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Field manual 01 New command protocol

Your first hour
among the stars.

This is not a catalog of everything you can build. It is a plan for the decisions directly in front of you: what to inspect, what to protect, what to unlock, and how to leave your first world with a purpose.

Before construction Choose with intent

Your civilization is a point of view, not a walkthrough answer.

Read the cultures, choose the people whose future you want to shape, and then learn the planet you receive. A strong opening comes from responding to local conditions—not copying a build order without looking at the world beneath it.

Decision 01

Choose the story you want to continue.

Culture and homeworld context make a commander memorable. The dedicated chronicles explain what each civilization values; Explorer holds the factual record.

Read the seven chronicles

First login scan

Four screens before your first queue.

  • OverviewCurrent stock, settlement capabilities, and anything already in motion.
  • Planet InfoDeposits, environment, and the physical limits behind your economy.
  • Quest logThe opening campaign rewards the infrastructure your settlement needs anyway.
  • QueuesConstruction, manufacturing, research, and travel all consume time.

Seven phases The first-command sequence

From bare settlement to useful intelligence.

The story campaign supplies direction and timely rewards. Use this plan to understand why each objective matters, and how to know you are ready to move on.

  1. 01

    Origin · Before minute zero

    Choose a civilization and accept the world you have.

    Begin with identity, then switch immediately to evidence. Your homeworld is not an abstract backdrop: its deposits and your starting inventory determine which queue is comfortable and which will leave you waiting.

    Issue these orders
    • Read your civilization chronicle.
    • Inspect Planet Info and the Overview.
    • Note your weakest common material and your hydrogen reserve.
    Green light

    You can name the next building, its purpose, and which resource will become scarce afterward.

  2. 02

    Foundation · The Listening Foundry

    Build the machine that lets you build better machines.

    The opening campaign first asks for a Manufacturing Plant, then a Mining Facility. That order introduces both layers of the economy: raw materials come out of the planet; manufactured components turn that stock into specialized capability.

    Issue these orders
    • Raise the Manufacturing Plant and claim its campaign reward.
    • Bring the Mining Facility online and assign production deliberately.
    • Add or improve storage before output begins to collide with capacity.
    Green light

    You can replenish core materials, hold useful surplus, and explain the difference between raw stock and components.

  3. 03

    Science · The Impossible Instrument

    Research toward a mission, not toward a percentage.

    Build the Research Lab and follow the opening signal through Spacecraft Engineering, Enhanced Weapons Systems I, Electromagnetic Pulse Weapons, and Hyper-drive Technology. It is an unusual path because the campaign is teaching a connected technology graph, not handing you isolated upgrades.

    Issue these orders
    • Keep research active whenever resources permit.
    • Read prerequisites before committing to a distant node.
    • Claim campaign rewards before funding the next objective.
    Green light

    Spacecraft construction and a practical drive path are unlocked, with enough stock left to use them.

  4. 04

    Logistics · Prepare before the Shipyard

    Stage components before the hull begins.

    A Shipyard without components is a monument. Use the Manufacturing Plant to prepare structural frames, control circuits, fuel cells, and drive cores. Consult the spacecraft record for your exact Scout rather than guessing its requirements.

    Issue these orders
    • Inspect your civilization’s Scout recipe.
    • Queue missing parts in dependency order.
    • Reserve the raw stock needed to construct the Shipyard itself.
    Green light

    Your component inventory, building costs, and fuel reserve can all coexist without one queue starving another.

  5. 05

    Construction · A Hull for an Echo

    Raise the Shipyard, then improve the eyes of command.

    Build the Shipyard when the technology and supply chain are ready. The campaign then asks for Command Center levels three and five, turning the settlement’s central structure into a long-range radar platform capable of fixing the signal.

    Issue these orders
    • Complete the Shipyard objective and collect its component reward.
    • Plan Command Center upgrades as a sequence, not an impulse.
    • Check every new radar view as range comes online.
    Green light

    The Shipyard can accept your Scout order and radar reveals a destination worth investigating.

  6. 06

    Commission · The Quiet Pathfinder

    Build one Scout—not the fleet you imagine owning later.

    Your Scout is an information instrument. Commission the race-specific design available to you, verify its drive and systems requirements, then leave enough hydrogen uncommitted to operate it. A finished hull with no viable route is not readiness.

    Issue these orders
    • Commission a single Scout.
    • Confirm the craft appears in the available fleet roster.
    • Keep construction ambitions behind mission fuel and recovery stock.
    Green light

    The Scout is available, fueled, and expendable only by a deliberate decision—not by accounting.

  7. 07

    Expedition · Follow the Echo

    Launch for an answer, then use the answer.

