Commanders

Commanders are VERY important in battle. A good commander has much more impact then a good choice of devices. The most important attribute is Detection, as this determines who fires first in battle. As a rule of thumb, after finishing research do not accept any commander with a detection under 3 to start out with.

Commander Abilities

Class
Determines the bonuses that the commander gives to other fleets when he is the Armada Commander (capital fleet). In all other cases, it is irrelevant. Class D commander can be as good as Class A.

Fleet Commanding
Determines the maximum amount of ships you can fleet with a commander. The maximum value for Level 1 admiral is 11, which becomes 40 at Level 20.

Efficiency
Determines the ability to overcome various psychological effects (ie. Berserk, Retreat, Panic). Note that it can much be higher than 100%.

Siege / Blockade
Increases (value × 3%) Attack Rate in a given battle type.

Siege Repelling / Break Blockade
Increases (value × 3%) Defense Rate in a given battle type.

Raid / Privateer
Increases chance of successful mission of a given type.

Maneuver
Increases (value × 3%) ship Mobility and Speed.

Detection
Inarguably the most important ability, it determines the range at which a commander will see the enemy and fire. Also used to detect enemy Raids and Privateers.

Interpretation
Currently not implemented.

Commander Training

Commanders have to earn experience by participating in battles and missions. They can earn most exp. points for killing ships in battle. Safer methods include: Training (1000 exp. per mission, more if you use bigger ships), Privateer (200 exp. per mission, more if you steal more PP - to do so use bigger ships / better admirals), Raids (exp. gain depends on the number of buildings destroyed - from 0 to several thousands of points), Station (5 exp. per turn), Patrol (10 exp. per turn). Training commanders in training fleets is a good way to get them up to level 5. After that training progression is too slow, assign them to combat fleets and start blockading to train them up fast.

The rate of commander spawning depends on your Military CM. You get a new admiral every 2 turns from Military CM of 6 up. With Military CM of 5, you get a new Admiral every 6 turns, with a CM of 4, every 10 turns, with CM of 3 every 14 turns, and so on. Note, that you do not get new admirals if your total number of admirals (both in pool and in fleets) is 200 or greater. Note: the old limit of 20 admirals in pool was removed.

Racial Commander Attributes

RACESIEGEBLOCK.RAIDPRIV.REPEL.BREAKPREV. RAIDMANEUVERINTER.DETECT.BERSERKSURVIVALPANIC
Human +2+2 –2 –2+5
Targoid +2 –1 –1 +5–5
Buckaneer –2 +2 +5%+5
Tecanoid –1 –1 +1+1+5
Evintos –2+2 –5–5
Agerus –2 +2 –2+2–5–10
Bosalian –1–1–1–1+2+1+1 –5+10
Xeloss +2 +2–1 –1–2+5–5–5
Xerusian +2 –1–1 +5–5
Xesperados–1 –1 +2

Commander Special Abilities

Note:
– The effectiveness of abilities depends on the commander's level.
– Complete Cloaking is an equivalent of Cloaking Field Generator device. Weak Cloaking can be detected by commanders with Weak Cloaking Detection.
– Misinterpretation makes enemy fleets treat your fleet as less dangerous, which in practice means they will fire at other fleets in range (if possible).
– Stealth value affects the enemies' detection range. Thus, +50% means that an enemy needs 50% more detection points to see the fleet at a given range.

