Warp Empire Battles — collected rules, edge cases, and important restrictions
Aeons ago, a great galactic war shattered civilization across the stars. The conflict was so devastating that entire sectors were reduced to silence. Warp lanes went dark. Worlds that had once traded freely across light-years found themselves isolated, cut off from neighbors they could no longer reach. Over the millennia that followed, knowledge faded. Technologies were forgotten. The galaxy slid into a long barbarism, and the war that caused it passed out of memory entirely.
No one remembered the ancient highways between the stars — until explorers from a handful of resurgent civilizations ventured beyond their own systems and discovered something extraordinary: warp gates. Massive ring-like structures orbiting near every star, built by a forgotten race in an age no one can date. The gates were dormant but intact, connected to one another in a vast web-like network spanning the galaxy. With enough study, engineers learned that a ship equipped with a specialized warp field generator could activate a gate, opening a near-instantaneous corridor to the next gate along the network.
This discovery changed everything. Civilizations that had spent centuries rebuilding on single worlds suddenly had access to the stars again. But expansion brings need: the advanced industries and infrastructure required to sustain interstellar society demand far more resources than any one planet can provide. Minerals, population, production capacity — the hunger for growth is insatiable, and every neighboring system is a prize worth claiming.
You are one of these resurgent empires. Your scientists have cracked the secret of the warp gates, and your fleets are ready to push outward along the ancient lanes. But you are not alone. Other empires have made the same breakthrough, and they have the same ambitions you do.
Scattered among the stars you will also find independent civilizations — worlds that have rebuilt enough to field local defense fleets but have not yet unlocked the secret of the gates. They cannot project power beyond their own system, but they are far from helpless. Some may welcome you as liberators; others will fight to the last ship. How you treat them will shape your reputation across the galaxy.
And in the dark spaces between the civilized belts — the Dead Systems and drifting asteroid fields at the galaxy's edge — pirates lurk. These lawless fleets prey on any system rich enough to plunder, raiding along the warp lanes from hidden bases in regions too remote or too dangerous for legitimate settlement. They answer to no empire and respect no treaty (see Pirates). Left unchecked, a pirate armada can grow powerful enough to threaten even a well-defended frontier.
The war ends when one empire establishes dominance. There are three paths to victory:
Win or lose, every finished game earns you a score based on how many players you beat. In a 9-player game, the winner beat 8 rivals and scores 8 points. Second place beat 7 and scores 7. Last place scores 0.
Bigger games mean bigger scores. Coming in 2nd out of 9 players (7 points) is worth more than winning a 4-player game (3 points). This rewards commanders who test themselves in the largest wars the galaxy has to offer.
Your Galactic Ranking in the Hall of Fame is your average score across all finished games. You need at least 3 completed games to appear on the ranked leaderboard.
Empires that are eliminated during a game are ranked by how long they survived — holding out to turn 20 places you above someone knocked out on turn 5. Empires that abandon a game (AI takeover) receive last place for that game, scoring 0 points. There is always something to play for, even when the war turns against you.
When an empire loses its last star system, it is vanquished. All of its surviving ships — fleets still in transit, raiding forces, stragglers at enemy systems — are absorbed by the galaxy’s pirate empire and drift toward the nearest Dead System or Asteroid Field. They raise the black flag and become part of the pirate threat.
Every surviving player receives an in-game announcement naming the fallen empire and the empire that delivered the killing blow. The vanquished player is locked out of the game — no orders, no map access — until the game ends. Once the game finishes, the full map is revealed and the vanquished player can review the final results.
Winners earn credits that can be used to join future games:
Skilled commanders can sustain their campaigns through victory alone. The bigger the war, the greater the spoils.
The early game is a race to explore the galaxy and expand your borders. Every habitable system you claim serves two purposes: it increases your production capacity (more factories building more ships) and it secures mineral income to feed those factories and keep your fleet supplied with Ion-9 crystals.
But production alone won't sustain a growing empire. You need a steady flow of minerals — the raw material behind everything you build and everything that keeps your ships in the fight. There are three sources of minerals in the galaxy:
Smart commanders don't just build fleets — they build supply chains. Use Freighters to shuttle minerals from mining systems and asteroid operations to your production centers and home world. A powerful fleet without minerals behind it is a fleet that will slowly starve.
The galaxy is made up of many different kinds of locations. Some are thriving worlds with populations and industry; others are barren wastelands or hazardous phenomena left behind by the ancient cataclysm. Understanding what you'll find at each type of system is essential before committing your fleets.
Star systems are habitable worlds with populations, industry, and natural resources. Each is rated by quality from A (best) to E (poorest), which determines its population capacity, industrial base, and growth potential.
Interestingly, the most developed worlds are not always the richest in raw materials. Higher-quality systems spent centuries building up their infrastructure before rediscovering the gates — their mines are well-established but increasingly depleted. Lower-quality systems, while less developed, often sit on untapped mineral wealth that fuels rapid expansion for any empire willing to invest in their growth.
| Quality | Pop Limit | Minerals/Turn | Typical Industry | Growth Rate | Character |
|---|---|---|---|---|---|
| A (Gaia) | 12 | 4 | 4 | 10% | Rare, powerful — major strategic prize |
| B | 10 | 2 | 2–3 | 8% | Well-developed, strong foundation |
| C | 6 | 2 | 2 | 6% | Moderate — reliable but not exceptional |
| D | 5 | 2 | 1 | 4% | Frontier world — underdeveloped but functional |
| E | 4 | 3 | 1 | 2% | Primitive but mineral-rich — excellent mining outpost |
Most star systems you encounter will be controlled by independent civilizations — worlds that have rebuilt enough to field local defense fleets but have not yet unlocked the secret of the warp gates. Their reaction to your arrival depends on your empire's reputation (see Independent Systems).
Every player begins the game with a home system — a Class B world that serves as the heart of your empire. Home systems are better-established than typical colonies, with higher starting population, industry, and planetary defense.
| Property | Value |
|---|---|
| Quality | B |
| Population | 5.0 (limit 10) |
| Industry | 4.0 |
| Minerals/Turn | 2 |
| Starting Minerals | 20 |
| Planetary Defense | 8 |
| D-Sats | 2 |
| Starting Fleet | 2 CR + 5 DD + 1 Fr |
Scattered across the galaxy are worlds that bear the scars of the ancient war — planets blasted so thoroughly by the devastating weapons of those forgotten empires that they can no longer sustain life. Their atmospheres burned away, their surfaces reduced to irradiated glass, these Dead Systems are silent monuments to the destruction that ended the previous age.
Asteroid fields are resource-rich but dangerous locations. Fleets stationed there face ongoing hazards, and only Freighters can mine minerals from the debris.
Debris Damage:
Ships in an asteroid field take damage from collisions with debris each turn:
| Event | Chance per ship |
|---|---|
| On arrival (entering the field) | 5% |
| Each subsequent turn (stationary) | 5% |
Freighter Mining:
Freighters stationed in an asteroid field automatically mine minerals:
Movement & Trapping:
Only Cruisers (CR) and Destroyers (DD) carry warp field generators powerful enough to activate the ancient warp gates. All other ship types (Freighters, Missile Ships) require a Cruiser to activate the gate for them. Novas carry a small generator that can only move themselves.
Combat in Asteroid Fields:
Pirate fleets may also lurk at asteroid fields. They are immune to debris damage and use asteroid fields as staging areas for raids into nearby systems (see Pirates).
Nebulas are dense clouds of interstellar gas and charged particles that drift between the stars. Ships can pass through freely, but the electromagnetic interference disrupts targeting systems and makes sustained operations impossible.
Ion nebulas are far more dangerous than ordinary nebulas. The intense ion storms surging through these regions disable ship shields entirely, stripping away the energy barriers that normally protect hulls from weapons fire.
Black holes are gravity wells of absolute destruction. Any fleet that enters a black hole is instantly and completely destroyed — ships, cargo, and all. There is no combat, no intel gathered, no survivors. Just total annihilation.
Scattered across the galaxy are independent systems — star systems controlled by minor factions that are not aligned with any player empire. They have their own fleets, defenses, and attitudes. How they react to you depends on your reputation and a bit of luck.
When one of your fleets arrives at an independent system for the first time, a reaction roll determines how that faction feels about you. The result is permanent for that system and is specific to your empire — other players get their own separate rolls.
The reaction roll is a d10, modified by your current reputation:
| Reputation | Hostile | Neutral | Rogue Join | Join |
|---|---|---|---|---|
| Revered | — | 60% | 10% | 30% |
| Honored | — | 70% | 10% | 20% |
| Trustworthy | — | 80% | 10% | 10% |
| Neutral | — | 80% | 10% | 10% |
| Questionable | 20% | 70% | 10% | — |
| Dangerous | 30% | 70% | — | — |
| Menacing | 40% | 60% | — | — |
| Reviled * | 100% * | — | — | — |
* At Reviled reputation no d10 is rolled — every first contact is automatic hostility unless your fleet outnumbers the garrison 3:1 (intimidation auto-join), and Type A (Gaia) systems refuse to be intimidated regardless. See the full explanation under Section 2d — Reputation.
When an independent system is Neutral toward you, diplomacy is ongoing. Each turn that you have at least one ship stationed there, a diplomacy roll occurs automatically.
The system tracks a hidden diplomacy level (2–8) that shifts each turn based on a d10 roll:
The diplomacy level has named stages so you can track how things are going:
| Level | Status | Outlook |
|---|---|---|
| 2 | Angry | Dangerous |
| 3 | Disgruntled | Poor |
| 4 | Cool | Below average |
| 5 | Neutral | Default starting point |
| 6 | Warm | Promising |
| 7 | Cordial | Good |
| 8 | Friendly | Very good |
Class A systems — known as Gaia Systems — are the rarest and most powerful independent worlds in the galaxy. They boast the highest population limits, the strongest industry, the most defense satellites, and the fastest population growth of any system type. They are major strategic prizes. They are also the only independent systems that diplomacy cannot touch.
The rules that govern every other neutral independent system do not apply to Gaia Systems. Every aspect of the diplomatic process — first contact rolls, ongoing diplomacy shifts, aggression ripple, pirate-fighting relation bonuses — is either fixed or skipped entirely for these worlds. Understanding exactly what that means is critical before you build a strategy around one.
When your fleet arrives at a Gaia System for the first time, no d10 is rolled. The outcome is determined before the dice even hit the table: the system is always Neutral. It does not matter how good or how bad your reputation is.
This also means that a Reviled empire cannot use overwhelming force to intimidate a Gaia System into submission. Even if your fleet outnumbers the Gaia garrison three to one, the defenders will not surrender. These civilizations are old, proud, and do not yield to tyrants.
After first contact, other neutral independent systems enter the ongoing diplomacy cycle — each turn you station ships there, a diplomacy roll shifts the relationship level up or down until the faction eventually joins or turns hostile. Gaia Systems are entirely exempt from this cycle.
When you attack a Neutral independent system, a solidarity ripple can spread to other neutral systems you’ve visited, dropping their diplomacy levels (see Section 2e). Gaia Systems are immune to this ripple. Even if you go on a rampage against every other independent system in the region, the Gaia System’s relationship with you does not change as a result.
