HOW TO PLAY

Contents

  1. Overview
  2. Getting Started
  3. Game Types & Modes
  4. Turn System
  5. Star Systems
  6. Economy & Income
  7. Minerals & Resources
  8. Ships
  9. Structures & Buildings
  10. Fleet Management
  11. Movement & Navigation
  12. Combat
  13. Territory & Colonization
  14. Cargo & Freighters
  15. Marketplace & Trading
  16. Diplomacy & Alliances
  17. Fog of War & Scouting
  18. Victory & Defeat
  19. Scoring & Leaderboards
  20. Ranked Play & Elo
  21. Fuel System
  22. Fleet Tactics
  23. Ship Veterancy
  24. Technology Research
  25. Controls & Interface
  26. Strategy Tips

1. Overview

Conquest of Worlds is a multiplayer turn-based space strategy game where 2 to 8 players compete to dominate a procedurally generated galaxy. You will build fleets of warships, colonize star systems, harvest minerals, manage your economy, form and break alliances, and ultimately crush your enemies in tactical combat.

Each turn, every player issues orders simultaneously — building ships, moving fleets, colonizing planets, negotiating alliances, and trading resources. Once all players have submitted their turns (or the turn timer expires), the game processes everything at once: income is collected, ships are built, fleets move to their destinations, and combat resolves at any system where enemy forces meet.

The goal is simple: be the last player standing. Every other player must be eliminated through military conquest or forced to surrender. There are no diplomatic victories, no score thresholds — only total domination wins the game.

2. Getting Started

When a game begins, each player starts with the following:

Your First Few Turns

The opening turns of a game are critical and will determine your trajectory for the rest of the match. Here is a recommended opening strategy:

  1. Turn 1: Queue a colony ship at your home system (costs 30 credits + 3 titanium + 2 helium-3, takes 2 turns). Your scouts start in their own fleet — send them to explore adjacent unclaimed systems in different directions. Keep your fighters at home for defense.
  2. Turn 2: Continue scouting with your scouts. Identify the best nearby system to colonize (look for high production and good mineral deposits). Your colony ship will be ready next turn.
  3. Turn 3: Your colony ship is built. Move it toward your target system. Start building a fighter or another colony ship depending on what you see on the map. If enemy scouts are nearby, prioritize military buildup.
  4. Turn 4-5: Colonize your first expansion. Start building a shipyard at your new colony if it has good minerals. Continue scouting to map out the galaxy.
  5. Turn 6+: Build a second shipyard, start producing cruisers, and prepare for mid-game conflicts.

First Game Tip

If this is your first time playing, start with a Solo vs AI game. AI opponents are less aggressive and the game processes instantly when you submit, so you can learn at your own pace without a turn timer.

3. Game Types & Modes

Public Games

Public games are open to all players and appear in the Browse Games list on the dashboard. Anyone can join an open public game until all player slots are filled. Once full, the game starts automatically. Public games can be either ranked (affecting your Elo rating) or casual (unranked, just for fun). The game creator chooses whether the game is ranked when creating it.

Invite Only Games

Private games where only players you specifically invite can join. When creating an invite-only game, you can select friends from your friends list to invite. Invited players receive a notification and can accept or decline. Invite-only games are always unranked and do not appear in the Browse Games list. Great for playing with friends or organizing private tournaments.

Solo vs AI

Single-player games against AI-controlled opponents. The game starts immediately upon creation — there is no waiting for other players. When you submit your turn, all AI players automatically submit theirs and the turn processes instantly. This makes Solo vs AI the perfect mode for learning the game, testing strategies, or just playing a quick match. Solo vs AI games are always unranked but do contribute to the vs AI leaderboard score.

Game Settings

When creating a game, you can configure:

4. Turn System

Conquest of Worlds uses a simultaneous turn system. All players issue their orders during the same turn window, and when the turn processes, everything happens at once. This means you cannot react to what other players do on the same turn — you must anticipate their moves.

