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Welcome to Magellapedia - The MagellanWars Wiki

Fleets And Ships
Armor
Devices
Weapons
Commander Abilities
Ship Class
Ship Design
Set Starts
Formations

Races
Races List
Imperialist
Karakiri
Thatloque
Accedo Machina
Celebrus Opes
Cochehua
Dementian
Tetecuhtin
Mactabillis
Jinchou Tennou
Mocuepa

General
Terminology
Acronyms
Projects
Empire Relation
List of all pages


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Getting started

Magellan Wars is a great game, once you get past the learning curve, and make some friends. This guide is here to help you, and we will try to address more topics over time.


Quick System Overview

Magellan Wars is a Massively Multi-player Online game where you, the player, control a system of planets, the armies that defend said planets, and the alliances your system gets into. The main page informs you of all that has taken place in your system since you were last on it. It includes, but is not limited to, how many Turns have passed, your change in Product Points (PP), your change in Research Points (RP), Your overall population change, new Admirals/Fleet Commanders you have access to, Fleets finishing missions, new Ships that are built, Events taking place in your system (such as pirate raids), and updates to the conditions of your planets.


How to get more planets:

There are two ways to get new planets, Peacefully, and forcefully. Peacefully you can send out a single ship on an expedition to search for planets (Fleets tab, then Expedition section). Expeditions take longer for every planet you have at the time. When you send your ship out you will get the planet, and the expedition will be over before the ship returns. Forcefully planets are gotten by either stealing planets from people within the same cluster, which is much easier, or stealing from other clusters. First war must be declared by the council speaker, or you must declare war on a fellow council member (The latter being discouraged...)


Controlling Your System

There are many different things that you need to control in Magellan Wars. The main two things that need direct control, seem to be your Planets and your Fleets. The important things to control on your Planets are, Your Concentration Mode, Your Building Ratio, Your Terraforming Rate, and whether you wish to keep it, or destroy it. There are many other things you need to take into account, but these are the things you can control. For your Fleets you need to control much more, including The commander, The type of ships, Their missions, and their armada formation.

Concentration Mode Concentration is a basic decision on how you wish to focus the resources in your system. There are four different types of concentration, Balanced (default), Industry, Military, and Research. Each type of concentration has it's advantages and disadvantages. Balanced lets things run as they would with no influence on your mode. Industry, Research, and Military all produce more points according to their name, but less points of the other two groups. Industry Produces Production Points (PP) The general money system used. Research produces Research Points (RP), Which helps you move forward technologically. Military produces Military Points (MP) which increases production on your ships, and helps pays more efficiently towards the actions you have your fleets take than PP would. My predecessor in this informative compilation wanted to inform players that the most popular and effective methods of concentration were Military and Research. Military for a short run keeping your head above water, and Research for a more long run victory, if you survived that long.



Overall guide: 1. Planets and domestic statistics

                 2. Fleets and formation 
3. Commanders
4. Projects
5. Ship types and jumping/fluffing


1. Planets

a. Core:

Planets get what’s called waste ratio; this is the amount of money, in percent, that's wasted from that planets production. planets 1-20 get 0% waste, from there it goes up until about planet 50 you have 90% waste (for every 100PP that planet makes, 90PP is lost). Therefore you want to build what's called a "core". A core consists of an inner core and an outer core. The inner core should be between 20 planets for small players, and as your power builds up, should gradually move to about 40-50. Your outer core is poor/ultra poor planets that cover these. These planets provide a duel purpose. They are used to build military bases on; these provide MP and keep your fleets from being deactivated. They also cover your inner core up. When someone goes to siege you they only see half your planets (if you have 20 planets, they see the outter 10), if your outer half is nothing but poor they will either skip over you or have to take a bunch of crappy planets to get to your good ones (basically your outer core acts as cannon fodder/a buffer to protect your inner core). With 20 good, developed rich planets a player can 1 turn dooms. You don't need hundreds of planets to do that, quality over quantity." Always build 100% facotries on Ultra Rich, and Rich planets! They provide much more income than others. The exception being if it has other useful planet bonuses you want to use, but your probably should't go less than 70% factories. Also if normal planets have bonuses, you might want to put them on 100% factory also. In order to see this you must get to planet management and click on each planet, and adjust the rates of building production on them.

b. Efficiency: Rate of new buildings being produced.

