<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Gravity Game on Marks2Games</title><link>https://marks2games.com/gravity-game/</link><description>Recent content in Gravity Game on Marks2Games</description><generator>Hugo -- gohugo.io</generator><language>en-us</language><atom:link href="https://marks2games.com/gravity-game/index.xml" rel="self" type="application/rss+xml"/><item><title/><link>https://marks2games.com/gravity-game/faq/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://marks2games.com/gravity-game/faq/</guid><description/></item><item><title>Battles</title><link>https://marks2games.com/gravity-game/battles/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://marks2games.com/gravity-game/battles/</guid><description>&lt;h2 id="battles"&gt;Battles
&lt;/h2&gt;&lt;p&gt;Battles in &lt;strong&gt;Gravity Game&lt;/strong&gt; are turn-based tactical encounters between two players. Each match represents a single battle, where both sides move their fleets, meet on contested fields, and fight for control.&lt;/p&gt;
&lt;p&gt;The system is designed around planning, prediction, and risk management. Success depends not only on fleet composition, but also on positioning, timing, and deciding how much loss you are willing to accept.&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="battle-structure"&gt;Battle structure
&lt;/h2&gt;&lt;p&gt;Each round consists of two phases:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;&lt;strong&gt;Fleet movement&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Fleet encounters&lt;/strong&gt;&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;During the movement phase, both players reposition their fleets on the battlefield. After both players confirm their moves, all encounters are resolved.&lt;/p&gt;
&lt;p&gt;A full battle ends when one player captures the enemy base.&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="units"&gt;Units
&lt;/h2&gt;&lt;p&gt;Each player controls a fleet of &lt;strong&gt;11 units&lt;/strong&gt;. There are four unit types in the game, each with its own role.&lt;/p&gt;
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&lt;div class="m2g-card m2g-info-card"&gt;

 
 &lt;h3 class="m2g-info-title"&gt;Cruiser&lt;/h3&gt;
 

 

 &lt;div class="m2g-info-body"&gt;
 
 &lt;div class="m2g-info-icon-wrap"&gt;
 &lt;img
 class="m2g-info-icon"
 src="https://marks2games.com/images/gravity-game/ships/cruiser.png"
 alt="Cruiser"&gt;
 &lt;/div&gt;
 

 &lt;div class="m2g-info-text m2g-prose"&gt;
 &lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Firepower:&lt;/strong&gt; 1&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Shields:&lt;/strong&gt; 10&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Cruisers are the basic backbone of a fleet. They provide stable combat value and high durability.&lt;/p&gt;
 &lt;/div&gt;
 &lt;/div&gt;

&lt;/div&gt;

&lt;div class="m2g-card m2g-info-card"&gt;

 
 &lt;h3 class="m2g-info-title"&gt;Destroyer&lt;/h3&gt;
 

 

 &lt;div class="m2g-info-body"&gt;
 
 &lt;div class="m2g-info-icon-wrap"&gt;
 &lt;img
 class="m2g-info-icon"
 src="https://marks2games.com/images/gravity-game/ships/destroyer.png"
 alt="Destroyer"&gt;
 &lt;/div&gt;
 

 &lt;div class="m2g-info-text m2g-prose"&gt;
 &lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Firepower:&lt;/strong&gt; 2&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Shields:&lt;/strong&gt; 10&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Ability:&lt;/strong&gt; The total firepower of Destroyers cannot exceed the number of enemy units on the battlefield.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Destroyers are powerful offensive units, but their effectiveness depends on the size of the opposing fleet. Their strength is limited when facing only a small number of enemies.&lt;/p&gt;
 &lt;/div&gt;
 &lt;/div&gt;

&lt;/div&gt;

&lt;div class="m2g-card m2g-info-card"&gt;

 
 &lt;h3 class="m2g-info-title"&gt;Ghost&lt;/h3&gt;
 

 

 &lt;div class="m2g-info-body"&gt;
 
 &lt;div class="m2g-info-icon-wrap"&gt;
 &lt;img
 class="m2g-info-icon"
 src="https://marks2games.com/images/gravity-game/ships/ghost.png"
 alt="Ghost"&gt;
 &lt;/div&gt;
 

 &lt;div class="m2g-info-text m2g-prose"&gt;
 &lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Firepower:&lt;/strong&gt; 1&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Shields:&lt;/strong&gt; 5&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Ability:&lt;/strong&gt; Each Ghost disables one enemy Destroyer.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;A disabled Destroyer is not destroyed, but it does not participate in combat as long as the Ghost that disables it remains alive. Ghosts are therefore a key counter-unit against Destroyer-heavy fleets.&lt;/p&gt;
 &lt;/div&gt;
 &lt;/div&gt;

&lt;/div&gt;

&lt;div class="m2g-card m2g-info-card"&gt;

 
 &lt;h3 class="m2g-info-title"&gt;Warper&lt;/h3&gt;
 

 

 &lt;div class="m2g-info-body"&gt;
 
 &lt;div class="m2g-info-icon-wrap"&gt;
 &lt;img
 class="m2g-info-icon"
 src="https://marks2games.com/images/gravity-game/ships/warper.png"
 alt="Warper"&gt;
 &lt;/div&gt;
 

 &lt;div class="m2g-info-text m2g-prose"&gt;
 &lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Firepower:&lt;/strong&gt; 2&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Shields:&lt;/strong&gt; 1&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Ability:&lt;/strong&gt; Can move to any field during the movement phase.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Warpers are fragile but highly mobile. Their ability to move anywhere makes them useful for surprise attacks, reinforcement, or sudden repositioning.&lt;/p&gt;
 &lt;/div&gt;
 &lt;/div&gt;

&lt;/div&gt;

