So what the hell is Wirefly, anyway?
“Wirefly - the place you drift into… and never quite leave.”
“Out here, you’re either flying… or floating.”
“Feels like we’re all sharing a drink in the same bar-just waiting to see who draws first.”
Wirefly is a sprawling expanse of sectors scattered across the void - each one claimed, contested, or abandoned to the silence.
When Wirefly takes notice of you, you’ll be dropped into a sector of your own. What happens next is up to you.
- You can build it up.
- You can defend it.
- Or you can watch someone else take it from you.
All around you, other sectors flicker with activity - some thriving with trade, others bristling with firepower, and many barely holding together. Ships drift between them. Deals are made. Attacks happen fast.
If you look closely, you’ll see the interface - a command console, simple but powerful. Everything you do begins there.
- Type findme to locate your sector…
- Or deploy into a new one if you’re drifting.
Basics
Wealth
Defense
Aggression
Interactions
Misc
BASICS
Deploy: This is every player's first command and the only way to get your first sector. more
This command works by Wirefly choosing a random sector in the void.
When a deployer or re-deployer lands, they take ownership of that sector and force out the previous owner (if there is one). If the sector that is randomly chosen is owned by a single-sector player, a second random sector will be chosen instead very quickly, and this time, single-sector player or not, the deployer will be given this sector.
Brand new players deploying in will get 3X the average number of units per sector on their new sector. Re-deployers only get 0.75X of the average number of units per sector.
For new deployers and re-deployers, take note that there are several restrictions. Within the first hour of deploying, raiding success odds are 1 in 10. Within the first eight hours, razing is disabled. Also, you cannot DEPLOY and FIRE a Crew Member within the same turn. You have to choose between one or the other if you are a drifter.
deploy
Find Me / Locate: Helps to locate yourself in Wirefly in case you're wondering where your damn sector is. more
find me
l [player] Locates the sectors that belong to the player you specify
Credits: The money that you have in your wallet (or on-hand), is listed under the 'Credits' column in the top-right area of the screen. more
You can have credits in your Vault and also credits in your wallet (or on-hand). Credits that are not in your Vault are usually credits that you are using at the moment, but you have to be careful because they can be stolen by other players who see the amount of your credits in the 'Credits' column.
It's also a good idea to deposit any credits into your Vault before the timer in the bottom-left area of the screen runs down, so that you will receive some income the next turn.
cr Displays how many credits you have on-hand
Vault: A fairly safe place to store your credits away from thieves or in case you get wiped from Wirefly. more
Your vault serves as a way to store extra credits. You may need it if you lose all of your on-hand credits in battle or to thieving neighbors. Large vaults will begin to show the effects of vault decay over time (0.07% per turn). Also, it is possible for some of your vault money to get heisted on rare occasions by determined players.
v Displays vault information
v d Deposit all on-hand credits
v d [amount] Deposit a specific amount
v w [amount] Withdraw a specific amount
v w e Withdraw everything
v d h Deposit half
v w h Withdraw half
Color: Change the color of your name and your sector initials, as well as the color of the borders going around your sector(s). more
There are endless combinations using HTML color codes.
color Find out color
color 000000 black/invisible color
color ffff00 Yellow
color ff0000 Red
color ffffff White
color 0000ff Blue
color random
border Find out border color
border ffffff White border
border random
Fuel: You need fuel points to be able to do most things, and the amount of fuel points you have is listed under the 'Fuel' column in the top-right area of the screen. more
Most commands use up some of your fuel points, but the good thing is that all players who own sectors gain more fuel points each turn automatically. The fuel accumulates more slowly after 100 fuel points is reached, but it will continue to build up automatically until it hits a soft cap of 3,000 fuel points.
Re-energize yourself with a fuel boost! Take a 50-50 chance to double or lose the amount of fuel points gambled. Each losing gamble eats 1 fuel point.
boost [amount] Gamble an amount of fuel points
boo e Gamble all of your fuel points minus 1
Title: Edit your title to give yourself a fancy nickname, which can be seen when hovering over your name in the top-right area of the screen. more
title [message]
Role: Take space-conquest planning to a whole new level by choosing a role! There are 9 available roles: Red, Green, Blue, Yellow, Purple, Orange, Pink, Lime, and Tan. more
You may change role to a different color at any time. (Once per 24 hours). If you join a Union then you will be able to change your role subsequent times for only 75 fuel without needing to wait 24 hours.
0) Default (this is the default setting, or no role)
1) Red. MERCENARY. Steal/Siphon success odds: 80%. Heist/Bribe/Trigger success odds: double the normal odds.
2) Green. ENGINEER. Gamble/Boost: 81/160 success odds. Artifact mining odds: 1/20.
3) Blue. NAVIGATOR. 10+ extra defensive odds when attacked. Outposts, arsenals, units: cost only 60% of normal price.
4) Yellow. TRADER. Explore success odds: triple the normal odds. Annex: only have to pay a maximum of 33.3% of the sector cost. Bounty: take an increased 1% of vault and 30% of on-hand credits from single-sector players. CreditCards: Collect double the fee. Offer cards to drifters as well. Only need 100 credits to offer a card.
5) Purple. CAPTAIN. 5+ extra defensive odds when attacked. Your sectors annot be relocated with or tagged by other players. If a re-deployer's randomly chosen sector belongs to a player with the purple role, a second sector will be randomly chosen instead, regardless of the owner's role. Blocks, at a minimum, 60% of the damage caused by asteroid storms.
6) Orange. DIPLOMAT. Auto deposits 100% of on-hand credits every cycle. Alliances/Contracts cost: only 100 credits. Contracts extract 10%. Exchange gives 3 credits per unit.
