secondary target
frigate @ 50%
Registry traits
capture-2 · salvage
F 150P 75X 96
OSS-LN-01
Final Account
Commissionable
line · Line-scale collection anchor
Breaks capital armour after faster guild craft have priced the field. Slow arrival geometry makes every commitment an economic exposure.
Initiative
32
Armour
310
Firepower
160
Route Δ
+2T
Build
6T
Behaviour
kinetic
Primary target
line
Secondary target
frigate @ 74%
Registry traits
fleet-anchor · salvage · breach
F 430P 160X 210
RELATIONAL SIGNAL / LUMLumen Communion6 / 6 operational
OPENING COMMISSIONHome Guard + three mobile Fleets
Post-human collectives that cancel conflict as interference.
LUM-SK-01
Phase Census
Commissionable
skirmisher · Early fire-control cancellation
Maps hostile firing solutions and interrupts Skirmisher control loops. It reduces the first return volley but cannot finish an intact heavy hull.
Initiative
97
Armour
35
Disruption
26
Route Δ
-1T
Build
1T
Behaviour
disruption
Primary target
skirmisher
Secondary target
escort @ 72%
Registry traits
coherence · cancellation
F 53P 52X 50
LUM-ES-03
Concord Screen
Commissionable
escort · Coordinated defensive escort
Removes fast attackers while maintaining a dense defensive geometry. Its finishing fire is modest, but its ceramic hull survives fragmented attacks.
Initiative
72
Armour
80
Firepower
42
Route Δ
0T
Build
2T
Behaviour
kinetic
Primary target
skirmisher
Secondary target
frigate @ 63%
Registry traits
coherence · screen
F 106P 64X 78
LUM-ES-08
Null Choir
Commissionable
escort · Frigate control disruptor
Cancels Frigate targeting channels across a shared aperture lattice. It wins time for the formation and contributes little permanent loss by itself.
Initiative
69
Armour
70
Disruption
48
Route Δ
0T
Build
2T
Behaviour
disruption
Primary target
frigate
Secondary target
escort @ 71%
Registry traits
coherence · cancellation
F 98P 92X 88
LUM-FR-05
Aperture Frigate
Commissionable
frigate · Protected escort breaker
Projects controlled kinetic fire through the formation aperture. High armour preserves the firing node; low peak damage demands coordinated support.
Initiative
51
Armour
138
Firepower
72
Route Δ
+1T
Build
3T
Behaviour
kinetic
Primary target
escort
Secondary target
line @ 68%
Registry traits
coherence · armoured
F 192P 116X 130
LUM-FR-11
Anchor Tender
Commissionable
frigate · Planetary-anchor resource capture
Does not fire. Each surviving hull contributes 2 capture capacity and stabilises extraction geometry around the claimed field.
Initiative
46
Armour
120
Collector capacity
2
Route Δ
+1T
Build
3T
Behaviour
harvester
Primary target
escort
Secondary target
frigate @ 50%
Registry traits
capture-2 · coherence
F 145P 100X 115
LUM-LN-02
Consensus Line
Commissionable
line · Capital cancellation anchor
Disables Frigate formations from inside a heavily protected lattice. It retains route control through denial rather than rapid destruction.
Initiative
42
Armour
300
Disruption
110
Route Δ
+2T
Build
6T
Behaviour
disruption
Primary target
frigate
Secondary target
line @ 73%
Registry traits
fleet-anchor · coherence · cancellation
F 405P 250X 275
Collector Fleet // exploration authority
Remote findings are not owned until return
LIVE AUTHORITY
Five exploration hulls
HEL-FR-11Continuance HarvesterHelion Compact
VEI-FR-09Morrowglass HarvesterVeilbound Houses
KET-FR-09Matter ClaimerKeth Fabricators
OSS-FR-10Recovery BargeOssuary Exchange
LUM-FR-11Anchor TenderLumen Communion
Five contract patterns
Survey vesselSurvey Run
Carries a dated sensor package to one frontier coordinate and returns a permanent classification trace.
