=First Read=

Overview
Systems
Play Type
Player Tips
Starting Late?
Bots
Online Support


=Credits=

The Team

=Account=

Main
Your Sector
Sector Treasury
Power Allocation
Platforms
Space Stations
Research
Shipyards
Missile Factory

=Action=

Attack
Probe Room
Black Market
Message User

=System=

Politics
System Treasury
Trade Room
Command Room
System Fleet

Forums
News

=Misc=

ShadowOps Map
Scores
Edit Account
Terms / FAQ
= Welcome To Shadowops Help =
This guide is designed to teach you everythign you need to know about ShadowOps so you can play it very effecient.


This is V8 of the Game Guide.
And Is Created by -=ALIBAGDAD=- ™
=Power Allocation=
The power room is very important room. Here, is where you control your power allocation. And can view your power status. When you first load this page, you will see your income of power, your power usage and your difference. If your difference is negative it is advised you build more power producing facilities as soon as possible or you turn off one of the power requiring systems until you have enough power to support it.


Just about everything in ShadowOps, runs on power The ships you own. All your deterium makers, Turrets (when you have researched, and built them), your offensive and defensive missiles.

At the bottom of the screen, you will see options Enabling you to either turn off, or on, your deterium makers, and turrets, also your missile defence.

Having Negative power in ShadowOps is O.K., so long as you are aware that if your storage of power reaches zero EVERYTHING will be turned off. Therefore it is wise to make sure, even if you are producing a negative amount per revolution, that you have ample power in storage. Power can also be purchased from the black market (see black market help)

Once opted to do so each system takes three revolutions to be brought online, and the cost to do this is the power it would take to run the systems for one revolution. If you ever reach 0 power all systems are shut offline and you will need to restart them. ( TIP if your building plats that recuire to be activated than activate them before they are build because then it uses 0 power to start the system up)
=Power Systems=


Missile Defence:

This takes 100K power per missile once brought online. It is advised once you have missiles and you are at alert yellow or higher you should have this online to protect yourself from incoming offensive missiles that could greatly damage you.( NOTICE missile defence can only be brought online while the sys is at Yellow alert or higher)

Turrets:

Are excellent for defence. Unfortunately they take 250 power each to keep online. Turrets can only be built and therefore brought online once you have researched them. In addition to general defence, once the cloak detector has been researched turrets help defend against cloaked ships attacks by targeting the hunter droids as they approach your residance. And they will open fire on enemy ships.


Deterium makers:

Deterium is the heart of all ships and stations. Unfortunately supply of this resource is limited so general "mines" that collect it from space are not enough to supply a larger kingdom with its Deterium needs. Unless they are a miner as their play type. Thankfully your scientists can research for you a Deterium maker. These devices produce a large amount of the resource for a power cost. Keeping these online will insure a steady supply of Deterium to you once you build them.