1) Council Protection Mode: (Available in account area, check the box and click update, some kind of semi vacation mode
)
- Can only be activated if no counters in last 24 hours, disables gaining turns and secret base production / growth.
You are taken in an extended nebula, 14 days for Gold and 7 days for others. It can be deactivated at any time, automatically deactivates if you attack someone else while in protection mode.
So the Council will take a fee and provide you with an extended hideout place, but the fee is you dont generate any turns, you only use what you have, and you do not have credit and growth to the secret base. I can see a lot of good applications for this one, like if you wanna freeze the attacks on you along with the fee while you do a couple of missions, or design a really expensive ship, etc. The only requirement is that others dont have counters on you. Can be activated / deactivated at any time.
2) After the last update, I have received some very good info that enabled me to find where the encounters / missions where spawning a little more fleet power than they should. I have corrected that, and there should be an improvement, they shouln't go over their fleet power now, but of course they can go lower, because of cost calculations, fleet used by commander, etc.
3) Mothership contracts, if you are below 50 mil power, will be less difficult and offer less reward, not counting commander level. OVer 50 mil power they are as usuall. This was done to help the commanders that have lost their fleets and have a higher level and can't do them because of credits required.
P.S.: Fleel free to provide any info you may think is important, especially with the Council Protection, I am monitoring how it's going with it.
God Speed commanders!
Sir Emi