Walkthrough Second Galaxy: Tips, WIKI, Reviews
SECOND GALAXY - Android game with release date 09/09/2019 from the company ZlongGames. Game Genre: Role Playing. In the article, we summarized pumping tips from TOP players, developers ’answers to gamers’ questions, guides for beginners from the official site, and our secrets for passing the game. Attention, the Wise Geek website is constantly updated, visit us more often.
- Beginner’s Guide
- Basic Game Information
- Nation and Career
- Pilot Development
- Research and Pilot License
- Combat Review and Combat
- Guide to the Solar System Map
- Area Map Guide
- Interstellar Travel
- Features of operations
- Research Guide
- Business and Smuggling. Currency and shops
- Recruitment Development and Dispatch
- PvP Guide
- Features of ships and modules
- Logistics and Production. Drawings and development
- Corporate Guide
- War Guide
Second Galaxy: Beginner’s Guide
The history of the issue. Over the centuries, different races, rulers, cultures and ideas have united and developed in Second Galaxy, but this kingdom has always been shrouded in contradictions, both in the past and in the present. This struggle is centered around alliances and conflicts, as well as between the five major countries of the world. The huge open world of Second Galaxy is designed to immerse you in a fantastic landscape beyond your imagination. Explore the world of pure, unlimited freedom and control a fleet entering an intergalactic war.
Leadership. When you first enter the game, you will need to choose a nation and a profession. Four countries and four professions are currently available. Each nation and profession has its own unique characteristics, and you can make your choice in accordance with your preferences. After entering the game, you can follow the guide to familiarize yourself with the gameplay and features of Second Galaxy. Completing the main missions is the fastest way to pump in the early stages of the game. After completing the main story missions, go to the main interface - OPS - Quests to search for events.
Access the Star Map from the main menu and use sensors to update galaxy missions. These include: Mission, Dispatch, and Raid Probes.
Galaxy missions are updated over time. Performing galactic missions every day gives experience, objects and resources, and they are vital for strengthening in the Second Galaxy.
Combat introduction. Fighting is an integral part of Second Galaxy. Here is a detailed description of how the battle works in the game.
How do I get stronger? You can become stronger by passing pilot license exams, distributing attribute points, replacing ship equipment, and conducting research.
It looks like I have new mail, but I can’t receive it? Mail can only be picked up at the space station of your current base, but not in galaxies.
Can I attack other players in the galaxy or be attacked by other players? Open World PvP becomes available after level 19. You cannot attack other players or be attacked by other players before you reach Lv. 19.
Ships disappear forever after the explosion? Ships will not disappear in an explosion in the main story missions and licensed exams. In all other situations, ships and all their equipment disappear in an explosion.
How do I move my base? Tap Main Menu - Star Map. After entering the star map, click on the "M" button in the upper left corner to enter the galaxy map, as shown below:
After entering the full galaxy map, select the galaxy you want to move to, then click the red button shown in the figure below to move your base.
The base migration time is calculated based on the distance to the galaxy that you want to move to. Moving times can be accelerated with Iridium.
What is a corporation? Corporations are large groups in which players can communicate with each other and grow together, forming one of the most important parts of the game. New players should strive to join the corporation as soon as possible, following the tips in the game. After joining the corporation, your colleagues in the corporation will be able to help you with anything!
The main means of combat control
- Double-tap the screen where there are no buttons to instruct the ship to move in that direction.
- With phones that support 3D Touch, you can click in place to move the ship.
Accordingly: Name of the Solar System, Number of players in the System and Return to base.
Accordingly: hostile or neutral targets, friendly targets, celestial objects and structures (space stations and stargates) and display settings. Bottom left: all available operations:
Ship’s warehouse. Show all items in your ship’s warehouse:
Information about the pilot. Show pilot information and change game settings:
From left to right:
- Green Bar: Ship Shield.
- Yellow bar: ship armor.
- Blue bar: ship energy.
- White bar: ship speed.
- Stop ship: make the ship stop.
The status of the goal you have selected. Accordingly, this is energy, speed, protection and deformation status.
From left to right: Observation, Approach, Exit and Orbit. Entrance to the selected space station:
Distance, route to the target:
Flight to the target:
Switch to strategic view:
Interaction for the purpose of:
From left to right: dial status, installed modules (available).
From top to bottom: Ship repair shield, Ship bow thruster.
Block and choose a target, and set artillery as an automatic fire.
Second Galaxy: Basic Game Information
Base. Each player has his own base on a space station in the solar system. Actions such as research, decryption, development, storage and production can only be carried out when the player is at the base. Other space stations provide docking services only. When traveling through the universe, click on the button in the upper left corner to quickly return to your base.
Star Gates. Stargate connect the solar system with the rest. This is the only way to quickly switch to other systems. This is the icon that represents Stargate:
AU. one AU (astronomical unit) represents the average distance between the Earth and our Sun.
Hyper jump. Ships can take a jump only when the destination is at least hundreds of kilometers away. This allows the ship to overcome hundreds of speakers in a very short time. Hyperspace entries are marked with the following icon:
N Jump (s). Players can only go to other solar systems through Stargate. During the quest, if the goal is marked as N Jump (s), this means that to achieve the goal you need to go through N Stargates.
Pilot License Most ships require that you have an appropriate pilot license before you can fly them. Passing pilot license tests will improve your ship’s maneuver and combat effectiveness. To take part in a pilot license test, tap your portrait and select "Pilot License".
Implants. Advanced technology at Second Galaxy allows us to use brain implants that allow us to quickly acquire new skills. These implants can significantly improve your piloting skills.
Technical level. Each technology has 3 levels: from T1 to T3. Ships and items with a higher technical level have better characteristics. However, high-tech products also require more power and more processor performance.
Crime level. Your crime level will increase if you attack another player in a zone with high or low security. At level 5, the police will actively attack you. Complete all kinds of quests to lower your crime level little by little.
Map. The map shows the relationships between celestial objects and the relationships between Stargate.
Worm-hole. You can go to an unknown realm by going through a wormhole. Due to extreme conditions, you must control how long your ship has been in the wormhole. Some rare items can only be obtained in wormholes.
Sovereignty of the solar system. The corporation can gain the sovereignty of the solar system by war. Owning a solar system will benefit every member of the Corporation. A corporation can develop a solar system under its control to add value.
The main base. You can choose a space station to host the base. You can store your items, conduct research and decryption at your base.
- Research: Here you can improve the pilot’s pilot abilities over various ship systems, improve the production of your base and the ability of recruits.
- Decryption: you may need to hack the supply stock obtained in the game using the decryption system to get items in it.
- Warehouse: Stores all items you received.
- Recruit: You can manage all the recruits that you received, improve and change their strength.
- Development: Here you can use low-level implants or technical drawings to get the best implants and high-tech drawings.
- Production: Here you can use the drawings and materials for the manufacture of the relevant items.
- Fleet dispatch: Here you can send recruits for loot quests.
- Ship hangar: a place for parking and assembly of the ship.?
Space station. Players can sell and buy items, accept and send quests at the Second Galaxy Space Station.
- Shopping center: Here you can buy the main ships, weapons, components, devices and ammunition with loans.
- Marketplace: Pan Gala Store. Here you can buy rare items from Pan Gala.
- Trading Post: Space Station Shopping Center. Here you can buy items for Gala from other players.
- HeadQuarters: space station office. Here you can talk with officials, accept quests, get rewards for quests, etc.
- Detachment: Exit the space station. You can click here to leave.
- Ratings: Here you can view the ratings of all players and buildings.
The above buttons apply to Base, Corp and the List of nearby players, respectively.
Entrance to the space station. To enter a space station, select the space station of the current solar system.
Press the enter button, and your ship will enter the space station itself.
Second Galaxy: Nation and Career
When creating a new character, the player must choose a nation and career. This choice will affect the character’s initial skill set and early game experience, but will not have a major impact on gameplay or character development.
Current national elections: Economic Community of Dawn (ECD), Neo-European Federation (NEF), Oracle Empire (OE) and Republic of Swarus (RS). The choice of nation also affects the ships and modules that players receive at the beginning of the game. Players can experience the unique fighting styles of each nation at the start of the game. ECD ships are usually fast and agile. The combination of speed and a blaster weapon system makes it possible to inflict heavy damage at close range.
NEF ships are known for their robust armor and shield. Combined with the absolute accuracy of the missile system, they are great for battles.
OE ships boast their advanced energy system, which allows various airborne devices to receive tactical advantages. They are mainly equipped with laser weapons, which cause more damage, the longer it is fixed on the target.
RS ships may not be impressive at first glance, but do not underestimate them, as they enter the battlefield with long-range weapons. Characters will be assigned different initial technical levels depending on the choice of the nation, to provide the player with the experience of launching ships and modules.
- New ECD characters start with Tier 1 Tech with ECD frigates, ECD destroyers, and blasters of all sizes.
- New NEF characters start with Tier 1 Tech on NEF frigates, NEF destroyers, and missiles of all sizes.
- New OE characters start with Tier 1 Tech in OE frigates, destroyers, and lasers of all sizes.
- New RS characters start with Tier 1 Tech on PC frigates, RS destroyers, and rails of all sizes.
The choice of a nation will only affect the early gameplay, all technologies are available later in the game.
Career is another important choice when creating a character. The careers of a soldier, engineer, scientist and researcher are currently available. Different careers affect only the initial Character Technology:
- Soldiers begin with Technology in Weapon Improvement and Weapon Production.
- Engineers start with Tech in the area of recharging energy and manufacturing attachments.
- Scientists start with Tech in recharging shields and ship manufacturing.
- Researchers start with Tech Power Raising Devices and Scanners.
Second Galaxy: Pilot Development
As in RPGs, there are a number of features around the character, such as Pilot development. By investing resources in these functions, the Pilot will gradually become a powerful and skilled player with a playing style. Depending on the path, the gaming experience will vary greatly.
Pilot Rating The pilot rating is the rating awarded by the system, taking into account the overall progress in the development of the character, including the current level, implant plan, attribute points, skills and technologies. This is a numerical representation of how well a skill is developed; it can also be used as a guide when comparing skills. Then a detailed description will be at the pilot level.
Pilot level. The pilot level is the most basic feature of character development. It works as a checkpoint for the progress of the game, so players are not lost in this open world sandbox. This is also a guide for EXP bonuses. The pilot level is increased by gaining experience. The pilot can gain experience by completing missions or quests.
Quest EXP. In the Ops Quests interface, players can view all available means to get EXP and daily EXP limit.
All quest EXPs will be summed up in the daily EXP limit, and cannot be exceeded for this level. The daily EXP limit is determined by the pilot level. The higher the pilot level, the higher the EXP limit. If the Pilot rises before filling in the daily EXP limit, the limit will be increased. The player can still complete quests even if the daily EXP limit is reached, but he / she will not receive any EXP until the limit is reset. Daily EXP limit reset time is 16:00 UTC.
Additional pilot experience
To help regular and new players stay competitive, there are 2 ways to get extra daily experience:
1. Rollover. Designed for players with limited time to be able to transfer an unused experience limit and better use their playing time. The remaining EXP limit will become the Rollover EXP the next day. A player with a Rollover EXP will receive a double EXP for his quests until his Rollover EXP is used up.
The total EXP of the quest that the player can receive is the sum of the daily limit EXP and Rollover EXP. There is a limitation for the Rollover experience, you can only stock up on the total EXP amount equal to the Rollover EXP 3-day limit.
2. Bonus EXP . Depending on the mode and average level of all EXP and Pilot players, players will receive an EXP bonus if they lag behind the main package in accordance with the Pilot level. This will help new players who start the game late and will not feel excluded from the game.
Attributes and skills of the pilot
Attributes and skills reflect the development of the pilot, attributes reflect the capabilities of the Pilot, and skills determine what the pilot is capable of. Players can learn new skills when attributes are completed. The more skills and qualities the Pilot has, the stronger the pilot will be in this area.
Attributes of the pilot. There are 4 main attributes of a pilot: weapons, defense, electronics and piloting a ship. The player can open the pilot’s profile at any time to see how developed the character is in these attributes.
The pilot will start with different attributes depending on the choice of profession. But these differences will not have a huge impact on the development of the character, so determining the attributes of a pilot is vital for who he becomes.
- Weapons - will increase the damage of all weapons, and unlocks advanced weapon skills.
- Defense - will increase the shield of all ships and open advanced defense skills.
- Electronics - will increase the energy of all ships and discover advanced engineering skills.
- Piloting ships - will increase the speed of all ships and open advanced navigation skills.
Players can reset their attributes using the Synaptic knob. After resetting, all attributes will be returned and all skills will be reset.
Pilot skills Pilot skills will add more specific bonuses than four attributes, for example: weapon attributes will increase DMG for all weapons, but skills will benefit from DMG, range or CRIT of a certain type of weapon:
Subject to the necessary level and attribute, the pilot’s skill is instantly acquired through expense credits. Available skills in the game:
- Weapons - increases weapon damage, range, or CRIT of railguns, blasters, lasers, or missiles.
- Protection - will increase EM, thermal and kinetic resistance of the ship’s shield and the efficiency of reloading the shield.
- Electronics - will increase the speed of energy recovery of the ship, reduce the energy consumption of weapons or devices and increase the efficiency of the charger.
- Piloting a ship - will increase the speed of the ship and the speed of the warp, or reduce the radius of the ship’s signal.
All skills can be leveled up to Lv. 10, and the bonuses that these skills bring will be instant.
