Reference · build 0.62.1

Every number, from the source.

The tables on this page are generated straight out of the game's own code each time a build ships, so they cannot quietly fall behind a balance change the way a hand-typed stat block does. If you want the reasoning behind these numbers rather than the numbers themselves, read the guide instead.

§ 01

Controls

There is no key-rebinding screen yet, so this is the complete list. One rule is worth internalising before the rest: right-click is always a command and never opens a context menu, anywhere in the game.

Watch out

A, W, S and D pan the camera and A toggles engage-on-sight on the current selection. Panning left with a fleet selected will flip its stance. The arrow keys pan without that overlap.

Camera

The galaxy is bigger than the screen. Panning and zooming are the two things you will do most.

W A S DPan the cameraHeld, not tapped. Ignored while Ctrl is down. Note that A is also the engage-on-sight command key — panning left with ships selected will toggle their stance.
↑ ← ↓ →Pan the cameraIdentical to WASD, and free of the command-key overlap.
ShiftPan three times fasterHeld together with any pan key.
Mouse wheelZoom in and outZooms toward the cursor, not the screen centre. Zoom far enough into a system and each planet starts reporting its own numbers.
Middle-dragDrag the cameraCancels camera-follow if a ship was being followed.
Mouse to screen edgeEdge-panRamps up the closer you get to the edge. Can be turned off in Settings.
Double-click a starZoom into that system
FFollow the selected shipPress again to release the camera.
EnterJump to the current battleSame as clicking the battle banner. With several fights running it follows whichever the banner is showing.

Selecting things

Left mouse selects. It never issues an order — that is always the right button.

Left-clickSelect a star, planet or shipOn empty space, clears the selection. Zoomed out, clicking a fleet blob takes the whole cluster rather than one hull.
Left-dragBox-selectTakes every ship you own inside the box, starbases excepted.
Click the same star againCycle through the ships in orbitStar, then each ship type in turn, then back to the star.
Double-click a shipSelect every ship of that type on screen
TabCycle the fleet by ship typeWith a star selected it steps through the types in orbit; with a fleet selected it narrows to one type at a time, then back to the whole selection.

Giving orders

Right-click is always a command, everywhere in the game. It never opens a menu. What it does depends on what you have selected and what you clicked.

Right-click empty spaceMove thereSeveral ships spread into a ring formation around the point.
Right-click a starMove, colonize, bomb or mineRead from the selection: a colonizer settles, a bomber attacks a populated enemy world, a miner picks the richest world it can work, anything else just flies there.
Right-click a planetAct on that specific planetSame intent rules, but aimed at the one world instead of the system. A warship right-clicked onto a planet takes up a geostationary orbit.
Shift + Right-clickQueue a waypointAppends to the current orders instead of replacing them. Chains as far as you like.
Right-dragForm a lineWith two or more ships selected, drag out an axis and they sort themselves along it, evenly spaced. Shift appends the formation as a waypoint.
Right-click with a star selected and no shipsSet a rally pointShips built at that star inherit the route. Shift extends it into a multi-leg path; right-clicking the rally target itself clears it.

Fleet commands

These act on whatever is currently selected.

AToggle engage-on-sightOn by default for every ship. Turn it off to walk a fleet past a fight instead of into it.
CToggle auto-colonizeColonizers only. They pick their own targets rather than waiting for orders.
PArm patrolThen right-click for a two-point patrol, or Shift-right-click several times and finish with a plain right-click for a closed loop. Press P again to cancel a running patrol.
VArm warp-to-positionRight-click commits the warp. Warping is four times interplanetary speed but starts with a stationary spinup, and taking a hit during spinup cancels it.
Shift + VArm a warp queueStays armed so each right-click appends another warp waypoint.
EscDisarmBacks out of patrol or warp arming without issuing anything.

Map overlays

Overlays paint information straight onto the map. They only ever show what you have actually scouted: live values where you have vision, dimmed last-known values where you have been before, and nothing at all where you have not.

OOwnership washOn by default. Tints each system in its owner's colour with a territory bubble. Stacks with the others.
MMineralsThree bars per world — concentration, remaining lifetime reserve, and minerals sitting on the surface.
G LSettlementEither key opens the same layer. Three bars — habitability, maximum population, current population.
YShip-count badgeOn by default. A plain count of identifiable combat ships in orbit, red if any of them are not yours. Stacks with the others.
EScan ringsOn by default. Draws how far each of your sensors actually reaches.
RTrade route arrowsOff by default.
Ctrl + RCreate a trade routeClick the source planet, then the destination. Esc cancels. With a freighter selected the new route is assigned to it automatically.

