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	<id>https://hazeron.com:443/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Norm49</id>
	<title>Hazeron Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://hazeron.com:443/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Norm49"/>
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	<updated>2026-04-24T22:14:06Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.41.0</generator>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Hydrogen&amp;diff=1896</id>
		<title>Hydrogen</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Hydrogen&amp;diff=1896"/>
		<updated>2015-08-29T01:46:06Z</updated>

		<summary type="html">&lt;p&gt;Norm49: Created page with &amp;quot;This page is not finish, I had to live I will finish it nest week.  {{Commodity | Name = Hydeogen | Picture = hydrogen.png | Cost =  | Weight =  | Size =  | Capacity =  }}  Hy...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is not finish, I had to live I will finish it nest week.&lt;br /&gt;
&lt;br /&gt;
{{Commodity&lt;br /&gt;
| Name = Hydeogen&lt;br /&gt;
| Picture = hydrogen.png&lt;br /&gt;
| Cost = &lt;br /&gt;
| Weight = &lt;br /&gt;
| Size = &lt;br /&gt;
| Capacity = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Hydrogen is the fuel use by all cpace capable vhicule ( Space fighter F1 , Space fighter F2 , Tranport , Spaceship, Roket ) Hydrogen could also be use in the hydrogen power plan to produce electricity.&lt;br /&gt;
&lt;br /&gt;
==Produced by==&lt;br /&gt;
{{Production&lt;br /&gt;
| Building = [[Refinery]]&lt;br /&gt;
| Produces = 10 [[Hydrogen]]&lt;br /&gt;
| TL = 1&lt;br /&gt;
| Consumed =&lt;br /&gt;
| Required = &lt;br /&gt;
* [[Atmosphere Density]]&lt;br /&gt;
* [[Electricity]]&lt;br /&gt;
| Optional =&lt;br /&gt;
* [[Computer]] (+ output)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Commodities]]&lt;br /&gt;
[[Category:Food]]&lt;br /&gt;
[[Category:Hand_Craftables]]&lt;/div&gt;</summary>
		<author><name>Norm49</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Shield_Station&amp;diff=1872</id>
		<title>Shield Station</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Shield_Station&amp;diff=1872"/>
		<updated>2015-08-27T03:23:00Z</updated>

		<summary type="html">&lt;p&gt;Norm49: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Revision|Images needed}}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float: right;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!| Shield Station&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Shield Station.png|75px]]&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!|Information&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Mass per Module: xxx&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The shield station controls the energy shields of the spacecraft. Energy shields absorb some or all of the effects of energy weapons. Energy shields also make the spacecraft hull impervious to transporter beams.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:ShieldStation.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1: Pressing this button will fully recharge the corresponding shield emitter by taking equal energies form all other shield emitter.&lt;br /&gt;
&lt;br /&gt;
2: Pressing this button will transfer a small amount of energies to the corresponding shield emitter by taking equal engine form all other shield emitter.&lt;br /&gt;
&lt;br /&gt;
3: Pressing this button will transfer a small amount of energies of the corresponding shield emitter to all other shield emitter.&lt;br /&gt;
&lt;br /&gt;
4:  Pressing this button will transfer all energies of the corresponding shield emitter to all other shield emitter.&lt;br /&gt;
&lt;br /&gt;
5: Representing the strength of the right shield.&lt;br /&gt;
&lt;br /&gt;
6: Representing the strength of the bottom shield.&lt;br /&gt;
&lt;br /&gt;
7: Representing the strength of the rear shield.&lt;br /&gt;
&lt;br /&gt;
8: Pressing this button will activate or deactivate all the shield emitter.&lt;br /&gt;
&lt;br /&gt;
9: Representing the strength of the left shield.&lt;br /&gt;
&lt;br /&gt;
10: Representing the strength of the top shield.&lt;br /&gt;
&lt;br /&gt;
11: Representing your ship.&lt;br /&gt;
&lt;br /&gt;
12: Representing the strength of the corresponding shield emitter, same as ( 5/6/7/9/10/13).&lt;br /&gt;
&lt;br /&gt;
13. Representing the strength of the front shield.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Controls==&lt;br /&gt;
[[Controls]] are activated by clicking on the console using the hand cursor. Controls also have corresponding keyboard equivalents. Help about using the hand cursor and a table showing the key commands for this station can be found on the Keyboard and Mouse Controls page.&lt;br /&gt;
&lt;br /&gt;