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&lt;hr&gt;
&lt;h2 id="movement"&gt;Movement
&lt;/h2&gt;&lt;p&gt;Units move across the battlefield one field per turn, with one exception: the &lt;strong&gt;Warper&lt;/strong&gt; can move to any field during the movement phase.&lt;/p&gt;
&lt;p&gt;Additional movement rules:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;each player has &lt;strong&gt;11 units total&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;a maximum of &lt;strong&gt;6 units from one player&lt;/strong&gt; can occupy a single field&lt;/li&gt;
&lt;li&gt;this means up to &lt;strong&gt;12 total units&lt;/strong&gt; may be present on one field at the same time&lt;/li&gt;
&lt;li&gt;units on a field controlled by the enemy cannot move to another enemy-controlled field&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;After both players finish planning their movement, the encounter phase begins.&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="fleet-encounters"&gt;Fleet encounters
&lt;/h2&gt;&lt;p&gt;Whenever units from both players are present on the same field, a &lt;strong&gt;fleet encounter&lt;/strong&gt; takes place.&lt;/p&gt;
&lt;p&gt;Encounters are resolved in rounds until one side reaches its limit of acceptable losses.&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="maximum-tolerable-losses"&gt;Maximum tolerable losses
&lt;/h2&gt;&lt;p&gt;Before combat, each player sets a value called &lt;strong&gt;maximum tolerable losses&lt;/strong&gt;.&lt;/p&gt;
&lt;p&gt;This represents the number of units that player is willing to lose in the encounter.&lt;/p&gt;
&lt;p&gt;The encounter ends when one player reaches this limit. The player who reaches their tolerable losses loses the encounter.&lt;/p&gt;
&lt;p&gt;This creates one of the most distinctive features of the battle system: players are not only deciding how to fight, but also how much risk they are willing to take.&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="fleet-firepower"&gt;Fleet firepower
&lt;/h2&gt;&lt;p&gt;A fleet’s firepower is the sum of the firepower of all units currently able to fight.&lt;/p&gt;
&lt;p&gt;Firepower is applied against the enemy unit type that is &lt;strong&gt;most numerous&lt;/strong&gt; in the enemy fleet.&lt;/p&gt;
&lt;p&gt;If multiple unit types are tied for the highest number, the following targeting priority is used:&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Cruiser &amp;gt; Destroyer &amp;gt; Ghost &amp;gt; Warper&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;This means that fleet composition affects not only raw strength, but also which units are likely to take damage first.&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="attacks-and-damage"&gt;Attacks and damage
&lt;/h2&gt;&lt;p&gt;In each combat round, both fleets deal damage equal to their current firepower.&lt;/p&gt;
&lt;p&gt;Damage is subtracted from the shields of the targeted unit type. If a unit loses all of its shields, any remaining damage continues to the next eligible unit according to the targeting priority.&lt;/p&gt;
&lt;p&gt;Destroyed units are removed from the encounter and no longer contribute firepower.&lt;/p&gt;
&lt;p&gt;Because fleet strength changes as units are destroyed, combat power can shift rapidly during an encounter.&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="firepower-reduction"&gt;Firepower reduction
&lt;/h2&gt;&lt;p&gt;As enemy units are destroyed, the total firepower of a fleet may decrease.&lt;/p&gt;
&lt;p&gt;This is especially important for &lt;strong&gt;Destroyers&lt;/strong&gt;, because their total firepower cannot exceed the number of enemy units present on the battlefield.&lt;/p&gt;
&lt;p&gt;As a result, removing enemy units is not just a matter of survival — it can directly reduce the opponent’s offensive potential.&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="after-the-encounter"&gt;After the encounter
&lt;/h2&gt;&lt;p&gt;When an encounter ends:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;all surviving units are restored to their maximum shield values&lt;/li&gt;
&lt;li&gt;the winner gains control of the field&lt;/li&gt;
&lt;li&gt;if the encounter ends in a draw, the field remains under the control of its original owner&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;This means that each encounter is self-contained in terms of damage, but still has lasting strategic consequences through field control.&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="controlled-field-bonus"&gt;Controlled field bonus
&lt;/h2&gt;&lt;p&gt;A player who controls a field receives a &lt;strong&gt;+1 firepower bonus&lt;/strong&gt; in all future encounters fought on that field.&lt;/p&gt;
&lt;p&gt;This makes territorial control important not only for movement and expansion, but also for direct combat effectiveness.&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="victory-condition"&gt;Victory condition
&lt;/h2&gt;&lt;p&gt;Each player begins on their own &lt;strong&gt;base field&lt;/strong&gt;.&lt;/p&gt;
&lt;p&gt;If a player loses an encounter on their base and the opponent takes control of that field, the game is over.&lt;/p&gt;
&lt;p&gt;In other words, victory is achieved by breaking through the enemy’s defenses and capturing their base.&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="why-battles-are-different"&gt;Why battles are different
&lt;/h2&gt;&lt;p&gt;The battle system in Gravity Game is not only about raw numbers. It is built around several interacting decisions:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;how to compose your fleet&lt;/li&gt;
&lt;li&gt;where to move and when&lt;/li&gt;
&lt;li&gt;which fields to defend or abandon&lt;/li&gt;
&lt;li&gt;how many losses you are willing to tolerate&lt;/li&gt;
&lt;li&gt;when to push forward and when to retreat&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;This creates battles where prediction, positioning, and risk management matter as much as direct force.&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="related-sections"&gt;Related sections
&lt;/h2&gt;&lt;p&gt;To understand how battles fit into the wider game, continue with the other parts of the guide:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a class="link" href="../planets/" &gt;Planets&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a class="link" href="../districts/" &gt;Districts&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a class="link" href="../production/" &gt;Production&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a class="link" href="../resources/" &gt;Resources&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a class="link" href="../technologies/" &gt;Technologies&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;</description></item><item><title>Districts</title><link>https://marks2games.com/gravity-game/districts/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://marks2games.com/gravity-game/districts/</guid><description>&lt;h2 id="districts"&gt;Districts
&lt;/h2&gt;&lt;p&gt;Districts are the core building blocks of each planet. They determine what the planet can extract, produce, research, transport, and build.&lt;/p&gt;
&lt;p&gt;Some districts are fixed, some are optional, and several can switch between multiple production modes. Changing a district’s mode costs Infrastructure and causes that district to produce nothing during the current turn.&lt;/p&gt;
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&lt;div class="m2g-card m2g-info-card"&gt;

 
 &lt;h3 class="m2g-info-title"&gt;Capitol&lt;/h3&gt;
 

 

 &lt;div class="m2g-info-body"&gt;
 
 &lt;div class="m2g-info-icon-wrap"&gt;
 &lt;img
 class="m2g-info-icon"
 src="https://marks2games.com/images/gravity-game/districts/capitol.png"
 alt="Capitol"&gt;
 &lt;/div&gt;
 

 &lt;div class="m2g-info-text m2g-prose"&gt;
 &lt;p&gt;Every planet has exactly one &lt;strong&gt;Capitol&lt;/strong&gt;. It cannot be built or destroyed.&lt;/p&gt;
&lt;p&gt;The Capitol:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;increases the capacity of biomass, organic sediments, metals, and rocket materials by 100&lt;/li&gt;
&lt;li&gt;produces 10 Infrastructure per turn&lt;/li&gt;
&lt;li&gt;converts Infrastructure + Biomass into Progress&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;The Capitol is also central to planetary growth, because Progress is what unlocks additional district slots.&lt;/p&gt;

 &lt;/div&gt;
 &lt;/div&gt;

&lt;/div&gt;

&lt;div class="m2g-card m2g-info-card"&gt;

 
 &lt;h3 class="m2g-info-title"&gt;Wilderness&lt;/h3&gt;
 

 

 &lt;div class="m2g-info-body"&gt;
 
 &lt;div class="m2g-info-icon-wrap"&gt;
 &lt;img
 class="m2g-info-icon"
 src="https://marks2games.com/images/gravity-game/districts/wilderness.png"
 alt="Wilderness"&gt;
 &lt;/div&gt;
 

 &lt;div class="m2g-info-text m2g-prose"&gt;
 &lt;p&gt;An &lt;strong&gt;Wilderness&lt;/strong&gt; increases biomass capacity by 100.&lt;/p&gt;
&lt;p&gt;At first glance it may seem inactive, but wilderness also matter indirectly because several synergies depend on neighboring wilderness.&lt;/p&gt;

 &lt;/div&gt;
 &lt;/div&gt;

&lt;/div&gt;

&lt;div class="m2g-card m2g-info-card"&gt;

 
 &lt;h3 class="m2g-info-title"&gt;Prospectors&lt;/h3&gt;
 

 

 &lt;div class="m2g-info-body"&gt;
 
 &lt;div class="m2g-info-icon-wrap"&gt;
 &lt;img
 class="m2g-info-icon"
 src="https://marks2games.com/images/gravity-game/districts/prospectors.png"
 alt="Prospectors"&gt;
 &lt;/div&gt;
 

