Öğreticiler ve Oyun İşlevleri Kılavuzu
Dark Matter Collectors are specialized ships capable of harvesting raw Dark Matter from deep space. To run this mission you need to meet a few strict requirements — sending the wrong fleet or wrong mission type will result in the fleet returning empty.
You must have Dark Matter Collector ships built in your Shipyard
The fleet must contain only Dark Matter Collectors — no other ship types allowed
The mission must be launched from your planet targeting a Moon
Select the "Research Dark Matter" mission type on the fleet dispatch screen
Once the fleet arrives at the moon it begins the search. Two independent rolls happen:
1. Discovery roll — determines if any Dark Matter is found
The more Collectors you send, the higher the reward if successful, but the base chance of finding anything slightly decreases with larger fleets.
2. Loss roll — determines if any ships are destroyed during the search
This is completely independent of the discovery roll. You can find DM and lose ships at the same time, or find nothing and still lose ships.
Fleet size | Reward potential | Ship loss risk |
|---|---|---|
Small (few ships) | Low DM amount | Low — few ships at risk |
Medium | Moderate DM | Moderate chance and count |
Large (many ships) | High DM amount | High chance, more ships destroyed |
The key trade-off: larger fleets multiply the DM reward but also increase both the probability and absolute count of ships lost.
A full expedition report is delivered to your Messages inbox when the stay phase ends
The report shows: ships sent, mission outcome, DM found (if any), ships destroyed (if any), and how many Collectors are returning
Found Dark Matter is automatically credited to your account when the fleet arrives home — no extra steps needed
Maximum DM reward per single mission is 8,000 DM
Success is never guaranteed — plan for multiple runs
Sending a single Collector is the safest way to test the mission without risking many ships
Lost ships are deducted before the fleet returns — your Collectors are permanently gone, not just delayed
Periodically, asteroids appear scattered across the galaxy filled with raw resources — metal, crystal, and deuterium. By sending a fleet to an asteroid's coordinates, you can harvest those resources and bring them back to your planet.
Asteroids respawn twice a week (Sunday and Wednesday). When a new cycle begins, all existing asteroids are cleared and a fresh batch is placed across the universe. Act quickly — popular spots get harvested fast.
Open the Galaxy view and look for asteroid icons on planet slots. You can see them without scanning. Click an asteroid to get its coordinates, then launch your fleet.
You need Recyclers or Battle Recyclers to harvest asteroids — only these ships are capable of gathering loose resources in space. The more cargo capacity you bring, the more resources you can collect in a single trip.
Astrophysics — increases the total yield you can extract from an asteroid.
Mineral Research — boosts the amount of metal you collect.
Crystal Research — boosts crystal collection.
Fuel Research — boosts deuterium collection.
Investing in these technologies makes each mining run more profitable.
Not all asteroids are the same. Some are rich in metal, others in crystal, and rarely you may find one with a notable deuterium concentration. The asteroid name in the galaxy view gives a hint about its composition.
Asteroid mining is not without risk. You may encounter:
Unstable asteroids — structural instability can damage your fleet.
Pirate patrols — raiders operating near asteroid fields may intercept your ships.
Gas pockets — pressurized gas inside the asteroid can destroy a portion of collected resources.
On rare occasions, your sensors may detect a vein of Dark Matter crystallized deep within the asteroid. These deposits are uncommon — but worth the effort of every mining run.
Send a large enough fleet to maximize the resources you carry back.
Level up your research technologies to improve returns.
Check the galaxy view early after a new cycle starts to find untouched asteroids.
Heavier pirate presence is possible at richer asteroid fields — bring ships accordingly.
The Transport page allows players to automatically collect resources from all their owned planets and send them to their current active planet in a single action.
The Transport page can be accessed from the main navigation menu on the left side of the screen. It is located in the Fleet section — click the small transport icon next to the Fleet menu entry, or navigate directly via:
game.php?page=transport
Admiral Officer at level 10 or higher is required to access this feature.
The player must not be in vacation mode.
The current planet must not be a moon.
At least one free fleet slot must be available.
Open the Transport page — it lists all your planets along with their current resources (Metal, Crystal, Deuterium) and the transport ships available on each.
Select the planets you want to collect resources from using the checkboxes.
Click Continue to dispatch fleets automatically.