7) Pink. MEDIC. Annex abandoned sectors in any space system regardless if you own sectors in that system or not. Deploy units for free. Tagging is only one-third the normal fuel cost.
8) Lime. GUNNER. Raid at double the normal odds. You may also tag the first sector (i.e 1, 43, 85, etc) in any domain (as long as you own it) with SPACELORD, which will give the sector 100 defensive attack odds. Also, no one else will be able to deploy on it, tag over it, or relocate with it. SPACELORD will still function even if you change your role.
9) Tan. PILOT. With this role, no one will be able to Steal credits or artifacts, Siphon fuel, Bounty reap, Contract-extract, Bribe, or Heist from you. Blocks, at a minimum, 60% of the damage caused by asteroid storms.
roles show Show all roles
role [color] Select a role
Whoami: This command will create a member bio page for you, which you can view when you click your name on the top-right area of the screen. more
To achieve line breaks between sentences, add 'BR' html tags.
whoami [message]
Worth: This command is used to show the current value of a player in credits. more
worth [player]
Chat Title: If you rank in the top 3 of Legends you can create a [fancy title here] next to your name in the chat area! more
public [title] creates your public chat title
pubcolor [color] changes the color of your public chat title
Drifters: This command is used to show the players who are just drifting in space without sectors. more
drifters
WEALTH
Outposts: Probably the surest way to make a good living, outposts multiply the amount of credits you receive every turn. more
Build outposts to multiply your credit production every turn. The cost of each outpost increases as you build more outposts. To prevent a strategy known as outpost-cheesing where one player with many outposts would have another player with few outposts buy up a bunch of outposts at a cheap price, and then the player with many outposts would take those outposts, a mechanism has been put in place so that the more outposts you own based on how many total there are on Wirefly means the more you will get taxed and the less your outposts will actually produce at that point. For honest players this shouldn't be an issue usually. There is no limit to the number of outposts you can build in a sector.
o [amount] [sector]
Contracts: Make contracts with other players and extract 5% of their income every turn. more
You may make contracts with other players for 1,000 credits so that you can extract 5% of their on-hand credits once per turn. You may also remove the contracts of players that are made on you, but if you remove them, those players may also remove your contracts from them as well.
For other settings, see settings.
contracts Displays a list of contracts you have on others and vice versa
con m [player] Make a contract with a player
con r [player] Remove a player's contract from you
con c Cash-out on all your contracts (do this once per turn)
Annex: Any sector that has been abandoned by its owner is obtainable, regardless of the proximity to any of your sectors, except when the sector is in a populated space system in which you own no sectors. more
A populated space system is one in which there is at least 1 player present in a sector. Each space system is made up of 42 sectors.
The price of an annexed sector will be determined by the number of outposts, arsenals and outlaws in the sector. Annexing one of your own abandoned sectors will cost 10 times as much.
The fuel cost for annexing a sector will be the number of sectors you own, squared. So, if you own 4 sectors, the fuel cost for annexing a 5th sector will be 16 fuel points (4 X 4). There is a hard cap of 150 fuel points, which is the highest amount of fuel it will cost you.
Each sector owned generates an extra 42 credits per cycle so that players with multiple sectors have more incentive to hold those sectors. The trick to make this work, however, is to own at least 1 outpost. It is also true that the more sectors you own based on how many sectors are on Wirefly will determine how much you get taxed, so that if you own 50-90% of Wirefly, you will notice that your income suffers.
an [sector]
Arsenals: Each arsenal generates an extra unit on the sector on which it resides, every turn. more
Build arsenals to regenerate more firepower units during cycles. You need units to defend your sectors. The first arsenal costs 100 credits, and each subsequent arsenal will cost 100 credits more than the previous one. There is no limit to the number of arsenals you can build in a sector.
ar [amount] [sector]
Explore: If you are feeling adventurous, explore some new sectors within the vast empty Space! more
When a new sector is discovered down at the bottom of Wirefly, random amounts of outposts, arsenals and outlaws will be on it. The player who has discovered it will receive a discovery fee, which is 10% of the discovered sector's value. For each exploration attempt, players ranked 1-7, 8-14, 15-21, 22+ in the Legends ranking, will expense 25, 20, 15, 10 fuel points respectively.
The odds of discovering a new sector would be 1 in n+1, where n is the number of sectors existing in Wirefly.
exp
Exchange: Cash in some of those unused units for credits. more
Sometimes you will have extra units that you could trade in for credits, or maybe you need to bring your units down to 1 on a sector that you wish to abandon. Each unit you exchange will return only 1 credit, but in a pinch, it may be worth it.
If you just deployed into a sector, you won't be able to exchange units for at least 60 minutes.
