CAPTAIN'S MANUAL

Welcome to the Sectorum galaxy. Your journey starts here.

Chapter 1: Getting Started

Welcome, Recruit. Your journey begins with the Galactic Fundamentals. Follow these seven steps to secure your place in the stars.

Step 1: Master Navigation. Use your NAV Computer and Starmap. They are your primary aids for charting a path across the vast galaxy.

Step 2: Engage in Trade. Visit space ports to buy low and sell high. Accumulating credits is the first step to expansion.

Step 3: Expand Your Fleet. Use your credits to buy new ships and upgrade equipment. Each ship class has unique strategic benefits.

Step 4: Establish a Base. Populate suitable planets with colonists to start extracting and producing valuable resources.

Step 5: Interstellar Relations. Be ready to negotiate or defend. The galaxy is full of friends and foes.

Step 6: Survival. Always keep an Emergency Escape Pod. It is the only thing that preserves your experience if your ship is destroyed.

Step 7: Embark! You are now equipped for adventure. Explore, trade, and thrive in a galaxy full of mysteries.

Origin Stories & Starter Ships

When creating a new character, captains can select an Origin Story that defines their initial resources, ship class, and early-game challenges:

Chapter 3: The Merchant Life

Trading is the lifeblood of the galaxy. Buying low at production planets and selling high at industrial ports is the fastest way to wealth.

The Economic Cycle

Prices fluctuate daily. Each port classifies goods as Buying, Selling, or Neutral. Aim for Class 0 ports (Stardocks) for the best deals on equipment and specialized items.

Banking & Loans

The Galactic Bank is the safest place for your credits. While it offers no interest on deposits, it protects your wealth from loss if your ship is destroyed. Good-aligned players (alignment > 0) with over 100,000 credits in their account are taxed daily at 5%, though this does increase your alignment reputation with the Federation.

Need credits fast? Take out a Bank Loan. However, failing to repay your loan will attract the Repo Man. He will first seize your experimental equipment; if that doesn't cover the debt, he might seize your ship entirely.

Lenny's Repo Depot

Not everything Lenny confiscates disappears forever. Lenny's Repo Depot is a special port located somewhere in Ring 1 where players can buy repossessed items at 75% of market value. Stock depends on what Lenny has recently seized from delinquent captains, so inventory changes over time. It's a great place to find bargains on experimental equipment and ship components.

Union Voucher (End-of-Shift Bonus)

For hard-working starting captains, the Galactic Union offers an End-of-Shift Bonus on their first day in the galaxy. If your remaining turns budget drops below 20% of your daily limit on Day 1, the Union will automatically award you a Union Voucher. This voucher can be redeemed on Day 2 or later for a massive catch-up bundle consisting of 500 turns, 25,000 credits, and a random premium crew member to assist you.

Holo-Prediction Forecast

To help starting captains anticipate overnight progression, a one-time Holo-Prediction Forecast popup will appear when your remaining turns budget drops below 20% on your first day in the galaxy (available in galaxies with experimental features enabled). This holographic simulation calculates and displays what will happen while you are offline resting, including estimated credits generated by your active Trade Routes, colonist deliveries made by your Colony Routes, and fighters manufactured by your planetary Citadels during the upcoming Exturn. This allows you to plan your operations and look forward to the next day's rewards.

The Casino: Luck & Finance

For those seeking high stakes or a quick credit infusion, the Stardock Casino is more than just a place to gamble. It's a central hub for specialized banking and games of chance.

Casino Games

  • Procyon: A strategic card game involving hand management and calculated risk.
  • Blork Flork Schmitars: A high-speed variant of Rock-Paper-Scissors with a low house edge.
  • Zetrona Wheel: A game of pure intuition. Payouts range from 1:1 on single numbers up to 40:1 on rare picture spaces.
  • Korva's Vault: A press-your-luck Hi-Lo game. Guess whether the next card is higher or lower to build a streak multiplier (up to 10x). Cash out anytime or risk it all — ties always favor the vault.
  • Drift Racer: Bet on alien racing pods in a 6-ship lane race. Choose WIN (1st place), PLACE (top 2), or SHOW (top 3) bets. Higher odds ships pay more but win less often.
  • Zygon's Gambit: A minesweeper-style risk grid. Reveal tiles on a 5×5 asteroid field to find credit multipliers, but beware of hidden plasma charges — hit one and you lose everything. Cash out anytime to keep your gains.
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Gambler's Advantage: The Casino offers loans based directly on your Net Worth (ship value + bank balance), bypassing standard Federation credit checks.