 &lt;div class="m2g-info-text m2g-prose"&gt;
 &lt;p&gt;&lt;strong&gt;Prospectors&lt;/strong&gt; expand the storage capacity of extracted metals and organic sediments by 100.&lt;/p&gt;
&lt;p&gt;They have two modes:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Mode 1:&lt;/strong&gt; mine 20 Metals&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Mode 2:&lt;/strong&gt; mine 10 Organic Sediments&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Mode 2 is locked behind research.&lt;/p&gt;

 &lt;/div&gt;
 &lt;/div&gt;

&lt;/div&gt;

&lt;div class="m2g-card m2g-info-card"&gt;

 
 &lt;h3 class="m2g-info-title"&gt;Industrials&lt;/h3&gt;
 

 

 &lt;div class="m2g-info-body"&gt;
 
 &lt;div class="m2g-info-icon-wrap"&gt;
 &lt;img
 class="m2g-info-icon"
 src="https://marks2games.com/images/gravity-game/districts/industrials.png"
 alt="Industrials"&gt;
 &lt;/div&gt;
 

 &lt;div class="m2g-info-text m2g-prose"&gt;
 &lt;p&gt;&lt;strong&gt;Industrials&lt;/strong&gt; increase Rocket Materials storage capacity by 100.&lt;/p&gt;
&lt;p&gt;They have three modes:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Mode 1:&lt;/strong&gt; convert 50 Metals into 50 Infrastructure&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Mode 2:&lt;/strong&gt; convert 20 Metals + 20 Organic Sediments into 10 Rocket Materials&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Mode 3:&lt;/strong&gt; convert 20 Organic Sediments into 10 Metals&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Modes 2 and 3 are locked behind research.&lt;/p&gt;

 &lt;/div&gt;
 &lt;/div&gt;

&lt;/div&gt;

&lt;div class="m2g-card m2g-info-card"&gt;

 
 &lt;h3 class="m2g-info-title"&gt;Urban center&lt;/h3&gt;
 

 

 &lt;div class="m2g-info-body"&gt;
 
 &lt;div class="m2g-info-icon-wrap"&gt;
 &lt;img
 class="m2g-info-icon"
 src="https://marks2games.com/images/gravity-game/districts/urban.png"
 alt="Urban center"&gt;
 &lt;/div&gt;
 

 &lt;div class="m2g-info-text m2g-prose"&gt;
 &lt;p&gt;&lt;strong&gt;Urban Centers&lt;/strong&gt; have two modes:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Mode 1:&lt;/strong&gt; convert 10 Biomass into 10 Research&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Mode 2:&lt;/strong&gt; produce 10 Influence&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Mode 2 is unlocked by research. This makes Urban Centers the key district for either technological growth or political/military support.&lt;/p&gt;

 &lt;/div&gt;
 &lt;/div&gt;

&lt;/div&gt;

&lt;div class="m2g-card m2g-info-card"&gt;

 
 &lt;h3 class="m2g-info-title"&gt;Expedition platform&lt;/h3&gt;
 

 

 &lt;div class="m2g-info-body"&gt;
 
 &lt;div class="m2g-info-icon-wrap"&gt;
 &lt;img
 class="m2g-info-icon"
 src="https://marks2games.com/images/gravity-game/districts/expedition-platform.png"
 alt="Expedition platform"&gt;
 &lt;/div&gt;
 

 &lt;div class="m2g-info-text m2g-prose"&gt;
 &lt;p&gt;Each planet can have at most one &lt;strong&gt;Expedition Platform&lt;/strong&gt;.&lt;/p&gt;
&lt;p&gt;This district is used for:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;transport between planets&lt;/li&gt;
&lt;li&gt;producing Warship Materials&lt;/li&gt;
&lt;li&gt;producing Expeditions&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Transport costs organic sediments. An Expedition Platform can send &lt;strong&gt;10X&lt;/strong&gt; of any resource to another planet for &lt;strong&gt;X&lt;/strong&gt; organic sediments, and can also bring &lt;strong&gt;10X&lt;/strong&gt; back if the destination planet also has an Expedition Platform. Without one on the target world, resources can only be delivered there, not returned.&lt;/p&gt;
&lt;p&gt;The same district can also perform one of two production actions:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;convert 10 Rocket Materials into 10 Warship Materials&lt;/li&gt;
&lt;li&gt;convert 10 Rocket Materials into 10 Expeditions&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;At 100 Warship Materials, a planet can construct one ship. At sufficient empire-wide expeditions points, the empire gains a new planet.&lt;/p&gt;

 &lt;/div&gt;
 &lt;/div&gt;

&lt;/div&gt;