Building

Every planet has its own build queue. Ships need a starbase at that star before they can be queued at all.

Shift + click a build buttonQueue five at onceWorks for structures and ships alike.
Shift + click a queued itemCancel all of that typeA plain click cancels one. Cancelling refunds what was paid.
Right-click a route rowUnassign that routeDrops the route from every freighter in the selection.

Game and window

SpacePause and unpauseThe only rebindable action in the game. In multiplayer only the host can pause.
EscBack out, one layer at a timeCloses the panel view, then disarms, then unfollows, then deselects, then zooms out to the galaxy, and finally opens the in-game menu.
Mouse back buttonBack out of the bottom panelThe thumb button on the side of the mouse, if yours has one.
F11Toggle fullscreenWorks in the menus as well as in a match.

Minimap

Left-clickJump the camera thereWith nothing selected it also picks up the star under the cursor.
Right-clickMove order, without moving the cameraShift appends it as a waypoint, same as on the main map.

Activity feed

Left-click a pillJump to the eventDrops a ping at the location so you can find it again.
Right-click a pillDismiss it

Replays and statistics

Every match is recorded. Open one from the Replays menu; these keys work while it plays. Orders are ignored in a replay.

SpacePause or resume the replayThe same pause key as in a match.
.Step one tickWhile paused.
[ ]Slower / fasterFrom 0.25x to 16x.
FFast mode on or offRuns the match as fast as it will go, without one-shot effects.
HomeRestart from the beginning
Tab F1Switch to the other player's viewYou see what that player could see.
VReveal the whole mapPress again for the viewpoint player's fog.
Click or drag the timelineJump to that momentInstant inside the lighter band, the part of the match already analysed.
SMatch statisticsIn a replay and on the end screen. Click a chart to jump there.
F2Match statistics, anywhereIn your own match it shows your own numbers only.
DStatistics dock on or offA slim strip of trends above the timeline.
EscClose the statistics, or leave the replayWith the statistics open it only closes them.
§ 02

Ship statistics

Distances are world units. Move scan is how far a hull spots enemy ships; detail scan is how close it must be to read a planet in full and to identify what an enemy hull actually is. The starbase is built as a structure rather than queued as a ship, which is why it has no build time here.

ClassCostSupplyBuildHPSpeedAttackRangeCooldownEvasionMove scanDetail scanWarp spinup
Scout5015s40100————6004501.5s
Fighter100112s18075640–700.8s12–30%80702s
Frigate200218s40037.5600–1000.8s—3502624s
Cruiser300322s280308060–3600.45s—80606s
Bomber200214s12042.5————80603s
Colonizer200 + 50 pop120s8050————80603s
Miner300124s8025————80604s
Freighter250120s12030————80603.5s
Starbase400—as a structure1000—1800–3800.7s—200150—
§ 03

What each hull is for

ClassWhat it is for
ScoutThe best sensor package in the game and the only mobile source of full planet detail. Unarmed, fast, and cheap enough to lose.
FighterCheap autocannon swarm. Dodges a quarter of what is thrown at it and closes inside a cruiser's blind spot, where the cruiser cannot answer.
FrigateArmoured brawler with a heavy sensor suite. Wins the close fight against fighters and spots targets for cruisers that cannot see their own range.
CruiserMissile sniper. Outranges everything by a wide margin but cannot fire inside 60 units, and cannot see anywhere near as far as it can shoot.
BomberKills population, not ships. Orbits an enemy world and grinds it down; strip a planet to zero and it reverts to neutral, buildings and all. — kills 1 population every 2s.
ColonizerOne-way trip. Costs population as well as minerals, and is consumed founding the colony it delivers. — delivers 50 population and 100 minerals, then is consumed.
MinerExtracts minerals into a planet's stockpile at the rate of one fully-staffed land mine. Works neutral worlds as well as your own. — extracts at the rate of 1 land mine.
FreighterHauls minerals or colonists along standing trade routes. Non-combatant; can hold several routes and cycles between them. — carries 150 minerals or 50 colonists per run.
StarbaseImmobile defender anchored to its planet, and the thing that lets that star build ships at all.
§ 04

Structures

Every planet has its own build queue and its own caps. Mines and factories are limited to max(1, size / 2) each, so a small world runs out of room long before a large one.

StructureCostBuildWhat it does
Mine404sExtracts minerals from the planet's concentration. Needs workers to run at full efficiency.
Factory808sAdds to the planet's production rate, which is how fast its build queue advances.
Starbase40030sRequired before this star can queue ships at all. One per star. Also fights — it is the toughest thing in the game.
Scanner I40016sFixed sensor array at the system centre. Sees further than any ship you own.
Scanner II160032sRequires Scanner I, and replaces it on completion. Roughly doubles the reach again.
§ 05

Sensors

Two ranges matter, and they are not the same number. The first is how far you detect that something is there. The second is how close you must be to read a planet's real figures, or to tell a cruiser from a freighter. Only scouts and star-mounted scanners grant the second one.