Trade Routes & Automation

Advanced captains utilize unused ships to maximize profit through automated Trade Routes. A trade route sends an unmanned ship back and forth along a set path each day, buying and selling goods at ports it encounters.

Setting Up a Trade Route

  1. Open the Starmap and click the Trade Route button (currency exchange icon) in the bottom-right corner.
  2. The map enters Trade Route mode. To create a new route, click the New button (label icon).
  3. Sectors containing eligible ships will be highlighted. Click a highlighted sector to select a ship. Eligible ships must be unmanned (not your current ship) and not already on a route.
  4. Build the route path by clicking adjacent sectors one at a time. The path is displayed at the bottom of the screen.
  5. When your path is complete, click the Save button (disk icon) to open the route editor.
  6. In the editor, name your route and adjust the Fuel Allocation % sliders (Fuel, Organics, Equipment) to control what your ship buys at ports.
  7. Click SAVE to activate the route. There is a one-time startup cost of holds x 50 credits.

Operational Protocols

  • Execution: Routes run once per day at Exturn. Your ship will spend turns and fuel as if you were piloting it manually.
  • Safety: Ships will abort a route if they encounter mines, aliens, or enemy players. Assigning a Captain to the ship can prevent these cancellations.
  • Profit Maximization: An Importer/Exporter crew member increases trade route profits by 30%. Note that crew takes a 10% commission on all automated earnings.
  • Editing: To edit an existing route, enter Trade Route mode and click any sector on the route's path. You can also use the Edit button (road icon) to highlight all existing routes and select one.
  • Results: After each Exturn, check the Operations screen to see your route's last result and earnings.
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Route Strategy: Shorter routes are more fuel-efficient. Look for pairs of ports that buy and sell complementary goods (e.g., one sells Fuel while the other buys it) within a few sectors of each other.

Colony Routes

Colony routes automate the delivery of colonists from Terra (Sector 1) to your planets. An unmanned ship picks up free colonists, follows a set path, deposits them on a target planet, and returns to Terra to repeat the cycle.

Setting Up a Colony Route

  1. Open the Starmap and click the Colony Route button (people icon) in the bottom-right corner.
  2. The map enters Colony Route mode. Click the New button (label icon) to start creating a route.
  3. Sectors containing eligible ships will be highlighted. Click one to select a ship. Eligible ships must be unmanned and not already on a route.
  4. Build the route path by clicking adjacent sectors from the ship's location to the destination sector where your planet is.
  5. Click the Save button (disk icon) to open the colony route editor.
  6. Name your route and select the target planet from the list of your planets in the destination sector.
  7. Click SAVE to activate. One-time startup cost: holds x 50 credits.

Colony Route Details

  • Colonists: Colonists are recruited for free from Terra. The ship carries 1 colonist per hold.
  • Execution: Routes run once per day at Exturn. The ship travels the path, delivers colonists to the planet, then returns to Terra.
  • Safety: Like trade routes, a Captain crew member helps the ship bypass enemies along the route.
  • No Commission: Unlike trade routes, there is no crew commission fee on colony routes.
  • Results: Check the Operations screen to see how many colonists were delivered on the last run.
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Colony Tip: Colony routes are essential for growing your planets quickly. Use a ship with large holds for maximum colonist delivery. Remember that overpopulation (above 50% capacity) increases death rates, so plan accordingly.

Chapter 4: Commanding Your Fleet

Your ship is your home, your weapon, and your shield. Different classes offer unique advantages in holds, combat odds, and special capabilities.

Core Statistics

Fleet Strategy: Repair or Sell?

When you tow a disabled ship — your own or a salvaged one — to the Stardock shipyards, you face a critical decision: repair it for your fleet, or sell it for credits?

Evaluate repair cost against the hull's long-term value before committing. For a full walkthrough of recovering your own disabled vessel, see Disabled Ships in the Combat chapter.

