Sensor phalanx Sensor phalanx (also phalanx or phala)

Description The Sensor Phalanx is one of the three special buildings that can only be built on moons. High-resolution sensors scan the complete frequency spectrum of all radiation hitting the phalanx. High-performance computers combine tiny fluctuations in energy to obtain information about ship movements on distant planets. For the scan, energy in the form of deuterium (5,000) must be provided on the moon. You scan by switching to the galaxy menu from the moon and clicking on an enemy planet within sensor range (phalanx level)^2 - 1. Prerequisite You need a moon with an established moon base and free fields. Prerequisite Building / research level Moon base 1

Costs The resources must be sent from one of the planets, as nothing can be mined on the moon. Prerequisite Resources for level 1 for level x Total cost level X Metal 20,000 10,000 * 2 ^ x 20,000 * 2 ^ X - 20,000 Crystal 40,000 20,000 * 2 ^ x 40,000 * 2 ^ X - 40,000 Deuterium 20,000 10,000 * 2 ^ x 20,000 * 2 ^ X - 20,000 Energy - - -

How it works You can use the sensor phalanx to scan the fleet movements of other players and thus gain an advantage. Resources carried cannot be detected with the sensor phalanx. The sensor phalanx requires 5000 deuterium per scan, but this cannot be mined on the moon. The deuterium must therefore be sent to the moon, preferably from the corresponding planet. The range of the area that can be scanned increases with each expansion level. However, it becomes very expensive from level 8 (just like the moon base) and can therefore be regarded as a limit. (Example: resources required for the sensor phalanx level 7: 1,280,000 metal, 2,560,000 crystal and 1,280,000 deuterium)

Sensor range = ((level of the phalanx)^2 - 1) systems    

The scan works by clicking on Galaxy and then on the planet name of the respective player.

Scannable flight movements Trade via position 17 / “Trade” is carried out for the Phalanx according to the fleet mission Transport.

Flight movements Planet - Planet

Planet A - Transport / Attack / Espionage - Planet B

Outbound flight visible on start planet A and destination planet B 
Outbound flight aborted visible on start planet A 
Return flight visible all the time on start planet A 

Planet A - Stationing - Planet B

Outbound flight visible on destination planet B
Outbound flight aborted not visible!

Planet A - Colonize / Expedition - Planet B

Outbound flight visible on start planet A
Outbound flight aborted visible on start planet A 
Return flight visible all the time on starting planet A 

Planet A - Hold - Planet B

Outbound flight visible on start planet A and on destination planet B 
Hold visible on target planet B 
Outbound flight aborted visible on start planet A 
Return flight visible all the time on start planet A

Movements Planet - Moon Planet A - Transport / Attack / Espionage / Destroy - Moon B

Outbound flight visible on starting planet A 
Outbound flight aborted visible on start planet A 
Return flight visible all the time on starting planet A 

Planet A - Stationing - Moon B

(outbound flight not visible)
(outbound flight aborted not visible) 

Planet A - Hold - Moon B

Outbound flight visible on start planet A 
(Hold not visible on target moon B) 
Outbound flight aborted visible on start planet A 
Return flight visible all the time on start planet A   

Flight movements Planet - Debris field / Expedition Planet A - Dismantling - Debris field A or B

Outbound flight not visible as such on starting planet A 
Outbound flight aborted visible on start planet A 
Return flight visible all the time on starting planet A

Planet A - Expedition - Planet or moon B

Outbound flight visible on launch planet A
Outbound flight aborted visible on start planet A 
Return flight visible all the time on starting planet A   

Flight movements Moon - Planet

Moon A - transportation / attack / espionage - planet B

Outbound flight visible on target planet B
(outbound flight aborted not visible)
(return flight not visible)

Moon A - Stationing - Planet B

Outbound flight visible on target planet B
(outbound flight aborted not visible)

Moon A - Hold - Planet B

Outbound flight visible on target planet B
Hold visible on target planet B
(outbound flight aborted not visible)
(Return flight after holding not visible)

Moon A - Colonize - Planet B

(all flights not visible because start moon cannot be scanned and target planet does not exist)

The moon is destroyed during the flight:

Return flight takes place to planet A and is visible there 

Movements Moon - Moon

Moon A - Transport / Attack / Espionage / Destroy - Moon B

(all flights not visible, as neither start nor target moon can be scanned)

Moon A - Stationing - Moon B

(all flights are not visible, as neither the start moon nor the target moon can be scanned)

Moon A - Hold - Moon B

(all flights are not visible, as neither the start moon nor the target moon can be scanned)

Moon B is destroyed during the flight

Return flight to moon A and remains invisible

Moon A is destroyed during the flight

Return flight takes place to planet A and is visible there

Flight movements Moon - Debris field / Expedition

Moon A - mining - debris field A or B

(all flights not visible, as the starting moon and TF of the target planet cannot be scanned)

Moon A - Expedition - Planet or Moon B

(all flights not visible, as neither the starting moon nor the target can be scanned)

The moon is destroyed during the flight

Return flight takes place to planet A and is visible there

Application errors (even supposed ones) No popup Deactivate popup blocker! No fleet movements When scanning a planet, all flights are displayed. If there is no fleet activity, nothing is displayed. (There are no flight movements in the direction of the scanned planet). Time deviation (lag) Not a real error. With pr0game, the times are not permanently synchronized with the server, but are controlled by Javascript, i.e. synchronized with the player's computer. Depending on the computer load / CPU utilization, delays may occur. You should therefore phalanx again in good time before timing in order to request the exact server time.