How the Pillars Work and How to Activate Them

This page covers the role of the Pillars, the missions they offer, and the activation rules for source and target planets.

Ground Movement via the Pillars

The Pillars allow ground forces to be projected between planets by consuming Weave Resonators.

The Pillars do not transport ship models. They are used for ground movement and certain special operations.

In Operations, select Pillars as the method, then choose the desired mission. The form accepts either a G:S:P destination or a short reference. A reference can only be used if the target explicitly allows the selected ground mission. The mission is then tracked in Operations and Sensors, with no route shown on the galactic map. No off-slot object can undertake a mission via the Pillars; the Vellambre Counter is contacted via a Space Probe (see Space and ground espionage).

General rules:

  • they use Weave Resonators;
  • their cost depends on the distance and the projected ground population;
  • most Pillar missions are instantaneous from a gameplay perspective; Exploration and Hacking have their own durations. See Launching and tracking an exploration mission and how a hacking mission unfolds;
  • the Pillars must be active on the source planet;
  • to reach an existing planet, the Pillars must also be active there. Colonizing an open slot does not require Pillars at the destination.

Example

A ground attack via the Pillars does not follow a classic spatial route: it is resolved according to the rules specific to the Pillars network.

Available Missions

The Pillars allow Attack, Transport, Deployment, Colonization, Espionage, Hacking, Exploration, and some automatic returns.

Main missions:

  • Attack: ground combat
  • Transport: transfer of ground units, resources, and certain authorized devices
  • Deployment: permanent installation on another planet
  • Colonization: creation of a new colony
  • Espionage: ground espionage via Ground Drone
  • Hacking: special operation via the Pillars, detailed in Pillar hacking missions
  • Exploration: a special mission specific to the Pillars

Special cases:

  • Return exists for some automatic resolutions.

Example

You can colonize only via the Pillars, whereas a spaceship cannot do so.

Activation and Deactivation

The Pillars can be activated or deactivated planet by planet, with a delay before the change takes effect.

When you initiate an activation or deactivation:

  • the change is not immediate;
  • it takes effect after 1 hour.

A cooldown then applies before you can change the status again:

  • 23 hours between status changes after the switch takes effect.

The game also limits the number of systems that can be disabled at the same time:

  • a maximum of 3 planets with disabled Pillars simultaneously.

Example

You can schedule the deactivation of a planet's Pillars, but it only takes effect one hour later, and you cannot freely repeat these switches throughout your empire.

Pillars’ Force Field and Pillar Virus

After researching Pillars’ Force Field to level 1, you can immediately activate a force field on each planet, individually and free of charge, from Operations. The Pillars on that planet must be active.

The force field protects the planet for 24 hours, then recharges for 48 hours. The next activation is therefore possible no sooner than 72 hours after the previous one. There is no manual way to stop it or renew it during this cycle. Universe speeds and research bonuses do not change these durations.

A ground attack through the Pillars is refused at launch if the attacker's Pillar Virus level is less than or equal to the defender's current Pillars’ Force Field level. The refusal displays a red toast, without sending the troops, deducting resources, or consuming an Iris. A strictly higher Pillar Virus level lets the attacker penetrate the force field; it remains active for other attackers. Defensive research completed while the force field is active immediately increases its level.

The force field is purely defensive: you can attack from a protected planet without losing it. It does not block space fleets, transports, espionage, hacking, or other missions. Errant ground attacks are subject to this protection. The Virus cannot penetrate closed Pillars. If an attack penetrates the force field, an available Iris can still intercept it.

The first level of Pillar Virus costs 135 000 Iron, 60 000 Crystal, and 40 000 Aether, and takes 8 min 20 sec before bonuses. It requires Research Center 12, Energy 12, and Laser 14.

The first level of Pillars’ Force Field costs 75 000 Iron, 85 000 Crystal, and 25 000 Aether, and takes 7 min before bonuses. It requires Research Center 12, Energy 12, and Shield 12. Subsequent levels use the ordinary research progression and bonuses.

Example

A level 5 Pillars’ Force Field blocks a level 5 Pillar Virus. A level 6 Pillar Virus penetrates it, but another attacker with a level 4 Pillar Virus remains blocked afterward. The Iris operates independently.

Effects of Deactivation

A planet with Pillars disabled can no longer send or receive Pillar missions.

If the Pillars are disabled:

  • the source planet cannot launch a Pillar mission;
  • a target planet with Pillars disabled cannot be reached by a Pillar mission.

The interface normally displays an explicit reason when mission activation is blocked for this reason.

Example

You may have enough troops and enough Weave Resonators, but still be blocked if the Pillars are inactive on the starting planet or the destination.

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