Mechanics
This page lists all the Strategic Map mechanics.
For mechanics related to combat, see Warfare.
Desertion[edit | edit source]
Desertion occurs when a Unit has low Morale at the start of its owner's . A unit that deserts vanishes completely and cannot be recovered. Heroes and Mindless units cannot desert.
Unit Morale | Desertion Chance per![]() |
---|---|
-200 to -399 | 5% |
-400 to -599 | 20% |
-600- | 40% |
Diplomacy[edit | edit source]
When you meet other plays you can start to engage in diplomacy. The commander is the player representative in Diplomacy, and Diplomacy is therefore limited when the commander is recuperating. The relationship between players is represented by their opinion & diplomatic state.
Casus Belli:[edit | edit source]
Casus Belli represent a point value that are used to denounce players and declare war on them. It is important to have Casus Belli against a player before declaring war to avoid large penalties in Repuation & Popular Support. Having Casus Belli against a player reduces your opinion of the offending player. Casus Belli can be renounced in negotiation with the offending player.
Source | Amount | Note |
---|---|---|
Insulted | 3 | |
Fabricate Casus Belli | Cannot be forgiven through negotiation. Trying to denounce using these Casus Belli will give the opposing player Casus Belli |
Casus Belli | Amount | Popular Support | Reputation |
---|---|---|---|
0 | -200 | -300![]() | |
Minor | 1-5 | +200 for 10![]() |
-200![]() |
Moderate | 6-10 | +300 for 15![]() |
-100![]() |
Major | 11+ | +400 for 20![]() |
Diplomatic State:[edit | edit source]
- Neutral: Neutral is default state for two players when they meet each other. Neutral players can sign non-aggression pacts, offer/demand vassalage, or declare war without any turn delay. Neutral players can attack trespassing units without penalty.
- Non-Aggression Pact: Unlocks Open Borders treaty, Good Neighbors treaty, & Defensive Pact. Signing Non-aggression pacts increases your reputation, your opinion with the other player, and increases race relations with the race of the other player. In this state players can still declare war, but suffer a 1 turn delay before they may attack the opposing player, and may attack trespassing units without penalty.
- Defensive Pact: Unlocks the Share Vision treaty & Alliance. Players can now be called to war when waging a defensive war, and can join each other in battle. Signing Defensive Pacts increases your reputation, your opinion with the other player, and increases race relations with the race of the other player. Players must first break this pact before they able to declare war on the opposing player. This takes 2 turns to complete, and may attack trespassing units without penalty.
- Alliance: Unlocks the Share Intelligence treaty. Allies can be called into any war. Allied Victory is unlocked if it is enabled. Entering alliances increases your reputation, your opinion with the other player, and increases race relations with the race of the other player. Players must first break this pact before they able to declare war on the opposing player. This takes 2 turns to complete.
- War: Unlocks Truce treaty, Call to War action, Call to Arms action. Declaring wars decreases your reputation depending on the Casus Belli, your opinion with the other player, and decreases race relations with the race of the other player. Players must first break this pact before they able to declare war on the opposing player.
Pronouncements:[edit | edit source]
- Compliment: +100 opinion from another player for 15 turns. Costs 10
- Denouncement: Requires a Casus Belli against the other player. Can only be sent once per type of Casus Belli. Reduces all other players' opinions of the target player. The target player's Reputation is reduced. Costs
- Insult: -150 opinion from another player. Gives them 3 Casus Belli against you. Costs 10
- Warning: Lowers the opinion of the target player towards the warning player.
Reputation:[edit | edit source]
Reputation represents the way you are perceived by the world. It reflects your actions, good and bad. It influences the opinion of other players and the costs of Dwelling shops. Having a negative reputation grants other players Casus Belli against you.
Treaties:[edit | edit source]
- Good Neighbors: Grants a player the right to build on sectors that are claimed by another player without triggering any penalties. This treaty is one-sided and requires a Non-Aggression Pact or better.
- Open Borders: Allows another player to move within the domain of the player without causing trespassing conflicts. Open Borders is a one sided treaty, the player who is opening their borders may not freely walk through the domain of the other player unless they also open their borders. Requires a Non-Aggression Pact or better.
- Open Relay Agreement: Allows one player to make use of the orbital relays & forward relays belonging to another player, effectively connecting the two networks and allowing travel both to and from friendly relays. The Open Relay Agreement is a one-sided treaty; a player making this agreement cannot use the Orbital Relays belonging to another player unless they also agree to an Open Relay Agreement.
- Resource Trade: Sets up a one-sided gift of resources per turn to another player. During negotiation, the player sets a specific amount of either Energy or Cosmite to give each turn. This treaty is one-sided and requires a Non-Aggression Pact or better.
