With the rise of cosmic society came the need for new economic entities, smaller and more flexible than large corporations. Over time, a form of cooperation known as the Zone was developed.
A Zone unites multiple organizations so they can share resources, benefit from joint protection, divide labor, and still remain economically independent. Zone members can use shared technology levels, stations, and equipment, while also gaining privileges over regular visitors of the Zone’s territory.
Every member station receives a level bonus based on the Zone Headquarters:
level = headquarters level – 1level = headquarters level – 2All gameplay attributes derive from this adjusted level, such as:
Every Zone has one station designated as the Headquarters. Its level is determined by the total experience flowing into it from all member stations. This level defines all other Zone parameters, including the influence zone.
The Headquarters cannot be captured. If destroyed, it does not disappear and can be restored. Upon destruction, part of its storage is preserved in a bunker and becomes accessible again after restoration.
Each member may assign a Command Station by deploying a COMMAND STATION card to one of their stations. This station receives the remaining experience after the share sent to the Headquarters and inherits its level –1 (or –2 outside the influence zone). If the station’s own experience grants it a higher level, the higher one is used.
The Command Station can be relocated at any time. If a player owns the Headquarters, the Command Station must be there. When moved, the previous Command Station is marked with a FORMER COMMAND STATION card.
A Command Station cannot be captured. If destroyed, it can be restored and retains part of its storage in a bunker.
A regular station of a Zone member (if not designated as Headquarters or Command Station) inherits the Headquarters level –1, or –2 outside the influence zone. These stations are not protected and can be captured or destroyed.
A player wishing to join the Zone gains the status of applicant. Their experience is directed to the Headquarters, but they have no access to stations or docking reserved for members. They become a member only after being approved by an DELEGATE or the FOUNDER.
A player becomes a member upon approval by the FOUNDER or an DELEGATE. Members have all basic rights but cannot promote others.
Appointed only by the FOUNDER. DELEGATE can promote applicants, manage relations with other Zones, change settings, declare a Headquarters, and expel members or applicants.
The founder of the Zone. This right is non-transferable. The FOUNDER can do everything an DELEGATE can, additionally appoint more DELEGATES, and disband the Zone.
The Zone of Influence is the area surrounding the Headquarters, with its radius determined by the HQ level. Within the zone, players can mine asteroids and open any objects not simultaneously within their owner’s zone. Outside the zone, only owned or public objects can be opened.
A player can pick up an object under the following conditions:
These have no owner and can be picked up by anyone.
The owner can always pick up their own objects, such as personal containers or goods dropped after their own ship is destroyed.
A foreign object can be picked up only if it is within the player’s (collector’s) zone of influence and not simultaneously within the owner’s zone of influence.
A portion of the experience from all member stations flows into the Headquarters. The share is set individually by each Zone and can be viewed on the Zone card.
This feature is not yet available in the beta version.
A Zone defines its relations globally. Declaring war or forming an alliance applies to all its members.
A Zone can declare itself as “newcomer-friendly.” In this case, its card is offered to all new players at the start of the game. Members of such a Zone commit to helping beginners if they choose to join.
A new applicant gains the status of applicant. Both the FOUNDER and DELEGATES are notified and can decide whether to accept or reject the applicant.