Field Manual · Rev. 1.0.0

Stellar Frontier: RTS
Commander's Field Manual

Everything a commander needs to run a base, break a siege, and hold a galaxy — economy, the full unit and building roster, combat math, doctrines, the nine charted worlds, how the scripted opposition actually thinks, and the open-ended Odyssey campaign.

Skirmish — 1v1, raze their command center Odyssey — open galaxy, play forever Convoy Escort · Pirate Raider · Bounty Marshal — scripted ops
11 worlds17 unit classes29 buildings3 mutually-exclusive doctrines
☰ Contents Orientation
Section 01

Orientation

Stellar Frontier: RTS is a real-time strategy game played two ways: a scored, finite Skirmish against a scripted opponent, or an open-ended Odyssey across a living galaxy. Three scripted mission types round out the roster for a shorter, scored session.

⚔ Skirmish

A 1v1 match on one of nine charted worlds. Gather ore, crystals, and radioactives, raise a base, field an army, and destroy the enemy's last Command Center — or lose yours first. A 40-minute clock guarantees the match always ends, even in a turtle-vs-turtle standoff.

🌌 Odyssey

The same simulation stretched across a whole galaxy of 11 worlds. No conquest clock, no hard win — settle worlds, jump between them, trade, manage neighbours who can turn hostile, and chase milestones. The only true ending is surrender.

🚚⭐🏴‍☠️ Special Operations

Three shorter, scored missions built on the same engine: Convoy Escort (protect freighters), Pirate Raider (ambush one), and Bounty Marshal (clear camps against a clock). None of these can be saved mid-run.

How to use this manual

Sections run in play order: setup and controls first, then the economy and roster you'll build from, then the mechanics that decide fights, then the wider game around a single match. Every number below is pulled directly from the game's own rules, not estimated — where doctrine or difficulty changes a number, that's called out inline.

Section 02

Setup & Controls

Every match starts on one configuration screen. What you pick here — difficulty, faction, world, map size — shapes the whole game that follows.

The setup screen

OptionChoicesWhat it does
ModeSkirmish · Odyssey · Convoy Escort · Pirate Raider · Bounty MarshalPicks which of the five game modes to configure.
DifficultyEasy · Medium · HardSets the opponent's action rate and whether it micromanages. See §10.
FactionFrontier Coalition · Miners' Union · Vanguard SyndicateYour commander's passive stat bonuses. Skirmish & Odyssey only. See §08.
AI StrategyAdaptive · Aggressive · Economic · Force ParityAn aggression overlay on top of the opponent's world personality. Skirmish & Odyssey only. See §10.
Map sizeSmall · Standard · Large · Gigantic1×, 2×, 3×, or 4× the reference 1600×1000 field, plus more hidden caches. See §09.
ResourcesRare (0.6×) · Normal (1×) · Abundant (1.5×)Multiplies every deposit's amount, map-wide.
Match lengthQuick (20 min) · Standard (40 min) · Marathon (60 min)Skirmish only. See §11 for how the final stretch and a score-decided ending work.
WorldA card row — 9 for Skirmish, all 11 for Odyssey (including Kybernet & Verdani) plus a 🎲 Random cardFixes the opponent's temperament and any terrain/rule modifier. See §09. Clicking a card starts the game immediately — there's no reroll limit, just back out and click again to draw fresh. Oort's and Nimbus's Skirmish cards also carry a ⇄ Swap sides toggle to take the AI's half of that world's asymmetric modifier instead of your own.
SeedOptional numberLeave blank for a random map; enter a value to reproduce an exact match later.

Mouse

InputEffect
Left-dragBox-select your units. A box that catches any combat unit drops workers from the pick automatically.
Ctrl + left-dragAdd to the current selection instead of replacing it.
Alt + left-dragSubtract the box's catch from the current selection instead of adding to it.
Double-click a unitSelect every unit of that exact type currently on screen.
Ctrl + double-clickExtend that same-type selection to the whole map, not just the visible viewport.
Right-clickContext order — see the priority list below.
Right-click + dragSame order, but the drag direction sets the group's facing.
Ctrl + right-clickQueue the order as a waypoint — chain several for a multi-leg path.
Mouse wheelZoom, anchored on the cursor.
Minimap left-clickRecenter the camera there.
Minimap right-clickMove (or attack-move, for a combat selection) to that point.

Getting hit off-screen now flashes an attack ping on the minimap — Backspace jumps the camera straight to the most recent one instead of hunting for the under-attack banner's few-second window.

The right-click priority chain

A single right-click covers eleven different intents, resolved in this order until one matches:

  1. Exactly one production building selected → set its rally point.
  2. Target is your own building under construction → assist-build it.
  3. Target is your own completed factory/Rig → assign a standing haul job.
  4. Target is your own damaged building (not caught above) → repair it.
  5. Target is your own undamaged Command Center → pin the selection's home base to it.
  6. Target is an enemy unit or building → attack it.
  7. Target is your own landed freighter → ferry cargo to/from it.
  8. Target is a damaged friendly unit → repair it.
  9. Target is any other friendly unit → escort it in a protective ring.
  10. Target is a resource node → gather it.
  11. Otherwise → move (or attack-move, if queuing with a combat selection).

Keyboard

KeyEffect
1–9Recall a control group. Press the same digit twice within 400ms to also recenter on it.
Shift+1–9Bind the current selection to that group.
QSelect your whole army.
XStop the selection.
EScout mode — sends a selected Ranger to auto-explore.
AArm attack-move; the next click commits it, Esc/right-click cancels.
HHold position — fire in range, never chase.
RPatrol — converts a selection's already-queued move/attack-move waypoints into a standing loop. Lay the path first (right-click / Ctrl+right-click), then press R.
FForm up — hold the current formation shape in place.
`Jump to the next idle worker.
BackspaceJump the camera to the most recent attack ping.
SpaceCenter the camera on a base. Press again (or repeatedly) to cycle through every base you own.
Z C V B NFire the side panel's 1st–5th produce/build option.
WASD / arrowsPan the camera (also works by pushing the cursor to the screen edge).
PPause / resume.
MToggle the galaxy starmap (Odyssey only).
OToggle Observer Mode — a free-look spectator camera over the whole Odyssey galaxy (Odyssey only). See §12.
TToggle the Tech & Industry Chart — every building, unit gate, and tech node as tier columns, colored by built / affordable / locked.
F1 / ?Toggle this game's in-app help overlay.
EscCancel an armed attack-move, or close whatever overlay is open.
Pausing is stacked, not toggled

Five different things can hold the sim paused at once — the manual P key, the help overlay, the leave-game confirmation, the Odyssey landing picker, and the starmap. Any one of them is enough to freeze play, and closing one overlay won't resume the game if another reason is still active. The camera keeps panning and zooming the whole time, so you can study a frozen battlefield at leisure.

