Neveron: The New Era
Neveron Empire Classes
Overview

Ok, there is a major overhaul coming with the proposed class system. A lot of the new ideas have come from players, nost
notably from a few well reasoned forum threads on the topic. The new system will be a point based system. Empires will gain
1 point per level to spend on classes. These may be split between classes. For example if you have a level 12 empire
you may choose to be a pure level 12 Scientist, or a level 7/5 Merchant/Defender or even a six-way combination with 2 points spent in
each of the six classes. The disadvantages you have for each of the infra/battle classes will be those of the highest level
class in each category. For example the level 7/5 Merchant/Defender will have the disadvantages of both a level 7 infrastructure empire
and a level 5 battle empire. As another example, a level 9 Scientist/Merchant/Builder with 3 points in each class will only have the
level 3 infrastructure disadvantages.
Because the benefit levels were based on the assumption of pure classes only, they will probably be some pretty large changes
to this proposal as we move forward. Furthermore game changes in the past few months have greatly affected the utility and power
of several dis/advantages. Expect major revisions as the classes are implemented, and after they are implemented. We will strive to
add unique qualities to all six classes and maintain their balance.
It should be apparent that its possible to cancel disadvantages of one class by assigning points to another class.
For instance, 1 point in an infrastructure class gives you double-cost DOWs, which can be cancelled by the level 3 warrior
benefit of "half-price DOWs."
Points do NOT have to be all assigned. You may save some or all of them if you don't wish to get any benefits or penalties.
Additionally, if you lose a level you will lose class points, taken from your highest level class first. For example if a level 9 empire
has split his points between Warrior (6) and Defender (3) and he drops to level 7 ... he will now be a 4/3 Warrior/Defender.
Infrastructure Classes (3 Classes)

Infrastructure classes have great advantages in research, production, or building, in accordance with their specific class. Conversely they
are inferior in creating, maintaining, and using their armies. At high levels they would do well to team up with some empires of War classes
for their defense, or rely on their tremendous income and ability to replace losses and outspend their opposition to win wars.
Disadvantages (for all three infrastructure classes)
- Level 0 NONE
- Level 1 Double DOW costs.
- Level 2 +25% training cost incurred.
- Level 3 Maximum military maintenance rate: 100%.
- Level 4 Minimum training skill of 3. Maximum surrender rate: 40%.
- Level 5 25% lower threshold for OMT. Triple DOW costs.
- Level 6 Maximum military maintenence rate: 75%
- Level 7 +50% training cost incurred. Maximum surrender rate: 30%.
- Level 8 All ABR rolls: -1. Double mobilization expenses.
- Level 9 Maximum military maintenence rate: 50%. 4x DOW costs.
- Level 10 50% lower threshold for OMT. Maximum surrender rate: 20%.
- Level 11 Minimum training skill of 4. All ABR rolls: -2.
- Level 12 Maximum military maintenance rate: 25%.
- Level 13 5x DOW costs. Maximum surrender rate: 10%.
- Level 14 All ABR rolls: -3.
- Level 15 75% lower threshold for OMT
Scientist Class
- Level 1 50% research facility construction costs.
- Level 2 Provide double your normal level bonus to your faction's research multiplier.
- Level 3 Receive double the standard faction research multiplier. Earn double RP for tournament prizes.
- Level 4 Half price research facility tooling, including TCs. Double mech salvage chances.
- Level 5 +10% multiplier for all research projects. Half-cost hover unit maintenance.
- Level 6 Double RP for normal TP expenditures. Produce TP in factories at a rate of 1 TP per nevday with 100,000 workers.
- Level 7 Half price TCs. Completed research projects add morale, in the amount of RP/20 points.
- Level 8 Triple mech salvage chances. Half RP required for vehicle research.
- Level 9 Free research tooling, including TCs. Half-cost mech unit maintenance. Small nuclear weapons available (limitations apply).
- Level 10 +20% multiplier for all research projects. Scan any adjacent zone for 1 TP (lists enemy units). +10 to sensor power for
all friendly units in any faction battle: 5 TP.
- Level 11 Half RP required for mech research. Completed research projects add morale, in the amount of RP/10 points.
Install targetting computers in your units: 5 TP per unit. Medium nuclear weapons available (limitations apply).