You will have to wait 24 hours to join a Union if you exchange units!
ex [amount] [sector]
Gamble: Long the subject of much controversy, gamble any amount of your on-hand credits at a 50% rate of success. Many players have won millions, but when they couldn't control their greed they swiftly lost everything. more
A 50-50 chance to win yourself some credits to buy that next outpost, arsenal or crew member that you have your eyes on. Some players become addicted and foolishly gamble away all of their credits. Each losing gamble eats 1 fuel point. Green role will improve your gambling odds slightly.
g [amount] Gamble an amount of credits
g e Gamble everything (all of your on-hand credits)
Loans: Are you poor? If you just answered "Yes", then get ready to sell your soul to the Vault Of Wirefly for a lot of quick cash! more
There are 4 loan types, 4 is the biggest/riskiest, and 1 is the smallest/safest. Taking out a loan can add millions of credits to your vault, but every Space Break, a little percentage gets deducted from your vault and income credits until you pay that loan back. 90% of that percentage now goes to pay back the loan, the other 10% is lost forever as part of the loan fee. Loans can help you out, but if you can't pay them back they are basically 'money sink holes' and they will not disappear until they are paid off. Only 1 loan can be taken out at a time and you can't give others credits or creditcards when you have a loan out.
loans View loan fees, types, and amounts
loan do or die Costs 50 fuel points. Use this as a last resort. Only works on loan types that are less than loan type 4. If, due to the economy, the current amount that you owe is more than the current amount for a loan type 4, then you will have to wait a bit for the economy to adjust. This is a 50-50 chance of canceling the loan debt if you win or having it double if you lose. You must also have 0 credits, 0 vault, and 0 artifacts to attempt to destroy your loan debt
loan get [1-4] Take out a loan by specifying a loan type of 1-4. Costs 5 fuel points
loan pp [amount] Partial payment, pay back a portion of your loan
loan pay Pays back the entire loan amount, assuming you have that amount in your vault
Lotto: Win hundreds of thousands or even millions in credits! All it takes is a winning lotto ticket and a few measly credits to play! more
The lotto jackpot will always max out at whatever the total vaults on Wirefly adds up to (minus all loans in play), but always at least a minimum of 42,000 credits. Players ranked 1-7, 8-14, 15-21, 22+, on the Legends ranking can purchase up to 50, 100, 150, 200 tickets per turn respectively.
lo [amount]
lo [amount] l The 'less' argument hides all losing numbers from your log
Roulette: Load up your Wirefly-gun with 6 bullets and fire away for a 5-in-6 chance to win 20% of your bet, or a 1-in-6 chance that you will lose 100% of your bet. more
Place your bet by specifying an amount of credits. Roles have no effect on roulette odds.
rr [amount]
Artifacts: In Wirefly, credits are common and can become inflated over time, rendering a small amount of it practically worthless. Artifacts, however, lives outside of Wirefly economy, is much rarer than credits, and can be exchanged for quite a lot of credits. more
Having an artifact supply can benefit you because artifacts doesn't easily lose its value with the shifting and turning of the economy the way that credits do. When dealing in artifacts, keep in mind a few important notes:
The less artifacts there are on Wirefly, the rarer it is and the greater its value in credits. Don't exchange all of your artifacts too fast. If you do exchange some of your artifacts, check the exchange rate first, then exchange 1 artifact at a time while checking the exchange rate after each exchange. You may get more credits if you do it that way since artifacts increases in value the less there is of it.
Also, the value of artifacts increases as the economy goes up, yet it doesn't decrease much as the economy goes down, so it has real staying power when times get hard. It does tend to drop slightly in value when miners are successful and uncover more artifacts hidden deep within Wirefly sectors of space.
And most importantly, when you wipe another player off Wirefly, you loot all of their artifacts as well!
artifacts mining odds are 1 in 25. For each artifacts mining attempt, players ranked 1-7, 8-14, 15-21, 22+ in the Legends ranking, will expense 25, 20, 15, 10 fuel points respectively.
artifacts soft caps at $1,000,000 credits + 1% of rate.
art Displays how many artifacts you own
art e [amount] Exchange your artifacts for credits
art m Mine up to 0.15% of Wirefly artifacts, if lucky
art r Displays the Rate of exchange between artifacts and credits
art s [player] Steal 1-10% of a player's artifacts. Odds: 1:25. Costs 25 fuel
Crew Members: No one is complete without one. Crew Members are expensive, starting at 5 million credits for the first hire, and doubling in cost for each additional Crew Member. You need a Ship before you can start hiring crew members. more
Each Crew Members gives you 70% more of outpost profits, arsenal-generated units per turn, and credits. Additionally, each Crew Member increases your Shield protection by 5% and your stealing success rate by 7%.
No player may have more than 8 Crew Members. Crew Members cannot die, but they can be bribed.
Crew Members cause your fuel to replenish slower every Space Break by 1 fuel point for each Crew Members owned.
See Fire to fire a Crew Members for some quick cash.
crew
DEFENSE
Shield: A shield will help your sectors in battle if raided by another player directly, increasing your odds of defense by 1. more
A shield will cost you 100 credits multiplied by the number of sectors you own. A shield will also reduce the damage inflicted from an asteroid storm by 33%.
shield
Sparta: A good safety measure when you are going to be away from Wirefly for a while. Sparta functions as a separate account from your vault. It doesn't actually hold any credits in it, but the idea is to SET it to a number, say, 10,000. Then, if you are attacked and are down to your last single sector and unit, your vault will automatically pull out 10,000 credits to purchase 1,000 units on that sector (10 fuel points will be deducted as well) - and you will be able to prolong the battle (even if you are away from Wirefly). more
Set Sparta to something reasonable, it should be less than what you have in your vault. If you set Sparta to an amount higher than what's in your vault, then all of your vault will be used to purchase units for you when you need them most. 10 fuel points is also deducted when sparta units are automatically purchased
sparta [amount] Costs 5 fuel points to set sparta amount
sparta 0 Sets Sparta funds to 0. No units will be purchased for you. Costs 5 fuel to set Sparta to 0
Units: Purchase more units to defend your sectors. more
The cost is 10 credits per unit.
u amount [sector]
Abandon: Ditch a sector when you know you can't defend it in order to gain some cash when another player takes it. more
To abandon a sector, it must have only 1 unit left on it, either by exchanging the units, or moving them to another sector. You will be paid a percentage of the sector's value (up to 80%, minus 0.8% per outlaw) when another player annexes or re-deploys on it.