For each selected planet, the system will:
Calculate the optimal number of Small Cargo, Large Cargo, and Battle Transporter ships needed to carry the available resources.
Automatically determine flight duration and deuterium consumption.
Send a Transport (Mission 3) fleet from that planet to your current planet.
A planet is not eligible if it has no cargo ships available.
Transport is blocked if the planet has insufficient deuterium to cover fuel costs, or if cargo capacity is less than fuel consumption.
Transport is blocked if the target planet is currently under attack.
You cannot select your current planet as a source.
Each dispatched fleet consumes one fleet slot; if you run out of slots, remaining planets are skipped.
Once a transport fleet arrives, both the sender and the recipient (if different players) receive an in-game message with the transferred resource amounts. A return notification is sent when the fleet arrives back at its origin planet.
Auto Expedition is a batch-launching system that lets players send multiple expedition missions at once with consistent parameters, bypassing the manual fleet dispatch workflow.
Expedition Research (Astrophysics) Level 4 — unlocks the feature
Batch size scales with tech level: Lv4-5 → 3, Lv6-7 → 5, Lv8-9 → 8, Lv10+ → 12 expeditions per batch
A modal dialog (triggered from the Fleet Table page) provides:
Ship Selection — either pick ships manually from the current planet or load a pre-saved Fleet Group (requires Computer Tech Lv6+)
Parameters — number of expeditions (capped by available fleet/expo slots), fleet speed (10%-100%), and stay time (1-32 hours)
Real-time fuel estimate — deuterium cost per expedition is calculated live; highlights red if the planet lacks resources
Launch — sends all expeditions in one click; the backend loops through each, creating individual fleet missions (mission type 15), deducting fuel per fleet, and stopping if slots or deuterium run out
The backend checks: vacation mode, available fleet slots, expedition slots, ship availability (total ships needed = per-expedition count × number of expeditions), sufficient deuterium, and valid speed factor — all before dispatching.
Fleet Groups allow players to save predefined fleet compositions for quick reuse when dispatching fleets or launching auto expeditions.
Computer Technology Level 6 — unlocks the Fleet Groups feature
While unlocked at level 6, the number of groups you can save scales with your Computer Technology level:
Level 6: 1 group
Level 8: 2 groups
Level 10: 3 groups
Level 12: 4 groups
Level 20: 8 groups
Formula: floor((Computer Technology Level - 4) / 2)
Access Fleet Groups from the Fleet Table page via the "Fleet Groups" button
Create: click "Create New Group", name it (max 30 characters), select ships and quantities from a grid, then save
Edit: click the pencil icon on any saved group to modify its name or ship composition
Delete: click the X button on a group card and confirm deletion
Load: click a group card to instantly populate the fleet table with that saved composition
Fleet Groups work seamlessly with Auto Expedition. When launching auto expeditions, you can toggle between Manual Selection and Fleet Group mode:
In Fleet Group mode, a dropdown lists all your saved groups
Selecting a group auto-fills the ship selection with that group's composition
You can still adjust quantities after loading a group
Each group stores a ship type and quantity combination (e.g., 5 Small Cargo + 10 Large Cargo + 1 Pathfinder)
Groups are saved per player and persist across sessions
At least one ship must be selected to save a group
The modal is fully responsive and works on mobile devices
Press ESC or click outside the modal to close it
Expeditions send fleets into unexplored space to find resources, ships, Dark Matter, rare fragments, or hostile encounters. Rewards depend on your empire’s production, fleet value, stay time, available cargo, and recent expedition income.
Expedition Research level 1 unlocks expeditions.
Maximum simultaneous expeditions:
Expedition slots = floor(√Expedition Research level)
Research level | Slots |
|---|---|
1 | 1 |
4 | 2 |
9 | 3 |
16 | 4 |
25 | 5 |
Premium expedition-slot bonuses are added on top. Every expedition also requires a normal fleet slot.
Send your fleet to the empty position after the final planet—currently slot 16—and select the Expedition mission. The Galaxy page also has an expedition shortcut.
Available stay times depend on Expedition Research and active bonuses.
Auto Expo unlocks at Expedition Research level 4. It launches several identical fleets with one action.
