THE WIKI // COMPLETE REFERENCE MANUAL

Every System, In Full.

This is the long-form reference — what every resource, building, ship, mission, faction and season mechanic actually is, how it works, and how it connects to everything else. Looking for the elevator pitch instead? The Codex is the condensed overview; the Wiki is the full manual you keep open in a tab.

Numbers here are illustrative, not sacred — Void Reach is still being tuned. Where an exact value might move in a balance pass, this manual describes the relationship rather than promising a multiplier. The server always wins over any document.

01

The server is the referee

All state and all math live on the server; your browser only displays it. No modified client can cheat you — or anyone else.

02

You always see it coming

Every hostile fleet is visible from the moment it launches, never after it lands. The skill is entirely in how you respond to a threat you can already see.

03

Every season gives a result

Seasons climax in a race to a shared galactic wonder. One alliance wins, but every player walks away with a final ranking and a permanent record.

BROWSE // TEN CHAPTERS

Pick A Chapter.

01

Factions & Starting Out

The four factions and what actually separates them, your uncapturable home colony, the new-player protection window, and the Directives chain that teaches the whole game.

02

Economy & Resources

Alloys, Crystal, Isotopes and the rare fifth resource Aurium — plus Rations, the continuous-drain upkeep resource that turns every fleet into a mortgage.

03

Colony & Buildings

The build queue and cost curves, all 25 buildings and what each one does, the Combine's parallel-queue edge, and the Colony Charter specializations.

04

The Galaxy & Travel

Galaxy, system and planet zoom tiers, how distance and travel time work, the reach gate you research your way through, jump gates, and claiming territory.

05

Fleets & Combat

The seven mission types, eleven ship classes and five wings, the one-pass battle math, counters and stances, sieges, conquest, and debris salvage.

06

Ground Forces & Field Battles

The five ground unit types, terrain and counter cycles, fortification, how a territory garrisons itself, multi-round campaigns down the adjacency chain, and watching one unfold live.

07

Espionage & Intelligence

Spying as a contest, the frozen-snapshot report, the telegraph that shows every attack coming, and the alliance-wide sensor radar.

08

Alliances & Diplomacy

Joining or founding an alliance, the shared co-defense board, private alliance chat, Standing Orders and the Co-Pilot night-watch, and objectives on the map.

09

The Market

Posting escrowed offers, real freighters flying real distance, the floating Exchange Index, the freight levy, and why parked stock is still lootable.

10

Captain & Relics

The season-long Captain track, experience and portrait tiers, the four skill branches, and the five relic slots with their rarity tiers and drop sources.

11

The Season & Winning

The three-act shape of a season, the Stellar Nexus base win, the harder Galactic Ascendancy, rewards for everyone, the Crowning, and the permanent Hall of Legends.

QUICK REFERENCE // WHAT AM I SEEING?

Status & Error Codes.

You seeIt means
Red resource numberStorage is full — production is being wasted.
Red rations rateNet-negative food — your fleet will starve if the silo hits zero.
PROTECTEDThe target (or you) is under new-player protection.
SHIELDEDTarget has an Emergency Shield up right now — wait it out.
QUEUE_FULLBuild queue is at capacity — cancel something or wait.
NO_DRIVE / NO_DEEP_WARPTarget is beyond your currently-researched drive tier.
SLOT_OCCUPIEDThat territory or colony slot is already claimed or taken.
COLONY_CAPYou're at your territory-claim limit, or your empire-wide colony-slot limit.
BAD_RATIOA market offer's price falls outside the currently-legal band.
SHIELD_COOLDOWNYour Emergency Shield is still on cooldown.
NO_DOCTRINEYou picked a stance without having researched Fleet Doctrine yet.
Red top bannerA hostile fleet is inbound — you have until the timer to react.