Route
Resolve +3T · return +2T
Dispatch cost
F 20 · P 20 · X 60
Capacity
2 minimum · 8 cap
Resource yield at minimum capacity
Classification trace only
Components / discovery
0–0 · 100% trace chance
Favoured worlds
Any uncharted frontier coordinate
Mining bargeFerrite Recovery
Cuts exposed mass along a surveyed frontier route. Mining moons and volcanic bodies return the cleanest loads.
Route
Resolve +5T · return +3T
Dispatch cost
F 55 · P 10 · X 45
Capacity
2 minimum · 12 cap
Resource yield at minimum capacity
F 620–940
Components / discovery
0–0 · 3% trace chance
Favoured worlds
mining-moon · volcanic · barren @ 125% yield
Gas harvesterAtmospheric Skim
Skims unstable atmospheric layers for Flux and trace Prism. Gas giants and twilight worlds favour the pass.
Route
Resolve +6T · return +3T
Dispatch cost
F 30 · P 25 · X 70
Capacity
2 minimum · 12 cap
Resource yield at minimum capacity
P 45–120 · F 360–560
Components / discovery
0–0 · 5% trace chance
Favoured worlds
gas-giant · twilight · fractured-ice @ 125% yield
Salvage fleetWreck Census
Recovers structural mass and identifiable assemblies from old impact corridors. Ruins favour intact components.
Route
Resolve +4T · return +2T
Dispatch cost
F 45 · P 35 · X 55
Capacity
2 minimum · 10 cap
Resource yield at minimum capacity
F 260–460 · P 90–210
Components / discovery
0–2 · 8% trace chance
Favoured worlds
ruin · irradiated · barren @ 125% yield
Archaeology teamArchive Descent
Places a sealed team inside a surveyed ruin envelope. The return may contain Prism, components, or a Cartographer trace.
Route
Resolve +8T · return +4T
Dispatch cost
F 40 · P 90 · X 80
Capacity
2 minimum · 8 cap
Resource yield at minimum capacity
P 260–520
Components / discovery
0–1 · 22% trace chance
Favoured worlds
ruin @ 150% yield
Civilisation systems // material authority only
What commands build, spend, and lose
There is no universal coin in the command economy. Ferrite, Prism, and Flux are physical constraints. Research improves work; structures concentrate it; doctrine reallocates attention. None permits material authority to cross Collapse.
F
BASE ANCHOR INTAKE+120 / tick
ferrite
Hull frames, structures, armour, extractors, and kinetic mass.
A command rich in Ferrite can replace weight. It cannot replace timing.P
BASE ANCHOR INTAKE+90 / tick
prism
Computation, sensors, research, signalling, and precision systems.
Prism improves what a command can know. Intelligence still expires.X
BASE ANCHOR INTAKE+75 / tick
flux
Drive fields, energy systems, route work, and high-load industry.
Flux moves force through the lattice. It does not make an invalid route safe.
Planetary structures5 verified installations
Hull access
Light Shipyard
Sets which ship classes your production queue can assemble.
Keep the yard aligned with Hull Engineering. Research unlocks the design; the yard unlocks the machinery. Production population controls the base assembly rate.
L1Unlocks Skirmisher and Escort orders.F 260 · P 80 · X 70 · 2T
L2Unlocks Frigate orders.F 430 · P 135 · X 115 · 3T
L3Adds +1 ship assembly work each tick.F 690 · P 220 · X 190 · 4T
L4Unlocks Line Ship orders.F 1060 · P 345 · X 305 · 5T
L5Raises the shipyard bonus to +2 assembly work each tick.F 1560 · P 520 · X 455 · 7T
Intelligence
Signal Array
Reveals private planet intelligence; Asteroid Fields are already public.
Level 1 enables Planet Scans. Every level adds 15 scan strength, improving the chance of revealing resource bands and structure levels through enemy Security.
L1Enables Planet Scans and adds 15 scan strength.F 110 · P 260 · X 105 · 2T
L2Raises the array contribution to 30 scan strength.F 180 · P 430 · X 180 · 3T
L3Raises the array contribution to 45 scan strength.F 290 · P 690 · X 295 · 4T
L4Raises the array contribution to 60 scan strength.F 455 · P 1060 · X 470 · 5T
L5Raises the array contribution to 75 scan strength.F 690 · P 1560 · X 720 · 7T
Hull economy
Ferrite Extractor
Produces protected Ferrite at your home planet every tick.