An implant is a type of object in a game that connects to the pilot’s brain to provide various benefits. These benefits include improvements to certain attributes and characteristics of a type of weapon or device. Each character has 8 unlockable slots for implants, which become available as you upgrade.
Slots belong to 4 main lobes of the brain: frontal lobe, parietal lobe, occipital lobe and temporal lobe, 2 per lobe. Implants can only be inserted into their respective slots. Players can connect, remove or change any implants at any time, they will not be destroyed in the process.
Implants are essentially gears mounted directly on the character. The Implant system is an extension of the ship’s configuration system. The player can customize up to 3 different implant plans to cope with various ship configurations or combat environments, and it’s easy to switch between them.
OEM implants. OEM implants are the original implants that players receive by completing stories, quests, or buying in stores. These implants are manufactured by one of the four main technology companies in the game: Crowley, Coulson, Kabbalah and Redbud.
OEM implants provide some basic bonuses attributes. But as the primary form of implants, attributes are usually more random, and these attributes, as a rule, are also in unrelated areas. Therefore, it is quite difficult to assemble a group of implants with specific specializations using OEM implants only.
The main disadvantage of OEM implants is that their technical levels are mainly at level 1. That is why they are almost always used as a resource for developing advanced implants with specific specialties.
Second Galaxy: Research and Pilot License
Research and pilot licenses are the two most significant development systems in the game. This is due to the fact that most ships and attachments are only available if the pilot has acquired certain pilot licenses or has reached certain levels in the relevant studies. In short, the pilot’s license unlocks the ships, and the study opens the modules.
Pilot license. Pilot licenses can be leveled by passing the appropriate licensing tests. There are hundreds of different tests for different countries, ship types and technical levels.
To unlock a ship, a player must obtain a first-level pilot license that matches the nation, type of ship, and technical level of that ship. Increasing the level of this license can increase bonuses on the ship and unlock additional slots for devices and components. All pilot licensing tests are designed in such a way that they are more complex compared to other activities. Before starting the test, players should use the tips provided by instructor Keith on the test information panel.
Finally, players will not lose their ships, even if they were destroyed during the test. So you can try different strategies and configs for free.
Ship research. Ship research is a prerequisite for experimental testing of experimental vessels. Currently, the game has only 24 research trees available for ships, but usually you only need to align the branches of research ships of their countries.
For each nation, the ship research tree is divided into frigates, destroyers, cruisers, battlecruisers, battleships and capital ships. Each type is further divided into T1, T2 and T3, according to their technical levels. By clicking on a specific Tech, the player can see that this particular ship is unlocking.
In addition to pilot license tests, ship research also provides an increase in the recovery rate of superdevices for a particular type of ship in a given country. A super-device is an ideal device built-in for every ship, the quick use of which will bring huge advantages in battle.
Module research. Exploring modules is similar to exploring a ship in the sense that it is responsible for unlocking and expanding the capabilities of the modules that a player can use. In a particular module research route, there are elements T1, T2 and T3, each of which consists of 5 levels, each level corresponds to the rank of investments. For example, when a player completes a study of T2 level 2 module research, he will gain access to a level 2 module of rank 2 of the same type.
Module studies are divided into 3 types: weapons, equipment and electronics. The weapon research tree includes all types of weapons and their upgrades. They usually provide reduced recovery time, increased damage, range and tracking speed, etc. The engineering research tree includes basic ship systems, such as energy, a shield, and a propulsion system. As a rule, they provide accelerated delivery of basic characteristics and recharge efficiency.
The tree of research in electronics includes electronic devices for amplification and suppression. They usually provide increased efficiency for various electronic and interference devices. As with ship research, a particular investment can benefit from several module techniques. Players can see all related technologies in the Research tab of the Details panel.
Logistic research. Logistic research includes 2 areas: production and recruiting. It does not provide a direct enhancement of the combat characteristics of the pilot, but significantly increases productivity in the corresponding battle or increases the recruitment of personnel. The tree of production research opens production for modern ships and attachments, increases productivity and reduces production costs.
The research tree of recruits does not provide unlocking, but instead improves the combat capabilities of the slave and improves the effectiveness of quest missions.
How to start research? Before starting a certain Technique, it is necessary to achieve the necessary pilot level and its prerequisites, and the pilot must have enough minerals so that it can be saved. Unlike skills, research usually takes some time to complete. But players can reduce this time by using auxiliary recruits with the appropriate specialties or an instant finish using iridiums. Finally, you can cancel the study at any time before it is completed. But only half of the paid minerals will be returned.
In the Research quest, you need to decrypt the encrypted caches and explore unknown parts of the world.
Encrypted caches. After completing certain meetings, you have a chance to get encrypted caches. Caches are stored in your warehouse. After use, you will automatically accept the Investigation quest. Encrypted caches have a number of rarities. Better encrypted caches are more likely to receive more valuable treasures.
You can sell or buy hiding places in the Trading post. Keep in mind that only caches that are not related to you can be sold.
Star Map Data Recovery. After accepting the Exploratory quest, you must find the coordinates in the cache. Turn on the space simulator to match the projection and map data, and ultimately find the target solar system.
The match factor in the lower left corner tells you how close your target is. If you can’t do it on your own, there’s the option to pay the loans and let your AI handle it.
Secrets of deep space. Once the map data is restored, you will have the specific coordinates of the target. Now open the OPS panel and find the "Deep Space Secrets" tab to see detailed information about the quest. Click Go Now to go to your destination. Explore the target location to complete the Exploratory Quest.
Second Galaxy: Combat Review and Combat
When the player is in space, a list of switchable targets called a combat overview is displayed on the left side of the screen. It shows the appropriate goals near the player in accordance with certain rules and helps the player make decisions wisely.
Overview tabs. The upper part of the battle overview includes 4 round icons, which are called overview tabs. The first 3 icons can be clicked to switch between lists of attacked targets, friendly targets and scenes next to the player. The last icon is for an overview of settings.
The first tab displays all attacking targets nearby, including NPC ships, structures, hostile and neutral players, and players from the same Alliance, but not from the same corporation. The second tab displays all friendly targets, that is, those that the player cannot attack. Usually it includes other players from the same corporation.
The third tab displays all the scenes nearby. They include all public landmarks in the current solar system, such as the sun, planets, objects of sovereignty, corporations, etc. Viewing settings provide settings for the content in the battle review.
Targeted Lists. At the bottom of the battle overview, lists of targets are displayed according to the selected tab and overview settings. Details of real-time goal updates:
The ship icon shows two types of information. Firstly, different shapes of icons represent different types of ships, where empty pieces represent players, and filled shapes represent NPCs.
Secondly, the color of the ship icon indicates the position that the player takes in the direction of the target. Red represents the adversary, yellow represents the neutral, and blue represents the goals of your Alliance, but not your corporation, green represents the ally. Goals with the first 3 colors can be attacked. Ship status shows the current shield and target armor, where the shield is shown in green and the armor in orange.
The shield panel is located on top of the armor panel, so the armor panel is not visible until the target is damaged on the shield. The small icons in the lower right corner of the goal indicate the operations that the player can perform for this purpose. Usually they include attacks and interactions. The game has certain goals that are neither attacking nor interactive, although they are usually landmarks that cannot be destroyed.
Overview of settings. The review settings are responsible for the content shown in the battle overview and how they are sorted. There are 3 tabs in total: sorting, filtering and objects.
Sorting decides how goals are sorted in goal lists. Available options include distance, name and durability. The filter decides what content is displayed for each tab. Players can hide targets that they want to ignore, like an ally, customs officer, slave or object. The object decides which types of ships will be displayed in the target lists. Players can either hide some types or show all types.
Fighting is the usual operations that a player performs during a fight. These operations can be divided into commands for moving and using modules.
Free movement. There are 2 types of moving teams, one of which can freely move at the request of the player, and the other - to move directionally with a certain logic using the control buttons. How does free movement work? The easiest way is to double-tap anywhere in space. The ship will move straight to this point.
There is another way to move freely, somewhat similar to how RTS is played. First, press the tactical review button on the right side, the camera will zoom out and the ecliptic will be displayed in the middle.
"Ecliptic" can be seen as the foundation in an RTS game. Double tap any point on the screen, the ship will move directly to this point.
Directional movement. In addition to free movement, there is also directional movement with a certain logic, namely: approach, exit and orbit.
The logic of the Approach command is to move toward the target at full speed and follow the target at the speed of the target after approaching. The logic of the Leave team is to move away from the target at full speed in the direction. The logic of the Orbit team is to rotate around the target, where the radius of the orbit can be the current distance to the target or an individual distance specified by the player. The ship will automatically select the optimal orbit.
Warp. Warp teams are designed for situations where the ship is in a situation where the target cannot be reached with conventional moving commands, usually due to the long distance. There may be different icons depending on the purpose. Entrance to Station and Cross Stargate can also be accessed without the need for a warp.
Warp is the simplest command, except for the warp itself there are no additional operations. Entrance to the station is available only when the target is a space station. The operation is to enter the space station after the warp. Cross Stargate is only available when the target is Stargate. The operation is to cross the stargate after the warp.
Using modules. Attachments that a ship can use in space are divided into ship weapons, ship devices, standard devices and super devices. A ship weapon is a weapon mounted on a ship. When an attacked target is selected in the combat review and within the reach of the weapon, when it clicks on the weapon icon, it fires, and then the weapon goes into recovery.
Ship devices and standard devices have the same logic. If the device is aimed at the ship itself or several targets in range, it can be used whenever it is turned off. If it is aimed at one target, it cannot be used if the target is not within its reach.
Auto fight. Described above are manual warfare. The game also offers the option of automatic combat to help players in simpler battles. Players can click the "Auto" button on the right to enable auto-battle mode. When the auto is on, the lighting effect will pulsate on the "Auto" button.
When the autobo is on, the onboard AI always selects the target with the greatest threat nearby, selects the optimal orbit, and automatically launches the ship’s weapon. In the meantime, the player can manually move the ship without interrupting the autobah. But if the target gets too far, the onboard AI will again take over the navigation and take the ship back to its orbit. Players can change the game settings so that the AI does not capture the navigation.
During automatic combat, the player can also manually switch the target to attack by selecting a new target in the battle overview, and then clicking the lock icon in the lower right corner of the screen. After that, the onboard AI will launch the ship into the orbit of the new target and start firing from the ship’s weapon.
Finally, while holding the lock icon, you will see the Hold Fire button next to the Auto button. Pressing it will cause all weapons to stop firing and exit auto combat.
In space, the player can track the main characteristics of the ship, buffs and debuffs, as well as buffs and debuffs of the target, to have a general idea of the combat conditions and help make decisions wisely.
Basic statistics. While in space, you can see the main screen in the middle of the screen, consisting of 4 curved strips, two on each side of the ship. Its main purpose is to provide simple tracking of the main characteristics of the ship.
- The green bar represents the shield. The ship first deals damage to the shield, and when the shield reaches zero, the ship begins to take damage on the armor.
- The yellow bar represents the armor. As soon as the armor reaches zero, the ship will be destroyed.
- The blue bar represents energy. All ship weapons and devices require a certain amount of energy to activate. When there is little energy, they will be temporarily turned off.
- The white bar represents speed. Its limitation is full speed in current conditions, so this is actually a visual representation of current speed compared to full speed in current conditions.
The value in the lower right corner of the speed meter indicates the absolute speed of the vessel in meters per second. Next to it is the "Stop" button, when clicked, the ship will try to stop. The message under the ship model is the current navigation plan. Common messages include: approaching the target, leaving the target, rotating the target, starting to deform, etc. When you click on any of the 4 curved meters, the Ship Details panel opens. You can check such characteristics as DPS, range, shield, armor, energy and speed, etc.
Modifiers. Modifiers include buffs and debuffs on the ship or target. In space, all buffs and debuffs both on the player’s ship and on the target selected in the battle review will be updated in real time. The player modifiers panel is located in the lower left corner of the shield, and one of the goals is in the upper right corner of the screen.
There are two lines in the modifiers panel. The top row is for buffs, and the bottom is for debuffs. In each row there are 4 icons indicating the modifiers of electronics, speed, defense and attack, respectively.
When a ship receives a buff, the corresponding green icon in the top row will be highlighted. Whenever he receives a debuff, the corresponding red icon in the bottom row will be highlighted. When you click on any highlighted icon, a window will appear with all the current modifiers, with each modifier effect and the remaining time.
Finally, there is a hexagonal icon to the right of the player modifier panel. Tracks the current state of the tactical component of the ship. A tactical component is a special integrated component of each ship. This can provide various benefits to the ship. By clicking on this icon, you can see the exact effects of this tactical component.
Second Galaxy: Guide to the Solar System Map
Interface. The map of the solar system basically shows the relationship between a star and the planets of the solar system. The Area Map shows how each Solar System is connected to each other by Stargate. You can enter the map of the solar system by clicking a specific point on the world map. The main goal of the solar system map is to show all the celestial bodies inside and list the main actions that a player can perform in this solar system. It looks like this:
Buttons on the left side:
- Scope: Open the Ream panel to see the locations of all the solar systems;
- Meeting Probes: Click to start a meeting at the cost of a probe. You get a new Encounter probe every 4 hours. You can also get probes from the item "Counter probes";
- Dispatcher probes: click to get multiple dispatch quests from the probe. You get a new Dispatcher probe every hour;
- Raid Probes: Click to receive multiple raid quests from the probe. You get a new Raid Probe every 10 hours.
Buttons on the right side:
- Brief information about the Solar System: information about available space stations, Stargate, Stars and Planets in the current Solar system;
- Basic quests: Basic quests in the current solar system are available;
- Detections: Detections detected in the current solar system;
- Sending tasks: sending tasks discovered in the current solar system;
- Raid quests: all raid quests detected.