- Level 12 Triple RP for normal TP expenditures. LC development: free LC movement for entire faction.
May send TP to faction members. +1 to all friendly to-hit rolls for any faction battle: 10 TP.
- Level 13 Improved chances for good mech variants. Scan any zone for 10 TP (lists enemy units). +10 ECM for all friendly units
in any faction battle: 20 TP. -1 to all enemy to-hit rolls for any faction battle: 25 TP
- Level 14 Double the number of improvements for re-researching a mech variant. Install improved targetting computers in your units:
100 TP per unit. +2 to all friendly to-hit rolls for any faction battle: 50 TP. Large nuclear weapons
available (limitations apply).
- Level 15 +30% multiplier for all research projects. -2 to all enemy to-hit rolls for any faction battle: 100 TP
Builder Class
- Level 1 +25% construction speed.
- Level 2 Half price Cost of Construction for buildings (the price you pay per BP). -25% Mech upgrade costs/UP usage.
- Level 3 -25% cost for all buildings. +10% to all repair chances.
- Level 4 +50% construction speed. 25% resource renewal chance when mines would otherwise expire.
- Level 5 May purchase level 1 mines for $50 million. 25% less vehicle and tower crits
- Level 6 Half price building crew maintenance costs. +20% to all repair chances. Half required time to build defense towers. -50% Mech upgrade costs/UP usage.
- Level 7 +75% construction speed. May purchase level 2 mines for $200 million. 25% less resource use for factory production.
- Level 8 -50% cost for all buildings. 50% resource renewal chance when mines would otherwise expire. Can change
a water zone to a land zone for $100 million (only builder class now!). Half administrative costs.
- Level 9 Level 5 buildings available. May purchase level 3 mines for $500 million. May build hotdrop-platforms and
hotdrop any unit (no extra charge). Faction may use your building technology to construct towers in half normal time.
- Level 10 +100% construction speed. +30% to all repair chances. May add buildable space for 1 TP per building. May shut down
power grid: all towers inactive in any faction battle (1 TP per turn). -25% administrative costs for entire faction. -75% Mech upgrade costs/UP usage.
- Level 11 May purchase level 4 mines for $1 billion. 50% less vehicle and tower crits. Maximum buildable space: 1100.
50% less resource use for factory production. May adjust terrain in any owned zone for $100 million and 1 TP.
- Level 12 Level 6 buildings available. 75% resource renewal chance when mines would otherwise expire. Can change any owned,
undefended, unbuilt zone for $1 billion. Maximum buildable space: 1200. Faction may use your hot-drop platforms and
hotdrop any unit. 25% less vehicle and tower crits for entire faction.
- Level 13 +125% construction speed. -75% cost for all buildings. May purchase level 5 mines for $2 billion. Maximum buildable space: 1300.
May adjust terrain in ANY zone for $100 million and 10 TP.
- Level 14 +40% to all repair chances. 75% less vehicle and tower crits. Maximum buildable space: 1400. 75% less resources required for
factory production.
- Level 15 Level 7 buildings available. May purchase level 6 mines for $5 billion. Maximum buildable space: 1500
Merchant Class
- Level 1 Double plunder income from city conquest.
- Level 2 +25% commercial income.
- Level 3 May set any discount rate for trade agreements. Double market sales cap.
- Level 4 No maintenance payments for vehicle stockpiles. +25% tax income.
- Level 5 +50% commercial income. No zone restrictions on purchasing locations.
- Level 6 +25% production speed. 3x plunder income. Double effectiveness for pirate bribes.
- Level 7 25% discount on NASI mech purchases. May make direct sales to empires. 3x market sales cap.
- Level 8 No 10% NASI sales fee. 30 min max delivery time on all purchases. 30 min max transit time for equipment.
- Level 9 +75% commercial income. +50% production speed. May buy directly from empires.
- Level 10 May custom order any NASI mech. 30 min max delivery for produced items. 4x plunder. +50% tax income.
- Level 11 50% discount on NASI mech purchases. +75% production speed. NASI embargo on any faction: 10 mil/ND. Double sales
cap for faction.
- Level 12 25% discount on NASI mech purchases for entire faction. May order NASI mechs for faction at cost. Double plunder
income for entire faction. 30 min max transit time for faction for all equipment.