A separate energy shield protects each of the six facing directions: front, back, left, right, top and bottom. Each shield facing has its own capacitor, similar to the ship's main capacitor. Energy in a shield's capacitor is used to absorb and dissipate the effects of energy weapons. Each unit of energy in the shield capacitor absorbs 50 units of energy damage, increased by 5% for each tech level above TL1.&lt;br /&gt;
&lt;br /&gt;
Power level of each shield capacitor is shown as a vertical bar graph. There are six bar graphs, one for each shield capacitor. The size of the shield capacitor at each facing is equal to the total number of functioning shield units in the ship design. In a design with 90 shield units, the front shield capacitor holds 90 units of energy, the back shield capacitor holds 90 units of energy, and so on. At TL4, each shield capacitor in that design will absorb 5175 units of energy damage (5175 = 90 * (50 * 1.15)), which is the number reported in the design studio for shield absorption.&lt;br /&gt;
&lt;br /&gt;
The six shield capacitors are interconnected. This enables energy from one shield's capacitor to be instantly transferred to any or all of the other shield capacitors. A shield button at the bottom right corner of the panel causes all available shield energy to be distributed evenly between the six shield capacitors.&lt;br /&gt;
&lt;br /&gt;
Next to each bar graph is a set of four buttons for transferring power between shield capacitors. Maximum shield energy is directed to a facing by using the top control. All shield energy is directed away from a facing by using the bottom control. Shield energy to a facing is increased by pressing the up arrow. Shield energy to a facing is reduced by pressing the down arrow.&lt;br /&gt;
&lt;br /&gt;
Shield energy is distributed to other facings when the energy to a facing is reduced. Likewise, shield energy is taken from other facings when the energy to a facing is increased.&lt;br /&gt;
&lt;br /&gt;
The power to the shield system is turned on and off using the power button at the top left of this station. The shield system must be powered on for shields to absorb damage from energy weapons. The shield system must also be powered on for the shield capacitors to recharge.&lt;br /&gt;
&lt;br /&gt;
Energy is consumed from the ship's main capacitor to recharge the shield capacitors. Shield capacitors recharge at the rate of six energy units per second, distributed between all shield capacitors that need power. If all shield capacitors are empty, each capacitor recharges one energy unit per second. A ship with 90 shield units will take 90 seconds to recharge all shield capacitors from empty. When all shield capacitors are full, no energy is consumed from the ship's main capacitor to maintain the shields until the energy in a shield capacitor is reduced by damage effects. Shield energy is not lost from shield capacitors when the shield system is turned off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Consoles]]&lt;/div&gt;</summary>
		<author><name>Norm49</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=File:ShieldStation.jpg&amp;diff=1871</id>
		<title>File:ShieldStation.jpg</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=File:ShieldStation.jpg&amp;diff=1871"/>
		<updated>2015-08-27T02:39:57Z</updated>

		<summary type="html">&lt;p&gt;Norm49: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Norm49</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Computer&amp;diff=1863</id>
		<title>Computer</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Computer&amp;diff=1863"/>
		<updated>2015-08-26T00:21:13Z</updated>

		<summary type="html">&lt;p&gt;Norm49: Created page with &amp;quot;{{Commodity | Name = Computer | Picture = BComputerFactory.png | Cost = ?? | Weight = 2.3kg | Size = 2 x 3 }}  =Use= The computer are needed for building spacecraft. Compu...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Commodity&lt;br /&gt;
| Name = Computer&lt;br /&gt;
| Picture = BComputerFactory.png&lt;br /&gt;
| Cost = ??&lt;br /&gt;
| Weight = 2.3kg&lt;br /&gt;
| Size = 2 x 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Use=&lt;br /&gt;
The computer are needed for building [[spacecraft]]. Computer are also optional in most of the crafting and building, it could increase the output of matériel being craft or reduce the time needed for the construction of a building.&lt;br /&gt;
&lt;br /&gt;
==Produced by==&lt;br /&gt;
{{Production&lt;br /&gt;
| Building = [[Computer Factory]]&lt;br /&gt;
| Produces = 10 Computer&lt;br /&gt;
| TL = 1&lt;br /&gt;
| Consumed =&lt;br /&gt;
* 50 [[Electronic Part]]&lt;br /&gt;
* 20 [[Metal]]&lt;br /&gt;
* 40 [[Plastic]]&lt;br /&gt;
| Required =&lt;br /&gt;
* [[Electricity]]&lt;br /&gt;
* [[Screw Driver]]&lt;br /&gt;
* [[Soldering Iron]]&lt;br /&gt;
| Optional =&lt;br /&gt;