ABILITYGENERAL EFFECTS
Artifact Cooling Engine
Races: Xesperados
Cooling Time reduction up to 50%
Detection/Interpretation penalty up to –5
Artifact Crystal
Races: Xeloss, Xerusian
Beam Damage bonus up to 40%
Shield Recharge Rate bonus up to 40%
Speed bonus up to 40%
Ballistic Expert
Races: All
Projectile Cooling Time reduction up to 40%
Projectile Attack Rate bonus up to 40%
Projectile Damage bonus up to 40%
Blitzkrieg
Races: Xerusian
Damage bonus up to 10%
Maneuver bonus up to +7
Breeder Male
Races: Targoid
Bonus to all abilities +2
Efficiency bonus up to +10%
Repair Speed bonus up to 40%
Disappears randomly to perform "duties"
Clonal Double
Races: Targoid
Survival chance up to 90%
Efficiency penalty (up to lvl 13)
Commerce King
Races: Buckaneer
Commerce CM bonus when on Expedition mission, up to +3
Cyber Scan Unit
Races: Evintos, Tecanoid
Attack Rate bonus up to 10%
Weak Cloaking Detection
Detection/Interpretation bonus up to +7
DNA Poison Replicater
Races: Targoid
Projectile Damage bonus up to +20
Missile Damage bonus up to +50
Energy System Specialist
Races: All
Beam Cooling Time reduction up to 40%
Beam Attack Rate bonus up to 40%
Beam Damage bonus up to 40%
Engineering Specialist
Races: All
Armor Defense Rate bonus up to 40%
Repair bonus (lvl 6+) up to +3 HP / 10 turns
Repair Speed bonus up to 40%
Impenetrable Armor bonus up to +40
Famous Privateer
Races: Buckaneer
Stealth up to 20%
Speed bonus up to 20%
Weak Cloaking (lvl 7+)
Privateer bonus up to +7
Genetic Throwback
Races: Bosalian
Panic Modifier +5
PSI Attack bonus up to 100%
Weak Cloaking
Intuition
Races: Human
Critical Hit bonus up to 20%
Detection bonus up to +3
Interpretation bonus up to +9
Weak Cloaking Detection (lvl 5+)
Irrational Tactics
Races: Human, Xesperados
Defense Rate bonus up to 30%
Maneuver penalty (up to lvl 19)
Jury Rigger
Races: Tecanoid
Repair +1 HP / 10 turns
Efficiency bonus up to +30%
Fleet Commanding penalty up to –3
Lone Wolf
Races: Buckaneer, Human
Berserk Modifier +5
Weak Cloaking (lvl 10+)
Decreases bonuses to others from Capital Fleet up to 100%
Decreases bonuses from Capital Fleet up to 50%
Privateer bonus up to +7
Lying Dormant
Races: Agerus
Stealth up to 70%
Weak Cloaking
Decreases bonuses from Capital Fleet up to 50%
Mental Giant
Races: Bosalian, Xeloss
Berserk Modifier –5
Panic Modifier –5
PSI Attack bonus up to 20%
PSI Defense penalty (up to lvl 10)
Weak Cloaking Detection (lvl 7+)
Complete Cloaking Detection (lvl 10+)
Detection bonus up to +10
Meteor Drones
Races: Agerus
Damage reduction up to 20%
Maneuver penalty up to –4
Missile Craters
Races: Agerus
Cooling Time reduction up to 40%
Armor Defense Rate penalty up to –30%
Missile Specialist
Races: All
Missile Cooling Time reduction up to 40%
Missile Attack Rate bonus up to 40%
Missile Damage bonus up to 40%
Pattern Broadcaster
Races: Tecanoid
Defense Rate Against Missiles bonus up to 50%
Stealth up to –50% (negative)
Misinterpretation up to 90%
Psychic Progenitor
Races: Xesperados
Berserk Modifier +5
Panic Modifier +5
PSI Attack bonus up to 100%
Complete Cloaking Detection
Weak Cloaking (lvl 7+)
Complete Cloaking (lvl 13+)
Efficiency penalty (up to lvl 17)
Retreat Shield
Races: Bosalian
Berserk Modifier –5
Panic Modifier –10
Shield Solidity bonus up to +5
Shield Strength bonus up to 100%
Impenetrable Shield up to +100
Complete Cloaking (lvl 16+)
Efficiency penalty up to –40%
Rigid Thinking
Races: Evintos, Xerusian
Berserk Modifier –5
Panic Modifier –10
PSI Defense bonus up to 50%
Scavenger
Races: Evintos
Armor Defense Rate bonus up to 10%
Repair bonus up to +3 HP / 10 turns
Repair Speed bonus up to 50%
Shield System Specialist
Races: All
Shield Solidity bonus up to +3
Shield Strength bonus up to 50%
Shield Recharge Rate bonus up to 50%
Impenetrable Shield up to +50
Xenophobic Fanatic
Races: Xeloss
Berserk Modifier +5
Panic Modifier –5
PSI Defense penalty up to –20%
Siege/Blockade/Raid/Privateer bonus up to +5

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