Guide

The same guide is also inside the game. It is here to read beforehand — and to look things up when the phone is not in your hand.

① What it is about

You are a star empire. You start with a single home world and build an empire from it: settle planets, put up buildings, raise fleets, take planets away from your opponent.

Everything you own counts towards your score: planets, buildings, stores, workers, soldiers, ships and your research. Whoever has more points at the end of the round wins. Nobody is knocked out beforehand.

Your home world cannot be conquered — nobody throws you off it. Lose every colony and you are still not out: you are back on your home world and start again. A round runs to the end for everyone.

Quick start (in new rounds): your home world already has a Launch Site and a Ship Yard. Six starter tasks above your planet list lead you from your first outpost to your first conquest — each pays resources to your home world, the full reward within the deadline, half after it.

For the same reason you can join at any time, even a round that has been running for weeks: under „Multiplayer" in the app you will find the open rounds, which anyone may join without a code. You then get a fresh home world and the same hard starting position everyone had on the first tick — no head start, no compensation.

That is deliberate. Joining late is not about winning the round; it is practising an opening: getting to your first colony ship faster, reaching 50,000 soldiers in as few ticks as possible. So that the standings do not mislead anyone, your entry reads „joined at tick 200".

② The tick — the unit of time

The game calculates in ticks. One tick is one turn: production, population, construction, flights, battles — everything advances by one step.

In a multiplayer round everyone ticks together, usually once an hour. The server calculates whether you are there or not. You do not have to look in every hour — only radar rewards attention: a fleet already under way can only be intercepted before it arrives.

In the practice round against computer opponents no clock runs against you. There you trigger every tick yourself, one at a time or ten in a row, and can try things out at your leisure.

③ Your first steps
  1. Open your home world (tab „Planets", topmost card).
  2. Build a Launch Site. It unlocks the ship yard.
  3. Build the Ship Yard — it goes in orbit, not on the ground.
  4. The „Fill build queue" button on every planet queues up sensible buildings for you: food, energy, housing, weak resources. If you do not know what is next — press it.
  5. You already start with a loaded colonist fleet. Go to the „Fleets" tab, choose a target in the universe (a grey, free planet) and press „Colonise" once it arrives.

At the very top of the planet list sits the assistant: it tells you in one sentence what the most sensible next step is.

④ Planet, resources, workers

Four resources: metal, mineral, food, energy. Metal and mineral build, food feeds, energy runs the buildings and pays for scans.

Every planet has an abundance per resource, in per cent. A metal mine on a planet with 70 % metal delivers only 70 % of the base yield. So scan before you settle — the planet stays with you for the whole round.

Space is finite: every building needs ground or orbit. If the ground is full, land reclamation helps (needs a Colony) or demolition.

Workers are both your labour force and your last line of defence. They grow on their own as long as food and housing suffice. 100 workers eat 1 food per tick — housing without farms leads straight into famine.

⑤ Building

Every planet has its own build queue (4 slots to begin with; the „Logistics" research makes that 5 or 10) and a separate ship yard queue beside it.

The stages build on one another: Outpost → Colony → Metropolis. Each stage unlocks stronger buildings. What is locked is still listed — with the reason behind it.

Building only starts once the full amount is in store. If a job is stalled, the line tells you which resource is missing and in how many ticks it will be there.

⑥ Expanding

An Outpost Ship (ship yard, 30,000 metal / 20,000 mineral) founds a new colony. It has to be loaded into a fleet, flown to the target and used up there with „Colonise".

A Colonisation Ship is the expensive variant: the new colony starts straight away with 70,000 workers and half a dozen buildings.

Your planet limit starts at 4. The „Colonisation" research raises it to 6 / 9 / 13 / 18 / 25. Without it your expansion ends early.

Travel time depends on distance: within a system it is quick, from galaxy to galaxy it takes dozens of ticks. Choosing a target shows you the duration beforehand.

⑦ Defence and war

Anyone who does not defend gets robbed. An attacker scans first and takes the softest target — usually a fresh, empty colony.

Soldiers are the ground defence: Light Weapons Factory → Army Barracks → train. A soldier costs 20 food among other things, so you need farms first.

An invasion needs invasion ships and soldiers on board. Rule of thumb: for 2 enemy soldiers you need 3 of your own, plus 1 per 15 workers. The scan screen works the requirement out for you.

Only fleets fight in orbit. Ships still sitting in the yard do not fight — put them into a garrison fleet, otherwise they are worthless in an attack.

A Comms Satellite gives radar warnings about inbound fleets and enables scans of foreign planets. Without one you are flying blind.

⑧ Fleets and cargo routes

You found fleets on a planet and load them from its yard and stores. Your fleet limit is the planet limit times 1.5.

Cargo routes take the hauling off your hands: you set stops — a „resource planet" (loading happens there, with a minimum stock) and a „production planet" (everything is unloaded there) — and the fleet flies the circuit on its own until you stop it.

⑨ Research

Research points come by themselves: 1 per tick, plus 1 per Metropolis and 3 per Orbital Ring. Building tall means researching faster — and research counts towards your score at the end.

The tree has nine branches. Most important at the start: „Logistics I" (longer build queue, cheap) and „Colonisation I" (planet limit 6).

⑩ When you are stuck
  • Famine: build more farms or hydroponics — otherwise workers die.
  • Energy in the red: add generators or demolish a building; at a pinch the converter turns metal into energy.
  • Ground full: land reclamation (needs a Colony, 24 ticks per tile) or demolition.
  • Nothing is moving at all? Press „Fill every build queue" in the planet list.

Conduct

A round lasts weeks, and you meet each other more than once. Agreements therefore mostly hold by themselves — break a pact twice and you will not find a partner the third time. Attacks are part of the game and nothing personal; whoever just lost a colony has replaced it in two days.

What does not work: several accounts in the same round. The game prevents it, and anyone who tries it by a detour is out of the round.