Ferrite pays for armour, ship hulls, and heavy construction. Extractor income cannot be captured like an Asteroid Field.
L1+22 Ferrite every tick.F 140 · P 70 · X 50 · 1T
L2+44 Ferrite every tick.F 230 · P 115 · X 85 · 2T
L3+66 Ferrite every tick.F 370 · P 185 · X 140 · 3T
L4+88 Ferrite every tick.F 570 · P 290 · X 220 · 4T
L5+110 Ferrite every tick.F 840 · P 430 · X 335 · 5T
Research economy
Prism Extractor
Produces protected Prism at your home planet every tick.
Prism funds research, sensors, and Planet Scans. Build it when intelligence or technology is your bottleneck.
L1+18 Prism every tick.F 70 · P 145 · X 55 · 1T
L2+36 Prism every tick.F 115 · P 240 · X 90 · 2T
L3+54 Prism every tick.F 185 · P 385 · X 145 · 3T
L4+72 Prism every tick.F 290 · P 595 · X 230 · 4T
L5+90 Prism every tick.F 430 · P 880 · X 345 · 5T
Transit economy
Flux Extractor
Produces protected Flux at your home planet every tick.
Flux pays for propulsion, advanced systems, and many Fleet hulls. It is the slowest extractor, so plan ahead for expensive launches.
L1+15 Flux every tick.F 75 · P 65 · X 155 · 1T
L2+30 Flux every tick.F 120 · P 105 · X 255 · 2T
L3+45 Flux every tick.F 195 · P 170 · X 410 · 3T
L4+60 Flux every tick.F 305 · P 265 · X 635 · 4T
L5+75 Flux every tick.F 455 · P 395 · X 940 · 5T
Research branches4 preserved progress lines
hull
Hull Engineering
Unlocks Escort designs at level 1, Frigates at level 2, and Line Ships at level 4 when the Light Shipyard also meets the class requirement.
L1Unlock Escort designs120 cumulative research
L2Unlock Frigate designs260 cumulative research
L3Complete Line Ship theory prerequisite460 cumulative research
L4Unlock Line Ship designs760 cumulative research
signals
Signals
Each level adds 5 Planet Scan strength and extends completed intelligence by 6 ticks.
L1+5 scan strength · +6 retention ticks100 cumulative research
L2+5 scan strength · +6 retention ticks230 cumulative research
L3+5 scan strength · +6 retention ticks420 cumulative research
L4+5 scan strength · +6 retention ticks700 cumulative research
L5+5 scan strength · +6 retention ticks1100 cumulative research
extraction
Extraction
Each level adds 2.5% to Asteroid Field and extractor output. Protected base income is unchanged.
L1+2.5% field and extractor output90 cumulative research
L2+2.5% field and extractor output215 cumulative research
L3+2.5% field and extractor output400 cumulative research
L4+2.5% field and extractor output670 cumulative research
L5+2.5% field and extractor output1060 cumulative research
logistics
Logistics
Levels 2 and 4 each remove one tick from Fleet travel, to a maximum two-tick reduction.
L1Prepare the first transit reduction110 cumulative research
L2Reduce Fleet ETA by 1 tick250 cumulative research
L3Prepare the second transit reduction445 cumulative research
L4Reduce Fleet ETA by a further 1 tick735 cumulative research
Command doctrines5 temporary priorities
expansion
Expansion
+15% Asteroid Field income and +1 efficient field
TRADEOFF // +8% structure cost and -10% scan resistanceinnovation
Innovation
+20% research and +10% scan strength
TRADEOFF // -12% production throughputvigilance
Vigilance
+20% scan resistance and +10% defensive armour
TRADEOFF // -8% extraction incomecooperation
Cooperation
-1 local Defend ETA and +20% Influence
TRADEOFF // -8% Attack damagedominion
Dominion
+10% Attack damage and +15% proportionate Renown
TRADEOFF // -10% protected base income
ARCHIVE SURVIVESIdentity · records · honours · selected outcomes