Metal Mine - Basic Resource Production The metal mine is the most important economic building at the beginning of the game. Metal is the primary resource needed to expand infrastructure, shipyards, defenses and fleets. ...
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Crystal Mine - basic production The crystal mine is responsible for producing a resource required for research, more advanced buildings and many fleet units. Although it is usually developed a bit more slowly than the m...
Read moreDeuterium Synthesizer - basic production The deuterium synthesizer is responsible for producing deuterium, a resource required for fleet flights, technology development and maintaining advanced infrastructure. This is a...
Read moreSolar Plant - basic energy production The solar plant is one of the most important infrastructure buildings at the beginning of the game. It is responsible for producing the energy required to operate the metal mine, cr...
Read moreThe foundation of development in Inter-War consists of three resources: metal, crystal, and deuterium. They are produced by buildings on your planet, and their output depends, among other things, on the le...
Read moreYour first building decisions have a major impact on how quickly your account develops. At the beginning, the economy is the most important factor: it provides a steady supply of resources needed for new buildings, resea...
Read moreYour fleet allows you to transport resources, perform reconnaissance, attack targets, and carry out other available missions. Every flight requires a valid destination, the appropriate ships, and enough deuterium for the...
Read moreAn espionage report provides information about a selected target before you send an attack or another mission. Espionage probes are used for spying, and the effectiveness of reconnaissance depends on your Espionage Techn...
Read moreColonization lets you expand your empire with additional planets. You need a Colony Ship and a free position in the galaxy. Before launching the mission, check the target coordinates and decide whether you want to send r...
Read moreExpeditions are special fleet missions sent into unknown space. In Inter-War, an expedition targets position 16 of a selected system. The result is not known in advance, so an expedition can bring valuable rewards as wel...
Read moreAfter a battle, a debris field containing metal and crystal may remain in the galaxy. These resources can be recovered with a recycling mission. In the galaxy view, a debris field is treated as its own target type.How do...
Read moreSlots determine how many fleet missions you can run at the same time. Every active fleet occupies a fleet slot until the mission is fully completed or has returned. Expeditions also have their own separate slot limit.Wha...
Read moreResearch unlocks new capabilities and develops your account as a whole. To start most technologies, you need a laboratory on the selected planet, all required prerequisites and enough resources.How do you add research to...
Read moreA moon can be created next to a planet after a battle if a sufficiently large debris field exists at its coordinates. The chance is calculated from the combined amount of metal and crystal in that field.How is moon chanc...
Read moreThe Sensor Phalanx is a moon-based tool that lets you inspect fleet movements associated with a selected planet. It is especially useful for planning interceptions and precisely timed attacks.What range does the Phalanx ...
Read moreThe Jump Gate lets you move ships instantly between your own moons without performing a normal flight across the galaxy. It is useful for quickly repositioning a fleet between distant parts of your empire.How do you perf...
Read moreAn alliance lets players operate as an organized group. You can create your own alliance or apply to an existing one when recruitment is open. Membership makes communication and coordinated economic or military planning ...
Read moreVacation Mode is designed to secure your account during a longer break from the game. Before it can be enabled, the system requires active operations to be cleared so the account does not enter vacation while important a...
Read moreFlight time and deuterium consumption in Inter-War are not fixed values. They depend on distance, the slowest ship in the fleet, the selected speed percentage, drive research, speed bonuses and the fleet-speed setting of...
Read moreACS lets several fleets coordinate one attack or support the defense of a target. In Inter-War an ACS group has a fixed type and coordinates, a limited number of mission slots and validation rules that keep joining fleet...
Read moreA moon-destruction mission lets you attempt to remove an existing moon with Death Stars. Success is not guaranteed: the game rolls moon destruction and destruction of the attacking fleet separately.How is moon-destructio...
