Your Empire
Claiming & Zones
Bases are your production and military units. Each sits on a specific moon in a specific zone.
Getting Access
- ›Titan: buy the Lifetime Moon Visa (80 Gold, includes 1 permit) on your dashboard
- ›Other moons: explore the moon with a Scout ship (75 Gold + 40 Electricity, crewed by 2 Sentinels), then fly a Transport ship there for the moon visa (100 Gold + 60 Electricity, crewed by 2 Sentinels and 4 Vanguards)
- ›Forged moons: no visa, but only members of the owning alliance can claim there
- ›Moons under Selenite control must be liberated before anyone can claim on them (see the PvE chapter)
Claiming Flow
- 1.Permit: every claim uses 1 permit (85 Gold each)
- 2.Reserve: choose an unclaimed plot and a zone the moon offers. Titan offers every zone except Extractor, Shrine and Museum; each other moon offers its own set. A reservation holds for 30 days, and you can only have one open reservation at a time
- 3.Fund: pay the claim fee and the base is yours
Claim Fees
These are the fees for your first base of a zone on a moon. Each base of that zone you already own on the same moon adds 3%, up to a maximum of 3x.
| Zone | Claim fee |
|---|---|
| Lunar Lab (1) | 75 Silver, 175 Electricity, 140 Infrastructure |
| Quarry (2) | 75 Silver, 175 Electricity, 140 Crops |
| Office (3) | 75 Silver, 175 Influence, 140 Crops |
| Power Plant (4) | 75 Silver, 175 Moon Bricks, 140 Infrastructure |
| Extractor (5) | 75 Silver, 175 Moon Bricks, 140 Electricity |
| Greenhouse (6) | 75 Silver, 175 Infrastructure, 140 Influence |
| Shrine (7) | 75 Silver, 175 Influence, 140 Crops |
| Museum (8) | 75 Silver, 175 Infrastructure, 140 Moon Bricks |
| Moon Pad (9) | 75 Silver, 175 Electricity, 140 Moon Bricks |
| Training Camp (10) | 159 Silver, 371 Crops, 371 Influence |
| Research Facility (11) | 265 Silver, 318 Infrastructure, 318 Electricity |
| Shipyard (12) | 186 Silver, 530 Moon Bricks, 371 Electricity, 259 Infrastructure |
Zone Types
| Zone | Type | Purpose |
|---|---|---|
| 1-9 | Resource | Each produces one harvestable resource (see The Economy) |
| 10 | Training Camp | Trains troops |
| 11 | Research Facility | Required to run research |
| 12 | Shipyard | Builds ships |
Military zones (10-12) have 4x the base troop capacity, double the Capacity upgrade bonus, and cannot be harvested or rezoned. You can rezone a resource base to another resource zone the moon offers for 80 Gold + 50 gems.
Zone Combat Modifiers
Where you build matters for defense:
| Zone | Effect |
|---|---|
| Lunar Lab (1) | No modifiers |
| Quarry (2) | +10% defender damage |
| Office (3) | +5% attacker damage |
| Power Plant (4) | -5% damage for both sides |
| Extractor (5) | +10% defender damage, +15% breach difficulty |
| Greenhouse (6) | +10% attacker damage |
| Shrine (7) | +5% defender damage, +10 defense |
| Museum (8) | No modifiers |
| Moon Pad (9) | +5% damage for both sides |
| Training Camp (10) | +25 defense, +15% defender damage, +30% breach difficulty |
| Research Facility (11) | +15 defense, +20% breach difficulty |
| Shipyard (12) | +15 defense, +5% defender damage |
Colonies
Your empire also has a colony layer. Once you have a Training Camp, a Shipyard, a trained troop and a Scout ship, plus Water, Magic and Culture bases on the same exploration moon, you can claim that moon's Colony site and found a colony. The Colony chapter of this guide covers it in full.
Upgrades & Defense
Upgrade Tracks
Each track goes to level 10. Research unlocks a level for your whole account; applying it costs a small amount per base. Each base can use at most 6 different tracks, and each level brings its drawback with it, so it is still a choice which base gets what.