Destroying pirate fleets near a neutral system can boost that system’s diplomacy level by +1 as a reward for protecting the region (see Section 5 — Pirates). This bonus does not apply to Gaia Systems. Their relationship level is fixed and cannot be shifted upward by any diplomatic mechanism.
Because diplomacy can never move a Gaia System’s relationship level, the system will never voluntarily join your empire. There is no diplomatic endgame here. The only way to take control of a Gaia System is to attack it, destroy its defenses, and invade.
There is a single path that bypasses the conquest requirement: the Cultural Hegemony Tier 4 Political advantage card. When you complete this card, every independent system in the galaxy — including Gaia Systems — immediately joins your empire. This is the only diplomatic mechanism that can acquire a Gaia System peacefully, and it is deliberately rare and difficult to achieve.
Outside of Cultural Hegemony, military force is your only option.
Gaia systems are rare survivors of the great war. They have turned inward to study the arts and the universe and desire to be left alone. They have built up large enough defenses to keep Pirates away and until recently — smaller feudal empires such as your own. They judge all smaller empires and are waiting for a peaceful and benevolent unifier. They will join that hegemony freely with a shared goal of unifying the galaxy under one Imperium of peace and prosperity.
Your reputation is a permanent, empire-wide score that tracks how you have treated independent systems. It is shown in the top bar of your player portal. Everyone starts at Neutral.
| Reputation | Effect on Initial Encounters | Effect on Diplomacy Rolls | Other Bonuses |
|---|---|---|---|
| Revered | 30% Join, 10% Rogue Join | +2 bonus to effective roll | Fleet maintenance −1 crystal/turn (min 1); +3 effective PD vs unrest; pirate diplo capped at Lvl 1, −6 standing penalty (cumulative on top of Honored), cannot Bribe to Raid |
| Honored | 20% Join, 10% Rogue Join | +2 bonus to effective roll | +2 effective PD vs unrest; pirate diplo capped at Lvl 1, −3 standing penalty, cannot Bribe to Raid |
| Trustworthy | 10% Join, 10% Rogue Join | +1 bonus to effective roll | +1 effective PD vs unrest |
| Neutral | 10% Join, 10% Rogue Join | No modifier | — |
| Questionable | 20% Hostile | −1 penalty | Cultural Hegemony T4 mission: +1 extra system required |
| Dangerous | 30% Hostile | −2 penalty | 10% chance/turn of disruptive event; unrest buffer reduced; Cultural Hegemony: +2 extra systems |
| Menacing | 40% Hostile | −3 penalty | 20% event chance; pirate diplo +5 standing bonus, can climb to Brother of the Black Flag (Lvl 3) and Bribe to Raid; Cultural Hegemony: +3 extra systems |
| Reviled * | 100% Hostile * | No rolls * | 40% event chance; pirate diplo +10 standing bonus (cumulative — +5 over Menacing), can climb to Brother of the Black Flag (Lvl 3) and Bribe to Raid; Cultural Hegemony: blocked entirely |
The pirates see things upside down. Where the independent races read your reputation as a measure of trust, the brethren of the Black Flag read it as a measure of how easy it will be to do business with you. The worse you look to the independents, the better the pirates like you — Menacing empires earn a +5 standing bonus in pirate diplomacy and Reviled empires earn a cumulative +10 (another +5 on top of Menacing), and both may climb all the way to Brother of the Black Flag. Honored empires carry a −3 penalty and Revered empires carry a cumulative −6 (another −3 on top of Honored); both are capped at Tolerated Patrons (Lvl 1). Climbing high with the brethren requires a willingness to keep your hands dirty in front of the galaxy at large; you cannot have it both ways.
What damages your reputation:
What improves your reputation:
If you attack an independent system that is currently Neutral toward you and score at least one hit, several things happen:
Once an independent system is Hostile toward you, there is no going back:
When an independent system joins your empire (via a Join reaction roll or completing diplomacy), the transfer happens on the following turn:
The sections above cover diplomacy with independent (NPC) systems. Diplomacy with other players is entirely up to you.
The Comms panel in the game UI lets you send pre-written diplomatic messages to other empires — Non-Aggression Pact proposals, threats, trade offers, and more. These canned messages are delivered when the turn processes.
For free-form, real-time conversation, W.E.B. can create a private Discord channel for your game where you can write your own messages, negotiate in your own words, and scheme to your heart’s content. See Appendix B — Discord Integration for details on how game channels work, who has access, and privacy policies.
Every pair of player empires has a formal diplomatic state, visible in the Diplomacy panel. The state changes at turn rollover, not instantly, so both sides have at least one turn's warning before a transition takes effect.
| State | Effect |
|---|---|
| Neutral | Default. No combat restrictions between you. You can attack each other's systems freely. |
| War | Active war declared. No gameplay difference from Neutral — war is a signal, not a restriction — but it is shown to all players. |
| N.A.P. (Non-Aggression Pact) | A signed pact between two empires, visible to all players. Neither side's ships can fire on the other, and neither side triggers Ambush fire. No intel is shared — both empires retain full fog of war. |
| Action | From State | Effect at Rollover |
|---|---|---|
| Declare War | Neutral | State becomes War. The target is notified immediately when you queue the action. You must End a Non-Aggression Pact first before you can declare war on that empire. |
| Propose Peace | War | If the other empire also proposes peace (or accepts), state becomes Neutral at rollover. Proposals expire after 2 turns. A 5-turn commitment must be met before you can propose peace — you cannot end a war declared less than 5 turns ago. |
| Propose N.A.P. | Neutral | If the other empire also proposes (or accepts), state becomes N.A.P. at rollover. Proposals expire after 2 turns. |
| End N.A.P. | N.A.P. | State returns to Neutral at rollover. A 5-turn commitment must be met before you can end it — you cannot end a pact signed less than 5 turns ago. |
Two cooldowns prevent diplomatic whiplash:
Cooldowns are shown on the Diplomacy panel and enforced server-side — the buttons disable automatically when a cooldown is active.
Declaring war takes effect at the end of the turn, after combat resolves. That means the turn you queue a war declaration, you are still Neutral during that turn's battles. If your fleets attack an enemy system on the same turn you declare, the galaxy sees it as a Surprise Attack:
The clean play is to declare war first and attack the following turn: your declaration lands at rollover, the state flips to War, and from the next turn onward your offensives carry no reputation penalty. Surprise Attacks are available — they're not prevented — but they come at a cost that follows you across the rest of the game.
You can gift minerals to any met human-player empire directly from the Diplomacy panel. Each empire's card has a Send button; click it, enter an amount, and confirm. The transfer is queued as an order and resolves at turn rollover — you can cancel it any time before then.
Both sender and receiver see an event-log line after a completed (or cancelled) transfer. No mid-turn preview is shown to the recipient — they only learn of it when it arrives.
Reputation (Section 2d) tracks how you have behaved in this game. Lifetime Credibility is a separate score that tracks how you have treated other human players across every game you have ever played. Other players see your tier next to your empire name in the Diplomacy and Comms panels — so if you build a reputation as a treaty-honorer or a serial backstabber, that reputation follows you from game to game.
Lifetime Credibility is only affected by your dealings with other human players. Independent (NPC) and Pirate interactions do not change it. Practice / solo games do not change it. Co-op alien invader games do not change it. Only ranked, multiplayer human-vs-human actions matter.
Everyone starts at Pragmatic (0 points) — the neutral middle. Your points can climb up or fall down without limit. Long histories of good behavior build a cushion that absorbs occasional bad acts; long histories of betrayal take a long, slow climb to repair.
| Tier | Point Range | What It Means |
|---|---|---|
| Loyal Friend | 20+ points | You consistently honor pacts and resolve conflict cleanly. A trusted ally across many games. |
| Honorable | 10 to 19 | Strong record of treaty-keeping with occasional pragmatic warfare. |
| Dependable | 3 to 9 | Generally reliable. Your word can be taken at face value. |
| Pragmatic (default) | −2 to 2 | The neutral middle. New players start here. Your dealings have been balanced. |
| Opportunist | −9 to −3 | Willing to pick fights when it suits you. Treaties last only so long as they help. |
| Schemer | −20 to −10 | Has burned treaties to seize an opening. Trust at your own risk. |
| Treacherous | −40 to −21 | Pacts mean nothing to you. Other players sign with you at their peril. |
| Diabolical | −41 or worse | A serial backstabber. Recovery will take many games of disciplined diplomacy. |
Color key: Green = above the neutral middle (you've earned trust) · White = Pragmatic, the neutral default · Amber = one step below neutral (Opportunist) · Red = two or more steps below neutral (Schemer / Treacherous / Diabolical). These are the same colors used in-game so you can recognize a player's standing at a glance.
A perfect pacifist who never declares war, never breaks a pact, and never fires without a declaration earns the full +3 end-of-game bonus in addition to any +1's they earned along the way for signing pacts.
War declarations are always either −3 (had a prior pact) or −1 (never had one) — never both. Breaking a pact and declaring war are separate actions: if you End N.A.P. one turn and Declare War on a later turn, you pay both costs (−2 then −3). Declaring war while still in a pact pays only the −3.
If your empire goes inactive long enough that the AI takes over, the trust system stops counting individual actions for or against you from that point forward. Any Credibility points you earned or lost while you were still in control — signing pacts, breaking pacts, declarations of war, firing without warning — are kept in your lifetime ledger. The AI's later moves do not add or subtract anything.
However, the three end-of-game peaceful bonuses (+1 each) require you to finish the game yourself. If your empire is taken over by the AI at any point, you forfeit all three bonuses for that game, even if no warlike action ever occurred during your tenure. Finishing what you started is part of the reward.
An ancient, long-forgotten race once built a vast network of warp gates near the stars of every inhabited system. These gates are connected in a web-like pattern — the warp lanes shown on your star map. The gates still function, but they require a warp field generator to activate. Once a gate is powered up, nearby ships are accelerated along the warp lane to the gate at the destination star almost instantaneously. Most of the travel time is actually spent generating the warp field and activating the gate.
Movement is always one hop per turn: you pick a connected system and your ships jump there when the turn processes.
Not every ship carries a warp field generator. A valid move order requires at least one ship equipped with a generator to activate the gate:
| Ship | Warp Field Generator | Can Gate Others | Notes |
|---|---|---|---|
| Cruiser (CR) | Full-size | Yes | Primary fleet mover — activates the gate for any number of ships |
| Destroyer (DD) | Micro | No | Can activate a gate alone as a probe (see below); cannot gate other ships |
| Nova (N) | Small | No | Has a small warp field generator that can only move itself through a gate |
| Missile Ship (Mi) | None | No | Requires a Cruiser to activate the gate |
| Freighter (Fr) | None | No | Requires a Cruiser to activate the gate |
| Starbase (SB) | None | No | Cannot move once placed |
| Defense Sat (DS) | None | No | Stationary; cannot move |
Destroyers carry only a micro-scale warp field generator — not powerful enough for sustained gate travel. When a lone Destroyer activates a gate by itself (without a Cruiser in the same move order), it overloads its power plant to force the gate open. The surge generates just enough field strength to hurl the ship through, but the strain is catastrophic: the Destroyer's systems burn out shortly after arrival. In its final moments, the ship transmits a full sensor sweep back through the gate before breaking apart. This is a probe — a one-way reconnaissance mission:
There are three ways to initiate a fleet move from the player portal:
All three methods open the same move modal, where you choose exactly which ships and cargo to send.
