Welcome to Devistation's and Holyavenger's ShadowOps help site
This guide has been designed and created to teach you everything that you need to know about ShadowOps, whether your a new player just starting out wanting to know everything, or an experienced player wanting to refresh your memory, this guide is for you.
This is now Version 4.0.0 of this ShadowOps help site.
This game guide has been created and designed by:
Devistation [CoW] 
Holyavenger
System Treasury
The system treasury is very important to any system. If is managed correctly, and is well supported by all players it can mean the difference between victory and failure in times of need. The treasury is visible to everyone in the system. Resources stored in the system treasury include, money, deterium, power, population, crew, sellable research points, probes, advanced interceptor missiles, EMP missiles, deterium missiles, gravity well missiles and nova missiles.
At the very top of the 'System Treasury' you will see 5 links, these are 'Treasury', 'System Fleet', 'System Research', 'Leader Options', and 'Experimentals', information on all of these pages will be explained below.
When you first come to the 'System Treasury' page, you will be taken straight to the 'Treasury' page.
The first thing that you will see on this page is a list of all of the resources that you can donate to the system treasury, and how much of each resource is currently in the system treasury. Underneathe that you will find a box labled 'Amount', and drop down menu labled 'Type' and a button labled 'Donate', to donate to the system treasury enter in how much of the resource that you wish to donate, select the resource that you wish to donate from the drop down menu, and then click on the donate button. It is worth noting that you can only donate to the system treasury when you are 100,000 (100k) networth.
There are 2 other ways to donate resources to the system treasury, these are listed below.
System tax, every player (apart from members in noobie mode) will have a certain amount of their income taxed straight into the system every rev. You will also be taxed on certain items when placing them onto the black market (deterium, power, population, crew, sellable research points and probes). You will be taxed equal to what your system tax is currently set at (0%-10%).
System fleet attacks, all resources gained from a successful system fleet attack will go straight into the system treasury.
System Fleet
Every system has a system fleet which should never be neglected, this is because not only will resources be taken from your system treasury if you fail to defend a system fleet attack, but you will also lose platforms and resources of your own.
Every member of the system can donate to their system fleet, be careful though, because once you donate ships, you can NEVER get them back.
You can only attack with you system fleet when you are at war with a system, and even then, you can only attack the system you are at war with. A system fleet attack works exactly the same as attacking another player in the system, you get 1 starship leader to attack with, this means that you can only make 1 system fleet attack at any one time, unlike when you attack a player, during which you can send 4 attacks at any one time. If your attacking fleets attack points are greater then the enemies defending fleets defence points, your attack will be success, much like when you attack a player. If your system fleet attack is successful you will gain a number of things, these will be listed below.
Gain 2% of each members platforms
Gain 2% of each players money
Gain 2% of each players deterium
Gain 2% of each players population
Destroy 2% of each players power supply
Gain 10% of the money in the system treasury
Gain 10% of the deterium in the system treasury
Gain 10% of the population in the system treasury
Destroy 10% of the systems power supply
All of these resources, except for the platforms, will be sent straight to your system treasury, during the attack, you will also destroy 10% of the defending system fleet, but you will also lose 4% of your attacking fleet. It is worth noting that, only members of the council who have access to the command room can attack using the system fleet.
System Research
System research works much like personal research tasks with one difference, it's on a much larger scale. Any player within a system can assign scientists to a system research task, and if that person wishes to remove their scientists, they can do so at any time. Players can also assign their very own sellable research points to the system research, this may be better for players who only wish to donate a few SRP's when they can. The research screen shows the name of the task, how many of your scientists are assigned to the task, the total amount of scientists currently assigned to the task by the whole system, the progess of the research task, this is show in research points (example 10000000/20000000), how complete the research task is, shown in percentage, and finally the estimated time to completion of the research task.