Research level | Maximum batch |
|---|---|
4–5 | 3 |
6–7 | 5 |
8–9 | 8 |
10+ | 12 |
The real number launched is limited by available ships, fuel, expedition slots, and normal fleet slots. Selected ship amounts are required for each expedition.
Auto Expo can use manual ship selection or a saved Fleet Group. Fleet Groups require Computer Technology level 6.
Ship classes no longer have special expedition weights, and mixing ship types gives no composition bonus.
The game compares the fleet’s real construction value with your empire’s daily production. Larger fleets improve rewards, but with strong diminishing returns. Several moderate fleets are normally more efficient than one enormous fleet.
Resource and ship rewards gain:
+3.5% per actual hour after the first
Maximum bonus: +10%, reached at approximately four hours
Special Discovery chance increases slightly from 5% to a maximum of about 5.5%
Resource discoveries are limited by actual free cargo space. There is no 110% cargo allowance.
Send fleets empty whenever possible, because transported resources reduce available loot space. Found ships and Dark Matter do not require ordinary cargo capacity.
Event | Normal chance | Result |
|---|---|---|
Found Resources | 30% | Finds Metal, Crystal, or Deuterium |
Found Ships | 12% | Adds eligible ships to the fleet |
Found Dark Matter | 8% | Finds Dark Matter |
Pirates | 6% | Combat against technology 3 levels lower |
Aliens | 3% | Combat against technology 3 levels higher |
Delayed Return | 7% | Adds 50–200% of stay time to the return |
Early Return | 4% | Shortens the return leg by 20–50% |
Nothing Found | 25% | No reward |
Special Discovery | 5% | Finds an upgrade fragment and Building Tournament point |
There is no separate instant fleet-loss event. Fleets can only be destroyed through combat.
Every six resource discoveries contain exactly:
3 Metal finds
2 Crystal finds
1 Deuterium find
The order is shuffled separately for each player.
Discovery strength:
Tier | Chance | Size |
|---|---|---|
Common | 89% | 0.5–2 production-hours |
Uncommon | 10% | 3–6 production-hours |
Rare | 1% | 8–16 production-hours |
Results are modified by fleet value, duration, random variance, cargo space, and the rolling resource budget.
The game checks expedition resources recovered during the previous 24 hours and compares them with your current daily production:
0–100% of daily production: full rewards
100–150%: 50% efficiency
150–200%: 20% efficiency
At 200%: no further resource-find rewards
This is a moving 24-hour window, not a daily reset. Older rewards stop counting when they become more than 24 hours old.
A single ship find is capped at 5% of the sent fleet’s value
Rolling ship rewards are capped at 35% of daily production value
You cannot find a ship more expensive than the most expensive ship class sent
Colony Ships, Recyclers, and Spy Probes cannot be found
Planet Bombers, Battle Cruisers, and Battle Recyclers have a rare pool chance. Battle Fortresses, Black Moons, and Avatars are possible but extremely rare.
Include at least one valuable ship if you want ships of that value to become eligible.
Tier | Chance | Base amount |
|---|---|---|
Common | 89% | 100–300 |
Uncommon | 10% | 300–750 |
Rare | 1% | 750–3,000 |
Fleet value provides only a small Dark Matter bonus. Expedition Dark Matter is capped at 15,000 over a rolling 24-hour period.
Combat strength is based on the fleet you sent.
Difficulty | Chance | Pirates | Aliens |
|---|---|---|---|
Minor | 89% | 35% fleet strength | 45% |
Average | 10% | 55% | 70% |
Massive | 1% | 90% | 120% |
Destroyed ships from both sides create a 20% Metal/Crystal debris pool.
Surviving Recyclers or Battle Recyclers can recover:
80–95% after a victory
40–60% after a draw
Recovery is limited by Recycler capacity. Winning without usable Recycler capacity loses the debris but awards 30–80 Dark Matter as compensation.
The first 30 expedition launches per server day receive normal chances and rewards.
Launch 31 and later remain possible, but:
Profitable event chances are reduced by 90%
Resource, ship, Dark Matter, and combat-recovery rewards are reduced by 90%
Pirate and Alien frequency and strength are unchanged
Most outcomes become Nothing Found or timing events
The counter records launches, not successful expeditions, and resets at the server’s daily reset.
The Player Activity page is a personal profile and statistics dashboard for each player. It provides an overview of your game progress, combat history, expedition records, and Dark Matter transactions — all in one compact interface.