Read moreInterplanetary Missiles (IPMs) destroy planetary defenses, while Anti-Ballistic/Interceptor Missiles (ABMs) automatically neutralize incoming IPMs. Both missile types share the same missile-silo storage.What is the IPM r...
Read moreThe scrapyard permanently dismantles ships or defense units you own and returns part of the resources used to build them. It is useful when changing fleet composition, removing obsolete units or recovering resources from...
Read moreThe Bank stores metal, crystal and deuterium outside normal planet storage. All three resources share one capacity and withdrawals are reduced by a fee based on Bank Technology.How is Bank capacity calculated?capacity = ...
Read moreThe Auctioneer lets players bid for system-listed rewards. Current NPC auctions use Dark Matter and lock the active bid in escrow so the same currency cannot be spent twice.What is the minimum next bid?next = current + m...
Read moreOfficers improve an account through permanent level-based bonuses. Buying another level costs Dark Matter; requirements and maximum levels can depend on the universe configuration and the officer catalogue.How does offic...
Read moreThe Shipyard queue handles both ships and defenses. Resources are charged when an item is queued, and each entry stores its per-unit production time as calculated at that moment.How does the shared queue work?Fleet and d...
Read moreInter-War rankings are built from statistic snapshots and split points into categories. In most cases the core rule is 1 point per 1,000 invested resource units, rounded down, although calculation details depend on the c...
Read moreCombat in Inter-War is resolved over a maximum of six rounds. Each round uses the ships and defenses that are still alive, while unit statistics, combat research, bonuses and randomized target selection determine the res...
Read moreRapid Fire lets selected ship types fire additional shots during the same battle round. It is not a fixed number of bonus attacks: after every shot, successful or missed, the game rolls whether the firing group continues...
Read morePlanetary loot is calculated only after an attacker victory. Dealing more losses is not enough: a draw or defender victory gives zero resources. The final amount depends on the planet’s stocks, surviving fleet cargo capa...
Read moreAfter a normal battle, part of the destroyed planetary defense can automatically return. In the current combat logic the standard repair factor is 0.7, meaning that every destroyed defense unit independently has about a ...
Read morePlayer protection in Inter-War limits combat missions between accounts with extremely different point totals. It is designed to reduce cases where a developed account repeatedly attacks a much weaker player or a very sma...
Read moreInter-War limits how many standard attacks one player may dispatch to the same enemy planet during a calendar day. The rule is a separate anti-bashing protection and is recorded as soon as the fleet is sent.What is the d...
Read moreThe Trader converts one basic resource into another without sending a fleet to another player. The current Inter-War catalog uses the base ratio Metal : Crystal : Deuterium = 3 : 2 : 1, and direct exchange results are ro...
Read moreLotto in Inter-War is a risk mechanic that uses resources stored on the current planet. You choose metal, crystal or deuterium, select a stake and pick a number from 1 to 6. The server then draws its own number from the ...
Read moreThe Avatar system develops an active character alongside classic buildings and research. An Avatar gains experience, levels up and receives talent points that can be invested in economic, fleet or defensive specializatio...
Read moreThe Capitol unlocks an additional planet-development layer based on Resorts. Instead of providing one simple bonus, Resorts specialize in production, construction and research time, fleet parameters, storage, energy, pla...
Read moreThe Inter-War galaxy map organizes the game world as [galaxy:system:position]. The current logic supports galaxies 1–9, systems 1–499 and normal planet positions 1–15. Position 16 exists in flight logic only as the exped...
Read morePlanet position in Inter-War affects three things at once: possible colony size, temperature range and solar-satellite output. There is no single best slot. The middle of a system tends to provide the most fields, while ...
Read moreInter-War separates two similar mechanics: the planet’s stored temperature affects deuterium, while solar-satellite output is currently assigned by orbital position 1–15. Changing temperature is therefore not the same th...
Read morePlanet fields determine how many building levels can exist on an object. In the current logic every completed building level and every queued level of that building counts as one used field. A level 20 Metal Mine therefo...
