August 26th 2026
Tickless Game Progress
- Player-changing commands now require submitted forms. Old direct action links are rejected, and each command still acts only as the signed-in character.
- Normal page views now calculate current player values without saving them. Logging in or submitting an action saves elapsed progress first, and the old half-hour economy fallback has been removed from the rank worker.
- Player profiles and map scans now calculate current credits and army size without changing the viewed account. Real actions save elapsed progress before applying transfers, combat results, fleet returns, alliance bonuses, or officer changes.
- Player actions now use one server-owned refresh path. Actions settle elapsed progress, recalculate changed rates, and notify every affected online player without allowing a request to refresh a different character as its owner.
- Returning to Players from another Ranking section now opens the page containing your player instead of page one.
- Asteroid detail windows now show mining cargo increasing every second, and fleet arrows face their travel direction as soon as the Universe Map opens.
- Connection failures now open a clear refresh dialog. Chat alerts remain inside their channel buttons, News uses the shared game interface, and Discord is available beside the account controls.
- Moving between command pages now replaces only the page content. The command bar, live status, and chat stay in place without flashing or restarting.
- Credits, population, Action Turns, planetary resources, bank interest, Reputation, military self-repair, and DragonBall regeneration now build from exact elapsed time. Open pages show these values changing every second from the latest confirmed server value and rate.
- Asteroid cargo now builds continuously after arrival. Partial cargo is settled before recalls and attacks, and a full or expired fleet begins returning at its exact due time.
- Fleet travel, fleet returns, station phases, declarations, and station battle windows continue to use exact timestamps rather than half-hour awards.
- The 30-minute worker now keeps rank, alliance, station-health, history, and cleanup snapshots. It no longer grants the tickless player values.
- Reputation rates are 20 per hour for Rank 1, 10 per hour for the rest of the top 2%, and 2 per hour for the remaining top 6% band. A rank update settles only players whose Reputation rate changes.
- Game Time now advances every second. The next rank-update countdown is shown beside Rank on Home, and Action Turn balances and recovering ship power are always displayed as whole numbers.
- Bank actions, Facilities, and Commander Outposts now use compact shared controls. Facilities also reports production per hour instead of using the old tick label.
- Multiverse travel, bonuses, combat, currency conversion, research spending, and shared ranking are paused. Characters are returned to their home verse while existing Reputation, Multiverse Currency, and research are kept for a later cross-verse system.
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August 26th 2026
Map Combat and Direct Transfers
- Retired the old instant attack, covert-action, and Secure Trade screens. Player combat now launches from the Universe Map.
- Resources held by unfinished Secure Trades are returned to the player who opened the trade. Direct gifts remain available from player profiles.
- Direct transfers and commander or officer changes now refresh every affected online player's confirmed values and production rates.
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August 26th 2026
Live Economy Display
- Credits, population, Action Turns, planetary resources, and bank interest now build from exact elapsed time instead of waiting for completed turns. Server responses store fractional production and reset the display to the latest confirmed totals and rates.
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August 25th 2026
Resources and Asteroid Mining
- Added Mine Workers. Train them on Population to produce Iron, Coal, and Gold every turn.
- Added Facilities. Upgrade your Iron, Coal, and Gold mines to increase their output.
- Added Mining Ships and Cargo Ships under Military Utility. Mining Ships gather resources and Cargo Ships let the fleet carry more.
- Added Gold, Iron, and Crystal asteroids to the Universe Map. Each asteroid now yields 75 to 125 resources per Mining Ship every turn, and other mining fleets do not reduce your yield.
- Mining fleets now return when they are full or have mined for 90 days. Their resources are delivered when they reach home.
- Mining fleets can now be attacked. Winning sends that fleet home and may capture some of its cargo without stopping the other fleets at the asteroid.
- Asteroids now show how many fleets are actively mining them. Map movement has also been improved on mobile devices.
- Added your resource totals to Home and the command bar.
- Alliance tags now appear with commander names beneath planets on the Universe Map. Alliance leaders can set their tag from Alliance Details.
- The command bar now shows how many accounts have been active during the last 30 minutes. This replaces the connection count previously shown in Chat.
- Mobile game screens now use a more compact scale, showing more of each page and the Universe Map without horizontal page scrolling.
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August 24th 2026
Cleaner Rankings
- Ranking has been rebuilt into Players, Alliances, Commanders, Relationships, and Stations. Each list now shows only the information that belongs there, including clickable map coordinates for players and relationships.
- Every Ranking section now searches its own list. Search and page controls sit above the standings, and the Station list is divided into pages.
- Clear table titles, stable column widths, and mobile scrolling keep each Ranking list readable on large and small screens.
- Game tables now let a little of the starfield show through, and the command view has slightly wider starfield edges on large screens.
- Account Preferences, Recruiting, Upgrades, Reports, and Officers now use the same tables, controls, and mobile layout as the rest of the command interface.