- Level 13 +100% commercial income. May designate one Arena City (1000 building only). May impose a FULL embargo on any faction:
20 mil/ND.
- Level 14 50% discount on NASI mech purchases for entire faction. +100% production speed.
- Level 15 75% discount on NASI mechs.
Combat Classes (3 Classes)

Combat classes have tremendous advantages in battle. The Warrior will almost always defeat equal level opponents in single combat, while
the Defender is almost impossible to hurt at the highest levels. The most unique class is the Mercenary, who relies on fighting
for others. The Mercenary is certainly the most difficult class to succeed in on Neveron but has many unique opportunities for gameplay
built into the merc contractual system. This class will also be the last one to be developed and will probably be weaker than the other
classes for quite a while.
Disadvantages (for all three combat classes)
- Level 0 NONE
- Level 1 +25% building costs.
- Level 2 -25% commercial income.
- Level 3 -25% research multiplier.
- Level 4 +50% building costs.
- Level 5 Double building crew hiring costs. Double land ownership costs.
- Level 6 2x build time. -25% tax income.
- Level 7 +75% building costs. -50% research multiplier.
- Level 8 2x building crew maintenance costs. 2x production time.
- Level 9 3x build time. Double mine maintenance costs.
- Level 10 +100% building costs. 3x production time. -50% commercial income.
- Level 11 3x building crew maintenance costs. -75% research multiplier.
- Level 12 4x building time. 4x production time.
- Level 13 +125% building costs. 3x mine maintenance costs. -50% tax income.
- Level 14 4x building crew maintenance costs. 5x production time.
- Level 15 5x build time. -100% research multiplier.
Warrior Class
- Level 1 -25% attack costs.
- Level 2 +50% overland troops movement speed. Double FL funding limit. -25% LC transit time.
- Level 3 Half price DOWs. Volunteers begin at skill 7/7/7/7/7. Can force ABR in any battle where you have 10x the BV of
the defending force after 60 minutes minimum of battle.
- Level 4 Half cost mobilization. +1 to all LW sensor rolls. Enemies will flee from high reputation forces (25%).
-25% discount on vehicle maintenance costs.
- Level 5 -50% attack costs. mechs count only 50% toward OMT. +25% OMT threshold. Half pirates.
- Level 6 Half price hotdrops. Double overland troop movement speed. Half price LC movement. Can force ABR w/10x BV: 30 min.
Salvage mechs destroyed from head shots: 5%.
- Level 7 Free DOWs. -25% mech maintenance costs. May declare war on empires 1 level lower than yourself if they attack a
faction member. Double chance of skill improvement from battle experience. -50% LC transit times.
- Level 8 May form 4-lance companies. May screen volunteers for above average skill multipliers. Volunteers begin at skill
6/6/6/6/6. Enemies will flee from high rep: 50%. Salvage mechs destroyed from head shots: 10%. -50% vehicle maintenance.
- Level 9 -75% attack costs. +2 to all LW sensor rolls. +1 to all LW init rolls. Can force ABR w/10x BV: 12 min. Salvage mechs
destroyed from CT loss: 20%. +50% OMT threshold.
- Level 10 May screen volunteers for excellent skill multipliers. May declare war on empires 2 levels lower who attack faction members.
-50% mech maintenance costs. No pirates. Salvage mechs destroyed from head shots: 15%. Can pay double-DOW for a
faction-DOW.
- Level 11 May form 4-company battalions. +2 to all LW init rolls. Can force ABR w/10x BV: 6 min. May launch missile strikes
against a tower (instant kill) from an adjacent zone for $5 million per strike. Salvage mechs killed from CT loss: 30%.
-75% LC transit time.
- Level 12 May screen volunteers from super-human skill multipliers. +1 to all LW init rolls for entire faction. Enemies will
flee from high-rep: 75%. May shell adjacent zones once per hour for $20 million, damaging every unit in the zone.
Salvage mechs destroyed from head shots: 20%.
- Level 13 May form 5-lance companies. Volunteers begin at skill 5/5/5/5/5. Can force ABR w/10x BV: 3 min. Salvage mechs
killed from CT loss: 40%. Can buy "super-DOW" giving all faction members DOWs on every member of an enemy faction who
is their level or higher.
