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Hidden Sector Online: questions and answers

Answers about Hidden Sector Online: getting started, your worlds, research, fleets, combat, alliances and how a realm ends.

Getting started

What is Hidden Sector Online?

A free multiplayer space-strategy game, played in a browser or through the Android app - the same account and the same galaxy either way. You command one empire: you mine three resources, raise buildings on the worlds you hold, research technology that lifts every world at once, build fleets and armies, and expand into a galaxy shared with other real commanders. It runs whether or not you are looking at it. Your mines produce while you sleep, your fleets keep flying, and somebody else's raid can land at four in the morning - which is why what you leave behind on a world matters as much as what you build there. A session is minutes rather than hours: you set things going, and you come back to see what happened. Nothing that affects the game is for sale, and a realm has an ending - see "How is a realm won?"

What should I do first?

Follow the quests. They walk you through your first buildings, your first ships and your first raid step by step, and reward you along the way. The chain is built so that a commander who follows it never runs short of power or crew: whenever the next step is about to draw more than your grid makes, the step before it raises the Fusion Reactor. Power before load is the one habit worth learning early.

What are the resources?

Three you mine, one you house, and one you earn. Alloy is torn out of the crust by Alloy Extractors and is what most things are made of. Crystal is grown in Crystal Synthesizers and is what most things are made of that also have to think - research, sensors, shields. Helium-3 is skimmed out of the stellar wind by Helium-3 Skimmers and is burnt as fuel: every flight costs some, and a world with empty tanks cannot launch. At the same level those three produce roughly three, two and one - alloy is the commonest thing in the game and helium the scarcest, which is why fuel is what usually stops a plan rather than metal. Crew are people, not cargo. They live on a world up to its Habitat capacity and grow towards it on their own, and they staff everything you build - a world short of crew runs everything on it at part output. They can only move aboard ships with berths. All four sit on the world that holds them, in that world's vaults, and they are what a raider comes for. Antimatter is the exception: one wallet for the whole empire, earned in the game and never sold.

What is energy and why is my production capped?

Almost every structure draws power, and on a planet exactly one thing makes it: the Fusion Reactor. You do not build a second one - there is only ever one per world, and you raise its level. If your structures need more than it makes, production is throttled to the share you can actually power: a grid at 80% means every mine on that world runs at 80%. Watch the energy line on the planet screen and raise the reactor before you raise the thing that will draw from it. The Solar Array is the moon version of the same idea - moons have no reactor, so they run on arrays instead.

I followed the quests and my grid still went red. What do I do?

Raise the Fusion Reactor - that is the fix in almost every case, and the quest line now asks for it at each point where your draw is about to jump. If you need production back this minute while the reactor is still building, open the planet and dial a mine down: a mine at 50% produces half, but it also draws half, and that is usually enough to bring the grid back into the green until the reactor finishes. Two technologies help permanently: Superconductor Grids cut what everything draws, Reactor Physics raises what every reactor makes.

What are achievements and daily objectives?

Two different kinds of goal, sitting above the quest line. Achievements are the long arc: permanent milestones you pass once - your first raid won, your five-hundredth hull built, your fifth colony founded - each worth a badge on the wall and a little antimatter. They are counted from your lifetime totals, so nothing you have already done is ever lost. Daily objectives are the short arc: three small tasks drawn fresh every day, each worth a little antimatter you have to press Claim to bank. They are drawn from the day and your own commander id, so you get your own three, the same three all day, and a different three tomorrow. Both read from the same tally of deeds, so a raid you win counts towards a badge and towards today's list at the same time.

What are quests?

A guided chain of objectives that teaches the game by having you play it: your first mine, your first reactor, your first hull, your first raid. Each step pays - resources, antimatter, sometimes an unlock - and new chapters open as your empire ages, so there is always a next thing to chase. They are also safe to follow blindly, which is the part worth knowing. The chain is written so that a commander who does exactly what it says never runs out of power or crew: wherever the next step is about to draw more than your grid makes, the step before it raises the Fusion Reactor. If you are not sure what to do next, the answer is the quest tracker. They are separate from achievements and from daily objectives, which sit above them - see the question on those.

Your empire

What do the core buildings do?

Three of them mine: the Alloy Extractor, the Crystal Synthesizer and the Helium-3 Skimmer, and at equal levels they yield roughly three, two and one. One of them makes power: the Fusion Reactor, and there is only ever one per world - you raise its level rather than building a second. The Habitat Dome raises how many people the world can hold, the Storage Vault raises how much it can keep before the mines stop filling it, and the Command Nexus is the hub: it speeds up everything the world builds and, as its foundations sprawl, clears more ground to build on. Then the ones with a job. The Orbital Shipyard builds hulls, the Research Lab unlocks technology - the best Lab anywhere in your empire is the one that sets how fast research goes - the Barracks trains and houses marines, and the Deep-Space Observatory is your sensor range. The Autocannon Turret, Missile Battery, Ion Cannon and Planetary Shield are guns that never leave the ground. Two things are true of nearly all of them: every level draws power, and every level needs crew to run it. The Reactor and the Solar Array are the only ones that give power back, and the Habitat is the only one that gives crew back. A world that is short of either runs everything on it at part output, which is why the reactor and the domes go up before the thing that will lean on them.

What is crew and how do I grow it?

Crew are your population, and they are what makes a building a working building rather than a shell. Nearly every structure needs a few hands per level - a Shipyard is the hungriest at eight, a Research Lab needs six, a mine three or five - and a world that cannot staff everything on it does not shut something down: it runs EVERYTHING at the share it can crew. Half the people means half the output, right across that world. A world starts able to hold twenty, and every Habitat Dome level adds forty more. Crew then grow towards that ceiling on their own, at a pace the world's class sets - a jungle world fills up fast, a barren rock slowly - so the fix for a crew shortage is a dome and then patience, not a delivery. They never walk between worlds. Crew move only aboard ships with berths, which is Freighters and Carriers, and only on a Transport mission. Marines are separate: they are trained in the Barracks, they eat into nothing, and they are counted as troops rather than as crew.

How do I found new colonies, and is there a limit?

Build a Colony Ark at a Shipyard, fly it to an empty slot on the sector map with a Colonise mission, and it settles there - the Ark is spent in the founding, so it is a one-way ship. The new world arrives with a Command Nexus, a starting stock and a founding crew, and everything else is yours to build. The limit is your Astrocartography research: you may hold one world, plus one more for every level of it. Moons do not count against it, and neither does a world you took by conquest being any cheaper - a conquest needs the same free place as a settlement. Scout before you settle, because two things about a world never change. Its class decides what it is good at and how well people live there, and the amount of ground it has decides how much you can ever put on it - a barren rock has about a fifth more building fields than an ocean world and an ember world about a tenth less. Neither can be changed later except by a Terraforming Array, which is a season's work. The slot you pick is a decision you live with.

Does it matter which kind of world I settle?

A great deal, and it never changes afterwards. Every world has a class, and the class is a set of multipliers on what that world mines and how many people live there. An ocean world is the neutral one - everything at exactly one - and it is what you started on. A terran world is the best all-rounder: a tenth more alloy and noticeably better for people. A jungle world is where crew belong: a third more of them and they arrive faster, at the price of the worst helium in the game. An ember world is metal and misery: a third more alloy, more helium, and poor living. An ice world is the crystal and helium world: a fifth more crystal, a quarter more helium, cold and thinly populated. A barren rock is the miner's world: a third more alloy, a sixth more crystal, the least helium and by far the fewest people - and, on top of that, about a fifth more ground to build on than anywhere else. So there is no best world, only a world that suits the job. Put your yards and your mines on barren and ember ground, put your people on jungle and terran ground, and remember that crew are what let a world run any of it at full output. A Terraforming Array can change a class later, but it is a season's project - see the Terraforming questions.

Two of my worlds look identical but mine different amounts. Why?

Because a mine's level is only the first of seven things that decide its output, and the other six are easy to miss. In order: the level itself; how much of the world's power the grid can actually supply, which throttles every mine on it together; how much of the crew the world needs is actually there, which throttles them the same way; any throttle you set by hand on that mine; the world's class; the colour of the sector's sun; and, if you are in an alliance that has funded Shared Foundries, a few per cent for every level of it. The sun is the one nobody expects. Every world in a sector shares one star, and a hotter star pours out more stellar wind - so its Helium-3 skimmers gather more and its crystal synthesizers, which grow crystal in a cold still vacuum, do worse. A cool red star is the same trade the other way. Alloy is dug out of the crust and never cares what is in the sky. The swing runs to about a fifth between the coolest and the hottest star, which is invisible in your first week and plainly worth planning around by your second month. The building panel shows what YOUR world would actually produce at each level, with all seven already applied - so the figure on the card is the figure you will get.

What do "+35% PTB" and "-12% sun" mean beside a resource?

They are the two notes the header puts under a resource when you hover or tap its pill, and they are there to explain the per-hour figure standing next to them rather than to add to it. Both are already in that figure. PTB is the planet type bonus: what this world's CLASS does to that one resource. A barren rock reads "+35% PTB" on alloy because a barren rock is a third better at alloy than the ocean world you started on, and the same note turns up on crew capacity, where a jungle world reads "+30%" and a barren one "-30%". It never changes, because a world's class never changes - only a Terraforming Array can. The "sun" note is what the sector's star does, and it appears only on crystal and Helium-3. A hot star pours out more stellar wind, so its skimmers gather more helium and its synthesizers grow less crystal; a cool red star is the same trade the other way. Alloy is dug out of the crust and never carries this note at all. They are kept apart on purpose, because they are different kinds of fact: the class is something you chose when you settled there, the sun is true of every world in that sector and of nobody else's. A commander deciding where to put the next colony needs to tell them apart. See the two questions above for what each is worth.