* [[Computer]] (+ output)&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Norm49</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Farming_Mechanics&amp;diff=1862</id>
		<title>Farming Mechanics</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Farming_Mechanics&amp;diff=1862"/>
		<updated>2015-08-25T19:06:48Z</updated>

		<summary type="html">&lt;p&gt;Norm49: /* Animal Husbandry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Revision|This is the manual page Haxus moved over. This page needs to be read over and some of the information moved to the [[Farm]] page.}}&lt;br /&gt;
&lt;br /&gt;
Farms produce commodities by growing plants and raising animals.&lt;br /&gt;
&lt;br /&gt;
Plant-growing processes that use water from the environment are not affected by the visible presense of water at or near the farm site. They are also unaffected by visible rainfall. When processes gather water from the environment, the probability of success is based solely on a worldwide water presense percentage, which appears in sensor scans as the water surface coverage of the planet.&lt;br /&gt;
&lt;br /&gt;
Animal and animal byproduct production processes that use pasturing to acquire foliage from the environment are affected by the visible presense of plants. When processes gather foliage from the environment, the probability of success is based on the foliage density at the farm site. The most accurate indicator of foliage density is the green leafy texture painted on the dirt itself.&lt;br /&gt;
&lt;br /&gt;
For these reasons, it is good to build your animal farms where the the ground is greener. Farms producing plants can be built anywhere.&lt;br /&gt;
&lt;br /&gt;
=Animal Husbandry=&lt;br /&gt;
Animals can be reproduced by farms. Farms are able to domesticate herbivores from the local environment. A farm with no domestic animals on the farm will domesticate a herbivore from the local environment at the time of day the animal is produced.&lt;br /&gt;
&lt;br /&gt;
Each farm resides in three animal specie areas of a planet, one for each time of day: bright, dim and dark. Each specie area produces two different herbivore species. Every farm can produce up to six different herbivore species, two from each of the farm's three specie areas.&lt;br /&gt;
&lt;br /&gt;
At the time of day the farm produces an animal, one of the two possible herbivore species is selected at random. A 3D representation of the domesticated animal appears on the farm.&lt;br /&gt;
&lt;br /&gt;
The farm can breed a herd of two living animals. When one domestic animal is already present on a farm, the next animal produced will be the same specie as the existing animal, except that it will be the opposite gender.&lt;br /&gt;
&lt;br /&gt;
When two domestic animals are present on a farm, living 3D animals stop appearing there. Subsequent animals produced by the farm are slaughtered immediately and [[Animal_Carcass|animal carcass]] commodities are added to the city's inventory instead.&lt;br /&gt;
&lt;br /&gt;
A farm that is producing animal byproducts will only produce a single living 3D animal. The animal represents the farm's source of the animal byproducts. A farm must be producing the [[Animal_Carcass|animal carcass]] commodity to breed a herd of two living animals.&lt;br /&gt;
&lt;br /&gt;
A farm will not produce animals or animal byproducts until a living animal is present at the farm. If an animal cannot be domesticated from the local environment, a herbivore must be transported to the farm from elsewhere. Farms in harsh environments cannot domesticate animals from the local environment.&lt;br /&gt;
&lt;br /&gt;
A farm producing animals can be used to populate other farms. The first animal enables the animal farm to produce a second animal. After the second animal appears, take one animal from the farm. The farm will produce another animal.&lt;br /&gt;
&lt;br /&gt;
[[DNA Sample]]s can also be used by farms to produce an animal. When a farm is ready to spawn an animal, the farm is searched for a source of DNA. If a [[DNA Sample]] is found lying on the ground, it is used as the source of DNA for the animal, overriding the presence of other animals. This [[use]]s the DNA sample, which will cause it to disappear when it is eventually used up. The animal appears at the location of the DNA sample. An animal spawned from a DNA sample is allowed to exceed the usual population limit of the farm, 1 or 2 based on what it is producing. The DNA does not have to be a herbivore and it must not be from a sentient race. Using a [[DNA Sample]], animals from any [[ecological role]] can be domesticated.&lt;br /&gt;
&lt;br /&gt;
=Equine=&lt;br /&gt;
Avatars are able to ride animals that are large enough. An animal is large enough if it is at least as large as the rider.&lt;br /&gt;
&lt;br /&gt;