Read moreA planet and its moon share system coordinates but serve very different roles. A planet is the base for economy, research and account development. A moon is a strategic object: it unlocks the Sensor Phalanx and Jump Gate...
Read moreInter-War separates several server parameters that affect different systems. The most important are game speed, fleet speed, resource multiplier and planet-size multiplier. They should not be treated as one generic “spee...
Read moreThe Fusion Plant is an alternative energy source that consumes deuterium. In Inter-War it requires Deuterium Synthesizer 5 and Energy Technology 3. Level 1 costs 900 metal, 360 crystal and 180 deuterium, and later levels...
Read moreThe Robotics Factory is a core infrastructure building that accelerates development. It can be built on both planets and moons. Level 1 costs 400 metal, 120 crystal and 200 deuterium; later levels scale from base cost us...
Read moreThe Nanite Factory is an advanced building that reduces construction, ship and defense production times. In Inter-War it requires Robotics Factory 10 and Computer Technology 10. Level 1 costs 1,000,000 metal, 500,000 cry...
Read moreThe Shipyard produces ships and defense units. In Inter-War it can be built on planets and moons, and level 1 requires Robotics Factory 2. Base level-1 cost is 400 metal, 200 crystal and 100 deuterium; later levels use a...
Read moreResource storages determine how much metal, crystal and deuterium the selected planet can hold. Each resource has its own capacity, so upgrading one storage does not automatically increase the other two.What happens at t...
Read moreThe Research Lab is the core building used to start technologies. Its level affects research availability and timing, but a developed empire can also combine laboratories through the Intergalactic Research Network.How do...
Read moreThe Terraformer expands the usable building space of a planet. It becomes important on developed colonies when occupied fields approach the planet limit and new buildings can no longer be placed comfortably.What exactly ...
Read moreBuilding cancellation in Inter-War is a server-side operation. The backend verifies planet ownership and queue identity and protects the mutation with a transaction and operation token, so repeated clicks cannot safely r...
Read moreEnergy is not a normal stored resource; it is a balance required to sustain production. When mines and other consumers demand more energy than the planet provides, the economy cannot operate at full efficiency.What happe...
Read more“Per hour” production is a rate, not a reward credited only on each full hour. Inter-War synchronizes resources from server time, so a fraction of an hour can produce a proportional gain.What affects production?Mine leve...
Read moreBuilding time in Inter-War is calculated by the backend when a construction job is created. A simple “classic” formula copied from another game version is therefore not authoritative; final duration comes from the curren...
Read moreComputer Technology increases the number of fleet missions that can be active at the same time. It is a key logistics technology because it controls how many transports, attacks, espionage flights and other missions you ...
Read moreCombat technologies improve battle parameters across the whole account. The main technologies cover attack power, shields and structural durability, so their effect is broader than one ship type or one planet.How do they...
Read moreDrive technologies determine effective ship speed and therefore influence flight time and deuterium consumption. Each ship uses the drive assigned by its catalog definition rather than an arbitrary technology chosen by t...
Read moreEmpire is a combined overview of your own planets and moons, letting you compare development without opening each object separately. How does it work?It can summarize building levels, ship counts, defenses and other dat...
Read moreThe Hall of Fame highlights major recorded battles and links players back to notable combat reports. How does it work?Entries come from actually settled battles rather than simulations; simply opening the ranking is a r...
Read moreThe buddy list makes it easier to stay in contact with other players independently of alliance membership. How does it work?The relationship is based on a request and acceptance; appearing as a buddy does not grant acce...
Read moreSeveral people can use the same network and appear under the same public IP address; the address itself is only one technical signal. How does it work?The server resolves the client address through the HTTP layer and tr...
Read moreThe message center collects player communication together with system reports related to fleets, espionage, combat and other events. How does it work?A player message is communication content, while a report is produced...