- Share Intelligence: Grants both players increased operation strength & operation defense. Shared Intelligence is a mutual treaty: both players forge this pact at the same time. Additionally, the players suffer decreased defense against covert operations from each other. Requires an Alliance.
- Share Vision: Grants vision of all of the player's units and domain to another player. Shared Vision is a one-sided treaty: the player who is sharing their vision may not see what the other player is seeing if that player does not share their vision as well. Requires a Defensive Pact or better.
- Truce: Ends a war between two players and makes them Neutral. Lasts 10 turns. If a player decides to declare war on the other player during that time period, they will receive a very high reputation penalty.
Popular Support[edit | edit source]
Popular support is affected by starting wars, ending wars, and the amount of Casus Belli involved.
Popular Support | Amount | Unit Upkeep | Unit Production Cost | Colony Happiness Income |
---|---|---|---|---|
Disapproving | -200 | +10% | +10% | -10% |
Regeneration[edit | edit source]
Regeneration is a measure of a Unit's ability to recover its Hit Points while on the Strategic Map. This recovery happens at the start of the unit's turn. The amount that a unit regenerates per turn can be found on the unit panel by overing over the unit's current Hit Points. This regeneration can be increased by certain Passive Abilities, Unit Mods and Economy Research.
![]() |
Effect Name | Effect Description | Effect Source |
---|---|---|---|
6 | Friendly Territory | Unit ends it's strategic![]() |
|
6 | Biological Recovery | 6![]() ![]() |
Amazon Biomancer, Dvar Foreman, Kir'Ko Transcendent, Syndicate Overseer, Vanguard PUG |
6 | Ecological Warfare | 6![]() ![]() |
Ecological Warfare |
6 | Field Medicine | 6![]() ![]() |
Vanguard Hero Skill |
6 | Mechanical Recovery | 6![]() ![]() |
Dvar Baron, Vanguard Engineer |
All | Regeneration | This unit is regenerating 8![]() ![]() ![]() ![]() |
Regenerative Carapace |
6 | Strategic Regeneration | The Kir'Ko are naturally adept at healing, increasing their strategic![]() ![]() |
All Kir'Ko have this by default. |
Sectors[edit | edit source]
The planet is divided into sectors, each containing or more identifying features.
The features of a sector affect how it can be exploited:
- A single Clime Feature
- A single dominant Terrain Feature
- Locations, such as Dwellings, Hazards, Landmarks, Resource Nodes, Spawners, & Visit Sites
When a sector is Annexed to a colony, it becomes a Province Sector and adds its income to that colony.
Clime Features:[edit | edit source]
Every clime except Ocean & Volcanic are associated with 2-3 resources, and increase the Sector Level of corresponding exploitations in them by 1. The effects of Climes are as follows:
Clime | Resource | Other Effects | Related Abilities |
---|---|---|---|
Arcadian | ![]() ![]() |
Arcadian Restoration (Target sector is turned into Arcadian sector), Progressive Cultivation (+8![]() | |
Arctic | ![]() ![]() |
Favored Terrain - Arctic (+200![]() | |
Arid | ![]() ![]() |
||
Coast | ![]() ![]() ![]() |
Water Camouflage | |
Fungal | ![]() ![]() |
||
Ocean | Uninhabitable | Water Camouflage | |
Volcanic | -50% income from this sector | DV-R Terrain Security Bulwark or Volcanic Adaptation remove penalty |
Terrain Features:[edit | edit source]
There are 4 dominant terrains associated with 2 resources, which increase the Sector Level of corresponding exploitations in them by 1. Any given sector is mostly made up of one of the 4 dominant terrain types, but other terrain types do exist in small amounts.
Terrain | Resource | ![]() |
Related Abilities |
---|---|---|---|
Barren | 6 | Rough Terrain Camouflage | |
Chasm | 16 | Rough Terrain Camouflage | |
Fertile Plains | ![]() ![]() |
6 | |
Forest | ![]() ![]() |
8 | Arboreal Eden, Ecological Construction, Forest Affinity(+200![]() |
Mountainous | ![]() ![]() |
12 | Mountain Breaker, Mountain Navigation (All units with Amphibious or Land Movement gain Expedited Movement in Mountains), Rough Terrain Camouflage, Tectonic Shift |
Ruins | ![]() ![]() |
8 | Ruins Navigation (All units with Amphibious or Land Movement gain Expedited Movement in Ruins) |
Shrubland | 6 | ||
Urban | 5 | ||
Wetland | 8 | Swamp Camouflage |
Trespassing[edit | edit source]
Moving an army into the domain of another player without having an Open Borders treaty is considered trespassing. The owner of the domain receives negative opinion and a Casus Belli towards the trespassing player for each time they trespass. Additionally, they can attack your units without declaring war on you, however they do have to break an alliance if you're in one. When an army is within a sector that changed owner last turn, they have one turn to leave the sector to prevent trespassing penalties.