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&lt;hr&gt;
&lt;h2 id="district-mode-changes"&gt;District mode changes
&lt;/h2&gt;&lt;p&gt;Industrials, Prospectors, and Urban Centers can only operate in one mode at a time.&lt;/p&gt;
&lt;p&gt;Changing a district mode:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;costs 10 Infrastructure&lt;/li&gt;
&lt;li&gt;causes the district to produce nothing during that turn&lt;/li&gt;
&lt;li&gt;applies the new mode starting next turn&lt;/li&gt;
&lt;/ul&gt;
&lt;hr&gt;
&lt;h2 id="district-synergies"&gt;District synergies
&lt;/h2&gt;&lt;p&gt;The technology tree also introduces several district synergies:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Prospector synergy:&lt;/strong&gt; bonus extraction from neighboring Empty Districts&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Industrial synergy:&lt;/strong&gt; bonus production from neighboring Prospectors&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Expedition Platform synergy:&lt;/strong&gt; bonus expedition and warship production from neighboring Industrials&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Urban Center synergy:&lt;/strong&gt; bonus Research and Influence from neighboring Empty Districts&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Diversity:&lt;/strong&gt; district production scales with the number of other district types present, excluding Capitol&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;These upgrades suggest that district placement is not only about raw production, but also about adjacency and composition.&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="related-sections"&gt;Related sections
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;a class="link" href="../planets/" &gt;Planets&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a class="link" href="../resources/" &gt;Resources&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a class="link" href="../production/" &gt;Production&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a class="link" href="../technologies/" &gt;Technologies&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a class="link" href="../battles/" &gt;Battles&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;</description></item><item><title>Planets</title><link>https://marks2games.com/gravity-game/planets/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://marks2games.com/gravity-game/planets/</guid><description>&lt;h2 id="planets"&gt;Planets
&lt;/h2&gt;&lt;p&gt;In &lt;strong&gt;Gravity Game&lt;/strong&gt;, every empire begins with a single home planet. Over time, the player expands to additional worlds and develops them into a larger planetary network.&lt;/p&gt;
&lt;p&gt;Planets are not all identical. They differ in size, available district capacity, and starting conditions, which means that expansion is not just about owning more planets, but also about deciding how to use them effectively.&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="planet-types"&gt;Planet types
&lt;/h2&gt;&lt;p&gt;There are three planet sizes:&lt;/p&gt;
&lt;h3 id="small"&gt;Small
&lt;/h3&gt;&lt;ul&gt;
&lt;li&gt;8 districts&lt;/li&gt;
&lt;li&gt;3000 planetary metals reserves&lt;/li&gt;
&lt;li&gt;50% higher biomass capacity&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id="medium"&gt;Medium
&lt;/h3&gt;&lt;ul&gt;
&lt;li&gt;12 districts&lt;/li&gt;
&lt;li&gt;1000 planetary metals reserves&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id="large"&gt;Large
&lt;/h3&gt;&lt;ul&gt;
&lt;li&gt;20 districts&lt;/li&gt;
&lt;li&gt;500 planetary metals reserves&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;The player starts on a &lt;strong&gt;Small&lt;/strong&gt; planet. The starting planet begins with:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;a &lt;strong&gt;Capitol&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;one &lt;strong&gt;Industrial&lt;/strong&gt; district&lt;/li&gt;
&lt;li&gt;two empty districts&lt;/li&gt;
&lt;li&gt;100 metals in storage&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Newly acquired planets start with:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;a &lt;strong&gt;Capitol&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;three empty districts&lt;/li&gt;
&lt;li&gt;no stored resources&lt;/li&gt;
&lt;/ul&gt;
&lt;hr&gt;
&lt;h2 id="planet-level-and-growth"&gt;Planet level and growth
&lt;/h2&gt;&lt;p&gt;Each planet begins at &lt;strong&gt;level 4&lt;/strong&gt;. A planet’s level corresponds to the number of unlocked districts.&lt;/p&gt;
&lt;p&gt;New districts are unlocked through &lt;strong&gt;Progress&lt;/strong&gt;. When enough Progress is accumulated, the planet levels up and gains one additional district slot. The threshold is based on the previous planet level.&lt;/p&gt;
&lt;p&gt;This means planets do not start fully developed. Instead, they grow over time as the empire invests in them.&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="maintenance"&gt;Maintenance
&lt;/h2&gt;&lt;p&gt;Once a planet reaches &lt;strong&gt;level 9&lt;/strong&gt;, it begins to require maintenance.&lt;/p&gt;
&lt;p&gt;At that point, maintaining the planet costs:&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;5 × (level - 8) × (infrastructure + biomass + influence)&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;A planet cannot continue leveling once all of its districts are unlocked.&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="what-planets-are-for"&gt;What planets are for
&lt;/h2&gt;&lt;p&gt;At a small scale, planets are meant to be developed more broadly and self-sufficiently.&lt;/p&gt;
&lt;p&gt;As your empire grows, planets become more specialized. Instead of every planet doing everything, different worlds can focus on different roles, such as:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;extraction&lt;/li&gt;
&lt;li&gt;industry&lt;/li&gt;
&lt;li&gt;research&lt;/li&gt;
&lt;li&gt;transport and expansion&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;This shifts the game from simple local management toward building a connected interplanetary economy.&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="related-sections"&gt;Related sections
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;a class="link" href="../resources/" &gt;Resources&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a class="link" href="../districts/" &gt;Districts&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a class="link" href="../production/" &gt;Production&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a class="link" href="../technologies/" &gt;Technologies&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a class="link" href="../battles/" &gt;Battles&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;</description></item><item><title>Production</title><link>https://marks2games.com/gravity-game/production/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://marks2games.com/gravity-game/production/</guid><description>&lt;h2 id="production"&gt;Production
&lt;/h2&gt;&lt;p&gt;Production in &lt;strong&gt;Gravity Game&lt;/strong&gt; is not only about what a planet can make, but also about what the player chooses to prioritize.&lt;/p&gt;
&lt;p&gt;The empire rules define several player actions that let you configure how a planet uses its districts and resources. In practice, this means production is a management layer where you decide whether a planet should focus on growth, infrastructure, rocket materials, research, expansion, or war preparation.&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="progress-production"&gt;Progress production
&lt;/h2&gt;&lt;p&gt;Progress is configured in the &lt;strong&gt;Capitol&lt;/strong&gt;.&lt;/p&gt;
&lt;p&gt;By setting Progress production, you decide how much of the planet’s Infrastructure and Biomass will be converted into Progress. Progress drives planetary growth and district unlocking, but larger planets also consume it for maintenance. The default value is 0.&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="infrastructure-production"&gt;Infrastructure production
&lt;/h2&gt;&lt;p&gt;Infrastructure is configured in &lt;strong&gt;Industrials&lt;/strong&gt; and has three global production settings for the planet:&lt;/p&gt;
&lt;h3 id="nothing"&gt;Nothing
&lt;/h3&gt;&lt;p&gt;Industrials in Infrastructure mode produce nothing. Only the Capitol provides Infrastructure.&lt;/p&gt;
&lt;h3 id="usage"&gt;Usage
&lt;/h3&gt;&lt;p&gt;Industrials produce only the amount of Infrastructure needed for:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;planetary maintenance&lt;/li&gt;
&lt;li&gt;the configured Progress target&lt;/li&gt;
&lt;li&gt;district mode changes&lt;/li&gt;
&lt;li&gt;district construction&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;This calculation includes Capitol production, but does not include Development output.&lt;/p&gt;
&lt;h3 id="maximum"&gt;Maximum
&lt;/h3&gt;&lt;p&gt;Industrials produce as much Infrastructure as possible.&lt;/p&gt;
&lt;p&gt;The default setting is &lt;strong&gt;Maximum&lt;/strong&gt;.&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="rocket-materials-production"&gt;Rocket Materials production
&lt;/h2&gt;&lt;p&gt;Rocket Materials are also configured in &lt;strong&gt;Industrials&lt;/strong&gt; and have three settings:&lt;/p&gt;
&lt;h3 id="nothing-1"&gt;Nothing
&lt;/h3&gt;&lt;p&gt;Industrials in Rocket Materials mode produce nothing.&lt;/p&gt;
&lt;h3 id="usage-1"&gt;Usage
&lt;/h3&gt;&lt;p&gt;Industrials produce only the amount of Rocket Materials needed for the configured Warship Materials and Expeditions targets.&lt;/p&gt;
&lt;h3 id="maximum-1"&gt;Maximum
&lt;/h3&gt;&lt;p&gt;Industrials produce as much Rocket Material as possible.&lt;/p&gt;
&lt;p&gt;The default setting is &lt;strong&gt;Maximum&lt;/strong&gt;.&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="research-production"&gt;Research production
&lt;/h2&gt;&lt;p&gt;Research is configured in &lt;strong&gt;Urban Centers&lt;/strong&gt;.&lt;/p&gt;
&lt;p&gt;It is added to the empire-wide research pool rather than stored only on the current planet. The default value is 0.&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="warship-materials-production"&gt;Warship Materials production
&lt;/h2&gt;&lt;p&gt;Warship Materials are configured in the &lt;strong&gt;Expedition Platform&lt;/strong&gt;.&lt;/p&gt;
&lt;p&gt;The default value is 0. Once enough points are accumulated, a planet can produce a warship. The rules specify that each planet can manage one ship, Warper can exist on only one planet, and the other ship classes can be built up to a total of 10. Built ships also consume Influence for maintenance.&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="expeditions-production"&gt;Expeditions production
&lt;/h2&gt;&lt;p&gt;Expeditions are also configured in the &lt;strong&gt;Expedition Platform&lt;/strong&gt;.&lt;/p&gt;
&lt;p&gt;Expedition points are added to the empire-wide bank. The default value is 0. Once the empire reaches the required threshold, it gains a new planet. The cost scales with the number of planets already owned.&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="building-districts"&gt;Building districts
&lt;/h2&gt;&lt;p&gt;On a Wilderness, the player can build any district except Capitol.&lt;/p&gt;
&lt;p&gt;Construction starts immediately and consumes available Infrastructure automatically. Once the construction project reaches &lt;strong&gt;50 Infrastructure&lt;/strong&gt;, the new district is complete.&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="destroying-districts"&gt;Destroying districts
&lt;/h2&gt;&lt;p&gt;Any district except Capitol can be destroyed.&lt;/p&gt;
&lt;p&gt;Destroying a district gives the player &lt;strong&gt;50 Metals&lt;/strong&gt;, and on the next turn the slot becomes a Wilderness.&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="transport"&gt;Transport
&lt;/h2&gt;&lt;p&gt;Transport requires:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;the &lt;strong&gt;Transport&lt;/strong&gt; technology&lt;/li&gt;
&lt;li&gt;an &lt;strong&gt;Expedition Platform&lt;/strong&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;It allows resources to be moved between planets. Transport consumes Organic Sediments, and the return leg requires an Expedition Platform on the target planet as well.&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="technology-and-production-growth"&gt;Technology and production growth
&lt;/h2&gt;&lt;p&gt;Production becomes more flexible over time through research.&lt;/p&gt;
&lt;p&gt;Key technologies unlock:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Organic Sediment mining&lt;/li&gt;
&lt;li&gt;Rocket Materials production&lt;/li&gt;
&lt;li&gt;Metals-from-sediments conversion&lt;/li&gt;
&lt;li&gt;Expedition Platforms&lt;/li&gt;
&lt;li&gt;Transport&lt;/li&gt;
&lt;li&gt;Influence generation&lt;/li&gt;
&lt;li&gt;Trade&lt;/li&gt;
&lt;li&gt;ship production&lt;/li&gt;
&lt;li&gt;district synergies&lt;/li&gt;
&lt;li&gt;repeatable empire-wide upgrades like Cybernetics, Terraform, Diversity, and Gravity Manipulation&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;The technology diagram on the last page of the rules also makes clear that production systems are layered: early research opens new basic modes, while later research strengthens efficiency, synergy, and long-term expansion.&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="related-sections"&gt;Related sections
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;a class="link" href="../planets/" &gt;Planets&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a class="link" href="../resources/" &gt;Resources&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a class="link" href="../districts/" &gt;Districts&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a class="link" href="../technologies/" &gt;Technologies&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a class="link" href="../battles/" &gt;Battles&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;</description></item><item><title>Resources</title><link>https://marks2games.com/gravity-game/resources/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://marks2games.com/gravity-game/resources/</guid><description>&lt;h2 id="resources"&gt;Resources
&lt;/h2&gt;&lt;p&gt;The economy of &lt;strong&gt;Gravity Game&lt;/strong&gt; is built around a network of connected resources. Some are stored locally on a planet, some are global across the empire, and some are virtual outputs that must be used immediately.&lt;/p&gt;
&lt;p&gt;The empire rules divide resources into several categories:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;stored resources with limited capacity&lt;/li&gt;
&lt;li&gt;temporary resources that cannot be stored&lt;/li&gt;
&lt;li&gt;resources with unlimited accumulation toward milestones&lt;/li&gt;
&lt;li&gt;special-purpose resources with unique rules&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;The resource flow diagram in the rules also shows that the system is intentionally interconnected: biomass supports research and progress, metals and organic sediments feed industry, and rocket materials feed both expansion and warship construction.&lt;/p&gt;
&lt;hr&gt;
&lt;!-- raw HTML omitted --&gt;
&lt;div class="m2g-card m2g-info-card"&gt;

