Military
Troop Types
5 troop types split into Crew (ships, intel, salvage) and Combat (warfare) categories. Troops are built at a Training Camp (zone 10), one at a time per camp.
| Troop | HP | Damage | Hit chance | Armor | Category | Special |
|---|---|---|---|---|---|---|
| Sentinel | 100 | 3 | 80% | 0 | Crew | Pilot: required crew on every ship |
| Vanguard | 100 | 4 | 70% | 1 | Crew | Transport crew, scout and espionage intel, sabotage, salvage |
| Legionnaire | 60 | 8 | 70% | 1 | Combat | SWARM: 3 focused strikes on the weakest enemy |
| Centurion | 80 | 12 | 70% | 3 | Combat | TANK: one Centurion absorbs a whole damage volley |
| Colossus | 100 | 18 | 70% | 4 | Combat | DEVASTATE: 1.75x damage, costs 25% of its current HP |
Build Costs
| Troop | Cost | Build time |
|---|---|---|
| Sentinel | 4 Influence, 3 Crops | 30 min |
| Vanguard | 4 Influence, 11 Crops, 4 Electricity | 2 h |
| Legionnaire | 12 Influence, 12 Crops, 6 Electricity, 1 Culture | 1 h |
| Centurion | 28 Influence, 14 Crops, 3 Electricity, 4 Moon Bricks, 9 Water | 3 h |
| Colossus | 39 Influence, 33 Crops, 14 Electricity, 9 Moon Bricks, 5 Magic, 4 Culture | 6 h |
A zone card on the Training Camp shortens build time. Gems can halve the remaining time (up to twice, each halve cheaper than the last) or finish instantly. First-click halve prices: Sentinel 15, Legionnaire 30, Vanguard 45, Centurion 90, Colossus 150 gems. Instant: 30, 60, 90, 180, 300 gems, discounted after each halve.
Key Mechanics
- ›Accuracy: every troop rolls to hit each round. Combat troops start at 70%, Sentinels at 80%
- ›Armor: reduces incoming damage by 10% per point, capped at 45%. Every hit still does at least 1 damage
- ›Abilities proc at 30%: SWARM, DEVASTATE and TANK each roll every round, independently. SWARM and DEVASTATE only fire if the troop also hits
- ›TANK details: whenever enemy volley damage lands on your side, there is a 30% chance one Centurion takes all of it (reduced by its armor). SWARM strikes are aimed at a target, so TANK cannot absorb them
- ›DEVASTATE details: the self-damage is 25% of the Colossus's current HP and can never drop it below 1 HP
Best Compositions
- ›Pure Colossus: highest damage (18) and armor (4). Devastating but the most expensive unit
- ›Legionnaire + Colossus: Legionnaires finish off weakened enemies while Colossi bring the firepower. Best general purpose
- ›Centurion wall: TANK procs soak entire volleys, 12 damage + 3 armor is well balanced. Strong on defense, but a single Centurion can eat a very large volley
- ›Full Legionnaire: cheapest per unit and fastest to build. SWARM pressure picks off wounded troops
Ships
| Ship | Required crew | Capacity | Speed | Role |
|---|---|---|---|---|
| Scout | 2 Sentinels | 2 | 10 | Explore moons, carry Vanguards for intel |
| Transport | 2 Sentinels + 4 Vanguards | 6 | 6 | Moon visas, salvage missions |
| Cruiser | 2 Sentinels + combat troops | 15 | 4 | Bombardments, garrison and liberation assaults |
Build Costs
| Ship | Cost | Build time |
|---|---|---|
| Scout | 40 Moon Bricks, 51 Electricity | 1 h |
| Transport | 76 Moon Bricks, 38 Infrastructure, 64 Electricity | 3 h |
| Cruiser | 229 Moon Bricks, 136 Infrastructure, 153 Electricity, 824 Water, 50 Magic | 8 h |
- ›One ship builds at a time per Shipyard. You can own at most 3 Cruisers
- ›Gem speed-ups work like troop builds: halve for 45 / 120 / 240 gems (Scout / Transport / Cruiser), instant for 90 / 240 / 480
- ›Scouts and Transports only accept crew troops. Cruisers accept any troop type
Wear and Repair
Every mission launch drains 40 ship energy plus ship HP (Scout 5, Transport 10, Cruiser 20). Each crew member loses 40 energy and 5 HP. A ship needs at least 30 energy to launch, and explore and visa missions need every crew member at 60% energy or more.
Repair a docked ship for Silver equal to twice its weight: 10 Silver (Scout, 15 min), 20 Silver (Transport, 30 min), 40 Silver (Cruiser, 60 min).
Troop Training & Missions
Troops grow stronger through training (maintenance plus some XP) and missions (the main XP source).
Training (Restore Stats)
Training adds energy, health, morale and XP. Each session costs 5 Crops + 3 Influence per troop. After training, a troop is on cooldown (24 hours by default) before it can train again. Gem speed-ups: 20 gems to halve the cooldown, 40 gems to finish it instantly.
A troop can't train when there is nothing left to restore: energy, health and XP all full, or for a Maxed troop (see below) energy, health and morale all full.
Missions (Gain XP)
Send troops on solo missions to earn XP and level up. Missions take about a day (24 hours by default) and succeed 70% of the time. A success gives full XP and no HP loss; a failure gives less XP and costs HP. Harder missions give more XP and hit harder on failure.