Ships can carry cargo during movement. Each ship type has different capacity:
| Ship | Cargo Capacity |
|---|---|
| Freighter (Fr) | 3 minerals OR 1 population OR 1 starbase (mutually exclusive) |
| All others | None |
Movement is processed as Phase 3 of the turn, between the two rounds of combat. Here's the sequence:
If you move a fleet into a black hole, all ships and cargo are instantly destroyed. There is no combat, no intel gained — just total loss. Black holes are visible on the map, so this is entirely avoidable.
If all ships with warp field generators (Cruisers, Destroyers, and Novas) at a system are destroyed — whether by combat, debris, or withdrawal fire — any remaining ships without generators (Freighters, Missile Ships) are stranded. They have no way to activate the warp gate and cannot leave until a Cruiser arrives to gate them out.
The warp gates of the ancients were never designed for individual ships. They were built as a permanent network — pairs of gates locked in a continuous resonance, the warp lane between them held open by a vast computer intelligence calibrating both ends in real time. When the ancients vanished, the calibration computers fell silent and the lanes collapsed back into dormant rings of metal — passable only by ships equipped with their own warp field generator.
A Starbase is the only modern structure massive enough to host the AI cores and reactor banks needed to wake a gate and hold it open. Activating a lane requires two of your Starbases in adjacent systems — that is, in the two systems sitting at opposite ends of the same warp-lane line on your star map. Starbases in systems that aren't directly connected to each other don't form a lane; only a pair of neighbouring Starbase systems does. When both endpoints of a lane are yours, the resonance is restored: the lane snaps alive, glowing on your star map in mint green. While that lane is active, any of your ships — in any combination, with or without a Cruiser — can travel along it freely. Lone Freighters, lone Missile Ships, mixed groups, anything goes.
Enemy active lanes are rendered on your star map in red (visible only when both endpoints have been scouted). A red lane signals strategic threat: an enemy with a working Starbase logistics network can move freight and combat ships freely along it without needing Cruisers, and is dangerous. Cutting an enemy's network by destroying one of their Starbases will instantly collapse every active lane that depended on it.
Lore: A Cruiser can’t hold a gate open the way a Starbase can. What it carries instead is a tactical warp field projector — a clever hack that briefly tricks the gate’s beacon data into wrapping the Cruiser and any ships flying in its formation in a localized warp envelope. The lane never truly opens; the fleet just rides a temporary bubble along the same ancient routing. A Nova carries a one-shot version of the same hack, small enough to envelop only itself.
Every inhabited system has its own merchant captains, bush pilots, and gray-market haulers. They don’t report to Fleet Command, they don’t take orders, and they don’t file manifests. Give them a safe warp lane and a buyer on the other side, and a handful of mineral crates find their way across every week. It isn’t a supply line — it’s a rumor that happens to be true. When fighting breaks out, they vanish until the shooting stops.
Once you have active warp lanes (see 3h above), local traders will automatically move a small trickle of minerals along each active lane every turn — no orders required, no cost, fully passive.
Losing your home matters. Trader flow is loyal to your ancestral home — the system you started the game in — not any re-anchored capital. If your ancestral home is captured, the entire Local Traders network goes dark for your empire until you recapture it. Freighters and other mechanics still work normally, but the civilian trade network stays loyal to the original.
Combat occurs when hostile fleets share a system. Each turn has two rounds of combat (Phases 2 and 4), with fleet movement happening in between. Understanding stances, firing order, and screening is key to winning battles.
Every fleet has a combat stance that determines when and how it fights:
| Stance | Behavior | When It Fires |
|---|---|---|
| Conditional | Default stance. Only fires if attacked first. | Both rounds, but only in retaliation |
| Attack | Actively targets a named enemy empire. Initiates combat. | Both rounds |
| Ambush | Lies in wait watching specific warp lanes. Fires on ships arriving from those lanes. | Round 2 only |
Combat fits into the broader turn sequence like this:
Each ship rolls a d10 to hit. If the roll meets or exceeds the ship's to-hit number, it scores a hit. Modifiers can make hitting harder.
| Ship | To-Hit (base) | Shots per Round | Notes |
|---|---|---|---|
| Starbase (SB) | 3+ | 2 | Best accuracy, fires twice |
| Missile Ship (Mi) | 5+ | 1 | Fires first in sequence |
| Cruiser (CR) | 5+ | 1 | |
| Defense Sat (DS) | 5+ | 1 | |
| Destroyer (DD) | 6+ | 1 | |
| Nova (N) | 8+ | 1 | Hard to hit with, but instant-kill on hit |
| Freighter (Fr) | 10 | 1 | Almost never hits |
To-hit modifiers (each adds +1 to the number needed, making it harder):
Modifiers stack, but the final to-hit is capped at 10. A natural 10 always has a chance to hit.
Ships don't all fire simultaneously. They fire in a strict sequence, and hits are applied immediately — meaning early-firing ships can destroy enemies before those enemies get a chance to shoot.
The firing sequence each round is:
When your fleet takes hits, damage is absorbed by ships in screening order. The front-line ship absorbs all incoming hits until it's destroyed, then the next ship type in line takes over.
| Priority | Ship | Hit Points | Role |
|---|---|---|---|
| 1st | Destroyer (DD) | 2 HP | Expendable screen |
| 2nd | Nova (N) | 2 HP | |
| 3rd | Missile Ship (Mi) | 1 HP | |
| 4th | Cruiser (CR) | 3 HP | Tough, protected by screen |
| 5th | D-Sat / Starbase | 3 / 10 HP | Heavily armored |
| 6th | Freighter (Fr) | 1 HP | Last to take damage |
Hits are applied one at a time. Each hit reduces the front-line ship by 1 HP. When a ship reaches 0 HP, it's destroyed, and the next hit moves to the next ship in the screening order.
The Nova-class warship represents the cutting edge of military technology. Its anti-matter beam weapon is a breakthrough that will eventually make conventional armaments obsolete — a single focused beam can annihilate any vessel, regardless of size or armor. Military strategists agree that Novas will one day become the standard warship in every fleet. But that day hasn't arrived yet. The technology is still new, the beam targeting systems are unstable, and the anti-matter containment required makes them significantly more expensive to produce than conventional ships. For now, Novas are built for specialty roles — high-value strikes where one perfect shot can change the course of a battle.
In game terms: when a Nova scores a hit, it instantly destroys one random enemy ship, regardless of how many hit points that ship has. The target is chosen randomly from all enemy ships in the system (weighted by count).
If your combat ships are outnumbered more than 2-to-1 by enemy combat ships, all your ships receive a +1 to-hit penalty (harder to land hits).
When ships are ordered to move out of a system where combat is happening, they face withdrawal fire in round 1:
Ships that arrive at a system during the movement phase (Phase 3) receive arrival immunity in combat round 2:
Defense Satellites (DS) are fixed defenses attached to a system (not a fleet):
Starbases (SB) are the most powerful defensive unit in the game — massive orbital cities housing weapons platforms, command centers, repair bays, and the millions of crew and their families needed to keep them running. Constructing a Starbase is a monumental undertaking that permanently draws workers and their dependents away from the planet below.
Immobile platforms cannot initiate combat. Starbases and D-Sats are fixed installations locked to a system's orbital infrastructure — they cannot maneuver to engage hostile fleets. Enemy ships in the same system can simply keep their distance, staying beyond effective weapons range of stationary platforms. However, the moment an enemy fleet commits to an attack, they must close range and enter the platforms' engagement envelope — at which point Starbases and D-Sats fire back with full force. To dislodge an enemy fleet camping in a system defended only by fixed platforms, you must send in mobile warships to force the engagement.
Invasion happens in Combat Round 2, but only when the system has no active defenses capable of firing at the start of the round. Specifically, an invasion begins when:
If the defender has anything that can fire at the start of Round 2 — ships, a Starbase, or D-Sats — Round 2 is spent on normal combat. The invasion is deferred until next turn. Your fleet was engaged fighting active defenses and could not simultaneously bombard the planet.
Once the invasion begins, your ships fire at the system's Planetary Defense (PD) to take control:
| Invasion Rating | Ships | To-Hit vs PD | Damage Per Hit | Collateral Damage |
|---|---|---|---|---|
| A (best) | CR, Nova | 6+ | 1 | None |
| A (best) | Freighter | 6+ | 2 | None |
| B | Destroyer | 8+ | 1 | On hit: chance of industry or population damage |
| C (worst) | Missile Ship | 9+ | 1 | On hit: higher chance of collateral damage |
Each PD unit has 2 hit points and must absorb that much damage before it is destroyed. Freighters deal 2 damage per hit — enough to take out a PD unit in a single shot. All other ships deal 1 damage per hit and need two successful hits per PD unit.
Not all ships are created equal when it comes to ground operations:
Nebula:
Ion Nebula:
Asteroid Field:
Pirates are a hostile NPC faction that threaten all players equally. They cannot be negotiated with, allied with, or controlled. Pirate fleets appear in red on the map and in ship reports. There are two types of pirate activity: local pirate fleets that lurk in dangerous locations, and raider fleets that actively hunt player systems for plunder.
Pirate fleets may be present at Dead Systems and Asteroid Fields. There is no way to know whether pirates are waiting at one of these locations until you arrive. A typical pirate fleet consists of a Cruiser and a group of Destroyers. They will remain in the system and fight any player ships that enter.
Rogue NPC fleets (from failed diplomacy) may also end up joining pirate forces, merging into any existing pirate fleet at their destination.
Beginning in the early turns of the game, organized Pirate Raider fleets will begin launching raids from Asteroid Fields, targeting player-owned systems that have accumulated mineral stockpiles. Raids become more frequent as the game progresses.
Pirate Raiders appear as a separate fleet from any local Pirates in a system. You may see both “Pirates” and “Pirate Raiders” listed under Ships Present — they are tracked independently.
When a raider fleet enters civilized space, all players will receive a warning: “Traders are reporting a large Pirate Raiding fleet approaching civilized space.” If you have ships present at the asteroid field where the raiders originate, you will receive a more specific sighting report.
Pirate Raiders will head toward the closest player-owned system that has a meaningful mineral stockpile. They move one system per turn along a direct path, avoiding Black Holes.
If the raider fleet arrives at its target and finds the minerals have been depleted (fewer than 5 remaining), it will redirect to the next closest eligible target. Systems that have already been plundered will eventually become valid targets again if no fresh targets remain.
If a Pirate Raider fleet has been at a system for at least one full turn (it cannot plunder on the turn it arrives) and there are no owner ships, Defense Satellites, or Starbases to oppose them, they will attempt to plunder the system instead of fighting.
The outcome of a plunder depends on your Planetary Defense (PD) relative to the size of the raider fleet:
If your PD equals or exceeds the raider fleet’s Destroyer count:
If the raider fleet overpowers your PD:
Stationing your own ships at a threatened system is the strongest defense against a raid. The rules are strict:
You will receive a detailed report when raiders attempt to plunder one of your systems, whether they succeed or are repelled.
No last-minute evacuations: Once a pirate raider fleet has arrived over a system and that system is its target, Load and Unload orders at that system are blocked until the raid resolves. You cannot lift minerals onto freighters to evacuate them ahead of a raid — the minerals on hand are what the raiders have come for, and the raiders get a shot at taking them.
