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Capturable Colonies in Destiny Sphere

 
Capturable Colonies - a new type of colony that can be captured. They are located in the same place as regular ones (on Melsion). Initially, the colonies belong to DestinySphere.


DIFFERENCES OF CAPTURABLE

- a bonus to resource production is active (for all production with all bonuses, but only on this colony);
- a bonus to attack and damage when attacking another player from the colony is active;
- transfer to the colony takes a certain amount of time (turns), regardless of world settings and colony distance;
- some buildings are prohibited from construction (terraformer, temples, force shield, and DO);
- relocation along the ring and renaming of the colony are prohibited;
- there is a limit on the maximum number of rounds in combat on the colony;
- when entering vacation mode, all temporary colonies of the player are transferred to the game's ownership;
- Attention! Despite the fact that the activated Shield blocks your actions on the colony (as well as on regular combs), it DOES NOT CLOSE this type of colony from attack, so THE COLONY CAN BE CAPTURED. You can send armies to defend this comb.



HOW TO IDENTIFY A COLONY

A capturable colony differs from a regular one in the complex view by the yellow color of the gates.





HOW TO CAPTURE A COLONY

To capture a colony, you need to have certain science levels specified in the settings, a colonization center building, and not have the maximum number of captured colonies already. If one of the conditions is not met, the comb is simply looted. In "Race vs. Race" worlds, you can only attack combs of opposing races.
To capture a colony, you need to disable the defensive field and win one more battle after that, and also, that there is no special unit on the colony



HOW TO DEFEND A COLONY

When a colony is captured, temporary protection is activated, similar to beginner protection.
You can (and should!) defend a colony in three ways: a defensive field, a special unit, and, of course, by sending an army for defense.
Also, on the colony, the player can build the building Defensive Field Generator.


It is built on the GROUND in the home comb, and you should start building it immediately upon capturing the colony. Construction time is 1 hour. It does not require exceptionally large resources to build (200 000 energy, 50 000 food, 4 000 prodium, 10 000 kaderieum, 8 000 crystals), but it consumes 50 000 energy per hour.

The defensive field protects the colony from instant capture by another player and initially has 100 % strength. Each defeat weakens the defensive field by a certain percentage. The field can be restored for resources or silver. Restoration is instantaneous.



Attention! When the "Defensive Field Generator" building is deactivated, the defensive field will always be zero, as if this building is absent!

Do not count on freezing - it does not protect temporary colonies. Build a Defensive Field Generator and update it as needed in a difficult situation. Build a unit - its presence on the comb will not allow enemies to take the colony from you by a simple fly-by 21 army "on horseback".



SPECIAL UNITS

Razrukh Military Advisor Illusion

There are three special units, one for each race: Illusion, Ruin, and Military Advisor. These units can (and should!) be trained in level one buildings:
Voraners (Training Camp) — Ruin;
Liensu (Mutant Zone) — Military Advisor;
Psolao (Meditation Ground) — Illusion.

Units are built 1 hour at a rate of 1 pieces per colony, cost 100 000 prodium, 2 000 000 energy, 1 000 000 food, 500 000 kaderieum, and 300 000 nanocrystals.
Units cannot be sold or moved. Units cannot be sold or moved; they can be hidden in a shelter, however, this will not prevent someone from capturing the colony if other capture conditions are met.


WHAT HAPPENS WHEN A COLONY IS LOST/LIBERATED

- Buildings are converted into analogous buildings of the new owner's race;
- Armies of the previous colony owner flying or in combat are reassigned to the home comb;
- Armies of the previous owner returning or being sent to the colony are also redirected to the home comb;
- All armies stationed on the comb are merged into one and sent to the player's home comb;
- Trades on the colony are reassigned to the home comb;
- Transfer to the colony is reassigned to the home comb;
- All "unfinished" events (upgrades, building activations, unit construction, terraforming, science research, archaeological expeditions) are canceled;
- Artifacts (wherever they are) decompose into resources;
- The force field building will be automatically demolished;
- Resources remain with the winner, except for a certain percentage;
- Probes decompose - military experience spent on their construction is returned to the old owner, resources are returned to his home comb;
- Archaeologists and scientists return to the home comb. If there is no free space on the comb, they are destroyed;
- In case of voluntary abandonment of the colony, temporary protection will be activated (on the abandoned colony) for a randomly determined period;
- The colony cannot be abandoned if its defensive field is less than a certain value specified in the settings;



CURFEW

"Curfew" is a regular truce only on Temporary Colonies. It takes place at night at a time set by the world settings, during which the arrival of enemy armies at the Temporary Colony is impossible. Sending armies to defend temporary colonies, as well as flying armies from them, are allowed.
Battles that began before the "Curfew" on temporary colonies will be calculated regardless of their duration.
Please note that only battles that START either before the Curfew or later are calculated. Thus, with a Curfew from 3:30 to 6:30, a battle started at 3:29:59 or at 06:30:00 will be calculated, and a battle started at 3:30:00 or 06:29:59 will not.



COLONY SETTINGS

- Transfer time - 5 hours
- Maximum number of artifacts in the military base - 5
- Bonus on attack from the colony - 18%
- Bonus on damage from the colony - 18%
- Reduction of defensive field with each defeat - 5%
- Maximum number of rounds in combat for the colony - 10
- Maximum number of capturable colonies a player can own - 1
- Minimum Food level to capture a colony - 20
- Minimum Kaderieum level to capture a colony - 12
- Minimum Nano-crystal level to capture a colony - 12
- Minimum Prodium level to capture a colony - 12
- Minimum Static Energy level to capture a colony - 20
- Temporary protection for a newly captured colony - 12 hours on Volf and 24 hours on Vodoley
- Bonus on production of all resources 300% on Volf and 200% on Vodoley
- Percentage of resources that go to the "administration" in case of loss or refusal of the colony - 5 %
- Minimum defensive field value at which a colony can be abandoned - 90 %
- "Curfew" 3:30-6:30
- Prohibited buildings:
Force Shield
Stormtrooper Temple
Cloud Watcher Temple
Terraformer
Rest House