You can switch between the area map and the solar system map by clicking the icon in the upper left corner.
Name tag. The name tag at the top of the solar system map shows the name of the selected solar system, the logo of the owner of sovereignty, and its level of development. For more information, you can click on this tag to view the details pane:
Probes. There are 4 circular icons along the left edge of the solar system map. Each of them corresponds to the type of probes that can be used in the solar system in which the player is currently located:
Probe for finding quests. When using each probe in this solar system, you can get 3 quest collisions. Detection probes are renewed every 12 hours, and you can have up to 4 of these probes at a time. Sending a probe to send quests. When using each probe in this solar system, you can get 6 quests. Detection probes are renewed every 1 hour, and you can have up to 5 of these probes at a time.
The raid probe is designed for raid events. By using each probe, each gets the location of unfriendly players and their recruits within the solar system. Raid probes respawn every 2 hours, and at the same time there can be up to 24 such probes. The watchtower works like free raid probes.
The difference is that it can only be used in the solar system, where the Player Corporation has sovereignty and has built-in watch towers. The upper right corner of these icons shows a number indicating how many probes are available. If the probe has not scored the maximum number, a timer will be displayed in the center of the corresponding icon, showing how long the next probe has been activated.
Goals and quests. There are 5 rectangular icons along the right edge of the solar system map. Each of them corresponds to the type of goals or quests available in the solar system in which the player is currently located:
Celestial bodies include the sun, planets, wormholes, and public places such as stargates and space stations in this solar system. More information can be seen by clicking on the entry.
Accepted quests, available quests, and dispatch quests are all quests in this solar system. Clicking on any entry will show its purpose, awards, recommended level and acceptable ships, etc.
Raid targets show localized targets from raid probes. Clicking on any entry will show the name of the target, affiliation, level, current activity and ship, etc.
Map of sovereignty. In fact, the game has two versions of maps of the solar system: a personal version and a version of Corp. The version described above is a personal version, and its main functions are to list all available activities in the solar system. Access to the Corp version, that is, the map of sovereignty, can be obtained by touching the Sovereignty of the Corp module inside the space station. Its main functions are displaying the current sovereignty and capabilities of the corporation, placing corporation quests and declaring war on sovereignty.
A map of sovereignty shares similar structures with a personal map of the solar system. Along the left edge are icons for corporate actions:
Along the right edge in the current solar system are objects of the Corporation and objects of sovereignty. When checking the solar system held by another corporation, detailed information can only be viewed when a player or other members of the corporation are in this solar system.
Second Galaxy: Area Map Guide
A map showing all the solar systems is called a region map. However, since the world is so huge, even reduced, on the map you can only see its angle.
The player can enter the map of areas by clicking "Map" in the main menu. After that, you can switch between the solar system map and the area map by clicking the icon in the upper left corner.
Search for the solar system. The main goal of the area map is to find the solar system. Usually the most convenient way to search. There is a search box at the top of the area map. After entering some characters and clicking on the magnifying glass, all solar systems with names containing such characters are displayed along with their distance from the player’s current location.
Special tags. Some solar systems on the area map are marked with special icons so that players can easily find them. There are a number of different icons, but the most common ones indicate the solar system in which the player is located, the solar system where the player’s base is located, and the solar system where the player’s camp is located.
Name tag. Click on any of the points on the map of the area, a pop-up control panel for this solar system will appear. Basic information about the solar system will be displayed on the panel, and for normal operations there are 4 buttons:
Color coded card
You can use the search function only if you know at least part of the name of the solar system. When you don’t know the names, but want to find solar systems with specific names, the best solution would be to use a color-coded card. This function can be accessed by clicking the button in the lower right corner of the area map. All available schemes will be shown in the drop-down menu, and when you select one of them, the solar systems will be highlighted in accordance with the selected scheme:
Prosperity can be seen as the recommended level of solar systems because it affects NPC strength and quest rewards. The higher your wealth, the harder the battles you face and the better rewards they can get.
Safety status is the safety level of solar systems. In regions with a high level of security, players are prohibited from attacking each other, while in regions with a low level of security, you can only risk police. Regarding lawless regions, PVP battles are completely unpunished.
Mountain level indicates the types of minerals that can be obtained from certain solar systems. The higher the level of the miner’s field, the more minerals can be obtained using quest tasks.
The wormhole level shows how dangerous wormholes are in certain solar systems. A more dangerous wormhole usually means a better reward, but it also means a higher level of pilot entry.
The stage of infection indicates whether the solar system is infected and, if so, its stage of infection.
The sovereignty of the Alliance and Corporation shows the current owners of the sovereignty of managed solar systems.
The level of activity shows how saturated a particular solar system is in terms of player activity. The higher the activity level, the lower the reward for completing the quest.
War status indicates whether a particular solar system is manageable. Managed solar systems will be color-coded with their current status, such as "at war" or "peace."
After switching the patterns, the color of the points representing the solar systems on the area map will immediately change. Using the legend or tooltip below, players should be able to find the solar systems of interest.
Second Galaxy: Interstellar Travel
In Second Galaxy, neighboring solar systems are connected through a stargate. Numerous solar systems form into a constellation, multiple constellations turn into a galaxy, and ultimately 10 galaxies form in the universe that we know. The paths between the solar systems form a giant network on a map of regions. To help players find the best routes through this complex network, there is an automatic piloting system that automatically creates the shortest route to their destination when players need interstellar travel.
The automatic piloting system is responsible for warp, stargate crossing and entry into space stations. Players can see planned routes and their current positions from the displayed route at the top of the screen, or stop autopilot by clicking the cancel icon to the right of the displayed route.
Through the search. To find the solar system on an area map and start autopilot, there is the most fundamental way to interstellar travel. Details on how to find the solar system on an area map can be found in the area map guide. After that, just press the "Warp" button on the solar system control panel.
Through quests. All actions based on specific locations provide the Go button, after clicking on it a route will be formed, and automatic piloting will begin immediately:
In addition, there are restrictions on the choice of ships for some quests. Therefore, if a player clicks the Go button inside the space station, he will be transferred to the Ship Selection panel to select the allowed ships for this quest. If the player presses the "Go" button in space, the game will decide whether the player’s ship is allowed for this quest, if not, the player will be asked to return to base to change the ship.
Through the links. In the game quite often there are blue underlined names of solar systems. These are the so-called solar system links or SS links. They can appear either in system interfaces or in chat:
After clicking on the link, a map of the area will be displayed and the planned route will be shown on it. If the player wants to share the SS link in the chat channel, he must first find the solar system of interest, then press the "i" button on its control panel, and then click the "Share" button.
Moving the base. In addition to the usual travel through the stargate, there is another special way called Relocation base. The concept of a base needs to be clarified before proceeding. In Second Galaxy, each player has a Base where all his wealth is stored. In addition, most systems related to personal development are available only when the player is at the Base.
In other words, the Base is like a player’s home, and the player should carry out most of the activities near his home. The base location is not permanent. This means that if a player wishes, he can be changed at any time. The whole process of moving takes place automatically in the game. To start moving the base, the player must first find the destination on the map of the area, and then click the move base button on the control panel:
For the full preparation of the move to the base, a period of time is required. The amount of time depends on the distance. During preparation, the player can view the remaining time inside the current base or speed up the process. When the move is ready, the player can click the "Move" button and immediately appear on the space station of the destination along with the new Base.
Return to base. After completing the quests, you can return to the base to change ships or purchase items. Press the home base button:
Then click "Yes / Confirm" to return home.
Second Galaxy: Features of operations
Operations are the most basic feature of the game. You can get good rewards after completing operations. As an accessible, safe and useful feature for new players, it is recommended that you familiarize yourself with the game.
Ops. Ops is the center of all operations. You can access it by clicking Ops in the left navigation bar or by clicking the icon in the lower left corner.
The main plot. Main Plot take a look at the world of Second Galaxy, which is also the beginning of your journey. You can access the main interface in the first Ops tab.
All missions on the Main Site are disposable. They provide huge game resources, a full set of ships of your character’s nation, weapons, modules and a large amount of experience. The main plot consists of several chapters. Later chapters require your character to reach certain levels.
Plot. All missions on the auxiliary site, as well as on the main site, are one-time. Sub Plot contains several stories that will help you better understand the world, allow you to travel by origin and meet different characters in different countries.
Unlocking Sub Plot missions requires some preconditions. Some premises are hidden. Players who are interested in stories will learn more about the world through Sub Plot. Completing Sub Plot missions gives you good rewards.
Quests reputation. Serve the five nations by completing Reputation Quests. You can claim up to 20 reputation quests per week. Completing a reputation job assigned by an agent of a country gives you merit and reputation points for that country.
Accumulate reputation points to increase your reputation from Neutral, Trusted, Idolized and Famous. Raise your reputation to gain access to agents of a higher rank.
Higher-rated agents provide more reputation points. Since the number of reputation quests you can claim per week is limited, you can quickly earn merit points by completing reputation quests assigned by agents with a higher rating. Merits can be used in Merit Shops for the purchase of implants and drawings of T2 ships, weapons, devices and components.
Counter quests. You will find some signals from the card. To find the Encounter quest, first find the solar system with the proper prosperity index and activity level. You can use the filter on the map to check the prosperity index and activity level of each solar system.
After the solar system is selected, move your base to this solar system, if necessary. See the Interstellar Travel Article for more information. When you’re ready, open the map and tap the Encounter Probe icon to find the Encounter quest. Using 1 Probe allows you to access three Encounter quests. You get 1 probe every 12 hours, and you can hold up to 4 probes at a time.
After completing the Encounter quest, you can get implants, ammunition drawings (random quality) and encrypted caches (random quality). For weapons, you can use implants, and for the manufacture of ammunition, you can use the drawings of ammunition. You can also use them to develop advanced implants and ammunition. Encrypted caches are keys to Exploration quests.
Viral crisis. Viral crisis quests are similar to oncoming ones. Solar systems will be infected by the virus randomly. There you will have the opportunity to detect viral crisis quests. You can move your base to an infected solar system and reduce the degree of infection. When the degree of infection of the solar system decreases to 0. You will find a special quest in this solar system, and you will receive a lot of minerals after it is completed.
Second Galaxy: Research Guide
Compared to the Operations function, which allows you to preview rewards, the Investigation function tends to be more random. That is, you do not know what will happen and what rewards you will receive. This feature includes Intelligence quests, wormhole exploration quests, and scanner research. You can have a rough idea of what you will get based on their description.
Research quests. Research quests mainly provide you with minerals. You can also get weapons, attachments, implant suitcases, contraband storage boxes and credit vouchers. There are various types of quests. What you get depends on the quest you completed. To find the location of the Exploration quest, you must use an item called Encrypted Cache. You can get encrypted caches by completing quest clashes or by purchasing them from other players in the Trade Post.
Next, you need to decrypt the cache to find out the map data. Use the item in your warehouse to begin decryption.
Rotate the sphere so that the projection matches the image on the screen. The complexity of the decryption depends on the quality of the encrypted cache. If it’s difficult for you, you can use AutoFill. Upon completion, the quest is added to Ops. Now you can begin to complete it.
Getting resources using the quest scanner
Scanner quests provide you with minerals, credits and items to train recruits. There are three types of scanners that detect three different types of signals. What you get depends on the type of signal. Use the gravity wave scanner to find the rich asteroid belt in the modern solar system. You will find raw ores that can be processed into minerals.
Use the electromagnetic wave scanner to find the pirate training base in the current solar system. You will find items used to train recruits.
Use the radio wave scanner to find the wreckage of the ship. Debris can be sold at the mall.
All of these devices are tactical devices. You can use them in space to scan the solar system. By activating the scanner, you will go to the map of the current solar system. You can check the result on the first tab.
You better pay attention to location accuracy. When your scanner’s scanning power is lower than expected, location accuracy is below 100%. You can still move to this area, but you may not be able to find the correct location. In this case, the signal disappears.
You can use the advanced scanner to improve location accuracy. But remember, you can only scan the solar system once a day. For example, if you used a scanner in the solar system, you cannot scan this solar system again for 23 hours. In addition, the more quests with a scanner you complete, the less rewards you will receive in the next few quests with a scanner.
Wormhole research is one of the most effective ways to collect resources. Studying wormholes basically provides you with chests of materials that contain blueprints for ships, weapons, devices, and components. You can also get smuggled chests, credit vouchers, and minerals. Different events may occur in the wormholes; these events offer different objects.
Overview. Depending on the difficulty level, wormholes can be classified into moderate wormholes, unstable wormholes, alarm wormholes, critical wormholes and deadly wormholes. The complexity of the wormhole decides the complexity of events in that wormhole, the pilot level required to enter this wormhole, and the location of the entrance. To enter the wormhole, you must find the entrance. Go to the map and select the wormhole level in the filter.
The wormhole has several entrances that are distributed among several solar systems. In particular, if another player enters a wormhole that has the same difficulty as the one you entered, you can find that player in a wormhole while you two pilot ships of the same type.
Entrance to the wormhole. You can enter the wormhole with any type of ship. The entry only applies to your level, which determines whether you are allowed to enter this wormhole. Since PvP is allowed in wormholes, players piloting various types of ships will not remain in one wormhole, which ensures fair battles. In other words, if you want to explore the wormhole with your partners, you must pilot the ships of the same type (frigate, destroyer, cruiser, battle cruiser or battleship).