Special Systems

Upgrade your ship with specialized tech found at high-end stardocks:

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Scanner Bundling: Purchasing a Spectrographic Scanner automatically includes a free Gravity Scanner if your ship doesn't already have one.

Chapter 5: Planetary Management

Colonizing planets allows you to produce resources and build a sovereign base. Managing your population is key to productivity.

Colonist Growth & Production

Population grows based on birth rates but can be devastated by disease or hunger. Overpopulation (over 50% capacity) significantly increases death rates. A Medical Officer crew member halves these losses, accelerates growth below optimal production staffing, and slows growth once optimal production is reached.

Each planet class also has hard storage and colonist capacity limits. During Exturn, planets normalize fuel ore, organics, equipment, assigned colonists, and unassigned colonists back to their class caps. Excess population or goods above those limits are lost, so captured or neglected worlds should be rebalanced before the next cycle.

Planetary Crew Bonuses

Captains can permanently unlock powerful planet-wide bonuses by landing their ship on or claiming a planet while carrying specialized crew members:

Note: Once triggered, these bonuses are saved directly to the planet's database record and remain active permanently—even if the ship takes off, leaves the planet, or is destroyed.

Planet Classes & Specializations

Not all worlds are created equal. Choosing the right class for your colony determines its production efficiency and defensive capabilities.

Class Description Primary Focus
Class M (Earth-like) A highly fertile, temperate, and balanced world with ideal atmospheric conditions. Excellent for general colonization and long-term population growth. High Equipment production focus with balanced fuel ore and organic outputs.
Class K (Desert Wasteland) An arid, sandy wasteland scorched by heat. Severe organic resource constraints, but rich in mineral deposits. Highly efficient Fuel Ore extraction and production.
Class O (Oceanic) A water-world covered in deep oceans and teeming with marine ecosystems. Extremely fertile for biological matter, but lacks heavy minerals. Exceptional Organics production.
Class L (Mountainous) Rugged, craggy, and imposing mountainous terrains. Good balance of mineral and biological diversity, but difficult to navigate. Moderately balanced Fuel Ore and Organics production.
Class C (Glacial) Desolate, frozen worlds locked in perpetual winter. Scientific Placeholder: Currently acts as a lore placeholder for future research features. Glacial worlds are colonizable but are designed to be extremely inefficient; they require a massive number of colonists per unit of production and suffer from exorbitant fighter manufacturing costs. Extremely low-yield production; primarily serving as lore-fitting scientific outposts.
Class H (Volcanic) Fiery, geologically unstable worlds covered in lava flows and active tectonic faults. Completely inhospitable to plant/biological life. Exceptional Fuel Ore production; completely zero Organics output.
Class U (Gaseous) Swirling gas giants lacking any solid surface. Completely hostile to standard structures and colonization. Non-colonizable; of scientific interest only.

Planetary Defense Strength

Planetary defenses are significantly more robust than ship-based systems. A key tactical metric to remember: 1 Planetary Shield is equivalent to 10 Ship Shields. This massive defensive multiplier makes established planets difficult to crack without specialized heavy weaponry.

Citadel Construction & Rush Production

Building a Citadel is essential for protecting your planet. Construction times vary by planet class and citadel level — harder planet classes and higher levels take longer to build. In general, expect anywhere from a few days for a basic Level 1 citadel up to about a week for higher-level fortifications.

Rush Production

Need your citadel finished sooner? You can Rush Production to reduce the remaining construction time by 1 day. This can be done once per day (per Exturn cycle). The cost scales by the citadel level you are building:

  • Level 1: 25,000 credits
  • Level 2: 75,000 credits
  • Level 3: 200,000 credits
  • Level 4: 500,000 credits
  • Level 5: 1,000,000 credits
  • Level 6: 2,500,000 credits

The Rush button will be greyed out (not hidden) if you cannot afford the cost or have already rushed today. A confirmation dialog appears before spending.

Planetary Trade Agreements

A Trade Agreement lets one of your planets automatically trade with a port in the same sector during Exturn. You do not need to own the port. The agreement belongs to the planet, and its settings are saved on that planet.

Requirements

  • You must own the planet.
  • The planet's sector must contain a port.
  • The agreement only runs if the sector is clear of enemy presence for the planet owner.