The opening checklist

A reactive checklist replaces the old static objectives banner for the first stretch of a match — it tracks what you've actually done (workers trained, a Barracks up, a doctrine picked, a Habitat raised) and checks items off live instead of just counting down a timer.

Section 03

Economy & Logistics

Every base runs on three deposits — ore, crystals, and radioactives — pulled out of the ground by Workers and, in the Odyssey, moved by hand between buildings.

Gathering

A Worker mines at 10/second up to a 10-unit cargo hold — one full load is exactly one second of uninterrupted mining. Every match opens with 300 ore banked and three guaranteed home ore nodes at 350 ore each (1,050 total) at a fixed distance from your base, whatever the map size. Beyond those, the map hides resource caches — 360 units each of ore, crystals, or radioactives — that only appear once a unit's own sightline has crossed them; once found, a cache stays revealed for the rest of the match even if you never return.

Saturation

A node supports three full-rate miners (minerSoftCap). A fourth and beyond each work at only 40% of a share — six workers crammed onto one node average 70% efficiency apiece, not 100%. A strained node now draws a warning ring on the map and a line in its panel, so overcrowding is visible at a glance — spread workers across separate nodes rather than stacking them.

When a node runs dry, the worker mining it rolls onto the nearest discovered node of the same commodity instead of stopping — preferring one that isn't already saturated. Only when nothing qualifies within reach does it fall back to idling in place, so an idle-worker check (`) is still worth a late-match habit.

Hovering any resource in the topbar reads its live flow, not just its stock — whether it's climbing or draining and roughly how fast. A commodity flashes red when it's both net-negative and something currently running (a fuel-burning station, a charging Antimatter Gate) actually depends on it — a warning worth acting on before that thing stalls, not after.

Supply

Every unit costs supply, checked against a soft population cap. A Command Center grants +10; a Habitat adds +8 for a cheap 75 ore. Queued (not yet trained) units already reserve their supply cost, so you can't stuff a production queue past the cap. Losing a Habitat can leave you legally over cap — nothing already built is lost, but new production simply blocks until you rebuild the housing.

Recycling

Any completed unit or building (except your Command Center) can be broken down for a partial refund of its resource cost, plus 100% of anything physically sitting in its hold or buffers at that moment.

Asset classWhat qualifiesBase refundWith Reclamation research
OrdinaryWorker, Ranger, Colony Ship, every combat unit, Leviathan, Helium Bomb, and most buildings40%70%
AdvancedAny factory, the three power buildings, the Plasma Rig, the Antimatter Gate, freighters, and the Mender50%80%
Time to complete: whichever is greater of 3 seconds or half the asset's own build time. Cancelling mid-recycle is free at any point before completion.
Not a flat 80% for everyone

The research node reads "up to an 80% cap," but that ceiling only actually binds for advanced assets once researched (50% + 30 points = 80%). An ordinary unit or building tops out at 70% (40% + 30), never 80%.

Battle wreckage

Nothing is a total loss on the battlefield. Every kill — combat or a Helium Bomb blast — deposits 80% of the dead thing's own cost as a matured, minable wreck site after 45 seconds (extended by further nearby deaths, capped at 150 seconds total). Deaths within 140 units of an existing pending site consolidate into it rather than opening a new one. Wreckage is neutral — whoever gets a worker there first keeps it, regardless of who won the fight.

  • The 80% return only applies to commodities the current world actually deposits naturally — a Strategic-tier cost (AI Cores, Antimatter, Plasma Torpedoes) is never recoverable this way on any world.
  • Once a site's total accumulated value clears 300, it also forges a bonus dose of metals, electronics, or relics — 15% of the value above that threshold, capped at 40 units — regardless of what the world naturally deposits.
Holding ground pays

Since wreckage is unowned, winning a fight and then leaving is only half the reward — station a worker to actually loot the site, or race the enemy's own workers to it.

Section 04

Units

Nineteen classes across seven roles. Every "class" number below is drawn straight from the rules: hit points, cost, and speed included. There is no separate armor stat anywhere in the game — toughness is purely a matter of HP, the Bulwark doctrine, an Aegis's shield aura, and terrain.

The combat triangle

Three units form a genuine rock-paper-scissors loop — not a single hard counter — and the bonus is a flat amount added to the attacker's base damage, not a percentage:

+10 +10 +20 Skiff fast · cheap Bastion slow · tanky Lancer long-ranged
Skiff → Lancer12 base + 10 bonus = 22 dmg/hit
Bastion → Skiff10 base + 10 bonus = 20 dmg/hit
Lancer → Bastion16 base + 20 bonus = 36 dmg/hit

Nothing beats all three at once — scouting which one the enemy is massing, and countering it, is the whole game.

Non-combat & support

UnitHPCostSupplyBuildRole
Worker4050 ore (or 50 biomass)18secon Gathers, hauls, builds every category. Attacks only on direct order.
Ranger5045 ore110sscout All-terrain, 340 sight — never slowed by rough ground. Autonomous scout order (E).
Mender7090 ore + 60 crystals216ssupport Unarmed. Heals 6 hp/s to everyone (unit or building) within 110 range — never itself. Requires Foundry.
Colony Ship600500 ore340sOdyssey Unarmed. Deploys into a fresh Command Center on the spot it's standing.

Combat roster

UnitHPCostSupplyBuildAtkRangeCooldownRequires
Skiff72100 ore112s12401.0sBarracks
Bastion160160 ore218s10441.2sBarracks
Lancer70150 ore216s16551.4sBarracks + Foundry
Breacher130100 ore + 60 rad.220s101502.0sBarracks + Foundry
Dreadnought340240 ore + 100 rad.430s26681.6sBarracks + Arsenal
Wraith84120 ore + 60 gas218s22580.85sBarracks + Arsenal
Aegis360160 ore + 90 ice426s11261.3sBarracks + Arsenal
Colossus150180 ore + 80 relics430s421852.6sBarracks + Arsenal
All produced at the Barracks (150 ore, requires nothing) once its own prerequisite is up. Wraith needs a world that surfaces gas; Aegis needs ice — on a world without one, that unit is simply never offered.

Skiff triangle

Fast and cheap. Bonus +10 vs Lancer (22 dmg/hit). The answer to a Lancer-heavy army.