- Player profiles and officer command summaries now use the same command tables as Home. Reports now keeps player, officer, and alliance battle history together in one place.
- New battle and intelligence reports now flash the Reports command. Player, Officer, and Alliance report alerts remain separate, making it clear where each new report arrived.
- The Universe Map now has a collapsible target scanner. Center the map over an area to reveal nearby commanders, their travel time, coordinates, and any credits your covert network can identify. Scanning farther from home costs more credits.
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August 21st 2026
New Command Navigation
- Main game controls now use a collapsible command bar on the left. Verse Selection sits above Home, Help, Updates, and Stats remain in a thin bar above the page, and Logout stays at the bottom of the command bar. The verse banner has been removed so more of the game remains visible.
- Clearer command icons and improved mobile spacing make navigation easier on smaller screens. Home, Population, and Military sections also stack instead of being squeezed side by side.
- Population, Military, Research, Bank, and Officers now use simple tabs to keep related controls together without long pages. Research separates learned skills, Base Points, and Super Power upgrades, while Bank separates deposits, withdrawals, and capacity upgrades.
- Unassigned Base Skill Points now flash a reminder on Research until they are used.
- Population, Military, Research, Bank, Officers, Ranking, and Reports now share compact, consistent tables and controls. The active verse color now carries through the command bar, selected navigation, tabs, table headings, and chat.
- Universe missions no longer consume Action Turns, and planet relocation no longer has a cooldown.
Alliance Station Warfare
- Alliances can declare to attack or defend boundary stations during their vulnerable period. Up to ten defensive fleets can reinforce a station before attackers reach its health.
- Captured stations grant their listed Attack, Defense, Covert, or Income bonus to allied planets located inside that station's area.
- Station battles, declarations, fleet movements, and captures update live on the Universe Map. Local timers show when each station becomes vulnerable or fortified.
Universe and Rankings
- The Universe button now opens the Universe Map. Player, alliance, commander, relationship, and station standings have moved to Ranking.
Relocate Your Planet
- Your planet can now be relocated from the Universe Map for 5,000 Action Turns while no fleets are traveling to or from it.
- Placement mode marks occupied and restricted space before you move. Planets cannot overlap map objects or touch sector and boundary lines.
- Existing planets are scattered throughout the galaxy, while new commanders begin in the outer Tier 1 regions.
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August 20th 2026
Commanders Join the Universe Map
- Active commanders now have permanent planet positions on the Universe Map.
- Asteroids and boundary stations now have permanent locations within each verse. The full map is created together on the next turn.
- Your planet is centered when the map opens, and player details and actions are available by selecting a planet.
- Object details now load when selected, keeping large maps faster to open.
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August 19th 2026
Real-Time Chat
- A collapsible chat bar has been added to the footer with Global, Verse, and Alliance channels.
- New-message badges follow each channel, with an optional sound alert. Player names open their realm stats, and message times display in your local time.
- Global chat can now be shared with the community Discord channel.
- The Chat bar now shows how many players are currently connected.
- Global chat now welcomes new characters when they join a verse.
- Chat moderators can now mute players and remove messages when needed.
Live Realm Management
- Population, Research, Bank, Officers, and Military now update as you manage your realm without reloading the entire page.
- Upgrade and training buttons now show the full cost for the amount entered. Max controls have been added or improved across banking, outposts, military training, and military releases.
- The top bar now counts down to the next turn using the latest server time, and realm totals refresh when a turn finishes.
- Action notices now stack in the lower-right corner and clear automatically after ten seconds.
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August 18th 2026
Live Command Status
- Treasury, rank, action turns, and combat power in the top bar now update when a turn completes or your command totals change.
- Population training, reassignment, growth, and turn results now update on the Population page without reloading it.
Military Crew Accounting Repaired
- Rebuilding very large military formations now consumes the full number of required recruits and credits. Crews returned from disbanded ships can no longer remain available after those ships are rebuilt.
Galaxy Statistics
- Verse Stats is available beneath the Stats table on Home, with live tickless economy and population rates, mining and resource totals, station-war activity, combat, outpost, research, and superpower totals.
- History charts track income, balances, unit populations, and activity. Individual chart series can be shown or hidden from the legend, and current superpower levels are displayed as a bar chart.
- Fixed Total currency supply, excluded errored attacks from activity totals, and removed the inactive Fleet entries from Outposts and Research.
Top Bar Layout Trial
- We are trying a new three-row format for the top bar: navigation links first, credits, overall rank, and action turns second, then Attack, Defense, and Covert powers with their ranks third.
Universe Relationships
- Added a Relationships tab to the Universe page. Declare war on your usual targets to keep them together for farming runs.
- Universal Rank totals now exclude banned and pending realms, removing empty pages from the end of the rankings.
Action Messages
- Fixed action messages getting stuck in the URL. They now show at the top of the page.
- Population upgrades, training, and firing units now show a message when they finish.
- Fixed Superpower upgrades showing a blank level after level 10.