Read moreNotifications surface new events that may need attention, such as messages, reports or other relevant account changes. How does it work?A notification is only a signal; the actual details live in the report, message or ...
Read moreNotes are a private place for your own information, such as development plans, coordinates, target lists or reminders. How does it work?Saving a note does not send a fleet, reserve resources or start a mission; it is on...
Read moreAccount settings let players change available preferences and data, while sensitive operations remain subject to authentication and server-side validation. How does it work?Protecting the password, session and access to...
Read moreA battle report is the record of an already settled fight and shows its participants, outcome and available combat details. How does it work?A real battle report is not the same as simulator output; a simulation does no...
Read moreAlliance communication lets members share information with their organization without sending the same message individually to every player. How does it work?Access depends on membership and permissions in the specific ...
Read moreThe Bank Officer increases maximum Bank capacity, allowing much larger amounts of resources to be stored.How does it work?Capacity is Bank level × 1,000,000 × 2^Bank Officer level. Each Officer level doubles the Bank-der...
Read moreThe Bunker Officer increases the quantity limit for defense units that use a special capped-count rule.How does it work?The confirmed limit is 1 + Bunker Officer level. With no extra Officer levels, the base cap is there...
Read moreThe Resort Officer is tied to the Resort system and can strengthen several areas of progression rather than one narrow statistic.How does it work?The exact set of effects is read from the active bonus definition in the c...
Read moreWeapons Technology increases the offensive power of units used in combat.How does it work?Each level provides +10% to the attack value covered by the combat-technology mechanic.Key ruleThe bonus applies during combat set...
Read moreShielding Technology increases the shield value of units participating in combat.How does it work?Each level provides +10% to shield statistics covered by the combat-technology mechanic.Key ruleShields absorb damage befo...
Read moreArmor Technology increases the hull durability of units used in combat.How does it work?Each level provides +10% to armor / structural integrity covered by the combat-technology mechanic.Key ruleThe bonus helps units sur...
Read moreExpedition slots determine how many expedition missions you can run at the same time. Inter-War calculates them separately from normal fleet slots.How does it work?The formula is max(1, Expedition Technology + Commander ...
Read moreIntergalactic Research Network combines your best Research Labs so research time can be calculated from a higher effective lab level.How does it work?Effective lab level is the sum of the best 1 + IRN level laboratories....
Read moreThe University reduces the base research time of research started from the planet where the building is located.How does it work?Each level applies a ×0.5 multiplier, so the effect can be written as ×0.5^level. Universit...
Read moreThe Geologist increases production of core resources for the player in the active universe.How does it work?Each Geologist level provides +10% resource production. It is applied as an active Officer effect together with ...
Read moreThe Engineer increases available energy, helping support mines and other systems that rely on a positive energy balance.How does it work?Each Engineer level provides +5% energy. The bonus is applied to normally calculate...
Read moreThe Constructor reduces the time required to build structures on the player’s planets.How does it work?Each Constructor level provides −5% building time through the active Officer bonus system.Key ruleThe bonus affects c...
Read moreThe Technocrat combines two roles: reducing research time and improving espionage-related capability.How does it work?Each Technocrat level provides −5% research time. Its active bonus also affects the espionage mechanic...
Read moreThe Scientist is an Officer focused directly on speeding up research.How does it work?Each Scientist level provides −5% research time through the active bonus system.Key ruleThe bonus works alongside Labs, IRN, Universit...
Read moreThe Admiral supports fleet mobility and increases operational flexibility.How does it work?Each Admiral level provides +5% fleet speed and can increase available fleet slots according to its active bonus definition.Key r...
Read moreThe Spy Officer increases effective espionage level without requiring an immediate upgrade of Espionage Technology itself.How does it work?Each Spy level provides +2 effective espionage levels.Key ruleThe bonus affects e...
