Alliances & Trade

No empire thrives alone. Alliances provide strength in numbers, trade fuels growth, and espionage reveals your enemies' secrets.

Alliances

An alliance is a coalition of up to 30 players working together toward common goals. Alliances provide shared intelligence, coordinated defense, territory control, and a strong sense of community.

Alliance Roles

Role Capabilities
Leader Full control: diplomacy, invites, applications, kicks, roles, disbanding, alliance settings
Deputy Can invite, review applications, kick lower-ranked members, manage diplomacy, update alliance details, and build the Trade Hub
Officer Can invite players, review applications, manage diplomacy, update alliance details, and view member activity
Diplomat Can propose, accept, reject, and break diplomatic relations
Member Standard member; contributes to shared visibility and alliance projects

Alliance Features

Shared Vision

See what your allies see. Alliance members share their explored systems, giving you a much broader view of the galaxy. Critical for situational awareness.

Alliance Chat

Built-in communication channel for coordinating strategy, sharing intelligence, and planning operations.

Combined Assaults

Coordinate multi-player attacks on the same target. Alliance members can synchronize fleet arrivals within a time window for devastating coordinated strikes.

Invitation System

Invite players to join your alliance, or set your alliance to recruit publicly. Applications can be accepted or rejected by officers.

Diplomacy

Alliances can establish formal diplomatic relations with each other. Diplomacy is alliance-to-alliance, not player-to-player — every member of an alliance inherits all of the alliance's current pacts.

Relation Statuses

Status What it means in practice
Neutral Default when no relation exists. Attacks and raids are fully allowed in both directions (subject to the zone's Warden rules).
Non-Aggression Pact (NAP) Mutual "we don't hit each other." Planet and moon attacks, raids, outpost and station attacks, and Field Attack missions between the two alliances are blocked at dispatch time.
Ally Full cooperation. Everything NAP covers, plus unlocks ally-only interactions: shared vision, Combined Assaults, Garrison missions to defend each other's planets (with Combined Operations research), and Alliance Trade.
War Shown in the UI when hostilities are active. Note: in normal play you don't need to formally "declare war" — any pair of alliances without a NAP or Ally pact is already free to attack each other.

Who Can Do What

Diplomacy actions are restricted by alliance role (see Alliance Roles):

Naming collision: the alliance Diplomat role is a different thing from the Diplomat commander archetype. The role decides who can handle pacts in your alliance; the commander decides your empire's passive bonuses. They're independent — you can be a Warlord commander serving as your alliance's Diplomat, and vice versa.

How Proposals Work

  1. One alliance's Diplomat/Officer/Leader proposes a relation (NAP or Ally) to another alliance.
  2. The proposal appears as an incoming request on the target alliance's diplomacy panel, and the target's leader gets a system notification.
  3. Their Diplomat/Officer/Leader accepts or rejects. Nothing happens until they accept — a one-sided "proposal" is not binding.
  4. Once accepted, the relation is symmetric and both alliances see it as active.
  5. Either side can break the relation later, which removes it for both sides instantly.

Rules & Limits

Personal Commander Pacts

Pacts are only as strong as the people holding them. A single officer can break a pact the alliance spent weeks negotiating. Trust your leadership, and be careful who gets promoted into diplomatic roles.

Territory Control

Current sector control is station-based. Colonies and outposts do not accumulate a separate influence score.

How Territory Works

Strategy: Sector value comes from holding and supplying stations, not merely clustering colonies or outposts nearby.

Sector Stations

Some sectors contain neutral stations that alliances can capture, hold, upgrade, and fight over. Stations are alliance objectives rather than personal colonies: they create territory pressure, store shared resources, and become forward bases for coordinated operations.

How station command points (CP) are counted

CP is a roster budget for station capture and defense, not a combat bonus. For standard ships, multiply the number of each operational hull selected for the battle by its fixed value below, then add the results. The attacking and defending sides each have their own 8,000 CP limit; only the attacking side must maintain at least 500 CP.

