Knowledgebase

1. Initial Steps

1.1 Logged in, what’s next?

After logging in, the player is taken to their “Command Nexus”, which displays the players starting colony. The player’s first priorities should be:

  • Reviewing their resource production.
  • Understanding their build queue.
  • Familiarising themselves with the Galaxy Map.
  • Beginning early infrastructure upgrades.

All actions occur in real time and continue while the player is offline.

1.2 What should be developed first?

There is no single optimal path, but common early priorities should include:

  • Creditor Extractor: This funds all activity.
  • Mineral Quarry: Enables construction.
  • Bio-Processing Plant: Required for ships and advanced structures.
  • Storage Vault: This prevents wasted production and protects resources.
  • Sensor Array: Provides early earning and recall windows.

Early over investment in military without economic support will result in stagnation.

2. Navigation

2.1 Command

The Command provides a snapshot of:

  • Colony structures.
  • Docked fleets.
  • Active queues.
  • Incoming and outgoing fleets.
  • Alert and timers.

This is your primary situational awareness screen.

2.2. Factions

Factions are organised groups of players cooperating across the map.

From this menu players can:

  • Apply to join an existing faction.
  • Create their own faction.
  • View faction doctrine, territory, and operations.

Faction roles include:

  • Operative: Basic member.
  • Envoy: Diplomacy member.
  • Fleet Marshal: Fleet coordination.
  • High Commander: Faction leader.

A player may only belong to one faction at a time.

2.3 Galaxy Map

The Galaxy Map shows the structure of known space:

  • Sectors > Zones > Colonies
  • Ownership and conflict indicators.
  • Travel lanes and sensor coverage.

All locations are fixed and distances are deterministic.

Map knowledge is a strategic advantage.

2.4 Colonies

This menu lists all colonies under your control.

At a glance, players can see:

  • Resource stockpiles.
  • Production queues.
  • Fleet presence.
  • Defence strength.
  • Colonies under siege.

This is your empire management dashboard.

2.5 Comms

Secure communication hub for:

  • Player messages.
  • Faction announcements.
  • System notifications.
  • Archived reports.

Messages auto-delete after a fixed period unless archived.

2.6 Ops Log

A chronological record of all activity involving your assets:

  • Fleet movements.
  • Attacks and defences.
  • Espionage reports.
  • Trade and logistics.

This acts as your mission control feed.

2.7 Combat Simulator

The combat simulator estimates battle outcomes using known information.

It:

  • Uses the same formulas as live combat.
  • Approximates unknown data.
  • Shows expected losses and risk.

It does not introduce randomness.

Inaccurate intelligence leads to inaccurate projections.

2.8 Leaderboard

Ranks players and factions by:

  • Infrastructure value.
  • Military strength.
  • Technological advancement.
  • Faction influence.

Scores updates on fixed cycles.

2.9 Settings

Accounts and UI configurations include:

  • Email and security.
  • Commander profile.
  • Colony naming.
  • Notifications.

2.10 Sign Out.

Signs the player out of their account. All queues and defences continue while offline.

3. Buildings

3.1 Command Nexus

The Command Nexus is the core of every colony.

It:

  • Controls all build queues.
  • Unlocks advanced structures.
  • Must be reduced to Level 1 for Colonisation.

It is always the primary siege target.

3.2 Credit Extractor

Produces Credits continuously.

Credits fund all construction, research and military activity.

Without sufficient Credits, expansion stalls.

3.3. Mineral Quarry

Products Minerals used for:

  • Building.
  • Defences.
  • Heavy infrastructure.

Minerals are essential for survival.

3.4 Bio-Processing Plant

Produces Biomass used for:

  • Ship construction.
  • Advanced structures.

Fleet focused empires are biomass intensive.

3.5 Research Laboratory

Enables technological advancement.

High levels:

  • Unlocks advanced technologies.
  • Reduce research time.

Without laboratory, progress halts.

3.6 Barracks Complex

Trains ground units.

Higher levels:

  • Unlocks advanced troops.
  • Reduce training times.

Ground forces are required to hold and conquer colonies.

3.7 Orbital Spaceport

Constructs and launches ships.

High levels unlock:

  • Heavy warships.
  • Colony Vessels.

No Spaceport means no expansion.

3.8 Storage Vault

Stores Credits, Minerals and Biomass.

High levels:

  • Increase storage capacity.
  • Protect more resources from plundering.

Excess production is lost without storage.

3.9 Colony Defence Shield

Provides colony wide defence bonuses.

Must be weakened before:

  • Conquest.
  • Colonisation.
  • Sterilisation.

Even undefended colonies have a base defence.

3.10 Sensor Array

Detects incoming fleets and espionage.

High levels:

  • Increase detection range.
  • Extend fleet recall windows.
  • Improve counter intelligence.

Sensors turn surprise into preparation.

4. Technology

4.1 Kinetic Weapon Systems

Improves Assault Trooper attack strength.

Essential for ground combat.

4.2 Personal Energy Shields

Improves Assault Trooper defence.

Critical for survivability.

4.3 Ranged Weapon Systems

Improves Ranged Trooper damage output.

Powerful but requires protection.

4.4 Siege Technology

Unlocks Siege Platforms.

Required to:

  • Destroy Infrastructure.
  • Reduce Command Nexus levels.
  • Enable conquest.

This is a hard gate to late game warfare.

4.5 Warp Propulsion System

Increases ship speed.

Speed affects:

  • Travel time.
  • Recall windows.
  • interception outcomes.

One of the most impactful technologies.

5. Units

5.1 Suppression Drones

Cheap, fast training ground units.

Used for:

  • Early defence.
  • Attrition.
  • Siege support.

5.2 Assault Troopers

Core frontline infantry.

Balanced offence and defence.

Scale strongly with research.

5.3 Ranged Troopers

High damage infantry.

Effective behind defensive lines.

Vulnerable without protection.

5.4 Siege Platforms

Target buildings, not units.

Used to:

  • Destroy defences.
  • Reduce Command Nexus Levels.

Slow, expensive, decisive.

6. Ships

6.1 Light Combat Frigate

Fast early warship.

Limited transport capacity.

6.2 Light Transport Vessel

Early logistics ship.

Weak but fast.

6.3 Heavy Combat Cruiser.

Primary assault ship.

Only ship capable of transporting Siege Platforms.

6.4 Heavy Transport Vessel.

Large cargo ship.

Essential for profitable raids and logistics.

6.5 Colony Vessel

Required to establish new colonies.

  • Must be escorted.
  • Destroyed on successful colonisation.

High value, high risk asset.

7. Fleets

7.1 Warfare

Combat is deterministic. Outcomes depend on:

  • Fleet composition.
  • Ground forces.
  • Technology.
  • Defences.

7.2 Transport

Used to move:

  • Resources.
  • Certain ground units.

Fleet speed is determined by the slowest ship.

7.3 Espionage

Used to gather intelligence.

This is the only probabilistic system.

Failure may expose the attacker.

8. Security

8.1 Account Safety

Anyone with your password has full control.

Losses are permanent.

Always log out on shared devices.

8.2 Password Recovery

Passwords can be reset via the login screen.

Generated passwords are temporary and should be changed immediately.