Read moreFleet Templates save a frequently used ship composition so you do not need to enter ship counts manually every time. They are a convenience feature on the Fleet screen, not a separate mission type.What exactly does this ...
Read moreQuick Expedition reduces expedition setup to a few clicks by using a prepared fleet composition or quick-expedition configuration. It still creates a normal Expedition mission to position 16.What exactly does this featur...
Read moreQuick Colonize speeds up sending a colonization mission to a free position without going through the full Fleet form. It is still a normal colonization mission using a Colony Ship.What exactly does this feature do?After ...
Read moreQuick Recycle sends recyclers to an existing debris field without requiring the full mission form. It creates a normal Recycling mission to the selected debris coordinates.What exactly does this feature do?Inter-War sele...
Read moreQuick Dark Matter Moon shortens setup for the special moon-creation mission that uses Dark Matter. It is a faster interface to the existing mechanic, not a separate method that bypasses its requirements.What exactly does...
Read morePVE Spy provides quick reconnaissance of PvE targets directly from Galaxy. It avoids manually building every espionage mission to a station or another supported PvE target.What exactly does this feature do?The action pre...
Read morePirate Invasions are PvE events shown through the Events system. Inter-War distinguishes active, upcoming and finished events so you can see whether a particular invasion is currently available.What exactly does this fea...
Read moreA PvE station siege is a combat mission against a system-controlled target shown in Galaxy. The target is not a normal player planet, so its state and settlement come from the PvE system.What exactly does this feature do...
Read moreThe pirate main base is a more advanced PvE target connected with pirate-event mechanics. Its combat state is created and settled by dedicated PvE logic rather than being treated like a normal player planet.What exactly ...
Read moreAn alliance can be created only by a player who is not already a member of another alliance. Creation requires a unique tag and name, and the system validates their format before saving the organization.How does it work?...
Read moreWhen an alliance has recruitment enabled, a player outside the alliance can submit a membership application. The request enters the recruitment flow and requires a decision from someone with the appropriate permissions.H...
Read moreAn alliance invitation can be sent by a member whose rank has the required permission. The recipient can then accept and join as long as the membership conditions are still valid at the time of acceptance.How does it wor...
Read moreThe founder cannot simply leave an active alliance while other members remain. Before leaving, leadership must be resolved or the group must be disbanded.How does it work?If the alliance has more than one member, leaders...
Read moreRanks determine which administrative actions an alliance member can perform. A new group starts with basic ranks including a Leader with management rights and a regular Member, while responsibilities can be divided more ...
Read moreCircular messages let an alliance send one announcement to a broader set of members instead of writing separately to each person. Access depends on rank permissions.How does it work?The system includes anti-spam protecti...
Read moreThe Messages screen shows the local player’s inbox and separately tracks the number of unread messages. Opening a specific message uses a dedicated read view.How does it work?Inter-War also issues a protected send token ...
Read moreAn accepted buddy relationship is more than a social link. In Inter-War it is one of the relationships that can authorize defensive fleet support on an allowed target.How does it work?For defensive support, the system ca...
Read moreAlliance points in Inter-War come from the combined progress of its members. The system sums the total points of players who belong to the alliance and uses that value as the group’s score.How does it work?This is not a ...
Read moreInter-War ranking does not necessarily change at the exact moment a building, research project or unit production finishes. Visible positions are based on statistic snapshots generated by the system.How does it work?If t...
Read moreAn offensive ACS can be joined by the group leader and players who belong to the same alliance as that leader. A buddy relationship by itself is not enough to join the joint attack.How does this rule work?When a player t...
Read moreAn ACS group has a limited number of mission positions. Under the current mechanic, the default capacity is 4 mission slots, so only a limited number of fleets can participate in one joint attack.How does this rule work?...
Read moreOnce an ACS group is created, its coordinates are tied to the selected target. Galaxy, system and position remain fixed, and joining fleets must match that same destination.How does this rule work?Inter-War validates coo...
