## Universe Overview The galaxy consists of numbered **sectors**. A sector may contain any combination of the following entities: - Planets - Ports - Other players - Empty ships - Aliens (Ferrengi, Federation Starships, etc.) - Mines - Message beacons - Fighters (your own, other players’, rogue mercenaries’, or Ferrengi‑controlled) ## Starting Ship and Defenses - Every new player begins with a ship that carries **30 fighters**. - These fighters are available immediately for defense. ## Alignment, Ranks, and Commission **Alignment points** determine a player’s standing with the Federation and unlock advanced assets. | Rank | Title | Experience Required | |------|----------------------|----------------------| | 1 | Private | 2 | | 2 | Private 1st Class | 4 | | 3 | Lance Corporal | 8 | | 4 | Corporal | 16 | | 5 | Sergeant | 32 | | 6 | Staff Sergeant | 64 | | 7 | Gunnery Sergeant | 128 | | 8 | 1st Sergeant | 256 | | 9 | Sergeant Major | 512 | | 10 | Warrant Officer | 1,024 | | 11 | Chief Warrant Officer| 2,048 | | 12 | Ensign | 4,096 | | 13 | Lieutenant J.G. | 8,192 | | 14 | Lieutenant | 16,384 | | 15 | Lieutenant Commander | 32,768 | | 16 | Commander | 65,536 | | 17 | Captain | 131,072 | | 18 | Commodore | 262,144 | | 19 | Rear Admiral | 524,288 | | 20 | Vice Admiral | 1,048,576 | | 21 | Admiral | 2,097,152 | | 22 | Fleet Admiral | 4,194,304 | **Commission** - A player becomes *commissioned* at **1,000 alignment**. - The **Imperial Star Ship (ISS)** becomes purchasable at **1,000 alignment**. **Alignment‑gain methods (credits per point)** | Method | Credits per alignment point | |--------------------------------------|----------------------------| | Posting rewards on evil players | 1,000 | | Cross‑pod with an evil partner | 0 (no credit cost) | | Paying taxes | 1,500 (most expensive) | | Building planets | 2,000 (slow) | | Killing evil traders/aliens (‑250 align, 200 figs) | ≈ 400 | | Upgrading ports | 5,000 (high upfront) | > **Note:** Posting rewards is cheaper than paying taxes for alignment. ## Alignment‑Related Night‑Time Survival - With **good alignment** and **< 1,000 experience**, you may stay overnight in Federation space if the **ships‑per‑sector limit** is not exceeded and you carry **fewer than 99 fighters**. - Exceeding either limit triggers an automatic tow at Extern. - **Cloaking devices** provide an alternative safe haven: cloaked ships cannot be attacked directly, but cloaks may fail after 24 hours (appearing as a density anomaly). Photon torpedoes decloak them. ## Home Sectors and Base Placement - Choose an **out‑of‑the‑way sector** (often a dead‑end) for early bases to reduce exposure to traffic and hostile ports. - Avoid building bases directly between **Class 0** and **Class 9** ports. ### Bubbles and Tunnels - **Bubbles** are clusters of interconnected tunnels that have a single entry point. - **Tunnels** are linear chains allowing **2‑warp** movement. - For expansion, locate a bubble or tunnel and develop a **dead‑end sector** (no port) to place new planets. - Good‑aligned corporations typically develop bubbles containing **H**, **O**, and **L** planets to maximize daily credit generation and fighter production. ## Planet Mechanics ### Planet Types, Ratios, and Production Limits | Class | Ratio (Fuel/Org/Equ) | Max Colonists | Max Daily Fuel | Max Daily Org | Max Daily Equ | Max Daily Fighters | |-------|-----------------------|---------------|----------------|---------------|----------------|--------------------| | M (Earth) | 3 / 7 / 13 | 30,000 | 5,000 | 2,142 | 1,153 | 829 | | K (Desert) | 2 / 100 / 500 | 40,000 | 10,000 | 200 | 40 | 682 | | O (Oceanic) | 20 / 2 / 100 | 200,000 | 5,000 | 50,000 | 1,000 | 3,733 | | L (Mountain) | 2 / 5 / 20 | 40,000 | 10,000 | 4,000 | 1,000 | 1,250 | | C (Glacial) | 50 / 100 / 500 | 100,000 | 1,000 | 500 | 100 | 64 | | H (Volcanic) | 1 / ‑ / 500 | 100,000 | 50,000 | 0 | 100 | 1,002 | | U (Vapour/Gas) | ‑ / ‑ / ‑ | 3,000 | 0 | 0 | 0 | 0 | - The **daily production** of FOE products follows a bell curve; maximum output occurs at **50 %** of the maximum colonist count. - Colonist counts **below 50 %** tend to increase, while those **above 50 %** tend to die off proportionally. - **Maximum planet population** is **twice** the optimal colonist count; excess colonists reduce production efficiency. ### Fighter Production Factors Fighters are generated indirectly from the daily FOE production. Each planet class defines a **Fig factor** – the number of colonists required to produce one fighter for a given commodity. | Class | Fuel Fig Factor | Organics Fig Factor | Equipment Fig Factor | |-------|-----------------|---------------------|----------------------| | M | 30 | 70 | 130 | | K | 30 | 1,500 | 7,500 | | O | 300 | 30 | 1,500 | | L | 24 | 60 | 240 | | C | 1,250 | 2,500 | 12,500 | | H | 50 | 0 | 25,000 | | U | ‑ | ‑ | ‑ | **Formula (illustrative)**