- Fixed the login briefing showing tick count instead of Action Turns earned.
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August 17th 2026
Military Power and Repairs Fixed
- Some units that were already fully repaired looked damaged and showed a repair cost even though no attack had taken place. The Military page now shows the right maximum power and no longer charges for repairs those units do not need.
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August 12th 2026
Command Status at a Glance
- Command totals were added to the top bar so treasury, attack, defense, covert, overall rank, and attack turns remain visible throughout the game.
- The Home page now includes a matching legacy-style Stats table showing attack, defense, covert, and overall power with their ranks.
Combined Reports and Navigation
- Historic battles and intelligence operations now share one Reports page, with tabs for switching between Battle Reports and Intel Reports.
- The primary game navigation now uses nine matching text buttons for Home, Population, Military, Research, Universe, Reports, Bank, Alliance, and Officers.
Login Briefing Restored
- Entering a universe now opens a login briefing that reports completed turns and estimates the population and currency generated since the character's previous activity.
- Attacks received while offline are separated into defended attacks and attacks that stole currency, with the total currency lost and recent attackers shown in the report.
- The briefing includes a link to the Multiverse Conquest Discord community and a summary of the latest game update.
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July 31st 2026
MySQL 8.4 Database Upgrade
- The database has been upgraded from MySQL 5.7 to MySQL 8.4 LTS.
Account Password Security Upgrade
- Account passwords are now stored as secure one-way hashes in the shared MVC account record instead of being stored with individual universe characters.
- Existing passwords were retired during the upgrade. Use Forgot Password on the login page to choose a new password before signing in again.
Tick Income Limit Removed
- Normal, universe-bonus, and Multiverse tick income can now grow treasury gold beyond the former MySQL BIGINT limit instead of stopping at approximately 9.22 quintillion.
Universe Name Search Repaired
- Searching Universal Ranks by the beginning, middle, or end of a character name now works correctly on MySQL 8.4, with accurate result counts and pagination.
- Commander Rankings now load correctly on MySQL 8.4 and continue to rank commanders by their combined outposts.
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July 30th 2026
PHP 8.5 Upgrade
- Multiverse Conquest has been upgraded from PHP 5.6 to PHP 8.5.
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July 29th 2026
Large-Scale Economy Support
- Currency balances and economy values now support decillion-scale totals across treasuries, banks, income, battle rewards, secure trades, and market transactions.
- Banking and trading forms now accept and validate very large amounts, while abbreviated values remain readable and full values are available where supported.
- Existing balances are retained while the underlying currency storage is upgraded automatically.
Large Bulk Upgrades
- Population Growth and Research can now purchase up to 100,000 upgrades at once.
- Maximum purchase controls and completed purchases now use the same cost calculations, keeping the quoted cost consistent with the amount charged.
Bank Transaction Reliability
- Deposits, withdrawals, and bank-capacity upgrades now report success only after the account update completes successfully.
- Failed bank transactions leave account values unchanged and return an accurate error response.
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July 28th 2026
The Genesis War
- Replaced the former Transformers universe with The Genesis War while retaining existing characters and progress.
- Added the Guardians and Evolved factions, Genesis Energy, faction-specific population and military roles, superpowers, weapons, defenses, and universe lore.
- Guardians retain the defensive faction advantage and the Evolved retain the offensive faction advantage.
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July 27th 2026
Account Registration Security Image
- Clarified that each registration security image is a tally count. Players enter the three counts from left to right, such as 3 marks, 5 marks, and 7 marks as 357.
- Each registration form now carries its own signed security challenge, preventing another image load or registration tab from replacing the value expected for the image being answered.
July 26th 2026
Game Request Performance
- Removed account schema checks and duplicate account lookups from normal page requests. The deployed database and clean bootstrap already contain the required account schema, so no runtime schema check is needed.
- Online activity remains accurate while limiting its database update to once per minute per active character session.
Officer Dismissal Repaired
- Corrected officer dismissal so the submitted request is recognized, the officer relationship and bonuses are cleared, and the commander's officer total is recounted.
Personnel Raids Restored
- Restored the historical Raid mission as a 1-to-120-turn military engagement that captures untrained population instead of currency.
- A full-turn victory captures a random 1% to 2% of the target's untrained population. The historical rank limit requires the target's numeric rank to be no greater than 2 × (the attacker's rank + 10).
- The Raid form now defaults to the full 120 action turns, matching the Attack and Destroy mission forms.
- Repaired Raid configuration, population transfer, server-side availability checks, and battle-report wording without adding new reserves, cooldowns, or redesigned balance formulas.
Online Player Count
- The Home page now shows the live number of distinct player accounts active within the last 30 minutes.
- Removed the historical random inflation and stale cached count. Activity now refreshes from every authenticated game page instead of only Home.
Commander Ranking
- Added a Commander Ranking to the Universe page, ordered by each realm's combined Trade, War, Fortification, and Underground Outposts.