Pirates fight using standard combat rules with some important differences:
The brethren do not breed in their lairs. Every Destroyer that flies the Black Flag was bought with someone’s coin, dragged out of a smoking wreck, or sailed home with a hold full of plunder. There is no quiet, automatic build-up between turns — the pirate war chest grows only when the galaxy feeds it. Three streams do that feeding, listed in order of how much they actually move the needle:
Two consequences fall out of these rules. First, raider fleets do not grow while sitting idle — if no one feeds them, they do not strengthen. Second, every raider you destroy before it returns home is a permanent loss to the brethren’s war chest, ships and loot both. Early-game raids are manageable threats; if the galaxy keeps paying, late-game raids can field substantial fleets that require coordinated defense.
Effective pirate defense strategies include:
Empires that fight valiantly against pirate forces earn tangible rewards. The galaxy remembers those who stand against lawlessness, and independent systems take notice when nearby empires show the courage to engage pirates in battle.
Reputation Boost: If your forces completely destroy a pirate fleet — every last ship annihilated — your galactic reputation improves by one step. This applies whether the pirates were stationed at a Dead System, lurking at an asteroid field, or caught in transit. If they don’t survive the turn, it counts. This reward is granted once per turn regardless of how many pirate fleets you destroy.
Diplomatic Relations Boost: If your fleet deals significant damage to pirate forces during a turn, nearby independent systems that are currently Neutral toward you will warm to your empire. Their diplomacy level improves by one step as word of your campaign against the pirates reaches their councils. Only independent systems within a couple of warp lane hops of your battle sites are affected.
For all their bluster about answering to no one, the brethren of the Black Flag are merchants in the end. They have favored ports, captains they trust, and old debts they honor. An empire that approaches them with the right coin — and the right reputation — can buy a measure of peace, perhaps even a measure of cooperation. But every coin pressed into a pirate captain’s palm sails right back out as powder, sail-cloth, and crews. Tribute does not buy the brethren’s silence; it buys their patience, and pays for the next raid landing somewhere down the lane.
This section covers your standing with the pirates — how it is earned, what it grants, and what it costs.
You begin the game with no relationship to the pirates and you will hear nothing from them until your ships have crossed paths with one of theirs. The first turn after any of these events:
… a contact message arrives from the Black Flag, and a Pirate Diplomacy panel appears at the top of your diplomacy view. Until first contact the panel is hidden — you do not yet exist to them.
Your standing with the pirates is measured in diplomacy points. Every empire begins at 0. Crossing certain thresholds promotes you to a named tier with its own protections and privileges:
| Tier | Name | Threshold | What it grants |
|---|---|---|---|
| 0 | Strangers | 0 points | No relationship. Pirates raid your worlds and fire on your ships normally. |
| 1 | Tolerated Patrons | 10 points | Pirate raids skip your worlds and target other empires instead. |
| 2 | Marked Friendly | 20 points | Pirate fleets will not fire on your ships in shared systems. You may build a Starbase at a pirate-occupied Dead System without first destroying the pirate fleet. |
| 3 | Brother of the Black Flag | 30 points | Pirate fleets in your systems fight on your side against your attackers. You may bribe the brethren to raid another empire. Other empires cannot bribe a raid against you. |
Points come from two sources: tribute (one mineral paid = one point, banked permanently) and reputation (your standing with the independent races shifts how the pirates see you — see below).
Pirates respect outlaws and brawlers. They do not trust saints. The cleaner you look to the independent races, the lower the ceiling the pirates will let you climb to:
| Reputation | Maximum pirate tier reachable |
|---|---|
| Revered, Honored | Tolerated Patrons (Lvl 1) |
| Trustworthy, Neutral, Questionable, Dangerous | Marked Friendly (Lvl 2) |
| Menacing, Reviled | Brother of the Black Flag (Lvl 3) |
Reputation also adjusts your point total directly. The more feared you are, the better the pirates like you — Menacing and Reviled reputations grant a standing bonus toward your pirate diplo total, and Honored and Revered reputations carry a penalty. Your banked tribute is never lost when reputation shifts; only the displayed tier and the reputation portion of your total move.
If your reputation rises high enough to drop the cap below your current tier, the higher tier’s privileges are revoked at end of turn. Lower your reputation back into the eligible band and the tier returns to whatever your points support. (See Section 2d. Reputation for the full reputation chart.)
The Pay Pirate Tribute button on the Pirate diplomacy card opens a modal where you choose how many minerals to send. Each mineral paid is +1 to your pirate diplo points, banked permanently.
Of the empires that have not paid the brethren at all, those who have given the least are first to feel the brethren’s hunger. And when every empire has bought peace, the brethren turn back to the independents until fresh marks emerge.
At Brother of the Black Flag (Lvl 3) you unlock the Bribe to Raid button: pay the brethren a small fee and the next pirate raid is redirected onto an empire of your choosing.
The strongest practical reward for climbing all the way to Lvl 3: no other empire can bribe a raid against you. The brethren do not raise blades against their own.
The brethren take it personally when their old anchorages are violated. Combat with pirate fleets in their home turf carries a permanent diplomacy cost:
The penalty applies to every player who participated in the combat, not just the empire that fired first. Two empires fighting the same pirate fleet in an Asteroid Field both pay −2.
At Lvl 0 or Lvl 1 you do not need to give attack orders to incur this penalty: pirates in their lairs are hostile on sight and will fire on you even at Conditional stance. Combat happens whether you wanted it or not, and the rule is “had combat with pirates,” not “chose to fight pirates.” Friendlier tiers (Lvl 2+) are spared this trap because the pirate fleet will not fire on them — combat only occurs if the player gave explicit attack orders, and the penalty applies for that choice.
If your fleet fires on another player’s fleet that the pirates are also firing on — and you do not trade fire with the pirates yourself — the brethren reward the courtesy with +1 pirate diplo point, capped at +1 per turn no matter how many qualifying combats you fought. The Council of Captains marks the shared target.
Practical access usually requires Lvl 2 standing or higher (otherwise pirates fire on your ships on sight and the “no exchange of fire with pirates” condition collapses). One useful exception: in a system where pirates are mid-raid, they fire only on the system owner. An opportunistic attacker showing up to fight that owner — not the pirate fleet — can earn the bonus even at Lvl 0 or Lvl 1.
Captains die. New captains demand fresh tribute. Every 8 turns, every empire’s pirate diplo points fall by 1 — a slow, permanent erosion that cannot be prevented. The brethren’s leadership is fractious; standing slips just by sitting still. Plan to top up your tribute periodically if you want to hold a tier long-term.
At Marked Friendly (Lvl 2) and above, you may place a Starbase at a Dead System garrisoned by a pirate fleet without first destroying that fleet. The brethren let a Friend set up shop. (Previously this perk required the Retired Pirate Empire Advantage card; it is now folded into the tier system, and Retired Pirate inherits the ability via their Lvl 2 floor — see Appendix A.)
Your total pirate standing is shown in white when nothing is shifting it. Amber means a transient modifier (usually your reputation) is dragging your total down; green means it is lifting you up. Hover the modifier list under the progress bar for the per-source breakdown and a “what if?” preview of how a reputation shift would change the picture. A red vertical line on the progress bar marks a tier border you cannot currently cross because of your reputation cap.
Your empire runs on three interconnected resources: population, industry, and minerals. Mastering the economy is just as important as winning battles — fleets must be built, systems must grow, and resources must flow where they're needed most.
Everything you build costs Build Points. Each BP requires:
Your BP output at a system equals min(population, industry, minerals on hand), rounded down for fractional industry. All three resources are consumed equally — if you have 5 population, 3 industry, and 10 minerals, you produce 3 BP that turn.
| Item | BP Cost | Notes |
|---|---|---|
| Destroyer (DD) | 1 | |
| Missile Ship (Mi) | 1 | |
| Freighter (Fr) | 1 | |
| Defense Satellite (DS) | 1 | Immobile system defense; max varies by quality (A:20, B:15, C:10, D:8, E:5) |
| Cruiser (CR) | 2 | |
| Nova (N) | 2 | |
| Starbase (SB) | 4 | Max 1 per system; requires empty Freighter; removes 1 population. The Freighter placing the Starbase cannot move or load cargo that turn. |
| Planetary Defense (+1 PD) | 1 | Capped at population limit + 4 |
| Industry Upgrade (+0.2) | 1 | Gradual factory expansion |
| Ion-9 Crystal | 1 | Fleet supply. Build only at original home systems and Gaia (Quality-A) systems — see Fleet Maintenance. |
Population not used for production automatically mines minerals:
Systems with high minerals/turn but low industry will stockpile resources quickly. Use Freighters to transport those minerals to your production centers.
Population grows each turn based on system quality:
| Quality | Growth Rate |
|---|---|
| A (Gaia) | 10% per turn |
| B | 8% per turn |
| C | 6% per turn |
| D | 4% per turn |
| E | 2% per turn |
Systems enter unrest when conquered or when population significantly exceeds planetary defense. During unrest:
Unrest clears gradually as you build up Planetary Defense relative to population. Keeping PD close to your population level prevents unrest from triggering.
Production is cancelled if an enemy fleet with ATTACK orders is present at your system and you have no defending ships, D-Sats, or Starbases. Your workers cannot operate factories under threat of orbital bombardment.
Every ship in your fleet is powered by Ion-9 crystals — rare, high-energy lattices refined at your home world's processing facilities. Ion-9 crystals degrade with each warp jump and every weapons discharge. Without regular replacement, a ship's power core loses output: targeting systems drift, shield generators falter, and weapons fire weakens. A fleet running on stale crystals is a fleet fighting at a disadvantage.
Ion-9 crystals are a stockpile resource — a discrete, per-system count that you produce, hold, and draw down. They are not automatically refined from minerals each turn. You must deliberately build crystals, just as you build ships, and store them at the systems where they are produced.
Crystals are produced through the Build modal at any original home system or Gaia (Quality-A) system you control. Each crystal costs 1 Build Point, drawn from the same pool you use for ships, PD, and industry upgrades. No other system type can produce or hold Ion-9 crystals.
Capturing an enemy's home system grants you crystal production there too — the new owner can build crystals on any captured original home, exactly as they would on their own. Existing crystal stockpiles transfer with the system on conquest.
Each turn your fleet consumes a fixed number of crystals based on its size:
| Fleet Size (total ships) | Ion-9 Cost (crystals/turn) |
|---|---|
| 1–50 | 1 |
| 51–100 | 2 |
| 101–150 | 3 |
The cost increases by 1 crystal for every additional 50 ships. All ship types count toward this total — Cruisers, Destroyers, Missile Ships, Novas, Freighters, D-Sats, and Starbases.
Supply is all-or-nothing. Each turn the game sums your crystal stockpile across every system you own. If the total is at least the supply cost, you pay it and your fleet is in supply. If the total is less than the cost, no crystals are spent and your fleet goes unsupplied for that turn. There is no partial payment.
If your fleet is unsupplied (maintenance unpaid), all your ships suffer a 10% combat penalty (to-hit number increased by 1) until supply is restored. Ships with degraded Ion-9 crystals simply cannot aim or fire as effectively.
Crystals are stored on the system where they were built. They cannot be loaded onto Freighters and cannot be moved between systems — the lattices are too unstable to ship. To keep a forward outpost stocked, you must build crystals there directly (which means it must be a home or Gaia system you own).