    The opening campaign concludes with a successful returned Spy expedition. Select an occupied settlement in the carrier’s path, study distance and travel time, review fuel, and send the smallest force that fulfills the mission. The report is the beginning of strategy, not the end of the tutorial.

    Pre-flight check
    • Correct mission and destination.
    • Sufficient outbound and operational fuel.
    • Arrival time you will remember to review.
    • No valuable cargo sent without purpose.
    Green light

    The Scout returns successfully, the report is read, and one concrete follow-up action enters your queues.

Supply doctrine Six materials, three jobs

A reserve is a decision you have not lost yet.

Do not evaluate a resource only by its current total. Ask what must remain liquid for construction, what must feed production, and what must be protected for movement.

Foundation stock

Iron

Buildings, frames, and almost every early expansion compete for it.

Advanced structure

Titanium

Less abundant and increasingly important as hulls and heavy projects mature.

Industrial feedstock

Carbon

A frequent input across buildings and component production; easy to underestimate.

Control layer

Silicon

Research facilities, electronics, and precision systems turn it into a quiet bottleneck.

Mobility reserve

Hydrogen

Construction may consume it, but flight gives it strategic value. Keep a mission reserve.

Rare capability

Plutonium

Scarce, powerful, and better held for known advanced requirements than casual spending.

Before you click build The three-balance test

Check the cost behind the cost.

  1. 01
    Can I afford it?

    The displayed cost is covered right now.

  2. 02
    Can I use it?

    Its prerequisites, inputs, and follow-up queue are ready.

  3. 03
    Can I recover?

    Mining, storage, and reserves remain healthy afterward.

Failure analysis Common opening mistakes

Most early crises begin as harmless-looking clicks.

Recovery is possible. It is also slower than pausing long enough to see the second consequence.

01

Spending every resource

A zero balance removes choices and can strand several queues at once.

Course correctionKeep a working reserve in the materials your next two objectives share.

02

Ignoring storage

Production that cannot be held does not become future capability.

Course correctionExpand capacity before a long absence or a major extraction increase.

03

Researching without a destination

Interesting nodes can delay the unlock your current plan actually needs.

Course correctionTrace prerequisites backward from one named capability.

04

Building the Shipyard too early

The structure does nothing if hull components, drive research, or fuel are missing.

Course correctionStage the Scout recipe first; build the yard when it can receive work.

05

Treating hydrogen as ordinary stock

A construction spree can leave the first fleet unable to travel usefully.

Course correctionCreate a visible mental reserve for the planned route.

06

Queuing the fantasy fleet

Several hulls multiply component and fuel pressure before information justifies them.

Course correctionOne Scout should answer the question that defines the next fleet.

07

Launching at the first visible target

Visibility is not suitability; distance, mission, timing, and risk still matter.

Course correctionCompare nearby targets and preview the complete order before dispatch.

08

Forgetting persistent time

Your economy and movements continue while you are away.

Course correctionLeave queues, capacity, and return times in a state tomorrow-you can understand.

After first contact Strategic branches

Do not grow in every direction at once.

Your first report should narrow the next question. Pick a doctrine, strengthen the systems it depends on, and let other capabilities remain merely adequate until the plan has momentum.

Industrial core

Turn extraction, storage, and manufacturing throughput into the engine every later strategy can borrow.

Prioritize
  • Mining Facility
  • Storage Depot
  • Manufacturing efficiency

Deep exploration

Improve radar, drives, Scout coverage, and mission cadence until uncertainty becomes your best resource.

Prioritize
  • Command Center
  • Drive research
  • Scout readiness

Market network

Produce intentional surplus, watch scarcity, and use trade to avoid building every supply chain yourself.

Prioritize
  • Trade Station
  • Cargo capacity
  • Reserve discipline

Fortified frontier

Protect what would be costly to replace, then make aggression an informed choice rather than a reflex.

Prioritize
  • Defense Works
  • Defense research
  • Reconnaissance

Diplomatic influence

Treat information, agreements, and reliable support as assets that compound across several commanders.

Prioritize
  • Galactic Embassy
  • Alien Linguistics
  • Credible commitments

Multi-world expansion

Research colonization, prepare a Colony Ship, and choose the next world for what it adds—not because it is empty.

Prioritize
  • Colony research
  • Colony Ship
  • Sustainable logistics

When detail matters Open the field records

Use the guide for decisions.
Use Explorer for exact answers.

Recipes, resource costs, technologies, spacecraft designs, defenses, buildings, and civilization records belong in the living catalog.

Open Explorer

Orders are yours End of briefing

A settlement becomes an empire one justified decision at a time.

Choose your people. Read your world. Build the capability you can sustain—and send something into the dark.