When a player re-deploys on an abandoned sector, that player in essence actually purchases the sector. The purchase cost will be deducted from that player's on-hand credits, or reduce their credits to 0 if the cost is too much.
ab [sector]
Ship: It costs one million credits, but once obtained, your future is set. Ship sectors can be identified by their double border. more
Making a sector a Ship sector DOES NOT MEAN mean that no one can take your Ship sector from you. It does mean that you will have an additional 20+ defensive odds in that sector when raided, an 83% shield defense against asteroid storms, and you can relocate your sector to another sector in space as you would with a WARP tagged sector, but for the normal fuel cost of relocating. So you can move around sectors quite quickly and cheaply, and hide behind powerful sectors.
A Ship sector cannot be deployed on by another player. A ship costs 1,000,000 credits. If you already have a Ship sector, you can shift your Ship onto a different sector for 250,000 credits.
Only one Ship sector is allowed per user. You can also remove your ship from a sector, refunding you 750,000 credits.
Certain types of sectors can NOT be made Ship sectors. These are: BEACON-A, BEACON-S, BEACON-N, PATCH, ORACLE, SPACELORD tagged sectors.
ship [sector] makes a sector your ship sector, or shifts your ship onto a different sector
ship remove removes your ship from a sector, refunding you some credits
FORCEFIELD: Build FORCEFIELDs on your sectors for better protection and to keep out intruders. more
Sectors that have FORCEFIELDs on them cannot be deployed on, cannot be relocated with by other players, and cannot be tagged.
In order to build a FORCEFIELD on one of your sectors, you must first have a Sentinel on that sector. The Sentinel is trained, paid some credits, and then transforms into a solid FORCEFIELD which has a whopping defense of 40 odds!
FORCEFIELDs start off pretty cheap, the first FORCEFIELD will cost you 1,000 credits. Each additional Wall will cost 10 times more than the previous one. You may not abandon a FORCEFIELD sector, and you can't build a FORCEFIELD on a Ship sector.
You may remove a FORCEFIELD from a sector, but you will only receive 1,000 credits and the FORCEFIELD will transform back into a Sentinel. If you have 6 FORCEFIELD sectors, you cannot build anymore FORCEFIELDs, although you may raid and conquer other FORCEFIELD sectors.
force [sector]
force [sector] [remove] transforms the FORCEFIELD back into a Sentinel
Note: There are other commands that can help with defense like roles, tagging, and patches.
AGGRESSION
Raid: Raid any opponent's sector that is adjacent to your own sectors. Sectors are comprised of units. Defeat all units on a sector to conquer it. more
You may raid another player's sector that is touching one of your own sectors (yes, you CAN raid diagonally). A winning attack that conquers the sector would cost 3 fuel, otherwise it would cost only 1 fuel. In a normal battle the attacker has 1 in 3 odds of winning an attack. Units from both sides can be lost regardless who wins an attack, but you will lose more units if you lose an attack. A winning attack can take over a sector if there are enough attacking units.
If an attacker has more alliances than a defender, the odds become 1 in 2 for the attacker. If the defender has more alliances, the odds become 1 in 4 for the attacker. The defender can increase the odds by 1 more point if a shield is owned. The attacker can increase the odds by 1 if the defending units have been whittled down to 1. The defender, at this point, has a chance to abandon his sector or go down swinging. If a player loses all of their sectors they become a drifter and will have to re-deploy into Wirefly in order to be randomly assigned a new sector. Odds of a successful attack for re-deployers within the first hour are 1 in 10.
r [enemy-sector] [your-sector]
Bribe: Crew Members are one of the main ways to measure the strength of a player because they multiply your profits and units with their skills. They are also not very loyal at times and can be bribed on rare occasions. more
The chance of bribing a crew member away from a fellow player to come work for you is 1 in 100. But, be careful! If your bribe is not successful, there is a slight chance (1 in 125) that a crew member may actually leave your employment to work for the player you attempted to bribe a crew member from! Crew members often go where the grass is greener and if you can convince them that your sectors are fairer and your ale, sweeter - they may follow.
Also, understand that while accumulating crew members in this fashion may make you more powerful faster, it can also make you some bitter enemies, so proceed with caution. There is no difference in bribing a crew member from an active, inactive, or drifter player. Also, you must have at least 1 crew member yourself when attempting to bribe crew members from others.
Costs 30 fuel.
br [player]
Asteroid Storm: This ancient griefer's command is legendary! more
The fuel cost is 2% of your total fuel per storm, or 10 fuel, whichever is more. The credit cost per storm is 1% of your vault+credits, or 50 credits, whichever is more.
The damage done per storm depends on the defender. If the defender has a shield, they automatically block 33% of the damage. Each crew member owned by the defender blocks an additional 5% of damage. If the damage is inflicted upon a ship sector, the percentage of damage blocked will automatically be 83%.
The percentage of damage actually inflicted by the storm will be a random percentage between 1 and (100 - percentage blocked).
Drifters may not cause storms. Note, some storms may happen randomly, not caused by a player.
storm Attempt a random asteroid storm
Heist: A 1% chance every turn to steal a random amount of credits (up to 25%) from a non-ally's vault. more
Only Heist or Steal can be used once per turn so choose wisely which one to use.
heist [player]
Mug: No matter how you rank in Legends, you can attempt to mug any other player. more
Mug at 70% odds of success for 70% of their on-hand credits as long as the player you are mugging is not an ally. This attempt uses up your outlaw-incite attempt for the turn.
mug [player]
Trigger: Trigger outlaws in sectors where there are 10 or more outlaws. more
A 1 in 10 chance of success to spread up to 50 outlaws from the selected sector to other random sectors, angering many. An attempt to trigger outlaws uses up your outlaw-incite attempt for that turn.
trigger [sector]
Raze: Conquer an enemy's sector, and then destroy outposts or arsenals on that sector in order to not only piss off your enemy, but to make some extra credits as well. more
Destroy outposts/arsenals and get refunded 70% of the costs that went into building them.
