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Who Are the Errants and How Do They Evolve?

The universe’s three PvE factions: their origins, strengths, and regeneration cadence.

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 1 200 Errants:

  • 400 Noctes;
  • 400 Veyrs;
  • 400 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

Each race has two pools: 250 Errants each follow a distinct rank in the top 250 eligible players; another 150 Errants each randomly select a player from that same top 250, with the same probability for each player and with replacement. Several Errants in the second pool can therefore share the same source. They all then receive their faction's normal allocation.

The first pool fills gradually: each eligible player who has actually entered the game adds one slot per faction, up to 250 players, for a total of 750 Errants. Pre-registered players who have not yet entered the game do not count. At that threshold, the normal complement of 150 Errants per faction brings the roster to 1 200. Thus, 10 players produce 30 Errants, and 249 players produce 747. Already-created empires are retained and continue their usual cycles; reconnecting does not create an additional slot.

In multi-planet V2, the Errant must copy the source player's main planet, which becomes the Errant's own main planet, and then randomly select 5 to 8 additional colonies without duplicates. If the source has fewer than five colonies, all of them are copied along with its main planet. This gives the Errant 6 to 9 planets when the source has enough colonies. It retains this source and selection until repositioning, even if the player drops out of the top. Errants that have already been created retain their current selection until repositioning.

  • 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 pre-fleet base points, using the faction's threat; it remains fully grouped with the generated assault. Once the fleet is set, its military planet also receives the exact crew required by all its hulls, by role. This additional crew is never used to generate a larger fleet.
  • 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; the remainder is 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 as required by the existing points-based rule; 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. Crew embarked aboard Errant hulls remains counted during flight: departure, transit, and arrival change neither the score nor the threat. A permanent crew loss reduces army points; only ship losses reduce the effective threat.

Example

A source player with thirteen planets gives the Errant its main planet and five to eight of its twelve colonies, for a total of six to nine planets. A source player with four planets gives it its main planet and three colonies. 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. It starts from the normal allocation, then adds the crew for the new fleet without carrying over the crew from the previous cycle. Repositioning renews the source according to its pool: source players are selected by rank in the top for the first 250 Errants, and by a new random draw with replacement for the other 150. It also renews the planet 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; neither units, Energy, nor Astrium are 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. Errants already present therefore receive their full crew complement during their next normal regeneration, without a forced reset or separate catch-up.

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