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Missions

The NPC mission system is a guided progression track that rewards players for hitting empire milestones. Each mission has a fixed goal (economy, planet count, power rating, infrastructure tech, or specific planet types) and a fixed reward (loyalty, credits, colonies, ships, tech levels, or research-cost reductions).

Only three races have a mission track. The remaining races can be played normally but receive no guided progression or mission rewards.

Race Has Missions Track
Terran Yes Act 1 (9 missions) + Act 2 (9 missions)
Aspha Miner Yes Act 1 (9 missions) + Act 2 (9 missions)
Guardian Yes Act 1 (9 missions) + Act 2 (9 missions)
Marauder No
Viral No
Collective No

Claim loyalty missions as soon as you qualify — the reward is a permanent cap increase, not a one-time top-up.

5,000 is your base personal loyalty cap. Normal loyalty (the passive climb that runs while you hold Consumer Goods; see Income Types → Tax) climbs to that ceiling and stops. Loyalty-reward missions raise the ceiling itself: as of Patch 106 the personal cap is "5,000 base, with bonuses adding on for missions you've completed," so a +250-loyalty mission lifts your cap to 5,250 and leaves it there. The Act 2 tracks alone hand out +50, +100, +150, +250, and they stack.

This replaced the older behaviour, where completing a mission dumped a one-time lump of loyalty onto the colonies you happened to own at that moment. The practical consequences are the reverse of what that used to imply:

  • You cannot waste a loyalty reward by claiming it early. Your current loyalty is irrelevant to the reward — the extra ceiling is banked permanently, and colonies climb into it afterwards on their own.
  • Earlier is strictly better. The cap raise is permanent but the growth toward it is per-turn, so claiming sooner gives your colonies longer to fill the new headroom.

Practical playthrough order:

  1. Complete loyalty missions the moment you meet their goals. There is no reason to hold one back.
  2. Keep Consumer Goods in stock. A raised cap only pays off while that passive climb is actually running underneath it.
  3. Time the credit-burning "building" missions (see costs below) for when your reserves are well above the threshold — completing them with exactly the threshold leaves your treasury at zero.

Structure

Every race's track follows the same two-act format:

  • Act 1 — Foundations. Mostly economic and exploration milestones (income/turn, planet count, infrastructure tech, first power-rating thresholds). Rewards are mostly loyalty-cap raises, small credit/ore grants, and free colonies.
  • Act 2 — Empire. Larger goals (50–200 planets, 200K–800K PR, specific planet types). Rewards scale up with bigger loyalty-cap raises, multiple free colonies, and unique race-specific ship grants. Each track's final mission grants the same temporary perk: infrastructure research cost cut to 1/10, which stays worthwhile for roughly the next 13 research levels — that is how long 20%-per-level growth takes to climb back to where the cost started.

Reward types

Reward Effect
Loyalty Permanent increase to your personal loyalty cap (+20 → +250 depending on mission tier), stacking on top of the 5,000 base — not a one-time top-up of current loyalty
Credits One-shot credit grant
Ore One-shot ore grant (Guardian Act 1 m_1 only)
Free colonies Auto-triggers exploration successes — 1 to 3 new planets joining your empire
Infra tech levels +2 or +5 levels to a specific infrastructure technology, equivalent to skipping that much research
Ship grants Free units of a race-unique ship (Guardian's Kal-Zul Destroyer K-Class, Aspha's alien G.Livid). These gift ships cannot be built — what the missions award is all you ever get
Research-cost reduction Final mission only — resstart and resreq divided by 10. Temporary buff: roughly the next 13 research levels are discounted before normal cost growth restores parity

Costs

Some "building" missions in each track (Government Control Center, Asphalt Temple/Arch, Guardian Obelisk, Kal-Zul Ships) deduct credits on completion equal to the credit-reserve threshold required. If you complete the mission with exactly the threshold amount, you finish with zero credits. Hit the goal with margin.

Notable cost-burning missions:

Race Mission Credit cost
Terran Act 1 m_5 (Government Control Center) 5,000,000
Terran Act 2 m_1 (Financial crisis) 50,000,000
Guardian Act 1 m_8 (Kal-Zul Ships) 25,000,000
Guardian Act 2 m_7 (Guardian Obelisk) 200,000,000
Aspha Act 1 m_4 (Asphalt Temple) 500,000
Aspha Act 1 m_6 (Asphalt Arch) 8,000,000
Aspha Act 1 m_8 (Great Asphalt Arch) 40,000,000
Aspha Act 2 m_1 (Construction cost) 40,000,000

Race tracks

  • Terran Missions — Commercial / Industry / Agriculture empire builder. No ship rewards; pure economy & colony progression.
  • Aspha Miner Missions — Industry / Mining / Tax. Grants 27 alien G.Livid across the track.
  • Guardian Missions — Housing-driven energy empire. Grants Kal-Zul Destroyer K-Class ships and includes a one-off Gas-planet credit windfall.