Bastion triangle

Slow, short-ranged, tanky. Bonus +10 vs Skiff (20 dmg/hit). The answer to Skiff swarms.

Lancer triangle

Long-ranged, armor-piercing. Bonus +20 vs Bastion (36 dmg/hit) — the sharpest counter-punch in the triangle.

Breacher siege

Outranges static defense at 150 and hits buildings for +30 bonus (40 dmg/hit) — but only 10 dmg/2s against units, the worst anti-unit output in the game, and prefers a building target whenever one's in range. Folds to massed Skiffs. A turtle-breaker, not a duelist.

Dreadnought Tier-3

A flat-out capital anchor, deliberately outside the triangle — no bonus in or out.

Wraith Tier-3

The fastest unit in the game and the hardest per-shot specialist hitter — also the most fragile for its cost.

Aegis Tier-3

Its own damage is unremarkable — its job is the guard aura: every friendly unit within 96 range (never itself) takes 18% less damage automatically, no micro required.

Colossus Tier-3

185 range — nothing outranges it but the Leviathan — plus a +25 building bonus, and every hit splashes 50% of its damage (falling off to nothing at 26 range) onto enemy units caught near the impact — never onto buildings or its own side. Slow and fragile for its cost; a cost-parity Skiff swarm still wins head-on, splash included.

The triangle's counter-pick, and its limits

The scripted opponent's counter-building only directly recognizes the Skiff/Bastion/Lancer triangle, but it no longer goes blind outside it: massing a Breacher, Dreadnought, Wraith, Colossus, or Leviathan draws a cost-efficient answer of massed Skiffs, and a massed Aegis draws Lancers instead. It also reads a wall of static defense the same way it reads an army — see §10 for exactly how often it reacts, and at what point a turret line draws Breachers.

Veterancy

Every confirmed kill counts toward a unit's own record — only role:combat units (plus a Worker fighting on direct order) can earn it; turrets, buildings, and unarmed support never rank up. Three ranks, each layering the same compounding bonus:

RankConfirmed killsDamage dealtDamage taken
I3+6%−6%
II8+12.4%−11.6%
III18+19.1%−16.9%
Thresholds are confirmed kills, not damage dealt or engagements survived — reaching rank II in one fight means winning eight separate exchanges, not one. Small chevrons over the unit's health bar show its current rank at a glance.

The bonus is permanent and survives repair — only losing the unit outright, or recycling it, erases it. Pulling a bloodied army back to heal and re-field it beats re-buying it from scratch, for both sides equally.

Odyssey freight & strategic tier

UnitHPCostSupplyBuildDetail
Hauler18090 ore112s250 cargo hold
Heavy Hauler350220 ore324s650 cargo hold
Bulk Freighter600480 ore642s1,600 cargo hold
Leviathan900300 ore + 3 AI cores + 4 plasma torpedoes860s70 dmg/2.4s, 200 range, +40 vs buildings. Requires Star Dock.
Helium Bomb80150 gas + 3 antimatter + 3 plasma torpedoes345sUnarmed until armed — see the dedicated writeup below. Requires Star Dock.
All Odyssey-only, all built at the Command Center except the Leviathan and Helium Bomb (Star Dock). Every freight hull requires a Spaceport.

The Helium Bomb

Unarmed and harmless until you flip it to armed. Once armed, three things can set it off: being hit at all (instant, no fuse), an enemy unit or building coming within 15 units (lights a 4-second fuse), or your own "Detonate Now" command (also lights the fuse). An unarmed bomb can be freely moved, shot, or ignored with zero risk.

Distance from blastDamage
0–15 (core)3,000 (flat)
30750
60187.5
95≈75
15030
190 (edge)≈19
>1900
Damage falls off with the inverse square of distance. Hits everyone in range — including the owner's own units and the bomb itself.

Sixty seconds after detonation, the crater matures into a real, minable 400-unit deposit of a randomly chosen raw commodity — including spice or relics, which nothing else on the map can ever produce. Ordinary battle wreckage from anything the blast killed stacks on top of this, unaffected.

The Plasma Rig

An Odyssey building, not a unit, but described here alongside the resource loop it feeds: a Plasma Rig is a perpetual, never-depleting mine for exactly one commodity, chosen with a weighted roll biased toward whatever real deposits sit within 280 units of where you place it (never a guaranteed dud — even barren ground has a small floor chance at anything). A pre-placement survey gives you a richness read:

RichnessLabel
< 0.35Poor
0.35 – 0.6Fair
0.6 – 0.82Rich
≥ 0.82Mother lode

Every 6-second dig cycle rolls a yield tier — low ×1 / medium ×2.4 / good ×4.5 / overwhelming ×9 against a base of 6 units — but a genuinely barren (0 richness) spot can never roll the top two tiers at all; only a well-scouted, resource-dense placement can. Each dig also burns 1.4 radioactives (halved to 0.7 while you're banking any ice at all), and the whole thing draws 16 Power and stalls the instant its 120-unit output buffer is full — someone has to keep hauling it.

Repair, in the field

Two separate healers, both free of resource cost — only time:

  • Mender — passive, 6 hp/second to everyone in its 110 radius, whatever order it's currently running. Never heals itself, never a building still under construction. Drops to 1.8 hp/s off the Odyssey power grid.
  • Worker repair job — 4 hp/second, must be within 24 units, capped at 2 workers per target. Auto-assigns to your own zone's most-worn building or unit first (right-click a damaged friendly with workers selected to assign it directly).
Section 05

Buildings & Industry

Only Workers found or assist a building, and the full cost is paid the instant it's placed — nothing is billed incrementally as it rises. Up to four workers standing within 24 units each speed construction proportionally; a building under fire keeps whatever damage it's taken even if it survives to completion.

Skirmish roster

BuildingHPCostBuildUnlocks
Command Center1000400 ore30sWorker, Ranger · grants +10 supply
Barracks500150 ore20sSkiff, Bastion (Lancer/Breacher/Mender need Foundry too; the Tier-3 roster needs Arsenal)
Refinery400200 ore16sThe Assault / Bulwark / Logistics doctrine research — see §06
Sentinel Turret350150 ore + 100 crystals12sStatic defense — 20 dmg, 130 range, can't chase
Habitat25075 ore10s+8 supply — the softest building in the game, and a real raid target
Foundry450175 ore22sTier-2 gate: Lancer, Breacher, Mender
Bastille600200 ore + 150 crystals + 60 radioactives22sStatic defense, tier 2 — 32 dmg, only 115 range but far tankier and harder-hitting than the Turret
Arsenal550220 ore26sTier-3 gate: Dreadnought, Wraith, Aegis, Colossus
Aegis Bastion500250 ore + 180 crystals26sNever fires — every friendly unit & structure within 130 range takes 20% less damage
Spaceport600300 ore30sOdyssey jump & freight gate — requires Foundry
Market15040 ore6sOdyssey trade panel
The static-defense ladder

Three tiers of ground-based defense: Sentinel Turret (130 range), Bastille (115 — tankier and harder-hitting instead of longer-ranged), and the Odyssey-only Plasma Torpedo Battery (180, below) — plus the non-firing Aegis Bastion's damage-reduction bubble. Every siege unit still strictly out-ranges every static-defense structure (Breacher 150, Colossus 185, Leviathan 200): static defense holds ground by hp and attrition, never by out-ranging siege.