SensorSees ships withinFull planet detail within
Scanner I700350
Scanner II1500750
Scout (best mobile sensor)600450
§ 06

Economy formulas

All of these run per planet, once per game year. Nothing here is per system — a five-planet system is five separate economies.

QuantityFormulaWhat it means
Workforcepopulation / 2Only half your population works. The rest are dependants.
Building efficiencymin(1, workers / (buildings x 10))Every mine and every factory wants 10 workers. Below that they run slow.
Maximum populationsize x 10 x (habitability / 100)Size sets the ceiling, habitability sets how much of it you can reach.
Mine and factory capsmax(1, size / 2)Per planet, not per system. A small world runs out of slots fast.
Miners per planetfloor(size / 10)Extra miners sent to a full world contribute nothing.
Minerals per year(mines x mine_efficiency + miners) x concentration / 100Land mines and orbiting miners both feed this.
Production per yearfactories x factory_efficiency + population / 200This is how fast the build queue advances.
Lifetime minerals2 x size x concentrationEverything a planet will ever yield. Mining faster does not mine more.
Population growthpop x 0.00428 x (hab / 100) x (1 - pop / max_pop)Fastest at half the cap; it stalls as the world fills up.
§ 07

Combat rules

RuleValueDetail
Miss chance20%Flat, before the target's evasion is rolled. Only scouts and fighters have evasion.
Engagement range400 unitsShips within this distance of each other form one battle.
Warp speed4× normalPreceded by a stationary spinup. Taking damage during spinup cancels the warp.
Warp arrival350 units outYou always drop in on the rim of the system, never on top of the star.

The counter triangle

  • Fighter beats cruiser — closes inside the cruiser's 60-unit minimum range, where missiles cannot fire.
  • Cruiser beats frigate — outranges the frigate's 100-unit reach by 3.6x and kites it.
  • Frigate beats fighter — armour and damage per shot beat the fighter's evasion in a close brawl.
§ 08

Galaxy sizes

Map sizeStar systemsPlay area
Small166000 × 6600
Medium249000 × 9900
Large3612000 × 13200

Stars are never generated closer than 720 units apart, and are drawn from a pool of 30 names. Each system holds two to six planets.

§ 09

Match rules

RuleValueDetail
Simulation rate20 HzFixed. Host and client run the same tick from the same seed.
One game year0.5 real seconds10 ticks. Time passes about 2 years per second.
Match length30 minutesIf nobody has won by then, most systems takes it. A domination hold still running at that moment plays out first (overtime, up to 2 minutes).
Domination60% of systems for 2 minutesReach that share and keep it: the top of the screen counts the hold for both players. Dropping below it before the time is up resets the count.
Supply cap120 per playerEvery ship takes supply, from the moment it is ordered until it is gone. A ship that no longer fits cannot be ordered. Starbases are free.

How a match ends

  1. Elimination — a player with no systems and no colonizer left is out. The last one standing wins.
  2. Domination — hold 60% of the systems in the galaxy for 2 minutes. Both players see the count at the top of the screen; lose a system and drop below the share, and it starts again.
  3. Timeout — at 30 minutes, whoever holds the most systems wins. A tie is a draw. If a domination hold is still running then, the match goes into overtime (up to 2 minutes): it ends when the hold completes or is broken.
§ 10

AI opponents

Difficulty is a matter of how well an opponent plays, not what it is allowed to do. Every AI runs on the same public commands you do and sees exactly the same fog of war — none of them can read your position through it.

  • Settler — The gentlest opponent. Expands slowly, skips half the actions it could take, never mines neutral worlds and never builds freighters. Start here.
  • Rusher — Builds fighters early and attacks as soon as it has a handful. Punishes a slow opening.
  • Expansionist — Scouts harder and colonises faster than the others, then converts the bigger economy into cruisers.
  • Brain — A different architecture rather than a harder version of the same one: it picks an objective and commits to it. The most coherent opponent in the game.
§ 11

Network ports

PortNotes
Game trafficUDP 7777The host must have this port reachable. Forward it for play over the internet.
LAN discoveryUDP 7778The host broadcasts once a second. Joiners on the same network see the game in the list without typing anything.
Players2One host, one joiner. The host is authoritative and pauses for both.

The walkthrough for actually getting two people into a match is in the guide.