How the Agreement Runs

  • To Port: Set the percentage of daily planet production to sell to the port for goods the port is buying.
  • From Port: Set the percentage of trade proceeds to spend buying goods the port is selling.
  • Leftover credits: Any remaining proceeds are deposited into the citadel treasury if the planet has a citadel.
  • Timing: Trade agreements run during Exturn after planetary production.
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Trade Agreement Tip: The port's buy/sell class controls what is possible. If a port is not buying a good, your planet cannot sell that good through the agreement. If a port is not selling a good, your planet cannot buy it through the agreement.

Planetary Worm Drive (Citadel Level 4)

At Citadel Level 4, captains can equip their planet with a Planetary Worm Drive, allowing them to warp the entire planet (along with all docked ships) to another sector. Unlike ship worm drives, a planetary worm jump has distinct rules:

Chapter 6: Combat & Survival

Space is dangerous. Combat in Sectorum is fast, tactical, and often lethal.

The Landing Phase Sequence

When attempting to land on a hostile planet, the following occurs:

  1. Ion Cannon Salvo: The planet fires its cannons first, damaging your shields and fighters.
  2. Planetary Shields: The planet's shields absorb a portion of your incoming fire. 1 Planetary Shield = 10 Ship Shields.
  3. Fighter Engagement: Your fighters battle the planetary defense force. Offensive odds and tactical officers play a crucial role here.

Specialized Weaponry

  • Bloom Missile: Creates a new planet of a random type in your current sector.
  • Mine Disruptor: Destroys all mines in an adjacent sector, clearing a safe path.
  • Photon Missiles: Disables enemy ships and planetary defenses without destroying them.
  • Red Matter Device: Obliterates any planet instantly. Use with extreme caution.
  • Sentry Mine: Static defense that detonates when any other player enters the sector.
  • Tracking Mine: Attaches to an enemy ship invisibly, allowing you to track their movement history.

Ship Surrender

When you encounter hostile Toll Fighters or Defensive Fighters, you don't always have to fight. You can choose to surrender your ship instead. Surrendering transfers your entire ship — including all cargo, fighters, shields, and equipment — to the fighter owner. You will be placed in an escape pod in the same sector. Ship passwords are removed upon surrender, and the fighter owner receives a notification.

Attack Sector Fighters

You can now attack Offensive, Defensive, and Toll Fighters directly from the sector display, without needing to re-enter the sector. This uses the existing combat system.

Planet Surface Combat & Eviction

While planetary airspace is governed by automatic defenses, the surface itself has unique combat rules:

Port Combat in Wild Space

While docking at a port in safe or policed sectors offers complete protection from hostile action, ports in wild space (non-safe, non-policed sectors) have different rules:

Survival Mechanics

If your ship is destroyed, you are dead. Unless you have an Escape Pod. Always keep one in your inventory—it's the only thing that will save your experience and alignment if your ship explodes. Escape pods come equipped with a Gravity Scanner by default, so you can still navigate safely while getting back on your feet.

Not every defeat is fatal. If damage is severe but below the destruction threshold, your ship may be disabled instead. See Disabled Ships below for how to recover your vessel.

Disabled Ships

When your ship takes heavy damage in combat but is not fully destroyed, it may become disabled instead. A disabled ship is not lost — but it cannot fight, move on its own, or be boarded until it is repaired at Stardock.

What happens when your ship is disabled

The ship keeps its fuel, holds, and installed inventory (scanners, crew, artifacts, probes, and so on). With no fighters or shields, however, it is defenseless. Any captain can tow a disabled ship in open space — including yours — so act quickly.

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Priority: Transfer valuables off your disabled ship before someone else salvages it. Then tow it to Stardock for repair or sale.