Below you will find information on all of the system research tasks.
| Research name | Jump Gates |
SRP's required to research | 20,000,000 (20 million) SRP's |
| Research description |
| Once researched jump gates decrease attack return times by 20%. Once researched jump gates are automatically built and can never be destroyed, but are placed offline if your system is under the effect of a gravity well (the bonuses cancel each other out). |
| |
| Research name | Missile Guidance |
SRP's required to research | 25,000,000 (25 million) SRP's |
| Research description |
| Once researched missile guidence will allow missiles to reach the target 100% of the time, without missile guidence, there is only a 50% chance that the missile will reach the target. |
| |
| Research name | Gravity Well Missiles |
SRP's required to research | 10,000,000 (10 million) SRP's |
| Research description |
| This missile will generate an gravity well on the system it hits, this makes return times 20% longer for that system. The first missile will generate the gravity well for 12-24 revs, any addition gravity well missiles that hit will add 1-24 more revs onto the existing gravity well. |
| |
| Research name | Nova Missile |
SRP's required to research | 35,000,000 (35 million) SRP's |
| Research description |
| This missile will destroy 1% of all platforms in the system, 1% of all fleets in the system, and it will also destroy a certain amount of all the resources in the system (please note that these stats may not be 100% accurate). |
| |
| Research name | Titan Cruser |
SRP's required to research | 1,000,000,000 (1 billion) SRP's |
| Research description |
Once researched, and built, all members in your system will gain a +12% attack and defence bonus. Below you will find some helpful equations to work out how much money, deterium and power you will need to build the titan cruser once it has been researched.
Money needed to build the titan cruser:
([system networth] * 5) + ([system stations] * 500) + ([number of players in the system] * 100,000) + 15,000,000,000
Deterium needed to build the titan cruser:
([system networth] * 5) + ([system stations] * 500) + ([number of players in the system] * 100,000) + 5,000,000,000
Power needed to build the titan cruser:
([system networth] * 5) + ([system stations] * 500) + ([number of players in the system] * 100,000) + 4,400,000,000 |
| |
| Research name | Resource Generator |
SRP's required to research | 1,000,000,000 (1 billion) SRP's |
| Research description |
Once researched, and built you will receive 200 million money and 200 million deterium per rev straight into your system treasury, it costs 200 million power per rev to keep the resource generator running, the power will be taken straight from the system treasury. Below you will find some helpful equations to work out how much money, deterium and power you will need to build the resource generator once it has been researched.
Money needed to build the resource generator:
([system networth] * 3) + ([system stations] * 200) + ([number of players in the system] * 100,000) + 5,000,000,000
Deterium needed to build the resource generator:
([system networth] * 3) + ([system stations] * 200) + ([number of players in the system] * 100,000) + 5,000,000,000
Power needed to build the resource generator:
([system networth] * 3) + ([system stations] * 200) + ([number of players in the system] * 100,000) + 4,400,000,000 |
| |
| Research name | ICBM Missile Facility |
SRP's required to research | 1,000,000,000 (1 billion) SRP's |
| Research description |
Once researched, and built all missiles fired through the 'Command Room' will hit in 2 revs, instead of 6 revs. Below you will find some helpful equations to work out how much money, deterium and power you will need to build the ICBM missile facility once it has been researched.
Money needed to build the ICBM missile facility:
([system networth] * 6) + ([system stations] * 550) + ([number of players in the system] * 100,000) + 11,040,000
Deterium needed to build the ICBM missile facility:
([system networth] * 6) + ([system stations] * 550) + ([number of players in the system] * 100,000) + 10,005,000
Power needed to build the ICBM missile facility:
([system networth] * 6) + ([system stations] * 550) + ([number of players in the system] * 100,000) + 4,400,000,000 |
| |
| Research name | Artificial Sun |
SRP's required to research | 50,000,000 (50 million) SRP's |
| Research description |
Once researched, and built all members solar panels will now produce 1,500 power instead of 500. Below you will find some helpful equations to work out how much money, deterium and power you will need to build the artificial sun once it has been researched.