To ride a domestic animal, approach it closely and target a spot on its surface that is within reach of the avatar. Press the E key to mount the animal. If the animal is large enough, the avatar will mount it. Press E again to dismount.&lt;br /&gt;
&lt;br /&gt;
When mounted, the movement and combat abilities of the animal can be used, including leaping, flying and swimming but not burrowing. Creatures that are not amphibious will stay at the surface when swimming; amphibious creatures will readily swim underwater.&lt;/div&gt;</summary>
		<author><name>Norm49</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Farming_Mechanics&amp;diff=1861</id>
		<title>Farming Mechanics</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Farming_Mechanics&amp;diff=1861"/>
		<updated>2015-08-25T18:52:12Z</updated>

		<summary type="html">&lt;p&gt;Norm49: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Revision|This is the manual page Haxus moved over. This page needs to be read over and some of the information moved to the [[Farm]] page.}}&lt;br /&gt;
&lt;br /&gt;
Farms produce commodities by growing plants and raising animals.&lt;br /&gt;
&lt;br /&gt;
Plant-growing processes that use water from the environment are not affected by the visible presense of water at or near the farm site. They are also unaffected by visible rainfall. When processes gather water from the environment, the probability of success is based solely on a worldwide water presense percentage, which appears in sensor scans as the water surface coverage of the planet.&lt;br /&gt;
&lt;br /&gt;
Animal and animal byproduct production processes that use pasturing to acquire foliage from the environment are affected by the visible presense of plants. When processes gather foliage from the environment, the probability of success is based on the foliage density at the farm site. The most accurate indicator of foliage density is the green leafy texture painted on the dirt itself.&lt;br /&gt;
&lt;br /&gt;
For these reasons, it is good to build your animal farms where the the ground is greener. Farms producing plants can be built anywhere.&lt;br /&gt;
&lt;br /&gt;
=Animal Husbandry=&lt;br /&gt;
Animals can be reproduced by farms. Farms are able to domesticate herbivores from the local environment. A farm with no domestic animals on the farm will domesticate a herbivore from the local environment at the time of day the animal is produced.&lt;br /&gt;
&lt;br /&gt;
Each farm resides in three animal specie areas of a planet, one for each time of day: bright, dim and dark. Each specie area produces two different herbivore species. Every farm can produce up to six different herbivore species, two from each of the farm's three specie areas.&lt;br /&gt;
&lt;br /&gt;
At the time of day the farm produces an animal, one of the two possible herbivore species is selected at random. A 3D representation of the domesticated animal appears on the farm.&lt;br /&gt;
&lt;br /&gt;
The farm can breed a herd of two living animals. When one domestic animal is already present on a farm, the next animal produced will be the same specie as the existing animal, except that it will be the opposite gender.&lt;br /&gt;
&lt;br /&gt;
When two domestic animals are present on a farm, living 3D animals stop appearing there. Subsequent animals produced by the farm are slaughtered immediately and [[animal carcass]] commodities are added to the city's inventory instead.&lt;br /&gt;
&lt;br /&gt;
A farm that is producing animal byproducts will only produce a single living 3D animal. The animal represents the farm's source of the animal byproducts. A farm must be producing the [[animal carcass]] commodity to breed a herd of two living animals.&lt;br /&gt;
&lt;br /&gt;
A farm will not produce animals or animal byproducts until a living animal is present at the farm. If an animal cannot be domesticated from the local environment, a herbivore must be transported to the farm from elsewhere. Farms in harsh environments cannot domesticate animals from the local environment.&lt;br /&gt;
&lt;br /&gt;
A farm producing animals can be used to populate other farms. The first animal enables the animal farm to produce a second animal. After the second animal appears, take one animal from the farm. The farm will produce another animal.&lt;br /&gt;
&lt;br /&gt;
[[DNA Sample]]s can also be used by farms to produce an animal. When a farm is ready to spawn an animal, the farm is searched for a source of DNA. If a [[DNA Sample]] is found lying on the ground, it is used as the source of DNA for the animal, overriding the presense of other animals. This [[use]]s the DNA sample, which will cause it to disappear when it is eventually used up. The animal appears at the location of the DNA sample. An animal spawned from a DNA sample is allowed to exceed the usual population limit of the farm, 1 or 2 based on what it is producing. The DNA does not have to be a herbivore and it must not be from a sentient race. Using a [[DNA Sample]], animals from any [[ecological role]] can be domesticated.&lt;br /&gt;