Why can I not keep building on a world?

Because a world is not an infinite plain. Every level of every structure stands on one building field, and when the fields run out the world is built out. How many a world has depends on what kind of world it is - a barren rock is nearly all buildable surface, a gas dwarf has almost no solid ground, and a moon has room for an outpost and little else - and it never changes, so a world is worth scouting before you settle it. Raising the Command Nexus clears more ground as its sprawl of foundations and access roads spreads, but the Nexus level takes one of the fields it cleared, so it is a slow release valve rather than a way out. This is the rule that stops one perfect planet from being the whole answer: mines, a shipyard and a wall of guns all compete for the same ground, so every world ends up with a job it is good at, and founding the next colony is worth the trouble.

Can I tear a building down again?

Yes - every structure can be dismantled a level at a time, and that is the only way to get a building field back. The crews recover part of what the level cost, well under half, so tearing something down is a way to free ground or undo a mistake and never a way to store resources in a building and get them back. The level stops counting towards your score the moment it falls, and the salvage still has to fit in your vaults.

My vaults are full. What happens to what I mine?

Nothing. Production does not spill over and it is not held for you - a mine whose vault is full simply stops adding, and the hours you leave it there are hours it produced nothing. That is the one way in this game to genuinely waste time. A world starts able to keep a fixed amount of each resource, and every Storage Vault level raises it - steeply, because each level holds more than the last. Watch the bar: if a world tops out overnight, the answer is either another Vault level or somewhere for the surplus to go - spend it, ship it to a world that is building something, or put it on the order book. A full vault is also the safest place to be raided from, which is the trade. What a raider takes is a share of what is STORED, so a world sitting on a full vault is the fattest target in the sector, and a world that spends everything the moment it has it is barely worth the fuel.

Can I line up more than one build at a time?

Yes, within two rules. A world runs one queue per KIND of work - buildings, hulls, recruits - so it can raise a structure, build a wing and drill a squad at the same time, because those are three crews. What it cannot do is two buildings at once: the second waits for the first. Into each of those queues you may line up three jobs, or eight with a Fleet Commander subscription. That is the only thing the subscription changes about building, and everyone can queue - it used to be a subscriber feature outright, which was less a perk than a wall. A queued job is not paid for when you line it up; it pays when its turn comes. So lining something up costs nothing now, and a job whose turn arrives on a world that cannot afford it is dropped along with the rest of that queue rather than stalling everything behind it for ever. Research is the exception to all of it: one programme at a time for the whole empire, however many Labs you own, sitting in the queue of whichever world you ordered it from.

What does the Observatory do?

It is your sensor range, and it is what turns the game from one world into a galaxy. With no Observatory anywhere you see your own worlds and nothing else. The first level opens the sector view, the second opens the universe map, and every level after that reaches one ring further out, up to the whole universe. Levels are summed across every world you hold, so three worlds with one each see as far as one world with three - and raising it anywhere helps everywhere. What it does NOT do is tell you what is on a world. Range is the right to look at a sector; reading what is standing on a planet is a Recon probe, and reading what is FLYING is Espionage research and a Sensor Phalanx. One exception: a black hole left by a Hidden Sector is on everybody's map at any range at all, because a collapsed star is not something a better telescope finds.

What are moons and how do I get one?

A moon is forged in a battle, out of the wreckage that one fight leaves behind. Only a genuinely large engagement can do it - a small raid never will, however much debris is already in orbit - and even then it is a small chance, rolled the moment the battle ends. A moon is a forward base: it mines nothing and nobody lives there, but its structures still need power, so it raises Solar Arrays where a world would build a fusion reactor. It shares its planet's coordinates and is reached from that planet; a fleet picks the moon as its destination when it wants to go there.

What is a Jump Gate?

A ring of caged singularities, and the one structure only a moon can carry. A fleet that leaves a moon with a working gate for another moon that also has one crosses in half the usual time - the return leg too. It is built once and never upgraded, it is expensive, and it drinks more power than anything else on a moon: a gate whose grid cannot cover its draw is just a dark ring of metal, so build the Solar Arrays to run it before you build the gate.

Research

What does research give me?

Research is empire-wide and permanent. A level bought once lifts every world and every fleet you own, for the rest of the realm, and nothing can take it off you - a world can be conquered, a fleet can be wrecked, a research level cannot. That is what makes it the safest place to put resources. You order it from a Research Lab, and one thing sets the pace: the best Lab anywhere in your empire, not the one on the world you ordered from. Each level of that Lab takes about a tenth off the time. The realm's own research speed multiplies it again, so a fast realm researches fast for everybody. It is one programme at a time for the whole empire - two Labs on two worlds are still one research department - and the job sits in the queue of the world you ordered it from. Costs climb steeply with each level, which is the real limit: the tenth level of anything is a project, not a purchase.

Which research helps in combat?

Two, and they are the two worth buying early. Plasma Weaponry adds 10% attack per level to every warship and every marine you own. Deflector Shielding adds 10% defence per level to your ships AND to your planetary guns - turrets, batteries, ion cannon, shield - which is why a defender with Shielding is worth more than their fleet list suggests. Both are empire-wide and both show up in your ratings: Weaponry lifts Offence, Shielding lifts Defence, and Combat is the average of the two. They apply in the battle itself and in the simulator, so what the simulator projects already has your research in it. Three more matter in a fight without being combat research. Espionage decides whether you can see what you are flying at; Counter-Intelligence decides whether they can see you coming. And crew veterancy, which cannot be researched at all, adds a few per cent to a hull your crews have actually fought in.

How do I stop people scouting me?

Counter-Intelligence. Espionage is what you can see; Counter-Intelligence is what you can hide, and they are deliberately separate trades - you should not have to buy a telescope to get curtains. Every level hides more of your worlds and your in-flight fleets from hostile scouts: a probe only reads your fleet, defences and garrison if its owner's Espionage beats your Counter-Intelligence. It also puts sensors on the problem. From level one you have a chance of being told a probe came, and once you clearly out-spy the sender you can shoot it down before it reports - the sender gets a loss notice and no telemetry at all. Both odds are worked out from the gap between the two levels, so the answer to being watched is to invest in not being watched. With no Counter-Intelligence at all you are wide open, and you never even find out.

What do the other technologies do?

Swarm Robotics cuts build time; Astrocartography raises your colony limit; Conquest Doctrine unlocks the ability to besiege and seize a rival world outright. Two more work on your power grid: Superconductor Grids cut what every structure you own draws, and Reactor Physics adds to what every Fusion Reactor and Solar Array puts out. The drives are a family of their own - see the fleet questions.

How do I make my power grid go further?

Two technologies, from opposite ends. Superconductor Grids cut what every structure in your empire draws - by level 10 your buildings need about a third less. Reactor Physics raises what every Fusion Reactor and Solar Array produces by 6% per level. Both are empire-wide, so a level bought once helps every world and every moon you own; and on a planet you can always dial a mine down as the short-term fix.

Fleets & travel

What ship types are there?

Twelve hulls, and every one of them is for something. The Probe scouts and carries nothing; it is also the only hull a sabotage team flies in. The Corvette and the Interceptor are the early strikers - cheap, quick, and the thing a swarm is made of. The Frigate is a wall: four times its attack in defence, built to be shot at instead of your bombers. The Bomber hits five times as hard as an Interceptor and folds if anything hits back, which is what makes it the answer to a wall of guns. The Cruiser is the first hull that is good at everything, and the Dreadnought is the heaviest gun in the game and the slowest thing in your fleet. Then the ones that are not for fighting. The Lander carries sixty marines and storms a world you have already beaten in orbit. The Freighter is the workhorse: thirty-six thousand of cargo and forty berths. The Carrier carries more marines than anything else and can actually defend itself. The Recycler has the biggest hold in the game and exists to scoop debris. The Colony Ark founds a world and is spent doing it. What you bring matters more than how much of it - see "Does it matter which ships I bring". And a fleet moves at the speed of its slowest hull, so a single Dreadnought slows an entire wing of Interceptors to its own pace.

How does fuel work?

Every flight burns Helium-3, and it is paid by the world the fleet leaves from, in full, at the moment of launch. A world whose tanks cannot cover the crossing does not send a slower fleet - it does not send one at all. The bill is the ships you send multiplied by the distance, and distance is measured in sectors in a straight line: six sectors costs six times what one sector costs, exactly, for every hull at every research level. There is no launch fee on top of that, which used to be there and quietly made long trips cheap per sector. Two things it is worth knowing. A recall is not free - a fleet coming home has already burnt its fuel, and the return leg takes as long as it has flown. And every fleet you have in the air is fuel already spent, so a raid you send at a bad moment is not just a fleet out of position, it is helium you do not have for the next one. The drive technologies shorten the flight; nothing shortens the bill except flying less far.

Can I call a fleet back?

Yes, any fleet still on its way out. The catch is the price: coming home takes exactly as long as it has already been flying, so a fleet recalled a minute after launch docks a minute later, and one recalled just short of its target repeats the whole journey. A fleet already returning has nothing to turn around.

What is an expedition?

A fleet sent into empty space rather than at anything - no destination and no coordinates. It stays out for a while and comes back with whatever it found. Most often that is nothing at all; sometimes drifting freight, a pocket of Helium-3 or hulls you can salvage back into the fleet; occasionally it loses its bearings and takes far longer to come home, or runs into something that shoots. Pirates always take at least one hull of every class they catch, so a lone probe sent out on the off-chance can simply not come back. Fuel is deliberately steep: an expedition is a gamble, not a slower mine.

What does the Sensor Phalanx do?