- Commander standings use the established ranking layout: Army Size shows officer count, Race shows "na," and Resources shows combined outposts. Rankings update immediately when outposts are built.
Readable Large Numbers
- Values above 999,999 now use the game's short-scale labels and colors across population, military, research, banking, secure trades and trade history, Home, Universe rankings, player profiles, officer management, alliance rankings, battle reports, and intelligence reports.
- Hovering over a shortened value shows its complete number. Population, military repair, research, bank, and officer upgrade buttons color their shortened amounts and show the full cost on hover.
- Calculations and editable form values continue to use the complete underlying number.
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July 25th 2026
Single Account and Verse Selector
- Added one e-mail account login that groups existing characters across universes and opens a classic Verse Selector after login, using the original realm cards and race-description cards.
- Existing characters are connected by e-mail, with the first character in universe order supplying the shared password. Character progress, premium status, alliances, commanders, resources, ranks, and Multiverse location remain separate.
- Players can create one missing character per universe without entering another e-mail or password, then enter it immediately through the selector.
- Added permanent Verse Selector and Log Out links to the original upper navigation, plus a return link beside Location on Home.
- Account activation, password recovery, e-mail changes, and password changes now operate on the shared account while retaining the original e-mail delivery flow.
- Historical unconfirmed-character states are retained by the shared activation flow so restored characters cannot become stuck between login and universe entry.
Expanded Player Guide
- Rebuilt the Help and Rules guide as a complete player manual covering onboarding, population, military, repair, research, power formulas, commanders, recruitment, relationships, protection, vacation, combat, covert missions, and detailed mission restrictions.
- Added each race's in-game names beside common unit terms, explicit account-age and power restrictions for hostile missions, and a complete Multiverse guide covering entry, Reputation, bonuses, currency, combat, and return behavior.
- Documented banking and interest, alliances and leadership permissions, officer and alliance battle visibility, messages, the community forum, transfers, secure trades, weekly benefits, universe search, profiles, reports, rankings, and account preferences.
- Added a current-availability reference so archived features are not confused with active gameplay.
- Removed obsolete guidance and intentionally left live purchase and repair costs to their management pages.
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July 24th 2026
Faster Management Controls
- Added compact maximum-fill controls for population growth, population training and reassignment, military formation training, and research. Reconnaissance and assassination missions now default to all available spies.
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July 23rd 2026
Navigation, Help, and Recruiting
- Removed retired auxiliary pages and their navigation links.
- Help and Game Updates now display inside the standard game layout with a refined version of the classic dark, bordered design.
- Recruiting links now use the current secure site address and retain the correct universe, race, recruiter, and officer relationship through registration.
- Replaced the retired external forum link with a shared in-game community board for all four universes, including administrator e-mail notifications for new posts.
- Isolated turn income, population growth, and action-turn awards so an invalid restored value cannot block all turn production.
- Training no longer leaves a small negative population through legacy floating-point rounding.
- Weapon regeneration safely stops at each weapon's maximum, recovery controls provide feedback for zero or reduced values.
- Railway displays readable tick results.
Email Delivery and Account Recovery
- Registration, activation, security, and account messages now use authenticated transactional email delivery.
- Password recovery now sends an expiring reset link instead of sending an account's existing password by e-mail.
- Account e-mail changes are only completed after the new activation message is accepted for delivery.
- E-mail re-verification now requires the one-time code to be replaced with a new password while preserving premium account status.
- Administrative and support addresses now use the current Multiverse Conquest domain.
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July 22nd 2026
Turn Processing and Scheduling
- Turn processing has been streamlined to update player income, rankings, commander benefits, and alliance totals in groups. The existing game calculations and balance have not been changed.
- The turn service now remains ready between turns so processing can begin on the hour and half-hour instead of waiting for a new server process to start.
- Additional turn monitoring has been added so individual processing stages and delays can be identified more quickly.
- Duplicate-turn protection has been added so the same scheduled turn cannot be awarded twice during a server restart or deployment.
Combat, Covert, and Player Information
- Corrected battle reports that could say a valid report belonged to another player.
- Corrected covert mission reports that could display "THIS IS NOT YOUR REPORT" after a valid mission.
- Battle reports now display very small attack and defence values accurately instead of rounding them incorrectly to zero or one. The historical minimum defensive damage and repair costs remain in place.
- Restored military power summaries so newly trained armed units contribute to attack and defence calculations correctly.
- Corrected relationship information and relationship changes on player statistics pages.
- Large credit balances on the Universe page now use short-scale labels and colors, with the complete value available by hovering over the number.
- Alliance forums now display the newest 500 posts regardless of age, and ordinary alliance members can create new posts again.
- Saved messages are now stored and retrieved reliably from both the Inbox and Outbox.
- Character avatars can now be uploaded and displayed reliably without being lost during a site deployment.
- Character avatar uploads now accept JPG, JPEG, PNG, and GIF images up to 1 MB.
- Login now selects the character belonging to the chosen universe when the same credentials are used in multiple universes.