Environment: Rate of terraforming, and later on in technology adding gravity control units. Production:Rate of money (PP) gotten from factories. Commerce:Rate of money gotten from trade. (From having alliances/pacts with other clans, or individuals in a clan. According to the game, it is 8%, plus .08% for each CM) Diplomacy:Affects your Empire relations, the more you have the more likely the Empire is to like you, and therefore help you. Also means less money is required in order to bribe them and go up in relation/rank. Growth:Reproduction rate of planets. (Or atleast the inhabitants.) Military:Amount of money directly rerouted to shipbuilding, cannot be retrieved, however is the only way to increase ship building speed other than building more factories, or stealing more planets to build more factories. Facility Cost:Determines building cost, and max population amount on planets. (The higher, the more beneficial.) Research:Helps research faster by increasing RP points from labs and lessens needed points needed for technologies. (Also rumoured to lessen the cost of research investment.) Spy:Succes rate at defending/spying on an enemy. (Increasing a security level, by clicking on the Special Operation page is much more effective. Genius:Determines amount of beneficial (Non-negative stat) commanders.

2. Fleets: The only efficient form of defence, or offence. The specifics of fleets and how they seige aren't known, because there are so many races, and so many ways to do it. Fleets basically are groups of ships with firepower, engines, shields, devices, and alot of armor. Never send a single ship to seige, no matter how big the ship is, in desperation a planet will kill a single ship. Two ships are advised for attacking undefended targets, or atleast targets without defence fleets. Generally they are cruisers, because Destroyers, Frigates, Corvettes, and Gunboats cannot store enough fuel and therefore travel to different clusters. They can only attack planets in clusters you occupy.


You have have 20 fleets on defence plans, or 20 fleets on an attack.

b. Formation:

A 20 ship formation generally has 5 ships width,and 4 ships length. Generally, you have a Wall on the first row, using DR and HP increases. (DR is defense rate, HP is health points.) It depends on the weapons that are most powerful at the time. When things pierce into armor well that round, engineering specialists and reinforced hull, ablative coating, and perhaps armor regenerators such as auto-repairing and organic regenerators. A good look at the encyclopedia is not only a bit interesting but quite profitable, if not absolutely necessary. Eternium, does not repair. Although it is the strongest armor, it cannot repair with any device. Energy-Organic isn't as strong, but it has more defense and regeneration, within the armor itself, because it is a BIO armor. It has +50% against PSI, which is pretty nice, and Distortion Blasters will have about 40% less effect against them because they aren't good versus BIO. Wall of Klein isn't the top of the list, but it does have it's usage against Missiles and Beams.

3. Commanders: Engineer Specialists: They increase armor, and are generally used for a wall, to take lots of damage at the front of 20 fleet formations. Look them up by clicking on the commander, and then putting the pointer over "Engineer Specialist". This will also reveal it's racial benefits as well.

Specialist:Improve shielding, improve shield regeneration, and improve shield solidity (Prevents stuff from going through the shiel, to armor.) Read the commander stats in game for more specifics. Used for walls, less used now.

Missile, Beam, and Projectile Specialists: Greatly improve damage, speed of fire, and more. Read in game stats in commander pages.

Offense: Commander effictiveness on offensive missions.

Defense: Effectiveness on defense.

Manuever:Speed of turning and movement.

Detection:Very important for missile fleets. The area a commander can see, and therefore fire at (With adequate ranged weapons.)

Armada Class:??? (More commander stats, next.)

4. Projects These are absolutely necessities. Projects differ between races, and so there is no universal formula for purchasing them. Projects that take away facility cost; for very little benefit (Council Projects A.I. Bill of Rights, and Green Economics), are extremely discouraged for anyone who do not have a mostly Targoid, or another high facility cost race in their council. Some projects also take away research and diplomacy points, which aren't always able to be replaced by other projects. It is recommended that one completes researching all of the technologies prior to purchasing certain projects.

Projects, along with just about everything else, can be examined in the encyclopedia.

5. Ships

a.# of Matter/Energy Technology required to build the following class of ships

15 = cruiser
20 = BC
25 = BS
29 = dread
31 = mf
35 = doom (i.e. all of them).

b. Device Slots per Ship, by ship class

Frigates, Destroyers:1 Device Cruisers, Battlecruisers, Battleships: 2 Devices (And also heavier/ more powerful devices on battlecruisers and up.) Dreadnaughts:3 Devices Mobile Fortresses:4 Devices Doomstars:5 Devices (All classes gain weapons each level also.)

c. Jumping/fluffing:

Fluffing is producing mass quantities of lower class ships in order to; avoid an enemy by getting out of range OR trick enemies who would either ignore you because of your power and planet number, or simply cannot get past your spy defense.

Jumping is used by selecting a class which cannot be created quickly, and keeping it in the que untill the desired amount of Ship Production points are accrued (gained), and then creating much more ships that are smaller, in a single turn than previously thought possible. This is handy for jumping unexpectedly up a bit in rank (Depending on what ship size and how long you waited.), and attack opponents. (If you are at war.) This can also be used in conjunction with fluffing..

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