How Turns Work

  1. Order Phase: All players issue orders (build ships, move fleets, queue structures, set up trades, send messages, etc.). You can change your orders as many times as you want before submitting.
  2. Submit: When you are satisfied with your orders, click the Submit Turn button. You can see how many players have submitted in the top bar.
  3. Processing: The turn processes when either all players have submitted OR the turn deadline expires (whichever comes first). Players who don't submit in time simply have no new orders — their existing fleets continue any movements already queued.

Turn Processing Order

When a turn processes, the following happens in this exact order:

  1. Expired alliances are removed (fleets ejected from ex-allied territory)
  2. Credits are collected from all owned systems
  3. Minerals are produced at all owned systems
  4. Shipyard construction progresses (or completes)
  5. Trade station construction progresses (or completes)
  6. Ship build queues progress (ships are completed and added to fleets)
  7. All fleets move to their destinations simultaneously
  8. Combat resolves at any system with opposing forces
  9. Orbital defense construction progresses (or completes)
  10. Orbital defense maintenance is deducted (unfunded defenses deactivate)
  11. Conflict zones are detected and marked
  12. Population grows at all owned systems
  13. Victory conditions are checked (eliminations, last player standing)

Important

Because all movement happens simultaneously, two fleets can "pass through" each other if they are moving in opposite directions along the same warp connection. They will not fight in transit — combat only occurs when fleets end up at the same system after movement resolves.

Turn Timer

Each game has a turn deadline (default 24 hours). The countdown is shown in the top bar during gameplay. When the timer reaches zero, the turn auto-processes regardless of how many players have submitted. In Solo vs AI games, there is no timer — the turn processes the moment you submit.

5. Star Systems

Star systems are the foundation of your empire. They generate income, produce minerals, house your shipyards, and serve as strategic control points on the map. The galaxy is procedurally generated at the start of each game, so every match has a unique layout.

System Properties

Ownership

Systems start as unclaimed (neutral). Certain military ships (cruisers, battleships, colony ships by default) automatically claim systems when passing through, giving you territorial control and supply chain benefits. However, to get full economic output (income, minerals, population, building), you must colonize the system with a colony ship. See the Territory & Colonization section for details. You lose ownership if an enemy fleet defeats your forces and captures the system through combat.

Home Systems

Each player's home system is specially generated to be a strong starting position. Home systems have:

6. Economy & Income

Credits are the primary currency in Conquest of Worlds. You need credits to build ships, construct structures, repair damaged vessels, and maintain orbital defenses. Managing your economy is just as important as managing your military.

Income Formula

Each turn, every system you own generates credits based on this formula:

Income per system = production + (population ÷ 10, rounded down)

Your total income is the sum across all owned systems. For example, a system with 10 production and 80 population generates 10 + 8 = 18 credits per turn.

Spending Credits

Credits are deducted immediately when you queue a build order, not when the item completes. This means:

Economic Strategy

Early game, your income is limited to your home system. Expanding to additional systems is essential — each new colony adds to your income. High-production systems should be colonization priorities. As population grows over time, even modest systems become significant contributors. A fully populated system with 8 production and 200 population generates 8 + 20 = 28 credits per turn.

7. Minerals & Resources

In addition to credits, you need minerals to build most ships and structures. Minerals are produced at your systems and stockpiled locally — each system has its own mineral stockpile that accumulates over time.

Mineral Types

Mineral Production

Each system has its own mineral production rates. Some systems produce large quantities of one mineral, while others may produce small amounts of several types. Mineral production happens automatically each turn — the produced minerals are added to that system's stockpile.

Each system has a primary mineral (2-5 units per turn) and a 50% chance of having a secondary mineral (1-3 units per turn). When you click on a system you own, you can see its current mineral stockpile and production rates in the system detail panel.

Using Minerals

When you build a ship or structure, the required minerals are deducted from the stockpile of the system where you are building. If a system does not have enough of a particular mineral, you cannot build that item there. You will need to either wait for production to accumulate, or transport minerals from another system using freighters.

8. Ships

Ships are the core of your military power. Each ship type has different stats that determine its role in combat and fleet operations. Understanding the strengths and weaknesses of each ship type is essential for success.