When you enter a wormhole, the effect of distortion affects you. The distortion effect affects the energy system of your ship. The energy recovery of your ship continues to be affected, and in the end, you cannot activate any of your weapons and devices.
It takes about 20 minutes for the distortion effect to reach level ten (X). During this period, you can explore the wormhole and complete events to win rewards.
Wormhole structure. There are four kinds of targets in the wormholes. You can see them on the third tab Overview.
The completion of wormhole events is an important part of wormhole research. These events give good rewards. There are more than a hundred events in the wormhole, but you can only see the five events closest to you in the Review. In particular, the wormhole has adjustable spaces and chaotic spaces. Regulated Spaces are protected by the Great Council, and Chaotic Spaces are zones of lawlessness where PvP is allowed.
When you enter the wormhole outside, you are in an adjustable space. In each adjustable space you can find the entrance to another adjustable space and the entrance to the chaotic space. You can choose to stay safe in regulated areas. But if you want more in one raid, you can go into a chaotic space.
Events in chaotic spaces give more rewards. When you enter a chaotic space, the distortion effect on your ship is reset. That is, you have another 20 minutes to study.
It is noteworthy that you cannot return to adjustable spaces after being in a chaotic space. If you want to stop research, you can leave the wormhole by turning towards the exit.
Getting minerals from wormholes. You can get:
- Semiconductor gel: wormholes of any level, reconnaissance, rookie quests, gravity wave scans, and corporation quests.
- Hydrocarbon polymer: wormholes of any level, reconnaissance, rookie quests, gravity wave scans, and corporation quests.
- Superconducting ceramic body: wormholes of any level, reconnaissance, recruits quests, scanning of gravitational waves and corporation quests.
- Oxide crystal: middle layer of moderate wormholes and above, R2 studies, rookie quests in solar systems with 23 Prosperity and above, gravity wave scanning and some Corps quests.
- Ir-Ti alloy: middle layer of abnormal wormholes and above, R4 research, quests of recruits in solar systems with 40 Prosperity and above, gravity wave scans and some Corps quests.
You can also purchase regular minerals from the following items: rewards for main / additional quests, rewards for pilot licenses, Pan Gala, Corp Pts Store. Corp Minerals is mainly mined at Corp Business and at refineries. It can also be purchased at GALAXIA from Gala. You can donate Gala to your corporation.
Second Galaxy: Business and Smuggling. Currency and shops
Business. If you are tired of fierce battles and want to relax, you should try your hand and complete quests. All you have to do is make some preparations, wait a while, and then enjoy the benefits. Now the game has two handsfree features. These are business and dispatch quests.
Pilot business. In the pilot business, you act as a trader who makes a profit by trading goods. Each of the four nations has four exclusive products. Traders from a nation sell their exclusive goods and buy goods from other nations. Simply put, in the pilot business, you need to buy goods from A, deliver them to B, and then buy goods from B and sell them to others.
The main strategy is to develop the right trading route to get more profit in less time. The pilot business home page provides a brief overview of the current market situation that helps you achieve your goal.
The prices that sellers pay for your goods fluctuate depending on the market (the business activity of other players), while the price you have to pay for each product usually remains unchanged. For example, if a large number of players sold a certain product to a merchant, the seller will pay less for this product in a short time. In particular, you pay for goods in Gala and receive Pan Gala after the sale of goods. Pan Gala can be used at the Pan Gala store to purchase some exclusive items.
The pilot business turns Gala into Pan Gala, which can be used to buy special items, which means that you pay less Gala to get more. After your reputation grows, you will be able to trade more goods, making more profit.
Smuggling. In addition to trading in common goods, you can also trade in smuggled goods prohibited by CSF. You can find smuggled goods through wormholes and quests. To trade in smuggled goods, you must find merchants who are willing to buy them.
You can find those who are ready to buy smuggling through the main page of the pilot business, but you cannot always find a seller who will buy your smuggling. Some merchants may change their minds about the smuggling they want.
It is noteworthy that when you smuggle in safe places and in places with a low level of security, you will be attacked by customs officers at the stargate.
What are trading posts? Trading posts are trading institutions officially recognized by the Great Council. This is the only place where players can trade with each other. Players can visit a trading post on any space station to buy items placed by other players. Of course, you can also sell items that are not tied to you. When buying or selling, remember that Gala is the default currency.
How to unlock trading posts? Trading posts are unlocked when a player completes the quest in Chapter 6: [Main] Blueray II.
How to buy things? Enter the trading post on any space station, then select the category of the item you want to purchase. All items in the selected category will be listed on the right. You can add filters, such as technical level, rank and size.
Select an item and tap it again to open the shopping panel. You can check the details and choose the quantity you want to buy here. The window of the best prices shows the statistics of the currently placed goods, their prices and quantity for each price. When purchasing more than 1 product, the system will automatically select the cheapest. So you don’t have to worry too much about it because you always buy at the lowest price.
Purchased items will be immediately delivered to your warehouse. Purchased items cannot be sold until the recovery time has elapsed. Trade reload items can be used or equipped as usual. The base recovery time is 2 hours. If you buy items from the same player several times, the recovery time will increase.
How to sell items? Players can manage their items at any time on the Sale tab. Each player can place up to 8 items. To place an item, players need to select a category, quantity and unit price. To combat speculation, the Grand Council limited the unit price from 50% to 150% of the daily recommended price. The recommended price is based on the latest prices and fluctuates every day.
You should also set the length of time for items that you sell. The service charge may vary depending on the duration you choose. When the item is sold, you will be sent a notification email wherever you are. In this case, you will receive payment by mail.
Currency. There are six currencies: Iridium, Gala, Loans, Merit, Corporations and Ban Gala. Players can check their balance on the wallet tab in the pilot’s profile at any time.
Due to the complex currency system, the following contents of this article will present these six currencies and their use in detail.
Iridium. Iridium can not be obtained from any function in the game, the only way is to buy it for real money. It can be used to purchase packages, resources in Galaxia, or paid to expedite research, decrypt and move databases. In addition, players can use Iridium to exchange for other currencies. The ratio of these currencies:
Gala Gala is the currency that goes into circulation among players. Players will not directly receive Gala from Quests, Business, and other features. But players can use Iridium to exchange for Gala. In addition, the sale of items in the Trade Post will receive Gala as payment from other players. In fact, the cost of Gala is almost equal to Iridium. Gala can be used in Galaxia, except for high-end developer units.
Loans Credits - this is the main currency used in the game, which is used to develop Pilot, Production, Development. Players can use credits to purchase main ships and modules at the mall. Players can receive credits from almost every function in the game, so it will not be distributed among players. The issue of loans is not under control, if it comes into circulation, this will cause a serious economic crisis. As the pilots grow, players will receive more credits daily. In addition, the Gala can be used to exchange for Credits, so players are unlikely to miss Credits.
Merit Pts, Corp Pts & Pan Gala. Players can earn merit points, corporation points, and Ban Gala from certain functions and use them in their respective stores. For completing quests, Rep Reputation will receive merit points that can be used to exchange ships, weapons, ammunition and drawings in the merit store. Players can use these drawings for production and development, or sell them at the Trading Post for the Gala. The player can use Corp Pts and Pan Gala to buy the same items, but the methods for obtaining these two currencies are completely different.
Daily rewards for sovereignty in Corporate Benefits are given by Corporation Points, and players can donate the Corporation Gala to receive bonus Corps Points. Ban Gala can be obtained from the Business function. In Pilot Business, a player can exchange Gala for Ban Gala in a ratio of 2 to 4 times. In addition, some items in the Pan Gala store are not available in the Trading Post, players can use them to buy.
The Corp Store and Pan Gala Store offer items such as minerals, basic implants, development units, employment contracts, and speed kits. The price of products in Corp and Pan Gala stores is lower than in Galaxia, but products in both stores have a daily purchase limit.
Second Galaxy: Recruitment Development and Dispatch
Who are the recruits? Recruit is a non-game pilots that can be recruited in the game. Players can appoint them to help in the battle, send them to units to collect minerals and earn loans. In addition, recruits can be appointed assistant to expedite research and production projects.
Players must attach great importance to improving the ability of the Recruit, as they are capable assistants in the game. Take on the recruits of different professions and teach them new skills. Dismiss low-level recruits to get materials to improve high-level recruits.
Rank. There are four levels of ranks: beginner, elite, expert and master. Recruits of better rank are more likely to acquire better skills, and they can pilot ships of a higher technical level.
- Beginners and elite recruits can acquire T1 Expertise and pilot T1 ships;
- Expert recruits can purchase T2 Expertise and T2 pilot ships;
- The main recruits can acquire the T3 Expertise and pilot the T2 and T3 ships.
The main method of obtaining recruits is the use of employment contracts with recruits. The possibilities of the different ranks of the recruits are shown in the labor contract info. The rank of a recruit cannot be changed after receiving a recruit.
Career. There are 4 careers for recruits: soldier, engineer, scientist and researcher. Career determines the field of knowledge of the recruit. The soldiers are a combat expert, they specialize in quests for a reward. They prefer to use firepower enhancement devices to increase weapon damage. Engineers can speed up the production of projects. They prefer to use Shield RES Enhancement Devices to enhance their protection.
Scientists can speed up research projects. They prefer to use Shield and Energy Projection projection devices to protect pilots. Researchers are mining experts, they specialize in mining quests. Although not experienced in combat, they can constantly provide minerals and other resources.
Ship. Each recruit can pilot 3 ships, and a recruit career determines which ships can be piloted. Ships of soldiers, engineers, and scientists specialize in combat. Ship 1 - 3 are usually Frigate, Cruiser and Battleship, or Destroyer, Battle Cruiser and Battleship.
Typically, Explorer ships are Industrial ships, but Ship 2 for Researchers can be a specialized combat ship, and ship 2 for Soldiers and Engineers can also be an Industrial ship. In addition, the technical level of the recruit ship increases with the rank of recruit. Ships for recruit of different ranks are listed above.
Specialty and Expertise. Specialty and Expertise of Recruits are bonuses that can enhance the ability of Recruits or Pilot. Recruits are born with specialization, while experience is gained by increasing levels or microchips. There are three levels of expertise: T1, T2 and T3. The rank of the recruit determines the rank of the specialty of the recruit, and the career of the recruit determines the type of experience gained. However, the Expertise acquired by the Microchips will not depend on the Rank of Recruit and Career.
Level. Recruit attributes increase with recruit level. As the recruit level increases, new ships and new skills will be available, the recruit can take memory transplants to gain experience and level, but the recruit level cannot exceed the pilot level. In addition, players can dismiss Recruits if the Recruit does not live up to the expectations of the players or if the players want to transfer the Recruit Expertise to another. When a rookie is fired, all experience returns as a memory transplant, and players can choose one examination to save, which will be returned as a microchip.
Recruits can be assigned to various jobs for players in the game. Players can recruit the best recruits, train and improve recruits to increase their ability to work. There are three types of jobs for recruits: Wingman, Dispatch, and Assistant. Wingman should help the pilot in battle, Dispatch - send to the squads for quests Mining and Bounty, Assistant - to speed up research and production projects.
Slave. Wingman recruits can be of help in battle. Players can have no more than three Wingmen.
During the battle, players can have only one Wingman to help at a time. If the 1st Wingman roster is shot down, then the replacement Wingman will join the battle. However, some tasks in the game can only be entered from certain ships, so when the type of Wingman ship does not meet the requirement, Wingman cannot enter and help in the battle. Then the next Wingman, whose type of ship is qualified, will join the battle. Players can check the type of ship to complete the quest, configure the composition of Wingman and change Wingman when undocking.
It is recommended that you have three Wingmans who can pilot the Frigate, Destroyer, Cruiser, Battleship, and Battle Cruiser. When completing a difficult quest, make sure that the three types of Wingman ships are qualified.
Dispatch. Sending - send several recruits to quest squads. The squad will return with rewards when the quest is complete. The send function is located in the map interface, which was briefly introduced in the introduction of the solar system map.
There are two types of quests Submit. One of them is the Bounty quest, which gives loans, the Min quest, which gives minerals. Players must select recruits for both quests. The Bounty quest requires recruits with strong combat abilities, so Solider, Engineer, and Scientist are preferred. The time taken to complete the quest depends on the type of Recruit ship.
A mountain quest requires recruits who can control an industrial ship, so a researcher is preferable. Quest time decreases with the cargo space of the industrial ship Recruit. When a recruit is selected for the job, the estimated time and quest rewards will be shown in the lower left corner of the interface. There is a limit on the number of recruits in a squad, players can update the corresponding studies to increase the number. Moreover, if a recruitment career is not suitable for the quest, the unit cannot be sent.
Players can upgrade Recruit Research to increase the number of units and recruits for quests, reserve the time for completing quests, and increase quest rewards.
Assistant. Players can appoint recruits to assist in research and production, they can speed up research and production projects and materials for reservations.
A production engineer and a research scientist are recommended. But players can use microchips to boost relative expertise for other career recruits and assign them to help. Players must appoint recruits as assistants before starting research and production projects. Once launched, the assistant cannot be replaced or assigned. In addition, if the recruit is on the way or working, then the recruit cannot be trained or gained new experience.
Second Galaxy: Quests
The plots. Plots are an important part of daily quests. Complete supporting stories to purchase weapons and modules to experience unexpected and interesting stories.
- Press "OPS", then select "Sub Plot". Each auxiliary plot has its own unlocking requirements, indicated in the lower left part of the auxiliary plot panel.
- Click "Start" to open the quest panel. You can view all quest rewards here. Click "Go Now" to immediately start the quest.
