- Welcome to Celetania Help
- Quick start
- Research
- The Background Story
- Planets
- Planetary overview
- Food and Population
- Storage
- Goods
- Artifacts
- Industrial points
- Research points
- Assembling space ships
- Construction queue
- Minimum and Maximum
- Home planet
- Income
- GUI
- Battle
- Damage model
- Hit points
- The ideal ship
- Agility and Acceleration
- Maximum speed
- Loss of a space ship
- Repair
- EMP
- Space ships
- Load
- Collect
- Pilot orders
- Autopilot
- Fleets
- Colonization
- Invasion
- Equipping
- Ship maintenance
- Starroads
- Warp locator
- Drones
- Rank
- Account
- Additional game elements
- Technical FAQ
- Terms for the upload of pictures
EMP
By activating an EMP, you can tie an adversary up temporarily.If a space ship is effected by an EMP, it is paralyzed for 15 seconds and can't shoot or fly in this period of time. It is defenseless against any type of incoming attack. Within this time, the ship under effect can't fire an EMP of its own.
The only defense against an EMP attack is the very cheap EMP diverter module. This module must've been added to the ship prior to the attack. Adding it after the attack doesn't neutralize the effect.
An EMP can be fired every 10 minutes. All of the ships within the solar system are neutralized - except yours. These know the frequency of the EMP and are automatically immune. The EMP will automatically fire once you enter the battle if you have selected it under the pilot orders. If your fleet has multiple EMPs, they will be fired consecutively and not at the same time. Space stations are immune to the EMP system and are permanently fully functional.
Warning:Several EMP modules on the same ship are useless! You can neither use them multiple times, nor does the cool down shorten. Also the time your enemy is tied up doesn't change.



















