FAQ
Economy Questions
Why am I always out of Silver?
Silver is only produced by Lunar Lab bases, but every zone charges Silver to claim (75 for resource zones, more for military zones) and production research costs Silver too. Museums off Titan and Moon Pads on Titan also burn Silver when you harvest them. Claim an extra Lunar Lab, or buy Silver on the Exchange when you need a burst.
Should I sell resources on the Exchange or stockpile?
Sell real surplus, keep a buffer of what you use every day. The Exchange is player-to-player and prices are in Gold, with a 5% tax on trades. You can also place buy orders (they expire after 7 days).
What do I actually spend Gold on?
- ›Scout exploration missions (75 Gold + 40 Electricity) and Transport visa missions (100 Gold + 60 Electricity)
- ›Permits (85 Gold each) and the one-time Titan visa (80 Gold, includes 1 permit)
- ›Rezoning a base (80 Gold + 50 gems) and energy upgrades (100 Gold)
- ›Creating an alliance (5,000 Gold)
- ›Buying on the Exchange
How do I get my first card?
Two progression quests reward card packs, and you can buy card packs with gems: Starter (1,000), Explorer (2,200), Commander (4,500) and Elite (6,600), 3 cards each. The card shop also sells single cards. Partner cards are not sold in the shop; they come from the partner NFT bridge (see the NFT Portal category).
Are gems worth buying? What should I buy with them first?
Gems are optional. They buy cards and card packs, speed-ups for troops, ships and research, rezoning, colony extras and more. You can't buy troops or galaxy resources directly with gems. You also earn gems for free from trophies, league rewards, first discoveries, referrals, the season pass and storm season.
What happens when a base runs out of input?
Harvesting is something you do, not something that piles up. Each harvest uses up input resources stored in the base, and when the input runs out the base can't be harvested until you refill it. Storage limits how much input a base can hold (the Storage upgrade raises it).
Why did my claim fee get more expensive?
Each copy of the same zone you already own on that moon adds 3% to that zone's claim fee there, up to 3x. Claiming a different zone, or the same zone on another moon, avoids the increase.
Is there a bonus for small or casual players?
Yes, two harvest bonuses:
- ›Catch-up bonus: players with fewer than 10 bases get extra yield (+36% with 1 base, +20% with 5, +4% with 9)
- ›Casual bonus: after your first 3 days, if you average under 1 harvest per day you get +15% yield, tapering to nothing at 2 harvests per day
Very large empires (from 50 bases) get a yield reduction of up to 12%.
Where does Gold come from?
Quests, exploration (100 Gold per moon, plus 1,000 for a first discovery), daily login rewards, selling on the Exchange, siege occupations (50 Gold per day) and Selenite PvE operations. New accounts start with 500 Gold.
Is there a way to convert resources into each other directly?
No. There is no NPC converter. Trade with other players on the Exchange instead.
Combat & Protection
How do I avoid getting attacked?
New accounts get 7 days of new-player protection: nobody can attack you, and you can't launch operations either. After that everyone is attackable. You can't be attacked by members of your own alliance or by accepted buddies. Upgrade Defense and Trap on bases you care about, keep troops stationed, and set a defense posture.
I just got raided. What do I do?
Open the operation and watch the battle replay to see what the attacker brought. A raid takes 50 to 80% of the base's stored input resources. Then restock, train troops, and upgrade Defense or Trap on that base.
What's the safest defense posture for beginners?
Fortress (hold the line every round) is the default. The other presets are Aggressive, Attrition and Counter-Strike, and you can also set a custom sequence. Your posture is chosen per base first, then your player default, then your alliance doctrine, then Fortress.
Someone keeps raiding me. How do I make them stop?
Make raids expensive: upgrade Defense and Trap, keep troops on the base, and don't leave large stockpiles of input sitting in a single base. Your alliance and your buddies can't attack you, so friends help too.
Do I lose troops permanently when they die?
Yes, destroyed troops are gone for good. Surviving troops heal over time. A troop left at 0 HP for 24 hours can die from neglect, so don't ignore badly wounded troops.
What's the difference between Raid, Siege, Blockade and Sabotage?
Siege, Blockade and Sabotage are currently locked while alliance PvP is paused; the rules below apply when they return.
- ›Raid: one-time theft of 50 to 80% of the target's stored input. Needs at least 1 troop (max 50)
- ›Siege: a 14-day occupation. Needs at least 5 troops. Takes 10% immediately, then a share of the base's stored input while occupied, and pays you 50 Gold per day
- ›Blockade: 72 hours that block the target's harvests. Needs at least 3 troops from military bases
- ›Sabotage: a covert mission with a success chance, where extra scouts help and a well-defended target hurts
None of these start an alliance war.
How do traps work exactly?
Traps hit attackers before combat begins, split across the attacking troops and reduced by armor. Each Trap level adds 2.5% trap effectiveness. Each Efficiency level reduces trap effectiveness by 1%, so don't stack Efficiency on a base you expect to be raided.
Why did my attacker win even though I had more troops?
Accuracy misses, critical hits (defenders crit more often), zone modifiers, each side's round actions and Xenotech augments all swing combat. Watch the replay: it usually shows one or two deciding factors.
When should I retreat from a battle?
You can retreat from round 3 onward, as attacker or defender. Each of your troops then has a 60% chance to survive the retreat and keeps its current HP. It is better than losing everything when a fight is clearly lost.
Can I attack my alliance-mates or buddies by accident?
No. The game blocks attacks on members of your own alliance and on accepted buddies before anything is spent.
