Server Tasks (Effects all Games)

The server will perform specific scheduled task every so often, sometimes heavy tasks can produce lag which may last up to 1-2 minutes. Sometimes the lag may be great enough to freeze the game temporary until the specific task has been completed. The following is the time for tasks (all in server time):

The first 5 minutes for each hour – Light Task
11:30 AM – Light Task
3:00 AM – Light Task
5:00 PM – Medium Task
7:30 PM – Heavy Task 
8:00 PM – Heavy Task (daily server refresh)

The inner workings of GC: Includes all formula and calculations 

Power rating

Planet power rating:-
(pop / 10) + housing + commercial + mining + +agriculture + industry + ( planet x 1000 )

Player power rating:-
(total planet power rating) + (total ship power rating)

PR will only be refreshed when you do the following tasks:-
- Logging in
- Attacking
- Defending against attack
- Getting ships from artifacts/missions
- Building ships
- Plundering a colony
- Finding a new planet
- Given a new planet from artifacts/missions
- Clustering colonies

PR will not be refreshed when you do the following task:-
- Building/demolishing infrastructure
- Population growth from performing any tasks other than the above

Therefore sometimes your PR will suddenly jump the next time the PR refreshes due to increase in infrastructure and population.

On average a planet contains around 1200-1600 PR, having more than 3 colonies can result in placing the player on the risk of going over the 5000 PR (newbie protection) limit.
Winning a battle

To win in a battle you need to do a kill 10% of the enemy fleet.
For enslavement you need to kill 60% of the enemy fleet.
If the defender has no fleet, then the attacker automatically wins the battle.

Dropping in to DP

You can only lose a maximum of 3 colonies before you drop in to DP
DP.

Internally the DP works by accumulation of tokens. 
DP Tokens will be awarded to players as they lose PR in battle. 
Tokens will be given regardless if they win or lose a battle.
Tokens will only be awarded to the defender in a battle.
Once your DP token reaches 3 or more, you will be placed under DP.
 You will be given 1 DP token for each colony you lose.

Enslavement DP calculations is as below:-
 
1 token given for losing >= 10% ShipPR 
2 token given for losing >= 50% ShipPR 
3 token given for losing >= 80% ShipPR 

The DP refreshes every 5 minutes. When an empire’s DP runs out, there may be an additional 5 minutes worth of DP before the system refreshes and move the effected empire out of DP.

Losing colonies

From the way DP token works, you can lose a maximum of 3 colonies before dropping in to DP. How colonies are taken during battles:-

1 colony taken for killing >= 10% ShipPR 	
2 colony taken for killing >= 20% ShipPR
3 colony taken for killing >= 40% ShipPR

Notes:
>= 	means greater than equal to
ShipPR means the total power rating of the defender’s fleet

Battle

Formula:-
Damage = ( (Weapon1 –Shield1*) + (Weapon2 –Shield2*) + (Weapon3 –Shield3*) + (Weapon4 –Shield4*) ) x Fleet Attitude

Weapon1 – Shield1 means the damage caused by weapon1 minus the abortion rating of shield1. For example, if weapon1 is 100, and the shield rating is 50%, then:-

Weapon1 – ( Weapon1 x Shield1% ) = Net Damage
100 – (100 x 50/100)  = 50

Fleet attitude determines how much damage the attacker and defender’s fleet will sustain. Careful attitude will result in a reduced weapons effectiveness that then results in a lower casualty rate. Fleet attitude can be seen below:-

Careful
-50% Attacker efficiency
-50% Defender efficiency
 
Normal
-5% Attacker efficiency
Normal Defender efficiency
 
Aggressive
+75% Attacker efficiency
+99% Defender efficiency

Notes:
Weapon1 = Energy Weapon
Weapon2 = Kinetic Weapon
Weapon3 = Missile Weapon
Weapon4 = Chemical Weapon

Shield1 = Energy Shield
Shield 2 = Kinetic Shield
Shield 3 = Missile Shield (ECM)
Shield 4 = Chemical Shield

Market

Market refreshes every 5-15 minutes, so if you have unsold goods, it may not exactly return that amount to you in 48 hours time. This will only be processed once every 5-15 minutes.

Market takes 15 minutes to 1 hour for the posted items to appear. 