- Level 14 May screen volunteers for near-perfect skill multipliers. +3 on all LW sensor rolls. Salvage mechs destroyed by head
shots: 25%.
- Level 15 May form 5-company battalions. Salvage mechs killed from CT loss: 50%.
Defender Class
- Level 1 BONUS FOR EVERY LEVEL: 2% (per level) chance that each attacking unit will take damage from land mines every time a zone
is attacked if you have land mines researched!.
Artillery city defense: 1 strike per turn (10 to hit).
- Level 2 5x cost for enemies to declare war. -1 to enemy sensor rolls when defending. +1 init bonus when defending. +1 for
all ABR rolls.
- Level 3 Pay surrender at one rate better (i.e. if you surrender at 10%, your cost is at the 20% rate). 2x costs for enemy
hotdrops. 2x enemy attack costs. Artillery city defense: 2 strikes per turn (9 to hit).
- Level 4 +2 on all ABR rolls. 2x overland troop movement speed. Double volunteer rate. Faction members may garrison your cities.
- Level 5 -25% tower maintenance. 20 day restriction period available. Auto-creation of militia forces: 10% per zone hit.
Artillery city defense: 3 strikers per turn (8 to hit).
- Level 6 10x cost for enemies to declare war. 4x enemy hotdrop costs. -2 to enemy sensor rolls when defending. -1 to-hit bonus
when defending.
- Level 7 +3 on all ABR rolls. Pay surrender at two rates better. Towers will never fatigue. +2 initiative when defending.
Artillery city defense: 4 shots per turn (7 to hit).
- Level 8 -50% tower maintenance. Auto-creation of militia forces: 25% per zone hit. 3x enemy attack costs. You may garrison
faction member cities. May defend with double the maximum units.
- Level 9 -25% maintenance for infantry and vehicles. 25 day restriction period available. 6x enemy hotdrop costs. 5x overland
troop movement speed. 3x volunteer rate. Artillery city defense: 5 shots per turn (6 to hit).
- Level 10 +4 on all ABR rolls. 15x cost for enemies to declare war. Infinite ammunition for towers. -3 to enemy sensor rolls
when defending. Auto-creation of militia forces: 50% per zone hit. Faction members may garrison any zone of yours.
- Level 11 -75% tower maintenance costs. Pay surrender at three rates better. Units will never fatigue when defending.
Auto-creation of militia forces: 75% per zone hit. -2 to-hit bonus when defending. Atriller city defense: 6 shots
per turn (5 to hit).
- Level 12 -50% maintenance for infantry and vehicles. 8x enemy hotdrop costs. Auto-creation of militia forces: 100% per zone hit.
+3 init when defending. You may garrison any faction member zone.
- Level 13 +5 on all ABR rolls. 30 day restriction period available. 4x enemy attack costs. 10x overland troop movement rate.
Artillery city defense: 7 shots per turn (4 to hit).
- Level 14 20x cost for enemies to declare war. 10x enemy hotdrop costs. -4 to enemy sensor rolls when defending. May defend with
3x number of units.
- Level 15 -75% infantry/vehicle maintenance. Pay no surrender costs. -3 to-hit bonus when defending. Artillery city defense:
8 shots per turn (3 to hit).
Mercenary Class
- Level 1 May accept Pirate Killing contracts. Remote zone purchases/hotdrop fee is only $10 million instead of the usual $25 million.
- Level 2 May accept Defense contracts. Additionally, may offer contracts of your own. May accept up-front payments and
receive higher payments for BV killed than a level 1 merc.
- Level 3 May accept FWAR contracts. May apply to application-only contract offers. May negotiate for zone attack cost
splits with employer.
- Level 4 May accept the most versatile Attack contracts. May create employer-must-apply contracts to screen employers. May
negotiate transport cost splits with employer. Double normal chances of receiving defectors.
- Level 5 May negotiate the use of employer repair bays.
- Level 6 May loan units and pilots to employers, or receive on loan units and pilots from employers.
- Level 7 May reinforce battles.
- Level 8+ The Mercenary class is unique. Mercs are the only class able to accept mercenary contracts, which is a new and powerful system that
will be further developed over the coming months.
Additional mid-level and all higher level benefits have not yet been finalized.