When the supply cost is paid, crystals are drawn down starting from the systems furthest from your original home system first, working back toward the core. This naturally consumes crystals at distant outposts before depleting your main reserve, and leaves your strongest stockpile defended at the heart of your empire.
Any home or Gaia system you own contributes to your supply. If you control more than one — for example, your starting home plus one or more Gaia systems — their stockpiles are pooled for the supply check, and the deduction order described above governs which systems are drawn from first.
If you lose your home world entirely, owned Gaia systems can keep the fleet supplied. You can also produce crystals at any Gaia you hold, so a Gaia stockpile can serve as long-term insurance against losing your capital. If you control no home and no Gaia, your fleet will run dry and fight at reduced effectiveness until you recapture a producer.
Two effects can reduce your Ion-9 crystal cost below the standard table:
When both are active simultaneously, the Catalyst divisor is applied first, then the Revered flat reduction is subtracted, floored at 1 crystal.
Your current crystal stockpile is shown directly on each home or Gaia system card — look for the Ion-9 crystal icon in the Economy stats bar. The system card also shows a usage line indicating how many crystals you spend per turn and roughly how many turns of supply you have remaining (which pulses Amber at 2 turns or fewer, and Red when you are out of supply).
Your per-turn supply cost is also displayed in the top bar next to your total ship count — for example, Ships 73 (2×crystal/turn) means a 73-ship fleet consumes 2 crystals per turn. The Ships Present box on every system card shows a small crystal icon next to each empire that is currently in supply, or a pulsing “–1 to hit” indicator if that empire’s fleet is unsupplied.
Your fleet is composed of seven ship types, each with distinct roles. Understanding their strengths and limitations is the foundation of effective strategy.
| Ship | HP | To-Hit | BP Cost | Role |
|---|---|---|---|---|
| Cruiser (CR) | 3 | 5+ | 2 | Fleet backbone — gates other ships through warp lanes |
| Destroyer (DD) | 2 | 6+ | 1 | Expendable screen & probe scout |
| Missile Ship (Mi) | 1 | 5+ | 1 | Fires first in combat — fragile but accurate |
| Nova (N) | 2 | 8+ | 2 | Anti-matter beam — instant-kill on hit |
| Freighter (Fr) | 1 | 10 | 1 | Transport: 3 minerals OR 1 pop OR 1 Starbase |
| Defense Sat (DS) | 3 | 5+ | 1 | Immobile system defense |
| Starbase (SB) | 10 | 3+ | 4 | Fortress — fires 2x per round, max 1 per system |
The Cruiser is the backbone of every interstellar navy. It carries a full-size warp field generator — the only ship class powerful enough to activate the ancient gates for an entire fleet. Without a Cruiser, no fleet can move. With one, an unlimited number of ships can ride its warp field through the gate in a single movement order.
In combat, Cruisers are tough and reliable: 3 hull points absorb sustained punishment, and their twin-battery turrets hit on 5+ (60%). They sit in the middle of the screening order, shielded by Destroyers and Novas but protecting the Freighters and fixed defenses behind them. They can also ferry a single mineral in an onboard cargo pod — useful for topping off a system in a pinch.
When the fleet turns to ground operations, Cruisers excel. Their precision orbital bombardment platforms (Invasion Rating A) can knock out planetary defense installations with surgical strikes and zero collateral damage. A Cruiser over your world is both a shield and a scalpel.
Cheap, fast, and expendable — the Destroyer is the workhorse of the fleet. At just 1 BP each, Destroyers are built in volume and thrown into battle as the first line of defense. In the screening order they absorb hits before any other ship type, buying time for heavier vessels to fire.
Destroyers carry a micro-scale warp field generator — not powerful enough to gate other ships, but just enough to activate a gate for themselves alone. This makes them ideal for probe missions: a lone Destroyer overloads its power plant to force the gate open, hurling itself through in a blinding surge. The strain is catastrophic — the ship's systems burn out shortly after arrival — but in its final moments it transmits a full sensor sweep back through the gate: fleet composition, population, industry, defenses. The defending player never knows the probe was there. One ship sacrificed for intelligence that can change a war.
In ground operations (Invasion Rating B), Destroyers can manage rough surface strikes but lack precision targeting — a hit on 8+ with a chance of collateral damage to industry or population. Use them to invade only when better options aren't available.
Missile Ships carry long-range guided warheads and one critical advantage: they fire first. Before Starbases, before Cruisers, before anything else — Missiles launch. A coordinated salvo can eliminate fragile targets before they ever get a shot off, making Missile Ships devastating alpha-strike platforms in the opening moments of an engagement.
The trade-off is fragility. At just 1 HP, a single hit destroys them. And they carry no warp field generator — a Missile Ship requires a Cruiser to activate the gate for it. In asteroid fields, spinning iron-nickel asteroid cores create chaotic magnetic fields that overwhelm their guidance systems, raising their to-hit from 5+ to a near-useless 10.
On the ground they're the worst option (Invasion Rating C). Their warheads were designed to track ships in open space, not hit fixed ground installations — and a missed warhead can level a city block. Avoid using Missile Ships for invasion if you want anything left to conquer.
The Nova-class warship represents the cutting edge of military technology — a breakthrough so profound that strategists agree it will one day become the standard bearer of every civilized navy. Its weapon: an anti-matter beam, a needle-thin lance of absolute destruction capable of annihilating any vessel regardless of size or armor. When a Nova scores a hit, the target is instantly destroyed — hull points are irrelevant. A single beam can vaporize a 3-HP Cruiser or even a 10-HP Starbase in one shot.
But the technology is still new, unstable, and expensive. Anti-matter containment systems are finicky (2 BP to build), and the beam's targeting arrays are maddeningly unreliable — the worst accuracy in the fleet at 8+ (30% hit chance). Novas also fire last among combat ships, meaning they must survive the opening volleys before they can return fire. And their targeting is indiscriminate: a Nova hit strikes a random enemy ship, weighted by ship count. You cannot choose the target.
Novas carry a small warp field generator — enough to move themselves through a gate, but not to carry others. In ground operations (Invasion Rating A), their pinpoint antimatter beams excel at neutralizing planetary defense with zero collateral damage.
Freighters are the economic lifeline of your empire. Their cavernous cargo bays can carry 3 minerals, 1 population unit, or 1 Starbase (mutually exclusive) — making them the only ship that can transport population to new colonies, deliver minerals to production centers, and deploy Starbases to claim Dead Systems.
In asteroid fields, Freighters become miners. After sitting stationary for one full turn, each Freighter with free cargo space extracts +1 mineral per turn — a dangerous but lucrative operation in the debris-strewn belts. Smart commanders build supply chains: Freighters shuttling minerals from asteroid mines and Dead Systems to home worlds and factories. A powerful fleet without minerals behind it is a fleet on borrowed time.
In combat, Freighters are nearly helpless — 1 HP, to-hit of 10 (10%), and they fire dead last. But the screening order protects them behind every other ship type, and they are excluded from ambush calculations. Lose a Freighter, though, and you lose its cargo with it.
Freighters are actually your best invasion ships (Invasion Rating A). Their vast cargo bays harbor multiple marine divisions, and their drop pods deliver precision landings on defense installations with zero collateral damage. Critically, each Freighter hit deals 2 damage to Planetary Defense — enough to destroy a full PD unit in a single shot. Cruisers and Novas only deal 1 damage per hit and need two hits per PD unit. When conquest is the mission, load up on Freighters.
Defense Satellites are immobile orbital platforms anchored to a system's gravity well. They cannot move, cannot be transported, and cannot participate in invasion or ambush fire. What they can do is fight. At 3 HP and a to-hit of 5+ (60%), a Defense Satellite hits harder and survives longer than most mobile warships — and they cost just 1 BP.
D-Sats are generated automatically when the galaxy is created, their numbers determined by system quality. You can also build more D-Sats using Build Points, up to the maximum for that system's quality class:
| Quality | Max D-Sats |
|---|---|
| A (Gaia) | 20 |
| B | 15 |
| C | 10 |
| D | 8 |
| E | 5 |
The pirate homeworld fields a formidable ring of 8. Once in place, D-Sats fire alongside the owning player's fleet — a permanent garrison that never needs reinforcement.
In the screening order, D-Sats sit deep behind mobile ships, meaning attackers must chew through your fleet before reaching them. Like all fixed platforms, D-Sats cannot initiate combat — enemy fleets can maneuver to avoid stationary defenses — but they fire back with full force the moment an attacker commits to an engagement. They are the silent guardians of your empire — always watching, always ready.
The Starbase is the most powerful unit in the game — a massive orbital fortress with firepower rivaling entire fleets. At 10 HP, a to-hit of 3+ (80%), and two shots per combat round, a single Starbase can shred attacking fleets. It costs a steep 4 BP to build and consumes 1 population from the system during construction (the thousands of engineers and crew permanently stationed aboard).
Starbases are immobile — once placed, they cannot be moved. They must be built via a build order, then loaded onto a Freighter for transport and placement at their destination. Only one Starbase may exist per system. They are the only way to claim ownership of a Dead System, making them essential for accessing those irradiated mineral stockpiles left over from the ancient war. Because a Starbase is locked to its orbital position, enemy fleets in the same system can keep their distance and avoid engagement — but the moment they attack, they enter the Starbase's devastating weapons envelope.
For all their power, Starbases have a terrifying vulnerability: a single Nova hit — that needle-thin anti-matter beam — destroys a Starbase instantly, regardless of its 10 hull points. Every fortress, no matter how mighty, has a weakness.
Against ordinary weapons fire, however, Starbases are remarkably resilient. Hull damage accumulates between rounds and between turns — a battered Starbase does not magically heal — but the onboard repair bays mend 1 hit point at the start of every turn until the station is back to full strength. Throughout that recovery, the Starbase keeps fighting at full capability: both shots, full accuracy, undiminished firepower right up until its last hull point falls.
When invading a system, different ship types have different effectiveness against Planetary Defense. Each PD unit has 2 hit points and must absorb that much damage before it is destroyed. Freighters deal 2 damage per hit — the only ship type that can destroy a PD unit in a single shot. All other ships deal 1 damage per hit.
| Rating | Ships | To-Hit vs PD | Damage/Hit | Collateral |
|---|---|---|---|---|
| A (best) | CR, Nova | 6+ | 1 | None |
| A (best) | Freighter | 6+ | 2 | None |
| B | Destroyer | 8+ | 1 | May damage industry/pop |
| C (worst) | Missile Ship | 9+ | 1 | Higher collateral risk |
Each turn is processed in a fixed sequence. Understanding this order helps you time your actions — minerals unloaded in Phase 1 are available for production in Phase 5, ships that move in Phase 3 arrive before Combat Round 2 in Phase 4. Note that population unloaded in Phase 1 is not available to work that turn — newly arrived colonists need a turn to assimilate before they can produce or mine.
The star map is your primary strategic view of the galaxy. It displays all known systems, the warp lanes connecting them, fleet positions, and empire territories. Learning to read the map quickly is essential.
