Who Are the Errants and How Do They Evolve?

Errants are the universe's PvE opponents, divided into three factions. This page describes their origin, allocation, and the timing of their regeneration and repositioning.

Identity and Factions

Errants are the universe's PvE opponents. They replace what was previously called IA/PVE.

The target roster for a universe is 750 Errants:

  • 250 Noctes;
  • 250 Veyrs;
  • 250 Haldens.

These three factions behave differently. Noctes are the most offensive, Veyrs are more balanced, and Haldens play a more defensive and economic role.

Example

In the Errant rankings, the faction indicates the expected type of threat: a Noctes is generally more aggressive than a Haldens.

Origin and Allocation

An Errant is based on a player ranked in the top 250, then receives an allocation specific to its faction.

Creating and replenishing the roster requires at least 250 eligible source players. Below that threshold, the server maintains the Errants that are already complete without creating any new ones.

In multi-planet V2, the Errant randomly selects 5 to 8 planets from the source player, or all of them if the player has fewer. It retains this source and selection until repositioning, even if the player drops out of the top.

  • Buildings are copied for each planet, with +1 to +2 applied to the three mines; technologies are copied, except Espionage, which varies from -3 to +1.
  • Civilians and logistics are copied exactly to their respective planets.
  • The fleet is generated from the Errant's base points before its fleet is added, using the faction's threat; it remains fully grouped with the generated assault.
  • The assault is generated from a global budget equal to 20% of the source points, multiplied by the same threat as the fleet. The Soldiers' share is divided by 15, then reallocated proportionally among the other units.
  • Defenses are generated from 10% of the source points and the faction's defensive coefficient. Aegides receive 5% starting at 5 M source points, with a cap of 2 500 per planet; the surplus funds local Bastions. No Iris.
  • Defenses: 60 to 80% are placed on the military dock selected at reset, with the remainder distributed among certain colonies. This allocation does not apply to resources or locally copied civilians.
  • Production of Iron, Crystal, and Aether: final coefficients of ×1 to ×1,3 for Noctes, ×1,3 to ×1,8 for Veyrs, and ×1,8 to ×2,5 for Haldens. At each generation or regeneration, each planet directly receives 3,6 to 14,4 h of its own production, or 7,2 to 14,4 h for the military planet, with no pooling or additional factor. These ranges incorporate the previous reduction and preserve the initial stock quantities. Stocks already credited are retained. Energy and unit production remain unchanged. Espionage missions and attacks update production even during inactivity, with no resource sanctuary for Errants. Protections for human players remain unchanged.
  • Recyclers II are grouped with the fleet, at least according to the existing rule based on its points; no Recyclers I or drills are copied.
  • Points are recalculated across all colonies and assets on missions, with technologies counted once and without the former infrastructure multiplier. Only ship losses reduce the effective threat.

Example

A source player with thirteen planets gives the Errant five to eight colonies. A source player with four planets gives it four. Adding colonies does not multiply its assault or defense budget.

Regeneration and Repositioning

In V2, its allocation is regenerated every 6 to 15 days; its positions change every 30 to 60 days.

The short reset replaces buildings, technologies, fleet, army, defenses, and resources without changing colony identities or positions. Repositioning renews the source and selection, assigns free positions again, then fully regenerates the Errant and restarts both deadlines.

Passive production retains its caps and a catch-up limited to 24 h; it does not remove stocks already generated or transported beyond those caps.

Two economic cycles also run during inactivity: every 48 h, a randomly selected planet receives a bonus of 5 to 8 h of the current hourly production summed across all colonies, in Iron, Crystal, and Aether; every 96 h, all docked stocks of these three resources are instantly pooled on a randomly selected planet, with no requirement for it to be the military dock. Production on each colony is updated before these operations. Resources in transit remain on their missions; units, Energy, and Astrium are not pooled.

The first deadlines begin when the server initializes the cycles. They are preserved through regenerations and repositionings. A deadline is executed on the first available tick; after an interruption, missed cycles do not accumulate. If both deadlines are due on the same tick, the bonus comes before pooling. These operations preserve any surplus beyond storage capacity.

Any active mission entering or leaving one of its colonies, including a return or an espionage mission, postpones regeneration. The deadline remains due and will be retried at the next available tick. Repositioning does not wait for the next short reset.

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