 
 &lt;h3 class="m2g-info-title"&gt;Biomass&lt;/h3&gt;
 

 
 &lt;p class="m2g-info-subtitle"&gt;&lt;strong&gt;Natural planetary resource&lt;/strong&gt;&lt;/p&gt;
 

 &lt;div class="m2g-info-body"&gt;
 
 &lt;div class="m2g-info-icon-wrap"&gt;
 &lt;img
 class="m2g-info-icon"
 src="https://marks2games.com/images/gravity-game/resources/biomass.png"
 alt="Biomass"&gt;
 &lt;/div&gt;
 

 &lt;div class="m2g-info-text m2g-prose"&gt;
 &lt;p&gt;&lt;strong&gt;Biomass&lt;/strong&gt; exists naturally on a planet and does not need to be mined. It can be consumed directly.&lt;/p&gt;
&lt;p&gt;Its growth per turn is: &lt;strong&gt;capacity / 10 - organic sediments growth&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Capitol and Wilderness increase biomass capacity. Small planets have 50% higher biomass capacity. Biomass cannot be transported or traded.&lt;/p&gt;

 &lt;/div&gt;
 &lt;/div&gt;

&lt;/div&gt;

&lt;div class="m2g-card m2g-info-card"&gt;

 
 &lt;h3 class="m2g-info-title"&gt;Metals&lt;/h3&gt;
 

 
 &lt;p class="m2g-info-subtitle"&gt;&lt;strong&gt;Core industrial material&lt;/strong&gt;&lt;/p&gt;
 

 &lt;div class="m2g-info-body"&gt;
 
 &lt;div class="m2g-info-icon-wrap"&gt;
 &lt;img
 class="m2g-info-icon"
 src="https://marks2games.com/images/gravity-game/resources/metal.png"
 alt="Metals"&gt;
 &lt;/div&gt;
 

 &lt;div class="m2g-info-text m2g-prose"&gt;
 &lt;p&gt;Each planet has a limited amount of &lt;strong&gt;Metals reserves&lt;/strong&gt;. To use metals, they must first be extracted by &lt;strong&gt;Prospectors&lt;/strong&gt;.&lt;/p&gt;
&lt;p&gt;Extracted metals are stored separately from the planet’s natural reserve. Their storage capacity is increased by &lt;strong&gt;Prospectors&lt;/strong&gt; and &lt;strong&gt;Capitol&lt;/strong&gt;. Metals can be transported between planets and sold through Trade.&lt;/p&gt;

 &lt;/div&gt;
 &lt;/div&gt;

&lt;/div&gt;

&lt;div class="m2g-card m2g-info-card"&gt;

 
 &lt;h3 class="m2g-info-title"&gt;Organic sediments&lt;/h3&gt;
 

 
 &lt;p class="m2g-info-subtitle"&gt;&lt;strong&gt;Secondary extracted resource&lt;/strong&gt;&lt;/p&gt;
 

 &lt;div class="m2g-info-body"&gt;
 
 &lt;div class="m2g-info-icon-wrap"&gt;
 &lt;img
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 alt="Organic sediments"&gt;
 &lt;/div&gt;
 

 &lt;div class="m2g-info-text m2g-prose"&gt;
 &lt;p&gt;&lt;strong&gt;Organic Sediments&lt;/strong&gt; start at zero on each planet and grow based on biomass.&lt;/p&gt;
&lt;p&gt;Their increase per turn is: &lt;strong&gt;biomass / 10&lt;/strong&gt;, rounded down&lt;/p&gt;
&lt;p&gt;This same growth value is also used in the biomass calculation. The maximum planetary reserve of organic sediments is 1000.&lt;/p&gt;
&lt;p&gt;Like metals, organic sediments must be extracted by &lt;strong&gt;Prospectors&lt;/strong&gt; before they can be used. They can be transported, sold, and are also used to pay for transport.&lt;/p&gt;