The Odyssey industrial chain

Power feeds every factory; factories feed each other in a fixed dependency line. All of it is Odyssey-only.

Power

BuildingHPCostBuildGrantsBurns
Reactor400120 ore16s30 Power0.12 radioactives/s
Combustion Generator30070 ore12s15 Power0.06 gas/s
Biomass Reactor30070 ore12s15 Power0.06 biomass/s

A Grid Substation (180 hp, 60 ore + 30 crystals, 10s, no tech required) is a cheap relay, not another plant — 0 Power granted, and it draws a small load of its own once active. Built within a real source's on-grid band, it becomes a second, shorter-range anchor point that nearby factories can measure their own grid distance to instead — one hop only, it can't chain through a second relay — so an expansion doesn't have to buy a whole fuel-burning station just to escape the distance tax.

Ore→ Smelter→ Metals→ Assembly Plant→ Alloys→ Machine Works→ Machinery→ Antimatter Forge→ Antimatter→ Torpedo Works→ Plasma Torpedoes
Crystals + Metals→ Chip Fab→ Electronics→ AI Foundry→ AI Cores
Biomass→ Chemical Plant→ Chemicals→ Fabricator→ Goods
A genuinely separate branch, not a continuation of the ore spine — the Chemical Plant needs no Smelter or Metallurgy at all. The Fabricator is where it meets the main chain, drawing Alloys from the Assembly Plant. Goods have no further recipe use; they're a credits engine, sold straight on the market.
BuildingHPCostBuildRequiresRecipe
Smelter420160 ore18s—2 ore + 2 energy → 2 metals
Assembly Plant440180 ore20sSmelter + Metallurgy2 metals + 2 energy → 1 alloy
Chip Fab440190 ore20sSmelter + Microelectronics1 crystal + 1 metal + 2 energy → 1 electronics
Datacenter420200 ore22s—Hosts the Odyssey tech tree — no recipe of its own
Chemical Plant420165 ore18sIndustrial Chemistry2 biomass + 1 energy → 2 chemicals
Fabricator450200 ore21sAssembly Plant + Chemical Plant + Consumer Fabrication1 alloy + 1 chemicals + 1 energy → 1 goods
Machine Works460220 ore24sAssembly Plant + Chip Fab + Precision Machining1 alloy + 1 electronics + 1 energy → 1 machinery
Antimatter Forge460240 ore26sMachine Works + Antimatter Containment1 machinery + 2 radioactives + 3 energy → 1 antimatter
AI Foundry460240 ore26sChip Fab + Machine Minds2 electronics + 1 crystal + 3 energy → 1 AI core
Torpedo Works460240 ore26sAntimatter Forge + Machine Minds1 antimatter + 2 alloys + 2 radioactives + 2 energy → 1 plasma torpedo
Plasma Torpedo Battery420250 ore + 10 alloys24sTorpedo WorksStatic defense, Strategic tier — 55 dmg, 180 range, but ammo-fed: burns 0.25 plasma torpedoes/shot from an 80-unit magazine workers must haul in, same as feeding a Reactor
Plasma Rig560500 ore + 8 machinery + 5 electronics + 3 AI cores46sAI Foundry + ReactorPerpetual dig — see §04
Star Dock600350 ore40sAI Foundry + Torpedo WorksProduces Leviathan, Helium Bomb
Antimatter Gate1200800 ore60sAntimatter Forge + AI Foundry + Torpedo WorksThe Odyssey win-condition wonder — below
The Antimatter Gate

Charging draws a full 150 seconds at a steady rate, consuming 30 AI Cores, 45 Antimatter, and 15 Plasma Torpedoes in total — spent as it charges, so razing it mid-build loses the whole investment. It taxes your power grid (8 Power × grid efficiency) the entire time, but the charge itself isn't power-gated — sniping a Reactor slows your factories, not the Gate. A persistent charge strip on the HUD tracks your own Gate's progress at all times, warming in color as it climbs and flipping to a stalled look the moment something — starved feed goods, throttled power — stops it from advancing.

The power grid

Power is a live flow, never stockpiled — recalculated fresh every tick. A consumer's draw is taxed by distance from the nearest active source, scaled against that source's own range:

TierRangeDraw multiplier
On-gridwithin 190 (Reactor) / 105 (Generator)×1.0
Near-gridwithin 320 / 176×1.3
Farwithin 470 / 259×1.7
Isolatedbeyond that×2.3

If total draw exceeds capacity, every consumer throttles by the same fraction at once — never "some run, some stall." Electrifying a Command Center, Barracks, Star Dock, or Habitat (a toggle, once the grid exists) adds up to +30% production speed or supply housing, scaled by however much headroom the grid actually has. Banking any amount of ice at all halves every factory's non-energy inputs, the Rig's radioactive burn, and fuel consumption grid-wide — at a running cost of 0.1 ice/second for as long as it lasts.

Logistics & freight

A Logistics priority cycle button (Normal → High → Low) on any factory or fuel-burning power station weights the same nearest-first auto-haulage scan every building competes on: High halves its effective distance and raises its hauler/server cap from 2 to 3, Low quadruples its effective distance with no cap change. Useful for telling your haulers which end of a spread-out colony actually matters right now.

Freight Lanes automate the run itself: assign a parked freighter at a Spaceport to a standing route to any other world you hold, and every ~10 seconds it moves its assigned ships' combined cargo capacity of whichever commodities you've filtered in, treasury to treasury, with no further input from you. A lane-assigned ship is a real, physically parked investment — it's excluded from a bulk fleet jump while committed to its route, so pulling it back off the lane is a deliberate choice, not automatic.

Section 06

Doctrines & Research

A Refinery researches three army-wide doctrines — permanent, live-applied to your whole existing army, not just future production. Committing to any one of the three permanently locks out the other two for that match: this is a real fork, not a shopping list.