- Players can now claim one of the historical donation benefit tiers directly from the Upgrade page once per weekly reset.
Rankings and Historical Accounts
- Improved rank updates and missing-rank recovery for active players.
- Historical inactive accounts are protected from automatic removal while the restored game data is reviewed.
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July 21st 2026
Registration and Account Access
- Repaired new-account registration and the verification image.
- New accounts can now be activated immediately when outgoing game email is unavailable.
- Corrected registration records that could prevent a newly created account from completing setup.
- Improved compatibility with the site's network proxy so legitimate registration, attacks, recruitment, and covert actions are not incorrectly blocked.
Turn Engine Stability
- Corrected turn processing errors caused by empty universes and missing rank results.
- Corrected repeated warnings during ranking updates and increased the resources available to complete large historical turns.
- Reduced excessive turn output so useful errors remain visible to administrators.
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July 20th 2026
Game Restoration
- Restored the historical Multiverse Conquest application and game data on new hosting while retaining the original game runtime and behavior.
- Restored login, logout, session handling, and the four-universe selection page.
- Corrected links that still redirected players to an obsolete site address.
- Restored battle and covert history storage required by combat reports.
- Added service health checks and startup fixes to improve site availability.
- Connected the main Multiverse Conquest domain to the restored game.
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Stats costing and income updates
July 8th 2009
Minor Updates
- If the math is right, War mode will now give you 75-95% of takings
- Added the Previous / Next links onto the Universe Page
- Corrected an error allowing new players to receive a free protection after their protection ended.
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July 7th 2009
Summer Upgrade Special
If you Upgrade your account with either a Premium I bonus before July 31st 2009, we will give you a free "Quick Bonus" to your account!.
If you purchase a Premium II bonus, you will receive the "Quick Bonus" and an additional 1 days Population Growth in your account!
Terms & Conditions
- Offer applies to bonuses purchased after 0:00 (Game Time) Monday, July 6th 2009.
- Purchases made after 23:59 (Game Time), July 31st 2009 will not award you the Quick Bonus.
-Quick Bonus will appear in your account base page within 7 days of your purchase.
-Only one Quick Bonus will be applied to your account per game week. (Game Time 0.00 Monday - 23:59, Sunday
-Quick Bonus is non transferable to another account, and will appear in the purchasers account. So if you buy a Premium I bonus for a friend you will also receive the bonus
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Bonus Table:
|
$20 for you |
$50 for you |
$20/$50 for a friend |
| You get |
$20 Bonus & Quick Bonus |
$50 Bonus & Quick Bonus &
1 Day PG
|
Quick Bonus |
| Friend Gets |
N/a |
N/a |
$20/$50 |
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July 6th 2009
Relations
You are now no longer able to spy on someone you are at peace with. This isn't 100% complete yet, so lets say this "bug" will be closed soon enough.
Any questions please ask in the Forums.
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July 2nd 2009
Weapons/New Accounts
2 small updates, we would like to thank you for taking part in our ongoing survey, it isn't finished yet, but the largest complaints by almost everyone were defensive weapons are too weak. So we listened to you and changed that, and made the top end weapons slightly more useful
And so....... magic happened - Somehow the defensive units weapons became stronger than the attackers weapons, not that much stronger, but you will now need a few more attack weapons to take down that pesky defence. Using your knowledge and wit this shouldn't be too hard.
Our other complaint was with New Accounts, so now they receive more turns, more units, and a larger Population Growth than they would have yesterday.
As always you feedback is appreciated on the forums.
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Holiday Season 08
A present from the MVC Staff for playing
The staff at Multiversegames would like to thank you for playing our game and supporting us throughout 2008. As a small token of our gratitude we will add a button on December 23rd, that will remain until December 31st, that will allow you to take "2 days off" playing the game and enjoy the holiday season.
This protection can
only be used once and will overwrite any existing protection you will already have. We will be unable to extend any protection if you press the button while you are on protection.
We would like to wish all of our players and supporters a festive season and prosperous New Year.
We look forward to seeing you in 2009.
The Multiversegames staff.
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July 2008
Income Fixes
Max value for currency has been raised yet again. This will allow everyone to go over 9.2 quint and reach the next big level.
Bug with income changing when you logout has been fixed for good.
Relationship Feature Added
You can either keep neutral (leaves everything as is with no change), or declare peace with the player (just makes it so you can not attack the player), or lastly declare war with them (this does many things listed below). You can only change your relationship with another player once per day.
* When attacking you will steal 60-70% of the players resources on neutral, and 70-90% when war is declared.
* With destory: both players at neutral 1/4 to 1/2% total, attacker at war and defender not at war 1/2 to 1% total, attacker not at war and defender at war .3 to .6% total, then lastly both players at war with each other 1 to 1.5% total destroyed.
* Weapons being hurt and being destroyed in an attack are as follows: both players not at war with each other keeps it as was before change, one player at war and the other not gives you a 20% increase in the normal ratio, both players at war with each other will give a 50% increase in the normal ratio.