Read moreA joining ACS fleet has to be synchronized with the battle time established for the group. This is what lets the joint attack resolve as one battle context rather than as several independent attacks.How does this rule wo...
Read moreNo. ACS validates not only coordinates but also target type. A planet and a moon at the same position are separate objects, and a joining fleet has to match the leader’s selected target.How does this rule work?Inter-War ...
Read moreACS Defend and HOLD both provide defensive support, but they are separate mission paths. In either case, the fleet has to be physically present at the correct target when combat begins.How does this rule work?Inter-War v...
Read moreNo. A support fleet participates in defense only if it is still present at the supported target when combat begins. Once it starts returning, it is no longer treated as being at the planet or moon.How does this rule work...
Read moreInter-War uses a local attack log to enforce bashing limits. When another attack is dispatched, the server checks the relevant attack history in the active universe rather than relying only on what the interface displays...
Read moreNoob/Strong protection limits attacks when the development gap between players is too large. Inter-War evaluates the relative strength of the accounts when an attack is dispatched so a much weaker player is not always av...
Read moreThe size of a debris field depends on destroyed units and the debris factors configured for the active universe. Inter-War keeps fleet and defense debris settings separately, so the same percentage should not automatical...
Read moreAn expedition can return with metal, crystal or deuterium. The built-in weight of the resource event is 28, which equals about 25% when the default total event weight is 112.How does this expedition outcome work?The base...
Read moreDark Matter is one of the positive expedition outcomes. Its default event weight is 10, or about 8.93% with the built-in total weight of 112.How does this expedition outcome work?The mechanic uses a structure similar to ...
Read moreAn expedition can return with additional ships. The default event weight is 18, or about 16.07% of the built-in total weight of 112.How does this expedition outcome work?When a Ships event is rolled, the game selects 1–3...
Read moreAn expedition does not choose any ship from the full catalog. On a Ships outcome, it selects 1–3 types only from ship types that were already present in the sent fleet.How does this expedition outcome work?If you do not ...
Read moreYes. Item is one of the built-in positive expedition outcomes. Its default event weight is 14, which equals about 12.5% with the standard total weight of 112.How does this expedition outcome work?The event means an exped...
Read moreYes. Finding nothing is a valid expedition outcome. The default weight of the Nothing event is 10, or about 8.93% with the built-in total weight of 112.How does this expedition outcome work?This result means the fleet re...
Read morePirates are one of the negative expedition outcomes. Their default event weight is 20, which equals about 17.86% with the built-in total weight of 112.How does this expedition outcome work?Under the default configuration...
Read moreA black hole is one of the most dangerous expedition outcomes. Its default event weight is 4, which equals about 3.57% with the standard total weight of 112.How does this expedition outcome work?Once a Black Hole event i...
Read moreDelay is a special expedition outcome that gives no direct reward or ship loss but extends the return journey. Its default event weight is 8, or about 7.14% with a total weight of 112.How does this expedition outcome wor...
Read moreFor resource and Dark Matter rewards, Inter-War uses the total number of ships, not their price, class or combat power. This is an important distinction when building an expedition fleet.How does this expedition outcome ...
Read moreThe Stocker increases how many resources a planet can hold before reaching its storage limit. It is a capacity bonus rather than a production bonus.What does each level provide?Stocker scales by level: +100% storage capa...
Read moreThe General is an offensive fleet Officer. Unlike the Admiral, it combines speed with attack power rather than adding fleet slots.What does each level provide?General scales by level: +10% fleet speed and +5% attack per ...
Read moreThe Defender is a combat Officer focused on survivability. It improves defensive statistics but does not replace technologies or the actual number of units.What does each level provide?Defender scales by level: +10% defe...
Read moreThe Commander is an account-throughput Officer. It does not strengthen one fleet directly, but allows more active missions at the same time.What does each level provide?Commander scales by level: +1 fleet slot and +1 exp...
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