Navigate to: game.php?page=activity
Or add a direct link anywhere in the game using that URL.
Points Overview
Shows a breakdown of your total points split across Fleet, Research, Buildings, and Defense — displayed as a doughnut chart or a sortable list with percentage share.
Battle Journal
Displays your overall combat statistics (wins, losses, draws) as both attacker and defender, with a win rate summary. Below the chart, a log of your battles from the last 7 days is shown with opponent name, result, units lost/killed, resources stolen, and a link to the full combat report.
Expeditions
Lists your last 7 days of expedition results with timestamps and color-coded event icons. Each entry shows the event description and any resources or Dark Matter found. Events include: resource finds, Dark Matter finds, ship discoveries, combat encounters, fleet losses, and time distortions.
Dark Matter
A chronological log of all Dark Matter transactions — showing the date, source/reason, change amount (positive or negative), and running total after each transaction.
Account Info
A summary of your account details: registration date, days active, number of planets and moons, current Dark Matter balance, alliance membership, overall rank, and total battles fought.
All journals display up to 10 entries per page with Previous / Next navigation.
The page only shows data for the currently logged-in player.
Expedition and Dark Matter records are logged automatically as you play.
Conveyors are production line buildings that allow your planet to build ships and defenses in bulk at extreme speed. Instead of building one unit at a time, a leveled conveyor can produce dozens — or even hundreds — of units every second.
Normally your Shipyard and Nanite Factory reduce the build time of each unit. Once a unit's build time has been reduced all the way down to the minimum (1 second), the conveyor kicks in. From that point on, the conveyor determines how many of that unit are produced per second — the higher the conveyor level, the faster your queue drains.
In short: Shipyard and Nanite get units to minimum build time. Conveyors take over from there and flood your queue.
There are three conveyors, each dedicated to a different group of ships and defenses. You need to build the correct conveyor for the unit you want to mass-produce.
Light Conveyor — for small and cheap units
Spy Probe, Light Cargo, Heavy Cargo, Light Fighter, Heavy Fighter, Solar Satellite, Missile Launcher, Light Laser Turret, Heavy Laser Turret
Medium Conveyor — for mid-tier combat ships
Cruiser, Battleship, Recycler, Battle Cruiser, Battle Recycler, Battle Transporter, Star Fighter, Planet Bomber, Gauss Cannon, Ion Cannon, Plasma Cannon
Heavy Conveyor — for capital ships and heavy defenses
Battle Fortress, Black Moon, Avatar, Graviton Cannon
Three things stack together to boost how fast your conveyor produces units:
1. Conveyor Level
The most important factor. Each level multiplies output significantly:
Level | Light (ships/sec) | Medium (ships/sec) | Heavy (ships/sec) |
|---|---|---|---|
1 | ~37 | ~15 | ~2.4 |
5 | ~92 | ~32 | ~4.6 |
10 | ~279 | ~88 | ~10.5 |
15 | ~853 | ~237 | ~24 |
20 | ~2,602 | ~640 | ~55 |
Values shown without Nanite/Shipyard bonuses — actual speed in-game will be higher.
2. Nanite Factory
Your Nanite Factory boosts all conveyors on that planet. The bonus grows slightly faster than linearly — each level gives around +3% plus a small extra bonus at higher levels. A high-level Nanite Factory on your production planet makes a significant difference.
3. Shipyard
Your Shipyard also multiplies conveyor output. Each level up to 20 gives +1% speed. Beyond level 20 the bonus per level starts to accelerate, so a very high-level Shipyard becomes increasingly valuable for production planets.
Tip: Your dedicated production planet should have a high Nanite Factory, high Shipyard, and a leveled conveyor for the ship class you mass-produce most.
Conveyor costs increase by 50% per level (factor 1.5). This makes early levels cheap and accessible, while very high levels are a serious long-term investment.
Class | Level 1 cost | Total to reach level 10 | Total to reach level 20 |
|---|---|---|---|
Light | 1.5M / 500K / 200K | ~170M / 57M / 23M | ~9.97B / 3.32B / 1.33B |
Medium | 3.5M / 1.5M / 600K | ~397M / 170M / 68M | ~23.3B / 9.97B / 3.99B |
Heavy | 7.5M / 3.5M / 1.5M | ~851M / 397M / 170M | ~49.9B / 23.3B / 9.97B |
(Metal / Crystal / Deuterium)
Don't neglect your Shipyard and Nanite Factory first. Conveyors only activate once units hit minimum build time — if you build a conveyor before that, it does nothing.