DoctrineTierCostBase time*Effect
⚔ AssaultOvercharged Weapons150 radioactives25s+15% damage dealt
Overcharged Core200 radioactives + 120 ore32s+15% more (stacks); "combat drive" — +10% move speed closing on an already-acquired target
Overdrive Actuators Arsenal220 radioactives + 140 ore38s−10% attack cooldown — the army (not static defense) shoots faster once engaged
🛡 BulwarkReinforced Plating150 crystals25s−12% damage taken
Reinforced Bulwark200 crystals + 120 ore32s−12% more (stacks); combat units regen 0.5 hp/s once unhit for 8s
Self-Sealing Plating Arsenal220 crystals + 140 ore38sRegen replaces Tier 2's, doesn't stack with it: 1.5 hp/s, kicks in after just 3s unhit
📦 LogisticsLogistics Network140 crystals25s+25% resource yield per haul
Rapid Fabrication160 crystals + 120 ore32s−20% unit & building time
Field Recycling180 crystals + 140 ore38s+30 points of recycle refund (see §03)
*Base time is at a tech-rating-5 world — the identical 0.5× (tech 10) – 2× (tech 1) scaling the Odyssey tech tree below uses, and it applies in Skirmish too: every world carries a tech rating, Odyssey or not. Research is a real, raidable window now, not an instant purchase.
The tooltips undersell the stacking

Every tier of a combat doctrine multiplies together rather than adding. Full Assault (all three tiers) is +52.1% damage dealt (1.15³), not +45%. Full Bulwark leaves you taking 68.1% of normal damage (0.88³) — a 31.9% reduction, not 36%. Bulwark's regen doesn't compound the same way: Tier 3 replaces Tier 2's healing rate rather than adding to it.

Radioactives fund Assault, crystals fund Bulwark and Logistics — so a world's deposit mix (a crystal-poor world, a radioactive-poor one) quietly tilts which doctrine is the easier commit. Both Tier-3 capstones additionally require a completed Arsenal on top of the Refinery itself — the same building that gates the Tier-3 unit roster.

The Odyssey tech tree

Researched at a Datacenter, paid for in gathered commodities (no separate research currency), and timed rather than instant — a high-tech world (data rating 10) researches at double speed; a frontier rock (rating 1) at half.

Metallurgy→ Microelectronics→ Precision Machining→ Antimatter Containment→ Machine Minds→ Autonomous Freight AI
Metallurgy also branches to Heavy Alloys; Microelectronics branches to Factory Automation, which itself branches to Reclamation Engineering. Industrial Chemistry is a second, wholly separate root (no prior tech needed) that branches on to Consumer Fabrication — the trade-industry pair in §05, a credits engine that never touches ore-chain tech at all.
TechCostTime*RequiresEffect
Metallurgy80 crystals20s—Unlocks the Assembly Plant
Fusion Containment70 crystals18s—+50% Power from every Reactor
Heavy Alloys110 crystals24sMetallurgy+40% output, every recipe factory
Microelectronics120 crystals28sMetallurgyUnlocks the Chip Fab
Factory Automation130 crystals + 40 rad.30sMicroelectronics+25% production speed, every factory
Reclamation Engineering140 crystals + 40 rad.30sFactory Automation+30 points recycle refund (cap 80%)
Precision Machining150 crystals + 60 rad.36sMicroelectronicsUnlocks Machine Works
Antimatter Containment220 crystals + 100 rad.44sPrecision MachiningUnlocks the Antimatter Forge
Machine Minds260 crystals + 130 rad.48sAntimatter ContainmentUnlocks AI Foundry + Torpedo Works
Autonomous Freight AI60 AI cores + 90 electronics40sMachine MindsFreighters can join the local logistics chain unmanned (burns AI Cores to run)
Industrial Chemistry80 crystals20s—Unlocks the Chemical Plant
Consumer Fabrication150 crystals + 60 rad.36sIndustrial ChemistryUnlocks the Fabricator
*Time shown is at a tech-rating-5 world; clamped between 0.5× (tech 10) and 2× (tech 1) elsewhere.
Canceling refunds in full

A queued Datacenter research job can be canceled for a full, un-prorated refund of its cost, even mid-progress — a mis-click no longer strands the cost until completion. Canceling a prerequisite cascades to refund anything else queued behind it that depended on it too.

Section 07

Combat Mechanics

How a single hit actually resolves, how units pick and hold targets, and how a group moves and fights together.

The damage pipeline

A hit's final damage is a flat base (plus any triangle/building bonus), then seven multipliers applied in order:

  1. Base attack + bonus vs. this specific target type + bonus vs. buildings, if applicable
  2. × the attacker's Assault doctrine multiplier
  3. × the defender's Bulwark doctrine multiplier
  4. × the attacker's veterancy rank (up to +19.1% at rank III — see §04)
  5. × the defender's veterancy rank (up to −16.9% at rank III)
  6. × the attacker's commander (faction) damage trait
  7. × the attacker's own terrain (+15% from high ground)
  8. × the defender's guard aura, if any — 0.82 inside a friendly Aegis unit's bubble, 0.8 inside an Aegis Bastion's (never both at once — only the nearest aura applies)

There is no separate armor-mitigation step anywhere in this chain — it's flat bonuses, then straight multiplication, then the result comes off HP. Only role:combat units rank up through veterancy — turrets, the Bastille, and the Aegis Bastion hold ground on hp and ammo alone, never leveling up (see §05).

Targeting & stances

  • Auto-acquire defaults to the nearest enemy in range; the Breacher instead prefers any building over a closer unit.
  • Anti-dogpile spreading — once two or more enemies sit within a local band, a unit fans onto one of the three nearest instead of everyone locking the single closest target, softening pure focus-fire snowballing.
  • Target stickiness — a unit keeps its current target as long as it's still alive and in range, rather than re-evaluating "nearest" every tick, which is what makes the spreading above actually hold.
  • Hold Position (H) only changes what happens when the target is out of range — the unit stands fast instead of chasing. It still fires immediately on anything already in range; it does not make a unit passive.
  • Move orders ignore every enemy unconditionally, letting you pull a unit through a fight untouched. Attack-move does the same, except anything that enters range along the way gets engaged before the unit continues.

Formations

Selecting several units and giving a move order arranges them: Grid (a simple block), Line (abreast), Wedge (a spearhead or a chevron), or Circle (a ring). The leader is whichever unit you selected first — Ctrl-click a unit already in the selection to promote it to the front. A formation moves at its slowest member's pace, and separated clusters of units arrange themselves as nested groups rather than one line stretched across the map. F holds the current shape in place at a fixed anchor.