Money needed to build the artificial sun:
([system networth] * 6) + ([system stations] * 550) + ([number of players in the system] * 100,000) + 3,500,000,000
Deterium needed to build the artificial sun:
([system networth] * 6) + ([system stations] * 550) + ([number of players in the system] * 100,000) + 3,000,000,000
Power needed to build the artificial sun:
([system networth] * 6) + ([system stations] * 550) + ([number of players in the system] * 100,000) + 4,400,000,000 |
Leader Options
If you are not a member of the council, there is no point in clicking on the 'Leader Options' link, you will only see the words 'You are not a leader and have no options in this room'. If on the other hand you are a member of the council you will have options to chose from on this page, since council members and the system commander have two different options on this page, I will explain both council members options, and system commander options below.
Council Member Options:
If you are a member of the council, you will have two options when you click the 'Leader Options' link. These two options allow you to get into both the 'Trade Room' and the 'Command Room', to do so though you will also need a password to enter each room, this password can only be set by the system commander.
System Commander Options:
As the System Commander you will have more options available to you when you click the 'Leader Options' link.
The first of these options is to enter the 'Trade Room'. This option, unlike members lower down on the council, does not require a password to enter (for more information visit the 'Trade Room' page of this help site).
The second of these options is to enter the 'Command Room'. This option, unlike members lower down on the council, does not require a password to enter (for more information visit the 'Command Room' page of this help site).
The third of these options is to change the system wide welcome message. This message will show up on the main page, under the 'Notes From System Leader' section, right underneath the systems current alert level.
The forth of these options is to change the system wide tax. Every player (apart from members in noobie mode) will have a certain amount of their income taxed straight into the system every rev. You will also be taxed on certain items when placing them onto the black market (deterium, power, population, crew, sellable research points and probes). You will be taxed equal to what your system tax is currently set at (0%-10%). The system commander is the only member of the system who can view and change the system tax.
The fifth of these options is to activate a system draft. When a system draft is in effect, 5%-10% (this is dependent on your tax rate, but the minimum draft is 5%) of any starships being built will be donated straight to the system fleet. Only the system commander can start a system draft and once activated a draft will last for 12 revs, and then can be activated again in 24 revs.
The sixth of these options is to change the primary language of the system, you can pick from 4 languages, English, French, Dutch and Spanish.
The seventh of these options is to view the treasury logs, on this page you can view donations made to the system treasury, system fleet and sector treasuries, as well as who made the donation (for example: Devstation [CoW] has donated 1,000,000 probes/Devstation [CoW] has donated 1,000,000,000 power to their sector/Devstation [CoW] has donated 100,000 freedoms), you can also view withdrawals from the system treasury and sector treasuries, with these messages it shows who sent what to who (for example: Devstation [CoW] sent 800,000,000 deterium from our system/their sector treasury to Holyavenger).
The eighth of these options give you the ability to change the 'Trade Room' and 'Command Room' passwords, these passwords are used to secure both rooms, other members of the council will need these passwords to enter each room. Without setting a password, all members of the council will have full access to both rooms.
The ninth and final option is to send a system wide message to all members in the system, this is a quick and easy way to send information to all members in the system. Warning: Do not abuse this option, admin's will be sent a copy of the message you send to your system members, and if this option is abused you will get banned. It is also worth noting that you can only send 3 system wide messages per rev.
Experimentals
The first thing that you will see on this page is the experimental fund. In this section you will be shown how much money, deterium and power has been donated to the experimental fund. Each experimental costs a certain amount of money, deterium and power to build and all of these resources must be donated to the experimental fund before the experimentals can be built.
Underneath the experimental fund section, you will find a section showing you all 4 experiementals, if the experimental has yet to be researched, it will say 'Not Researched' next to it, if the experimental has been researched, but is yet to be built, it will show you how much of each resource you require to build the experimental, this is also in 'Red', the equation for how much of each resource is needed for each experimental can be found in the 'System Research' section fo this page, finally, if the experimental has been built, it will say 'Built' next to the experimentals name.
Finally underneath this section, you will be able to donate money, deterium and power to the experimentals fund, to do this, simply type in how much of the resource you wish to donate in the 'Amount' box, select the resource that you are donating from the 'Type' drop down box, and click the 'Donate' button, be careful when donating though, because you will not be able to get any donated resources back. It is worth noting that, only members of the council who have access to the command room can build experimentals.
Copyright © Scott Slaughter 2006 - 2012. All Rights Reserved.