Cost per troop scales with its level: multiply the base cost by (1 + 0.2 x level).
| Difficulty | Base cost | Level 1 troop pays |
|---|---|---|
| Easy | 14 Influence | 17 Influence |
| Medium | 10 Water + 8 Magic + 5 Culture | 12 Water, 10 Magic, 6 Culture |
| Hard | 10 Water + 14 Magic + 10 Culture | 12 Water, 17 Magic, 12 Culture |
The mission screen shows the exact cost before you confirm. Missions pay XP only, no Gold. Speed-ups: 25 gems to halve, 50 gems for instant, per troop.
A troop needs more than 20% HP and some energy to go on a mission.
Leveling Up
Every 100 XP is a level, up to level 5. In raids and sieges each level above 1 grants:
- ›+1 damage
- ›+10 percentage points of hit chance (so a level 4 combat troop never misses)
- ›+6% max HP
- ›+1 armor at level 3 and again at level 5 (only for troops that have armor)
When a level 5 troop fills its XP bar it becomes Maxed: it has no XP left to gain, so it no longer goes on missions, but it keeps fighting with its level 5 stats and you can still train it to restore health, energy and morale. Maxed troops do not regenerate on their own over time, so training is how you patch them up.
Deep Dive
Training vs. missions: training is maintenance (energy, HP, a little XP). Missions are progression (more XP, HP risk on failure). A healthy routine is "mission at full HP, train when worn down."
The Maxed trade-off: a Maxed troop is a permanent elite fighter, but it only recovers through training (it earns no mission XP and does not heal over time). Keep a cadre of lower-level troops you can still level up on missions.
Exploration
Exploration is how you discover new moons, unlock new territory, and earn rewards.
How It Works
- 1.Build a Scout at a Shipyard (zone 12)
- 2.Assign 2 Sentinels as crew (each with at least 60% energy)
- 3.Launch an exploration: 75 Gold + 40 Electricity
- 4.The Scout travels, explores and returns to its home base automatically
Rewards
| Type | Reward |
|---|---|
| Every exploration | 100 Gold |
| First discovery (nobody explored this moon before you) | +1,000 Gold bonus + 50 Gems |
Moon Visas
To claim bases on a moon you need a visa for it:
- 1.Explore the moon first
- 2.Send a Transport crewed by 2 Sentinels + 4 Vanguards
- 3.Pay 100 Gold + 60 Electricity to launch the visa mission
Exceptions: Titan uses the one-time Moon Visa purchase, and forged moons need no visa (alliance members get access automatically). Moons still under Selenite control or mid-liberation block visa missions until they are liberated.
Exploration Rings
Saturn's real moons unlock in rings (Inner & Major first, then Trojan, Inuit, Gallic, Norse and Irregular). When the community has explored every moon in the current ring, the next ring unlocks for everyone.
Operations
Player vs Player
| Type | Troops | Launch cost | Effect |
|---|---|---|---|
| Raid | 1-50, from military bases | 10 Influence | Steal 50-80% of the base's stored resources |
| Siege | 5+, from military bases | 10 Influence | 10% loot, then 14-day occupation: 50 Gold + 50% of stored resources every 24h |
| Blockade | 3+, from military bases | 10 Influence | No battle: blocks harvesting and drains 2% per hour for 72h |
| Sabotage | 2+ Vanguards only | 153 Influence | Destroy 25% defense / -50% production for 48h / steal a research level / plant a 7-day trojan |
| Salvage | Transport + at least 1 Vanguard | none | Collect a debris field for Influence |
Military bases are zones 10, 11 and 12 (Training Camp, Research Facility, Shipyard). A siege only becomes an occupation on a clean victory; a pyrrhic siege just takes the 10% loot.
Sabotage succeeds 70% of the time (+5% per Vanguard beyond two, plus your reputation bonus, minus a penalty against high-defense bases, max 95%). There is a 30% detection chance (-2% per extra Vanguard, min 10%); if detected, your team has a 50% chance to escape, otherwise every Vanguard sent is lost.
Against the Selenites
These run from a Cruiser docked at your base, with combat troops aboard and crew energy at 60% or more:
| Operation | Combat troops | What it does |
|---|---|---|
| Bombardment | 5+ | Breaks a Selenite moon's orbital shield (2h cooldown per moon) |
| Garrison Assault | 5+ | Clears one alien garrison once the shield is down |
| Liberation Assault | 10+ | Attacks the Hive Nexus after every garrison is cleared |
See the Selenites section of the PvE guide for campaign rules and rewards.
The Attack Flow
- 1.Intel: scout or spy on the target first (Vanguards run intel missions), or go in blind
- 2.Choose troops: they must meet the minimum HP (25%) and energy (15%) to fight
- 3.Choose strategy: pick a preset (All-Out, Breach Focus, Balanced, Flanking) or set custom per-round actions. You can change it until the battle starts
- 4.Launch: raids and sabotage arrive in 2 minutes, sieges and blockades in 5, Selenite operations in 10
- 5.Combat resolves: your strategy vs their defense posture. Watch it play out in the Battle Replay
Protections
- ›New-player protection: 7 days after registration. While it lasts you can't be attacked, and you can't launch attacks either
- ›Alliance and buddy protection: you can't attack members of your own alliance or accepted friends
- ›Raid cooldown: a base that was successfully raided can't be raided again for 12 hours
- ›One operation per target: a base with an operation already incoming, in battle, blockading or occupying it can't be targeted by another raid, siege, blockade or sabotage
- ›Colony sites and portal bases can't be attacked
Operation Costs
Beyond the launch cost, every surviving troop loses 15 energy per battle, and troops need at least 15 energy to fight. A fresh troop at 100 energy can fight about 6 battles before it needs rest or a recharge. Launching raids, blockades and Selenite operations also raises your war exhaustion (see the Combat System guide).