Any shape other than Grid also ranks its followers by weapon range, automatically: short-ranged units (Bastion, Skiff) take the most forward slots, long-ranged ones (Lancer, Breacher, Colossus) trail behind, and an unarmed support unit (the Mender) sinks to the rearmost slot of all — no manual reordering needed. The leader's own slot is untouched by this ranking; it's always whichever unit you promoted.

Right-click a friendly unit with a mixed selection to have the rest form a protective escort ring around it that follows wherever it goes — useful for keeping a Mender or a Colony Ship safe mid-march.

Section 08

Commanders

Three playable factions, each a small, permanent, mechanical stat package — not cosmetic, and not a separate tech or unit roster. Bonuses stack multiplicatively with whatever a world's own terrain modifier already does.

Frontier Coalition

+8% move speed +6% sight

Fast, far-seeing militia — controls the map and strikes first.

Miners' Union

+15% gather yield −10% build/train time

Industrial powerhouse — richer hauls, quicker production.

Vanguard Syndicate

+10% damage dealt −8% gather yield

Elite firepower on a lean economy — win the fight, fast.

The opponent doesn't pick a faction directly — it's fixed by its world temperament instead: a Rusher plays Syndicate, an Economist plays Miners, a Balanced opponent plays Frontier, and a Technologist also plays Syndicate. See §10.

Section 09

Worlds & Terrain

Nine charted worlds for a Skirmish (plus two Odyssey-only extras). Six carry a single rule modifier that applies to both sides — or, on two worlds, applies to each side differently. Six also carry physical terrain.

Terrain

TerrainMove speedSightCombatBuildable
Open ground100%100%100%Yes
Rough ground60%100%100%No
High ground100%125%115% dealtYes
Rough ground slows, it never blocks — no army can be walled in. Terrain is always mirrored: both sides face identical ground.
That 125% sight bonus reaches your guns too

Standing on high ground doesn't just extend vision — the identical multiplier stretches weapon engagement range, so a turret or unit up on a ridge acquires and holds targets 25% farther out, on top of the 115% damage bonus. It cuts both ways, though: a unit that isn't standing on high ground can see — or acquire and hold a target on — a high-ground cell only out to 55% of its normal sight/weapon range; everything past that stays concealed, or simply can't be shot back at. Climb the ridge yourself, or you're fighting half-blind (and short-ranged) against whoever's holding it. Applies identically to the AI's own fog, so a held ridge is a real, symmetric objective for both sides.

Map size & resources

Map sizeScaleDimensionsHidden caches
Small1×1600 × 10008
Standard2×3200 × 200014
Large3×4800 × 300020
Gigantic4×6400 × 400026
Home ore is always exactly 3 nodes of 350 each, regardless of map size — the opening economy is never stranded by a bigger map. Resources (Rare 0.6× / Normal 1× / Abundant 1.5×) scales every deposit on top of this.

Large and Gigantic maps also seed a mirrored belt of full-size deposit clusters out in the contested middle — one extra belt per size step — instead of just stretching the same near-base economy across more empty space.

Fog of war

Two kinds of knowledge, tracked separately: what's visible right now (live, recomputed every tick) and what's ever been explored (permanent, never resets). Charted surface deposits near each base are shown from the start — prior map knowledge, not battlefield intel — but hidden caches out in the contested middle stay invisible until a unit's own sight crosses them, at which point they're revealed for good.

The nine worlds

Korrath Warlord World

Rusher
Open plains, no modifier.

Ferros Prime Mining World

Economist
Open plains, no modifier.

Vesper Twilight World

Balanced
Open plains, no modifier.

Glacius Ice World

Balanced
−10% move speed, both sides. Plus rough-ground terrain.

Pyralis Desert World

Balanced
+15% sight range, both sides. Plus a high-ground mesa at the centre.

Helix Belt Asteroid Belt

Economist
One extra mirrored crystal cluster per side. Plus a high-ground ridge down the centreline.

Forge Station Industrial World

Economist
−15% build/train time, both sides. Plus mirrored rough terrain on the flanks.

Nimbus Gas Giant · asymmetric

Rusher
You: −5% sight. Opponent: −25% sight but +12% speed. Plus high-ground terrain.

Oort Reach Frontier Outpost · asymmetric

Rusher
All deposits +30%, both sides. You also gather +20% per haul; opponent also builds −18% faster. Plus mirrored rough terrain on the flanks.
Reading the two asymmetric worlds

Nimbus: you out-scout (you keep 95% sight to their 75%), they out-tempo (12% faster movement) — the storm hits them harder, but they move through it quicker. Oort: you out-mine (richer nodes plus a personal +20% on every haul, compounding), they out-build (everything they gather becomes an army 18% faster) — same rich ground, very different plans for it.

Odyssey adds two further worlds, both pickable as your own starting world too: Kybernet (Tech Hub, Technologist temperament — a small, teched-up elite army and the only archetype that ever fields a Colossus) and Verdani (Agri-World, Balanced temperament, a calm, low-industry neighbour) — see §12.

Section 10

The Opposition

Three independent dials stack to define a given opponent: the world's own temperament, your chosen Difficulty, and your chosen AI Strategy. All three compose — an Aggressive strategy on top of a naturally aggressive Rusher world is more aggressive than either alone.

Difficulty

DifficultyActions/minTactical microWhat that buys the opponent
Easy20OffSluggish and forgiving — often only one action lands every couple of think-cycles.
Medium65OffA fair, steady pace — usually one action per cycle, sometimes two.
Hard140OnRoutinely 3–4 actions per cycle, plus focus-fire, kiting, a dedicated scout, feint resistance, and worker raids.
The opponent re-evaluates the game every 1.5 seconds at every difficulty — a low setting doesn't think less often, it just can't afford to act on most of what it decides. Its attack commits and home defense are never budget-gated at any difficulty, which is exactly why a match always resolves. Hard also quietly starts with its own small economic edge — +10% gather yield, −10% build/train time — on top of everything else that difficulty buys it.

AI Strategy

StrategyWhat changes
AdaptiveNo changes — plays exactly true to its world's temperament.
AggressiveCommits to a wave 45% sooner, with only 60% of its normal muster, keeping just 40% of its usual home guard. Also the only strategy that walks a built Helium Bomb to the front and detonates it offensively.
EconomicCaps its standing army at a token 3 units until actually attacked, then surges to roughly 15 for the next 75 seconds. Never attacks first, at any difficulty.
Force ParityContinuously sizes its army to ~15% above whatever of yours it can currently see — never attacks first either.