Recovering your disabled ship

  1. Secure your cargo — TRANSFER. Fly to the disabled ship's sector in another vessel. Open Ship Contact and use TRANSFER to move credits, crew, scanners, artifacts, and other valuables to the ship you are currently piloting.
  2. Get a ship that can tow. Escape pods cannot tow. If you were ejected into one, return to Stardock (Sector 1) first and buy or swap to a tow-capable ship, then fly back to your disabled vessel.
  3. Tow it — TOW. From Ship Contact, use TOW to attach a tractor beam. The disabled ship will follow you when you warp. Towing doubles your turn cost per warp.
  4. Return to Stardock and dock. Warp to Sector 1 with the disabled ship in tow, then dock at the Stardock port.
  5. Repair or sell. At the Stardock shipyards (Operations → Ship Ops), choose one of the options below.
  6. Restore combat readiness. Repair only clears the disabled state. You must board the ship again, restock fighters and shields (buy at Sector 1, transfer from another ship, or find them elsewhere), and consider installing a new escape pod before returning to dangerous space.
Option Cost / Payout Result
Repair Disabled Ships 50% of the ship's base cost (40% with a Stellar Forge artifact aboard your docked ship) Ship becomes flyable again; you keep the hull and all remaining cargo/equipment.
Sell Unmanned Ships 50% of the ship's base cost Ship is removed; you receive credits. Cargo and equipment on the ship are lost with it.

Repair is often worth the investment for rare or high-end hulls. Selling is a faster way to recover credits if you do not plan to restore the vessel.

Salvaging disabled ships in the wild

Disabled ships you do not own can also be towed to Stardock. Salvaging transfers ownership to you when you begin towing a disabled vessel. You may then repair it for your fleet or sell it for profit — the same repair and sale rules apply.

Federation Flight Permit (Rookie Protection)

To prevent new captains from wandering into high-risk sectors and instantly losing their vessels, the Federation issues a temporary Federation Flight Permit (Rookie Protection) to starting players:

Chapter 7: Economy & Law

The alignment system tracks your actions. Every merchant you raid or planet you save shifts your standing between Good and Evil.

The Galactic Bank

The Bank is the safest place for your credits. While it offers no interest, it protects your wealth from destruction.

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Tax Evasion Strategy: Store your wealth in a Citadel Treasury on your planet. Treasuries are tax-free and earn 4% nightly interest.

Police & The Commission

The Galactic Police enforce order in Federation space. Their headquarters serves as a hub for law-abiding captains.

Bounty Hunting

The Police HQ allows you to post and claim bounties on outlaw players.

Corporations

Corporations allow players to pool resources and dominate sectors together.

Asset Management

  • Personal Assets: Planets/Mines owned by you, accessible only by you.
  • Corporate Assets: Designated shared assets that any corp member can defend or manage. Use this to build massive, shared fortress worlds.

High alignment unlocks titles like Galactic Hero. Low alignment makes you a Foe of the People.

Subspace Communications

Staying connected is vital in a galaxy of rival captains.

Chapter 8: Quests & Artifacts

Beyond simple trading, the galaxy offers rare artifacts and skilled crew members to enhance your capabilities.

Artifacts of Power

Ancient relics found in Navhaz or through deep-space missions:

The Artifact Exchange

Hidden deep in the outer rings of the galaxy, the Artifact Exchange is an ancient, mysterious port run by an enigmatic scholar. Only 1-2 exist per galaxy, always in Ring 2 or deeper, making them a rare discovery that rewards deep exploration. Look for ports named "THE RELIQUARY" or "ARCHON'S VAULT" on your starmap.

At the Artifact Exchange, captains can sell artifacts they've collected from adventures and Navhaz encounters for credits. The exchange pays based on the artifact's power and rarity:

Tier Artifacts Sell Price
Common Fortune's Beacon, Merchant's Amulet, Mimic Crystal, Voltaic Stone $37,500 – $62,500
Uncommon Nebular Prism, Celestial Eyestone, Cosmic Resonator, Nebula Cloak $100,000 – $150,000
Rare Solar Matrix, Stellar Forge, Mind Melder $225,000 – $275,000
Legendary Celestial Compass, Gravity Sphere, Quantum Key $400,000 – $500,000
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Explorer's Tip: The Artifact Exchange auto-docks your ship on arrival, just like Lenny's Repo Depot. If you're carrying artifacts, the exchange will display each one with its sell price. Consider carefully before selling — some artifacts have powerful passive effects that may be worth more than the credits.

The Void Market

The Void Market is a hidden black market port designed specifically for outlaws and criminals. It only appears in galaxies where experimental features are active. You might see names like "THE VOID MARKET", "NEMO'S EXCHANGE", or "BLACKDOCK 9" on your sensors.

Skilled Crew

Recruiting specialized crew members to your ship provides powerful passive benefits and active advantages.