&lt;br /&gt;
=Equine=&lt;br /&gt;
Avatars are able to ride animals that are large enough. An animal is large enough if it is at least as large as the rider.&lt;br /&gt;
&lt;br /&gt;
To ride a domestic animal, approach it closely and target a spot on its surface that is within reach of the avatar. Press the E key to mount the animal. If the animal is large enough, the avatar will mount it. Press E again to dismount.&lt;br /&gt;
&lt;br /&gt;
When mounted, the movement and combat abilities of the animal can be used, including leaping, flying and swimming but not burrowing. Creatures that are not amphibious will stay at the surface when swimming; amphibious creatures will readily swim underwater.&lt;/div&gt;</summary>
		<author><name>Norm49</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Sector_Capital_City&amp;diff=1860</id>
		<title>Sector Capital City</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Sector_Capital_City&amp;diff=1860"/>
		<updated>2015-08-25T18:48:18Z</updated>

		<summary type="html">&lt;p&gt;Norm49: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One city of an empire in each sector may be designated the sector capital. To become a sector capital, a city must have a capitol building. The emperor, vice-emperor, or sector administrator can designate a city to be a sector capital.&lt;br /&gt;
&lt;br /&gt;
An empire must have a [[Empire Capital City|empire capital city]] to have any use for sector capitals. For this reason, a sector capital cannot be declared if the empire does not have a capital city.&lt;br /&gt;
&lt;br /&gt;
When a sector has a sector capital, cities in that sector send their daily tribute to the sector capital instead of directly to the [[Empire Capital City|empire capital city]]. This allows the tax revenue from a sector to be concentrated by funneling it through a single city.&lt;br /&gt;
&lt;br /&gt;
Sector capitals enable [[technology]] research to be distributed to different parts of the empire. By receiving the money first, sector capitals conduct local reseach with the money. When it is time to send their tribute to the capital, they send a portion of the cash they have on hand.&lt;br /&gt;
&lt;br /&gt;
Sector capitals create more concentrations of money for players to collect large debts that are owed them. This may help to distribute the risk of losing the treasury due to the capture of a lone capital city.&lt;br /&gt;
&lt;br /&gt;
Sector capitals provide alternate locations for the capital city, in case the capital city needs to be moved. There is no cost associated with moving the capital. Once the new capital is declared, cities and sector capitals will begin sending their tribute to the new capital city.&lt;br /&gt;
&lt;br /&gt;
It is possible for a city to be both the [[Empire Capital City|empire capital city]] and a sector capital.&lt;br /&gt;
&lt;br /&gt;
[[Category:Government]]&lt;br /&gt;
[[Category:Science]]&lt;/div&gt;</summary>
		<author><name>Norm49</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=User:Norm49&amp;diff=1859</id>
		<title>User:Norm49</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=User:Norm49&amp;diff=1859"/>
		<updated>2015-08-25T18:43:43Z</updated>

		<summary type="html">&lt;p&gt;Norm49: Created page with &amp;quot;Norm49  Member of the French Empire.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Norm49&lt;br /&gt;
&lt;br /&gt;
Member of the French Empire.&lt;/div&gt;</summary>
		<author><name>Norm49</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Diplomacy&amp;diff=1858</id>
		<title>Diplomacy</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Diplomacy&amp;diff=1858"/>
		<updated>2015-08-25T18:42:32Z</updated>

		<summary type="html">&lt;p&gt;Norm49: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Revision|This page is rather dated and some of the information a little wrong. Suggest a total face lift.}}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float: right;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:EmpireNew.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Introduction==&lt;br /&gt;
In Shores of Hazeron, every player belongs to an empire. Much like guilds or clans in other games, empires consist of a group of players working together to reach their goal. That goal, however, can be anything from the total destruction of all other species in the galaxy to peaceful colonization and exploration.&lt;br /&gt;
&lt;br /&gt;