 &lt;/div&gt;
 &lt;/div&gt;

&lt;/div&gt;

&lt;div class="m2g-card m2g-info-card"&gt;

 
 &lt;h3 class="m2g-info-title"&gt;Rocket materials&lt;/h3&gt;
 

 
 &lt;p class="m2g-info-subtitle"&gt;&lt;strong&gt;Expansion and military resource&lt;/strong&gt;&lt;/p&gt;
 

 &lt;div class="m2g-info-body"&gt;
 
 &lt;div class="m2g-info-icon-wrap"&gt;
 &lt;img
 class="m2g-info-icon"
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 alt="Rocket materials"&gt;
 &lt;/div&gt;
 

 &lt;div class="m2g-info-text m2g-prose"&gt;
 &lt;p&gt;&lt;strong&gt;Rocket Materials&lt;/strong&gt; are produced in &lt;strong&gt;Industrials&lt;/strong&gt; from metals and organic sediments.&lt;/p&gt;
&lt;p&gt;They are stored locally on the planet. Storage capacity is increased by &lt;strong&gt;Industrials&lt;/strong&gt; and &lt;strong&gt;Capitol&lt;/strong&gt;. Rocket materials are used for:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;colonization ships&lt;/li&gt;
&lt;li&gt;warship components&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;They can also be transported and sold.&lt;/p&gt;

 &lt;/div&gt;
 &lt;/div&gt;

&lt;/div&gt;

&lt;div class="m2g-card m2g-info-card"&gt;

 
 &lt;h3 class="m2g-info-title"&gt;Infrastructure&lt;/h3&gt;
 

 
 &lt;p class="m2g-info-subtitle"&gt;&lt;strong&gt;Temporary construction resource&lt;/strong&gt;&lt;/p&gt;
 

 &lt;div class="m2g-info-body"&gt;
 
 &lt;div class="m2g-info-icon-wrap"&gt;
 &lt;img
 class="m2g-info-icon"
 src="https://marks2games.com/images/gravity-game/resources/infrastructure.png"
 alt="Infrastructure"&gt;
 &lt;/div&gt;
 

 &lt;div class="m2g-info-text m2g-prose"&gt;
 &lt;p&gt;&lt;strong&gt;Infrastructure&lt;/strong&gt; is a virtual resource representing engineering and construction work.&lt;/p&gt;
&lt;p&gt;It is required for:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Progress&lt;/li&gt;
&lt;li&gt;Development&lt;/li&gt;
&lt;li&gt;building new districts&lt;/li&gt;
&lt;li&gt;changing district modes&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Infrastructure cannot be stored between turns. Any unused infrastructure is converted into &lt;strong&gt;Development&lt;/strong&gt; at the end of the turn.&lt;/p&gt;

 &lt;/div&gt;
 &lt;/div&gt;

&lt;/div&gt;

&lt;div class="m2g-card m2g-info-card"&gt;

 
 &lt;h3 class="m2g-info-title"&gt;Influence&lt;/h3&gt;
 

 
 &lt;p class="m2g-info-subtitle"&gt;&lt;strong&gt;Political and military support resource&lt;/strong&gt;&lt;/p&gt;
 

 &lt;div class="m2g-info-body"&gt;
 
 &lt;div class="m2g-info-icon-wrap"&gt;
 &lt;img
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 alt="Influence"&gt;
 &lt;/div&gt;
 

 &lt;div class="m2g-info-text m2g-prose"&gt;
 &lt;p&gt;&lt;strong&gt;Influence&lt;/strong&gt; is a temporary resource produced by &lt;strong&gt;Urban Centers&lt;/strong&gt;.&lt;/p&gt;
&lt;p&gt;It cannot be stored between turns. It is needed for:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;planetary progress&lt;/li&gt;
&lt;li&gt;warship maintenance&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Each warship consumes 10 Influence per turn for upkeep. Unused Influence is converted into &lt;strong&gt;Tradepower&lt;/strong&gt; for the next turn.&lt;/p&gt;

 &lt;/div&gt;
 &lt;/div&gt;

&lt;/div&gt;

&lt;div class="m2g-card m2g-info-card"&gt;

 
 &lt;h3 class="m2g-info-title"&gt;Expeditions&lt;/h3&gt;
 

 
 &lt;p class="m2g-info-subtitle"&gt;&lt;strong&gt;Expansion progress&lt;/strong&gt;&lt;/p&gt;
 

 &lt;div class="m2g-info-body"&gt;
 
 &lt;div class="m2g-info-icon-wrap"&gt;
 &lt;img
 class="m2g-info-icon"
 src="https://marks2games.com/images/gravity-game/resources/expedition.png"
 alt="Expeditions"&gt;
 &lt;/div&gt;
 

 &lt;div class="m2g-info-text m2g-prose"&gt;
 &lt;p&gt;&lt;strong&gt;Expeditions&lt;/strong&gt; are created in an &lt;strong&gt;Expedition Platform&lt;/strong&gt; from Rocket Materials.&lt;/p&gt;
&lt;p&gt;They are stored globally in the empire and have no capacity limit. Once enough Expedition points are accumulated, the empire gains a new planet.&lt;/p&gt;

 &lt;/div&gt;
 &lt;/div&gt;

&lt;/div&gt;

&lt;div class="m2g-card m2g-info-card"&gt;

 
 &lt;h3 class="m2g-info-title"&gt;Warship materials&lt;/h3&gt;
 

 
 &lt;p class="m2g-info-subtitle"&gt;&lt;strong&gt;Military construction resource&lt;/strong&gt;&lt;/p&gt;
 

 &lt;div class="m2g-info-body"&gt;
 
 &lt;div class="m2g-info-icon-wrap"&gt;
 &lt;img
 class="m2g-info-icon"
 src="https://marks2games.com/images/gravity-game/resources/warship-materials.png"
 alt="Warship materials"&gt;
 &lt;/div&gt;
 

 &lt;div class="m2g-info-text m2g-prose"&gt;
 &lt;p&gt;&lt;strong&gt;Warship Materials&lt;/strong&gt; are also created in an &lt;strong&gt;Expedition Platform&lt;/strong&gt; from Rocket Materials.&lt;/p&gt;
&lt;p&gt;They are stored locally on the planet, have no capacity limit, and require no upkeep. Once enough are accumulated, they can be spent to create a warship.&lt;/p&gt;

 &lt;/div&gt;
 &lt;/div&gt;

&lt;/div&gt;

&lt;div class="m2g-card m2g-info-card"&gt;

 
 &lt;h3 class="m2g-info-title"&gt;Research&lt;/h3&gt;
 

 
 &lt;p class="m2g-info-subtitle"&gt;&lt;strong&gt;Empire-wide technological progress&lt;/strong&gt;&lt;/p&gt;
 

 &lt;div class="m2g-info-body"&gt;
 
 &lt;div class="m2g-info-icon-wrap"&gt;
 &lt;img
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 alt="Research"&gt;
 &lt;/div&gt;
 