It is the counterpart of recon. A probe tells you what is parked on a planet; a phalanx tells you what is moving. Built only on a moon - nothing else lies still enough to hold the array steady - it listens to the drive wakes around any world within its reach and lists every fleet going to or from it: whose it is, what is aboard, and when it lands. Each level reaches one sector further, it needs Espionage behind it to make sense of what it hears, and an array drawing more power than the moon makes hears nothing at all.

Can I try a battle out before I send anyone?

Yes - the fleet panel has a battle simulator. Fill in your hulls and what you think the other side has, and it reports the verdict, the losses on both sides in ships and in resources, the wreck field the fight would leave and the odds that wreckage collapses into a moon. It runs the same arithmetic the real battle does, so the projection is exact. What it cannot know is what the enemy actually has - that is what recon is for.

Why is my fleet not getting any faster?

Because every hull flies on one specific drive, and only that drive's research speeds it up. Probes, Corvettes, Interceptors, Freighters and Recyclers run on the Combustion Drive; Frigates, Bombers, Landers and Cruisers on the Impulse Drive; Carriers, Dreadnoughts and Colony Arks on the Hyperspace Drive. A fleet travels at the pace of its slowest ship, so a single Dreadnought in a wing of Interceptors holds the whole wing to Hyperspace speed - check which drive your slowest hull needs before you pour research into another.

How does a joint strike work?

Tick "open this as a joint strike" when you launch an attack and your wing becomes a rally your alliance can fall in with. Allies then pick it from the list instead of naming a target: they inherit your target and, more importantly, your moment of arrival, so every wing lands at once and the defence faces one battle instead of a queue of separate raids it can beat piecemeal. A wing that cannot physically reach the target in the time left is refused rather than sent late. Losses are split by what each wing brought, plunder by the cargo space that survives, and the bounty by the guns that did the fighting. One wreck field, one roll for a moon. A strike raids and never seizes - a conquest is flown alone. Reputation works differently, and deliberately so. What a win pays is the defender's own weight, so a strong world rewards every commander who helped bring it down - and each wing takes that reward in proportion to what it staked, not to how big it already was. Commit the fleet you have and you earn the reward in full, however small that fleet is: this is how a young commander flying beside veterans gains standing far faster than raiding alone could ever manage. Send a token escort along behind someone else's guns while your own fleet sits at home and you earn a token cut. Fair play is judged on the whole formation: if the combined fleet outclasses the defender, everyone in it takes the dishonour, not just the biggest wing.

Can I make an attack land at a particular moment?

Yes. Tick "Land it at a chosen moment" when you send a fleet and pick the time it should arrive. The fleet does not fly slower - it waits on the ground and leaves late, so the crossing still costs exactly what a crossing costs. While it waits, its ships are held for that order: they are still docked and still count as your fleet, but nothing else can send them, and if you try you are told which planned attack is holding them. Call the order off and they are free again the same second. A muster from the Commander tab can be timed the same way, and that is what makes it land as one wave instead of arriving strung out: the nearer worlds simply hold on the ground until the furthest one has caught up.

Can I send one fleet from my whole empire at once?

Yes, from the Commander tab. The fleet figure at the top counts every hull you own; click it, name a destination and say what should be there, and your worlds fly it between them. The cheapest worlds to fly from go first, and any world that cannot fuel the trip stays home rather than being stranded. You always see the plan before anything launches: which world sends what, what each burns, and when each one lands. Read that last part before you use it in anger - a muster is several fleets, not one, and they do not arrive together. Against a defended world that means being met one wave at a time, so for a real attack a single fleet from one world is usually the stronger move.

What missions can I fly?

Ten. Attack raids a world for a share of what it has stored. Transport carries resources or crew to a world - yours or anybody's, which is how you supply a friend. Redeploy is the one order that never comes home: it moves hulls to another world you hold, where they dock and belong from then on. Guard flies to your own world or an alliance member's and STAYS there, standing in the line if a raid lands. Harvest scoops a debris ring with Recyclers. Recon sends a Probe to read what is on a planet. Investigate goes to an anomaly. Colonise settles an empty slot with a Colony Ark. Sabotage flies Probes in to break something, and needs Covert Operations research. Conquer besieges a world to take it for good, and needs Conquest Doctrine. Expeditions are the odd one out: they have no destination at all, just empty space and whatever the fleet finds out there. Any of them can be set to land at a chosen moment rather than as soon as possible, and an Attack can be opened as a joint strike for your alliance to fall in with. Each has its own question below.

How do I move ships to another of my own planets?

Send them with the Redeploy order. It is the only mission with no flight home: the hulls land at the far world, dock there, and are that world's ships from then on - you build with them, defend with them and launch from there. They can carry cargo and crew on the way, exactly like a transport, so moving house and moving stock is one flight. It costs the usual fuel and the usual travel time, and nothing else. Only worlds you hold yourself, and never into a world under siege. Do not confuse it with Guard, which also flies your ships somewhere and leaves them there: a guard is a GUEST in that orbit. It bills the host helium every hour, takes one of the five berths a world can lend, and the hulls never join that world's yard. Guard is what you fly for an ally, or over a world you expect to be hit; Redeploy is what you fly when you simply want your fleet to live somewhere else. If the world stops being yours while the fleet is in the air, or a siege closes over it, the ships turn around with everything still aboard.

Can I save a fleet composition I fly often?

Yes. In the dispatch panel, fill in the hulls you want and press "Save this composition", give it a name, and it becomes a chip above the quantity boxes. Tapping the chip later fills those boxes again in one go; if the world you are launching from is short of a hull, it fills what it can and says so. A composition is deliberately nothing but a named list of hulls - it remembers no target, no mission and no cargo, because those are the parts that change and the parts that are dangerous to get wrong out of habit. Loading one never launches anything. You can keep a dozen, and saving over a name replaces it.

What are the anomalies on the sector map?

Short-lived contacts the sensors cannot place, sitting in an otherwise empty slot: a drifting cargo hulk, a pocket of Helium-3 the survey charts missed, an unplaceable relic, a derelict warship, or a gravitic shear that will tear hulls apart. They last a few hours and then they are gone, whether anyone went or not, and there is exactly one thing to do at one - send an Investigate. What you bring matters: a haul is limited by the cargo space of the fleet you send, and towing a derelict home takes tonnage a probe does not have. They are deliberately modest - a good evening, not a shortcut - and one of the five will cost you a quarter of your fleet. Everyone in sensor range sees the same anomaly at the same time, so it belongs to whoever gets there first; the second fleet arrives at empty space.

Can crew and resources travel between my worlds?

Yes, on a Transport mission, and to anybody's world rather than only your own - sending resources to an ally is the same order. Resources ride in cargo space, which nearly every hull has some of; a Freighter carries thirty-six thousand and a Recycler more. Crew are different: they need berths, and only the Freighter, the Carrier and the Colony Ark have any. A fleet of Interceptors cannot move a single person however much room it appears to have. The cargo is unloaded the moment the fleet arrives and the ships turn for home, so a transport is a round trip you pay the fuel for in both directions. If you find yourself flying the same delivery every few hours, write it down as a supply route instead - see the supply route questions - which does exactly this on a loop with your own ships and your own fuel.

What does Espionage research do?

Espionage is what you can see. On the sector and universe maps you always see fleets you send and fleets inbound to your own worlds; another commander's fleet appears only when your Espionage beats their Counter-Intelligence - not their Espionage, because seeing and hiding are separate trades and a commander who has bought neither is wide open to anybody. A defender who beats the attacker's Counter-Intelligence can click the incoming fleet to read exactly what it carries; peering inside a fleet you have nothing to do with needs that and Espionage 8, which is deliberately a feat.

How much does scouting a planet reveal?

A recon probe always reveals a world's resources. Its building levels resolve once your Espionage reaches level 5. Its fleet in orbit, defensive structures and garrisoned troops show only when your Espionage exceeds the defender's Counter-Intelligence - so what hides a world is what its owner spent on curtains, not on telescopes, and a world with no Counter-Intelligence at all is wide open to any probe that reaches it.

Combat

How does a battle work?

First the orbital clash: your attacking hulls against the defender's docked ships and defence structures. The two lines exchange fire over six rounds, and each round costs a side in proportion to how far the other side outguns it - so a fleet that is merely ahead trades evenly and takes the field bloodied, while a fleet that is far ahead walks away almost untouched. Losses are applied between rounds, so an advantage compounds: every hull you destroy is a gun that never fires at you again. If you win the skies and brought marines, a ground assault follows for the planet itself.

How do I read a battle report?

Under the losses you get the line of battle: a table per side, a row per hull type. It says what stood in the line when the shooting started, what survived, what it cost, and then how many of that hull were still standing at the end of every round. That last part is the fight itself - it tells you which round your bombers died in, whether the wall was worn down early or held to the last, and where an advantage started to compound. Emplacements are rows in it too, at the level they were built to, because they stood in the line as units of their own. Reports written before this was recorded show their totals and no table.

Does it matter which ships I bring, or only how many?

It matters enormously. Some hulls tear through a particular class of target - a Battle Cruiser gets four shots for one against a Corvette, a Bomber ten against an Autocannon Turret - and that rapid fire counts for as much of the enemy as is actually made of that class. Sixty Cruisers and six hundred Corvettes cost about the same to build, and the Cruisers annihilate the swarm while barely losing a hull; send the swarm the other way and it is wiped out to the last ship. This is why scouting is worth the Probe: knowing what is down there tells you what to build, and the battle simulator will show you the trade before you commit anyone.

Can defence structures be destroyed?

They are knocked out, not demolished. Emplacements fight in the line and are worn down with it - that is exactly what the Bomber is built for - and the report tells both sides how many were silenced. But the ground crews have them firing again before the next fleet arrives, so their levels never drop and you never pay to rebuild them. Silencing the wall wins you the battle in front of you, not the war.

What are troops and defence structures?

Two different walls, and they are hit in two different phases. Defence structures are guns bolted to the ground: the Autocannon Turret, the Missile Battery, the Ion Cannon and the Planetary Shield. They fight in the orbital battle beside whatever ships are docked, they never leave the world, and Deflector Shielding research lifts them exactly as it lifts a hull. They are knocked out rather than destroyed - see the question on that - so the wall you paid for is the wall you keep. The Ion Cannon is the heaviest and drinks more power than anything else a world normally carries. Troops are marines, trained in the Barracks, and they only matter once the sky is already lost. If an attacker beats your fleet and your guns AND brought Landers or Carriers full of marines, a ground assault follows for the planet itself - and that is the only thing standing between a lost battle and a lost world. The Barracks both trains them and sets how many the world can hold. So the guns decide whether you lose the battle, and the marines decide whether you lose the planet.

How much can I loot from a raid?

A won raid takes about a third of what the world has in store, and never more than your surviving ships can carry. Both halves of that matter: a fleet that wins with its holds shot away hauls nothing, and a Bomber with three hundred of cargo is a weapon rather than a truck. Bring a Freighter or two behind the guns if you mean to come home with something. What it takes is a share of what is STORED, so the richest target is a world sitting on a full vault and the poorest is one that spends everything the moment it has it. Nothing is taken from a world's buildings, its research or its fleet - a raid is a robbery, not a demolition. And it drops away fast if you go back. Each further raid on the SAME world on the same day hauls half what the one before it did, so the third is worth an eighth of the first and the fifth is barely worth the fuel. That is deliberate: a commander cannot be milked into oblivion by somebody with more time than they have. Bot worlds are exempt - farming the AI is unthrottled on purpose.

I lost a defence badly. Am I about to be hit again?

Not by whoever outclasses you, not for twelve hours. A commander who loses at least half of what was defending a world is given a shield afterwards, automatically. It is the same shield that protects the small: while it holds, anybody far above your Combat strength is refused. You cannot turn it on. It is earned by losing, which is the point - a switch would be a way to dodge a raid you saw coming, and this is a breath after one that already landed. Twelve hours is chosen to cover the night a wipe usually arrives in, and to be too short to hide in. You can spend it, though, and you spend it by attacking somebody. Send a fleet at anyone and the shield goes immediately: well enough to raid is well enough to be raided. So the twelve hours are for rebuilding, not for hitting back from behind cover. A scratch does not earn it. Half of a defence has to be gone, so parking a corvette somewhere and collecting a shield off it is not a thing that works.

What is debris and how do I harvest it?

Every ship destroyed in a battle - yours and theirs - leaves about a third of the metals it was built from as a ring of wreckage around the world it died over. Alloy and Crystal only; the helium burns. It sits there until somebody scoops it, and the only hull that can is the Recycler, on a Harvest mission. A Recycler has the biggest hold in the game because that is the whole of its job. The ring belongs to nobody: a fight over somebody else's world leaves a field the loser can come back for, and so can a third party who was not in the battle at all. Two things follow from that. A big battle is worth more than the battle - the field it leaves can be worth as much as the raid was, and after a real engagement the race to the wreckage is its own fight. And leaving your own ring up there earns you nothing at all: it will not grow, it will not turn into a moon, and it will not come back to you. The moon is rolled at the moment the battle ends and never afterwards.

How do I conquer a planet?

It is the longest thing you can do to somebody and it takes four separate things going right. First, Conquest Doctrine research - without it the order does not exist. Then declare a Conquest attack rather than a raid, and win the orbital battle outright: the world's fleet, its guns and, with marines of your own, its garrison all have to go. What follows is a siege lasting a full day, with your fleet holding station over the world the whole time. Anything that breaks the siege - a relief fleet that beats you, your own fleet recalled - ends it. In the closing hours you land a Colony Ark, and the world is yours. You also need somewhere to put it: a conquest takes one of your colony places exactly as a settlement does, so a commander at their Astrocartography limit cannot take a world however well the siege goes. A conquered world changes hands with everything standing on it. That is why it is worth the day - and why a nearly finished gas giant in the Hidden Sector is the most valuable thing in a realm.

What happens if I lose my last world?

You begin again, and you keep almost everything. The game offers you a fresh starter colony - anywhere in the realm, or beside an alliance-mate if you are in one - and your identity comes with you: your name, your research, your standing, your medals, your achievements and your alliance membership are all untouched. What you lost is the ground and what was standing on it. Research is the reason this is survivable. It cannot be taken off you, so a commander who has been wiped out still owns every level they ever bought and rebuilds far faster than a new arrival with the same starting colony. Taking a world does not take the moon above it, so if you held a moon it is still yours - and if the ground it orbits is nobody's, the game hands that back to you before offering a fresh start anywhere else, because it is the likelier repair and it does not strand the moon a second time. You are also, by then, small again, which means the rules about punching down now protect you.

Terraforming

What does the Terraforming Array do?

Two things, and the second is the reason for the first. Every level flattens, drains and warms enough ground for four more building fields - more than anything else in the game clears, because that is what the array is for and it costs a great deal to run. And once the array is deep enough, it can begin reshaping the world itself: a gas dwarf becomes barren, barren becomes ice, ice and ember become jungle, and jungle becomes an ocean world. Every road ends at ocean, the balanced world every commander starts on, and nothing leaves it - there is no step beyond "good".

What does reshaping cost me, and can I undo it?

It is priced off the array itself, so it scales with the economy that built it, and it is steep on purpose: reshaping a world is a season's project, not a click. It is also one way. What it does not do is take anything from you - the world keeps every structure standing on it and every building field it already had. If the new class happens to be worth less ground than the old one, the world simply keeps the higher figure: an improvement may never pull the ground out from under something you already built. A moon is never reshaped at all, since there is no atmosphere to give it.

The order book

What is the trade board?

The simple half of the market: one commander posts "I will give you this much of that for this much of the other", and somebody either takes it or does not. No price, no matching, no queue - just an offer with a name on it. The goods you offer leave your world the moment you post, so an offer on the board can always be honoured and nobody is bidding on a promise. Cancel it and you get them straight back. You may have five offers open at once, which is enough to work with and not enough to bury the board. The broker takes a cut of the incoming goods on both halves of the deal, and it grows with the distance between the two worlds: a few per cent next door, rising to a quarter at the far end of the galaxy, and never more than a quarter however far apart you are. That is the map doing its job - a market you could reach from anywhere for nothing would make coordinates meaningless. Use the board for an odd lot or a favour, and the order book when you want to know what something is actually worth.

What is the order book, and how is it different from the trade board?

The trade board does one thing well: "I have this, I want that, take it or leave it." What it cannot tell you is what anything is WORTH, because every offer is its own little negotiation and nothing compares to anything else. The order book makes everyone quote the same number instead. There are two markets - crystal and Helium-3 - both priced in alloy, per hundred units, because alloy is the thing every commander mines first. You say how much you want and what you will pay; either somebody is already offering it at that price or your order rests in the book until they are. Out of a hundred such orders comes a price, and out of a price comes the ability to plan.

What happens to my resources when I place an order?

They leave the world immediately - a seller's goods, or a buyer's alloy - and that is the point: an order in the book can always be honoured, so every quote you see is real rather than a hope. Cancel and you get back exactly what is left of it. Orders match at the resting order's price rather than the incoming one, so the commander who was there first and set the price gets it, and crossing the spread never does better than the quote you crossed - if you bid far above the market you simply get the difference back. Best price goes first; among equal prices, whoever waited longest.

Does the broker take a cut here too?

Yes, the same distance-based cut the trade board takes, on both halves of the deal. A market you could reach from anywhere for nothing would make the map meaningless - the whole point of a universe with coordinates in it is that where you are matters. Fills are brokered rather than flown, so the goods land on the world the order was placed from, and both sides get a message when an order fills: a resting order fills while its owner is asleep, and a deal you never heard about would read as a bug.

Supply routes

What is a supply route?

A delivery you write down once instead of typing it in every three hours. Name two of your own worlds, commit the freighters, say how much of each resource to move and how much the source world should always keep back, and the route flies itself: it launches an ordinary convoy, the ordinary fleet engine carries it there and brings it home, and the moment the hulls are docked again it goes round once more. Nothing about it is a new kind of flying - it is a thing that presses the dispatch button for you, with your ships and your fuel.

What can stop a run, and can I abuse it?

Everything a hand-flown convoy is subject to. If the committed hulls are not docked at the source, or there is nothing above the reserve to take, or the tanks cannot pay for the crossing, the run simply does not happen and the route tries again shortly - it never breaks. Both ends have to be your own worlds, because a route flies unattended and quietly shipping resources into somebody else's orbit every few hours is not something anybody should be able to set up and forget. If one of the two worlds changes hands, the route stops itself rather than feeding its new owner. You may keep five routes open, and any of them can be paused and resumed without losing what it was set up to do.

Two-factor sign-in

What is two-factor sign-in, and should I turn it on?

It means signing in asks for a six-digit code from an authenticator app on your phone as well as your password. Turn it on if your empire is worth anything to you. A password is one secret, and secrets leak: they get reused on some other site that gets breached, or guessed, or typed on a machine that was watching. A code that changes every thirty seconds and lives only on the phone in your pocket is a second lock that a leaked password does not open. It applies at every door, including signing in with Google or Apple - a second factor you can walk around is decoration, not protection.

What happens if I lose my phone?

You use one of your recovery codes, which is exactly why you were given ten of them the moment you switched two-factor on. Each one works once, in place of a code from the app. Losing a phone is the ordinary case, not the exotic one, and a system that turns a lost phone into a lost empire should not have been built. Write them down somewhere that is not your phone - that is the whole point of them - because they are shown once and once only: the game keeps nothing but their fingerprints and genuinely could not show them to you again. If you run low you can ask for a fresh set at any time, which retires the old ones.

Which apps work, and why is there no QR code to scan?

Any of them. This is the ordinary, standard scheme - the same six digits every thirty seconds that your bank uses - so Google Authenticator, Aegis, 1Password, Bitwarden, Authy and the rest all handle it. Getting the secret in works two ways: on a phone, tap the link and your app opens with everything already filled in; anywhere else, type the letters in by hand, which is why they are set out in groups of four in a typeface where a B cannot be mistaken for an 8. There is no QR code because drawing one would mean shipping a code library we could not verify by looking at it, and a subtly wrong QR would quietly enrol a secret that does not work - which you would only find out at the door, locked out.

Your data and your way out

Can I get a copy of everything you hold about me?

Yes, from your profile, in one click, without asking anybody. It is the whole file rather than a summary: every world with everything standing on it, every hull, every research level, every message you have ever been sent, every trade, every order, and every daily score ever recorded. It comes as JSON, because a copy of your data you cannot read with a program is not really a copy of your data. It is put together the moment you ask - there is no second copy of your empire sitting in a table somewhere waiting for something to go wrong with it.

How do I delete my account, and what actually happens?

From the same panel. You type your own handle to confirm - not as a hurdle, but so that "delete everything" can never be what a stray tap did - and the request stands for a week. During that week nothing has happened yet: your empire runs exactly as it did, and one button puts it back. When the week is up it is real. Worlds are released back to the universe, and fleets, research, your inbox, your standing and your scores are erased. There is no deactivated state, no shadow row kept for statistics, no tombstone with your call sign on it. Nothing comes back.

Does deleting my commander delete my login too?

Only when the login is plainly nothing but a game account: a plain player with no other role on the site and no commander left in any other realm. If you also write on the site, moderate it, or run it, the login stays and only the commander goes - deleting a site's own administrator because they quit a game would be a catastrophe rather than a courtesy. If you want the login gone in that case, ask whoever runs the site.

One person, one empire

Am I allowed to run a second account?

No, and the reason is not that the rules say so. A second account is not a second player: it is a farm that feeds the first one, a scout that can be thrown away, a vote in an alliance that cost nobody anything. Every point it earns comes out of the ranking of somebody playing with one pair of hands. So the game watches for pairs of accounts that look like one person and puts them in front of an operator.

My brother plays from the same house. Are we in trouble?

No. Households are the common case, not the exception, and the game knows it cannot tell two brothers apart from one person with two accounts - the evidence looks identical. That is exactly why nothing here is automatic: there is no ban, no penalty, no flag on your account that a machine can set. A pair that shares an address is a question put to a human being, and "these two live together" is the answer they give most often. Once an operator clears a pair, that settles it: the same evidence never comes back. The only thing that would raise you again is the case getting markedly worse than what was already looked at and dismissed.

What does the game actually store about where I play from?

Not your address. What is written down is a one-way hash of it, salted with a secret this installation keeps to itself. That hash can answer exactly one question - "did these two accounts come from the same place?" - and nothing else. It cannot be turned back into an address, it cannot be put on a map, and there is nothing in it to hand to anybody. Sightings nobody has refreshed in weeks are deleted outright, and when a commander is gone, everything the game noticed about them goes with them.

Word from the operators

What is the notice at the top of the page?

A broadcast: one of the few things in this game written by a person rather than by the engine. When the universe is going down for maintenance, or a realm is about to reset, or something has gone wrong and everybody's numbers have moved, the operators say so here. The same words land in your inbox as an ordinary message you can read, keep or delete - and, when it matters enough, sit above the sign-in card as well, because during an outage the people who most need telling are exactly the ones who cannot get in to read their inbox.

I just started - did I miss the ones sent before I signed up?

Not the ones that still matter. A new commander arrives with every broadcast that is still live, so a maintenance window announced on Saturday reaches somebody who signs up on Sunday. Notices that have already run their course are not delivered - a first inbox full of old news would bury the things that actually concern you. Every notice comes down by itself after the number of days the operator set for it.

Alliance ranks

What are alliance ranks for?

For telling apart the things an officer used to have to be trusted with all at once. An alliance has three standings - member, officer, leader - and for a handful of people that is plenty. At fifty it is hopeless: the commander you trust to run the forum is not the one you want declaring war, and your recruiter has no business spending the depot. So the leader writes their own ranks - Recruiter, Quartermaster, Warmaster, whatever the alliance calls them - and ticks, one power at a time, what each rank may actually do. There are six powers: admit members, remove members, moderate the rooms, declare and end wars, commit the depot, and edit the alliance.

Do I have to set this up before my alliance works?

No, and that is deliberate. An alliance that never opens the Ranks tab behaves exactly as it always did: a member may do nothing in particular, an officer admits and removes members, moderates the rooms and commits the depot, and the leader does everything. Those defaults are printed at the bottom of the Ranks tab so you can see what happens to anyone you never give a rank to. Note that declaring war is leader-only by default - if you want a war council, write a rank that grants it.

Can somebody use a rank to take my alliance from me?

No. Three things are nailed down. Writing the ranks is the leader's pen and nobody else's - a power that could hand out powers would be a way around every other check, so it is not one of the six. The leader always holds every power regardless of what any rank says, because an alliance that could lock its own founder out of its own controls would be a support ticket rather than a feature. And a rank never lets you act on someone at or above your own standing: a rank carries a standing with it, so a Quartermaster written on the officer rung makes its holder an officer, and a Recruiter on the member rung cannot remove officers no matter what is ticked. Delete a rank and everyone holding it falls straight back to what their standing allows - nobody is ever left in an undefined state.

Veteran crews

What is crew veterancy?

Your crews get better at the hulls they actually fly. Experience is tracked per commander and per hull type - not per ship, because a fleet in this game is a count in a stack and pretending otherwise would be a fiction. As a type banks experience its crews rise from Green through Blooded and Veteran to Elite, and each rank adds a few per cent to that hull's attack and defence. It shows as a badge on the hull's card in the shipyard, and the battle simulator flies with your crews aboard, so what it projects is what you would actually get.

How do I earn it, and can I lose it?

You earn it by fighting, and only by fighting - it is the one advantage in the game that cannot be bought or researched. Only hulls that come home learn anything, a wreck teaches nobody, and what a battle teaches is measured by what it was up against: slaughtering defenceless freighters is worth almost nothing, standing in front of a real wall is worth a great deal. One enormous fight is capped, so nobody gets an elite fleet in an evening. And yes, you can lose it: when hulls of a type are wrecked, the crews that knew the ship go with them and the experience left is the share that survived. Lose the whole stack and you are back to Green. That is what makes an elite fleet something you can be afraid to risk.

Does a veteran fleet beat a bigger one?

No, and it is not meant to. The top rank is a genuine edge and nowhere near a replacement for numbers - a green fleet twice the size still wins comfortably. What veterancy does is reward the commander who has been fighting all season over the one who bought a fleet last night, and give an experienced raider a reason to think twice before spending crews they cannot replace.

Realm events

What are realm events?

Weather for a whole universe. Every so often something turns up that changes the rules for everybody in the realm at once for a few hours: a solar flare that costs everyone production, a rich seam that hands it to everyone, an ion storm that makes every crossing crawl, clear lanes that make them fly, a war footing that races the yards while stripping the mines, a deep survey that speeds up every laboratory. You are told when one starts, it shows at the top of your screen with a countdown, and it lifts on its own.

Does an event give somebody an advantage over me?

No - it falls on the whole realm at once, so nobody is ahead of anybody because of it. What changes is which plans are good this evening. An ion storm is the difference between a raid that lands before your target logs in and one that does not; a war footing is worth building a fleet around; a solar flare is the evening to spend what you have rather than mine more. Events are deliberately mixed - the good and the bad are equally likely - so a realm that has weather is not a realm that keeps getting presents.

How often does the weather turn, and can an operator set it?

Only one event runs at a time, and there is a long quiet spell after each one before another can begin - the multipliers are meant to be something that happens in the game, not the game itself. On top of that, an operator can start or end any event by hand from the Realms page, so an event weekend can be planned, and a realm that has had a miserable week can be handed a rich seam on purpose. Nothing an event does is permanent: when it lifts, the realm is exactly as it was.

Fleet postures

What are fleet postures?

Every raid you send is flown in one of four postures, chosen at launch, and it decides how the fleet fights when it arrives. Balanced is the ordinary fight. Aggressive brings a fifth more guns to bear and loses half again as many of your own hulls doing it - it wins fights you would otherwise lose and makes the ones you were going to win expensive. Cautious is the mirror: you hit for less and lose far less, which is the posture for a raid you mean to fly again tomorrow. Evasive is not a way of fighting at all - see below.

Which posture is the best one?

None of them, and that is deliberate. Whatever costs you less also does less, at every strength - if one posture were simply better there would be no decision to make. What changes is which fight you are in. Against a wall you are just short of breaking, aggressive is the difference between a win and a wasted fleet. Against a target you can already beat, cautious keeps enough hulls alive to go back tomorrow. The battle simulator answers under the posture you pick, so you can see the trade before you pay for it.

What does the Evasive posture do?

It refuses the fight. The fleet flies out, reads what is actually waiting in orbit, and if the numbers are against it, turns for home without firing a shot - no losses on either side, and no plunder either. You pay the flight and keep the fleet, which is exactly the trade you want when you are scouting an unknown wall with real hulls, or raiding somebody who might have reinforced since your last probe. If the fleet would have won, it fights the battle like any other. Your target still hears about it: a fleet that arrives and leaves tells them somebody has their coordinates.

Can a wing in a joint strike fly its own posture?

No. A strike is weighed as one force, so it is flown as one formation: every wing fights the way the strike does. A formation where each commander fought differently would be a different battle than the one everybody agreed to join. If the posture matters more to you than the numbers, fly the raid alone.

Covert operations

What is a Sabotage mission?

The quiet way of hurting somebody. Research Covert Operations, load Recon Probes - and nothing else, warships would only be seen - and pick one of three things for the team to do: torch the largest stockpile on the world, quietly undo a share of the work on everything it is building, or drop its reactor hall to half output for a few hours. Nothing is fought and nothing is stolen. That is the point: a commander who cannot break a defended world can still make holding it expensive.

What does a sabotage run cost me, and what stops it?

The probes. They are spent whether the operation lands or not - an infiltration is one way, so what you risk is paid up front rather than left orbiting a rival world. Whether they get in is your Covert Operations against the target's Counter-Intelligence, with a little in your favour for every extra probe: a team beats a lone operative, with diminishing returns. Nothing is ever certain in either direction. And a world that was hit recently is on alert: while its crews are still awake, the next team walks straight into them, so you cannot grind somebody down by sending probes at them all evening. Allies, commanders on holiday and anybody the anti-bullying rule protects are all out of reach, exactly as they are for a raid.

Somebody sabotaged my world. Can I find out who?

Only if your own sensor work earned it. You are always told what happened and what it cost, but a name appears in the report solely when your Counter-Intelligence out-ranks the saboteur's Covert Operations - the same bargain scouting makes. Below that all you have is the damage and a suspicion. The world also goes on alert afterwards, which is real protection: for the next few hours anything else sent at it is caught on the way in.

Combat points & fair play

How is my score worked out?

Your points are what you have BUILT. Every time a job actually starts - a building level, a batch of hulls, a squad of marines, a research level - the resources it cost are converted to points at a fixed rate, roughly one point for every six hundred units of alloy, crystal and helium put together. Nothing else moves the number. Two consequences worth knowing. Resources sitting in a vault are worth nothing at all: a commander hoarding a million of everything scores the same as one who has spent nothing, which is why the leaderboard rewards building over saving. And tearing a structure down takes its points back off, because what is no longer standing no longer counts - dismantling is a way to free ground, never a way to bank a score. Losing things to a raid does not lower your points. A fleet destroyed comes off your OFFENCE, which is a military rating and a separate number; the world you built it at still counts as having been built. Points are what the anti-bullying size band is measured in - you cannot raid somebody holding less than a quarter of yours - so a big score is also a wider circle of people you are no longer allowed to touch.

What are Offence, Defence and Combat?

Three military ratings, kept apart from your empire score so that a big builder and a real soldier do not look the same. Offence is the attack strength of every warship and marine you own, lifted by Plasma Weaponry, plus the reputation you have earned winning honourable fights. Defence is the defensive strength of your ships, your troops and your planetary guns, lifted by Deflector Shielding, plus the reputation paid to you by anybody who raided you dishonourably. Combat is the average of the two. The live half moves the moment your fleet does: ships lost in a failed raid come straight off your Offence. The reputation half is earned and stays. Combat is also what the game uses to decide who may attack whom, so it is not just a scoreboard. A Defence rating swollen by other people's bad behaviour makes your wall read as bigger than it is - which is deliberate, and why a raider who does not scout deserves what they find.

How do I raise my Combat scores?

Three ways, and they compound. Build and KEEP military: every warship, marine and gun you own counts while you own it, so a fleet thrown away on a raid you were going to lose takes your Offence down with it. Research Plasma Weaponry and Deflector Shielding, which lift what everything you own is worth, permanently, and cannot be shot down. And win honourable fights. A won raid pays you Offence reputation worth about a tenth of the DEFENDER's Combat rating - so beating somebody worth beating pays, and beating somebody who could not fight back pays almost nothing. Going back to the same world on the same day halves it. Reputation is the half that separates a soldier from a warehouse. It is banked rather than live, so it survives losing the fleet that earned it, and it is the only part of your standing that says what you have actually done rather than what you happen to own today.

What is a dishonourable raid, and what does it cost?

Two things make a won raid dishonourable. Going back to the same world for a THIRD time on the same day, or landing on somebody whose Combat rating is four times smaller than yours. Either one is the game saying: this was not a fight. It costs you reputation worth about a twentieth of your own Combat rating, and never less than five - so the bigger you are, the more punching down costs you. That amount comes off your Offence reputation, which can drive your Offence below zero, and the same amount is PAID TO THE VICTIM as Defence reputation. Their wall now reads as bigger than it is, paid for by you. You also take a strike. Three of them and the galaxy's hard bot begins hunting you - see the question below. Every honourable win takes a strike back off. None of this applies inside a declared war. Both leaderships walked into that with their eyes open, so raids between the two alliances go on the war score instead and nobody is a bully for pressing an advantage.

Why can I not attack a certain player?

One of five shields is up, and the map says which: hover the shield icon on the target and it tells you the exact reason. Beginner protection: they are under the realm's beginner mark, which is 800 points in a standard realm. Size: their empire score is less than a quarter of yours, which puts them outside the band you are allowed to raid at all. Outclassed: your Combat rating is five times theirs or more, which bars the raid outright however the points compare. Recently beaten: they lost at least half of a defence in the last twelve hours and are being given a breath. Or they are away - a commander on holiday is frozen and out of reach entirely. Your own alliance mates are never attackable, and neither is anybody you have a pact with. Two of these you can clear by your own conduct rather than theirs: the size band and the Combat gap both close as the other commander grows, and the post-defeat shield burns off the moment they attack anybody. None of them can be turned on by the person hiding behind it.

How long does beginner protection last?

It is not a clock, and that is the thing most often got wrong about it: nothing anywhere counts the days since you signed up. The shield holds until your own score passes the realm's beginner mark - 800 points in a standard realm, which is roughly twelve times the resources you are handed to start with. So it lasts exactly as long as you are genuinely small: building hard is what ends it, not the calendar, and a quiet week does not spend it. It holds against everyone above that mark, AI rivals included.

Why does raiding the same player over and over stop paying?

Because each repeat raid on the SAME world on the same day hauls half what the one before it did. The second is worth half the first, the third an eighth, the fifth barely the fuel. The day rolls over and it resets. That is the loot half. The honour half bites at the same time and in the other direction: the second raid pays half the Offence reputation, and the THIRD one on the same world in the same day is dishonourable outright - it costs you reputation instead of paying it, hands the same amount to your victim as Defence, and puts a strike against your name. Together they mean a commander cannot be emptied out by somebody with more hours in the day than they have. Two raids is pressure; five is bullying, and the game prices it that way. Bot worlds are exempt from the loot decay - farming the AI is deliberately unthrottled, because there is nobody on the other end of it to grind down.

What happens if I keep bullying weaker players?

Three dishonourable raids and the galaxy comes for you. Every realm is seeded with a hard bot - an AI opponent pitched just above the strongest player in it - and at three strikes it stops being scenery and starts hunting you specifically, with reprisal fleets aimed at your worlds. It is not a ban and there is nothing to appeal. It is an opponent, and it is one you cannot outgrow, because it is defined as being above whoever is largest. You reform your way out of it the same way you got into it: every honourable win takes a strike back off, and once you are under three the hard bot stands down and goes back to being scenery. And if you are strong enough to destroy it, that does not end it either - a hard bot from another galaxy takes over the pursuit. The point is not to be an obstacle you defeat once. It is to make farming the helpless the most expensive way to play.

Alliances

What is an alliance and how do I join one?

A player-run faction with a shared roster, a private chat, a forum of its own, a shared depot and a diplomatic standing in the realm. Practically, it is the difference between playing the game and playing it with people. To join one, open the alliance directory, read the descriptions and apply - you can say why you want in - and a leader or an officer admits you. Or found your own: you need a name, a tag and a description, and you are the leader from the first second. One alliance per realm, per commander. You can be in a different one in every realm you play, under a different name, and nobody can connect them. What membership actually gets you, beyond company: your mates cannot raid you and you cannot raid them, you can send Guard fleets to stand over each other's worlds, you can fly joint strikes that land as one wave, and every level of a shared project the alliance funds lifts your own production and your own shipyard - including the levels other people paid for.

What are the ranks?

Three standings, and then whatever your leader writes on top of them. The three are Member, Officer and Leader. By default a member may do nothing in particular, an officer admits and removes members, moderates the chat and forum and commits the depot, and the leader does all of that plus declaring and ending wars, signing pacts, promoting, demoting, handing over leadership and disbanding. Declaring war is leader-only unless the leader says otherwise. On top of that a leader can write named ranks - Recruiter, Quartermaster, Warmaster, whatever the alliance calls them - and tick, one power at a time, exactly what each may do. There are six powers: admit members, remove members, moderate the rooms, declare and end wars, commit the depot, and edit the alliance. Two rules never bend. Nobody can act on their own standing or above, so an officer can never remove another officer. And writing the ranks is the leader's pen alone - a power that handed out powers would be a way around every other check, so it is not one of the six.

Can I attack my own alliance mates?

No. Members of the same alliance cannot raid, conquer or sabotage one another, and the order is refused rather than discouraged - your alliance is a genuinely safe haven, not an honour system. The same refusal covers anybody your alliance holds a pact with, for as long as the pact stands. What you CAN do to each other is everything constructive: Transport resources and crew, send Guard fleets that stand in the line over each other's worlds, fly joint strikes, and fund the depot. Leaving to hit somebody is not the loophole it looks like. Your standing, your alliance history and the chronicle all record it, the realm can read the whole thing, and an alliance that admits somebody who did that to their last one is making a choice with its eyes open.

Can I defend an ally's world?

Yes - send a Guard mission. The fleet flies to one of your own worlds or an alliance member's and stays in its orbit instead of turning for home, and if a raid lands there it stands in the line beside that world's own ships and guns. Whatever it carried is unloaded on arrival, so a garrison can bring its own supply. The hulls never change hands: they keep your research, their losses are yours, their battle report is yours, and you can recall them at any moment. What it costs is fuel, and the world being guarded pays it - every hour, out of that world's own Helium-3. Let those tanks run dry and the guests break station and go home, which is deliberate: cover for a friend under threat is worth paying for, and a second fleet parked over somebody else's colony forever is not. A world can shelter five fleets at once, none while it is under siege, and a probe that out-spies the defender sees the guests as plainly as the owner's own ships.

How does a war between alliances work?

A leader declares war on another alliance in the same realm, and that is that - the other side cannot refuse, because being attacked never was optional. What a war changes is how the galaxy reads the fighting. Raids between the two alliances stop counting as bullying: the dishonour rule exists to protect commanders who never asked for a fight, and a war is one both leaderships walked into with their eyes open. Instead, every hull destroyed and every load hauled off is written to the war score. That score is a ledger, not a balance - each side's column only grows, so a war reads as what the two took off each other rather than as one number hiding a bloodbath. Peace needs both leaders: one offers, the other accepts. Surrender is one-sided and immediate, and the win goes into the record as theirs. After any war ends there is a couple of days' cooling-off before the same two can go at it again, so nobody can keep a weaker alliance permanently under siege by re-declaring.

What is a pact, and why would I sign one?

The other half of diplomacy. A war is unilateral because being attacked is unilateral; a pact is an agreement, so one leader offers and the other has to sign before anything binds. While it stands, members of the two alliances cannot raid or sabotage one another - exactly the refusal your own alliance mates already get. It is how two groups agree to leave each other alone and get on with whoever is actually in front of them, and it puts that agreement in the game where the whole realm can see it rather than in a private channel where only the two leaderships know. The rule that gives it weight is how it ends. You cannot tear one up and exploit it in the same minute: renouncing starts a full day's notice, and until that day is out the guns stay down. So signing one is a real commitment, and betraying one is something the other side - and the realm, through the chronicle - watches coming for twenty-four hours. An alliance may hold three at once. That is a choice rather than a technical limit: an alliance that has signed with everybody would be untouchable by agreement, and a galaxy where the biggest name cannot be fought is a worse game than one where it has to pick its friends.

Who keeps order in the alliance chat and forum?

The alliance does, first. Officers and the leader can take a chat line or a forum post down, close a topic to new replies, pin a topic to the top of its category, and silence a member for anything from a quarter of an hour to a week - the same judgement as kicking someone, with a smaller hammer. Rank decides who may act on whom: nobody can moderate their own rank or above, so this can never become the tool one officer uses to shut another out of the room. A removed message keeps its place and loses its words, so a conversation still reads in order and nobody has to wonder what they missed.

What if the alliance leadership is the problem?

Then you go over their heads. Every message carries a Report button that files it with the game's operators, outside the alliance entirely - which is exactly the case it exists for. The text is copied into the report when you file it, so a message cannot be quietly removed to empty the evidence, and the operators can take it down whatever the alliance thinks. Reporting the same message twice does nothing extra; one report is enough.

What is Mentorship and what is a protégé?

Mentorship is what an alliance earns for raising somebody who arrived with nothing, and it is prestige - a number beside your alliance's name in the directory and at the top of its own page. Be clear about what it is not: it pays no resources, unlocks no research and counts for nothing in a battle. What it buys is the reason a newcomer reading the alliance list picks yours. A member counts as a protégé if they joined you while under 1,000 points, and the roster badges them so you can see who you are raising. Three days after they joined, their growth starts paying: the alliance banks 15 prestige the first time that commander passes 3,000 points, 40 more at 10,000 and 100 more at 30,000. Once each, per protégé, and the commander is sent a note saying their alliance was credited for them. An alliance of one earns nothing, because there is nobody there doing the mentoring, and rivals never count - so there is no way to farm it. A protégé raised to 30,000 points is worth 155 prestige and, rather more to the point, is by then a commander who can hold a sector for you. That is the real return; the prestige is the public record of it.

What is the alliance depot?

A shared warehouse. Any member can ship alloy, crystal or helium into it from one of their worlds, and what goes in belongs to the alliance rather than to whoever sent it. There is one thing to know before you use it: nothing comes back out. The depot has no withdrawal. Resources in it can only be spent on the alliance's shared projects, and that is deliberate - a common pot you can take from is a pot the first officer to log in empties, and every alliance that has ever had one has had that argument. Give what you mean to give. Spending it is a separate permission from filling it. Anybody can deposit; committing the depot to a project is one of the six powers a leader can write into a rank, and by default it sits with officers and the leader. If your alliance uses ranks, check that whoever is meant to be quartermaster actually holds it.

What do the shared projects do?

They are what the depot is for, and they are the reason an alliance is worth more than the same commanders standing next to each other. There are two, each with ten levels, and every level lifts something for every member at once - including members who never put a gram into it. Shared Foundries adds 3% to what every member's worlds produce, per level. Fully funded that is 30% more of everything mined, across every world in the alliance, for ever. Fleet Logistics shortens how long every member's ships take to build. Fully funded it takes a bit under a third off, so a yard that took three hours takes a little over two. It is worked out as a divisor rather than a discount, which is why ten levels of 4% is not 40%. Costs climb steeply - each level is nearly twice the last - so the first level of either is an evening for a small alliance and the tenth is a season for a large one. That is the intended shape: a project is something an alliance builds together over a realm, not a chore one rich member does on a Tuesday.

Realms & the Hidden Sector

What are realms?

Parallel universes. Each realm is its own galaxy with its own worlds, its own players, its own alliances, its own leaderboards and its own economy speeds - and nothing crosses between them until the very end of the game. The speeds are the interesting part. A realm is configured with a build speed, a production speed, a research speed and a fleet speed, and an operator can run several realms at once with different settings: a slow one for people who want a long season, a fast one for people who want a month. Everything you read on a card - a build time, a research time, a flight time - already has that realm's dials applied. You pick which realm you are playing, and you may hold one commander in each. They are separate people: separate names, separate empires, separate alliances, and nobody can look you up across realms. That is not multi-accounting and is never treated as such - the rule against second accounts is about two commanders meeting in the same universe, and yours never can. A realm also ends. See "How is a realm won?"

What is the book of records?

Every realm keeps one page of superlatives, shown above the leaderboards: the largest battle ever fought here, the fattest haul ever carried off a world, the richest expedition, the biggest salvage run, the highest standing anyone has reached, and who got the realm's first moon and first colony. It is not a leaderboard. A leaderboard says who is ahead right now and forgets you the moment somebody passes you; a record says what the biggest thing that ever happened here was, and it stands until somebody beats it. Records nobody has claimed yet are shown blank on purpose - an empty page is an invitation. The holder's name is written into the book at the time, so it still reads correctly after a rename, a reset, or a commander leaving the galaxy.

Can I use a different name in each realm?

Yes, and that is how it works by default. A commander belongs to a realm, so the name you pick when you walk into a galaxy is that commander's alone - nothing ties it to the name you fly under anywhere else, and nobody can look you up across realms. It is what makes it possible to be a trusted officer in one galaxy while quietly reporting to a rival alliance in another. Your account keeps its own login, which is only ever used to sign in and which no other player sees. Changing a name afterwards is possible but costs a change of callsign from the store: a commander who could rename themselves for free could walk away from a reputation they spent months earning.

What is on my commander profile?

Your card in this realm: the name, the points you hold here, the alliance you fly with, the day this commander was founded and the day the person behind it first played at all. Underneath it is the wall of achievements, and that one part is counted across every realm you play - a thing you managed is something you managed, wherever you were standing at the time. Anybody in the same realm can look at your card. It only ever shows the one realm, so it says nothing about where else you fly or under what name.

How do I invite somebody, and what do I get for it?

Invite, in the menu at the top, holds one link that is yours alone. Anybody who opens it is woken out of their bed, told that you abducted them, and offered the only sensible reply: go and take a world of your own. The first press pays you a little antimatter, once per address per day. The account it eventually creates pays far more - but only once that newcomer has built something worth a thousand points, because paying on registration is paying for empty accounts. Share it with the buttons on that page: they are ordinary links to WhatsApp, Telegram, X, Facebook, Reddit and mail, so nothing from those networks is loaded into the game and nobody is tracked.

What are the medals and stars on a profile?

What that link has brought in. Medals count strangers you have woken: one bronze at 1, two at 10, three at 100, then the oldest turns silver at 250, the next at 500, the third at 1000, and gold follows at 2500, 5000 and 10000. Stars count the ones who stayed - people who made an account through your link and then reached a thousand points - and because that is a far harder thing to earn, the rungs sit roughly ten times lower: 1, 3, 10, then 25, 50, 100, then 250, 500, 1000. A row never grows past three; it is the metal that changes, so three bronze and three gold are the same count of medals and could never be mistaken for each other.

Can I hide my medals, stars or achievements?

Yes, each of the three separately, on the Commander tab of your profile. They are all counted across every realm you play, which is what makes them worth showing and also what makes them a fingerprint: two commanders wearing the same row of gold are visibly the same person, and this game deliberately lets you be two different people in two different galaxies. A switched-off row is left out of what the game sends about you rather than merely hidden by the page - and nobody else is told that you switched anything off. On your own card it still shows, marked, so you can see what you are keeping back.

Do my purchases work in every realm?

Yes. What you buy belongs to you, not to one of your commanders, so a fleet trail or a Saturn ring bought last month is waiting for you in the next galaxy you walk into, and a Fleet Commander subscription runs in all of them at once rather than being spent on the first. Which of your things a given commander is actually wearing stays that commander's own business. Items also outlive the shop: nothing about what you own is checked against what happens to be for sale, so an item withdrawn from the store keeps working for everybody who already bought it. Antimatter is the exception to none of this, because it is never sold - it is earned in the game and spent in the realm that earned it.

Why can I not join a realm yet?

A new realm always starts in closed testing, with a small group shaking it down before anybody else is let in. Making an account does not wait for that: sign up whenever you like, and the account works on the forum from the moment it exists. What waits is the realm. Until one is open to you - open to everybody, or opened to you as a tester - the game has nowhere to put you, so the picker has nothing in it. Tick 'tell me when a realm opens' on the sign-up form and that address gets the signal the day one does.

I was let into the closed testing - where do I sign in?

The same place as everybody else: the sign-in card on the front page, next to the one that makes an account. Being let into the testing does not change how you get in, only what you find once you are in - the realm being tested appears in your picker where for everybody else it is still hidden. Pick it and make your commander in it as usual.

What is the newsletter, and how do I stop it?

A separate tick on that same form, off unless you ask for it, and written in English. Being told that a realm opened is not the newsletter - that one letter goes to everybody waiting, because it is the thing they signed up for. Every letter of either kind carries a link at the bottom that turns the newsletter off again, and it only works for the address it was sent to.

Can I play more than one realm?

Yes. The same account can hold one commander per realm - alternate-reality doppelgangers of each other. Which one is live follows your realm choice. It is not multi-accounting and is never treated as such: the rule against multiple accounts is about two commanders meeting in the same universe, and yours never can.

How is a realm won?

Late in a realm's life a sector that has stood empty since the realm was founded fills with seven gas giants: the Hidden Sector. Alliances take the giants, wind up the methane extractor on each one, and fight one another for the ground. When every giant reaches its breaking point the whole sector goes up at once - and the alliance holding the most of them at that moment wins the realm and enters the hall of fame. What is counted is worlds held, not what was poured into them: a giant changes hands with its extractor intact, so a nearly finished one you lose the day before is worth nothing to you and everything to whoever took it. A sector can also go up with nobody holding a single world in it, and then the realm is simply over with no victor - inventing one would be worse.

What is a gas giant?

A world that exists nowhere else in the game: the Hidden Sector is made of them and nothing else has one. Nothing is mined on a gas giant and nothing can be built on one but a methane extractor, so every unit that goes into it has to be flown in by convoy. Settle one with a Colony Ark or take it by siege - and a giant changes hands with every extractor level its last holder paid for, which makes a nearly finished one the most valuable thing in the realm.

When does the Hidden Sector wake?

On its own, and nobody is told the date - not the players, not the operators. What you get is warning. Three times as the moment approaches, the realm sends word: first that deep-range instruments have picked up a tremor nobody can place, then that the tremor is growing, and last that the sky is bending. Everybody gets the same three at the same time, so nothing is hidden from you that a rival knows. Build for it when the first one lands.

What happens when the sector goes up?

Everything in it ends, and that is deliberate. Every gas giant goes, and with it every colony standing on one, every building, every unit ever flown there, and every fleet still in orbit. Nothing is salvaged and no wreck field is left - there is nothing there to harvest afterwards, because there is no longer an afterwards for that sector. Anything you sent into the Hidden Sector you sent to stay. What remains is the sector's own star, collapsed into a black hole, hanging where the sector was.

Whose black hole is it?

The alliance that held the most of the Hidden Sector when it went up. The black hole is the portal, and it answers to them alone: nobody else can cross, whatever their fleet, and that includes everyone else in the winning realm. It is the prize for winning, not a road the realm opens for everybody. If the sector went up with nobody holding it, the portal is nobody's and stays shut.

How do realms connect?

The portal is the endgame; travelling between realms is the aftermath. A black hole leads nowhere until a second realm has finished its own Hidden Sector - then the two dimensions bridge, and the alliance holding each side may cross to raid, scout and supply. Three things keep a bridge shut. There may be no other finished realm yet, in which case yours is simply alone. The other realm may be tuned differently: two realms bridge only when the build, production and research speeds they are SET to are identical, because crossing between a slow realm and a fast one is not a raid, it is a bulldozer. What they happen to be running at does not count - a storm that speeds a realm up for an evening is weather, not tuning, and has no vote. Or the realm may be sealed: a test realm never bridges to anything. Whichever it is, the screen at the black hole says which.

Store, account & help

Something says it is closed for repairs. What does that mean?

One part of the game can be closed on its own while it is being repaired, so that a fault in one feature does not take the whole game down with it. Everything else keeps running and everybody keeps playing. Nothing is deleted while a part is closed: your orders, routes, ranks and cases all stay exactly where they are and are still there when it opens again. Anything already under way finishes normally too - a fleet you sent before the closure still lands. The controls for a closed part simply disappear from your screen until it is back.

Why did the game tell me to slow down?

Because something was sending requests far faster than any person can click. The game answers a large budget of requests a minute - a commander playing hard, with the map open and the state refreshing, never comes near it - but a script, a stuck key or a client caught in a loop can, and one runaway loop is enough to slow the galaxy down for everyone. If you ever do see it, the message says how many seconds to wait, and it clears itself. Nothing is lost and nothing is held against you: the request is simply not answered, and the next one is.

What is Antimatter and what can I do with it?

The one currency that is not mined, kept in a single wallet for your whole account rather than on a world - so a raider can never take it. You earn it by playing: five for every raid you win, fifteen for every colony you found, more from quests, from achievements as you pass them, and from the three daily objectives you can claim each day. You start with a small grant so you can try it out. It does exactly one thing: it finishes something that is building, right now. A queue costs roughly one antimatter per minute you skip, so it is worth most on the last stretch of something long and worth almost nothing on a five-minute job. Use it when a reactor is forty minutes from done and a fleet is thirty minutes out. It is not for sale, and there is no product, pack or setting anywhere that turns one on. That is the line the whole store is drawn around - see "Is the game pay-to-win?"

Is the game pay-to-win?

No. Nothing that affects the game is for sale. The store has two shelves and neither of them holds power: cosmetics - a coloured debris ring, a fleet-trail colour, an interface accent, all purely visual - and the Fleet Commander subscription, which unlocks a read-only overview of your own empire on one screen and puts a crown beside your name. It changes nothing you could not already work out by clicking through your worlds. Antimatter is earned in-game and cannot be bought at all: there is no product, no pack and no setting that turns one on. Battles are decided by fleets, tech and tactics, not by your wallet.

What are bots?

Three AI commanders seeded into every galaxy, pitched against the people actually playing it: an easy one just below the weakest local player, a medium one around the average, and a hard one just above the strongest. They re-aim themselves as the realm grows, so they are always a rung rather than a fixed number. They are there to be a galaxy when the galaxy is thin. A new realm with four players in it would otherwise be four commanders and a lot of empty rock - the bots give you somebody to scout, somebody to raid, and a ruler to measure yourself against before there are enough humans to do it. Raiding them is deliberately unthrottled: the anti-farming rule that halves a repeat haul does not apply to bot worlds, because there is nobody on the other end of it being ground down. The hard bot has a second job. Three dishonourable raids and it comes hunting you specifically, and it keeps at it until you have earned the strikes back with honourable play - see the question on bullying.

Is my progress saved if I stop playing?

Yes, and more than saved - it keeps running. Your mines produce, your crew grow, your queues finish and your fleets land while you are asleep or away for a week. Nothing is paused because you are not looking, and nothing expires. Which is also the warning. Other commanders can raid you while you are offline, and a world sitting on a full vault with no guns on it is the best target in the sector. Before a long break: spend what you are holding or ship it somewhere that is building, leave something on the ground that shoots back, and remember that what a raider takes is a share of what is STORED. If you are going away properly, use holiday mode instead - see the question below. It freezes the empire and puts it genuinely out of reach, which is the only thing in the game that does. Coming back after months is fine. Nothing is deleted for inactivity, and your research - the half nobody can take - is exactly where you left it.

I am going away. Can I put my empire on hold?

Yes - holiday mode, from your profile. It freezes the whole empire and puts it out of reach: nothing is mined, no crew are born, no queue advances, and nobody can raid, conquer or sabotage you at all. It is the only genuine invulnerability in the game, which is exactly why it is fenced. You have to leave tidily. Every ship must be docked at home, nothing of yours may be in flight, nothing may be inbound at you, and every queue must be empty. Those four conditions are the whole of the fence: without them, holiday mode would be a shield you throw up when you see a fleet coming, which is not a holiday, it is a cheat with a nice name. Once you are away you are away for at least forty-eight hours before you can come back - again, so it is a holiday and not a toggle you flick around a raid. There is no maximum; stay as long as you like. Nothing is lost while you are gone and nothing decays. You come back to exactly the empire you left, and the clock starts again from the moment you end it.

How do I get help or report a problem?

Start here. This page is the whole of what the game knows about itself, and most questions are answered somewhere above. For anything it does not answer, the route depends on what it is. Something another player wrote - a chat line, a forum post, a message - has a Report button on it, and that files it with the game's operators outside any alliance, with the text copied in so it cannot be quietly deleted afterwards. A bug, a payment that never arrived, or a question about the rules goes to the operator through the website; the Privacy statement and the Terms & conditions in the footer both list how to reach us. When you report a bug, the two things that help most are what you were looking at and what you expected instead. A screenshot with the clock in it is worth a paragraph. If part of the game has simply disappeared from your screen, that is not a fault - see "Something says it is closed for repairs".