All empires have a government, ranging from Anarchy to Dictatorship. The difference between each type of government is only the way officials are elected. For example, in an Anarchic government anyone may request any government position, including that of the emperor, whereas in a Democratic empire whenever a certain position is requested, all citizens are able to cast a vote for the player they deem worthy to hold said position.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Relations and Defense==&lt;br /&gt;
Empires have 5 different views they can take of one another: Friendly, neutral, enemy, vassal, and ally. The relationship between two empires is determined separately by each empire; you could be neutral to someone who is friendly to you, or an enemy of someone who is neutral. &lt;br /&gt;
&lt;br /&gt;
'''Neutral'''&amp;lt;br&amp;gt;&lt;br /&gt;
The default relation set if the empire's policy hasn't been changed.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Friendly'''&amp;lt;br&amp;gt;&lt;br /&gt;
This status opens up a series of features. If the empire's commerce policy has been edited, this will grant the friendly empire access to the &amp;quot;friends only&amp;quot; items. It will also open up the option to speak via &amp;quot;Friend&amp;quot; channel (Note: all your friends may see your messages but might not see eachother's messages). This will also allow your empire to receive alerts from friends if they're being attacked. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Enemies'''&amp;lt;br&amp;gt;&lt;br /&gt;
If two empires are enemies of each other, their planetary stations, AI officered ships, player ships, and eventually defense bases will open fire on each other on sight. Space stations and officer commanded ships will fire on one another. This is essentially being at war with that empire. Firing upon another empire's unit, vehicle, spacecraft, etc... will automatically set both empires as enemy of each other and can only be changed by each empire's CoC. Setting an empire to enemy will make the said empire reciprocate the status.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Vassal'''&amp;lt;br&amp;gt;&lt;br /&gt;
A Vassal is a unique status with another Empire. An Empire that is a Vassal to another pays 10% or more of their treasury a day (can be set in Empire Policies page) to the other Empire. This state usually implies a type of protection by the larger Empire. It can also possibly be used by a conquering Empire to subjugate other Empires without completely destroying them, which is both more kind as well as eliminating management for the conquering empire. Being a vassal of another empire will also &amp;quot;add&amp;quot; your score to the other empire. An empire may have many vassals, but can only be vassal of one empire.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Ally'''&amp;lt;br&amp;gt;&lt;br /&gt;
An Ally is another unique status with another empire. The smaller empire appears similarly to a vassal, underneath the larger one. As with a vassal, the statistics of the smaller are added to the empire that you declared your allegiance to on the empire rankings page. An ally may 0%-9% in taxes, more tribute will change the stance to vassal. An empire may have many allies, but can only be ally of one empire.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Notes'''&amp;lt;br&amp;gt;&lt;br /&gt;
* Ally and Vassal status will revert to Friend if either empire sets the status to friend. it is unsure if this behavior is intended or a glitch.&lt;br /&gt;
* Setting a friend to enemy will change their stance toward you to enemy as well.&lt;br /&gt;
* Most of the bigger empire set all empire to enemies to prevent other empire to steal ship or spy there planet but, even if they set your empire as enemies they probably wont attack you. In game terms at wars and enemies is the same ting but in reality it is 2 deferent ting.They set other empire as enemies so AI ship let no one not authorize to approach the planet or the vessel.&lt;br /&gt;
* If you were attack buy AI ship form a other empire and went to talk to there emperor just post it here http://www.hazeron.com/phpBB3/viewforum.php?f=24 in the diplomatic section for the forum.&lt;br /&gt;
&lt;br /&gt;
[[Category:Empires]]&lt;/div&gt;</summary>
		<author><name>Norm49</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Diplomacy&amp;diff=1857</id>
		<title>Diplomacy</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Diplomacy&amp;diff=1857"/>
		<updated>2015-08-25T18:41:27Z</updated>

		<summary type="html">&lt;p&gt;Norm49: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Revision|This page is rather dated and some of the information a little wrong. Suggest a total face lift.}}&lt;br /&gt;
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{| style=&amp;quot;float: right;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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| align=&amp;quot;center&amp;quot; | [[File:EmpireNew.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Introduction==&lt;br /&gt;