 &lt;div class="m2g-info-text m2g-prose"&gt;
 &lt;p&gt;&lt;strong&gt;Research&lt;/strong&gt; is created in &lt;strong&gt;Urban Centers&lt;/strong&gt; and is transferred into the empire-wide pool.&lt;/p&gt;
&lt;p&gt;It has no storage limit and no upkeep cost. It is spent to unlock technologies. The technology tree in the rules shows that research unlocks new district modes, transport, influence generation, trade access, military ship production, synergies, and repeatable empire upgrades.&lt;/p&gt;

 &lt;/div&gt;
 &lt;/div&gt;

&lt;/div&gt;

&lt;div class="m2g-card m2g-info-card"&gt;

 
 &lt;h3 class="m2g-info-title"&gt;Progress&lt;/h3&gt;
 

 
 &lt;p class="m2g-info-subtitle"&gt;&lt;strong&gt;Planetary growth&lt;/strong&gt;&lt;/p&gt;
 

 &lt;div class="m2g-info-body"&gt;
 
 &lt;div class="m2g-info-icon-wrap"&gt;
 &lt;img
 class="m2g-info-icon"
 src="https://marks2games.com/images/gravity-game/resources/progress.png"
 alt="Progress"&gt;
 &lt;/div&gt;
 

 &lt;div class="m2g-info-text m2g-prose"&gt;
 &lt;p&gt;&lt;strong&gt;Progress&lt;/strong&gt; is generated in the &lt;strong&gt;Capitol&lt;/strong&gt;.&lt;/p&gt;
&lt;p&gt;It is used in two ways:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;larger planets consume it to maintain their level&lt;/li&gt;
&lt;li&gt;when enough is accumulated, the planet levels up and unlocks a new empty district&lt;/li&gt;
&lt;/ul&gt;

 &lt;/div&gt;
 &lt;/div&gt;

&lt;/div&gt;

&lt;div class="m2g-card m2g-info-card"&gt;

 
 &lt;h3 class="m2g-info-title"&gt;Development&lt;/h3&gt;
 

 
 &lt;p class="m2g-info-subtitle"&gt;&lt;strong&gt;Future long-term system&lt;/strong&gt;&lt;/p&gt;
 

 &lt;div class="m2g-info-body"&gt;
 
 &lt;div class="m2g-info-icon-wrap"&gt;
 &lt;img
 class="m2g-info-icon"
 src="https://marks2games.com/images/gravity-game/resources/development.png"
 alt="Development"&gt;
 &lt;/div&gt;
 

 &lt;div class="m2g-info-text m2g-prose"&gt;
 &lt;strong&gt;Development&lt;/strong&gt; currently has no final role defined in the rules, but it is described as a likely future resource for defensive systems against alien attacks and raiders.
 &lt;/div&gt;
 &lt;/div&gt;

&lt;/div&gt;

&lt;div class="m2g-card m2g-info-card"&gt;

 
 &lt;h3 class="m2g-info-title"&gt;Tradepower&lt;/h3&gt;
 

 
 &lt;p class="m2g-info-subtitle"&gt;&lt;strong&gt;Trade efficiency&lt;/strong&gt;&lt;/p&gt;
 

 &lt;div class="m2g-info-body"&gt;
 
 &lt;div class="m2g-info-icon-wrap"&gt;
 &lt;img
 class="m2g-info-icon"
 src="https://marks2games.com/images/gravity-game/resources/tradepower.png"
 alt="Tradepower"&gt;
 &lt;/div&gt;
 

 &lt;div class="m2g-info-text m2g-prose"&gt;
 &lt;p&gt;&lt;strong&gt;Tradepower&lt;/strong&gt; is generated from unused Influence in the previous turn.&lt;/p&gt;
&lt;p&gt;Its role is to reduce taxes on Trade transactions.&lt;/p&gt;

 &lt;/div&gt;
 &lt;/div&gt;

&lt;/div&gt;