Ship Stats Explained

Ship Comparison Table

Ship ATK DEF HP Cost Build Shipyard? Minerals Required

Ship Roles

Ship Building

To build a ship, click on a system you own and select the ship type from the build menu. The credit cost and mineral cost are deducted immediately. The ship enters a build queue and will be completed after the specified number of turns. When completed, the ship is automatically added to an existing idle fleet at that system (if one exists and has room), or a new fleet is created.

Ships that require a shipyard (fighters, cruisers, battleships) can only be built at systems where you have a completed shipyard. Scouts, colony ships, and freighters can be built at any system you own.

Ship Repair

Ships retain damage between battles. A cruiser that took 1 HP of damage in a fight will still be at 2/3 HP when the next battle starts. To repair damaged ships, move them to a system you own that has a shipyard. Select the fleet and click the Repair button. Repair costs 2 credits per HP restored. All damaged ships in the fleet are repaired at once.

Fleet Capacity

Each fleet can hold a maximum of 10 ships. If a fleet is at capacity and a new ship completes at that system, a new fleet is created automatically. You can manage fleet composition using the Split and Merge commands.

9. Structures & Buildings

You can build three types of structures at your systems. Each provides a unique strategic benefit.

Shipyard

Cost40 credits + 5 titanium, 3 crystal
Build Time3 turns
Limit1 per system

Shipyards are the most important structure in the game. Without a shipyard, you can only build scouts, colony ships, and freighters. With a shipyard, you unlock fighters, cruisers, and battleships. Shipyards also enable ship repair at that system.

Your home system starts with a shipyard already built. For expansion systems, building a shipyard should be a top priority — especially at systems with good mineral deposits. The 3-turn build time means you need to plan ahead.

Trade Station

Cost30 credits + 3 crystal, 2 helium-3
Build Time2 turns
Limit2 per player (across all systems)

Trade stations enable you to post trade orders on the marketplace, offering one mineral in exchange for another. Other players (or allies, depending on your order settings) can fill your trade orders. Both the buyer and seller need trade stations to participate in trade. You can have a maximum of 2 trade stations total across all your systems.

Orbital Defense

Cost20 credits + 3 titanium
Build Time2 turns
Maintenance2 credits per turn
Defense Bonus+1 DEF
Limit1 per system

Orbital defenses provide a +1 DEF bonus to all friendly ships defending at that system. This bonus stacks with the ship's own DEF stat, making your defenders significantly harder to kill. However, orbital defenses cost 2 credits per turn in maintenance. If you cannot afford the maintenance during turn processing, the defense becomes unfunded and provides no bonus until you can pay again.

Orbital defenses are most effective at chokepoint systems where you expect repeated attacks. The +1 DEF bonus can swing a battle significantly over multiple rounds of combat.

Refueling Station

Cost15 credits + 3 titanium
Build Time1 turn(s)
Fuel Capacity50 He3
Limit1 per system

Refueling stations store Helium-3 fuel for your fleets. When the fuel system is enabled (see Fuel System), ships consume fuel when traveling through unclaimed or enemy territory. Refueling stations let you extend your operational range by creating fuel depots along your route.

Refueling stations can be built on any system, including uncolonized ones. On systems you own, the build cost is drawn from that system's mineral stockpile. On uncolonized systems, you must have a freighter with the required minerals present at that system — the minerals will be drawn from the freighter's cargo.

Fleets can refuel from a refueling station's He3 reserves. You can deposit He3 into a station from a freighter carrying it. Refueling stations are only available when the fuel system is enabled in the game's ruleset.

10. Fleet Management

Fleets are groups of up to 10 ships that move and fight together. Managing your fleets effectively is critical to success.

Fleet Actions

Fleet Separation

Scouts and colony ships are automatically placed in their own fleets when built, keeping them separate from your combat vessels. This means you won't need to manually split them off before sending them on missions. Combat ships (fighters, cruisers, battleships, dreadnoughts) are grouped together into combat fleets.

Fleet Composition Tip

A well-balanced fleet typically includes a mix of ship types. Fighters provide volume of fire, cruisers provide durability and accuracy, and a battleship provides devastating firepower. Avoid putting all your eggs in one basket — a single fleet of 10 ships can be lost in one bad battle.

11. Movement & Navigation

Warp Connections

The galaxy map shows star systems connected by warp lanes (the lines between stars). Fleets can only travel along these connections — you cannot fly directly between unconnected systems. Each system is connected to 2-4 neighbors. The warp network forms a connected graph, so every system is reachable from every other system, though it may take many turns to cross the entire galaxy.

Movement Speed

All fleets move at the same speed: 1 system per turn. When you order a fleet to move, it will arrive at the destination system when the turn processes. Plan your troop movements carefully — reinforcements can take many turns to arrive at distant fronts. (The Warp Drive technology allows fleets to jump 2 systems per turn, but not through hostile territory — see Technology Research.)

Waypoints & Auto-Routing

You don't need to manually move a fleet one hop at a time. When you click a distant system, the game automatically finds the shortest path and sets waypoints along the route. The fleet will move one hop per turn, automatically advancing to the next waypoint each turn until it reaches its final destination.

On the map, your fleet's next hop is shown as a colored dashed arrow, while the remaining planned route appears as a white dotted line. Hover over a fleet in the side panel to highlight its entire route in green.

If a fleet's route becomes blocked (e.g., the next system becomes a conflict zone or is captured by an enemy), the remaining waypoints are automatically cleared and the fleet stops.

Conflict Zones

When a turn ends with non-allied players' fleets present at the same system, that system becomes a conflict zone, indicated by a pulsing red marker on the map. While in a conflict zone, your fleets have restricted movement — they can only retreat to systems you own or systems owned by your allies. You cannot move through a conflict zone to reach systems beyond it unless you control or are allied with the owner of a destination.

This is a critical strategic mechanic. It means you cannot simply fly past enemy defenses — you must defeat the defenders or find an alternate route. It also means holding key chokepoint systems is extremely valuable, as it can block enemy movement across entire sections of the map.

Retreat Warning

If all your nearby systems are captured and you have no allied systems to retreat to, your fleet may become trapped in a conflict zone with no valid retreat destinations. Make sure you always have a fallback position.

12. Combat

Combat is the heart of Conquest of Worlds. When opposing fleets meet at the same system after movement resolves, battle begins automatically. You do not directly control combat — it resolves based on your ships' stats, the roll of the dice, and the tactical situation.

When Does Combat Happen?

Combat occurs when:

Attacker vs Defender

In each battle, one side is designated the attacker and the other the defender. The side with the highest total attack power (sum of all ships' ATK stats) becomes the attacker. The defender benefits from the system's defense bonus and any orbital defense bonus.

Combat Rounds

Each battle consists of up to 10 rounds. In each round:

  1. Every surviving ship selects a random enemy ship as its target
  2. Every ship fires simultaneously (even ships that will die this round get to fire)
  3. For each ship firing:
    • Hit roll: Roll a d10. If the roll ≤ the ship's ATK stat, the shot hits. (Maximum 9/10 chance, even if ATK > 9)
    • Defense roll: If hit, the target rolls a d10. If the roll ≤ the target's DEF stat, the damage is blocked. (Maximum 8/10 chance, even if DEF > 8)
    • Damage: If the hit is not blocked, the target takes 1 HP of damage
  4. After all shots resolve, ships with 0 HP are destroyed and removed
  5. If one side is eliminated, the other side wins. If both sides still have ships, proceed to the next round.

Simultaneous Fire

A critical detail: all ships fire at the same time within a round. If a ship takes lethal damage, it still gets to fire back before being destroyed. This means that even a doomed fleet can inflict significant casualties. Never assume a battle will be one-sided — even outmatched defenders can weaken an attacking force.

Stalemate

If neither side is eliminated after 10 rounds of combat, the battle ends in a stalemate. Both fleets remain at the system with their surviving ships (and any accumulated damage). No system changes hands. The fleets will fight again on the next turn unless one side retreats. Stalemates are more likely when both sides have high-DEF ships (like cruisers or battleships) that block most incoming damage.

Orbital Defense Bonus

If the defending system has a funded orbital defense, all defending ships receive +1 DEF for the duration of the battle. This can be decisive — fighters jump from 2 DEF to 3 DEF, and cruisers go from 5 DEF to 6 DEF.

System Capture

When one side wins a battle and the system was owned by the losing side, the winner captures the system. The system's structures (shipyards, trade stations, orbital defenses) remain intact — the conquering player gains control of everything.

13. Territory & Colonization

There are two levels of system control: claimed (owned) and colonized. Understanding the difference is critical to your strategy.

Claiming Systems (Owned)

When certain ship types pass through an unowned system, your faction automatically claims it. By default, cruisers, battleships, and colony ships can claim systems on arrival. Scouts, fighters, and freighters cannot (this is configurable by the game host).

Claimed systems provide:

Claimed systems do NOT provide:

On the map, claimed systems appear as a smaller colored circle inside a gray star, while fully colonized systems are completely filled with the owner's color.

Colonizing Systems (Full Control)

To get full economic benefits from a system, you must colonize it with a colony ship:

  1. Build a colony ship at any colonized system you own (30 credits + 3 titanium + 2 helium-3, takes 2 turns)
  2. Move the fleet to an unclaimed or claimed-but-not-colonized system
  3. Once arrived, click the Colonize button in the fleet panel
  4. The colony ship is consumed and the system becomes fully colonized

Colonized systems provide everything claimed systems do, plus:

Conquering Enemy Systems

When you defeat the enemy at a system and capture it through combat, the system becomes claimed but not colonized. The population is wiped out, and you must send a colony ship to re-colonize it for full economic benefits. This makes conquest costly — you gain territory but lose the economic output until you invest a colony ship.

Colonization Priority

When choosing which systems to colonize first, prioritize systems with: high production (more credits), good mineral variety (especially crystal and darkite), and strategic position (chokepoints, defensible locations). After conquering enemy territory, prioritize re-colonizing their most productive systems — they're already secured behind your front lines.

Colony Ship Safety

Colony ships cannot be rebuilt quickly (2 turns + the mineral cost). Always escort your colony ships with combat vessels. Losing a colony ship to an enemy scout is a devastating setback in the early game.

14. Cargo & Freighters

Minerals are produced locally at each system, but your shipyards may not always be at the same system where the minerals are. Freighters solve this problem by allowing you to transport minerals between your systems.

Freighter Capacity

Each freighter can carry up to 20 units of minerals. Cargo can be a mix of different mineral types.

Loading & Unloading

  1. Move a fleet with freighters to a system you own
  2. Select the fleet and click on the freighter's cargo section
  3. Load: Choose a mineral type and amount to load from the system's stockpile into the freighter
  4. Move the fleet to the destination system
  5. Unload: Choose a mineral type and amount to unload from the freighter into the system's stockpile

Freighters can only load and unload at systems you own, and only when the fleet is stationary (not queued to move).

Freighter Strategy

Set up mineral supply routes early. If your main shipyard is far from your darkite-producing system, dedicate a freighter fleet to shuttle darkite back. Losing track of your mineral logistics is a common mistake that stalls late-game ship production.

15. Marketplace & Trading

The marketplace allows players to exchange minerals with each other. This is useful when you have an abundance of one mineral but need another.

Requirements

Posting a Trade Order

  1. Open the marketplace panel (accessible from a system with a trade station)
  2. Select the mineral you want to sell and the amount
  3. Select the mineral you want to receive and the amount
  4. Optionally mark the order as alliance only (only your allies can fill it)
  5. Post the order — your sell minerals are escrowed (removed from the system's stockpile) immediately

Filling a Trade Order

Browse available trade orders from other players. If you have the requested minerals at one of your trade station systems, you can fill the order. The minerals are swapped: you receive the seller's escrowed minerals, and the seller receives yours.

Cancelling Orders

You can cancel your own trade orders at any time. The escrowed minerals are returned to the system where the order was posted.

16. Diplomacy & Alliances

In multiplayer games, diplomacy can be the difference between victory and defeat. Forming the right alliances at the right time — and knowing when to break them — is a key skill.

Alliances

You can propose an alliance with any other player in the game. When proposing, you can include a message and optionally set the alliance to expire after a certain number of turns.

Breaking Alliances & Fleet Ejection

You can break an alliance at any time, but there are real consequences:

This means you cannot sneak fleets deep into allied territory and then backstab — your forces will be expelled the moment the alliance ends. Plan accordingly.

Alliances that expire naturally have the same ejection rules — make sure your fleets are out of allied space before the timer runs out!

Private Messaging

You can send private messages to any other player from the side panel. Messages are limited to 500 characters. Use messaging to negotiate alliances, coordinate attacks, request trades, or engage in the art of deception. Only the sender and recipient can see private messages.

Global Chat

Each game has a global chat visible to all players. Use it for general discussion, trash talk, or public diplomacy. The last 200 messages are stored.

17. Fog of War & Scouting

You do not have full visibility of the galaxy. Information about systems and enemy fleets is limited based on what your forces can observe.

Visibility Levels

Scouting

When a fleet arrives at a system, it automatically scouts that system and all systems directly connected to it. This means moving a fleet reveals a cluster of systems, not just the destination. Scouts are ideal for this purpose — they are cheap and expendable.

Intelligence Tip

Never attack blind. Before launching an offensive, send a scout to the target system first. If your scout gets destroyed, you know there are enemy forces there. If it survives, you get full visibility of what you're up against. The cost of a scout is trivial compared to losing an entire fleet in a surprise ambush.

18. Victory & Defeat

How to Win

The game ends when only one player remains. Every other player must be either eliminated (lost all systems and all fleets) or have surrendered. There is no alternative win condition — you must be the last player standing.

Elimination

A player is eliminated when they have no systems and no fleets remaining. If your last system is captured and your last fleet is destroyed, you are out of the game. Eliminated players can continue to spectate but cannot take any further actions.

Surrender

At any time during an active game, you can surrender using the Concede button in the top bar. Surrendering immediately:

If surrendering leaves only one active player, that player wins immediately.

Ranked Warning

In ranked games, surrendering before turn 5 always results in an Elo penalty, regardless of the game state. This is to discourage players from rage-quitting early in ranked matches.

Game Expiry

Public games where no player submits a turn for 7 days are automatically expired. The game ends as a draw — no winner is declared, and no Elo changes occur. All players receive participation points. This prevents abandoned games from lingering indefinitely.

Games that are still in the lobby (waiting for players to join) and have not started within 7 days are automatically deleted.

19. Scoring & Leaderboards

At the end of every game, each player receives a score based on their performance. Three separate leaderboards track different types of play.

Score Calculation

Your game score is calculated from these components:

Victory Bonus: 500 points (winner) or 50 points (everyone else)
Turn Efficiency: max(0, 300 - turns × 10) — winner only
Ships Destroyed: 10 points per enemy ship destroyed
Systems Owned: 20 points per system owned at game end
Ships Surviving: 5 points per ship in your fleets at game end

Player Count Multiplier (PvP only)

In multiplayer PvP games, your score is multiplied based on the number of players:

Leaderboards

Score Tip

Turn efficiency rewards decisive victories. If you can win by turn 20, you get 300 - 200 = 100 bonus points. If you grind out a 50-turn war of attrition, you get 0 turn efficiency. Aggressive, efficient play is rewarded.

20. Ranked Play & Elo

Ranked games use the Elo rating system to measure relative player skill. Your Elo rating starts at 1000 and changes after each ranked game based on the outcome and the ratings of your opponents.

What Counts as Ranked?

A game must meet all three criteria to affect Elo:

  1. The game must be a public game
  2. The game must be marked as ranked by the creator
  3. The game must last at least 5 turns

Invite-only games, Solo vs AI games, and casual public games never affect Elo.

How Elo Works

After a ranked game ends, each human player's Elo is adjusted using a pairwise calculation with K-factor of 32:

Expected Score = 1 / (1 + 10^((opponent_elo - your_elo) / 400))
Elo Change = K × (actual - expected)
where actual = 1.0 for win, 0.0 for loss; K = 32

In multiplayer games, the winner is compared against each other player individually. The winner gains Elo against each loser, and each loser only loses Elo against the winner (losers do not lose Elo against each other).

This means:

Early Surrender Penalty

If you surrender in a ranked game before turn 5, you always lose Elo, regardless of the game state. This penalty is calculated against the average Elo of remaining players and is designed to discourage early rage-quits in ranked matches.

Elo Gap Restriction

To prevent smurfing (creating low-rated accounts to farm wins against weaker players), the admin can configure a maximum Elo gap. If enabled, players whose Elo is too far above or below the game creator's Elo cannot join that ranked game. This keeps ranked matches competitive and fair.

Ranked Game Rules

21. Fuel System

The fuel system is an optional mechanic that can be enabled or disabled per game by the game admin. When enabled, ships consume Helium-3 (He3) as fuel when traveling through hostile or unclaimed space. This adds a logistics layer to fleet operations — you need to plan supply lines, not just battle lines.

How Fuel Works

Fuel Capacity by Ship Type

Different ship types have different fuel capacities, reflecting their range and operational role:

ShipMax Fuel
Scout10
Fighter8
Cruiser6
Battleship5
Colony Ship3
Freighter8

These values are defaults and may differ depending on game configuration.

Refueling

There are three ways to refuel your ships:

Strategy Tips

Fuel Planning

Scouts have the highest fuel capacity (10 by default) and can range far into unclaimed territory. Battleships and colony ships have lower fuel, so plan refueling stops for long expeditions. Build refueling stations at forward positions along your invasion routes, and use freighters to keep them supplied with He3.

Running on Empty

If your fleet runs out of fuel in enemy territory, it stops dead. Its waypoints are cleared and it cannot move until refueled. A stranded fleet deep in enemy space is easy prey. Always check your fleet's fuel gauge (shown on the map as a colored bar next to fleet markers) before ordering long-range moves.

The fuel system is disabled by default for existing games. New games may have it enabled depending on the game's configuration. When fuel is disabled, ships have unlimited range and all fuel-related UI is hidden.

22. Fleet Tactics

Every fleet can be assigned a combat tactic that changes how it fights. Set your fleet's tactic before battle to gain a strategic edge. You can also set a retreat threshold — a percentage of losses at which your fleet will automatically disengage and fall back to a friendly system.

Available Tactics

Retreat Threshold

Set a retreat percentage (0-100%) on your fleet. After each combat round, if your fleet has lost that percentage of its starting ships, surviving ships will attempt to retreat to a nearby friendly system. If no safe retreat destination exists, the fleet stays and fights to the last ship.

Tactic Tips

Use Aggressive on raiding fleets that need to punch through defenders quickly. Use Defensive at fortified chokepoints with orbital defenses (the +1 DEF stacks!). Use Focus Fire when you're facing a fleet with one or two powerful capital ships — taking out the battleship first changes the entire battle. Setting a retreat threshold of 50% on your main fleet lets you conserve forces rather than losing everything in a bad fight.

23. Ship Veterancy

Ships that survive combat gain experience and improve over time. Every ship starts as Green and can advance through four ranks by surviving battles:

Rank Battles Survived Bonus
Green 0 None (baseline)
Veteran 3 +1 ATK
Elite 6 +1 ATK, +1 DEF
Legendary 10 +1 ATK, +1 DEF, +1 HP

Ships also track their individual kill count. A ship scores a kill when its attack destroys an enemy ship in combat. Veterancy bonuses are applied automatically in combat — a legendary cruiser with +1 ATK, +1 DEF, and +1 HP is significantly more powerful than a fresh one.

Preserve Your Veterans

Veteran and elite ships are irreplaceable — you can build a new ship, but you can't build experience. Use retreat thresholds to pull your veteran fleets out of losing battles. Repair them and send them back when reinforced. A fleet of legendary ships is worth far more than its raw stats suggest.

24. Technology Research

Invest in research to unlock powerful permanent upgrades for your empire. Technology research works on a dice roll system inspired by Axis & Allies — you pay resources for a chance to acquire a random technology.

How Research Works

  1. Click the Research button on your dashboard
  2. Pay the research cost: 30 credits + 5 crystal, 3 helium-3 (minerals taken from a system you choose)
  3. Roll for success: 50% chance of a breakthrough
  4. If successful, you receive a random technology from the remaining pool. If you have 8 techs left, the game rolls a d8 to pick which one.
  5. If failed, your resources are consumed with nothing to show for it. Research is a gamble!
  6. Escalating cost: The credit cost doubles with each technology you successfully acquire. Your first research costs 30 credits, your second costs 60, then 120, 240, and so on. Mineral costs remain constant. Choose wisely — later techs are a serious investment.

Available Technologies

Military Technologies

Economy Technologies

Utility Technologies

Research Strategy

Research is expensive and uncertain. In the early game, focus on building your economy and military. Mid-game, start investing in research when you have a stable income. Shield Technology and Advanced Weapons are game-changing military techs. Economic Boom and Advanced Mining compound your advantage every turn. Warp Drive gives you unmatched mobility in the late game. Remember: every tech you acquire makes the next one easier to get (fewer remaining in the pool means higher chance of getting something you want).

25. Controls & Interface

Map Controls

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Side Panel

Utility Buttons

26. Strategy Tips

Expand Early, Expand Fast

Colonize nearby systems as quickly as possible in the opening turns. More systems means more income and more mineral production. A player who controls 5 systems will almost always outproduce a player with 2, and that economic advantage compounds every turn. Don't wait — build that first colony ship immediately.

Shipyards Win Wars

Without a shipyard, you can only build scouts and colony ships. Fighters, cruisers, and battleships all require a shipyard. Your home system starts with one, but you should build a second shipyard at a mineral-rich expansion system as soon as possible. Having two shipyards means you can produce ships at twice the rate of an opponent with one.

Don't Overextend Your Fleets

Spreading your fleet across too many systems leaves each position weak. Concentrate your forces at strategic chokepoints and keep a mobile reserve fleet that can respond to threats. It's better to have one strong fleet that can win battles than three weak ones that lose everywhere.

Scout Before You Attack

Never send your main fleet into an unknown system. Always send a scout ahead first. If your scout gets destroyed, you know there are enemy forces there. If it survives, you get full visibility of what you're up against. Information is one of the most valuable resources in the game.

Repair Your Veterans

Damaged ships are weaker in the next fight. A cruiser at 1/3 HP will die to a single unblocked hit. Rotate injured fleets back to a shipyard system for repairs (2 credits per HP) before sending them back into combat. A repaired fleet is dramatically more effective than a damaged one.

Control Chokepoints

The warp connection network creates natural chokepoints — systems where multiple routes converge. Controlling these systems (and building orbital defenses there) can lock down entire sections of the map. Your opponent cannot bypass a conflict zone, so holding a chokepoint forces them to either break through your defenses or find a longer alternate route.

Manage Your Minerals

Credits are important, but minerals are what you actually build ships with. Pay attention to which systems produce which minerals, and use freighters to consolidate rare minerals at your shipyard systems. A shipyard with no darkite can't build battleships, no matter how many credits you have.

Diplomacy Is a Weapon

In multiplayer games, alliances can be powerful tools. A well-timed alliance can protect your flank while you focus your forces on another front. But remember — there can only be one winner. Every alliance will eventually be broken. When it ends, your fleets get ejected from their territory and vice versa, so always have an exit strategy. The question is whether you break it on your terms or theirs.

Orbital Defenses at Key Systems

The +1 DEF bonus from orbital defenses may seem small, but it compounds over multiple combat rounds. At chokepoint systems where you expect repeated attacks, orbital defenses pay for themselves many times over.

Don't Forget Population Growth

Population grows 10% per turn and adds to income (every 10 pop = +1 credit/turn). Colonize systems early so population has more turns to grow. A system colonized on turn 3 will have significantly more population (and thus more income) by turn 20 than one colonized on turn 15.

Surrender Is an Option

If the game is truly lost, surrendering saves everyone's time. Your systems become neutral for others to colonize, and the game can conclude faster. There's no shame in recognizing when you're beaten — but be careful about surrendering in ranked games before turn 5, as it carries an Elo penalty.