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June 2008
Income Changes
Everyones income research and outpost researches were reset to zero, and all the income spent reach the previous values has been deposited into their banks. Next the cost formulas for income research and outpost income where changed to now allow so high of %, this was all done to be able to remove the hard and soft cap on income. The account upgrades were then adjusted so you can earn a max of 50 quad per turn from the upgrade itself, done so an alliance can't send all their units to one account and get a huge upgrade.
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May 13, 2008
Race Changes
Race changes will now reset your base points, any extra points earned through an upgrade you will keep. You will also lose 5% of your four researched stats(income, attack, defense, covert all on the research page). Thats it, no other costs anymore.
Numbers/ Powers
The value of your attack, defence, and covert have now been lowered by 6 zeros.
Attacking
You now need at least 40 attack strength to be able to hurt a player with 100 defense strength, 400 for 1000, and so on at a ratio of 40% (this is to be able to do damage to the defenders defense, if your below the 40% then its like nothing ever happened to the defender).
Secure Trade
Full details of the trade are now set into your mail box after the trade is finished. There is also a message notifying you when the other person accepts or rejects the trade.
When you cancel a trade within 12 hours it will cost you 1% of your units put in, 12 to 48 hours will cost you 5%, and every day after 2 days will add 5% ontop of a 10% fee ( so 2 days is 10% and 3 days is 15% and 4 days is 20% and so on). When you accept the trade: fee is 2%, with 5% adding onto that every day after the first 2 days(also 5% adding on to each level over yours, so if their level is 10 and yours is 9 then its nothing but if yours is 9 and theirs 10 then it adds 5%, and if theirs was 11 and yours 9 then it would add 10% fee to the units).
Alliance
Now sends leader a message when a member quits.
Alliance bonus has also been added in. This is a 5% bonus in either Attack, Defense, or Covert. The alliance leader picks where to place his 5% bonus, and can change the location of this bonus once every 3 days.
Multiverse
Your power in the multiverse is now not dependent on your research or outposts. There has been a new research % bonus added in for the multiverse only. This research costs a good bit more than the normal one and can only be upgraded using multiverse currency. There will also soon be a replacement for outposts added which will be an alliance outpost.
While in the multiverse you can now directly convert your universes normal currency into multiverse currency, this can be found on the research page. Multiverse currency is worth a great deal more than your normal currency, which is why you lose a great amount in the conversion.
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March 21, 2008
Boxes and Limits Changed
Bank Interest
Interest is now capped at 2 quad per turn from your bank. So after 2,900 quad in your bank, you will not be getting any extra interest after that on your balance.
Box Sizes
Max input on research and population growth has been changed from 999 to 9,999.
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March 16, 2008
Security Update
Login Code
The login code has been upgraded. New system greatly increases game security from scripts. Also looks tons better than older system.
(special thanks to Klaxon for background image)
Login time
Game will log you out after 2 hours no matter what, no way to by pass the system. To get back into the game you must just re login, simple.
New images
Brand new images for nav at the top of every screen (while logged in).
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March 8, 2008
Alliance Attack Logs
The alliance leader and second-in-command of each alliance can now view all the attack records of their members. Link can be found on the main alliance page under the leader functions.
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March 3, 2008
IRC chatroom
IRC chat has been added to the game. Link is located at the top of every page in the words CHAT.
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December 25, 2007
Christmas Update
The x universe is now back in the game. This time the game will cut your attack, defence, and covert stats to try to balance out the difference between each of the 4 games. The general idea of how this works is the following: The game finds the avg attack power in each game, then finds the lowest. It will then find a value it must divide by to make the other games power equal to the lowest games power (a ratio value). Then the same thing is done for defence and covert. The game will then cut your stats if your game does not have the lowest avg power. (Exact way the game determines this value will not be released to prevent abuse of this ratio.)
These stats are being cut to give a fair chance to all players in each game, due to some games being farther ahead than others. Other MV featuers will be added/changed once this ratio feature is smoothed out.
Income Bonus changed from 200% normal to 120% normal generation.
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December 24, 2007
Officer Outposts
The number of outposts a commander has built for officers can now be viewed by anyone on the stats page if the person wants them to be made public. This is done by the accepting new officers switch. If you have it set so you are accepting new officers, there will be a table on your stats page listing the number of outposts you have built for each area.
Pre Christmas Update
Work has been finished on a major christmas update which will open on Christmas Day. Details will also be released same time.
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November 28, 2007
Alliance power
Within alliances, the attack, defense, covert, and total power has been divided by 100 its real value. This means that first attack, defense, and covert are divided by 100... then the final covert power has also been divided by a further 100. This will keep alliances having the same rank and power compared to the rest, just lowering the numbers a bit.
Attacking for currency
The amount of currency won in an attack has now been increased to 60-90%, which it was at 40-60% before.
