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Objectives

Contents

Empire questsEdit

Empire quests are objectives that grant an immediate reward when completed (usually an operation) as well as an added bonus to the first commander to reach them. The Empire quests are only available if you check the 'Empire quest' checkbox under 'advanced setup' and 'gameflow' as you set up the game.

Type Task Objectives Reward Pioneer reward Requirements
Unity The Emissary
  • Do 2 quests for an NPC faction
  • Achieve Peace with an NPC faction
25   Influence None
Unity The Diplomat
  • Sign a non-agression pact with another player
  • Maintain a peaceful relationship with for 10 consecutive   turns
All colonies gain 50   Happiness Contact with another commander
Unity The Negotiator
  • Sign a friendship pact with a faction
  • Buy 5 items from a faction
  • 50   Influence
  • 50   Energy
Completed The Emissary
Unity The Patron
  • Buy 3 dwellings from an NPC faction
A small army of faction units appear at the capital colony Completed The Negotiator
Unity The Unifier
  • Make an alliance with 2 different players
  • Maintain an alliance for 20 consecutive   turns
  • 100   Influence
  • 200   Energy
Completed The Diplomat
Military The Invader
  • Declare war on an NPC faction
  • Kill 2 armies belonging to an NPC faction
Receive a tier I unit at the capital colony None
Military The Warmonger
  • Enter war with another player
  • Kill 6 units belonging to another player
Receive a tier II unit at the capital colony Meet another player
Military The Technologist
  • Apply unit mods to 5 separate units
  • Use 5 tactical operations in combat
A commander receives a random hero item Research any unit mod or tactical operation
Military The Conqueror
  • Conquer 3 dwellings
A small army of racial units appear at the capital colony Complete the Invader
Military The Emperor
  • Defeat 2 players by capturing their capitals or killing their commanders
An army of racial units appear at the capital colony Complete the Warmonger
Development The Builder
  • Add a sector to the capital
  • Exploit a colony sector
  • Found a second colony
A free colonist appears in a colony None
Development The Operator
  • Research Operation Effectiveness I skill
  • Use a strategic operation
  • Use a covert operation
  • Use a doctrine operation
100   Energy Research any covert or strategic operation
Development The Economist
  • Research any Resource improvement in the Economy tree
  • Build a sector specialization
  • Upgrade a sector to level 2
200   Energy Complete the Builder
Development The Spymaster
  • Use 5 different covert operations
Gain a powerful item that allows heroes to make an army invisible Complete the Operator
Development The Harbinger
  • Build a Doomsday structure in a colony
  • Launch a Doomsday operation
All colonies gain 100   Happiness Unlock your secret tech's Doomsday weapon

VictoryEdit

Victory is the ultimate goal of any game and can be achieved in multiples ways. A game can be continued after a player achieves victory.

Domination victoryEdit

Domination victory is achieved when a commander owns a randomized number of sectors and holds onto them for a 10 turns.

Doomsday victoryEdit

Doomsday is the technological victory of the game. The type of doomsday is determined by a commander's secret tech and despite their name they're not all weapons of mass destruction. All doomsday weapons trigger over the same number of stages, allowing other commanders to recognize and counter the process.

Doomsday victory requires researching the initiation phase, building three doomsday structures and then launching the doomsday finisher operation which requires 10 turns to prime. If a commander captures a doomsday structure the timer is paused and if it successfully razes the structure the timer is reset and the operation will have to be launched again once a third doomsday structure is constructed again.

Completing the first doomsday structure also enables doomsday operations.

Last man standing victoryEdit

The Last man standing victory is obtained when a player has the last surviving commander. If a commander falls, then they will respawn after 3 turns at their HQ. A player is defeated by losing their commander and their HQ together.

Score victoryEdit

The score victory is obtained by the player with the highest score at the end of the game

Unifier victoryEdit

The unifier victory is achieved when a commander successfully takes control of the planet by means of its dormant planet CORE (Conscientious Omnipresent Regency Engine) AI, an autonomous sub-system of the shattered Star Union. In order to appease the planet CORE AI to appoint a commander as planetary ruler, that commander needs to launch the Planetary Unification Protocol operation, which requires late-game research to unlock and costs a large amount of   Influence. The operation can only be launched when the commander has   Virtuous reputation and the commander or their allies have annexed 3 NPC factions dwellings.

Launching the Planetary Unification Protocol operation starts a probation period. The probation period has base duration of the probation period is 30 turns, modifier by the following:

  • Each owned dwelling adds -2 turns
  • Each allied commander adds -2 turns
  • Each allied faction adds -2 turns
  • Each allied commander with the Planetary Unification Protocol operation active adds -4 turns
  • Each commander at war with adds +4 turns
  • Each faction at war with adds +4 turns
  • Each non-allied commander with the Planetary Unification Protocol operation active adds +4 turns

After the operation is launched losing a reputation level will increase the probation period by +2 turns and if the reputation becomes   Untrustworthy the operation is canceled. Once there are 5 turns left the probation period can no longer be shortened by obtaining new dwellings and allies.