Start with Light Conveyor. It's the cheapest and covers the most commonly mass-produced units like Light Fighters and Light Cargos.
One planet, one job. Consider dedicating a single planet as your production planet and maxing Shipyard, Nanite, and the relevant conveyor there.
Conveyor level matters more than anything. Even a few levels make a massive difference thanks to the exponential growth curve.
Every solar system contains 15 planet positions. A planet’s position determines its possible number of fields and temperature.
Starting planet: 600 fields
Colony size multiplier: 2.8×
The starting planet always receives 600 fields, regardless of its position.
Colonies receive a random number of fields from the range for their position.
Terraformer fields and other field upgrades are added afterward.
Position | Colony fields | Possible maximum temperature | Solar-satellite energy | Deuterium factor |
|---|---|---|---|---|
1 | 266–302 | 220°C to 260°C | 63–70 | 0.76×–0.84× |
2 | 271–308 | 170°C to 210°C | 55–62 | 0.86×–0.94× |
3 | 274–383 | 120°C to 160°C | 47–53 | 0.96×–1.04× |
4 | 344–568 | 70°C to 110°C | 38–45 | 1.06×–1.14× |
5 | 414–588 | 60°C to 100°C | 37–43 | 1.08×–1.16× |
6 | 414–632 | 50°C to 90°C | 35–42 | 1.10×–1.18× |
7 | 394–764 | 40°C to 80°C | 33–40 | 1.12×–1.20× |
8 | 473–688 | 30°C to 70°C | 32–38 | 1.14×–1.22× |
9 | 450–666 | 20°C to 60°C | 30–37 | 1.16×–1.24× |
10 | 431–627 | 10°C to 50°C | 28–35 | 1.18×–1.26× |
11 | 414–571 | 0°C to 40°C | 27–33 | 1.20×–1.28× |
12 | 380–478 | −10°C to 30°C | 25–32 | 1.22×–1.30× |
13 | 305–338 | −50°C to −10°C | 18–25 | 1.30×–1.38× |
14 | 226–260 | −90°C to −50°C | 12–18 | 1.38×–1.46× |
15 | 182–207 | −130°C to −90°C | 5–12 | 1.46×–1.54× |
The energy value is the approximate energy produced by one Solar Satellite at 100% output before additional player bonuses. The deuterium value is the temperature factor used in Deuterium Synthesizer production. A higher factor means more deuterium at the same mine level.
Each generated planet has a 40°C difference between its minimum and maximum temperature.
Positions close to the sun provide the most energy from Solar Satellites.
Position 1 can produce approximately 63–70 energy per satellite, making it the strongest location for satellite energy and Graviton-related requirements. However, these planets are small and produce the least deuterium.
Temperature does not increase Solar Plant or Fusion Plant output. It only affects Solar Satellites.
The middle positions provide the largest planets and are usually the best locations for permanent colonies.
Position 7 has the highest possible size: up to 764 fields.
Position 8 has the highest guaranteed minimum: at least 473 fields.
Positions 8 and 9 offer an excellent balance between fields, satellite energy and deuterium production.
Because the size is randomly generated, a position 7 planet can be exceptionally large but can also start with fewer fields than a position 8 planet.
Outer planets provide the best Deuterium Synthesizer production.
Position 15 has the strongest deuterium factor, but it also has the smallest planet sizes and very weak Solar Satellites. Players colonizing these positions should plan for alternative energy sources.
At average temperatures, a position 15 planet produces approximately 87.5% more deuterium than a position 1 planet with the same Deuterium Synthesizer level and production settings.
Planet position does not directly increase metal or crystal production in this universe.
The position-related effects are:
Hotter planets provide more Solar Satellite energy.
Colder planets provide more deuterium.
Middle positions generally provide more building fields.
Maximum possible fields: Position 7
Most consistently large planets: Position 8
Balanced permanent colonies: Positions 7–9
Maximum satellite energy: Position 1
Maximum deuterium production: Position 15
Balanced deuterium colonies: Positions 11–12