- After moving to the quest location, complete all dialogs or battles to complete the quest.
Quest Scanner. Complete quests with a scanner to earn Galactic Points, Galactic Points, Experience and random supplies. To participate, you must have a directional scanner to start any scanner quest. Using a scanner, players can find sources of signals from objects such as asteroid belts, pirate shelters, and shipwrecks. Install a directional scanner on your ship to use it when traveling through the universe.
Activate the scanner to detect unknown signal sources. Click on the signal source and deviate from the destination to track it. High-level signals are harder to detect. Deformation is only available if the signal source is successful. If the accuracy of the scanner is too low, this can lead to rejection of the "warp". In this case, the signal will be lost. The activity level of the solar system will affect the number of signals that you can catch. But it is also possible that you will not find any signal sources in a highly active solar system.
Depending on the type of scanner, you can detect different signal sources. For example, a gravity wave scanner can detect extensive asteroid belts. Get resources in asteroid belts that you can turn into minerals on your space station. There are 3 types of scanners that correspond to 3 types of signals, respectively:
- Gravitational wave induction - Gravitational signals;
- EM Wave Induction - EM Signals;
- Radiation Wave Induction - Radiation Signals.
Clashes. Clashes are a type of basic daily quests. On this type of quests you can earn a large amount of experience, credits and other items. To participate, open OPS, then select a collision and click Go Now.
Press the Encounter button to detect a collision due to the probe. Select a quest and complete the dialogue to accept it.
Select the ship you want to send, then click "Go" to start the quest. Remember that ships marked with a red skull cannot be restored after they are destroyed.
You get a new Encounter probe every 4 hours. Alternatively, probe elements in your warehouse may provide an additional option. The complexity and rewards of collisions are based on the Pilot Level and Prosperity of the current solar system. The lower limit depends on the pilot’s level, while the upper limit is determined by Prosperity. When the solar system is less populated, rewards in this area will also decrease.
After level 19, your ship may be shot down during a meeting. Destroyed ships will not be restored automatically.
Infection of the solar system. From time to time, several constellations in the universe become infected with the virus and end up in a viral crisis. The Grand Council asked the pilots to go to these constellations and deal with emergency situations. To take part, open the map and select "Stage of infection" in the lower right corner, then select the solar system and the quest.
The infection of the system will grow gradually, up to 100%. When a system is infected, many viral crises occur. Whenever a player resolves a viral crisis, the infection is reduced. You can accept and end viral crises just as you encounter contacts. Keep in mind that these quests are harder to complete, but they also give the best rewards.
As soon as the infection drops to zero, the source of the infection, the virus, will be detected. Any player can reach the coordinates of the Virus Core Warehouse and attack it.
Virus Core Warehouse does not have the ability to attack, but has a very high shield and armor. Players must join forces to destroy him.
While players are attacking the Virus Core Warehouse, some cargo will move into space. Players can interact with these loads to collect any items inside. When the repository of viruses is eventually destroyed, the large cargo stored in its main zone will move into space. These shipments usually contain more valuable items.
Ships cannot move collecting items in cargo, so their allies must protect them from hostile players. As soon as the storage of viruses is destroyed, the crisis will end, and the solar system will return to its normal state. All players who participated in the Final Battle will be rewarded by the Grand Council. Rewards will be sent to players by mail.
The war for sovereignty. Management of the entire solar system and its development can significantly increase the corporate income and, therefore, its general capabilities. Main progress: Declare war / Others have declared war on you - The militarized period - The battle - The truce - The showdown - The assertion - The reckoning - Peace. Detailed steps:
- A corps player declares war on the anarchy of solar systems to fight for its sovereignty. Click on "Sovereignty"
- Select the anarchist solar system, then click "War" "Declare War"
- The battle will be in the solar system of the protector. Players can attack 3 objects of the metacenter of sovereignty.
- The attacker must destroy at least 2 of the 3 sovereignty metacenter objects in order to achieve victory. Then the war will enter the stage of claims.
- In order to defend successfully, the defender must destroy all 3 objects of sovereignty interference controlled by the attacker before 2 metacenter objects are destroyed.
War does not affect the normal functions of objects. During a war, a defender can deploy objects as usual. But as soon as the war leads to the transition of sovereignty, all deployed objects will immediately stop working.
Second Galaxy: PvP Guide
Security status. The security status of the solar system determines whether PvP is legal. There are three types of security status: high security, low security, and lawlessness. In high security solar systems, you cannot attack other players. In low security solar systems, you become a criminal when you attack another player for no reason. These illegal actions are also stopped by the police.
In lawless solar systems, you are allowed to attack other players without punishment. High security solar systems and lawless solar systems are similar to regulated spaces and chaotic spaces, respectively.
Combat marks. There are four important combat tags. They help you learn more about PvP rules in low security solar systems.
In low security solar systems, if you attack other players, you get an Illegal Action tag and you are harassed by police in high and low security solar systems. In low security solar systems, if you use devices to recharge or upgrade a player who has an illegal action tag, you will also get an illegal action tag.
In solar systems with low security, if you attack a player with the tag "Illegal Action", the police will not chase you and you will get the tag "Justice". In addition, if you have an "Illegal Action" tag and you are attacking a player with the "Justice" tag, your crime rate will not change. If you ship contraband, you get the Contrabands Carried tag. Customs officers attack you, but the police do not attack you. It is noteworthy that it is illegal to attack a player who has the Contrabands Carried tag and does not have an illegal action tag.
When you attack another player, you get an Access Restricted tag. You cannot pass through the stargate or enter space stations if you have the Access Restricted tag.
Crime level. The player’s crime rate indicates how dangerous the player is. When you attack other players in low security solar systems, your criminal level rises. When you destroy another player’s ship, your criminal level increases significantly. You can reduce your criminal level by completing quests.
When your crime rate is 1 or more, you get a Misdemeanor tag. Other players may see the Misdemeanor tag that you have in your review. When your crime rate is 5 or more, you get a Felon tag. In this case, other players may attack you legally. If you attack a player who has a Felon tag, you will receive a justice tag. But if you support a player who has a Felon tag, you will get an illegal action tag.
Raid probes. Raid probes can help you spot other players and recruits. You can use your raid probes on the map.
You get 1 probe every 2 hours and can hold up to 24 raids. You can choose any type of ship to raid another player (or Recruit). It is noteworthy that a raid on recruits is not prosecuted by the police.
Protection. Designed to protect players who include autopilot. After you leave the space station, go through the stargate or stop after the warp, you will be protected for 15 seconds.
Given the slowdown of the network, you only have 5 seconds to select the next destination, otherwise other players may catch you.
Action log The battle history in your pilot profile contains details, including ships on both sides and the place where the battle took place.
You can share the details of the battle. If you have joined the Corporation, you can apply for compensation in the battle logs.
Second Galaxy: Features of ships and modules
Attributes of the ship. Each ship in Second Galaxy has many attributes. The main attributes of the ship:
- Processor: The computing power of the computer on your ship. Installed weapons, devices, and most modules consume processing power.
- Power: The maximum power your ship’s generator can provide. Installed weapons, devices, and most modules consume the power of your ship. Control the processor power and power of your ship wisely to maximize its combat effectiveness.
- DPS: The average damage that all ship’s weapons can do every second.
- Range: maximum range of weapons mounted on the ship.
- Shield RES: There are 3 types of Shield RES. The ship’s RES shield decides how much it is protected from certain types of attacks. Different ships have different types of RES shields. Types of panels RES: EM, Kinetic, thermal.
- Shield: Shields can be recharged with Shield Rechargers. This is the extreme protection of the ship.
- Armor: when the ship’s armor drops to 0, it will be destroyed.
- Volume Factor: Ship Size. Larger ships are an easier target and take longer to turn. He also decides what speed the accelerator can provide.
- Warp stability: if your warp stability is greater than the total interference of all ships, then your ship can warp at any time. Otherwise, your ship will not be able to deform.
- Inertia coefficient: the lower the inertia coefficient of a ship, the faster it can turn.
The main characteristics of the weapon:
- Damage per cycle: Damage done to a target that is not protected by one hit.
- Damage Type: The type of weapon damage depends on the ammunition used. There are 3 types of damage. The weapon has different types of damage ratios. Choose your weapon wisely when confronted with various types of enemy ships. Types of weapon damage: EM, Kinetic, Thermal.
- Activation Cost: The minimum energy a weapon needs to activate. When the ship’s energy is below this value, the weapon cannot be used.
- Fire Control: Decides the accuracy of the weapon. Higher fire control means more accurate weapons.
- Tracking speed: determines the accuracy of the weapon. Higher tracking speed means more accurate weapons.
Ship hangar. Ship hangar is the main system in the game. Players can customize their ships so that they are adapted to various actions or battles. At the same time, Ship Hangar is one of the most complex systems in the game. The player must understand how the processor and power work, and know the current ships, weapons, ammunition, devices and components in the game. To gain full access to the ship’s hangar, the player must be inside the base station. You can enter it through the main menu.
Power and processor. Installing any attachment will require two resources that the ship itself provides, namely: power and processor. Power represents the output power provided by the ship’s reactor, while the processor represents the processing capabilities of the on-board computers. The type of ship and the technical level affect the power and processor: as a rule, a heavier ship or a ship with a higher technical level has the ability to provide more power and better processors. After selecting a ship in the ship’s hangar, its power and processor will be displayed:
On the other hand, you can see how much energy and processor power the module consumes in its information panel or in the information window. Exact values are also influenced by module size and technical level. Usually modules with a larger size or a higher technical level require more energy and processor power.
If you try to install or swap the module, it will have a clear visual indication showing whether the new module will exceed the power or processor limit. A new module can be successfully installed only if both indicators are within acceptable limits.
Research requirement. Research is an important developmental system in the game. It is also a determining factor whether the Pilot has the right to use certain modules. If the player has not completed the required study, there will be a redirection button leading to the panel of the corresponding study.
Types of slots. Most of the modules in the game are divided into weapons, devices and components. Each type of module can only be installed in the corresponding slots. All ships have 3 slots for weapons, 3 slots for devices and a different number of slots for components, which usually increase depending on the cost of the ship.
The player can add, change or remove a module from any of the slots individually. For each ship, the last device slot and the last few component slots (1 for ships of level 1, 2 for ships of level 2, 3 for ships of level 3) are blocked until the pilot reaches certain levels in the pilot’s license of the corresponding ship. The device slot opens at level 3, and all component slots become available at level 5.
Saving and sharing configuration. Before a player gets acquainted with a ship’s hangar, there is a default Config to use it. Players can use the default configuration by clicking the "Config" button under the slots for attachments, the "Config" panel will appear:
This panel lists the current settings, default configurations, and previously saved configurations. Applying the default settings makes the task pretty simple. Since the default settings include only attachments without technical requirements, if the player does not have certain attachments, they can be purchased automatically.
There are currently 6 types of ships in the game that the Pilot can use: frigate, destroyer, cruiser, battle cruiser, battleship and capital ship. Large ships, as a rule, have better basic protection, firepower and range due to the worst warp speed, cruising speed and agility.
Not always the bigger, the better in terms of ship selection. Using different ships to work in different conditions is a reasonable choice in most cases. Since there are many points of view for estimating the value of a ship, the following content will focus on the main ones.
Tactical positions. Tactical positions are, in essence, marks assigned to vessels to describe their features and advantages. They can be seen on the 1st page of the "Ship Details" panel in the ship’s hangar:
- Ships tagged Firepower are usually good at naval weapons and are usually a classic damage provider.
- Ships with the Electronic tag typically specialize in ship devices and usually have more configuration resources and energy.
- Ships tagged Heavy are generally good at defending and surviving, and usually have more shields and higher shield resistance.
- Ships with the Assault tag tend to pass defense lines well and usually have higher speed and better acceleration.
- Ships with the Recon tag are usually good at speed, agility, and tricks. This tag is only on frigates.
- Ships with the Command tag are best placed to improve themselves or the crew. This tag is only on cruisers.
- Ships with the Logistics tag have enhanced self-charging or advanced charging capabilities. This tag is only available on battlecruisers.
- Ships tagged with Interceptor have the best jamming capabilities. This tag is only on frigates and destroyers.
- Ships labeled Disruptor have the best electronic jamming capabilities. This tag is only on frigates and cruisers.
Ship bonuses. Ship bonuses are a numerical representation of tactical positions, as well as the first criterion for choosing ships. Click the i icon in the Ship Details panel to check all ship bonuses.
For most ships in the game, ship bonuses consist of license privileges and ship features. Licensing benefits have 5 levels, and bonuses improve with each increase in the pilot’s license level. Features of the ship do not increase, available from the very beginning.
Built-in modules. Built-in modules include naval artillery, standard devices, super equipment, and a tactical component. Since they are all integrated into the ship, players can use them without installation. You can check the modules built into the ships at the top of the ship’s hangar interface:
Naval artillery is a kind of main weapon that does not require energy to fire. Its range depends on the type of ship. As a rule, it makes up from 15% to 20% of the total ship DPS. Standard devices include a standard charger and a standard ion motor. They are only half as effective as their permanent counterparts.
Super-device is the best weapon or device of a particular ship. It charges throughout the battle and is ready to use when fully charged. A tactical component is a special component designed in accordance with the tactical positions of the ship. It provides very strong effects for the ship and is a major factor in the configuration of the ship and its game.
Configuration Resources. Configuration resources relate to the number of connection slots, as well as to the power limit and ship processor. Configuration resources are a major factor in terms of ship configuration. Generally speaking, a ship works best when it is installed with modules of appropriate sizes, namely:
- For frigates , small weapons, small devices, and small components are recommended.