If you had just deployed into Wirefly, you have to wait 8 hours before you can use this command.
raze [outposts/arsenals] [sector] [amount]
Outlaws: When placed in a sector, these bad boys drain away a small percentage of that sector's units and the owner's 'income credits'. They can be removed for a fee or by a lucky request. more
You can attempt to incite an outlaw rebellion on a sector (70% chance of success) to reduce the owner's units 'on that sector' and the owner's fresh 'income credits' (not credits that's been sitting on-hand and wasn't deposited).
Every Space Break, these pesky rebels will remove 1% of units (per outlaw) on the affected outlawed sector (AS LONG AS THERE IS AT LEAST 1 arsenal ON THAT sector), as well as 1% (per outlaw) of the owner's fresh 'income credits'.
outlaws do damage to a sector over time, and the more outlaws, the more serious the damage will be.
You can also attempt to remove a outlaw from a sector by negotiation (70% chance of success), or you can just pay off an outlaw to force it to leave a sector (Costs 1,000 credits or 1% of your total vault and on-hand credits, whichever is more).
x i [sector] Incite an outlaw
x r [sector] Attempt to remove one outlaw by negotiation
x p [sector] [amount] Remove outlaws with payment
x g Remove ghost outlaws that show in rankings, but not on your sectors
x w Wipe all outlaws from your sectors with one payment
x w [player] Wipe all outlaws from another player's sectors with one payment
Reject: Break off an alliance. Why would you ever do this? To steal their credits, of course! more
reject [player]
Revolt: Players who have been targeted with outlaws can now return the favor. A successfully lead revolt, which is large enough, can potentially mean dozens of new outlaws springing up randomly across Wirefly in the blink of an eye! more
The more outlaws you have on your sectors, the bigger your revolt can be, but the odds of pulling it off will be more difficult.
If you have 4 outlaws, your odds for a successful revolt are 1 in 4, and if you succeed, 6 outlaws (or 1.5 X the number of your outlaws) will be placed randomly across Wirefly.
Only a revolt or inciting an outlaw normally may be attempted once per Space Break.
re
Siphon: A 10% chance every turn to steal up to 10% (or 5% if you're a drifter) of fuel from a non-ally. Crew members increase your stealing success rate by 7% each. more
Using this command also uses up your Steal/Heist attempt for that Space Break as well.
si [player]
Steal: A 10% chance every turn to steal up to 80% (or up to 30% if you're a drifter) of on-hand credits from a non-ally. Crew members increase your stealing success rate by 7% each. more
Using this command also uses up your Heist/Siphon attempt for that Space Break.
s [player]
Bounty: See a player with only 1 sector? Then you may easily take 10% of their on-hand credits and 0.5% of their vault every turn. more
bounty [player]
INTERACTIONS
Alliance: Form alliances with others to raise your clout attribute, which can help your odds in battle. more
Costs 1,000 credits per alliance. Serves as a gesture of goodwill. Allies cannot steal from each other. Having more alliances than your opponent increases your chances of victory in battle. Each alliance is worth one 'clout' point. The term 'alliances' and 'clout' are interchangeable.
To get rid of an alliance, you would have to reject them.
al [player]
Creditcards: Hand credit cards out to other players so that you can extract a card fee of 1% of their vault per turn. more
As a creditor, you can offer an active player funds via a creditcard of 10,000 credits or more, up to 10% of your vault. If a player (the debtor) has accepted your card, you can collect a fee (1% of their vault), if the debtor has used money and has not fully repaid the creditcard amount. If the debtor has been inactive for 2 weeks, you will be unable to extract fees from the debtor's vault.
By canceling the creditcard, you will get back whatever is left in the creditcard funds. Conversely, as a debtor, after accepting the credit card, using funds from a creditcard would transfer them from the creditcard to your on-hand credits.
cc Get information on your cards
cc offer [player] [amount]
cc accept [player]
cc cancel [player]
cc collect [player]
cc use [player] [amount]
cc add [player] [amount]
cc add [player] [amount]
cc loan [player] Buy a loan debt from a poor player and transfer it to a creditcard with no credit for that player. Costs the amount of their loan plus a fee of 10% of their total vault and credits, or 10,000 credits, whichever is more
Move: Move units around from any one of your sectors to another sector, or to one of your ally's sectors. more
You can move units from one of your sectors to another sector, even if the other sector is not owned by you or is far away. The cost is 1 credit per unit moved, and you cannot move units to abandoned sectors.