Each system is drawn as a circle on the map. Inside the circle, a letter or short code tells you the system type at a glance:
| Symbol | Meaning | Color |
|---|---|---|
| A | Quality A star system (best) | Green |
| B | Quality B star system | Lime |
| C | Quality C star system | Amber |
| D | Quality D star system | Orange |
| E | Quality E star system (worst) | Red |
| AF | Asteroid Field | Black |
| N | Nebula | Hot pink |
| Ion | Ion Nebula | Magenta |
| BH | Black Hole | Red |
| DW | Dead System | Gray |
If you haven’t fully explored a star system yet, the quality letter may not appear. Star system circles also scale in size based on population limit — larger circles mean bigger worlds.
The fill color of each system circle tells you who controls it:
The name label below each system is also color-coded:
Home systems are marked with a five-pointed star outline drawn around the circle, in the empire’s color. This makes capitals easy to spot at any zoom level.
Thin lines connecting systems represent warp lanes — the only routes your fleets can travel. The galaxy is displayed on a sphere, so lanes wrap naturally around the globe with no artificial edges.
Small colored dots orbiting a system show fleets present there. Each dot represents one empire’s fleet at that system.
If a fleet has more than one ship, the count appears inside the dot.
Systems under threat display a pulsing ring around the circle:
Soft, glowing colored blobs in the background show approximate empire territory. These borders connect your owned systems along warp lanes, giving you a quick sense of where each empire’s space begins and ends.
You can only see systems you have explored. Unexplored systems appear very dark and dim, with muted warp lanes. A system becomes visible when:
Hover over any system to see a tooltip with details: system name, type, owner, population, industry, minerals, and your fleet composition (if present). The tooltip appears after a brief delay.
Click a system to select it. The selected system gets a bright ring highlight, and its detail card opens in the side panel.
Search using the search box at the top of the map. Type a system name and matching systems will highlight. Press Enter to jump to the best match and center the map on it.
Zoom with the +/− buttons, or use your mouse scroll wheel. Rotate the globe by clicking and dragging on empty space. The Reset button rotates back to your home system and restores the default zoom.
Missions are short-term objectives handed to your empire by one of four galactic factions. Completing them earns you ships, minerals, and Victory Points — and at the highest tier, permanent empire-wide bonuses that can swing the entire game.
Every game deals you up to 19 missions across four tiers:
| Tier | Slots Dealt | VP Each | Unlock Condition |
|---|---|---|---|
| Tier 1 — Early Empire | 5 (drawn from a pool of 7) | 0 VP | Active from Turn 2 |
| Tier 2 — Rising Power | 5 (fixed) | 1 VP | Complete any 3 of 5 Tier 1 |
| Tier 3 — Galactic Dominion | 5 (drawn from a pool of 9) | 2 VP | Complete any 3 of 5 Tier 2 |
| Tier 4 — Legacy | 4 fixed (one per faction type) | 0 VP | Complete any 3 of 5 Tier 3 |
Maximum mission VP in a game is 15 (5 + 10 from Tiers 2–3). Tier 4 awards no VP — the permanent reward is the payoff.
Every mission is sponsored by one of four faction types. The type is shown by a colored dot on the mission card and dictates the flavor of the mission, the named faction sending it, and (at Tier 4) which permanent reward you can claim.
| Faction Type | Color | Theme |
|---|---|---|
| Military | Red | Naval establishment, defense, offense, fleet power |
| Science | Blue | Exploration, scientists, discovery, archaeology |
| Trade | Amber | Merchants, logistics, industry, commerce |
| Political | Green | Diplomacy, alliances, expansion through influence |
Each faction draws its named sponsor from a pool of in-game factions (e.g. the Iron Talon Marshals for Military, the Helion Conclave for Science). You see the faction name in flavor text; the colored dot tells you the underlying type.
| Mission | Tier / VP | Objective | Reward | Faction |
|---|---|---|---|---|
| Tier 1 — Early Empire (5 of 7 dealt per game, 0 VP each) | ||||
| Colony Ship | T1 / 0 | Transport population to a non-home system using a Freighter. | +1 CR | Trade |
| Supply Run | T1 / 0 | Deliver minerals to your Home System via Freighter. | +1 FR, +2 Min | Trade |
| First Contact | T1 / 0 | Reach diplomacy level Warm with any Independent system. | +2 DD | Political |
| First Expansion | T1 / 0 | Control one star system other than your Home System. | +1 DD, +1 Min | Military |
| Diplomatic Outreach | T1 / 0 | Conduct diplomacy at 2 different Independent systems in a single turn. | +1 CR | Political |
| Far Horizon | T1 / 0 | Have a ship reach a system 3+ warp lane hops from your Home. | +2 Min | Science |
| Fleet Muster | T1 / 0 | Have at least 25 ships across all your fleets. | +2 Min | Military |
| Tier 2 — Rising Power (1 VP each, unlocks after any 3 T1) | ||||
| Outer Bulwark | T2 / 1 | Build 3 Defense Satellites at a single non-home system. | +4 Min | Military |
| Peaceful Annexation | T2 / 1 | Convert an Independent system to your empire via diplomacy (level 9+). | +3 Min | Political |
| Iron Conquest | T2 / 1 | Capture an Independent system by force. | +5 Mi | Military |
| Lane Awakening | T2 / 1 | Activate a warp lane by holding two linked Starbases. | +3 FR | Trade |
| Bones of the Ancients | T2 / 1 | Haul 3+ minerals from a Dead System back to your Home System. | +3 Min, +3 Mi | Science |
| Tier 3 — Galactic Dominion (5 of 9 dealt per game, 2 VP each, unlocks after any 3 T2) | ||||
| Pirate Hunter | T3 / 2 | Destroy 25 pirate ships (cumulative). | +8 Min | Trade |
| Warp Cartographer | T3 / 2 | Explore 15 unique systems. | +3 CR | Science |
| Expansive Empire | T3 / 2 | Control 9 systems simultaneously. | +3 N | Political |
| Ancient Secrets | T3 / 2 | Plant a Starbase on a pirate-held Dead System to start an archaeological dig. | +3 N | Science |
| Asteroid Extraction | T3 / 2 | Mine 10 minerals from asteroid fields (cumulative). | +4 FR, +1 CR, +3 DD | Trade |
| Raid Annihilator | T3 / 2 | Destroy an entire Pirate Raid fleet without help from other players. | +3 N, +3 CR | Military |
| Hostile Takeover | T3 / 2 | Conquer a star system from another player empire by force. | +10 DD | Political |
| War Toll | T3 / 2 | Destroy 30 ships belonging to other player empires (cumulative). | +5 N | Military |
| Invasion Force | T3 / 2 | Have 60+ combat ships (excl. Starbases & D-Sats) at a non-owned system at end of turn. | +10 Min | Military |
| Tier 4 — Legacy (4 fixed, exclusive race, 0 VP — reward is the payoff) | ||||
| Conqueror’s Crown | T4 / 0 | Capture and hold another player empire’s Home System AND destroy 65+ ships belonging to other players (excludes Pirates and NPCs; cumulative over the game). | Permanent: All your ships fire +1 accuracy | Military |
| Cultural Hegemony | T4 / 0 | Own a Quality A (Gaia) system plus one additional Quality A or B system (not your Home). | Permanent: All independents (incl. Gaia) join with their fleet on contact | Political |
| Industrial Supremacy | T4 / 0 | Produce or mine 25+ minerals in a single turn from all sources. Must occur after reaching Tier 4. | One-time: +50 minerals, +50 Ion-9 crystals, and +2 industry at Home System | Trade |
| Dead System Network | T4 / 0 | Have 4 Starbases stationed on Dead Systems simultaneously. | One-time: Full galaxy map revealed (no fleet data) | Science |
Reward abbreviations: CR Cruiser, DD Destroyer, FR Freighter, N Nova, Mi Missile, Min Minerals.
Tier 4 is fundamentally different from the lower tiers. It is a race — the first empire to complete a Tier 4 mission of a given faction type claims that type’s reward, and no other empire can ever claim it for the rest of the game.
Conqueror’s Crown (Military) — Permanent. Every ship in your fleet, present and future, fires with +1 accuracy. Your battle-hardened crews have forged elite officers in the fires of conquest, and morale across your armada has never been higher. This stacks with all other to-hit modifiers (advantage cards, ship type bonuses, etc.). A natural roll of 1 on the d10 still always misses, regardless of stacked bonuses.
Cultural Hegemony (Political) — Permanent. Every Independent system you have already met, and every Independent you contact in the future, immediately begins joining your empire with their fleet (a positive Join event, not Rogue Join). This is the only mechanism in the game that can acquire a Quality A (Gaia) system without conquest — Cultural Hegemony overrides their normal join immunity (see Section 2c).
Industrial Supremacy (Trade) — One-time. 50 minerals and 50 Ion-9 crystals are delivered to your Home System, and 2 permanent industry slots are added. The new industry is normal — it still needs population and minerals to produce.
Dead System Network (Science) — One-time. The full galactic map is revealed: every star system, adjacency, system card, and defensive installation (Starbases and Defense Satellites) becomes visible. Fleet compositions remain hidden — revealed systems show "Deep space network — no ship data" in the fleet section, the same pattern used by Ancient Archives.
Cultural Hegemony is the one Tier 4 mission affected by your reputation. As your reputation worsens, the system requirement increases — and at Reviled, the mission becomes impossible:
| Reputation | Cultural Hegemony Requirement |
|---|---|
| Neutral or better | 1 Quality A + 1 additional A or B (target = 2) |
| Questionable | +1 extra high-quality system (target = 3) |
| Dangerous | +2 extra high-quality systems (target = 4) |
| Menacing | +3 extra high-quality systems (target = 5) |
| Reviled | Blocked entirely — cannot complete |
This makes Cultural Hegemony a path that doves and statesmen can pursue but tyrants cannot. See Section 2d — Reputation for the full reputation table.
When a Tier 4 mission is completed, every other player in the game receives a turn report entry naming the empire and the legacy they have claimed. Once the announcement fires, that path is closed for everyone else.
At the dawn of each game, fate deals you two Empire Advantage cards. You must choose one — and that choice will define your empire’s identity for the entire war. These are not minor bonuses; they are fundamental asymmetries that shape your strategy, diplomacy, and destiny. Choose wisely. There are no second chances.
Cards fall into four categories: Combat (red), Economic (amber), Intelligence (blue), and Command (purple). Each category reflects a different philosophy of empire-building. There are 18 cards in total.
| Card | Category | Summary |
|---|---|---|
| Elite Troops | Combat | Double PD HP, no conquest unrest, halved pirate plunder |
| Nova Research | Combat | Novas get +1 to-hit |
| Bastion Protocol | Combat | Starbase & D-Sat +1 to-hit, Starbase +2 HP |
| Shield Harmonics | Combat | Cruisers & Novas absorb 1 extra hit |
| Focused Beam Research | Combat | Destroyers get +1 to-hit |
| Merchant Economy | Economic | Freighter deliveries add 50% more minerals |
| Industrious | Economic | Systems with 4+ factories produce +1 BP |
| Asteroid Immunity | Economic | No asteroid damage, double asteroid mining |
| Salvage Experts | Economic | Gain 20% of destroyed enemy ship value as minerals |
| Galactic Spy Network | Intelligence | Auto-plant spies at Independents, permanent intel; named details on every empire’s pirate-diplomacy events |
| Enhanced Sensors | Intelligence | Ambush all lanes safely — no penalty, fire splits only on actual arrivals |
| Ancient Archives | Intelligence | Start with intel on all systems within 2 hops |
| Nebula Cloaking | Intelligence | Invisible in Nebulas, full intel while cloaked |
| Appealing Race | Command | +1 initial reaction, +2 ongoing diplomacy, half-tier head start with the pirates |
| Retired Pirate | Command | Start at Marked Friendly with pirates (Lvl 2 floor) + 10 banked tribute, immune to late-game crackdown; rep starts Dangerous, capped at Neutral |
| Advanced Starbases | Command | Dead Systems w/ Starbase +1 mineral, free adjacent probes |
| Call in a Debt | Command | Once per game: summon pirate reinforcement fleet |
| Wormhole Technology | Command | Once per game: permanent wormhole between 2 systems |
| Warp Lane Disrupter | Command | Once per game: permanently sever a warp lane |
Your planetary defenses are fortified — each PD unit takes 3 hits to destroy instead of 2. Your Freighters carry elite marines that deal 3 damage per hit instead of 2, making them the most effective invasion force in the galaxy. Upon capturing systems, the conquered population does not start the next turn in a state of unrest. Unrest is less likely and recovers faster when it does occur. Pirates plunder only half of the minerals.