In Shores of Hazeron, every player belongs to an empire. Much like guilds or clans in other games, empires consist of a group of players working together to reach their goal. That goal, however, can be anything from the total destruction of all other species in the galaxy to peaceful colonization and exploration.&lt;br /&gt;
&lt;br /&gt;
All empires have a government, ranging from Anarchy to Dictatorship. The difference between each type of government is only the way officials are elected. For example, in an Anarchic government anyone may request any government position, including that of the emperor, whereas in a Democratic empire whenever a certain position is requested, all citizens are able to cast a vote for the player they deem worthy to hold said position.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Relations and Defense==&lt;br /&gt;
Empires have 5 different views they can take of one another: Friendly, neutral, enemy, vassal, and ally. The relationship between two empires is determined separately by each empire; you could be neutral to someone who is friendly to you, or an enemy of someone who is neutral. &lt;br /&gt;
&lt;br /&gt;
'''Neutral'''&amp;lt;br&amp;gt;&lt;br /&gt;
The default relation set if the empire's policy hasn't been changed.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Friendly'''&amp;lt;br&amp;gt;&lt;br /&gt;
This status opens up a series of features. If the empire's commerce policy has been edited, this will grant the friendly empire access to the &amp;quot;friends only&amp;quot; items. It will also open up the option to speak via &amp;quot;Friend&amp;quot; channel (Note: all your friends may see your messages but might not see eachother's messages). This will also allow your empire to receive alerts from friends if they're being attacked. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Enemies'''&amp;lt;br&amp;gt;&lt;br /&gt;
If two empires are enemies of each other, their planetary stations, AI officered ships, player ships, and eventually defense bases will open fire on each other on sight. Space stations and officer commanded ships will fire on one another. This is essentially being at war with that empire. Firing upon another empire's unit, vehicle, spacecraft, etc... will automatically set both empires as enemy of each other and can only be changed by each empire's CoC. Setting an empire to enemy will make the said empire reciprocate the status.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Vassal'''&amp;lt;br&amp;gt;&lt;br /&gt;
A Vassal is a unique status with another Empire. An Empire that is a Vassal to another pays 10% or more of their treasury a day (can be set in Empire Policies page) to the other Empire. This state usually implies a type of protection by the larger Empire. It can also possibly be used by a conquering Empire to subjugate other Empires without completely destroying them, which is both more kind as well as eliminating management for the conquering empire. Being a vassal of another empire will also &amp;quot;add&amp;quot; your score to the other empire. An empire may have many vassals, but can only be vassal of one empire.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Ally'''&amp;lt;br&amp;gt;&lt;br /&gt;
An Ally is another unique status with another empire. The smaller empire appears similarly to a vassal, underneath the larger one. As with a vassal, the statistics of the smaller are added to the empire that you declared your allegiance to on the empire rankings page. An ally may 0%-9% in taxes, more tribute will change the stance to vassal. An empire may have many allies, but can only be ally of one empire.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Notes'''&amp;lt;br&amp;gt;&lt;br /&gt;
* Ally and Vassal status will revert to Friend if either empire sets the status to friend. it is unsure if this behavior is intended or a glitch.&lt;br /&gt;
* Setting a friend to enemy will change their stance toward you to enemy as well.&lt;br /&gt;
* Most of the bigger empire set all empire to enemies to prevent other empire to steal ship or spy there planet but, even if they set your empire as enemies they probably wont attack you. In game terms at wars and enemies is the same ting but in reality it is 2 deferent ting.They set other empire as enemies so AI ship let no one not authorize to approach the planet or the vessel.&lt;br /&gt;
* If you were attack buy AI ship form a other empire and went to talk to there emperor just post it here http://www.hazeron.com/phpBB3/viewforum.php?f=24 in the diplomatic section for the forum.&lt;br /&gt;
&lt;br /&gt;
[[Category:Empires]]&lt;/div&gt;</summary>
		<author><name>Norm49</name></author>
	</entry>
</feed>