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November 23, 2007
Star Wars realm
The power of the star wars realm has been halved in several fields. Which include income, covert, and other minor things.
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October 5, 2007
Income Cap
An income cap has been added, but the cap is only a soft cap. The cap is determined by what your level is. The forumula is the following: =(next level cost / 7)/(level+(next level * .5)) + 5,000,000. Once you are above this your units will only be making 20% their normal generation for the units above the limit. Then once your twice over the limit those units will only be making 10% their normal.
Reputation Generation
The range of ranks that make rep has been increased so it currently is: rank 1 = 10 pts, top 2% = 5 pts, top 6% = 1 pt. This will have more generating rep which will increase the number of people who can enter the multiverse if they so wish.
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September 4, 2007
Military Units
The cost on the military page to train an attack/defence force has been increased by a factor of 2x for each. This only includes the currency required to train them, the number of units are still the same.
Multiverse pre-Update
Some work has been put into the new update that will remove the prior update so you can steal resources in the MV.
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August 8, 2007
Secure Trade System
This new system has been added in for two reasons: First, if your wanting to make a trade with anyother player and not sure if he will keep his end of the deal, this system will only allow the transfer if the other person accepts the terms. Second, if your wanting to trade and can not wait for the other person to get online to keep your resouces safe then this will allow that person to accept the resources when they get online.
To be able to create a trade your account must have the upgrade to be able to transfer resouces. And if the person your wanting to trade with does not have the upgrade, then you can still trade with that person but they can not give any resouces in return (which game will tell you if this is the case when creating the trade). Also to be able to trade with anyother player you must be in the same universe as them.
There is a max of three open trades at one time. When player A opens up a trade with player B, player A will have the option to cancel the trade at anytime. Player B will then be able to either accept or reject the trade. If player B rejects the trade then nothing happens and this trade will not count towards player B's active three count. Or if they accept the trade, the resouces given by player A will be put into the open of player B, and the resources required in return from player A will be removed from player B. Then back to player A, after player B picks either accept or reject, player A will be able to collect his resouces that will wait for him until he goes to the page to accept them.
Fees: Using player A and B again...
If player A canels or Player B rejects the trade then there will be a 2% loss of the units. Then if the trade works the fee for the trade will be the same as sending them directly to the player using the instant send feature.
If both players accept their currency resources within 5 min from the time the trade was started, then there will be no fee taken out on the currency(Works whether the trade is canceled, rejected, or accepted). Then if the currency resouces are accepted after 5 min but before 3 days from when the trade was created the fee will be 5%. Every day the currency is left in the trade broker after those 3 days, there will be an additional 5% fee taken out for each day its left in there. So if you leave your money in the broker for 6 days then when you go to collect the gold it will take a fee of 2% of your money.
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August 6, 2007
Multiverse Change
When farming for money in the multiverse, the currency is destroyed and not transfered to the winner. (Temp update to fix a problem)
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June 25, 2007
Release of the X-Universe
The wait is over, those who are of power may now enter the X-Universe and do battle with those of power from the other Universe, the requirements? High, but manageable for some:
*Reputation needed to enter: 1500
*Cost to enter: 250 reputation points
*Reputation lost per turn: currently set at 2 (but will change after a little bit most likely)
*Level required: 7
There are many benefits to being in the X-Universe, with 2x the normal income and 1.5x turn growth (at the moment base turns but may change). But beware; the costs are also high, with 3x higher damage and thus only 1/3rd of the normal amount of turns needed to destroy a defence.
And one cannot stay there forever, the benefits will be fleeting for some, but those that have worked hard will have the ability to stay for longer, but even they will eventually need to retreat to their own universe to rebuild their reputation after being gone for so long. (When your reputation reaches 0, you will retreat back into your own universe).
Trading between those of different universe is also unavailable, due to the fact that currencies and the powers of individuals being too different, and the power required to transfer between universes is such that it is worthless to send resources back to your own universe.
Finally, upgrades are based on your normal universes rates. (The benefits are already too great for you to need more.)
The time has come, prove your worth and show which universe is strongest.
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May 29, 2007
Changes to Military Units (weapons)
Death from battlee
Now when you attack other players a certain percent of your military units will die in the battle never to return to you again. If you are using only the normal attack feature you will be able to attack a player 3 times within the last hour before you start to incure loss. But when using destroy you will start to lose parts of your attacking force at the first attack. Also only the attacker will lose parts of their forces during attacks.
The values for these losses still have to be tested to make sure they are all reasonable but they are as follows. During a normal attack you lose between .5 to 4% depending on the ratio of defense to attack. Then if using the destroy that percent will be multiplied by three. If the enemy has no defense then your forces won't incure any losses, after all there isn't a force that is fighting back against yours is there?!
Destroy Feature
There have been a few conditions that must be meet for you to be able to use a destroy mission on another player now:
*Your account must be older than 3 weeks to engage an enemy who is older than 2 months.
*Your superpower level must be within one level or above the targets to be able to engage someone with such superior technology upgrades from your own.
