Difference between revisions of "Protectorate"

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* Can not have corsair fleets.
 
* Can not have corsair fleets.
 
* Does not participate in joint defenses if it belongs to a consortium.
 
* Does not participate in joint defenses if it belongs to a consortium.
 +
* It does not have access to consortium bases, nor can it have units in other people's bases.
 
* If you leave the protectorate, you must wait 24 hours before you can declare war.
 
* If you leave the protectorate, you must wait 24 hours before you can declare war.
 
* Protectorate fleets can not detect in systems with sovereignty. The bases (previously existing) can do it.
 
* Protectorate fleets can not detect in systems with sovereignty. The bases (previously existing) can do it.

Revision as of 13:44, 28 November 2018

The Protectorate is a system of diplomatic protection for those factions that prefer to avoid war. The faction may play without risk of being attacked by other factions and may develop its faction in a peaceful manner. All the factions begin the game in the protectorate, but they can leave it or return to it whenever they want as long as they meet the conditions.

The factions within the protectorate only receive 50% of the influence when they gain prestige.

Restrictions within the protectorate

A faction within the protectorate has a number of limitations:

  • You can not declare wars or have active wars.
  • Can not claim the sovereignty of any system.
  • You can not build bases in systems in which another faction has sovereignty.
  • Can not build megaprojects.
  • Can not have corsair fleets.
  • Does not participate in joint defenses if it belongs to a consortium.
  • It does not have access to consortium bases, nor can it have units in other people's bases.
  • If you leave the protectorate, you must wait 24 hours before you can declare war.
  • Protectorate fleets can not detect in systems with sovereignty. The bases (previously existing) can do it.