To move units to another player's sector, you must have an existing alliance with the player. If you just re-deployed, you won't be able to send units to an ally for at least 180 minutes.
m [amount] [from-sector] [to-sector]
Give: Take pity on a poorer Wirefly player and give them some credits. more
Share the wealth. The fee to you is 10%. So to give someone 1000 credits, it will actually cost you 1100 credits.
give [player] [amount]
Tagging: You can attempt to mark up sectors across Wirefly with Wirefly-graffiti known as tagging! more
You can vandalize a sector on Wirefly, tagging it, which can be devastating to beacon sectors (BEACON-A, BEACON-S, BEACON-N)
The cost per tagging is 15 fuel. But, tagging is only one-third the normal fuel cost for pink and green roles. Some exciting attributes like 'WARP' can be tagged on sectors.
tag [sector] [message]
tag [sector] FORTRESS If you own outposts, each FORTRESS sector you own increases TOTAL outpost profits by 2%. A FORTRESS will also increase unit production by 2 times the number of the arsenals on that sector. Gives 10 extra defensive odds if raided.
tag [sector] TRAPNET With a TRAPNET tagged on your sector, whenever someone raids you on that sector, and they lose the attack, they will lose an EXTRA 25% units. Combine this with the blue role for great defense!
tag [sector] TRADECORE If you own outposts, each TRADECORE sector you own increases TOTAL outpost profits by 5%.
tag [sector] CLOAK If you own the sector, the CLOAK tagging will cloak your sector from view, and no one else can tag over it while you own the sector. NOTE: this is not a full proof hiding method, it's a simple cloaking of your sector(s) at best and it gives you 5+ defensive odds if raided.
tag [sector] NOENTRY Makes a sector un-deployable and only the owner can create and remove this tagging on their sectors.
tag [sector] BEACON-A Indicates the sector is a Wirefly Apprentice, preparing for a mission and must relocate its sector to the very top or very bottom row of Wirefly to begin
tag [sector] BEACON-N Indicates the sector must travel to the North of Wirefly to complete its mission
tag [sector] BEACON-S Indicates the sector must travel to the South of Wirefly to complete its mission
tag [sector] SENTINEL EARNED BY A BEACON COMPLETING ITS MISSION, NOT TAGGING. Indicates a sector which has completed a mission and now has up to 20 defensive odds if attacked. You can remove your own SENTINEL with a PATCH
tag [sector] OUTLAW With an OUTLAW tagged on a sector, no one can remove outlaws from that sector. Only the owner of the sector may remove the outlaw tagging.
tag [sector] OVERDRIVE With a OVERDRIVE tagged on your sector, whenever you raid someone from that sector, you will only lose half of the units you would normally use.
tag [sector] VOIDFIELD To tag a sector with VOIDFIELD, the sector must be owned by you. A sector that is covered by the VOIDFIELD has defensive odds of 1 in 30 in battle but cannot have any outposts or arsenals built on it and it cannot be relocated with sectors by other players. Surrounding your valuable sector(s) with protective VOIDFIELDs may be a good option. Also, VOIDFIELD sectors cannot be deployed onto or tagged by other players. Cost: 10% of total fuel or 30 fuel, whichever is more
tag [sector] ORACLE EARNED BY A BEACON APPRENTICE MISSION, NOT TAGGING. Indicates a SENTINEL sector that has switched to a sector perfectly divisible by 42 and now has up to 50 defensive odds if raided. You cannot relocate TO an ORACLE sector, only away from one, which would demote the ORACLE back to a SENTINEL. Also, you can not deploy upon an ORACLE or make an ORACLE a Ship sector. You can remove your own ORACLE with a PATCH
tag [sector] DEPLOY Any sectors with DEPLOY tagged will be given priority as landing spots for re-deployers. You may only tag DEPLOY on your own sectors or on your own abandoned sectors.
tag [sector] WARFORGE A WARFORGE will increase unit production by 5 times the number of the arsenals on that sector.
tag [sector] SCAVENGER With a SCAVENGER tagged on your sector, whenever you raid someone from that sector, you lose approximately 1 fuel for every 5 raids.
tag [sector] WARP Indicates a sector that can be switched with far away sectors as well as sectors that lie on your border if the target sector is not a Ship sector or ORACLE sector. The WARP must be the sector you are switching FROM and must not be a Ship sector. Costs 100 fuel to use
tag [sector] REACTOR Each REACTOR sector you own increases your total fuel each turn by 1
Special Settings: Block players from being able to build contracts on you, etc. more
con s [amount] Set the minimum contract extraction amount that will appear in your log, 0 is the default so any contract-extraction over 0 would appear in your log
con s 1 No one can give you credits using the GIVE command
con s 2 No one can ALLIANCE you, which means if someone can't become your ally, then they won't be able to move units to your sectors either
con s 3 No one can RADIO you privately
con s 4 No one can buy your loan
con s 12 No one can GIVE you credits OR ALLIANCE you
con s 13 No one can GIVE you credits OR RADIO you
con s 14 No one can GIVE you credits OR buy your loan
con s 23 No one can ALLIANCE you OR RADIO you
con s 24 No one can ALLIANCE you OR buy your loan
con s 34 No one can RADIO you OR buy your loan
con s 123 No one can GIVE you credits OR ALLIANCE you OR RADIO you
con s 124 No one can GIVE you credits OR ALLIANCE you OR buy your loan
con s 134 No one can GIVE you credits OR RADIO you OR buy your loan
con s 234 No one can ALLIANCE you OR RADIO you OR buy your loan
con s 1234 No one can GIVE you credits OR ALLIANCE you OR RADIO you OR buy your loan
con s 404 No one can make contracts on you, neither can you make contracts on others. However, doing this will reduce your income by 30%
con s 101 No one will be able to remove outlaws from your sectors, meaning that you will be unhindered in your revolt and trigger attempts
con block [player] Block specific player from building a contract on you, don't forget to remove their contract too if they made one on you. However, doing this will reduce your income by 20% regardless of how many players you block. Blocked players will NOT be able to RADIO you either
con unblock [player] Unblock specific player so they CAN make a contract on you
Relocate: This is a fun command that will allow you to switch positions with other sectors along your borders. It's also a great way to become mobile, traveling across Wirefly by shifting different sectors around. more
You can also focus on making your sectors more uniform by relocating out sectors with odd sectors here and there that have somehow wandered into your area of space.
