Protections
Spacy sets up several layers of protection to prevent large players from crushing small ones, and certain accounts from being harassed non-stop. Every attack goes through a chain of checks: if any of them fails, the attack is refused before even being launched.
New-player shield
Freshly created accounts are fully immune to PvP. The shield lifts automatically as soon as either condition is met:
- The account is — days old or more
- Or it exceeds — points on the Total ranking
- The shield is bidirectional: while under it, nobody can attack you, but you cannot attack anyone either
- Espionage is not blocked by this shield: newbies can be spied on, and can themselves spy on others
Vacation mode
Vacation mode fully freezes your empire for extended absences and shields you from attacks. You enable it from your Settings; while active, your resource production and all your queues (construction, headquarters, research, shipyard, recruitment) are frozen, you cannot perform any game action, and no player can target you militarily. When you leave it, everything resumes exactly where it left off.
- Enabled from your Settings — not possible while any of your fleets is in motion (wait for them to return)
- Resource production and all queues (construction, HQ, research, shipyard, recruitment) are frozen instantly; they resume exactly where they stopped when you return
- Your already-deployed Support fleets are automatically recalled on activation
- No game action (build, research, send a fleet, etc.) is possible while on vacation
- 48-hour lock: once enabled, the mode cannot be disabled for 48 hours
- Attack, Transport, Deploy and Harvest missions targeting you are refused while the mode is active; but an attack already en route at activation will still reach you normally
- You cannot participate in an attack plan while on vacation
- Espionage against you remains possible — only military threats are blocked
Point ratio
To prevent one player from dominating much weaker neighbors, every duel is evaluated through a point ratio between attacker and defender. Your room to maneuver grows progressively with your opponent — you can attack stronger targets if the target itself is very powerful, but never beyond a strict cap.
- Clear zone: while your point ratio stays under ×—, the attack passes without penalty and loot is full
- Penalized zone: beyond ×—, the attack is still allowed but loot is reduced and you lose honor — the bigger the imbalance, the steeper the penalty
- Absolute cap: above ×—, the attack is simply refused
- The maximum allowed ratio grows logarithmically with the target's power: the stronger your opponent, the wider your room, up to the cap
Penalized zone
Attacking in the penalized zone is still allowed but comes with two automatic consequences that worsen as your ratio climbs:
- Capped loot: you only recover a fraction of the resources; at the top of the zone, loot drops to —% of the normal amount
- Honor penalty: you lose between — and — honor points per win
- These penalties only apply on offensive wins — attacking and losing does not incur any additional penalty
Anti-bashing
- Maximum — attacks per sliding —-hour window against the same target
- Once the limit is reached, any new attack against that target is refused until the oldest counted combat expires
- Each pairing is counted independently: you can attack several different targets without their counters interfering
Honor system
Honor is a public score that rewards balanced combats and penalizes players who abuse their strength against much weaker prey. It is a social showcase: it does not directly affect your production or stats, but it reflects your conduct on the battlefield.
- +— honor for an offensive win within your ratio (clear zone)
- +— honor for accepting a surrender (sparing an opponent who gives up)
- Penalized zone penalties: — to — points depending on how deep the imbalance is
- "Dishonorable" combat: if your point advantage exceeds ×—, an offensive win costs you an extra — honor points — crushing a much weaker player on purpose is never rewarded
Military relation (vendettas)
- Every time you attack a player, your military relation with them drops by {attack} points
- Accepting a surrender gains you — points of relation with that player
- Refusing an acceptable surrender drops the relation by — points
- This score is specific to each pair of players and gates the ability to place a bounty — see Bounties
What is NOT a protection
- Being in an alliance does not make you untouchable: an alliance member can absolutely be attacked from the outside
- Having a Support fleet on an allied planet does not block enemy attacks — it only reinforces the defense when combat happens
- Espionage bypasses every protection listed here: no ratio threshold, no anti-bashing, no newbie shield blocks it