World temperament

TemperamentWorkersWave sizeWave cadenceTurretsBarracksDoctrine
Rusher4490s01Assault · never expands · commits everything each wave
Economist89200s22Bulwark · expands once its field drops below 40% · keeps a guard of 3
Balanced66150s12Assault · expands below 25% · keeps a guard of 2
Technologist77220s22Assault · expands below 30% · keeps a guard of 2 · Kybernet only — the sole archetype that ever fields a Colossus
Wave cadence is a deadline, not just a size gate — even a tiny, half-strength army marches the instant the timer expires, and a timeout wave holds nothing back in reserve.

How it actually plays

  • Scouting has two different memories. Terrain and resources it has ever seen are remembered forever. Everything about you — army size, composition, position — is re-derived live, every think-cycle, from only what it can currently see. The instant your army leaves its sight, that intelligence is gone.
  • Counter-building reads the whole roster, not just the triangle — and difficulty sets how often. Easy never counter-picks at all (a learnable, exploitable army); Medium reconsiders roughly every 3rd unit it completes; Hard, every 2nd. Inside the triangle it's a hard counter (Skiff answers a Lancer-heavy army, Bastion answers Skiff, Lancer answers Bastion); outside it, every unit has a documented cost-efficient answer — mass Skiffs against a Breacher, Dreadnought, Wraith, Colossus, or Leviathan, Lancers specifically against a massed Aegis. It reads a wall of static defense the same way it reads an army: spot more than three of your turrets/Bastilles/Batteries and it specifically starts building Breachers.
  • A wave that's been ground down below 40% of its original size retreats rather than feeding survivors to a lost fight — unless it's a timeout/desperation wave, which never retreats.
  • Fortifications line up toward the map's geometric center, not specifically toward your base — on an asymmetric map this heuristic can be read and exploited. Once it has a Foundry standing, its turret line mixes in Bastilles too.
  • On Hard specifically, every third wave targets your worker line instead of your base if it can see one, and a small decoy no longer pulls its whole army home (only a proportionate slice does).
Section 11

Victory & Defeat — Skirmish

A Skirmish ends the instant only one side still holds a Command Center. If neither side finishes the other off, the clock you picked at setup — Quick (20 min), Standard (40 min), or Marathon (60 min) — forces a resolution.

The final 5 minutes flip the elapsed-time readout to a countdown alongside a live two-sided score bar, so a score-decided ending is never a surprise. Past the time limit, the match is scored rather than left hanging: banked, unspent resources count at only a quarter of their value, while everything actually built — every unit and building's own cost — counts in full, and a fielded combat unit counts for 1.35× its cost on top of that. A stockpiling turtle cannot out-score an opponent who spent what they gathered. An exact tie favors the defending player. The post-game screen states plainly which way the match actually ended — elimination, or the clock — with the full bank/army/structures breakdown whenever score was the decider.

Section 12

The Odyssey

A whole galaxy instead of one match: 11 worlds, all simulating from the moment you begin, each already home to its own AI neighbour. There's no conquest clock and no hard win — only milestones you keep playing past, and a two-click surrender if you ever want to stop.

Starting out

Pick your starting world from a card row of all 11 (or click 🎲 Random) — Kybernet and Verdani included, not just the 9 Skirmish worlds. Clicking a card starts the campaign immediately, so there's no separate reroll limit: back out and pick again for a fresh draw. You begin with 500 credits and a single Colony Ship on that world — no base yet. Deploy the ship (an instant action, validated against its exact current footprint) to found a complete Command Center plus three free colonist Workers. Every other world is already running in the background with its own AI faction developing on its own timeline — a genuinely living galaxy, not a static map waiting for you to arrive.

Universal credits

A separate pool from any single world's ore/crystals/radioactives economy — credits fund only the meta-layer: jump fuel, market trades, and diplomatic tribute. Earned from passive colony income and from selling on the market.

Jumping between worlds

Requires a completed Spaceport at your current world (tier 1/2/3 carries 12/24/40 supply-points of cargo capacity per jump; upgrades cost 250 then 500 ore). A jump is free to any world you've already discovered or still hold a foothold on; a genuinely new destination costs roughly 340–650 credits depending on distance, discounted 15% at a tier-2 Spaceport and 30% at tier 3 (whichever of your pads on the launching world is highest tier). Arriving somewhere with no Spaceport of your own drops you at a hand-picked spot, snapped to a coarse grid — this is not pixel-precise placement.

Background colonies

A world you're not currently standing on keeps running at full simulation speed — gathering, building, researching, fighting, and drifting diplomatically exactly as if you were there, just computed in fewer, bigger batches. Each qualifying building (everything except the Turret, capped at 6 per world) pays 0.3 credits/second — up to 108 credits/minute from a single well-built colony. You'll get a toast if one is attacked, turns hostile, or is lost outright.

A Command Center's Standing Orders panel sets policy for while you're away: an auto-sell floor per commodity (25-unit steps) sells any surplus above it into that world's own market — real slippage/glut pricing, additive on top of the passive income above — and a worker-headcount target (0–20) queues one fresh Worker at a time from the colony's own stockpile whenever it's short and its queue is empty, so an unattended colony keeps growing instead of idling out.

Diplomacy

Every neighbour holds a stance from −1 (hostile) to +1 (allied), opening at a Cordial 0.35 with a guaranteed 7-minute grace period. From there it drifts toward a target set mostly by how depleted their world is — but a neighbour that's genuinely developing its own industry and research is calmer about it, and every kill of their forces sours the relationship immediately regardless.

StanceLabel
≤ −0.5Hostile
≤ −0.15Wary (war threshold)
< 0.25Neutral
< 0.6Cordial
≥ 0.6Allied

A tribute payment (200 credits, rising steeply each time you pay one on the same world) snaps a souring neighbour back to Neutral for two minutes — a stopgap, not a subscription. Once you have an Antimatter Gate charging anywhere, every neighbour's target stance is dragged toward outright war as the charge climbs — a paid tribute cannot hold that off. How fast a grudge fades is part of a world's personality too: a soured stance recovers faster on a patient world than an aggressive one, and how long it keeps treating you as an active aggressor swings from roughly 17 minutes (an Aggressive-strategy Warlord world on Hard) down to about 2 (a patient trading world on Easy) — a charging Gate still provokes for as long as it charges, regardless of any of that.