A joined fleet is selected as a whole; it is not split to fill the remaining CP. Excluded fleets are ignored, while preferred and then automatic fleets are considered by configured priority and arrival order. A fleet that does not fit remains in reserve. On defense, the locked dock roster and ready command vessels consume the defender's budget before arriving fleets.

If Leadership is enabled, a command vessel has no fixed value in this table. Its CP is determined separately from its effective durability, shields, and attack after active modifiers, then added to its side's total. The internal formula is intentionally not disclosed.

HullCPHullCPHullCP
Probe1Spy Probe1Stealth Ship4
Scout1Fighter3Interceptor4
Torpedo Frigate5Cruiser10Carrier21
Battleship20Bomber13Missile Cruiser15
Dreadnought300Titan2,000Assault Shuttle8
Hacker Ship4Colony Ship5Engineer Ship13
Electronic Warfare Ship15Mine Layer7Freighter2
Transport Shuttle3Tanker4Bulk Carrier11
Ore Freighter8Mining Vessel5Gas Collector7
Ice Drill8Excavator11Repair Ship11
Lunar Shuttle5

Trade

The galactic market lets players buy and sell resources through market hubs located across the galaxy.

Market Hubs

Each spiral arm has market hubs — centralized locations where buy and sell orders are matched.

How Trading Works

  1. Research Market Access to unlock hub trading.
  2. Move resources into a hub with Market Deliver missions, or use later trade research to create some orders directly from a planet.
  3. Create sell orders — list resources you want to sell at your price.
  4. Create buy orders — list resources you want to buy at your price.
  5. When a buy and sell order match, the trade executes.
  6. Escrow — resources and payment are held at the hub until withdrawn or used in another trade.
  7. Pick up hub balances with Market Pickup missions when you want the goods back on a planet.

Physical market delivery and pickup use eligible non-combat logistics hulls. A Tanker remains restricted to hydrogen. Galactic Exchange unlocks remote order interaction but does not teleport goods that still need physical delivery.

Trade Details

Artifact Market

Artifacts can also be listed at market hubs. Listing an artifact reserves it, but the artifact still needs to physically reach the hub before buyers can complete the practical pickup flow.

Alliance Trade

Alliance trade is a private exchange board for alliance members. It supports resource offers and artifact offers, but it still uses real fleets: the filler pays up front, flies to the poster's planet, and returns with the offered goods if the route succeeds.

Trade Routes & Logistics

Beyond the market, you can send resources directly between your own colonies using cargo ships. For manual one-time shipments, use the Transfer fleet mission.

Logistics Routes

Build a Logistics Hub to unlock automated logistics routes:

Diplomacy infrastructure: The Diplomatic Embassy supports personal diplomatic relations and expands alliance member capacity through completed Embassy levels across members. The Trade Hub supports private alliance trade instead.

Espionage

Knowledge is power. The espionage system lets you gather intelligence on enemy empires.

Spy Missions

Counter-Intelligence

Stealth

Stealth Ships have the strongest ship-based spy capability and are used in several covert operations. The lunar Stealth Field strengthens counter-intelligence and makes hostile espionage less effective; it does not remove the moon from the galaxy map.

Long Surveillance accepts Stealth Ships only and can target a planet or moon. It performs an initial intelligence attempt and then periodic scans while it remains active; every cycle carries detection and fleet-loss risk. Patrols, Counter-Intelligence, and a lunar Stealth Field all oppose it.

Scout Before You Strike: Always spy on a target before attacking. Knowing their fleet composition and defense levels lets you prepare the right counter-fleet and avoid costly surprises.

Messaging

Players can communicate directly through the in-game messaging system:

Leaderboards

Compete for galactic supremacy across multiple categories:

Military

Ranked by fleet power — total ship HP, attack, and fleet size. The galaxy's mightiest warlords.

Economy

Ranked by total resource production and colony development. The wealthiest empires.

Research

Ranked by technological progress — total research completed across all eras. The most advanced civilizations.

Leaderboards track both individual players and alliances. Where do you rank?

Tips for Social Play