Sectors & supply lines
A galaxy is a hex map of 331 sectors. Every hex has six clear neighbours – easy to read and easy to tap.
Sector types
| Type | What it gives you |
|---|---|
| Asteroid field | 60 metal per hour – the most common type |
| Gas giant | 40 energy per hour |
| Shipyard | ships build 10 % faster (up to 30 %) |
| Academy | pilots train 10 % faster (up to 30 %) |
| Relay station | 20 energy per hour, and a source of supply |
| Nebula | cover: you cannot see inside, and its defenders dodge 10 points more often |
| Anomaly | one-time loot 300 metal, 100 energy, 200 credits; pirates lurk here – about 35 % of attacks run into an ambush (ships go in with 20 % less hull, a win brings double loot) |
| Jump gate | 30 extra credits per hour; the way to your allies in other galaxies (see Alliances). Three per galaxy, at the rim – always visible on the map, like the core |
Every sector you hold also brings 10 credits per hour.
Pirate garrisons
Unclaimed sectors are held by pirates. Their strength (1 to 5) grows with the distance from the start zones; shipyards, academies, nebulae, anomalies and jump gates are held more strongly. Next to one of your sectors – or your flagship – you can see what a garrison is made of (further with the sensor array). Nebulae are the exception: nobody can see inside, so the map shows them with a dashed ring instead of a win chance, and Next step never sends you there – it is your gamble. In our simulations a medium fleet that wins three of four fights against a nebula's pirates without the cover wins about two of three with it.
Supply lines
A sector only yields in full if it is connected: a chain of your own sectors leads to your flagship or to one of your relay stations. The flagship supplies its own hex and the six around it. A cut-off sector yields only 25 %, and it is shown with a dashed border.
The core and the season
In the centre of every galaxy lies the core, marked with a golden ring. It is far from every start zone and held by a strong pirate garrison – a goal for the long run. Season points:
- 10 for every sector you hold,
- 2 for every battle you win,
- 5 for every full hour you hold the core.
A season lasts two weeks from the day the galaxy opened. The line above the map shows your rank among the commanders of your galaxy and the time left; Ranking lists everyone, Core shows the way. The direct route matters: the core is out of attack range at the start, so expand towards the centre or fly your flagship closer.
When the season ends, the final ranking is kept and everyone moves on to a new galaxy with a fresh fleet – your pilots come along with their traits, all fit for duty; their ranks start again at Cadet. Season themes, titles and the Hall of Fame are explained in Seasons & ranking. The report tells you where you finished. A galaxy stops taking in newcomers in its last three days, so nobody starts a season that is about to end.
Pirate raids
Pirates keep the leaders busy. From time to time they raid a border sector of one of the three leading commanders in your galaxy (an alliance counts as one block – see Alliances) – never a home sector, never a newcomer and never a sector under a shield. A red note warns you half an hour ahead: station ships there to hold it. Win, and you keep the sector; lose, and the pirates take it back. In the last two days of a season, raids come twice as often and hit harder.
The swarm queen
In the last two days of a season, the swarm queen settles at the core – as long as no commander holds it. Her swarm is the strongest garrison in the galaxy, and she flies in front as an extra capital ship with half again as much hull and more firepower. In our simulations a fleet at the command limit of a fully upgraded bridge wins about two fights in five; a fleet of medium strength has no chance. Whoever already holds the core when the final days begin keeps it – the queen only guards a free core. The season line above the map shows when the final days have begun.
Other commanders
With an account you share a galaxy with up to five other commanders, each starting in their own zone. Their sectors show in their colour on the map; tap one to see who holds it.
- Attacking them: a commander’s sector is defended by a militia that grows with their command bridge – no patrols, no surprises. Win, and the sector is yours.
- Losing sectors: while you are away, others can take your sectors too. The report tells you who did it. The neighbours of a lost sector are shielded for 8 hours, so nobody can strip your territory overnight.
- Stationing ships: open one of your sectors and station up to six ships there. They defend it together with the militia, but they cannot attack and are not repaired until you recall them. A green badge on the map shows how many ships guard a sector. After an attack, the report shows how it went – with a button to watch the battle.
- Pace: commanders don’t play around the clock. A typical neighbour holds about five sectors after the first day, nine after the second and ten to twelve after the third (simulation: fifty commanders over three days). Five sectors on day one keeps you level.
- Protection: your home sector can never be taken. As a newcomer you are protected for 72 hours or until you hold 10 sectors – unless you attack another commander yourself.