Mineral calculation (GC)

Colony Size (No of planets in Colony) + ( Colony Size x Mining Research Lvl / 10 x Planet mining level / 100 x Racial Modifier

The inner workings of UC: Includes all formula and calculations 

Power rating

Planet power rating: Planets x 50
Player power rating: (total planet power rating) + (total ship power rating) - 6000

The `-6000` is to ensure all players will have a base to start out with (assuming 220 planets, 220x50-6000=5000, so all players can have up to 219 planets before coming out of newbie protection)

PR will only be refreshed when you do the following tasks:-
- Logging in
- Attacking  (if any ships are captured)
- Defending against attack  (if any ships are captured)

PR will not be refreshed when you do the following task:-
- Building/demolishing infrastructure
- Population growth from performing any tasks other than the above
- Attacking & defending if no ships are captured
- Getting ships from artifacts/missions
- Building ships
- Plundering a colony
- Finding a new planet
- Given a new planet from artifacts/missions
- Clustering colonies

Therefore sometimes your PR will suddenly jump the next time the PR refreshes due to increase in infrastructure and population.

Market

Market refreshes every 5-15 minutes, so if you have unsold goods, it may not exactly return that amount to you in 48 hours time. This will only be processed once every 5-15 minutes.

Market takes 15 minutes to 1 hour for the posted items to appear.
To get returned resources (credits & minerals) from the market, you will have to be online for 5-6 minutes, the delay is there due to the multi-server support.

Income Calculations

Mineral Mined = ( ( [Planet Number] x 0.0015 ) + ( [Mines on System] x 0.0015 ) ) x ( Racial Modifier + ( Research Level / 10 ) + System Bonus )

Ore Mined = ( [Mines on System] x 0.0005 ) x ( Racial Modifier + ( Research Level / 10 ) + System Bonus )

Taxes = ( ( Population / 2) + (Population x loyalty / 5000) ) x Racial Modifier

Commerce = ( [Commercial Planets] x [System Bonus]/100 + ([Commercial Planets] x [System Bonus] x Research Level x 0.001) ) x 5 x Racial Modifier

Good production = ( [Industry Planets] x [System Bonus]/100 + ([Industry Planets] x [System Bonus] x Research Level x 0.001) ) x Racial Modifier

Battle

Formula:-
Damage = ( (Weapon1 –Shield1*) + (Weapon2 –Shield2*) + (Weapon3 –Shield3*) + (Weapon4 –Shield4*) ) x Fleet Attitude

Weapon1 – Shield1 means the damage caused by weapon1 minus the abortion rating of shield1. For example, if weapon1 is 100, and the shield rating is 50%, then:-

Weapon1 – ( Weapon1 x Shield1% ) = Net Damage
100 – (100 x 50/100)  = 50

Attack type determines how much damage the attacker and defender’s fleet will sustain. Lower % reduces weapons effectiveness that then results in a lower casualty rate. Various attack types can be seen below:-

Invasion & Retaliation
Normal Attacker efficiency	+5% Defender efficiency
 
Recon
-90% Attacker efficiency		-80% Defender efficiency
 
Raid
-75% Attacker efficiency		-70% Defender efficiency

Skirmish
-50% Attacker efficiency		-60% Defender efficiency

Suicide
+100% Attacker efficiency	+120% Defender efficiency

Notes:
Weapon1 = Energy Weapon
Weapon2 = Kinetic Weapon
Weapon3 = Missile Weapon
Weapon4 = Chemical Weapon

Shield1 = Energy Shield
Shield 2 = Kinetic Shield
Shield 3 = Missile Shield (ECM)
Shield 4 = Chemical Shield
Artifacts (for both GC & UC)

Chances of finding for artifacts

(Base difficulty) - (Time of day) - (Planet type) - (What were you doing before digging) - (Your resources) - (Race) - (Paid-Account Status)

Planet type 		=  range from +25% to -20%
Time of day		= range from +40% -100%
Race			= range from +20% to –25%
Paid Account		= +20%
Your Resources	= +20%

The calculation is accumulative in this way, for an example say the base difficulty is 100 points:-

100 - 20% - 20% 
= (100 – 20) - 20%
= 80 - 20%
= 80 - 16
= 64 

The system calculates based on Difficulty points not percentage, the lower the difficulty points is the higher the chances of finding artifacts. 
Due to the algorithm used, the more turns you use in a search the less chances of finding artifacts if you were to find artifacts. When you use 9 turns to find for artifacts, you get a - 2% chance of finding artifact for each artifact found. For example:-

Turn 1 – found nothing
Turn 2 – found nothing
Turn 3 – found 1 artifact
Turn 4 (-2% to finding artifact) – found nothing
Turn 5 (-2% to finding artifact) – found 2nd artifact
Turn 6 (-4% to finding artifact) – found 3rd artifact
Turn 7 (-6% to finding artifact) – found 4th artifact
Turn 8 (-8% to finding artifact) – found nothing
Turn 9 (-8% to finding artifact) – found nothing

Hint:-
Having a –5% to –10% to finding artifacts will not have such a big impact on the RT server but will surely have more of an impact on the lower servers.