Children of Titan

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. 1.Permit: every claim uses 1 permit (85 Gold each)
  2. 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. 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.

ZoneClaim 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

ZoneTypePurpose
1-9ResourceEach produces one harvestable resource (see The Economy)
10Training CampTrains troops
11Research FacilityRequired to run research
12ShipyardBuilds 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:

ZoneEffect
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.

UpgradePer levelDrawback 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 sizeBonus 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 defenseNone
Trap+2.5% trap damageNone

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. 1.Traps: damage attackers before the fight
  2. 2.Base defense: attackers must breach it first (unupgraded bases start at 50)
  3. 3.Troops: stationed troops fight using your defense posture
  4. 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. 1.Base override: a custom posture for this specific base
  2. 2.Player default: your personal setting (Profile > Settings > War Settings)
  3. 3.Alliance doctrine: your alliance's default for all members
  4. 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.

TrackLevel 1 costLevel 10 costLevel 10 takesRequires
Storage400 Infrastructure4,242about 52 hNothing
Cooldown400 Water4,242about 52 hStorage 2
Luck400 Magic4,242about 52 hProduction 3
Staking450 Culture4,772about 52 hCapacity 1
Capacity500 Crops5,302about 52 hStorage 1
Efficiency500 Influence5,302about 52 hStorage 1
Defense700 Moon Bricks7,423about 52 hCapacity 3
Trap700 Electricity7,423about 52 hCapacity 3
Production1,500 Silver15,907about 52 hStorage 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.