Back to the game

The goal

Build an empire and hold planets. Every planet is worth points to whoever holds it: 1, or 2 for the few prize planets, which sit in contested space between empires (never anyone's home). The gold number after a planet's name on the map is its value. Your score is the value of the planets you hold right now: take a planet and its points are yours; lose it and they're gone.

To win, hold planets worth the target at the end of two turns in a row. When an empire first reaches it, everyone is told, and the others get one turn to knock it below the target. The target is a share of the map's total value, smaller with more empires: .

The host can pick a game length when creating a game:

You also win by being the last empire standing. An empire is out when it has no colonies left, or no ships left. Its planets go back to neutral.

If nobody has won after 150 turns, the empire holding the most points wins (ties go to the bigger economy).

How a turn works

Everyone gives orders at the same time; when every empire has ended its turn, the turn resolves in this order:

  1. Research and refits. Your research budget is invested in your queue; weapon changes are fitted.
  2. Scrapping and building. Scrapped ships leave; new ships join their fleets.
  3. Movement. Fleets move one lane (two with Warp Drives). Enemy fleets meeting head-on in a lane fight there.
  4. Battles. Wherever two or more empires have fleets at the same planet, they fight. All fleets of one empire at that planet fight together.
  5. Colonies. An undefended enemy colony with your fleet in orbit is destroyed. A fleet that spent the turn colonizing founds its colony, if no enemy is there.
  6. Victory points are awarded, eliminated empires are removed, and the game checks for a winner.

The map and fog of war

Planet traits

Battle conditions

Each turn, about one system in eight has a condition for that turn only, marked on the map (if you can see the system) before you give your orders. Battles there are fought under it, so plan around it, or use it.

Economy

Fleets

Ships

Three classes. Each beats one and loses to another: Interceptors beat Heavy Battleships (big guns waste their shots on small, dodging fighters), Cruisers beat Interceptors (flak catches whole groups), Heavy Battleships beat Cruisers. Mixed fleets are usually safest.

Battleship weapons

Combat

Battles are simulated, not rolled (apart from a little luck, below). Ships deploy on a battlefield, pick targets, move and fire in 0.2-second steps using their stats; the replay you watch is the actual battle, the same for every player in it.

Flanking. When your fleets reach a planet along different lanes in the same turn, they attack from several sides: they come in as separate wings, and deal 10% more damage from two directions, 20% from three or more. Fleets already at the planet count as one direction. Coordinate your fleets to surround an enemy.

Battle orders

Stances

StanceWhat it doesGood for
BalancedFighters stay loosely around the capital ships.Most fleets
AggressiveEveryone charges to close range, faster and with more damage, but ships arrive piecemeal.Heavy fleets (mostly cruisers and battleships)
HoldFighters stay close to the capital ships; steadier aim.Fighter swarms
ScreenEscorts guard the battleships and fighters hunt enemy fighters; less damage.Protecting battleships from fighters

Formation

FormationWhat it doesGood for
CloseShips keep together, so their fire lands together.Most fights
SpreadShips keep apart: flak and beams do less to them, but they deal less damage.Facing cruisers' flak or battleships' beams

Stance and formation combine: an aggressive charge in spread formation, for example. If an empire has several fleets in one battle, it uses the battle orders of its largest fleet there.

Retreat

Example: you bring 600 credits of ships with retreat at 50%. As soon as your surviving ships are worth 300 or less, the fleet breaks off. What escapes returns home.

Research

Mods

Races

Every race's ships have the same stats and prices. What sets a race apart is one rule on the map, its own research (which unlocks race-only mods and new ship designs), and the look of its ships.

Playing with friends

What we record