- Small destroyers , small-sized devices and small components are recommended for destroyers .
- Medium-sized weapons, medium-sized devices, and medium-sized components are recommended for cruisers .
- For battlecruisers , large-sized weapons, medium-sized devices, and medium-sized components are recommended.
- For battleships, it is recommended to use large multi-barreled weapons, large-sized devices, and large-sized components.
Some exceptions exist. For example, a line cruiser with the [Logistics] tag has the function of reducing energy costs for chargers with extended shields, which allows it to use chargers with extended shields of large sizes, which are designed for ships of the line. In a ship’s hangar, installed modules of incompatible sizes will trigger warning messages:
Overview of modules. Modules include all weapons, devices, and components that can be installed on a ship. There are currently thousands of different modules in the game.
Quality. All modules in the game are divided into 15 levels depending on quality: from Tech 1 Rank 1 (T1R1) to Tech 3 Rank 5 (T3R5). T means "Tech", T1 means "Tech 1", "T2" means "Tech 2", "T3" means "Tech 3." The Tech level is currently limited to 3 in the game. R is the abbreviation for rank, under each technical level there are 5 ranks, namely from R1 to R5. You can find out about the quality of the module by its icon. Roman numerals in the upper left corner indicate technical levels, and background colors indicate ranks. White for R1, green for R2, blue for R3, purple for R4, orange for R5.
All T1R1 attachments can be directly purchased at the mall on any space station. Any module of the best quality can only be made by players through Production.
The size. There is a letter in the upper right corner of the module icon. This means the size of the attachment.
- S is short for Small. S-shaped modules are usually designed for frigates and destroyers, as their effects and energy costs are calibrated for small vessels.
- M is a reduction from the average. M-size modules are typically designed for cruisers and battlecruisers since their effects and energy costs are calibrated for medium-sized ships.
- L is short for Large. L-shaped modules are usually designed for battleships and some battlecruisers with special ship bonuses, since their effects and energy costs are calibrated for large ships.
- U is short for Universal. U sized module designed for all kinds of ships. They usually require low power and cost of the processor, but their cost of energy as a percentage of the maximum energy.
There is another special character under the letter. It represents which slot the application is going to. If there is a lock symbol next to it, this application is tied to a player and cannot be transferred to other players.
Quality and size are two categories for all types of modules. There are special categories for weapons, devices, and components, respectively.
Categories of weapons. Weapons can be classified by indicators of firepower and range. Light and heavy weapons are divided by firepower. Combat weapons and sniper weapons are divided by range. It is usually easy to determine if a particular weapon belongs to a light or heavy weapon by the number of trunks installed. But not all light weapons are single-barreled. For example, a lightweight version of a rocket is called a dual-barrel missile, and its heavy counterpart is called a four-barrel missile.
Heavy weapons are enhanced versions of lightweight counterparts. Compared to light weapons, they have the same range, much higher DPS and much higher energy and processor costs. Combat and sniper weapons are also indicated on their names. Sniper weapons have a much longer range, while military weapons have a higher DPS, lower energy cost, faster reload time, faster tracking speed and greater ammunition capacity.
Device Categories Devices can be classified by function and purpose, respectively. Recharging, gain, interference and tactical devices are divided by function. Standalone, advanced and local devices are divided by purpose. Recharge devices include all shields and energy chargers.
- Improvement devices include all devices that increase speed, resistance, weapons, and the ship’s electronic system.
- Interference devices are essentially the opposite of improvement devices.
- Tactical devices are special devices with various unique mechanisms and relatively long reloads. Devices take effect only when they are activated by the player, due to a certain energy.
- Own devices are intended only for the ship on which they are installed.
- Advanced devices target a unit, not the ship itself.
- Zone devices are aimed at a certain number of targets in a certain range.
All devices can only have a beneficial effect on allied targets and a harmful effect on attacking targets.
Categories of components. The components can be divided into weapon amplifiers, electronics, shields and piloting amplifiers by function. The components give passive effects, do not require activation or energy consumption. Finally, component effects cannot be transferred to other ships.
Deployment of the capital ship. Capital ships are manufactured by corporations and owned by corporations. You must deploy a capital ship before piloting it. To deploy a capital ship, you must have a shipyard in the solar system that your Corporation holds.
There are five levels of the shipyard. Each level provides a capital hangar at your shipyard, which means that you can have up to 5 capital ships in one solar system. When your Corporation launches a shipyard, the money management feature will be unlocked. The layout of this function is similar to the layout of the ship’s hangar function.
Like adding a ship to your hangar, you can click on an empty hangar and select a capital ship from your warehouse.
Please note that the deployment of a capital ship takes some time. When you begin deploying a capital ship, the metropolitan hangar is busy and the process cannot be stopped halfway.
Capital ship equipment. You cannot change the weapons or devices of a capital ship, but you can change its components.
A capital ship needs energy, but its energy is not automatically restored. Therefore, you must charge your capital ship with energy blocks before it leaves the space station. Otherwise, weapons and devices cannot be activated.
The capital ship does not require loading of ammunition. In addition, since capital ships do not require energy to jump, they can leave the battlefield, even if energy blocks are used up.
Capital ship lock. Capital ships are owned by your Corporation. You must have the title of Captain in your Corporation to block and control a capital ship. In addition, you must be qualified to pilot a capital ship. You can qualify in different countries through the support site.
When you meet the above requirements, go to Capital Ship Management and lock the main ship.
You cannot block a ship that was blocked by another player. If you need to unlock this capital ship, you need to contact this player or the administrator of this capital ship.
Take the capital ship. You must go to the shipyard to board the capital ship. You can click Go below the capital ship details to go to the shipyard. When you reach the shipyard, interact with her to board the ship that you blocked.
You are now on the main ship. To return to your ship, you need to return the capital ship.
Return the capital ship. Interact with the shipyard again to return the ship. There are some special mechanisms that make this more convenient. You can return the capital ship to other shipyards. If you do this, it will take some time for the capital ship to turn around again at the original shipyard. If the shipyard on which the main ship is deployed is destroyed or damaged, you can return the main ship to other shipyards and this ship will be sent to the corporation’s warehouse.
If you pilot a capital ship and go offline for more than 48 hours, the pilot ship that you pilot automatically returns to the corporation’s warehouse. When you are online again, you are on your own ship. If all the shipyards of your hull are destroyed, you can exit and then enter to return your capital ship.
Jump through the portal. Capital ships cannot pass through the stargate, but they can make portal jumps to reach other solar systems using their jumping engines. You can navigate through the portal by clicking the icon directly on the devices.
When you start jumping into the portal, the map opens and you find how far you can jump. If you plan to jump into the solar system, and your Corporation has not activated a portal for jumps there, you will be taken to a random place in this solar system. This is called a random portal jump.
If you perform a random jump, you will be displayed on the third tab in the overview of other players. After performing a portal jump, the capital ship cannot move or jump for a short time. The farther you jump, the more time it takes to restore the main ship.
Moreover, your allies can use the portal created by your capital to jump on the portal.
Second Galaxy: Logistics and Production. Drawings and development
Logistics and Production. Logistics includes systems that provide material support outside the battlefield. Current logistic systems in the game: development, decryption and production. Development and decryption are the main sources of the drawings. Production turns drawings into products.
Personal Resources. Personal resources are the foundation of logistics. They can be used to improve the player’s combat capabilities, speed up the pilot’s development process and increase pilot wealth. Therefore, obtaining personal resources is one of the main motives of the battle in the game. The main personal resources in the game include: memory transplants and microchips for improving recruits, ship modules, blueprints, 5 types of minerals for production, etc. They can be viewed at the player’s base warehouse.
Due to their extensive and independent nature, details about the development and decryption will be discussed in the respective manuals. The production system will be considered in the following.
Production. All modules above T1R2 can only be made by players through Production. To unlock production, players need to be at least in the 6th chapter of the main plot. On the main plot, it will take about 2 hours, and players will receive various resources necessary for production. When unlocked, players can start production from the main menu of their bases.
Before the actual start of production, the player must prepare the appropriate project and the necessary minerals.
There are two ways to reduce material and time costs. Firstly, it is research related to production. For the production of ships, weapons, ammunition and attachments, 3 branches are provided to accordingly reduce the time, cost of mineral resources and the cost of loans. In addition, performance research branches are prerequisites for relevant advanced projects.
The next approach is the appointment of a recruit to reduce the time spent, minerals or loans on a specific production line. They can also learn from the experience with microchips.
Finally, increasing the pilot level opens up more production lines. Players can also interrupt ongoing production. This will return half of the necessary minerals.
Drawings and development. Most of the ships and modules in the game are made in the production of drawings. This article mainly covers drawing approaches. There are 3 ways to get drawings in the game: Decryption, Development and Merit Shop. Of course, players can also exchange blueprints with each other in the Trading Post. Decryption mainly produces T1 drawings. Merit Store mainly produces T2 drawings. Development can produce drawings of all levels of technology.
The quality of the project. The quality of the drawing works in the same way as the quality of the module, and the quality of the products always matches the quality of the drawing. Since there are currently no T1R1 and T1R5 drawings in the game, there are 13 drawing quality levels in total. The distribution of 13 levels in Decryption, Development and Merit Store is as follows:
- Decryption mainly produces drawings from T1R2 to T2R1 with a low probability of drawings to T2R5.
- Merit Store provides drawings from T1R4 to T2R4; higher quality drawings require a higher Rep rank.
Development can produce all drawings from T1R3 to T3R5, and actual quality varies in a small range depending on the development mode.
Decryption Drawings do not fall out in the game by any means. They come in the form of cases, the disclosure of which requires decryption. Currently, there are 4 types of such cases in the game, corresponding to ships, weapons, devices and modules, respectively.
Delivery cases containing investment drawings can be divided into 5 levels in quality: basic, general, unique, rare and ultra, or 3 levels in size: M, L and XL. There is only one type of supply box for ship blueprints, and they contain only T2 ship blueprints. To open the supply crate and get the drawings inside, players need to use the decryption in the main menu of their bases.
To open a box with materials, the player must add it to the decryption queue. Each decryption in the queue takes some time, time is scaled with the quality and size of the chest. Players can also instantly complete the decryption by paying Iridium.
Merit Store. Merit Store is an important way to get drawings. The merit store is based on the reputation of certain nations. The player must reach certain levels of reputation of the nation in order to unlock certain advanced drawings in his merit store, and all purchases in this store are paid for by points earned in the same nation.
Please note that Merit Store 4 major nations sell completely different products. Therefore, if players want to get a complete collection of all the drawings, they need to increase the reputation of all nations.
Development. Almost all drawings can be made in development. It also works as a drawing processing system, turning unwanted low-level drawings into a high-level plan in a specific area. The development is unlocked in Chapter 5 of the main plot, and access to it can be obtained from the main menu of the player’s base.
A typical development process has 3 steps. The first step is to select a development project from the implant, ammunition, ship, weapon, device and component.
The second step is to select other options. For weapon development, parameters include type, mode, and production function.
Finally, depending on the development mode, the player needs to provide 2 drawings of lower quality, but belonging to the same project. They will be consumed when development is complete. The output quality is guaranteed to be higher than that of both materials, and players can check the possible quality of the result by clicking the center icon before starting.
In addition, only unrelated drawings can be used as materials in development. The development of advanced drawings also requires a specific development unit, which can be purchased at various stores.
Second Galaxy: Corporate Guide
Corporation (Corp) - a game group of players, joining forces. When joining the Corporation, players gain access to the Corporation-based events and many exclusive benefits, corporate purchases, compensations and other exclusive systems of the Corporation.
Join the Corporation. The corporation is unlocked in chapter 3 of the main plot. After that, players can choose to join or create a corporation. After clicking on a corporation, the corporation panel appears in the main menu, listing all existing corporations in the game. Players can search by name or pseudonym of a corporation to find a specific corporation.
Players can check basic information about the corporation, such as name, pseudonym, population and language in the list of corporations. By clicking on any entry, they can go to the main page of this Corporation to see its Alliance, announcement, latest news, etc.
Clicking on the "Join" button sends the application to the corporation. If a particular corporation does not use any access restrictions, the player will be automatically approved and join the corporation. Otherwise, the player’s name will appear in the application list of the corporation’s management. Players can also create their own corporations. Steps: Go to the "Create" tab in the Corp panel, enter the name, nickname and language of Corp, configure the application type and the Corp logo, and finally pay 100 thousand Gala to complete the creation of Corp.
Corporation titles. The current population limit for the corporation is 150. The CEO of the corporation can assign up to 3 ranks to each member of the corporation. Different names mean different permissions and responsibilities. All Corp members can check current members, status, and permissions in the Members panel.
Corporate Diplomacy. Corporate diplomacy to some extent affects the positions of all its members. For example, all participants will always be each other’s allies in a combat review. Their names will be on the 2nd tab and will be displayed in green. If a corporation has marked another corporation as an adversary, then for the members of the first corporation, the names of all members of the second corporation will appear on the 1st tab of the battle review and will be red.
Managing a corporation with the appropriate permissions may mark another corporation as an adversary or ally. The Corporation Diplomacy panel has an Enemy tab and an Ally tab that lists all the marked corporations.
Announcements and messages. A corporate announcement is an official statement of the corporation. It appears on the first page of the corporation panel and can only be changed by management with appropriate permissions. Corp Messages is essentially a message board owned by Corp, anyone can post there.
But whether it’s a Corp ad or a bulletin board, make sure that the message does not violate any terms of the user agreement.