Goodwill runs the other direction too: gift any commodity you're holding 25+ of to build lasting goodwill toward Allied — it caps out short of an instant alliance and fades over a few minutes without upkeep, so one big dump can't buy friendship outright. An occasional timed favor request (a specific commodity, a 90-second window) pays a steep credit premium plus a bigger goodwill jump if you fulfill it. Once a world reaches Allied, its market's buy-side spread tightens the closer to full alliance you get — cheaper to trade with, not just safer to stand next to.

Once hostile, waves scale with how bad things have gotten: a freshly-turned neighbour probes with a handful of units every 30–45 seconds; a fully hostile one commits its whole available force roughly twice as often. If it ever spots your charging Gate, every wave redirects there instead of your base.

A living galaxy

Worlds don't just wait for you — a neighbour that develops enough industry and research on its own eventually plants its faction's flag, and the single most-developed one periodically colonises whatever unclaimed, unheld world sits nearest to it. Left unattended, territory quietly shifts on the starmap over the course of a long game, independent of anything you do.

You're not the only one who can build a Gate

A neighbour that reaches the Strategic tier and banks a real stockpile of AI Cores, Antimatter, and Plasma Torpedoes can raise and charge a Gate of its own — on Hard difficulty regardless of temperament, or on any non-Easy difficulty if it's a patient developer (Economist, Balanced, Technologist, or an opponent you've set to the Economic strategy). Razing it mid-charge costs them the whole investment, same as it would you. If one finishes, that faction claims every still-unclaimed world in the galaxy in one burst, its economy permanently sharpens, and its stance toward you locks no better than Wary from then on — with no in-game toast or meter warning you as it climbs, so a Hard-difficulty Odyssey is worth checking in on.

Observer Mode

Press O (or the topbar's 🔭 Observe button) to step outside your own seat and watch the galaxy run: fog lifts on whichever world you're looking at, the starmap becomes a free camera jump to any world — discovered or not, no fuel, no Spaceport, no change to your real seat — and Space cycles every base on the spectated world, a neighbour's included. A live stats panel reads the spectated world's archetype, strategy, diplomatic stance, army composition by owner, buildings, supply, and resources — data the engine already computes, just newly surfaced. Mouse and keyboard orders are disabled while observing (it isn't your world to command); Esc or a second O returns you to normal play exactly where you left it, and nothing about a spectated world's simulation changes because you looked at it.

Milestones

  • Worlds held — a firework for each new high-water mark of simultaneously-held worlds, up to all 11.
  • Capital — upgrading any Command Center to a permanent Capital (400 ore, doubles its HP).
  • Antimatter Gate — any of your wonders anywhere in the galaxy reaching full charge.
  • Domination — pacifying 4 of the 11 neighbours: razing a Command Center with no colony ship left to re-found it marks that world Conquered for good — it can rebuild and defend itself, but its stance can never be dragged back to war again, and it quietly pays you a small annuity (0.1 credits/second, ~6/minute) for as long as you hold it. Pacifying one world echoes a bounded, temporary chill onto its still-free faction-mates; holding an Allied world does the reverse, warming its faction-mates a little in return.
  • Total domination — pacifying all 11.
There's no permanent defeat

Losing every Command Center and colony ship everywhere doesn't end the Odyssey — after a short cooldown you're issued a fresh, free Colony Ship at your current world instead, with no limit on how many times this can trigger. The only way the campaign actually ends is an explicit, two-click surrender from the starmap.

The market

Every commodity in the game is tradeable. Raw deposits price by local abundance (as cheap as 0.6× base where a world is rich in it, as steep as 1.5× where it has none); manufactured goods price by that world's industry rating instead. Trades execute in 25-unit lots, each nudging the price a little further — a large dump or buy re-prices itself as it goes rather than clearing at one flat number. Beyond the single-lot button, Sell ×4 (100 units) and Sell All quote their real proceeds before you click, and a trend glyph on each row tells a brief price dip apart from a deep, slow-draining glut.

Section 13

Special Operations

Three shorter, scored missions layered on the same engine, each seeded and fully reproducible. None of them can be saved mid-run — abandoning one forfeits the attempt.

🚚 Convoy Escort

Protect four unarmed freighters along a multi-leg route against scaling pirate raids before the clock runs out. Score rewards freighters delivered, legs completed, risk survived, and unspent budget.

🏴‍☠️ Pirate Raider

Roles reversed — an AI convoy runs the same kind of route while you ambush from off the lane, chasing a kill quota before it reaches the gate.

⭐ Bounty Marshal

No route this time — hunt down a quota of scattered, defended pirate camps before time runs out. Each camp pays its own bounty on top of the completion score.

All three scale their fleet sizes, quotas, and clocks by the Easy/Medium/Hard difficulty picked at setup, and all give a short prep phase before the mission proper begins.

Section 14

Saves & Continuity

Two independent channels, because a quick checkpoint and a deliberate backup are different needs.

  • Autosave — written every 12 seconds, and again whenever the tab hides or closes. Skirmish and Odyssey each keep their own slot, which is exactly what the setup screen's Continue buttons resume. The last two generations are kept, not just one — a write interrupted mid-save falls back to the previous good one automatically instead of losing the slot outright.
  • Save / Load — an explicit backup to a .json file on disk, capped at 8MB. Loading auto-detects whether a file is a single-world Skirmish or a whole Odyssey galaxy from its shape.

Every load is treated as untrusted input: out-of-range numbers are clamped, unrecognized entity or commodity ids are dropped, and a version mismatch — even a newer one — is rejected outright rather than guessed at. There's no migration path across a version bump, so a save from a materially different build simply won't load. Scripted Operations can't be saved at all; leaving one mid-run abandons the attempt.

Section 15

Quick Reference

The numbers you'll want mid-match, in one place.

The triangle

  • Skiff beats Lancer (+10)
  • Bastion beats Skiff (+10)
  • Lancer beats Bastion (+20)
  • Breacher: siege, weak vs. units — outside the triangle, so it draws the AI's cost-efficiency answer (massed Skiffs) rather than a hard counter

Core hotkeys

Q army   X stop   H hold   A attack-move
R patrol   F form up   E scout   ` idle worker
1-9 groups   P pause   T tech chart   F1 help

Resources

  • Ore — universal, everything's foundation
  • Crystals — Bulwark & Logistics doctrines, most Odyssey tech
  • Radioactives — Assault doctrine, deep Odyssey tech

Recycle & wreckage

  • Recycle: 40/50% base, 70/80% researched
  • Wreckage: 80% of cost, 45s to mature
  • Neither returns Strategic-tier goods reliably