How to Acquire Crew Members

You can acquire crew members in several ways:

Crew Member Roles

Alien Communication

Alien encounters are more than random events — how aliens respond to you depends on your relationship, reputation, and what you're carrying.

Relationship-Aware Dialogue

  • Trade Allies: Aliens you've traded with recognize you by name and give unique, grateful responses. They may share valuable information, including their homeworld location.
  • Enemies: Aliens you've attacked will never forgive you. Aggressive aliens deliver escalating warnings instead of normal greetings.
  • Neutral: Unknown captains receive vague, businesslike responses that vary by the alien's personality — good aliens are warm and diplomatic, evil aliens are terse and threatening.

Multi-Turn Conversations

After the initial greeting, the HELLO button is replaced with two new options:

  • TELL ME MORE: Learn alien lore and background information.
  • WARN ME: Get danger intel, trade tips, or insults (depending on the alien's disposition toward you).

Scramble Decay

Alien messages start 60% scrambled and improve by 15% with each conversation turn (60% → 45% → 30% → 15% → 5%), simulating learning their language through dialogue. For instant full translation, have a Communications Officer crew member, the Mind Melder artifact, or a crew member of the same alien species aboard your ship.

First Flight (Tutorial Campaign)

New captains arriving in galaxies with experimental features enabled are welcomed by Dockmaster Jax at Stardock. He offers a brand-new 5-step tutorial campaign, "First Flight", which replaces the old training simulation. This campaign guides recruits through basic navigation, port docking, commodity trading, and ship outfitting, providing valuable starting rewards upon completion.

Chapter 9: Tips from the Universe

Wisdom collected from seasoned captains across the Sectorum. Review these regularly to stay alive and profitable.

Frequently Asked Questions

Does "upgrading a port" only increase its security?

No. There are three separate port actions:

The main "Upgrade Port" action is about capacity and productivity; security and defense are separate, owner-only upgrades.

Is there a way to see which port I upgraded (without purchasing it)?

Not in a dedicated list. When you use "Upgrade Port", the server adds a galaxy log entry (e.g. "[Your name] upgrades [Port name]."), so you can check the galaxy log. When you visit a port that still has pending upgrades, the port screen shows "PORT IS UPGRADING: X DAYS REM". There is no in-game "my upgraded ports" list—only the log and what you see when you dock.

What are the benefits of purchasing a port?

When you buy an unowned standard port (outside Imperial space and safe zones):

Do planetary trade agreements require me to own the port?

No. A planetary trade agreement is controlled from the planet, not the port. You must own the planet, and the planet must be in a sector with a port, but the port can be unowned or owned by someone else.

The agreement runs during Exturn. Your planet first sells selected percentages of its daily production to the port for goods the port is buying, then spends selected percentages of those proceeds on goods the port is selling. Any remaining credits go to the citadel treasury if the planet has one. The agreement will not run if enemy presence blocks the sector.

Is there a way to resume autopilot?

No. When autopilot stops (e.g. enemy mines, fighters, ion cannons, navhaz, Nav Sentinel warnings, or stopping at a port/planet in Standard mode), the path and destination are cleared. There is no "Resume autopilot" button. To continue to the same place: open the starmap, set the autopilot target again (same sector if you want), and engage autopilot (EXPRESS or STANDARD) again.

Can we access the list of tips?

Yes. The tips are in the game manual. Open the Manual in the game and go to the section called Tips from the Universe.

Can we see our crewmembers?

Yes. Crewmembers appear in several places:

Crew are treated as special inventory items, so they appear on most inventory-related screens.

Technical Reference

Player Ranks

Level Good Title (Alignment > 0) Evil Title (Alignment < 0)
1 Recruit Troublemaker
5 Lieutenant Threat
10 General Outlaw Mastermind
15 Rear Admiral Infamous Raider
20 Galactic Leader Foe of Humankind
22 Galactic Legend Ultimate Evil

Crew Member Bonuses

Role Effect
Tactical Officer +0.5 Combat Odds
Communications Alien Quests & Messages
Captain Attracts 50% fewer attacks
Chief Engineer -1 Turn per Warp / Shield Regen
Navigator 50% Space Jump Fuel Discount
Cargo Specialist 10% Hold Discount
Operations Expert Planets produce 5% more goods
Bounty Hunter 50% Bonus on Bounties