Regular tagged sectors are able to be relocated. You can relocate the position of your sector with another player's sector that lies on your border if neither sector is a Ship sector, 'VOIDFIELD', 'FORCEFIELD', and if the sector being switched TO is not an ORACLE sector.
Relocating will let you transfer all of your units, outposts, arsenals, and outlaws from one sector to another, while the sector you relocate to will have all of its assets relocated to your original sector. This is a great way to move around Wirefly or to make your sectors more even, giving them a proper shape instead of all scattered about.
The only requirement is that the sector you are shifting from must have more units than the sector you are shifting to. If you are switching FROM a sector with 'WARP' tagged on it, then you will be able to relocate positions with far away sectors for a higher fuel cost (100 fuel points). Ship sectors can relocate anywhere like WARP sectors, but without the higher fuel cost.
Players ranked higher in the rankings of Legends will have to spend much more fuel to relocate. Players who rank lower, however, will expend less fuel to relocate. Relocating with your own sectors will cost 5-15 fuel, whereas relocating with abandoned sectors will cost twice as much.
re [to-sector] [from-sector]
Radio: Mutter a private message to another player free from the ears of the public. more
rad [player] [message]
MISC
Auto-Vaulting: Near the end of every turn, 90% of the credits you have on-hand will be auto-deposited into your vault if you have been inactive for more than 7 minutes.
Pulse: Once per turn you have a 1 in 100 chance at pulsing out rewards to every sector-holder with a random amount of credits. more
Applies to sector holders who have not been inactive for more than a day. The amount of credits will be increased based on the number of crew members owned by the one who is attempting the pulsing.
pu
Fire: Crew members come... and they go. Fire a crew member, and get back 70% of the costs that went into purchasing your last crew member, along with 100 fuel points to boot (if you were under 100). more
Sometimes crew members may seem to be a burden rather than a blessing, or maybe you need some quick credits, and a lot of it. Firing a crew member from your service is an easy way to regain 100 fuel points if you're low on fuel, and to get back half the costs that went into purchasing your last crew member.
This command should be done at the beginning of a turn or it may not always work. Also, you cannot DEPLOY and FIRE a Crew Member within the same turn, you have to choose between one or the other if you are a drifter.
fire wizard Following this command, the log will prompt you to enter "fire crew now" to complete the transaction
Legends: Shows you who the 5 top players are based on unit count. more
legends Shows top 5
legends [player] Shows where specified player ranks in the rankings of legends
Patches: Are you a one-sector kind of player, a rebel, a lone samurai? If so, then patches will benefit you the most. more
There are a potential 99 patches that can be acquired on Wirefly. Patch #1 benefits you the most while Patch #99 will benefit you the least. The best combination is a very low sector count and a low-numbered Patch - that will give your Patch sector the most unit strength!
Patches #1-3 can not be deployed on OR tagged over by other players. Note: To get Patch #1, it must not be taken by any other player and you must only have 1 sector.
Patches work by powering up a Patch sector with extra units. The Patch # you own and also the number of sectors you own work as divisors of the median range of all of the units on Wirefly, to max out at .00075 of all units on Wirefly. For a player with a low numbered Patch and low sector count, more units can be gained through "powering up" your Patch.
Patches are meant for small players, to give them a way to stand toe to toe against the legends.
pat Shows Patch information
pat [sector] Attempt to acquire a Patch on a sector
pat p [sector] Power up your Patch sector with units - costs 30 fuel
pat remove [sector] Removes a Patch on the specified sector
Morale: You can attempt to boost morale on any sector you own that has a Patch. Odds are 50-50 that you will gain units... or lose some. more
If you had just deployed into Wirefly, you won't be able to boost morale for at least 60 minutes.
morale [amount] [patch-sector]
Mute: Shut up a ranting WireflyNoob or troll player. That is the intended purpose of this command. more
Only a few calm and collected veteran players have this ability: Psykosis, Jes, popopop, Bingy, PsychoSmiley, Hallelujah, mhall, quantumchaos, Alpha37, OurJake, Dubber, Shamadruu, blueguyz, TARDIS
mute [player-name] Mutes a player for anywhere from approximately 1-5 Space Breaks
mute [player-name] unmute Instantly unmutes a player who was muted
Nuke Log: Sometimes your log gets filled up with too much crazy colored text. If you want a clear slate, just nuke it! more
nukelog
Password: Paranoid that you made your password too weak when you signed up? Then change it! more
To change your password, use the following format:
password [old] [new] [new]
Apprenticeship/Beacon: Many players are seeking a mission (and a little extra defensive power) by making an apprenticeship from one end of Wirefly to the other. Those who succeed will get the special inscription of 'SENTINEL' tagged into their chosen sector, which helps to raise their defensive odds in battle. more
Some players may wish to seek a mission on Wirefly. These kinds of players are those who have chosen to make an apprenticeship from one end of Wirefly to the other - with many obstacles to overcome.
You can make a Wirefly journey simply by relocating sectors, but you must start from the south of Wirefly and travel north OR start from the north of Wirefly and travel south - it makes no difference, it is all about the journey.
The sector you choose to make an apprenticeship on would ideally already be near the northern or southern border of Wirefly. That way all you have to do is touch either the top row of sectors and work your way south or touch the bottom row of sectors and work your way north.
