University courses draft
Part of the Agent training guide
A university course trains an agent of one type for a fee. It gives experience and neural rewires.
- Siderians study at a Monolith. They pay 2 ideology per tick800 ideology per hour for each of their levels and each level of the building.
- Navarchs study at an Aerospace Military Academy. They pay 2 technology per tick800 technology per hour for each of their levels and each level of the building.
- Erased study at an Orb-INTEL. They pay 20 credits per tick8000 credits per hour for each of their levels and each level of the building.
A building gives one place at levels 1 and 2, two at levels 3 and 4, and three at level 5. In a Flash game every building has one level, so a university has one place.
You can have one agent in each university building, studying or waiting in its queue. This holds in your own systems too. The other places are for the other players of your faction.
A university takes agents of level 5 or higher. This holds for your own agents too. A lower agent can train at a Delta Polytech first.
The course
- The student settles in for 13 ticks2 min. It pays the fee and gains nothing yet. A ring fills around its seat during that time, and its card gives the time left. The Training panel beside its card gives the time to its next level, its next rewire and its next extra skill point.
- Then it gains experience 2 times as fast as a governor.
- Every 80 ticks12 min on the course gives one neural rewire. A Delta Polytech in the system shortens that time, and a Experiment Station adds to the experience. See What the buildings add.
- The course ends when the agent holds 5 rewires. The agent goes back to your deck at once.

The agent comes home by itself, even during a siege. Its seat goes to the agent waiting behind it in the queue, if there is one.
While it studies, its Protection and Determination fall to 40% of their value at a building of level 1. Each level adds 10 points, up to 80% at level 5.
You can recall a student before the end of its course, except during a siege. It keeps the rewires it earned so far.

The segment of the next rewire pulses slowly. It fills as the time for that rewire passes, so you can read the hours left from the ring. The seat's tooltip gives the exact time.
An agent can take as many courses as you like. It must first spend or discard every rewire of the last one. See Neural rewiring.
The fee
The fee is part of your income, like a salary. It counts the level of the agent and the level of the building, so it rises when either gains a level.
a level 10 Siderian in a Monolith of level 5: (10 + 5) × 2 ideology per tick800 ideology per hour = 30 ideology per tick12000 ideology per hour
In a system with several buildings of the same university, the highest level counts for all its students.
The Holodomes of the system take part of the fee off, up to 80%. The salary is paid on top and never discounted. See What the buildings add.
If your stock of that resource is empty and still falling, the course stops. The student goes back to your deck with the rewires it earned.
Faction-mates
A player of your faction can send an agent to your university, under the same level rule as yours. Your whole faction shares the places of the university, one agent for each player in each building. Each player pays the fee of their own agents.
As the owner you can send any student home. See Agent training.