Union. The Alliance is a game group. Usually it consists of 1-200 corporations. The advantages of joining the Alliance include coloring the map of the Sovereignty of the Alliance level, a general list of military operations within the Alliance, and the fact that some of the key facilities of the corporation can be divided within the Alliance.
Currently, only the CEO of the corporation has access to operations related to the Alliance. The process of creating the Alliance is very similar to the process of creating Corp. Fill in the name, customize the language and logo, and then pay 3.6 million Corp Gala to complete the creation. Joining an alliance is a bit different. A corporation may join the Alliance only if it has received an invitation from it.
Just as corporate diplomacy works, a presence in the same Alliance also affects how the player’s name is displayed in the combat review of other participants. The names of players from the same Alliance will be on the 1st tab and will be highlighted in blue. This means that they can be attacked at the request of the player. Their names can be hidden on the 1st tab by changing the corresponding viewing setting.
Players can choose to join the Corporation or not, and the game has many personal actions for which the Corporation is not required. But thanks to the advantages of the Corporation, players who join the Corporation receive more resources than those who did not, which ultimately leads to a difference in the speed of character development and making money.
Depending on the strength of the Corporation, players can get a wide variety of benefits from their Corporation. Therefore, if a player wants to get more benefits from the Corporation, he needs to work together with other members of the Corporation to make it better and stronger. For the benefit of the Corporation is strengthened through the investment of players.
Corp Pts. Corp Pts is a form of currency received from donations from the Corporation and various activities. It is used for all kinds of character development resources in the Corp Store.
There are two ways to earn Corp Pts: automatic and manual. The earned points of the Corporation will be automatically transferred upon making donations to the Corporation. Earned Points caused by certain actions of other members of the Corporation or certain actions of the Corporation must be requested manually in the "Benefits" tab of the Corporation panel.
Firstly, for each member a certain amount of points is issued daily in the form of a "daily salary", the size of which depends on the number of solar systems at the Corporation’s disposal, their level of well-being and level of development. This is a typical idea of "the more you do for your Corporation, the more rewards you will receive for this." Secondly, certain actions within the Corporation or even the actions of some members may cause the distribution of Points of the Corporation:
- When purchasing gift wrapping at GALAXIA, certain Corp points will be transferred to all Corp members on behalf of the buyer.
- Upon completion of each Corporate quest, certain Corporation Points will be transferred to all members depending on the level of the quest.
- Upon completion of each business order of the Corporation, certain points will be transferred to all members of the Corporation, depending on the amount of the order.
- After winning every war for sovereignty, certain points of the Corporation will be awarded to all members based on the fee for declaring war.
- Upon completion of each facility of the Corporation or capital ship, certain points will be transferred to all members.
The game has many more events that players can explore.
Intel Pts. Intel Pts is a form of Corporation resources that you can use to launch Corp quests. Corporate quests - this is the type of activity of the Corporation, upon completion of which participants are given rewards, and certain Points of the Corporation are given to all members as benefits. Another important goal of Corporate quests is to increase the level of development of the solar system in which Corporate quests began.
The level of development directly determines the durability of sovereignty objects in the same solar system, the level of Corporation objects that can be deployed in the solar system, and the size of the "daily salary" for all members. That is why raising the level of development of busy solar systems is so important for both the Corporation and its members. Where did Intel Pts come from? In fact, after the completion of most personal actions (meetings, wormholes, research, etc.), the Player will receive an item called "Corporate Information Collector."
They will be automatically transferred when the player reaches the space station, and transferred to the player’s Intel Pts Corporation. Thus, intel Pts is, in fact, a representation of the activity of participants within the Corporation. To encourage this, the Corporation Benefits tab has a weekly 10 percent Intel Pts Rewards Award. These rewards mainly include acceleration, implantation cases and recruits.
Corporate actions are multiplayer games. Compared to single player, the element of interaction between players will add a new flavor to the gameplay. Currently, there are 3 types of activities of the Corporation: Corporate quests, Corporate business and War for sovereignty. Wars for sovereignty will be covered in two separate guides, so this guide will focus on Corporate Quests and Corporate Business.
Corporate quests. Corporate quests are multi-user actions that can be started and completed in certain solar systems. By completing Corporation Quests, Corporation members will receive credits, minerals, and random implants. Completing Corp quests also boosts the development of solar systems. Level of development is an important measure of the Corporation’s impact on a particular solar system.
An increase in the level of development will increase the durability of sovereignty objects and the level of restriction of Corp objects in the same solar system. It also affects the amount of Corp Pts that this solar system contributes to the "daily salary" of all Corp members. Intel points are spent on starting Corporate quests. They automatically gather when members of the Corporation simply play a single player game every day. Corp quests can be run on the Sovereignty map, which can be accessed from the Corp section of the main menu on the space station.
The next step is to identify the solar system where the Corporation has sovereignty to begin the Corporate Quest. The first solar system of the Corporation will be displayed by default when entering this map. Players can switch to other solar systems by clicking on the 2nd icon in the upper left corner.
On the right side of the solar system menu, clicking on the Corp Quest icon on the left will open the Corp Quest panel. Currently, the game has 4 types of Corporate Quests, each of which corresponds to its activity and a different number of pilots. After launch, any member of the Corporation can track and move to this solar system through the Corporate Quest tab on the Corporation panel.
Finally, a Corporation that does not have solar systems can also start Corporate Quests in solar systems belonging to 5 major nations. But such Corp. Quests will give fewer rewards.
Corporate Business. Corporate business is a way of exchanging Corporation minerals between different Corporations. A prerequisite for Corp Business is the availability of at least a solar system and a refining and trading port deployed in this solar system. At a refinery, the Corporation produces the minerals of the Corporation. All oil refineries owned by the Corporation will begin loading minerals into conveyors within the deadlines set by the Corporation.
During the loading period, real carriers can be seen at the refineries. The corporation receives minerals only after transporters arrive, and since transporters may be attacked in the process, players may need to protect their own transporters from enemies. Trading Port - The Corp Business Section is unlocked if Corp has at least one trading port. Clicking on it will open the Corporate Business panel:
On the Sell Item tab, players can view all purchase orders placed by other Corporations nearby. Since the displayed orders are determined by the actual positions of the trading ports, the distances are usually not too large. If a player likes a certain purchase order and there is enough mineral in the Corporation’s vault, he can click the "Deliver" button to send the carrier.
When drawing up a delivery schedule, the player must specify the initial trading port and the amount of such a mineral. Cargo space of the carrier is determined by the level of the trading port and regulates the amount of mineral raw materials to be delivered. After confirmation, the actual carrier will immediately appear, leaving the selected trading port for the destination. Since the Corporation will not receive payment until the transporter really reaches its destination and can be attacked throughout the process, players may need to protect the conveyor from enemies.
Of course, the Corporation can also place purchase orders to buy minerals from another Corporation. The corporation can place only one purchase order for each trading port. Each order requires a deposit, so the total value of all purchase orders cannot exceed the balance on the Corporation’s Gala account. Finally, players can track the status of a purchase order for each trading port and the real-time position of each carrier in transit on the Commercial Port tab in the Corporate Business panel.
Corporate Logistics Support
The main goal of Corp Logistic Support is to provide an adequate supply of resources that the corporation needs before the outbreak of war. In non-war times, the corporation collects various necessary materials from members of the corporation; in wartime, supplies will be distributed among the members of the corporation so that they can hold out until the end for victory.
Compared to individual logistic support, large-scale logistic support of the corporation is so complex that only the joint work of the corporation’s members will give a good effect. This article will first introduce the three main services of the Corp logistics support system, which are all related to each corp member: Corp Warehouse, Corp. Procurement and Compensation.
Corporate Warehouse. The corporate warehouse is located in the upper middle part of the main page of the corporation panel. It consists of Wallet and Warehouse, where the remains of Corp Wallet and all Corp items are respectively displayed in categories.
Corporate wallet uses Gala as its currency, which in the early days increases mainly due to daily donations from members of the corporation. In particular, a corporation may accept donations of up to 1,000,000 gala daily. While each gala donation is donated to Corp Wallet, an equal number of Corp points will be rewarded in exchange for donations. Members of the corporation can use to purchase items that are exclusively available at the corporate points store in Galaxia.
In addition to donations, over time, the corporation can earn a huge amount of Gala by selling mining in its sovereign solar systems. The corporation’s warehouse, most similar to the pilot’s, mainly stores ordinary ships and investments collected through the corporation’s purchase orders. In addition, the Corp Warehouse includes two special categories: objects and Capital Ship, which store space objects and Capital Ships, respectively, built by the corporation through Corp Production.
Corporate Purchase. Corporate procurement can be seen as the internal market within the corporation, where pre-prepared combat configurations of the fleet, focused on individual resources and stocks, will be collected in non-war time to prepare for a potential war, to ensure the availability of adequate ships and attachments to compensate. Those members of the corporation who have the appropriate role of managing the corporation can create orders based on saved configurations from the Ship’s hangar or manually create orders in the "Buy Corporation" panel.
When a purchase order is created, the unit price is automatically set in accordance with the average price of all transactions made yesterday at the Trade Post and cannot be set manually.
With the order created, members of the corporation can receive the corresponding project through the game process, development or redemption, produce products with the project through production and sell the products of the corporation.
Unlike transactions in a mall where loans will be transferred after a 4-hour delay, Gala will be immediately transferred to the seller from the Corp wallet after completing the Corp purchase order.
Compensation. A wrecked ship can be seen as a death penalty, which is harsh, since all attachments and cargo disappeared along with it. However, players must not lose faith in themselves due to such a loss. Thus, there are two approaches to compensation in relation to two scenarios of ship loss in the game. For those ships that were destroyed by NPCs, players will be given two free ship rebuilds per day when purchasing an adventure plan. In addition, players can sign Insurance in the event of the loss of a particular ship.
Since insurance can only cover PVE losses, for ships destroyed in a PVP battle, players as members of the corporation can send applications to their corporations for compensation.
All pending compensation applications are displayed on the Compensation panel and will be approved by those members of the corporation who have the appropriate managerial role when compensation is offered at the corporation’s warehouse. In other cases, players can make donations to each other to earn Corporation Points, which are twice the estimated value of each donation.
The application for compensation is valid for 72 hours. During this period, the applicant must make sure that his base is located in the camp of the Corporation or in one of the sovereign solar systems of the corporation. As soon as the application for a specific loss is sent and its validity expires, it will be closed and the duplicate cannot be sent again.
Your corporation can deploy objects in solar systems. Corporation facilities include SS bases, refineries, assembly centers, watch towers, ships, trading ports, jump portal generators and jump portal inhibitors. Your corporation can manage these facilities on one screen.
Sovereignty. After your corporation conquers the solar system, your corporation will be able to deploy corporation facilities there. You can open the map of the Solar System through the Sovereignty function.
The first solar system that your corporation has conquered is displayed when you open the map. To check other solar systems that your corporation has won, click on the icon in the upper left corner.
State of the art. The level of development of the solar system determines the highest level of capabilities that your corporation can deploy in this solar system. There are five levels of development. The level of development determines the shield and armor of objects in the solar system. In other words, the complexity of the war for sovereignty depends on the level of development.
Meanwhile, the level of development limits the possibilities that your corporation can deploy in the solar system. If you want to upgrade your facilities, you must make sure that the solar system has the proper level of development. Completing corporate quests raises the level of development. Read another article for more information on Corp quests. It is noteworthy that when you gain the sovereignty of the solar system, its development level decreases by 1, and vice versa.
Expand objects. You must deploy the SS base before you deploy other objects. Similarly, you must upgrade the SS base before updating other objects. When you get the sovereignty of the solar system from savages, you only have the ability to deploy the SS base. When the SS base is deployed, you can expand other objects.
Deploying an object takes some time. You can check the remaining time on the map. Please note that you cannot stop the deployment process after it starts.
Other corporations cannot attack funds that are deployed.
Modernization of facilities. You can update an object when its level is below the SS base level. You can update the SS base when the level is lower than the level of development of the solar system. High level objects have improved armor and shield. Some objects have advanced features at a high level.
- Updating the SS database gives more rewards in quest meetings and dispatch quests.
- Plant modernization increases production per hour.
- The modernization of the assembly center accelerates the production of the enclosure.
- Updating the watch tower increases the accuracy of its tracking and the number of detected targets.
- Modernization of the shipyard provides more capital hangars.
- The modernization of the trading port increases the armor and carrying capacity of the conveyor.
- Updating the jump portal generator increases its maximum range.
- Modernization of the portal inhibitor of the jump increases its effective time.
You must upgrade the SS base before updating other objects. In other words. The level of objects other than the base cannot be greater than the level of the SS base. The process of upgrading an object is similar to deploying an object.
Modernization of facilities also takes some time, and facilities become invincible during modernization.
Get objects. Sometimes you need to restore objects in the solar system. Your crop receives all levels of the object’s cores after receiving the object. Receiving an object takes a lot of time, if the object is attacked upon receipt, the process is canceled.
You must fulfill some prerequisites before searching for certain kinds of objects. For example, you must pack all capital ships before you pick up the shipyard. The assembly center cannot be removed during the manufacture of the enclosure. An active transition portal inhibitor could not be obtained.
When a corporation takes control of the solar system, it can deploy objects in that system. Once an object is deployed, it can provide a number of functions for the corporation. For example, a mining company may extract minerals. The watchtower can detect incoming enemies. An assembly plant may provide additional production lines. To participate:
- Select an object to attack.
- When the target is not in search, the attacker can launch attacks on it at the expense of the Gala.
