| Available only in the SE CIV edition! | |
1. Introduction- There are 4 different civilizations available, each one possessing an unique set of advantages over the game's baseline.
- To choose and visualize the advantages of each civilization, in the game refer to the section Panel -> Civilizations.
- The choice of civilization can only be made when the player surpasses the score of 15.000 points.
- The choice of civilization is completetely free of any charge.
- Once chosen, the player can no longer change the civilization to which he/she belongs.
- When the player reaches the required score, a warning about the choice of civilization is exhibited upon Login.
- The civilizations to which the players belong are displayed in the espionage reports and players profile.
2. Civilizations- Each player must choose the civilization which is more adequate for their intended strategy.
2.1 Mining Civilization- Notorious for possessing advantages in the construction of buildings, in the capacity of the Bunker, in a higher recovery rate of damaged defenses and discounts in the exchanges with the Market.
- This civilization was built for those who invest a lot in buildings and little in attacks.
2.2 Merchant Civilization- Notorious for its discounts in the exchanges with the Market and its increased Bunker capacity.
- This civilization has some similarities to the Mining civilization but is more oriented towards the benefits of using Market.
2.3 Scientist Civilization- Civilization with the greatest technology potential, notorious for not only having Cargo and Fuel Technologies, but also for having faster technology research and a Mother Ship capable of having both the Collect and Escape Modules.
- This civilization was built for those who appreciate good technology ranks.
2.4 Warrior Civilization- Civilization which possesses the most fearsome Titan ship in the game.
- Notorious for a faster hangar production and debris processing and recycler capacity. Allows to see more zones in Observatory and has a discount when using a Jump Gate.
- This civilization was created of players who appreciate attacks.
3. Advantages Description3.1 Special Access- In this section are listed the technologies/units exclusive to some civilizations.
3.2 Acceleration- In this section are displayed the multipliers applied to the time of construction/evolution/processing.
3.3 Capacity Increase- In this section is displayed the bonus percentage value given in the capacity of the corresponding building.
3.4 Percentage Bonus3.4.1 Defense Recovery- Display of the percentage value that will be added to the defense recovery value.
3.4.2 Level loss on Comet Disasters- In the Buildings' case, the percentage value applies as a decrease in the value of lost levels, example:
- If with a normal civilization a loss of 10 levels occurred, then with a civilization with 10% bonus a loss of 9 levels will occur (on average).
- In Defenses' case, the percentage value is added to the recovery rate.
3.5 Increase3.5.1 Beneficts on Fields- The indicated percentage value is deducted onto the evolution cost on fields.
3.5.2 Visible Zone (Observatory Range)- The displayed value is added to the Observatory level, increasing its sight rande.
3.6 Beneficts on Market3.6.1 Discount on trading profit- The value displayed refers to the profit of the Market on trading transactions, example:
- If the Market has 10% profit rate and the discount is 10%, then the final profit rate applied on trading will be 9%.
3.6.2 Discount on the Jump Gate (cost per ship)- The value is fully taken from the cost per ship at Jump Gate usage.
3.6.3 Discount on profit rate on assisted collects- The displayed value is applied on the profit rate on assisted collects, example:
- If the Market has a 10% profit rate and the discount is 10%, then the final profit rate applied on assisted collects will be 9%.
3.7 Mother Ship |