&lt;!-- raw HTML omitted --&gt;
&lt;hr&gt;
&lt;h2 id="related-sections"&gt;Related sections
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;a class="link" href="../planets/" &gt;Planets&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a class="link" href="../districts/" &gt;Districts&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a class="link" href="../production/" &gt;Production&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a class="link" href="../technologies/" &gt;Technologies&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a class="link" href="../battles/" &gt;Battles&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;</description></item><item><title>Technologies</title><link>https://marks2games.com/gravity-game/technologies/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://marks2games.com/gravity-game/technologies/</guid><description>&lt;h2 id="technologies"&gt;Technologies
&lt;/h2&gt;&lt;p&gt;Technology is one of the central long-term progression systems in &lt;strong&gt;Gravity Game&lt;/strong&gt;.&lt;/p&gt;
&lt;p&gt;Through research, your empire gradually unlocks new district modes, more advanced logistics, military options, and strategic synergies. At the beginning of the game, planets operate with a relatively limited toolkit. As new technologies are researched, the empire gains access to more specialized and more efficient forms of development.&lt;/p&gt;
&lt;p&gt;Research is therefore not only a bonus system — it is one of the main ways your empire becomes more capable over time.&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="how-research-works"&gt;How research works
&lt;/h2&gt;&lt;p&gt;&lt;strong&gt;Research&lt;/strong&gt; is produced by &lt;strong&gt;Urban Centers&lt;/strong&gt;.&lt;/p&gt;
&lt;p&gt;When a planet uses an Urban Center in research mode, it converts Biomass into Research, which is then added to the empire-wide research pool.&lt;/p&gt;
&lt;p&gt;Important properties of Research:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;it is &lt;strong&gt;global&lt;/strong&gt; across the empire&lt;/li&gt;
&lt;li&gt;it has &lt;strong&gt;no storage limit&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;it has &lt;strong&gt;no upkeep cost&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;it is spent to unlock new technologies&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;This means research is a long-term investment: even if a planet is not strong in direct production or combat, it can still be valuable as a research world.&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="why-technology-matters"&gt;Why technology matters
&lt;/h2&gt;&lt;p&gt;Technology determines what your empire is actually capable of doing.&lt;/p&gt;
&lt;p&gt;Without research, your planets remain limited to basic production and development. With research, the game gradually opens up into a much richer system of:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;extraction choices&lt;/li&gt;
&lt;li&gt;industrial conversion chains&lt;/li&gt;
&lt;li&gt;logistics&lt;/li&gt;
&lt;li&gt;expansion&lt;/li&gt;
&lt;li&gt;military preparation&lt;/li&gt;
&lt;li&gt;efficiency bonuses&lt;/li&gt;
&lt;li&gt;empire-wide scaling&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;In practical terms, technology is what transforms your empire from a small colony into a true interplanetary civilization.&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="early-technologies"&gt;Early technologies
&lt;/h2&gt;&lt;p&gt;The early part of the tech tree expands the core economy and district functionality.&lt;/p&gt;
&lt;p&gt;These technologies unlock the basic tools needed for a more developed empire, such as:&lt;/p&gt;
&lt;h3 id="organic-sediments"&gt;Organic Sediments
&lt;/h3&gt;&lt;p&gt;Allows &lt;strong&gt;Prospectors&lt;/strong&gt; to switch into Organic Sediment extraction mode.
This is important because Organic Sediments are used not only in production, but also in transport and industrial conversion.&lt;/p&gt;
&lt;h3 id="rocket-materials"&gt;Rocket Materials
&lt;/h3&gt;&lt;p&gt;Allows &lt;strong&gt;Industrials&lt;/strong&gt; to produce Rocket Materials.
This is a major progression step because Rocket Materials are required for both expansion and military preparation.&lt;/p&gt;
&lt;h3 id="influence"&gt;Influence
&lt;/h3&gt;&lt;p&gt;Allows &lt;strong&gt;Urban Centers&lt;/strong&gt; to produce Influence instead of only Research.
Influence becomes important later for warship maintenance and broader strategic support.&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="expansion-and-logistics-technologies"&gt;Expansion and logistics technologies
&lt;/h2&gt;&lt;p&gt;Once the empire becomes more advanced, the tech tree opens systems that allow planets to work together instead of remaining isolated.&lt;/p&gt;
&lt;h3 id="expedition-platform"&gt;Expedition Platform
&lt;/h3&gt;&lt;p&gt;Unlocks the &lt;strong&gt;Expedition Platform&lt;/strong&gt; district.
This is one of the most important technologies in the game, because it enables:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;interplanetary transport&lt;/li&gt;
&lt;li&gt;production of Warship Materials&lt;/li&gt;
&lt;li&gt;production of Expeditions&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id="transport"&gt;Transport
&lt;/h3&gt;&lt;p&gt;Allows resources to be moved between planets through Expedition Platforms.
This is where the game begins shifting from local planetary optimization toward a true multi-planet economy.&lt;/p&gt;
&lt;h3 id="trade"&gt;Trade
&lt;/h3&gt;&lt;p&gt;Unlocks the ability to trade resources.
Tradepower, generated from unused Influence, can reduce taxes on these transactions.&lt;/p&gt;
&lt;p&gt;Together, these technologies form the logistical backbone of a larger empire.&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="military-technologies"&gt;Military technologies
&lt;/h2&gt;&lt;p&gt;As your empire develops, research also opens the path toward warship production and military power.&lt;/p&gt;
&lt;h3 id="cruiser"&gt;Cruiser
&lt;/h3&gt;&lt;p&gt;Unlocks the ability to build the &lt;strong&gt;Cruiser&lt;/strong&gt; class.&lt;/p&gt;
&lt;h3 id="destroyer"&gt;Destroyer
&lt;/h3&gt;&lt;p&gt;Unlocks the &lt;strong&gt;Destroyer&lt;/strong&gt; class.&lt;/p&gt;
&lt;h3 id="ghost"&gt;Ghost
&lt;/h3&gt;&lt;p&gt;Unlocks the &lt;strong&gt;Ghost&lt;/strong&gt; class.&lt;/p&gt;
&lt;h3 id="warper"&gt;Warper
&lt;/h3&gt;&lt;p&gt;Unlocks the &lt;strong&gt;Warper&lt;/strong&gt; class.&lt;/p&gt;
&lt;p&gt;These technologies connect the empire layer with the battle layer.
Research therefore does not only improve economy — it also determines which tactical options are available in combat.&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="efficiency-and-synergy-technologies"&gt;Efficiency and synergy technologies
&lt;/h2&gt;&lt;p&gt;The tech tree also contains technologies that do not simply unlock new mechanics, but improve how existing districts work together.&lt;/p&gt;
&lt;p&gt;These upgrades suggest that the game is designed around &lt;strong&gt;interaction between systems&lt;/strong&gt;, not just isolated production numbers.&lt;/p&gt;
&lt;h3 id="prospector-synergy"&gt;Prospector Synergy
&lt;/h3&gt;&lt;p&gt;Improves Prospector performance based on neighboring Wilderness.&lt;/p&gt;
&lt;h3 id="industrial-synergy"&gt;Industrial Synergy
&lt;/h3&gt;&lt;p&gt;Improves Industrial output based on neighboring Prospectors.&lt;/p&gt;
&lt;h3 id="expedition-platform-synergy"&gt;Expedition Platform Synergy
&lt;/h3&gt;&lt;p&gt;Improves Expedition and Warship Materials output based on neighboring Industrials.&lt;/p&gt;
&lt;h3 id="urban-center-synergy"&gt;Urban Center Synergy
&lt;/h3&gt;&lt;p&gt;Improves Research and Influence production based on neighboring Wilderness.&lt;/p&gt;
&lt;h3 id="diversity"&gt;Diversity
&lt;/h3&gt;&lt;p&gt;Improves district production depending on the number of different district types on the planet. Capitol is excluded from this count.&lt;/p&gt;
&lt;p&gt;These technologies make planetary layout and specialization more meaningful over time.&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="repeatable-empire-upgrades"&gt;Repeatable empire upgrades
&lt;/h2&gt;&lt;p&gt;The technology tree also contains several repeatable or empire-wide improvement paths.&lt;/p&gt;
&lt;p&gt;These appear to be designed as long-term scaling systems that strengthen the empire beyond simple district unlocks.&lt;/p&gt;
&lt;p&gt;Examples include:&lt;/p&gt;
&lt;h3 id="cybernetics"&gt;Cybernetics
&lt;/h3&gt;&lt;p&gt;A repeatable empire-wide upgrade path.&lt;/p&gt;
&lt;h3 id="terraform"&gt;Terraform
&lt;/h3&gt;&lt;p&gt;A repeatable empire-wide upgrade path.&lt;/p&gt;
&lt;h3 id="gravity-manipulation"&gt;Gravity Manipulation
&lt;/h3&gt;&lt;p&gt;A repeatable empire-wide upgrade path.&lt;/p&gt;
&lt;p&gt;While the rules document does not yet fully explain the exact long-term impact of each one in player-facing detail, they clearly indicate that research is intended to remain relevant even in later stages of the game.&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="strategic-role-of-research"&gt;Strategic role of research
&lt;/h2&gt;&lt;p&gt;A strong empire is not only built by extracting more resources, but by unlocking better ways to use them.&lt;/p&gt;
&lt;p&gt;Research affects your empire in at least four major ways:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;it unlocks new production options&lt;/li&gt;
&lt;li&gt;it enables interplanetary logistics&lt;/li&gt;
&lt;li&gt;it allows military preparation and warship creation&lt;/li&gt;
&lt;li&gt;it improves long-term efficiency through synergies and scaling upgrades&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Because of this, research is one of the clearest ways to shape the identity of your empire.&lt;/p&gt;
&lt;p&gt;Some empires may prioritize early expansion and logistics. Others may focus on military readiness, while others may specialize in efficient long-term growth.&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="technology-as-progression"&gt;Technology as progression
&lt;/h2&gt;&lt;p&gt;The technology system also helps define the pacing of the game.&lt;/p&gt;
&lt;p&gt;At first, your empire operates with a limited set of simple decisions. Over time, more and more systems become available. This means the game does not begin with its full complexity exposed all at once. Instead, complexity grows together with the player’s empire.&lt;/p&gt;
&lt;p&gt;That progression is important: it allows the empire layer of Gravity Game to feel like a real technological civilization evolving over time, rather than a static optimization puzzle.&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="related-sections"&gt;Related sections
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;a class="link" href="../planets/" &gt;Planets&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a class="link" href="../resources/" &gt;Resources&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a class="link" href="../districts/" &gt;Districts&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a class="link" href="../production/" &gt;Production&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a class="link" href="../battles/" &gt;Battles&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;</description></item></channel></rss>