Void Realm
Void Realm
Only on servers with the Void realm, currently Era (www) and Vex.
The Void realm is the shadow of the galaxy, held by the Void. It mirrors the galaxy: every galaxy solar system can have one twin in the realm, reached through that system's Rift. It is the endgame of the Void Arc. Twins and Rifts stay for good; there are no seasons and nothing is reset.
Rifts and twins
- A galaxy system opens its Rift the first time its Irregularity reaches 100%. The Rift sits on one of the system's empty tiles and leads into the system's twin, which appears at that moment. Every player receives a transmission when the world's first Rift opens.
- A twin is a freshly generated system, mostly empty space. Its other end of the Rift lies on one of its empty tiles.
- A Rift never heals or closes: it keeps the same two ends forever. It lets fleets through only while its galaxy system is at 50% Irregularity or more. Below 50% nothing passes; fleets already on their way finish their flight. Twins and their colonies stay either way.
- Twin addresses carry an R: the twin of 5-1-4 is 5-1-4 R, and a tile in it is 5-1-4:1-3-3 R. You can also type R 5-1-4:1-3-3.
- In Galaxy a Rift shows as The Rift with a link to its other end, and the Void realm button switches between a system with a Rift and its twin. A twin that no Rift has opened yet shows as Sealed by the Void, with the Irregularity of its galaxy system.
- Flights between twins follow the same distance rules as flights between their galaxy systems.
- A flight between the galaxy and the realm goes through the passable Rift with the shortest total distance: the flight time and fuel are those of the two legs to and from its ends.
Getting in
- The first colony in the realm needs the Rift colony ship, built from a galaxy colony. It needs the research Rift Navigation (requires Subspace Drives 10, Government Network 6 and Energy Research 24), costs 3 million Aslit, 2 million Crlit, 1 million Iopla and 500,000 SEM and takes 6 hours to build.
- Once you have a colony in the realm, your fleets may follow through a passable Rift. A fleet that crosses belongs to your realm colony nearest to its target: it comes home there, and later missions start there. Colonizing further realm planets from a realm colony uses the regular colony ship.
- Bots never enter the realm.
Coming back
- Fleets can leave the realm through a passable Rift, but only with empty cargo. A fleet that comes out belongs to your galaxy colony nearest to its target.
- Loot always goes home to the side the fleet belongs to, so no resources leave the realm.
- Colony ships only fly into the realm.
- With no passable Rift, nothing crosses in either direction.
Living in the realm
The realm is harsher than the galaxy.
- Production: realm planets produce 40% less of every resource. Each Shield Emitter level on the planet pushes the Void back evenly: at level 15 the loss is 20%, and at level 30 production is full again.
- No sunlight: Solar Farm and Energy Grid cannot be built in the realm. Power comes from the Fusion Reactor.
- No Busters: the Buster Silo cannot be built in the realm, and Planetbusters can neither target realm planets nor launch from them.
Void holds
The realm is held by the Void. Its strongholds are Void holds: you fight them like Void Bosses, with the same weaknesses, damage caps and rewards, and the stronger a hold, the bigger its rewards.
- A twin has no sun. Its centre, where its star would be, is an enclosed star: a star swallowed by the Void. It holds the twin's Void hold.
- A fallen hold is replaced after 12 hours.
- Holds are stronger the closer the twin lies to the galaxy's centre. The Galaxy shows their tier: Galactic rim, Inner galaxy or Galactic heart.
- The twin of the galaxy's central system holds the Void's final boss, The Hollow Crown, instead. It appears once that system's Rift opens. When it falls, it returns three days later, 1.5 times stronger each time.
- Holds grow stronger with the Irregularity of the world's hottest system: wars in the galaxy make the Void stronger.
- Fights against holds do not raise the Irregularity.
Morale and dread
The Void does not fight with steel alone. In every battle against a Void hold, your fleet's morale meets the hold's dread.
- Morale comes from your fleet's commander: 40 + the commander's level, minus their fatigue. A fleet without a commander starts at 25.
- Dread depends on the hold: 35 at the galactic rim, 55 in the inner galaxy, 75 at the galactic heart and 85 for The Hollow Crown.
- For every point of morale below the dread, your fleet deals 0.5% less damage and loses 0.25% of its ships to dread, which ignores shields (at most 15%). This comes on top of the hold's counterattack.
- At 40 points below the dread the fleet routs: it fires a single volley and retreats.
- Every battle against a hold adds 20 fatigue to the commander. Fatigue recovers by 25 per day on its own.
A fresh veteran commander shrugs off the galactic rim; the galactic heart asks for your best commanders, rested. The combat report shows morale against dread, your fighting strength and the ships lost to dread.
Voidgen shards and boosters
Voidgen shards come only from the realm.
- A fallen Void hold may leave a shard for the player who landed the final blow: 10% at the galactic rim, 20% in the inner galaxy, 35% at the galactic heart.
- When The Hollow Crown falls, every player who damaged it receives 2 shards, and the one who dealt the most damage 3 more.
- Once you have founded a colony in the Void realm, the Production page of each of your planets offers a Void booster for one resource (Aslit, Crlit, Iopla or SEM) for 7 days:
| Booster | Production | Shards |
|---|---|---|
| Tier 1 | +5% | 1 |
| Tier 2 | +10% | 3 |
| Tier 3 | +20% | 6 |
- A planet holds one booster; a new one replaces it. The booster adds to the planet's own bonus and its relic, it does not multiply them.
The Void Arc · Irregularity · Transmissions · Void Boss Combat · Fleet Operations · Galaxy · Back to the wiki home