Long before the warp lanes connected the galaxy’s great empires, your people fought a hundred colony wars across their home cluster. Generation after generation was forged in the crucible of planetary assault — orbital drops into hostile atmospheres, urban warfare through alien megacities, the grim calculus of occupation.
Other empires rely on automated defenses and orbital bombardment. Your soldiers do the work face-to-face. They’ve learned how to pacify a world in days rather than months, how to turn a conquered population into productive citizens before the smoke clears. Your planetary defense garrisons dig in so deep and fight so ferociously that attackers often break before the fortifications do.
Even the pirates have learned: raiding your worlds yields slim pickings. The garrisons are ready, the stockpiles are hidden, and the local population fights alongside their occupiers rather than against them. Your people have made an art of holding ground.
Nova ships get a +1 to-hit modifier (d10), lowering the required roll by 1.
The anti-matter beam was the most destructive weapon ever conceived — a lance of annihilation that could crack a starship’s hull in a single discharge. But the technology was crude, wasteful. Most of the beam’s energy scattered into space, lighting up entire sectors with each firing.
Your empire poured three generations of research funding into Project Helios, a classified weapons program buried deep in an asteroid laboratory. The breakthrough came from an unlikely source: a junior physicist studying Precursor artifacts recovered from a Dead System. She discovered that certain crystalline lattice structures could focus an anti-matter beam with almost zero energy loss.
The result was terrifying. Where other empires’ Nova ships fire a blinding flash that might hit its target, yours fire a needle-thin beam of absolute destruction. Your Nova captains don’t hope to hit — they choose where to hit.
Starbase and D-Sat get a +1 to-hit modifier (d10), lowering the required roll by 1. Starbases have +2 hit points, making them significantly harder to destroy.
Your empire’s military philosophy was born from necessity. Surrounded by hostile neighbors in the early expansion era, your admirals couldn’t afford to project power — every ship sent raiding was a ship not defending the homeland. So they built walls instead.
The Bastion Protocol began as a set of defensive engineering standards: reinforced hull plating, redundant shield generators, predictive targeting arrays that could track and destroy incoming ordnance before it reached the station. Over centuries, these standards evolved into a doctrine. Your Starbases aren’t just orbital platforms — they’re self-sustaining battle stations with armored cores designed to absorb punishment that would vaporize lesser structures.
“Let them come,” the old admiral’s saying goes. “The anvil does not fear the hammer.” Your enemies have learned the hard way that assaulting a Bastion station is like throwing ships into a furnace. The targeting arrays lock on faster, the guns hit harder, and the station is still firing long after it should have been destroyed.
Cruisers and Nova ships absorb 1 extra hit before being destroyed.
Standard shield technology works on a simple principle: a projected energy field absorbs incoming weapons fire until it collapses. Every empire uses the same basic design, and every empire’s shields fail at roughly the same threshold.
Your scientists discovered something different. By synchronizing multiple shield generators to oscillate at precisely matched frequencies, they created a resonance effect — a harmonic standing wave that reinforced itself. When one generator weakened under fire, the others compensated, pouring energy into the gap faster than weapons could drain it.
The synchronized shields shimmer with an iridescent quality that enemy captains have learned to dread. A ship wreathed in harmonic shields can wade through fire that would shred an unprotected vessel, absorbing hit after hit while its own weapons continue to fire.
All your Destroyers have a +1 modifier to hit, striking with surgical precision.
Admiral Kessler was a heretic. While every other military mind in your empire obsessed over bigger ships — heavier armor, more powerful Nova beams — Kessler argued that the future of naval warfare was the Destroyer.
“Give me a hundred precise knives over ten blunt hammers,” she famously told the War Council. She redirected your empire’s entire military-industrial complex toward a single goal: perfecting the Destroyer’s beam weapon.
Kessler’s program produced a focused-aperture beam with a targeting system so precise it could hit a specific hull plate from across a system. Your Destroyers don’t fire salvos and hope — they fire single, surgical shots that find their mark. A swarm of Kessler-doctrine Destroyers fills space with a web of perfectly aimed beams, each one threading through shield gaps and striking critical systems. Quantity has a quality all its own — especially when every shot counts.
Freighter deliveries add 50% more minerals (minimum +1). A full freighter is worth more in your empire.
While other empires built warships, yours built trade routes. The Merchant Guilds were the true power in your civilization long before the first warp lane was mapped — vast trading houses that controlled the flow of every mineral, every resource, every finished product across your home cluster.
When the warp lanes opened and the galaxy beckoned, the Guilds saw not an empty frontier but the greatest marketplace in history. They invested heavily in Freighter technology: optimized cargo holds, mineral compression techniques, automated loading systems that could strip-mine an asteroid and have the cargo moving within hours.
A Freighter bearing your empire’s Guild insignia carries more than raw materials. It carries an entire logistical ecosystem — traders who know how to extract maximum value from every ton, compression technology that packs more into every hold, and trade networks that ensure nothing is wasted. Where other empires move rocks, your Guilds move wealth.
Systems with 4 or more factories produce +1 Build Point per turn (no extra minerals needed).
Your people are born builders. It’s in the blood — literally. Three thousand years of selective social structure created a civilization where the most respected members of society aren’t warriors or politicians, but engineers and fabricators.
Your orbital shipyards run triple shifts around the clock. Where other empires lose efficiency to shift changes, maintenance downtime, and bureaucratic delays, your factories hum with a continuous rhythm of production. Quality never drops because the workers take personal pride in every hull plate welded, every circuit board placed.
Visitors to your industrial worlds describe it as almost eerie — the perfect choreography of thousands of workers moving in synchronized efficiency, the complete absence of idle machinery, the relentless pace that never seems to exhaust anyone. Your people don’t work hard because they’re forced to. They work hard because building things is who they are.
Immune to asteroid damage. Mine 2 minerals per turn (instead of 1) for each freighter present.
Your ancestors didn’t evolve on a planet. They evolved in the Shattered Ring — a vast debris field left behind when an ancient moon was torn apart by its gas giant’s tidal forces. For millennia, your people lived among tumbling rocks the size of continents, navigating by instinct through fields of spinning death that would pulverize any outsider’s ship.
What other species see as an asteroid field — a navigation hazard to be avoided — your pilots see as home. They read the spin patterns of thousand-ton boulders the way a sailor reads ocean swells, threading through gaps that close in seconds with a casual confidence that terrifies their passengers.
Your mining technology is equally advanced. Where other empires carefully extract minerals from a single asteroid at a time, your extraction rigs clamp onto multiple rocks simultaneously, processing ore at speeds that would be suicidal for anyone else. The galaxy’s asteroid fields aren’t obstacles for your empire. They’re the foundation of your economy.
After surviving a battle where enemy ships are destroyed, gain 20% of total ship value destroyed as minerals. At your own systems, minerals are added directly. At other systems, requires freighters with available cargo space.
Every battle leaves a field of twisted metal, vented atmosphere, and drifting hulls. Most empires see a graveyard. Your recovery teams see a warehouse.
The Salvage Corps evolved from your empire’s early days, when resources were so scarce that every scrap of metal was precious. Specialized recovery vessels would follow your war fleets into battle, hanging back at safe distance until the shooting stopped, then swarming the debris field with cutting torches and tractor beams.
Over centuries, salvage recovery became a science. Your teams can strip a destroyed cruiser to its frame in hours, sorting useful components from irradiated waste with practiced efficiency. Hull plating gets reforged. Intact circuits get repurposed. Even the exotic alloys in Nova beam focusing arrays can be reclaimed and recycled.
“War is expensive,” your Fleet Marshal once observed, “unless you’re shopping in the debris.” Your enemies have learned that defeating your empire in battle doesn’t just cost them ships — it funds your next fleet.
Auto-plant spies at Independent systems whenever you have at least 1 ship over the system and is not given move orders that turn. Permanent intel even after withdrawal. 50% spy loss on ownership change. 50% chance gain a spy when you lose a system to another Empire. Your spies also report on pirate-diplomacy activity galaxy-wide — you learn the named details of every other empire’s payments, tier crossings, and bribes to the brethren. Your spies will alert you of all incoming Pirate raids!
Your empire’s intelligence services don’t operate like other nations’ spy agencies. There are no dramatic infiltrations, no single master spies risking everything behind enemy lines. Instead, your operatives work like a fungal network — quiet, patient, everywhere.
Wherever your fleets linger, even for a single rotation, agents slip into the local population. They set up shop as traders, mechanics, bartenders — unremarkable people in unremarkable positions who happen to notice everything. They recruit locals with modest payments and smaller promises. They tap into communication networks with devices no larger than a grain of sand.
The brilliance of the Whispering Web is its persistence. Long after your warships jump to the next system, the agents remain. They report through encrypted subspace bursts disguised as background radiation — invisible to anyone not listening for them. A system you visited three turns ago still whispers its secrets to you.
Even when empires change hands, the Web endures. Agents go dark, wait for the occupation forces to settle in, and resume their work. Only the most thorough purges root them out — and even then, only about half the time.
The Web reaches further than the independents. Your operatives have followed the coin into pirate ports too — the dock-masters who tally tribute, the bookkeepers who record bribes, the crews who whisper over their cups about which captain is sailing for which patron. Every payment passed across a pirate captain’s palm is logged twice: once by the brethren, once by you.
Your ships detect stargate activations on the far side of each warp lane. When ambushing, you may safely select all lanes — fire only splits across lanes where fleets actually arrive (not all watched lanes). Additionally, your ambush fire suffers no accuracy penalty since your crews know precisely when and where to expect arrivals. Ships normally immune to ambush fire (e.g. cloaked ships) retain their immunity.
Standard ambush tactics are a gamble. You pick the lanes you think the enemy will use, spread your guns across them, and hope you guessed right. Get it wrong, and half your firepower is pointed at empty space while the real attack comes from the other side.
Your scientists solved this problem by studying the subspace resonance patterns that propagate along warp lanes when a stargate activates. Every gate activation sends a distinctive energy pulse back along the lane — a signature your tuned arrays can detect in the seconds before ships emerge. Your ambush crews don’t have to guess anymore. They know exactly which gate is about to open, exactly when the first ship will materialize, and exactly where to aim.