If you complete the journey, you will have 'SENTINEL' tagged into your sector automatically, which will raise your odds of defense on that sector, if ever attacked, by up to 20. The downside to making the journey is that as you are just about to reach your destination, or either before that point, or afterwards when you earn the 'SENTINEL' title on your sector, a devious neighbor may steal your mission from you by taking the sector.
If you wish to cancel your journey because your sector is being overpowered by an enemy sector, quickly acquire a patch on your sector so that your mission will not be stolen, although you will have to begin the journey anew on that sector.
When you begin a mission the letters 'BEACON-A' will be automatically tagged into your sector to show that you are starting out as a Wirefly apprentice. Once you reach either the northernmost row of sectors or the southernmost row you will have a 'BEACON-S' or 'BEACON-N' tagged into your sector.
'BEACON-S' indicates that you must travel south to complete your journey and 'BEACON-N' means that you must travel north. If the sector you start the journey from is already at the top or the bottom of Wirefly, you must relocate up or down a row and then relocate back to activate your sector.
Remember, it is the sector you are relocating TO that gets activated. So, if sector 7 is your beacon sector, you must switch TO either sector 1 or sector 2. Switching to sector 7 FROM sector 1 or 2 will have no effect.
beacon [sector] Begins an apprenticeship/mission/journey
beacon remove [sector] Removes the beacon tagging on the sector
Oracles: Every sector on Wirefly that is perfectly divisible by the number 42 can be made into an ORACLE sector, if the sector has first completed an apprenticeship and earned the title of 'SENTINEL'. more
Oracles must be created with the RELOCATE command by relocating a SENTINEL onto a sector divisible by 42 (42, 84, etc).
ORACLEs can't be deployed on or made into a Ship sector. An ORACLE sector gives you an amazing 50 defensive odds if raided.
Shortcuts: Displays a list of shortcut commands for no-nonsense players who like fast tools. more
shortcuts
Summon Drifter: Allows a player 1 chance in 20, per turn, to summon their favorite drifter from the void. more
If the drifter is successfully summoned, it will deploy randomly onto a sector in Wirefly, and if half of the credits in its vault is more than its on-hand credits, then half of those vaulted credits will go to its on-hand credits amount. This will allow players to summon rich drifters from Space and loot their credits if they can wipe them off their deployed-upon sector! You can also alliance summoned drifters.
sd [drifter-name]
Union: Join or Form a Union to pass on savings to the little guys! more
As long as you don't rank in the Top 5 of Legends you may form a Union with 1 or 2 other founders and receive periodic Union Dues from its members. This may give you a sense of pride because you are helping your fellow man.
Or, if you'd rather just join a Union that already exists, as a member, then you will enjoy paying only 40% of the price for outposts, arsenals, and units as well as being able to change your Role at any time for only 75 fuel points!
You will have to wait 24 hours to join a Union if you exchange units.
un displays all of the unions, up to 10. Founders/Members shown in white are valid contributors since they don't rank in the Top 5 of Legends. A union that has only 1 founder will not be able to receive union dues from its members. However, payment will still be noted, and the paying member will be able to leave the union if they wish
un f [union name] attempts to form a union that has no name yet. If the union does have a name, you will become a founder of that union as long as there are less than 3 founders - costs 50 fuel
un rename [current name] [new name] if you are the first-listed founder of a union, you can rename your union - costs 50 fuel
un join [union name] you want to join a union as a benefiting member, simply type in the name of the union you wish to join. If you try to leave a union right after joining, the monies you get from razing will be what you would get if you were still a union member, until 8 hours has passed - costs 100 fuel
un pay [union name] as a member of a union, you should seek to pay union dues once every 72 hours in order to make the founders happy. The [#ofHours] next to your name in the listings of unions when you type UNION will be a number shown in red if you've gone over 72 hours without making a payment. Payment will be 4% of the total vault+credits of the founders of the union you belong to, and the payment will be divided equally among them, taken from your on-hand credits amount
un penalize [union name] [player name] as a Union founder, take 50% of a member's on-hand credits amount if they haven't payed their union dues after 72 hours - costs you 5 fuel
un remove [union name] [player name] if you are the first-listed founder of a union and not a Top 5 Legend, you can remove other founders or members. 20 fuel points is required to run this command, but if you are removing a member who has not paid dues within 72 hours, 20 fuel points will not actually be deducted
un exit [union name] you may exit a union either as a founder or member. If you are the last person to leave the union, the union will dissolve. If you try to leave a union as a member who has enjoyed membership for at least 4 hours, and have not paid your dues, you will be unable to leave.
un usurp [union name] as long as you don't rank in the Top 5 of Legends and are NOT a member or a founder of any union, you can attempt to usurp the position of any first-listed founder of a union. This uses up your Mug/Outlaw-Incite attempt for that Space Break, and odds of success are 1 in 30.
Final Thoughts...
Wirefly is made up of a very unique, intelligent, and fun community of players. For the most part, everyone gets along well, except, of course, when someone has a bad gambling streak or loses all of their sectors to others. We want to keep Wirefly a great place for everyone, so any kind of cheating, botting, multiple active accounts, harassment, or profanity will not be tolerated.
In regards to conquering the entire space map, it may not be possible since the space systems can keep expanding indefinitely. Credit will be given to those who are determined enough to at least take over all of the current owned and explored sectors in existence... but this won't be permanent.
A player who conquers (by raiding, not annexing) all existing owned sectors (AT LEAST 42 OR MORE) will be unable to conquer Wirefly again for 7 days since their last conquest, although they may control every obtainable sector - they won't get credit for it. They will be able to radio to themself to create messages in the news feed.
May Your Sector Grow Strong And Multiply! Top