*If your account is older than 2 months, it will refuse to engange any account that is less than one week old in your universe.
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April 29, 2007
Alliance Second in Command
Alliances now have a position called Second in Command. This position has all the powers of the Leader with the exception of two: disband entire alliance, and change alliance Leader.
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April 26, 2007
Name and Race Changes
Race Change
*The superpower level, (the upgrade on the research page), is decreased by 1.
*Base points are removed out of the stat you put them in, and put back so you can pick where you want them placed at.
*All the percent upgrades bought on the research page are reset to zero.
Everything else not listed above is left as is. Each player starts off with one free race change, and to get more you must upgrade your account.
Name Change
The ability to change your name has now been added. New accounts start off with one name change, and you get an extra name change each time you upgrade your account. For those worrying about their enemies vanishing into the vast universe, just remember that their player ID will always stay the same no matter what disguise they are hiding behind.
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April 25, 2007
Several Minor New Features Added
Change Alliance Leader
The ability to make someone else within your alliance has now been added.
Alliance Forum
The alliance forum now will only display posts up to 7 days old. Also a bit of cleaning up of the organization of the posts has been done.
Universe Page
On the universe page, the other players that are in the same alliance as you are now colored green.
Change Race
Players now have the ability to change their race. When you change your race it will reset most of your stats. These stats include: all upgrades on the research page, commander outposts, bank space being cut in half, all currency in your bank and out lost, and your population growth being reset to the value of a new player. Currently all military units are kept, but this might change later on.
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April 24, 2007
Commander/Officer Update
The days required to wait to make a new commander have been changed from 7 to 3 days.
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April 12, 2007
Destroy Attack
Attack Turns Required
The number of turns required for a full destroy attack have now been increased to 300.
Destroy Mission Limits
There is also now a limit of 24 successful destroy attacks against a player in a 24 hour period. These 24 attacks can be done all at once, but after you reach the 24 limit you will only be able to do one more destroy attack against that player every hour.
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March 23, 2007
Changes to Destroy Attack Type; Increased Damage to Attacking Military; Changes to Population/Military units
Destroy Attack
We are actively looking at the 'destroy' attack type. In the meantime, the damage to defence military has been reduced on this attack type (since the focus is on civilians, not military, less damage is taken by the defending units).
Attacking Military Damage
The damage to attacking units has increased. Being in a foreign land, in the open, and assulting defended positions leads to more damage than those defending.
POPULATIONThe 'untrained' military units - previously dedicated to attack or defence - have been merged. From your general population, when you train into military service/types, there is only one general pool now into which they are placed. It is from this general pool of military trainees that your equiped, trained and attacking/defending military is drawn. Exising attack/defence untrained/unequiped military units were added together so that no units were lost.
When you dismiss a military - offense or defence - it returns to this pool.
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March 12-15, 2007
Alliances
Alliance Functions have been added.
You can apply to join alliances, see the alliances already in place, get invited to join an alliance, see the alliance rankings within the universe, and the members within the alliance by clicking the alliance name on that display.
When in an alliance, you have access to that alliances member page, which gives the alliance stats, lists all the members, their titles, and current missions assigned by the alliance leader, and whether they are complete or not. There is a small private forum board as well.
As alliance leader you can assign titles to members, invite or dismiss members, accept or reject requests to join, update or assign missions to members, and are notified when the member completes the mission.
Alliances can be formed by anyone with a premium account, and alliance membership is open to all players. Alliance details include an alliance name, description, website, and whether it will accept requests to join, or is by invitation only ('open' alliance accepts requests to join).
More functionality within alliances will come over time....
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Jan 23, 2007
Officer / Commander Functions&Benefits
The basics of officer/commander relationship and benefits have been determined.
A commander can have a maximum of 15 officers.
Each commander receives extra action turns per game turn, equal to half the officers superpower level. So if you had 5 officers, at superpower 5 each, you would get your 10 actions turns/game turn, plus 12.5 from your officers, for a total of 22.5 actions turns/game turn.
In your officer management page, you can build trade/war/fortification and underground outposts. These will benefit your officers skill stats, ontop of all of their existing increases.
Other abilities from the officer management page: ability to see their attack history; ability to see their realm details; dismiss them.
There may be a benefit for going without commander or officers, but that is yet to be determined.
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Dec 22, 2006
Unit Self Recovery & Repair
This is a new feature that can be found on the military page. This will heal and repair your military type to the amount that you purchase at the end of each turn. If you purchase one point that will heal that particular military unit by one point each turn. So if you have 20 military units of that type, you will need to purchase 20 points to have each military unit heal one point per turn. While it is a one time purchase that will last forever, the cost will be great to upgrade a large amount. Also if you were to demote or the unit would die in battle, you would lose all those upgrades and have to start over next time.
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Dec 18, 2006
Game Released to the public.
We are pleased to announce the game is now available to play. New updates will be released periodically...
Thank you.
Admin & co.