The apply fee rises with the size of your empire. It is list price at your first base and doubles every 200 bases you own, because a wide empire earns from every base but only pays the research once. A 16-base player pays 8% over list, a 400-base player pays triple. Use *Apply to all bases* on the Research page: it equips as many bases as you can pay for, cheapest first, and tells you what is left.
| Upgrade | Per level | Drawback per level |
|---|---|---|
| Production | +20% yield (added to the card boost) | +1 fuel per harvest |
| Storage | +4 harvests of fuel storage | -2% troop capacity |
| Cooldown | -5% harvest cooldown | +0.5 fuel per harvest |
| Efficiency | -0.5 fuel per harvest (half on Museums) | -1% trap effectiveness |
| Luck | +2.5% bonus-harvest chance, +2x bonus size | Bonus harvests burn extra fuel |
| Staking | +1% stake compounding per harvest | -0.5% yield |
| Capacity | +10 troop slots (+20 on military zones) | None |
| Defense | +10 base defense | None |
| Trap | +2.5% trap damage | None |
A base never burns less than 1 fuel per harvest, however much Efficiency it has.
Defending Your Bases
Every base can be attacked. Your defense has 4 layers:
- 1.Traps: damage attackers before the fight
- 2.Base defense: attackers must breach it first (unupgraded bases start at 50)
- 3.Troops: stationed troops fight using your defense posture
- 4.Posture: your pre-set strategy (see the Combat chapter)
The Posture Cascade
When a base is attacked, the game picks its posture in this order:
- 1.Base override: a custom posture for this specific base
- 2.Player default: your personal setting (Profile > Settings > War Settings)
- 3.Alliance doctrine: your alliance's default for all members
- 4.Fallback: FORTRESS
Most players set a player default and leave it. Customize per base only for your most important locations.
Deep Dive
Production is additive with the card, not multiplied by it: a +35% card with Production 5 gives 1.35 + 1.00 = 2.35x. On a card-less base, Production is worth relatively more.
Cooldown shortens the wait between harvests of the base for everyone, so a popular base gets harvested more often. It costs extra fuel, so pair it with Storage or Efficiency.
Luck replaces the base 1% bonus chance: at level L the chance is 2.5% x L and a bonus harvest pays 2x L the yield, but it also burns L extra harvests' worth of fuel. If the base doesn't hold enough fuel, the harvest pays normally.
Research
Research sets how far you can upgrade each track on every base you own: to buy level 4 Production on any base, you first need Production research level 4. Research unlocks after you own 3 bases, and starting a research requires owning a Research Facility.
Research Tracks
Every track has 10 levels. Level 1 takes 1 hour; each further level costs 1.3x the previous one and takes 1.55x as long. A full track is about 6 days of research time. When the timer ends, complete it on the Research page.
More Research Facilities mean faster research. Every facility past the first cuts research time, up to -50% at 10 facilities. They count automatically, and the discount is applied when you start a research.
Research is the main price of an upgrade; applying it to a base costs a fraction of it.
| Track | Level 1 cost | Level 10 cost | Level 10 takes | Requires |
|---|---|---|---|---|
| Storage | 400 Infrastructure | 4,242 | about 52 h | Nothing |
| Cooldown | 400 Water | 4,242 | about 52 h | Storage 2 |
| Luck | 400 Magic | 4,242 | about 52 h | Production 3 |
| Staking | 450 Culture | 4,772 | about 52 h | Capacity 1 |
| Capacity | 500 Crops | 5,302 | about 52 h | Storage 1 |
| Efficiency | 500 Influence | 5,302 | about 52 h | Storage 1 |
| Defense | 700 Moon Bricks | 7,423 | about 52 h | Capacity 3 |
| Trap | 700 Electricity | 7,423 | about 52 h | Capacity 3 |
| Production | 1,500 Silver | 15,907 | about 52 h | Storage 1 |
Level 10 of a track costs about 10.6x its level 1 cost. Production is the dearest track by a wide margin, and it earns it: at level 10 every base you own produces three times its base yield.
Speed-Ups
You can spend gems to halve the remaining time (up to twice per research, the second halving is cheaper) or finish instantly. Both prices scale with the level being researched, and halving first lowers the instant price.