- Before the attack begins, the stage of intervention will begin. A tower of destruction will appear and begin to prepare for intervention. The tower of destruction cannot be attacked at this stage.
- When the battle begins, attacks on the object will begin. When an object activates emergency mode, players will not be able to attack for some time. Once the recovery time is over, players can start the attack again.
- At the stage of opening, you can attack both the destructive tower and the object. If the object is ultimately destroyed, the attacker wins and the tower is removed. If the tower is destroyed, the defender wins, then the attacked structure will be restored to full shield and armor.
You cannot attack the objects of your allies. If you do not have enough Gala, you will not be able to carry out attacks on any objects.
Second Galaxy: War Guide
Preparing for war. War is the most significant activity in the game. It is also the only way to change the sovereignty of the solar system. Compared to other activities, war has relatively complex rules and consists of several stages, involves large investments of human and material resources and potentially carries huge risks.
Choosing a goal is the most important part before the outbreak of war. There are two types of goals: solar systems and corporation facilities. Choosing the solar system as the goal means that the Corporation will gain the sovereignty of the solar system if they win. Choosing a facility for the Corporation means that the target will be destroyed if the war is won. Generally speaking, the goal of starting a war over the Corporation’s facility is to weaken the defender’s benefits in the solar system.
For example, destroying a watchtower will deprive the defender of the ability to scan, destroying the generator of the jumping portal will disable reinforcement, and destroying the inhibitor of the jumping portal will allow the capital ships of the invaders to jump to certain positions in the solar system. The motives for starting a war for sovereignty usually lie in the fact that the solar system occupies an important strategic position, or in the production of mineral resources of the Corporation. There is a relationship between the Corporation’s mineral resources and the welfare of the Solar System:
- Welfare systems of 49 can produce 2 of 4 minerals of 4 rank Corp.
- Prosperity 47 solar systems can produce 2 of 4 minerals of rank 4 Corp.
- Wealth 44 solar systems can produce 2 of 3 minerals of 3 rank Corp.
- Wealth 41 solar systems can produce 2 of 3 minerals of rank 2 Corp.
- Solar systems with a welfare level of 38 or lower can produce Corpus 1st rank mineral.
The ability to extract high-grade minerals not only means wealth, but also political leverage. This is due to the fact that in a Corporate Business to sell minerals of a certain Corporation depends on the owner of the minerals. To prevent all contested solar systems from being taken in a very short time after the game opens service, they are initially held by savages, and only after defeating savages can the Corporation take away the sovereignty of a particular solar system from them.
War against savages
All contested solar systems are initially held by savages until the Corporation defeats them and sovereignty. The complexity of savages varies with the prosperity of the solar systems. Recommended actions for wars against savages:
- For wars against savages in solar systems with a welfare level of 26, use at least T1R2 modules and bring at least 15 players into battle.
- For wars against savages in solar systems with a welfare level of 31, use at least T1R3 modules and invite at least 20 players into the battle.
- For wars against savages in solar systems with a welfare level of 35, use at least T1R4 modules and bring at least 25 players into battle.
- For wars against savages in solar systems with a welfare level of 38, use at least T1R4 and bring at least 30 players into battle.
- For wars against savages in solar systems with a welfare level of 41, use at least T2R1 and invite at least 40 players to the battle.
- For wars with savages in solar systems with a welfare level of 44, use at least T2R2 modules and invite at least 40 players to the battle.
- For wars against savages in solar systems with a prosperity level of 47, use at least T2R4 modules and bring at least 40 players into battle.
- For wars with savages in solar systems with a welfare level of 49, use at least T3R1 modules and invite at least 40 players to the battle.
Wars against savages have exactly the same stages as wars between corporations, so this is, in fact, a preview of normal wars for sovereignty.
Collection for war
Choosing a place to gather before the war is something that needs to be considered along with military objectives. Because space stations of all disputed solar systems allow access only to allies of holders of sovereignty. Thus, players cannot simply move their bases to the nearest solar systems where the war is about to begin.
There are solar systems, the sovereignty of which belongs to one of the 5 great nations in all the disputed spheres, so the invader can choose one of them as a gathering place for the war. Such solar systems are typically reputational agents. These solar systems are easy to find by switching the coloring scheme to "Status of War" on the Map.
Stages of war
Currently, there are small differences in the stages of the war between the two types of wars in the game, but the main stages remain unchanged: Militarized, Battle, Ceasefire and Showdown. The stages of militarization and battle are in the first half of the war, and the stages of ceasefire and autopsy are in the second half of the war. To win the war, the invader must win both halves, and the defender only half.
War time. War time refers to the actual time of the beginning of the first and second half of the war. The time of the first half is determined by the invader. The invader may announce the target of the attack at any time, and the first half begins 3 hours after the announcement. The time of the second half is determined by the defender. Defender can change the approximate opening time in the Corporation’s settings, but the change will only take effect if it was made before the declaration of war.
Stage declaration. A declaration of war is made on a map of sovereignty. First, find the solar system, where the war will begin soon, enter its map of sovereignty. The "War" button on the left is intended to declare war for sovereignty, the "Attack" button under each object of the Corporation on the right is for wars against objects.
After clicking the "War" button, the "War for Sovereignty" panel will appear, in which training aids for each stage and points rewarded by the Corporation after the victory will be displayed.
Please note that service charges will be charged when the Corporation has too many solar systems. This service charge is not actually deducted from the Corporation’s account, but affects the production of refineries and the Corporation’s daily sovereignty. Players can check current solar systems and service status on the first page of the Corp panel.
Once everything is confirmed, click on the "Declare War" button to complete the declaration after payment of the duty.
Militarized Stage. The militarized stage is a countdown, lasts 3 hours, which begins to count down from the moment of declaration of war. Since the time of the first half is determined by the invader, this stage is prepared for the defender. After entering this stage, along with the purpose of the war will be built anchor structures of the invaders. This process is automatic, and these structures cannot be attacked before the battle stage.
Stage of the battle. The battle stage is the first battle between an invader and a defender. Actual rules vary slightly depending on the purpose of the war. For wars of sovereignty, a battlefield will be built near each of the 3 Hub Towers in the solar system. On each battlefield there will be a Defense Tower, anchored 150 km from the Hub Tower.
The goal of the invader is to reduce the shield of 2 of the 3 Hub Towers to zero. The defender’s goal is to destroy 2 of the 3 attacking Defense Towers. For wars at objects, the rules are simpler: there will be only one Attacking Defense Tower, anchored at a distance of more than 150 km from the defender’s object. When the stage of the battle is completed, if the defender won, the war ends, and the structure or object of the defender is completely repaired. If the invader wins, the war enters the ceasefire stage.
Ceasefire stage. The ceasefire stage is a countdown that lasts from 24 hours to 48 hours. Upon entering the Ceasefire stage, the server will determine the time of the second half based on the Showdown time settings of the defender with an offset. The offset from the set time will be within 30 minutes for wars for sovereignty and within 60 minutes for wars for objects.
The start time of the second half will come at this time, but no later than 24 hours after the start of the truce. At the ceasefire stage, both concentrator towers and attacking defense towers cannot be attacked. But there are no restrictions on other PVP actions, and losses from these actions at this stage will also be in the War Report.
Autopsy stage. Showdown - when a second battle occurs between the invader and the defender, it has the same rules as at the battle stage. When the autopsy phase is completed, if the defender wins, the war ends and the defender’s structure or object is completely repaired. If the invader won and this is a war for sovereignty, the war goes into the stage of the struggle for power.
Stage of the struggle for power. The stage of the struggle for power is relatively chaotic. For at this stage, the central control center of the solar system interacts, and any Corporation, except for the defender, can try to interact with it to take control of the solar system. The entire interaction process takes 3 minutes.
If the ship began to interact, it becomes invisible, is attacked, the process will be interrupted. The stage of the struggle for power lasts up to 30 minutes. If no one has completed the interaction process during this period, the sovereignty of the solar system passes to the invader. As soon as sovereignty changes, the level of development of this solar system decreases by 1. And the solar system enters the stage of peace within 24 hours, when no one can declare war on it.
Military report. A war report is a report that allows you to track and statistically summarize a current or ended war. In this report, players can check the solar system, start time, end time, Defender and Invader Corporation, kills, losses and leaderboard.
A military report is automatically generated at the militarized stage and is updated throughout the war. It will be saved on the Sovereignty tab in the Corp panel so that players can check or share it in the chat channels at any time.
All about the fleet
Fleet is a feature designed for large-scale battles, in which more than 10 pilots participate. Fleet members, led by the commander, artillery officer and navigator, can fight as a whole, which avoids the problems caused by the network freezing, improper operation and cooperation.
Control. Each corps can contain 10 fleets, and each fleet can have 50 members. The Director General and Director may create and rename fleets, as well as appoint a fleet commander. Only the CEO and director have the right to dismiss the fleet. Fleet members will not be removed from the fleet, even if they are not online.
Roles There are three roles for the fleet: commander, artillery officer and navigator. They have different duties and powers. The commander is appointed by the general manager or director, who is responsible for assigning fleet roles and removing members. Although the Commander cannot give orders in battles, the Commander is the head of the fleet, which focuses on the overall combat situation, not the details.
The navigator is responsible for the Fleet Formation, which controls the members of the fleet, allowing the fleet to be in a better position for combat and switch between matrix and front formations depending on the situation. The navigator not only controls the ship, but also controls the entire fleet. Two buttons will be displayed on the Navigator screen, one of which is for navigating the fleet through Stargate, and the other is for Warp.
An artillery officer must mark targets for the fleet. There will be an icon on the Gunnery Offic screen to block the target, select a target and touch this icon, participants who join the Formation will automatically attack the target until it is shot down.
The participants. During a battle in the fleets, Fleet members who join the Formation and activate Autobot will see "Stay in sync with the Fleet formation" on the screen, then they will automatically attack the targets marked by the Officer and follow the Navigator.
The artillery officer will not control the devices of the ships of the participants, so participants should take the opportunity to activate the devices in battles. For example, use the Shield or Energy Projector when a member of the fleet is marked by an enemy gunner officer; use Warp or Velocity Interference Devices when Gunnery Officer marks a target. There will be "!" icon on the screen of all members of the fleet. Click on the icon, the player will be raised to the top of the list. It is very important that the participants are not shot down when the artillery officer identifies the target as a target.
Each participant can attach 5 pilots to the top of the list of participants in the fleet. These pilots will be quickly found by clicking on the fleet icon during the battle.
Members who do not want to follow Gunnery Officer and Navigator can select the Do Not Follow Warp Fleet and Do Not Join Forms checkboxes in the Fleets interface.
Second Galaxy: Reputation
Reputation is an important part of daily quests. Complete the reputation quests of each faction to earn Galactic points, experience, reputation of this faction and merit points. Merit Points can be used to exchange blueprints for weapons and implants in each faction’s store.
What is Reputation? Reputation is a measure of the recognition of the Commander of the Galaxy Institutes. Commanders can gain reputation and merit by completing reputation quests. Reputation can increase your reputation and unlock blueprints in the repository.
How to take part? To participate:
- Open OPS, then select Reputation and click Go.
- Select a faction and open its quest list, then select the quest you want to complete. Reputation quests can be taken from agents of each faction. Each agent has its own rating, which is unlocked upon reaching certain levels of reputation. Higher rated agents provide quests with the best rewards.
- Navigate to the agent’s space station and select "Accept Quest", then click "Go Now" to reach the goal.
Having reached a certain reputation rank, players can sign an agreement to increase quest rewards, unlock items in faction stores and receive rewards for services. The number of quests that you can complete each week is limited (reset every Monday at 02:00). Once the limit is exceeded, you can no longer accept quests. After completing the specified number of tasks, you can get a weekly reward. Each player can accept quests from only one agent at a time. There are three types of quests: Battle, Intelligence, and Recovery.
Reputation Quests and Reputation Agents. Complex relationships exist between the forces of the universe. If you want to increase your reputation with a nation, you need to complete reputation quests for that nation. Reputation quests can be taken from various nation’s reputation agents. Reputation agents are scattered among the 80 space stations of the universe.
Types of quests. There are three types of reputation quests: battle, research, and donation. After completing reputation tasks, commanders can gain a reputation and merit for the respective nation, as well as a lot of experience. You can take reputation quests up to 20 times a week. Upon completion, Commanders may choose to receive a reputation and merit for any country as a reward.
The fight. In combat missions, agents will entrust commanders with a number of special missions, such as breaking into a military fortress, escorting key personnel, stealing important information, etc. Using combat missions, you can learn about growing conflicts and friction between the forces of the universe.
Intelligence service. In research quests, agents will ask commanders to travel to unexplored galaxies throughout the universe as pioneers of their country, exploring mineral deposits or observing stars and recording their corresponding data.
Donation. In donation quests, agents will ask commanders to donate a certain amount of ammunition or ammunition blueprints that will contribute to the development of their nation.
Reputation level and agreement. When your reputation reaches a certain milestone, your reputation level will increase. Reputation can be divided into the following levels in ascending order: Neutral, Accepted, Trusted, Idealized and Famous. In addition to the "Famous", each level of reputation opens a group of agents of a higher level, and their reputation quests will offer more valuable rewards.
Each level of reputation can be divided into five stages. At each stage, an agreement can be signed with the respective country, which will increase the effectiveness of your reputation and merits.
Store Reputation. Commanders can use Merit to purchase T2 blueprints, implant cells in their respective national reputation store. At the highest level, you can buy T2 weapons, ammunition, devices, high-level component blueprints, and more.
Article author: Nadezhda D.