Alliance & Social
When should I join an alliance?
Early. An alliance with 3 to 5 members already gives +5% harvest yield. At 6 to 10 members it is +10% harvest and +5% combat damage, and +15% harvest and +10% combat at 11 to 20 (the standard member cap). You also get a shared treasury, alliance chat and people to learn from.
How do I find a good alliance?
Look at recent activity, member count, recruitment description, and whether they welcome new players. A focused, active group beats a large inactive one.
Can I leave my alliance? Is there a penalty?
Yes, you can leave anytime and join another straight away; there is no cooldown. Anything you contributed to the treasury stays with the old alliance. A leader can only leave, or disband the alliance, once they are the last member.
Can my alliance kick me?
Yes. Leaders can remove members and officers; officers can only remove regular members.
What's the difference between a buddy and an alliance-mate?
Buddies are individual: a mutual friendship that blocks attacks between the two of you, and it works across alliances. Alliance-mates share bonuses, a treasury and chat. You can be both at once.
How do I talk to other players?
Use alliance chat on your alliance page, and Moon Chat on any moon (except Titan) where you own a base or a colony. Type @username to mention someone. See the Social category.
What are colony visits and kudos?
You can visit other players' colonies, give kudos and send aid. See the Colony category.
Account & Progression
How do I speed up my progress?
Follow the Game Loop guide on your dashboard: claim, refill and harvest, cover your home zones, build a Training Camp and Shipyard, explore and get visas, then found a colony. Claim several different zones early, join an active alliance and harvest regularly. Gem speed-ups are a final lever, not a first one.
How does energy work?
Harvesting costs 1 energy. You start with 10 energy and regenerate 1 per hour, so harvest before you hit the cap. Launching an operation costs no player energy; it costs 10 Influence, and each troop needs enough troop energy to fight.
When should I upgrade my bases?
Concentrate on the bases you harvest most instead of upgrading evenly. Upgrades include Production, Capacity, Defense, Trap, Efficiency, Cooldown, Luck, Staking and Storage, and a base can hold at most 6 different upgrade types, so choose deliberately.
What do troop missions do?
Missions are solo jobs for a single troop. They cost resources, and a successful mission gives the troop experience and morale. A failed mission costs HP. Missions don't pay Gold.
How do I earn my first 10,000 Gold?
Finish the tutorial and progression quests, explore moons (100 Gold each, and 1,000 extra for a first discovery), collect your daily login rewards, sell surplus on the Exchange, and hold sieges (50 Gold per day each).
What are the most important quests to focus on?
The tutorial chain first: it walks you through every core system and pays Gold and AP. Then progression quests for milestones (bases, harvests, troops, ships, battles, research and more). The two social quests are quick: link Discord (100 Gold + 10 AP) and get your first referral (150 Gold + 15 AP).
Is there a "best" zone to claim?
No single best. Variety beats volume: different zones feed each other, and duplicates on the same moon raise your claim fee. Don't skip a Lunar Lab, since every claim costs Silver.
How do I know I'm ready for PvP?
Your new-player protection has ended, you have enough healthy troops for the operation (1 for a raid), a defense posture set on your important bases, and you've gathered intel on a target your size. If that checklist doesn't pass, keep building.
Colony, Seasons & Events
How do I found a colony?
You need, on your account, a Training Camp, a Shipyard, at least one trained troop and a Scout ship. Then pick an exploration moon (not Titan, not a forged alliance moon) where you own a Water, a Magic and a Culture base, get a visa there, and claim the moon's Colony site with a permit. The site costs 200 Silver + 300 Moon Bricks + 200 Infrastructure for your first colony, tripling for each colony you already own. See the Colony category.
How many colonies can I have?
One colony per moon. There is no fixed account limit, but each extra colony costs three times as much to found. Your first colony is your primary colony, and account-level colony rewards (such as weekly supply contracts and raid-defense shards) are paid to it.
How does the season pass work?
A season lasts 6 weeks. You earn season XP from the league AP you earn during the season plus 150 XP per completed weekly task (3 tasks each week, themed after the week's league theme). There are 10 tiers on two tracks:
- ›Free track: gems, Selenite Shards, a colony decor and the Season Voyager title
- ›Premium track: more gems and shards, a colour theme and the Season Vanguard title. Premium tiers can be claimed while your Commander Pass is active
You claim tiers yourself, during the season or the season after it. See the Seasons & Events category.
What is storm season?
A server-wide event one week in every four. Meteor storms and major quakes hit colonies far more often. Spend at least 25 Plasteel on repairs during the storm week to take part, then claim 5 gems after it ends, plus 5 more if all players together spend 5,000 Plasteel on repairs. See the Seasons & Events category.
What's the difference between trophies and quests?
- ›Trophies (achievements): 84 milestones in 12 categories. They are checked automatically about once an hour and pay gems and AP straight to your account, nothing to claim.
- ›Quests: tutorial, progression and social objectives that you claim for Gold, AP and sometimes a card pack. Quests never pay gems. Colony quests pay colony goods and settlers, also never gems.
How do I turn the sound off or down?
Use the sound button in the header next to the language switcher (desktop layout), or open Profile > Settings > Sound to mute everything or set the volume. Sound settings are saved in your browser, so set them on each device.
What is the trade board?
If you see Trade Board in the sidebar, the trade board lets you post colony trade offers (what you give and what you want per day) for your own moon or any moon, accept other players' offers, and set up supply lines between your own colonies on different moons. Each colony can run up to 3 routes, including open posts. Routes between moons need a docked Transport ship. See the Colony category.