The result is devastatingly efficient ambush fire. While other empires scatter their guns and fire blind into the flash of an opening gate, your crews are already locked on target, timing their volleys to the millisecond. Nothing gets through your lanes unannounced.
Start with full intel on all systems within 2 hops. Get waypoint trails toward nearest Asteroid Field and Gaia System.
Deep beneath your home world’s oldest mountain range, your archaeologists discovered something that changed the course of your civilization: a Precursor data vault, sealed for longer than your species has existed.
The vault contained star charts — not of the galaxy as it is now, but as it was when the Precursors walked among the stars. Most of the data was corrupted beyond recovery, eaten by entropy over the eons. But the charts of your local region were still readable, preserved in crystalline storage matrices that defied time itself.
More intriguing were the navigation logs. The Precursors had marked certain systems with priority designations — resource caches and what the translation algorithms rendered as “garden worlds.” By cross-referencing the ancient coordinates with modern stellar cartography, your scientists identified probable locations of Asteroid Fields rich in minerals and Gaia Systems teeming with life.
The archives don’t provide complete maps — too much has shifted in the intervening millennia. But they provide something almost as valuable: direction. While other empires stumble blindly into the void, your ships launch with ancient wisdom guiding their course.
Invisible in Nebula systems. Cannot fire or be fired upon. Full intel on all ships present while cloaked. Ambush immune when exiting a nebula.
Nebulas are anathema to most navies. The ionized gas clouds wreak havoc on sensors, scramble communications, and play tricks on navigation systems. Standard military doctrine is simple: avoid nebulas when possible, transit them quickly when not.
Your engineers saw something else entirely. They discovered that your hull alloy — a composite developed centuries ago for a completely different purpose — resonated with nebula ionization fields in a peculiar way. Instead of reflecting sensor pulses, your hulls absorbed them, scattering the energy harmlessly into the surrounding gas.
The effect was absolute invisibility. Not reduced sensor signatures, not electronic countermeasures — true disappearance. A fleet sitting in a nebula becomes indistinguishable from the gas cloud itself. No scanner in the known galaxy can find them.
The downside was equally absolute: the same resonance effect that hid your ships also scattered your own weapons fire. You couldn’t shoot while cloaked. But your sensors worked perfectly — better than perfectly, in fact, since the nebula’s energy amplified your passive detection arrays.
“The ghost fleet sees everything,” the saying goes. “And nothing sees the ghost fleet.”
+1 to initial Independent System reaction rolls. +2 to ongoing diplomacy rolls. You begin the game halfway to Tolerated Patrons standing with the pirates — word of your charm has reached the Drift, and the brethren are inclined to give you the benefit of the doubt.
Something about your species puts other races at ease. Xenobiologists have debated the reason for centuries — is it your body language, your vocal harmonics, the subtle pheromone signatures that even alien biochemistry seems to respond to? Whatever the cause, the effect is undeniable: doors open for your ambassadors that remain firmly shut for everyone else.
Independent systems that would greet other empires with suspicion or hostility receive your envoys with curiosity and cautious optimism. Trade negotiations that would take other species months conclude in days. Even the most isolationist worlds find themselves warming to your overtures, as if some deep evolutionary instinct recognizes your people as… safe.
Word of your charm has even reached the Drift. Pirate captains who would shake down anyone else’s envoys instead pour your delegates a drink and ask after their health. “The pretty ones are easy to talk to,” the saying goes in the brethren’s ports. “Hear them out before you reach for the knife.” Your captains arrive at the Black Flag’s table with a measure of goodwill already extended — nothing earned, nothing owed, just an opening hand the rest of the galaxy will not be dealt.
You begin the game at Marked Friendly (Lvl 2) with the pirates, and your standing with the brethren can never fall below this floor. You also begin with 10 points of banked tribute — old debts the brethren have not forgotten — trimming the climb toward Brother of the Black Flag. Pirate raids skip your worlds, pirate fleets will not fire on your ships, and you may build Starbases at pirate-occupied Dead Systems without first destroying the garrison. The brethren consider you one of their own — even should your empire come to dominate the galaxy, the Black Flag will not turn on you. Your Reputation starts at Dangerous (−2 to diplomatic rolls) and can never rise above Neutral — no matter what good you do, the independent races will never trust a former Brethren captain that far.
You were once feared across a dozen systems. Before your empire discovered the warp lanes, before diplomacy and governance replaced plunder and intimidation, your people were raiders. Your ancestors boarded merchant ships, sacked orbital stations, and held entire colonies for ransom.
Those days are over — officially. Your empire has reformed, built legitimate institutions, joined the galactic community as a respectable power. But the pirate clans remember. Captain Drake, the ancient AI that coordinates the pirate empire’s endless raids, has your species flagged in its deepest protocols: “Do not engage. Former kin. Standing truce.” The Council of Captains will never raise a blade against you, and the brethren extend the courtesies due a Friend — their fleets stand down at sight of your hulls, their dock-masters wave your Starbases through to anchor at the old Dead Systems they hold.
This cuts both ways. Every Independent system in the galaxy also remembers what you were. Your ambassadors arrive at NPC worlds and find cold shoulders, locked doors, and trade terms weighted against you. No matter how many decades pass, no matter how many good deeds your envoys can list, the door to genuine trust never opens past Neutral. “Once a pirate, always a pirate,” they mutter, and they will not be moved.
And maybe they’re right. But when your fleets glide past pirate armadas without a shot fired, when Dead Systems other empires wouldn’t dare approach become anchorages for your Starbases, when the brethren stand by you even as the rest of the galaxy turns against your rising banner — it is hard to argue that the old ways don’t still have their advantages.
Dead Systems with Starbase gain +1 mineral/turn. Gain free probe reports every turn from any systems adjacent to your systems with Starbases.
Other empires build Starbases as weapons platforms — floating gun emplacements to defend key systems. Your engineers had grander ambitions.
Your Starbases are engineering marvels — self-sustaining platforms packed with mineral recyclers, subspace telescope arrays, and autonomous maintenance systems. When deployed at a Dead System — a blasted, lifeless ruin that other empires write off as worthless — your Starbases can extract trace minerals from the debris field, recycling the remnants of whatever catastrophe killed the world into usable resources.
More impressively, each Starbase bristles with long-range sensor arrays that continuously sweep adjacent warp lanes. The data these arrays collect is equivalent to a full probe report — fleet compositions, system status, ownership changes — all gathered passively and beamed back to your command network in real time.
Your empire doesn’t just control the systems where your Starbases orbit. You see everything around them, turning each station into a node in a vast surveillance web. An approaching enemy fleet might pass through three or four sensor zones before reaching your borders — giving you ample warning to prepare your defense.
Once per game: call in a Pirate reinforcement fleet of 2 Cruisers + (5 + 2 per turn after turn 2) Destroyers to a system where you are present. Fleet arrives next turn. This Pirate fleet will attack all ships except your own and cannot be moved.
Before you built an empire, before the warp lanes and the diplomacy and the grand strategy — you did someone a favor. A very dangerous someone.
The details are classified at the highest levels of your government. The official record simply notes a “strategic intervention” during the Pirate Consolidation Wars, when the scattered pirate clans were being unified under a single AI coordination network. What actually happened involved your special forces, a stolen encryption key, and a desperate rescue operation deep in hostile space.
Captain Drake — the ancient tactical AI that now commands the pirate empire — doesn’t forget debts. It can’t; debts are tracked in its core priority matrix alongside targeting solutions and raid schedules. Your empire holds the only outstanding marker in Drake’s ledger.
One transmission on a specific encrypted frequency is all it takes. Drake will marshal a personal fleet — Cruisers from the elite guard, Destroyers pulled from a dozen raid groups — and dispatch them to any system you specify. They’ll arrive fast, they’ll attack everything that isn’t you, and they’ll hold position until they’re destroyed.
It’s a one-time deal. Once the marker is called, the debt is paid. Use the marker wisely. You only get one.
Once per game: activate a permanent wormhole between any two systems where you have at least one Cruiser. The two systems become neighbors for all purposes (fleet movement, probe detection, map rendering). This connection is usable by all factions.
In the cold vault of a Dead System orbiting a fading red dwarf, your archaeologists found it: a device of terrifying elegance, wrapped in stasis fields that had held for longer than your star had been burning.
The Precursors — that ancient, vanished race whose ruins litter Dead Systems across the galaxy — had mastered technologies that modern science can barely comprehend. Warp lanes, the galaxy’s great highways, are believed to be their creation. But this device was something more: a key to creating new lanes.
Your scientists spent decades studying the artifact, and their conclusions were both thrilling and sobering. The device could punch a permanent hole in the fabric of space-time, linking two distant points as if they were neighbors. A wormhole — stable, traversable, eternal. But the device would burn out after a single activation. The Precursors built it to last forever, but they built it to fire once.
Activating the device requires an immense energy anchor at both endpoints — only the reactor core of a Cruiser-class warship can provide sufficient power. The two Cruisers must remain stationary during activation, channeling their entire energy output into the forming wormhole. The process takes a full turn cycle, during which both ships are completely vulnerable.
The result is a shimmering tear in space — a permanent gateway that any ship from any faction can traverse. The wormhole doesn’t care about politics or allegiance. It is a door, and doors open both ways. Choose the moment wisely. The galaxy’s geography is about to change — permanently — and not just for you.
Select a system where you have a Cruiser with no move order, then choose one of its warp lanes. When the turn processes, the targeted stargate is infected and the connection is destroyed permanently. Any fleet caught mid-transit across the lane loses its lead Cruiser and its move is canceled. The warp lane is gone forever. One-time use.
It came to you in a sealed containment case, carried by a xeno-archaeologist whose name you were never told. She would not let the case out of her sight, would not let you photograph its markings, and she disappeared the moment the transaction cleared.
Inside, suspended in null-gravity and shielded by fields whose principles your engineers could only partly reconstruct, was a single shard of crystalline code. Not data — something older. Something written in the same substrate the Precursors used to build the stargates themselves. A virus. A key turned backwards.
Your scientists dared not fully reverse-engineer it. They understood enough to know what it did, and enough to know they should be afraid. Once deployed into a stargate’s lattice, the virus will spread through the gate’s core in seconds — every shred of its structural code rewritten into null-state, every anchor point to the adjoining warp corridor unraveled. The gate doesn’t explode. It simply ceases to be a gate. The lane it anchored collapses after it, unravels, and is gone.
This is the only one. There will be no second. Choose the target with cold precision — the virus will reshape the galaxy’s map, and whatever lane you sever will never be reopened by any hand, now or ever.
W.E.B. integrates with Discord to give players a direct communication channel during active games. While the in-game Comms panel provides canned diplomacy messages delivered on turn boundaries, Discord channels allow free-form, real-time conversation between the players in a game.
Separately from game channels, W.E.B. can send you direct messages on Discord for game events — turn reminders, new turn results, diplomacy messages, and more. Configure which notifications you receive on your Profile page under Discord Notifications.
Full rules coming soon. This section will cover Carriers (CV), the Fighter pre-combat round (Round A), CAP/Strike splits, manual targeting, the Ion-9 crystal maintenance surcharge, Veteran/Elite progression, Starbase- and System-Fighter-Base-launched fighters, and the two new Empire Advantage Cards (Advanced Fighters Tech, Armored Carriers).
For now, the short version: