Marauder

START SYSTEM: TITAN

Missions -  Act 1  

Act 1: Disaster
It has been eons since the Guardian-Marauder War, but the history is forever etched in the memory of Marauders. The once great Marauder Empire was destroyed overnight when the Guardian activated an untested Kalzul artifact as a last resort. Ever since then, the remaining Marauders soon break into smaller empires and go into hiding. The Guardian themselves are changed by the usage of the artifact and so shocked that they abandoned all attacks against the Marauders.

While the Marauders are trying to rebuild their empire to its former glory, the Terran appears and starts to expand. During the expansion period, they have enslaved the weakened Marauders. Marauders have suffered in the hands of Terran before they were finally able to break away. Ever since then, the Marauders travel in small groups and they never stay long in a place to avoid detection.

You are the Captain of the Right Wing under Lord Kellian. You are leading the fighter squadron on a patrol when disaster struck. The mobile base is preparing to launch as Lord Kellian decides that it is time to settle down in a new base. He orders you to do a sweep at the perimeter to ensure that there is no enemy nearby. Your fleet is turning back to the base when the enemy strikes.

Within moments, they have wiped out your fleet and move toward your base swiftly. Just as your ship is hit, you send out a warning signal before escaping with the smaller ships attached to your main ship. However, you are caught in an explosion and a piece of metal cut you deeply in the stomach as it fly past. You try to crawl to the escape pod. Unfortunately, you passed out when you have reached the middle of the room.

When you finally come about, you are aboard a small ship with your second mate in a small Interceptor. There is just enough room for the two of you. You struggle to get up from the floor and move to the second pilot seat which is empty. You notice your second mate's grim look and you ask him to fill you in. Briefly, he detailed what has happened since you passed out. Your second mate saw you lying there and he quickly grabbed you into this ship and launched off just as your ship explodes. After that, he tried to regroup with the rest of the survivors and turn back toward the base. However, the base has already been heavily damaged when they arrive.
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Missions:  Act 1 > Mission 1  
Background
From your experience as a high-ranking admiral of the fleet, you are all too aware of the financial cost of supporting a large raiding fleet. Therefore, your people and your new empire must set themselves to the task of making themselves self-sufficient, as you no longer have any means of support other than yourselves.

The first step is to have some form of income.
Being a marauder is a tricky business as the most profitable business you can go into is the food and goods business. Therefore you should start doing something about it, at least until you can fufill your true potential as a military power

Objective
You are required to assign planets to agricultures duties
Obtain food generation of 50

Step by Step guide
Go to Economy > Manage Planets
Click on Assign Planets
Enter 50 units in Agriculture

Your food generation would have increased after this. You can observe this every time you use a turn.

Tip
Continue   

Mission 1 : Getting Income  
With the harvest coming in regularly, and other empires willing to buy it from the markets, your empire now has a decent form of income. However, the real money will come from successful raids. You are not ready for that yet as your empire is inefficient and your scientists request your presence in the research labs.

New feature available!
Research
Research > Infrastructure research

You will now be able to upgrade your infrastructure via researching. Your agriculture planets will generate 10% more for each level of upgrade.
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Missions: Act 1 > Mission 2  
Background
You arrive at the research labs with your scientific advisor, where you are forced to sit through a two-hour lecture held by a man whose name you cannot even pronounce. The upshot of the otherwise tedious lecture is that your scientists believe that they have found ancient schematics for a more efficient farming method. With this new method, and the appropriate time and funding, they can increase the efficiency of your farms drastically. And remember, the more food you grow, the more you can sell!!!

Objective
Obtain level 5 in Agriculture Infrastructure Research.

Step by Step guide
To perform this goes to
Science > Research > Agriculture

Then enter the amount of time (turns) you wish to spend on it.

Tip
The more agriculture levels you have, the higher your food and raw material production.
Marauders make the most money out of agriculture, therefore concentrate on agriculture.
The number of turns required will go up after each time you complete an infrastructure research.
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Mission 2 : Agriculture Research  
With the new technology you have uncovered, your farms are now working at more than 150% efficiency! With the food surplus you can afford to feed your population, AND begin to stockpile resources for the coming days.

New feature available!
Military
Military > Manage Fleet
Military > Manage Fleet > Shipyard
Military > Manage Fleet > Explore

This new feature allows you to construct ships.
You can build ships to invade other empires with this.
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Missions: Act 1 > Mission 3  
Background
Your meeting with your head military strategists is interrupted by a technician in a labcoat. Annoyed that anything should slow your acquisition of a serviceable fleet, you frog-march him a short way down the hall, and demand a reason for his rudeness. You do not like the answer.
He is part of your empire's science-of-money division (accountants). His branch deals with empire costing, and they have calculated that the current level of income from the food-sale is nearly insufficient for your empire to support a large enough military force to be effective. They have calculated that the food production rate will have to be increased by 100% in the next few days to allow fleet building to be economically viable.
Musing on his words, you move back to the war-room, and inform the generals that the battle-plan is being postponed, and that they should return to their posts. You then call in a cleaning servant to remove the body from the hall. Who would have thought a small body like that would bleed so much??

Objective
Increase your agriculture infrastructure research to level 10

Step by Step guide
Go to Science > Infrastructure research
Choose the best infrastructure that will benefit you the most.
Being an intelligent leader, Agriculture might be the best area to research on.

Warning
Always disband all your Ships after you attack by going to
Military > Fleet > Enter amount to disband then click on disband

Also check your income by clicking on `Income`. Ensure that you have enough credit reserves to maintain your fleet.

Do not deplete or empty your credit reserves. If your credit reserves are empty you will go into debt. Going into debt is something which you must never do or your empire may go bankrupt and you will have to restart. (in this eventuality, go to options > restart empire)
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Mission 3 : Military Exercise  
With the increase in agriculture bringing in yet more food, your population rejoice. The speed at which your empire has initiated this technological revolution has also led many other scientists to join your cause, bringing with them blueprints for projects, ships and weaponry. It seems these scientists may be of further use to you.

New feature available!
Research > Technology

You are now able to conduct research to develop new ships, projects and other technological advancements

Warning
All empires with a Pr (Power Rating) below 5,000 will be placed under protection. Exploring new planets will increase your Pr. Each new planet will increase your Pr by 50 points. If your Pr goes above the 5,000 Pr mark, other empires can attack you. Therefore try to remain under 5,000 Pr or if you should wish to go out of that, ensure you have researched more powerful ships and prepared some form of defense. Also remember that ships cost money to maintain and they too increase your Pr.
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Missions:Act 1 > Mission 4  
Background
As you emerge more clearly as the leader of the empire, your subjects begin to put more demands upon you. With nothing to do and no-one to fight, your people are becoming restless, and loyalty to your regime is dropping. As a temporary solution, you issue a decree that all subjects must serve a season working on the farms to produce more food for your burgeoning population, and to toughen them up for the battles ahead.
Disgruntled at such a ridiculous request, your subjects reluctantly go to work.

Objective
Increase food production to 100.

Step by Step guide
Assign all free planets to agriculture to increase your food generation. Time stands still if you don’t do anything. To kill 2 birds with one stone, spend time increasing your agriculture or industry research.

Warning
Try not to have beyond the 110 planets, as you are not yet ready to defend your empire.
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Mission 4 : Work Work Work!!!  
You're mildly happy with the foods acquired for usage. Some of the scientists in your empire, reluctant to work in farms, have come to you to offer their services as scientists to help you research things. They have presented you with some schematics which you can program into your communication mainframe so that you can buy and sell things from any empire in the Universe. You accept the offer and put them to work in your tech labs.

You soon discover that the market is more useful than you had previously imagined, and your food reserves can now earn you cold hard cash as you sell them to less agriculturally proficient empires.

New feature available!
Economy > Market

The Market is a place where you can buy and sell resources from food to minerals. Minerals are used to build certain types of ships.

Since your empire cannot make income efficiently, the Marauder's best money making place will be the market where Marauders can sell off the food produced and exchange for more credits.
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Missions: Act 1 > Mission 5  
Background
Two days after your enforced labour initiative went into effect, you receive an urgent communication from your foreman at the main farming complex just outside the city.
He tells you rather hurriedly that the workers are threatening a strike, unless they are given more food for their labours. You have a problem, you don't have enough to give them!!! The strike is set for next week, and so you set them all to work to gather the food you will have to use to placate them.

Secretly outraged at this public lack of loyalty, and suddenly very aware of how easily your subjects could oust you and your handful of guards from the palace, you schedule a meeting with their worker unions, and spend your time praying that the quota of food will be gathered by then.

Objective
Obtain 20,000 food.

Step by Step guide
There are 2 ways you can complete this mission, the easier way is to buy some food from the market by
Economy > Market

The 2nd way is to grow food yourself. You will have to grow your own food if you can’t buy food on the market.
Economy > Manage Planets > Free Planets > Assign some planets to Agriculture

If you do not have enough free planets then you can free up some planets by
Economy > Manage Planets > Free Planets > Free up some planets

Tip
If there is no food available to buy from the market, you can ask some other players online to sell them or you can grow them yourself. Remember to talk with other players to see what are the good prices to buy food.
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Mission 5 : Food offering  
Your workers return to the fields with renewed vigour, their morale boosted by the stockpiles of food that have been handed out amongst them. Impressed by your willingness to alter policy in favour of the people, a group of architects have joined you, bringing with them building plans and floor layouts for housing projects, allowing your population to grow larger (as long as you can still feed them!).

New feature available!
Economy > Housing

You can now build more housing and increase the total population of your empire. Although citizens or population may be annoying at times you can’t do without them. However later on in the game (round Act 2 or 3) you may wish to increase your population. The total number of your population and the population of all your vassals determines your empire level. You can use more powerful projects and features according to your empire level.

Economy > Increase Population

To increase your population, you need to attract new people to your empire by holding residency campaigns. This is to encourage immigrants to reside in your empire.

New Demand
Your population now demands more food. Ensure you have enough food to feed your population. If your population doesn’t get enough food from now on, then income for all your planets is reduced by 80%!
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Missions: Act 1 > Mission 6  
Background

With your people firmly behind you again, you decide that now is the time to begin your true plans for military expansion, before another crisis flares up. To be able to fight effectively you need a large standing army. It is therefore obvious that you need a large population to recruit from. Increase your population by assigning land to housing, and by researching housing infrastructure to hold more people.

Objective
Have 100 population.

Step by Step guide
First you need to build more housing by
Economy > Assign Planets > Increase housing

If you don’t have enough free planets, free up planets by
Economy > Free Planets > Choose some planets to be freed

Then increase your population by
Manage Empire > Economy > Manage Planets > Population > Type 2 at turns > select Increase > Click Confirm

Enter turns until your population grows to 100

Warning
Always have sufficient food to support your population. If you do not have enough food to support your population you will earn 80% less income.

If you wish you can invade other empires for additional new planets and if you are coming out of protection ensure that you have some form of defense ready.

Loyalty drops slightly as your population grows.
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Mission 6 : Growing your population  
With your population increased to an acceptable level, conscription of the young soon begins. As you watch the new intake marching towards the sprawling training grounds, and hear the first shots and screams, you realized that the chance for military expansion is close, you can almost taste it. The anticipation makes your skin tingle as you put the next phase into action.

New feature available!
Military > Ranking

Your scientists have developed a new communication system which enables you to locate and determine how powerful all other empires are. This will be a useful feature later on as you will have to know how powerful (rated in Pr) other empires are, so you will know who to attack.
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Missions: Act 1 > Mission 7  
Background
Finally, your plans have come into fruition. Your army stands ready before you, arrayed in neat battalions, all prepared to die in combat in your name. All that remains to be done is to fund the construction of the craft that will carry your troops to face the enemy. As you finish your speech of revenge and glory, your assembled people fire into the air, painting the night sky with tracer fire. You can't remember anything being so beautiful.

Objective
Obtain 500,000 credits.

Reminder
Credits can be increased by
1. Increasing the number of commercial planets
2. Increasing the commercial research
3. Selling resources on the market

Warning
If you wish to sell resources on the market, ensure that you have sufficient resources. For example don’t sell all your food until your population starves and then you may have to buy back from the market at a higher price.

Tip
Try spending some time researching as time will pass by and your credit reserves will grow.
Also try to disband all ships (if you are under 5,000 Pr) so you will not have to pay for your ship upkeep, therefore you will have more income.
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Mission 7 : Funds for your military  
At last, you have enough money to construct and maintain a fleet. Now you can finally take your place among the stars, by new planets, and slaughtering any that stand in your way, for you are Marauders, you ARE war.

New feature available!
Military > Intel

Short for intelligence, this collects and shows you the information for any particular empire. This includes information such as how powerful this empire is, which federation (Clan) this empire belongs to, and the statistics. Statistics allows you to guess what type of empire this is, and how experienced it is from the number of battles this empire has already fought and how old this empire is.

Military > Battle Records

This feature allows you to check all your previous battles

Military > Fleet > Attack

If you wish to launch a military campaign you need to use this feature. You can launch raids or invasions on other empires.

Military > Fleet > Outpost

You can assign ships into `Outpost` if you are part of a Federation (Clan) or if you have a Lord. All ships here will be sent as reinforcements to assist your Federation member or Lord if they are attacked. Note that ships here will not be able to assist you if you are under attack yourself.
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Missions: Act 1 > Mission 8  
Background
Bad news! Some empires around you have had an eye on you since you have taken over the system. They've waited long enough and some of them will attack your empire at any moment since your empire is so low in Power Rating. You cannot allow these foreign forces to take what is yours! This is your chance to take the fight to them! Cleanse them from your land! Leave none alive.

To ensure survival, you must increase your empire's strength. Pr or Power Rating shows how strong an empire is. Military force and planets determine how high an empire Pr is. The easiest way to increase Pr is to build ships. Do note that different ships perform differently, so you may wish to test out building different combinations of ships trial to see how they perform. You can also talk with other players regarding ship combination (called stacking).

Objective
Have 25,000 Pr

Warning
The higher the Pr you are, the more powerful your neighbors are. Also expect them to be hostile.

Tip
You can temporarily increase your Pr by building more ships than you can maintain causing you to have a negative income. Ensure you have sufficient credit reserves before attempting this, if you run out of credits you will go into debt and may risk making your empire bankrupt. If your empire can't pay off the debt then you will have to restart (Option > Restart).
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Mission 8 : Standing up as an independent empire  
Being in the power struggle for total universal domination, you now have the option to mine for minerals which are very precious to all empires, for they are the key element to build ships.

However, even as your people rejoice around you, you are aware that their loyalty is fickle, and may change or swing at a moment's notice. Thus you allocate a medical team to "tag" each citizen and new-spawned with a small device, capable of measuring their feeling of loyalty to you and to the empire.
You can now give them credits to increase their loyalty level.

New feature available!
Economy > Loyalty

You can increase the loyalty of your population. If your population's loyalty is too low then they may be subject to sabotage or revolts.

Economy > Mining

Some ships may require minerals to build. Mining allows you to mine for minerals to use.
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Missions: Act 1 > Mission 9  
Background

Your advisors are becoming displeased. They openly question you in the palace as to why you have not used your newfound military forces to cleanse the foreign filth from more planets, and purify them by colonising it with your people.

The size of an empire is determined by the total number of planets which is under that empire’s control. The only way in which you can increase the number of planets is by the hostile way of invading other empires.

Objective
Obtain 500 planets.

Tip
Your Vassal empires can help you if you are under attack. Try to obtain more Vassal empires. Vassal empires are empires under you. For more information regarding Vassal empires Diplomacy > Vassal

The difficulty of finding new planets grows according to the total number of planets you have. Initially it may be easy to explore for new planets. However, later on in the game you will be required to invade other empires to increase your planets.
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Mission 9 : 500 Planets  
Your empire has grown in size, and you have received intelligence of other clans and tribes of marauders that would wish to ally with you to help clear the enemies from the stars. You will reclaim what is YOURS.

New feature available!
Diplomacy > Federation (Clan)

This feature allows you to join a Federation. Once you join a federation you will be part of that family. Members of federation can’t attack one another, but can offer assistance in terms of resource as well as reinforcements for defense. Choose federation carefully as not all federation is active.
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Missions: Act 1 > Mission 10  
Background
You are unhappy with the size of your empire, your population is becoming uneasy by the proportion of planets that your people once owned that remained in Terran hands. The heretical Terran, and to a lesser extent, the other races, must suffer for their transgressions against your people. But to take these new planets, you need a larger navy, and a larger navy requires more money.

Objective
Obtain $1,000,000 (1 Million)
Continue  

Mission 10 : Funds for War  
With these funds you can now launch a decent full scale attack against the enemies, and retake more of your ancient homelands.

Back in your tech lab, your scientist has come up with schematics on organizing your planets into systems. This will give you more military strategy as other empires cannot attack all your systems at once.

New feature available!
Economy > Create New System

You can now create new systems. It cost planets to create new systems, however certain systems perform better at certain things compared to others. For example, a Farm System performs 200% better compared than your Sol system when it comes to agriculture.

Economy > Excavation Dig
You can dig for artifacts on systems. Artifacts have various effects like giving or reducing an empire’s resources. You can also opt to build the capsule lab. The capsule allows you to fuse together a handful of artifacts, giving you a more powerful artifact.

Science > Artifacts
You can use artifacts you have found here
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Missions: Act 1 > Mission 11  
Background

You have your fleet, but a fleet is nothing without loyal and faithful marauders to man it. Your efforts at conscripting enough crewmen have failed. Your population simply cannot tolerate another draft of militia. Build more housing on the planets you take from the enemies.

Objective
Have 1,000 population.
Continue   

Mission 11 : The Military Might.  
Your increased population will now provide even more offspring for you to gather into your military training program. This is the next step towards a bigger, better and more secure marauder empire.

Your scientists and architects have been working together for the last few days, and have been able to draw up floorplans and design schematics for a number of projects, ranging from temples to the holy trinity. Orion, Banjora and Centurus, to advanced satellites that automatically key in and launch colony pods to planets they detect and scan as they circle nearby systems.
The stage is now open to you, as you have full control and support of your empire.

New feature available!
Science > Projects

A project allows you to perform specific tasks or grains you specific bonuses. The more powerful the project, the higher your empire level is required. To increase your empire level you will need to gain more Vassals. To learn how to gain more Vassals, go to Diplomacy > Vassal
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Missions: MISSION Act 2

After suffering many years under The Fall, your group of Marauders have come to a new height of renown. Many groups of Marauders have joined your ranks. Lately, however, visions have come to you, the new God-Leader of the Marauder race. These visions foretell of many other scattered Marauder colonies previously unknown to you.

Awaking from your sleep, you feel a new sense of urgency. You feel that if you rebuild the fallen military-industrial complex the Marauder species once had, you will rally these unknown Marauder planets to your cause.
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Missions: Act 2 > Mission 1  
Despite recent victories, and bringing much fame, glory and honor to the Marauder people, your visions of Marauder planets still enslaved under Terran masters haunt you .

Recently, a squadron of patrolling fighters came under attack when near a remote planetary system, thought to be uninhabited. You decide to build larger fleets to patrol and destroy any intruders on the border of your empire.

Objective: Have 100,000 Credits in Upkeep
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Mission 1 : The Shattered Realm  
With the new patrolling fleets searching for enslaved Marauder colonies, your populace feels more unified than ever to the New Marauder Cause.

Reports begin trickling in of systems under siege and Marauder slaves being released. On one of these planets, your warriors discover a cache of Terran Metal used in producing the ships that were defending the system.

You receive +5,000,000 Terran Metal!
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Missions: Act 2 > Mission 2  
H'adavir, one of your patrol captains has just begun briefing you on the recent actions in the Epsilon quadrant of your empire:

"Sir, we have begun raiding Terran and Aspha worlds that have been enslaving our peoples. The battles have been fierce, due to these colonies having an organized defense force. We have begun a blockade on their capital world in the Centarus system. We will need more supplies when we break the blockade and begin our attack in the capital planet."

You have decided to route a sizable fleet of transports to aid the blockade, and to have medical supplies ready to help with the freeing of the slaves in this system.

Objective: Gather 150,000,000 Units of Food.
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Mission 2 : Eyes in the Darkness  
Your siege of the Centaurus system went according to plan. After starving out the majority of the Terran fleet, the battle was won in a decisive victory for your cause. Some Marauders were freed, despite many dying of starvation. However, your foodstuffs saved many of these new allies lives.

The tales of this great battle have spread throughout your empire, giving a great boost to loyalty.

Your systems gain +50 Loyalty!
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Missions: Act 2 > Mission 3  
Despite freeing millions of Marauders from brutal slavery, some of these new groups, as well as current leadership have disapproved of some of your tactics and goals in the New Marauder Cause.

You have begun a purging of these insurrectionists. Now you must not let them gain an edge in the populace, as they have committed high treason against you, the god of the Marauder peoples.

Objective: Have a Total PR of 5,000,000 Points.
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Mission 3 : A world apart  
With a strong display of force, the tribal leaders that opposed you have been removed from their seats of power. No one opposes you now as you proceed to rebuild your empire's massive industry to prepare for a new galactic war against the Terrans.

Proceeding unopposed, the tribes have produced great wealth for your building new infrastructure for your empire.

You receive 5,000,000 Credits!
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Missions    Act 2 > Mission 4  
During a speech to your people through hololinks in every household, you propose sweeping changes through your empire:

"Marauders, as many of you have forgotten, we have lost much of our former glory as the most feared race in the galaxy. For many ages we had to survive on methods that were not holy. Our agricultural and commercial pursuits have been wasted for many years, as we have inadvertently supplied our enemies, making them wealthy and fat while leaving us weakened, starving and poor. My believers, let us rebuild our industries that gave us fleets of war. Ones that even surpass the Great Fleet of Bastille."

Your people have begun work on more powerful industrial pursuits, leading the way in new industrial endeavors. You must now supply them with vast quantities of minerals to help build more industry.

Objective: Gather 5,000,000 units of Red Crystal.
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Mission 4 : The Complex of War   INFRA BONUS: +1 INDUSTRY
The progress of your industry is staggering, countless planets are now being used to convert these useless materials into implements of war. Your scientists have reached new breakthroughs in the Industry, paving the way for stronger production capacities.

You receive +1 to Industry Infrastructure!
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Missions: Act 2 > Mission 5  
Terran commercial pursuits have angered your peoples for many years. Recently, this hate of commerce has expanded due to the new Marauders being integrated into your society that were once slaves. Advisors have suggested that you begin unique commercial pursuits to mock the Terran's greed of money.

Feeling that this cause might rally more income into your coffers, you agree - reluctantly, although you feel that it will increase your income for the war machine.

Objective: Reach 1,000,000 income per turn from Commerce.
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Mission 5 : Capital Gains  
With new ways of income being put in to place, your empire has increased in size considerably as of late. The empire has expanded greatly within the past few months, and your people have begun to prosper. Your people have given a sizable amount of income to begin the preparations of more industry, and war.

You receive +5,500,000,000 Credits!
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Missions: Act 2 > Mission 6  
Recently, your people have been begging for war. Despite requiring every Marauder to service in the Great Fleet, many of them are staying longer than expected, due to the anticipation of setting aflame uncharted worlds.

In an address to your people, you notify them that the initial stages of preparation have been completed and that your fleets are preparing to do battle with many species across the galaxy, to bring fame to your empire and horror to your enemies.

Objective: Acquire 5,000,000 Pr
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Mission 6 : Surplus and Survival   ARTIFAC BONUS: 2 BARERA + 1 BTC
Pilots and soldiers have begun returning home from wars across the galaxy. Tales of fame and glory have begun spreading through the populace, and many people are truly believing the New Age has begun for the Marauder people.

On recent missions against unknown empires, your fleet has discovered some rare artifacts.
You receive +2 Minor Barrera and +1 Big Time Capsule!
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Missions: Act 2 > Mission 7  
With battles raging on hundreds of distant worlds you receive word that your fleets have begun to attack a Terran outpost in the Undei System. The size of the outpost is massive, and your ships do not have sufficient firepower to destroy the outpost. "My Lord" says Jes-usha, an admiral in the battlegroup "We need many more ships to decimate this outpost. They have many Nirvana class and Thor class ships defending this place, if we don't receive help, we will surely die!

Knowing the history of the Marauder people, you remember that the Undei System was the battlegrounds of the First Conflict with the Terran Empire many thousands of years ago. You immediately board a battleship to lead the reinforcements to the system to scorch the outpost, and claim this world for the Marauders.

Objective: Have a total ship upkeep of 500,000
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Mission 7 : The Fallen and The Forgotten  
Arriving with the new fleet, you personally begin to lead a Pike battlegroup through the Terran Defense lines. The First Conflict that began here thousands of years ago was massive battle that left the world scorched. After tearing through the defensive lines, you see a world that was rebuilt by the Terrans as an outpost to ensure submission to the Terran people by many Marauder colonies. You order the entire system to be destroyed leaving every planet uninhabitable for the rest of eternity.

In the process of destroying the system, you have gained large amounts of resources.
You receive +10,000,000 to Rutile and +10,000,000 to Composite!
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Missions: Act 2 > Mission 8  
With the Undei system in ruins, a large portion of your fleets return home scathed from the flames of war. Your advisors call you into a meeting that they request you hear their suggestions at:

"Our God and Leader, please listen to us! We ask that you continue with the mission of reviving what we once lost for so long. However, the road ahead of us is long and arduous. We need greater supplies and arms to complete more of the destruction of worlds, and fully rebuilt our industrial complexes to their former levels."

Realizing you must work with them at times, you agree to their requests, and order the scientists to research stronger infrastructure technology.

Objective: 
Reach Level 10 for Industry Infrastructure.
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Mission 8 : A Way to War  
With your scientists greatly improving your industry capacity, large advancements have been made in the production of war implements. Although many of these factories produce goods for the populace of alien worlds to consume, these same factories are producing things that will destroy these races.

Upon reaching the level of infrastructure, your scientists announce a breakthrough in the manufacturing process producing a large surplus of goods.

You receive +5,000,000,000 to Consumer Goods!
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Missions: Act 2 > Mission 9  
Despite much effort being placed into the war machine, many people have forgotten about the First Conflict and the period of the Great Fall, in which the Marauder people were scattered in. You feel that they must learn about these periods of time, to further their hatred of the Terrans, Asphas and other races that enslaved the Marauders for eons.

Knowing that most Marauder history about the war was lost due to many colonies being destroyed, the Terrans still kept accurate records on facilities near the battles of the First Conflict. To reach this goal, you decide to attack a Terran system with a global data node facility containing huge stores of information.

Objective: Have a total PR of 15,000,000
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Mission 9 : Victories Untold  
After attacking the facility, and the battle is engaged, great numbers of Terran ships come to aid the system, knowing the intent of your battle. After a fierce battle lasting for days, your ships are defeated.

With your fleets in disarray, soldiers return home ragged and broken from the battle for the information. Still determined despite losing the battle, you prepare spies to infiltrate the facility, obtaining the data in more secretive fashion.

You LOSE -100 Loyalty on all systems!
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Missions: Act 2 > Mission 10  
After reeling from the defeat of your fleets trying to gain information from a Terran planetary data node, you have asked your advisors for help in this new struggle.

"Terrans only know us for our war efforts". declares an advisor, "Our reconnaissance shows that more Terran fleets are pouring in by the minute. If our goal is only the data, there are other ways around it. One Terran implement of war that seemed effective was the spy. With so many ships going to and from the global data center, I am certain that if we send a lone vessel through, we can infiltrate the node and gather the information we need."

Objective: Research Spy Recon

Hint: Spy Recon can be researched through
Mega Projects>Spying Capability>Spy Recon
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Mission 10 : The New Struggle  
Your lone spy ship has reported success on it's mission. Although the data node is far away from any nearby Marauder base, hundreds of Terabytes of data are pouring into Marauder data node, revealing the grizzly past of your conflict with the Terran empire.

Upon the spies mission success, an explosive device is signaled on the ship, destroying the data node. Soon after, Terran ships leave the system leaving its resources under your control.

You receive +20,000,000 Terran Metal and +10,000,000 Rutile!

Missions: Act 2 > Mission 11  
After weeks of decoding the information gathered from the Terran data node, many questions were answered about the Terran victories.

Marauder history books will have to be rewritten entirely about The Fall and the First Conflict. Although much of the information is from a Terran standpoint, therefore heretical, it informs you of some startling information: The Aspha Miners sent fleets and reinforcements to Terran worlds in the conflict to bolster the Terran war machine, allowing for the entire bulk of their fleets to lay waste to the remnants of the Marauder armies after the Day of Destruction.

With this new information revealed to the populace, popular support has increased for opening up a war against Aspha colonies that were previously off limits. The data nodes have given you invaluable information on Aspha strategy and tactics that will allow you to wage a quick, brutal war against their major colonies.

Objective: Acquire 25,000,000 Pr

Mission 11 : Hunting in the Darkness  
With the knowledge of Aspha battle strategies, your fleets have been successful in attacking many Aspha worlds, scorching their lands for the atrocities they committed by helping the Terrans out in the Great War.

Your fleets have returned with great caches of artifacts and planets on their return!
You receive +2 Major Suerte and +1 Planet Core Capsules!
Continue  

Mission: Act 2 > Mission 12  
Recent attacks on Aspha colonies have rendered any threat they posed to you, useless. The data you have received is still being used to claim victory after victory against Aspha colonies.

Your attention now turns to Collective colonies that assimilated old Marauder worlds eons ago. Once strongholds of industry, these worlds now serve the Overminds farms to produce biological weapons to serve the Collective. Realizing the tactical advantage Marauder ships have over Collective ships, you begin to coordinate with your advisors on reclaiming these fallen worlds.

Objective: Have a total ship upkeep of 1,500,000
Continue  

Mission 12 : Days of Victory  
Your massive fleets have begun raiding dozens of Collective worlds. Initial reports indicate that their fleets are quickly falling to your ships that have heavy chemical shielding.

After the battles are over, you find a massive Collective research facility containing new farming methods in which to aid your production of food for your soldiers.
You gain +1 Agriculture Infrastructure!
Continue  

Missions: Act 2 > Mission 13  
The Aspha and Collective empires that once ruled over countless Marauder worlds now lay in waste, destroyed by your vast armies of faithful soldiers. Now, these empires know of the hopelessness that plagued your empire during The Fall so often. Although these empires still retain much of their territory, they have now focused their efforts into consolidating their losses, and defending their inner core worlds.

Consumer goods must now be produced to prepare your armies for the upcoming battles in the future with the Terrans, and any other empire that has bound any other unknown Marauders in distant corners of the galaxy.

Objective: 
Acquire 15,000,000 Consumer Goods
Continue  

Mission 13 : The Birth of Prominence  
Congratulations!
With goods production steadily increasing, you now have a steady income to complete more shipyard construction of your fleets!
You receive +110 d. Fallen!
Continue  

Missions: Act 2 > Mission 14  
In a recent update from your spy network, you learn of some disturbing information: after purging your ranks of leadership of those that opposed you, anger arose in an advisor, causing him to secretly defect to the Terran Empire. He is the reason that you lost the battle for the Terran data node many months ago.

He has fled to a nearby Terran world with a substantial fleet to defend it. Knowing that treason against the Marauders involves death after a painful interrogation, you rally new fleets to launch a quick attack on the world before more ships come to its aid.

Objective: 
Have a ship upkeep of 2,000,000
Continue  

Mission 14 : War in the Shadows  
Your raid of the Terran world was successful. Unfortunately, you could not ensure the treasonous advisor a slow and painful death, your commanding lieutenant assures you that the world has been purged from any life on it whatsoever.

Your people are satisfied with the results of your leadership, and morale increases.

You gain +200 loyalty on all systems!
Continue  

Missions: Act 2 > Mission 15  
The Gears of War is almost complete. Although you have referenced to your people vaguely about this project, you begin to reveal that it is a massive industrial complex to produce yet larger numbers of goods for war.

Your people, advisors and slaves support the project, and are anticipating the final stages of the complex, but there are a few things still needed. The complex will Interlink many planets together to produce industrial goods. Your advisors suggest further raids on planets to achieve the final stages of the plan.

Objective: Reach 150,000 Planets in your empire.
Continue  

Mission 15 : New Marauder Strongholds  
With the planets needed to initiate massive industrial growth, you have seen a rapid rise in productivity!
You gain +100,000,000 Consumer Goods!
Continue  

Act 2 > Mission 16  
Achieving such a massive network of planets to be involved in industry is an incredible task. All that remains is involving more workers into building the complex.

You demand that every person join in construction efforts of the complex. Despite the impressive growth of the building, more industrial research is needed to finish the facility.

Objective: 
Reach Level 35 of Industry Infrastructure!
Continue  

Mission 16 : Blood in the System  
Your construction on the complex is almost done, ushering in the New Age of the Marauder's long forgotten involvement in massive industries that they were known and feared for. Workers have tribute you an impressive sum of credits for the final stages of development.
You receive 2,500,000,000 Credits!
Continue  

Missions: Act 2 > Mission 17  
At long last, your final mission approaches!
With the shed blood of a thousand worlds behind
you, the final construction phase of the new
industrial complex is almost finished.

Your scientists ask to meet with you in an
urgent meeting before the complex is activated
and industrial goods begin to churn out of the
facility.

"Sir, as you know, this facility will bring thousands
of years of suffering to an end. However, in order
to bring this facility online, we must have a much
higher industrial capacity in surrounding worlds
for the complex to truly work."

At this final call of your research, development,
and construction of the facility, you make one
last great push to have enough industrial capacity
before the facility comes online, and fully rebuilds
the war machine you and your people have so desirably
wanted.
Objective: 
Acquire 35,000,000 Consumer Goods.
Continue  

Mission 17 : The Final Gear  
With the final capacity needed to activate the facility,
you give the final go ahead to start full production at
the facility. In a brilliant display, thousands of worlds
are now interlinked to produce billions of consumer goods
per year. Your people rejoice at your accomplishments, as
they usher in a new reign of terror over your enemies.
You receive an Industrial Carnival Project!
Continue  

MISSION ACT 3
 
With your armies victorious in recent battles across your empire, you assemble your War Council to plot the greatest war that the
entire galaxy has ever seen - even greater than the Aspha-Collective wars, and the war Bastille led against the Guardians.

Your advisors are eager to discuss the demise of the Terran Empire. After many weeks of discussion, your many advisors propose a cunning strategy for the Terran fall. They call you into the war chambers to discuss the plan with you.

"Our great leader and lord, the Terran Empire is vast and well fortified. Although we have made attacks across their border colonies for the past few years, we have rarely tested their main fleets. With our forces being defeated against the Terran data node colony, we feel that a frontal assault will be suicide, even with our great and powerful armies. Because of this, we propose that we create large-scale diversions inside of the Terran colonies by subverting minority races and rebel groups inside of the empire. When the Terrans are dealing with this threat, the rebels will disable deep-space radar arrays allowing us to spearhead an attack into the core of the Terran homeworlds. Before the Terrans can send their fleets to deal with us, we will be making assaults on their core worlds of Sol, Alpha Centauri, and the Sirius systems. Destroying their core worlds will leave them fractured and disoriented, allowing us to deal with them at our leisure."

Seeing as this plan can be implemented immediately, you issue orders to your communications arrays to contact the groups inside Terran space to offer them a chance to fully defeat the Terran Federations.
Continue  

Missions: Act 3 > Mission 1  
Your communications facilities report that they have sent secret messages to the Terran defectors, as well as minority groups and separatist movements throughout the Terran empire. The communications department leaders have recently sent word to you that it will take weeks to receive word from the first communications groups.

In preparation for the prolonged war with the Terrans, your advisors have requested that you prepare a large sum of credits for the production of your fleets.

Mission Objective: 
Gather 20,000,000,000 Credits!
Continue  

Mission 1 : The Long Road Ahead  
Your large sum of credits has been routed into the preparation for the coming war. New ships are scouting out advanced lightspace routes to Terran territories for the attacks.

Because of this, your fleets have found a considerable sum of new planets for Marauder colonization!
You gain +10,000 Planets!
Continue  

Missions: Act 3 > Mission 2  
Word has been sent to you that the rebellious Terran leaders have received your transmission.

Speaking on behalf of the leaders, an ambassador opens up a direct communication line with you, and your war council.

"Although we are no friends of the Marauder race, we are less of friends with the current Terran government. They have oppressed your peoples, just like ours. Free elections have been a thing of the forgotten past, and any group that opposes them, peacefully or not, is detained and killed for their objections to the ruling leaders.

We would like to establish a new ruling party, free of the atrocities that the Terrans are known for. To complete our tasks, we require a large sum of food, as some of our planets are currently under siege from Terran fleets.

For this gift, we will begin to increase our attacks on the empire for you."

After the communications end, you discuss with your council the offer at hand. The council has agreed with your decision to help the rebels in their fight, and once the primary war is over, to clean up these treasonous Terrans, despite their willingness to help.

Objective: 
Gather 5,000,000,000 units of food
Continue  

Mission 2 : A Gathering Of The Fallen part 1  
Your transports are being loaded up with the large quantities of food to be shipped to the rebel planets. With new cloaking technology, your ships are assured safe passage to their destinations without alerting the Terrans to your presence.
Continue  

Missions: Act 3 > Mission 3  
Shortly after your transports are sent to the Terran rebel groups, your communications towers send word to you that further rebel groups inside Terran territory have been contacted.

Again, you call your war council to join to hear the proposal of the League of the Minors, an often suppressed group of Aspha, Collective, Viral and Guardians inside Terran space that have been at war with the Terrans for many years.

Their leader, Thal Reed appears in a message to you, and your council:

"I bring the supreme leader of the Marauders good tidings. We are elated that you have begun communications with our League about an offer to remove the current government of the Terrans.

Like many other groups, we have been marginalized in Terran society as of late. Their hunger for power has removed any and all other races from their once democratic government. We believe that your offer of revenge to the Terrans is a most acceptable one. However, we require massive amounts of minerals to repair our damaged factories in recent Terran invasions of our factories on our few rogue worlds. I assure you that your minerals will help break the back of the Terran empire, as we seek the same goals as you do."

You then approve the miners to begin the production of the necessary materials to send to the League.

Objective: 
Gather 50,000,000 Units of Rutile
Continue  

Mission 3 : A Gathering Of The Fallen part 2  
Your next wave of transports have been sent to the League of the Minors. Very shortly, your war will begin. Morale has increased in your systems, as anticipation is growing for the war.
Every system receives +200 to Loyalty!
Continue  

Missions: Act 3 > Mission 4  
While sleeping at night in your palace, an urgent call awakes you.

You run to your communications centre, to find a very dangerous new proposition from one of the last rogue Terran groups.

Your advisors brief you on their "proposal".

The rogue faction has demanded that you pay them a large sum of credits in order to not notify the current Terran government of your plans. Enraged by their demand of large sums of credits, you devise a plan of destroying their main bases through viral infections via rogue asteroids.

You then send word that your "transports" will be sent very shortly, with the money that they have requested.

Objective: 
obtain 75,000,000 units of Strafez Organisms
Continue  

Mission 4 : Blackmail and Betrayal  
With your biological plague being launched into space, your scientists are excited to observe the effects your new deadly strain of viruses can decimate a large population of Terrans. Your advisors have discussed further usage of this virus, should it work against the rogue Terrans.

On the eve of the impact of the asteroids, you receive word that your military is in the final phase of planning for the war with the Terrans, and has sent you recent artifacts found by patrolling ships.
You receive +2 Minor Suerte
Continue  

Missions: Act 3 > Mission 5  
Word has been sent to you that your plague has spread across the rogue Terran systems, and has decimated the majority of the populace that had blackmailed you.

However, your scientists are intrigued with the results of the plague, and ask for further patrols being sent to the Terran systems that were infected, seeking out first-hand reports of the results of the plague.

Your advisors praise this new method of destroying the Terran systems, as it should be able to decimate major Terran spaceports in a minimal amount of time, saving your larger fleets for the primary Terran systems, and begin to ready new fleets to be sent to the infected colonies.

Objective: 
Have a total fleet upkeep of 3,500,000
Continue  

Mission 5 : Infection  
Your fleets have returned home from investigating the systems infected by your new plague.

Your scientists then present to you their findings on the plague: the plague worked faster than expected, wiping Terran colonies out in only a few days, and in that time, no cures were readied to save any of the populace. Since the virus is airborne, the majority of the population wasn't ready to act in time to prevent such destruction. Despite it working incredibly well, your scientists have stated that the plague is easily countered, provided the Terrans can communicate between their infected systems about possible cures and remedies for the virus.

Your fleet returns with minerals found on the Terran planets and systems.
You receive +15,000,000 Terran Metal!
Continue   
Missions: Act 3 > Mission 6  
Communications have picked up signals from the rebel factions in Terran space, reporting that they have begun increasing their attacks on targets inside the Terran empire.

Now is the time to strike the Terran empire, your spies have informed you, and you begin the final productions of the vast fleets needed to decimate the Terran empire.

However, before the invasion begins, their deep space radar arrays need to be destroyed. Should the Terrans detect a massive Marauder fleet attacking their empire, they would surely retaliate in full force, bringing your new war to an early stalemate.

Advisors have pointed to the success of the asteroids sent to the rouge Terran colonies as being very successful against unsuspecting systems, and have suggested that you build asteroids to demolish their radar arrays. Although the Terrans will eventually figure out that you destroyed the arrays, it will be too late for them to act.

For now, you must gather the ore needed to construct these deadly asteroids to attack these arrays.

Objective: Gather 50,000,000 Units of Terran Metal.
Continue  

Mission 6 : The New War  
Friendly rogue factions in Terran space have reported that the radar arrays have been destroyed, leaving the Terrans wide open to attack.

Your fleets then begin invading Terran space, winning victory after victory against hundreds of border worlds with your Marauder systems. Victory against the Terrans should be seen in a few months from the first attacks.
You receive +3 Big Time Capsules
Continue  

Missions: Act 3 > Mission 7  
After the asteroids "mysteriously" destroyed the Terran Deep Radar Arrays, the Terran empire is now blind and facing deep internal strife.

Your forces have been poised for weeks to begin their strikes. One system has already been under siege for some time, Regil Endari, has almost fallen and many other systems have faced strikes against them. Even now, thousands of worlds are now being targeted for attacks, and some have already fallen. Now you must strengthen Marauder forces in this system, so you can then move onto other systems that are in need of reinforcements.

Objective: 
Reach at total PR of 60,000,000
Continue  

Mission 7 : Strengthening the Siege  
With a massive fleet added to the siege at Regil Endari, the system falls within a few days of a major strike against its homeworld. With the system in ruins, the rest of your fleet then departs for other Terran worlds nearby.

Currently, the Terran Empire is still very strong, with only 5% of its worlds being decimated so far in this war. However, you and your advisors are very hopeful, as your fleets haven't suffered many losses since the start of the war. You then order your fleets to move on to the next systems, shortly after collecting the spoils of war from the Terrans in the form of yet more minerals.
You receive +50,000,000 Terran Metal!
Continue  

Missions: Act 3 > Mission 8  
With your primary fleet pressing on into Terran territory, your war advisors have proposed new targets in the war, which could allow your fleets to press further into Terran territory.

"My lord, we have analyzed recent fleet movements inside Terran territory. There seems to be dozens of systems in a densely populated area of stars that contain multiple Terran shipyards that are used to produce ships for battle. Although the area is very well guarded, a surgical strike by rebels can damage enough facilities to reduce their capacity to defend themselves.

Rebel groups have already been given the location of the bases, and now only need raw material to conduct the destruction of these facilities."

After the message, you then prepare to acquire large quantities of raw materials to send to the rebel factions as they have requested.

Objective:
Gather 50,000,000,000 Units of Raw Material
Continue  

Mission 8 : A New Front  
With the raw material being used in secret raids against Terran shipyards, very few days pass before you get word from the front. A holographic display brightens in front of you:

"Our lord, we have seen less ships defending Terran worlds in recent days. However, there are still strong Terran forces in the area, and have been hindering our progress. Nevertheless, we will break through primary Terran lines of defenses within a few weeks".

After the display closes, your advisors then notify you of a massive amount of food that has been produced from recently enslaved worlds.
You receive +5,000,000,000 Food!
Continue  

Missions: Act 3 > Mission 9  
With the war going strongly in your favor, a series of events have brought your fighting to a stalemate. Terran colonies under your control have rebelled. Parts of your primary fleet have been routed to these worlds, bringing the spearhead of your fleet to a stalemate for many weeks.

Under your supervision, new asteroids with the Terran Plague are being constructed to sent to these rogue worlds to cleanse them of Terran defenders. You feel that the quick death of these colonies will show that rebellion against the Marauders isn't something to be tried.

Objective: 
Obtain 100,000,000 Units of Strafez Organisms
Continue  

Mission 9 : Revisiting Charred Worlds  
Upon impact of the asteroids, many rebellious worlds have fallen apart due to the plague. Now your ships can return to the main assault fleet once the worlds have been neutralized.

Before the ships return, to the main battle fleet, the planets are pillaged of any and all artifacts. Many transports have returned with new artifacts.
You receive +2 Historias!
Continue  

Missions: Act 3 > Mission 10  
An emergency meeting has been called to your war advisors panel with urgent news from the Terran warfront with briefings from military strategists:

Apparently, your fleets that split from the spearhead against the Terrans that were involved in the attacks against the rebel worlds have been destroyed on their way back to the main task force. Small groups of p. Class Terran fighters ruthlessly attacked and destroyed the vast majority of your ships returning, and have begun an assault to break the spearhead of your forces. Most likely, within a few days, you’re primary fleets will be destroyed.

Due to this huge error, you order your current panel of war advisors to be cleansed, and new advisors are promoted. You hand pick new advisors from war-hardened captains and commanders of recent victories against Terran worlds.

You then prepare yet another fleet to reinforce the nearly defeated spearhead fleet deep in Terran space.

Objective: 
Have a total ship upkeep of 7,000,000
Continue  

Mission 10 : The Broken Spear  
With the second fleet launched to bolster the attack against the Terrans, a grim conclusion is reached: The initial Marauder fleet has failed, and has either been destroyed or captured. The new fleet also has run into massive Terran resistance, and has fought them to a stalemate.

Despite this, there is much hope in your colonies. You now control 10% of the Terran empire, and have reduced much of their war capacity.

With this, your citizens have created a new holy day in which to celebrate your leadership, and have tributed war material to the new battles.

You receive + 10,000,000 Consumer Goods!
Continue  

Missions: Act 3 > Mission 11  
With the new reinforcements making strong attacks against Terran strategic positions, there is a renewed hope of finally defeating the Terrans.

However, more supplies are needed for the fleets to continue making progress. New Terran leaders are defecting, knowing the destruction of their empire is at hand, and are requesting supplies to help rebuild their infrastructure after the war is over.

Objective: Gather 150,000,000 Units of Red Crystal
Continue  

Mission 11 : Forbidden Lands  
With red crystal being transported to front line troops, as well as defeated Terran worlds, more Terran worlds are falling. The defeated worlds rejoice, as their allotment of red crystal will be sold to help rebuild their economy.

Because of this, the Terran leaders have sent you new research in the fields of commercial development. Your scientists are excited with the new breakthroughs that have been given to you by these new worlds.

Your Commerce infrastructure increases by +2!
Continue  

Missions: Act 3 > Mission 12  
Reconnaissance has shown massive outer Terran worlds that haven't been targeted for attack since the onset of the war. For the most part, these worlds haven't been active in supporting the Terran empire's fleets.

However, they have been supplying them massive amounts of resources, and the supply must be stopped. A war general, Yelos, has advised you on the worlds that need invaded.

"Our lord, many of these worlds have been supplying Terrans with large amounts of food and commercial income for years. Although they are far away from the Terran galactic core, they need neutralized if we are expected to win the war. Begin attacking these rogue worlds to lead us to victory!"

Objective: 
Obtain total Ship Upkeep of 9,500,000
Continue  

Mission 12 : Terran Lands Disclosed  
As your fleets finish the invasion of the last outer world, no Terran colonies are safe from the war. Spy reports show that Terran morale is beginning to wane, and even more colonies have defected. 20% of the Terran empire now lies under your control. Your forces are now only 1000 parsecs away from the Terran homeworlds!

Your innermost system gains 100,000 planets.
Continue  

Missions: Act 3 > Mission 13  
Recent victories against the Terran outer colonies has given you a treasure trove of information concerning the Terran Battle Network - a massive communications grid that interlinks over 10,000 planets and systems in the Terran empire. Although the Nexus Colonies are heavily guarded, a strike against one of the few Nexus' would cripple communications for many planets and systems, rendering their defenses helpless.

Your advisors have assembled a strike package that will be enough to destroy one of the Nexus Colonies.

Objective: Have a fleet upkeep of 11,500,000
Continue  

Mission 13 : Communication Dissipation  
On the eve of such a decisive battle looms, you board a d. Fallen class vessel to watch the battle, and provide a morale boost to your troops.

As the battle commences, Terran forces are larger than expected, and the battle rages for many days. You spend very little time sleeping, as thousands of vessels are destroyed.

Your ships finally emerge victorious, despite few remaining. The Terran Nexus Colony has been successfully invaded and captured, revealing the locations of many vital Terran fleet locations, allowing for ambushes against many Terran worlds.

You receive 1 Dark System with 10,000 Planets!
Continue  

Missions: Act 3 > Mission 14  
With the invasion of a Terran Nexus colony, the Terrans have reached a desperate point in the war. Many Terran fleets have been destroyed due to hit and run attacks in many of the smaller worlds, leaving the Terran outer defense force in ruins. However, the massive Terran shipyards near their core worlds still remain intact. Unlike the last few months of the war, the Terrans have begun counterattacking vital parts of Marauder territory.

You must now strengthen your defense networks to deter the Terran attack forces.

Objective: Research System Defense V
Tips: Research-Upgrade System-Destroy System-SYSTEM DEFENSE 1-2-3-4-5
Continue  

Mission 15 : Plague and the Cure
Viral plagues have been detected on the outer edges of Marauder colonies
recently. It seems that the Viral empire has decided to capitalize on the
recent war between your empire and the Terrans. Although their raids have been
weak compared to the Terran War, their attacks have come very close to a secret
research colony that is preparing a new plague to destroy the Terran society
very quickly.
You must now race to the colony and defend it against the Viral intruders.
Objective:
Have a total PR of 140,000,000

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Mission 15 : Plague and the Cure 
As your ships race to the secret Marauder research facility, large numbers of
Borelly cruisers and captured Terran ships begin to attack your fleets.
Fortunately, they are no match for the powerful fleet that you sent to the
colony, and are defeated quickly.
Your research now continues to progress to build the most frightening weapon to
defeat the Terran empire with: A device that can create wormholes within 2000
parsecs of your secret facility. This device would allow you to launch the
Marauder Plague throughout the inner Terran worlds, defeating them within a
scant few days, destroying them from the inside out.
Before, however, your research can progress, your main battle fleets inform you
that they have captured more large Terran worlds.
You gain +10,000 planets!
  Continue  

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Act 3 > Mission 16 
Although your fleets have been incredibly successful against the Terrans in
recent weeks, much of your progress is reaching a stalemate. You now face the
inner worlds of the Terran empire. Aspha Miners have recently signed a non-
aggression pact with the Collective Overminds, and have sent the Terrans
reinforcements to slow down your victories.
Your advisors have suggested completing the wormhole research before building
even more massive fleets to combat the Terrans, as it would ruin your new
industrial economy.
Because of this, you set out to procure a large list of needed materials for
this wormhole project.
Objective #1 : Gather 125,000,000 Units of Red Crystal
Continue 

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Mission 16 : Gathering For The End Part 1 
With the ore procured, the outer hull of this facility has been completed,
leaving only 2 more components needed for the facility.
Your population's morale has continued to be strong, and you have gained more
loyalty from your people.
All systems gain +200 Loyalty!
 Continue  
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Missions:  Act 3 > Mission 17 
There are 2 more components needed for the wormhole facility: Red Crystal is
needed to ensure that the wormhole does not decay during the matter
transmission, and a large base of Strafez organisms for the plague to be
produced.
To begin tests of this facility, you order the Red Crystal be pillaged from
every location in your empire.
Objective: Gather 250,000,000 Units of White Crystal.
Continue  

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Mission 17 : Gathering For The End Part 2 
Massive stores of Red Crystal have been stored at your secret facility. Very
shortly, tests will conclude with the facility, and you will launch the final
phase of your war against the Terrans.
But for now, you must wait and lead your empire, as if the secret project never
existed.
Continue  
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Missions:   Act 3 > Mission 18 
Nearly 5 years have passed since you completed the massive industrial complex
that launched the Marauders into a new age of conquest. Historians have already
cited your leadership as being among the most important in Marauder history,
even next to Bastille.
Despite this, you desire to make the Marauder empire stronger, even before the
Terrans have fallen.
You call a meeting of your war council, asking them to suggest what would
increase the Marauder's strength even further.
"Our empire looms on the verge of greatness. We will soon be the greatest
empire in the galaxy. However, we are far from the largest. We lack the planets
to fully develop our empire, even after the Terrans are destroyed. We have lost
a great deal of planets due to rebellion, and sterilization from Terran
threats. Should we want to be the largest, we must explore, attack and find new
planets for our race to live on".
You agree, and start the search and conquest for new planets.
Objective: Reach a 475,000 planet count.
Continue  
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Mission 18 : The New Marauder Age 
New colonies have been added to your empire, and has grown to pre-Fall
conditions. When the Terran War is over, and their inner core worlds are under
your control, you stand to be the largest empire in the galaxy.
The new colonies have found large hidden relics, and have given them to you for
use.
You receive +2 Regalo and +4 Small Time Capsules!
Continue  
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Missions
Act 3 > Mission 19 
Your advisors call you to a meeting. Hopefully one of the final before the
Terran Empire is no more.
"Our lord, general Yelos has been informed of the final phase of the plan, and
has given us valuable information concerning the Terran front lines.
Reportedly, their innermost worlds are still very strong, and a biological
attack against them could possibly fail due to major medical ships being
stationed in the Terran core worlds.

He has requested that we build up a large force to strike at multiple Terran
Nexus Colonies, to divert their attention on their communication lines. Should
we be able to muster the forces, and win against the Nexus Colonies, they will
not be able to communicate between colonies, and the plague will spread rapidly
and without check, as the medical ships will be closer to the borders."

The advisors hail the idea as brilliant, and agree that the final strike
against the Terrans has almost come, and one final buildup of forces will be
enough to purge the Terrans once and for all.
Objective: Have a total fleet upkeep of 20,000,000
Continue  
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Mission 19 : Diverting Attention 
Once the final ship is launched from its star port, you rest in your quarters
until the first Nexus is under attack.
Reports show that dozens of Terran Nexus Colonies are under siege by your
forces, and Terran defense forces cannot react accordingly to the massive,
far-spread attacks against multiple Nexus colonies. Soon after, the colonies
fall, and the Terrans are in the dark.
Thus you approach the final stages of Terran destruction...
+100 Loyalty
Continue  
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Missions
Act 3 > Mission 20 
Terran medical teams are now helpless to defend against the plague that is
about to be unleashed on their core worlds.
However, a massive sum of Strafez Organisms are needed to engineer the plague
that will strike at the Terran homeworlds.
Objective: Gather 500,000,000 Units of Strafez Organisms
Continue  
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Mission 20 : Making The Plague 
With the organisms gathered, you carefully oversee the construction of the
Black Ships, a group of cloaked vessels loaded with the Terran Plague.
Once the vessels are launched, you hear no word from them afterwards. Assuming
that they've completed their mission, you send spies into Terran federation
space to gather word of the results of the plague....
Continue  
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Missions
Act 3 > Mission 21 
After weeks of watching the Terran fleets wane in defense of their worlds,
finally a spy reports back with urgent news:
"Lord, we have spied out Terran space, and have noted that the plague was
mostly successful in the destruction of the Terran worlds. The majority of
their major colonies were wiped out, and the survivors have flocked to the last
few worlds near their core colonies of Sol, Sirius, Alpha Centauri, and
Bernard's Star. With such few colonies left, other empires have begun attacking
the remaining Terran colonies.

Viral cruisers and destroyers were spotted near their last colonies, and making
strong progress against their last worlds. We assume that the Terran fleets
that are still engaging us are merely fighting
because they have nothing to return to."

After noting this message about the Viral attacks on the Terrans, you are
delighted to see that the Terrans are now the ones being scattered across the
galaxy. You prepare the fleets to strike out against the remaining Terran
colonies, and wipe them from existence.
Objective: Acquire 250,000,000 Pr.
Continue  
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Mission 21 : Racing To The Finish Line 
Your forces are now on the verge of removing humans from the face of the
galaxy. Now only one colony remains. Viral fleets have done all but destroy the
Terran homeworld of Alpha Centauri. You have sent word to the Viral horde
leaders to spare the last Terran colony for yourself. They have agreed to allow
this, since you have given them a portion of the Terran empire, and many hosts
to infect.

With the new colonies, you have gained a significant boost in Terran Materials.
You receive +100,000,000 Terran Metal!
Continue  
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Missions
Act 3 > Mission 22 
Marauder fleets have been dispatched to the final Terran worlds. With much of
former Terran space now deserted, plans are already in place to reclaim much of
the former Terran lands. However, your economy has been severely damaged by the
war, as your industrial complex has been above 150% output for most of the war.
The advisors of your council have urged you to expand the industrial capacity
of the military complex, as it will pave the way for the colonization of the
deserted Terran lands.
Objective: Gather 50,000,000 Consumer Goods.
Continue  
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Mission 22 : Preparing For The End 
The industrial complex now churns even more rapidly with new weapons being
produced.
You sit back, knowing that everything is now in place for the final conflict in
Alpha Centauri against the remnant of Terran forces aided by the treacherous
Aspha Miners and Guardians.
One-time sale of Goods at $10 each!
Continue  
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Missions
Act 3 > Mission 23 
Your forces close in on the last major Terran colony. As you plunge through the
remaining Terran defenses, the Terran council pleads with you to stop the
assault, knowing their end is within weeks.

Unyielding to their requests, you continue against the defenses. Despite
wrecking havoc on the remaining Terran defenses, you get stopped near their
inner defense positions at Proxima Centauri, a key staging area for attacking
Alpha Centauri A/V and B/II by large Guardian fleets.
It is currently unknown how the Guardians could amass such a large force to
defend the Terrans. Nevertheless, you press the attack against the system with
the largest fleet ever assembled in the history of the Marauder empire, known
as the Great Fleet.
Objective: Have a total PR of 350,000,000
  Continue  
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Mission 23 : Payback! 
Your massive power has overwhelmed even the strongest of Guardian and Aspha
Miner defenses.
As your forces plunge through the last Terran world, you remember of all the
battles in the years since you've ruled the Marauders.
The attacks made against the Centauri worlds are incredibly successful, as you
watch the battle from afar, seeing the nuclear war on the surface of the Terran
homeworld.

You have left the Terran worlds in pieces, with only a few surviving rogue
colonies intact.
You receive 1 Capital system with 10,000 planets!
  Continue 
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Missions
Act 3 > Mission 24 
The Terran Empire is now destroyed!
However, more questions arise with the end of the battle. Where did the
Guardians come from? Although there are still Guardian systems, they are too
far away to send defenses to the Terrans, unless they came at the start of the
war.

Much of the Terran Data Colonies were left intact by the plague, and have
revealed some information concerning the Guardians: They just suddenly appeared
weeks before the final battle in Alpha Centauri. There is no evidence of how
they got there.

Further studies must be conducted, but for now, you must build a stronger
empire, for when the time comes, you will set out to find the answers to how
the Guardians came from such a far distance to aid the Terrans.
Objective: Have a total of 750,000 Planets
Continue  
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Mission 25
Objective
Obtain Empire Level 9
 Reward
Nothing
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Missions -  Act 4

Mission 1
Objective
Gather 10,000,000,000 Units of Food!
Reward
Removes 10,000,000,000 Units of Food!
---------------------------------------------------------------------------
Mission 2
Objective
Gather 300,000,000 Units of Composite
Reward
You receive +100,000,000,000 Credits!
---------------------------------------------------------------------------
Mission 3
Objective
Gather 500,000,000 Units of Rutile
Reward
Removes 500,000,000 Units of Rutile
---------------------------------------------------------------------------
Mission 4
Objective
Have a ship upkeep of 35,000,000

Reward
You receive +10 Small Time Capsules
---------------------------------------------------------------------------
Mission 5
Objective
Gather 500,000,000 Units of White Crystal
Reward
You gain +10,000 Planets!
---------------------------------------------------------------------------
Mission 6
Objective
Gather 100,000,000 White Crystal for repairs!
Reward
Removes 100,000,000 White Crystal for repairs!
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Mission 7
Objective
Reach 500,000,000 PR
 Reward
You gain +250,000 Ore from plundering the Drone System!
 ---------------------------------------------------------------------------
Mission 8
 
Objective
400,000 planets
Reward
1 level of agriculture research 

Missions--No missions available just yet--Try again later
marauder mission done at this stage.