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Command doctrine · Restricted circulation

Every battle is decided before the first weapon fires.

Fleets are the visible edge of strategy. Beneath them sit radar coverage, production, fuel, intelligence, defensive depth, treaty obligations, and the trust—or fear—you have cultivated among other commanders. Victory is not simply superior firepower. It is arriving with the right force, under the right political conditions, with a plan for the morning after.

The strategic triangle

Information. Force. Commitment.

Information tells you which futures are plausible. Force gives you the ability to choose among them. Commitment determines which choices other commanders believe you will actually make. Ignore any corner of that triangle and the others begin to fail.

Cosmo Crafter’s conflicts unfold in a persistent universe: while a fleet travels, targets build, allies reconsider, markets move, and new contacts enter radar range. Strategy is therefore less about finding one perfect fleet and more about maintaining a command system that can absorb change.

Intelligence & radar

A contact is not the truth.

Radar answers where. Reconnaissance begins to answer what. Judgment still has to answer why—and whether the information will remain useful when your fleet arrives.

Observer / Command Center Contact confidence / Variable
Layer 01

Radar coverage creates the horizon

Command infrastructure and research determine how far settlements, planets, and fleets can be observed. Outside that envelope, absence of evidence is only darkness.

Layer 02

Scouts turn contact into a report

A successful Spy mission returns a snapshot of buildings, resources, stationed spacecraft, and defenses. It is actionable intelligence—but it begins aging immediately.

Layer 03

Behavior completes the picture

Repeated movement, market activity, treaty choices, and reaction time reveal doctrine. The strongest intelligence is often the pattern behind the numbers.

Command maxim 01

Do not ask whether the report is accurate. Ask what may have changed since it was accurate.

The command cycle

Pressure moves in a loop.

Experienced commanders do not treat launch as the beginning or battle as the end.

  1. 01

    Observe

    Map radar contacts and incoming movement.

  2. 02

    Interpret

    Compare reports, treaties, distance, and likely intent.

  3. 03

    Compose

    Select force, cargo, velocity, and reserves for one objective.

  4. 04

    Commit

    Launch alone, rally allies, or hold position as deterrence.

  5. 05

    Recover

    Read reports, return survivors, salvage wreckage, and rebuild.

Missions are statements

Choose the verb that matches the objective.

The mission type tells the universe what kind of commitment is traveling through it. Using a larger verb than the situation requires is not strength; it is uncontrolled escalation.

01
Know before you commit

Spy

Send a Scout to an occupied settlement. A successful mission records the target's spacecraft, defenses, resources, and buildings at arrival.

Best used for
Testing assumptions before an expensive launch.
Command risk
The target may change while the fleet is traveling. Launching under an Espionage Treaty can also trigger a violation.
Operational gate
At least one Scout
02
Apply force with a purpose

Attack

Send at least one armed fleet unit against an occupied settlement. Weapons, armor, stationed defenses, and participating forces determine the combat result.

Best used for
Breaking a defensive line or contesting a rival position.
Command risk
A narrow victory can still be strategically ruinous if the survivors cannot justify the fuel, time, and production lost.
Operational gate
At least one armed unit
03
Turn trust into mass

Coordinate Attack

Open a rally window for armed fleets attacking one occupied settlement. Participants must reach the same target before the rally deadline.

Best used for
Coalition objectives and heavily defended targets.
Command risk
Late participants, mismatched travel plans, or uncertain diplomacy can leave the leading fleet exposed.
Operational gate
At least one armed unit per fleet
04
Escalation without ambiguity

Destroy

Send at least one active Battleship against an occupied enemy settlement, or a moon or planet with at least one enemy settlement and none of your own. Settlement and planetary targets resolve different destructive effects.

Best used for
Late-game demolition when lesser pressure cannot achieve the objective.
Command risk
The fleet commitment is high, treaties may be violated, and destroyed units can contribute to salvageable battle debris.
Operational gate
At least one active Battleship

The missions behind the mission

Logistics is force that has not fired yet.

  • Stand byPlace spacecraft at a friendly settlement so defense exists where the treaty says it should.
  • TransportMove resources between settlements and players; armies without material become museum pieces.
  • TransferReposition spacecraft to change where future power can originate.
  • Extract ResourcesRecover material from remote worlds and debris fields after the fighting changes the map.

Fleet composition

Build for the journey, not the screenshot.

A fleet is a temporary answer to a specific problem. Speed changes arrival time. Drives change fuel demand. Weapons and armor shape combat. Cargo and supporting craft determine what the survivors can do next.

The eyes

Scouts

Fast reconnaissance craft fulfill the Scout requirement for Spy missions and return with the report generated at the target.

The pressure

Fighters

Agile, comparatively affordable combat craft form the core of an attacking fleet. Their lower build cost makes replacement easier than for capital ships.

The decision

Battleships

Slow, heavily armed capital ships support late-game fleet combat. At least one active Battleship is required for a Destroy mission.

The endurance

Freighters & miners

Freighters move large resource loads between settlements. Mining Vessels are required to extract remote resources; Asteroid Mining unlocks debris extraction.

Composition test

Before you add another weapon, find the weakest sentence in the plan.

“We will see them coming.” “The report will still be current.” “The ally will arrive.” “The fuel is sufficient.” “The settlement can replace the losses.” A balanced fleet is one whose assumptions fail gracefully—not one whose attack total looks largest in isolation.

Compare spacecraft records
01

Objective fitDoes every ship serve the mission?

02

Travel profileCan the formation arrive together?

03

Reserve depthCan the origin survive while it is away?

04

Return pathCan survivors and cargo come home?

05

Replacement costCan industry absorb the likely losses?

Defensive depth

Defense buys choices.

A defensive line is more than damage waiting to happen. It preserves production, forces an attacker to reveal intent, gives allies time to respond, and lets your mobile fleet operate without every radar contact becoming an emergency recall.

Ground line

Turrets

Accessible ground emplacements provide point defense and are available without a research requirement.

Response line

Drones

Mobile automated defenders require Defensive Drones Technology and respond to threats across the settlement.

High line

Orbitals

Heavy orbital platforms require Orbital Defense I and engage large threats before they reach the planet.

Layer, do not merely stack. Different defensive roles create a harder problem than one repeated answer.

Keep something in reserve. A settlement’s stationary fleet and friendly standby forces change what an attacker meets on arrival.

Make the cost visible. Deterrence works when rivals can imagine the losses before they decide to test you.

Inspect defense records

Diplomacy is infrastructure

Treaties change the cost of every move.

A treaty does not remove uncertainty; it gives uncertainty a structure. It can protect a border, open a market, create an early-warning network, restrain extraction, or turn several fleets into one political instrument. Breaking it creates a record of who deviated—and teaches every observer how much your next promise is worth.

Restraint

Define what will not happen.

Restraint treaties prohibit named hostile or Spy missions. A detected breach ends the treaty and charges the identified commander up to the configured penalty, limited by available balance; 80% of the amount charged goes to the affected party. If no single deviant can be identified, both commanders can be charged. Revoking an active treaty early charges the full configured penalty.

PET

Peace Treaty

Prohibits Attack, Coordinate Attack, Destroy, and Spy missions between both commanders for the treaty duration.

NOP

Non-Aggression Pact

Prohibits hostile missions against the other commander and support for their listed enemies.

EST

Espionage Treaty

Prohibits Spy missions between both commanders for the treaty duration.

Cooperation

Make peace produce something.

Cooperative treaties record recurring deliveries, require standby support, document self-managed intelligence sharing, or cap selected resource production.

TRA

Trade Agreement

Records recurring resource deliveries and credit payments between two commanders.

DEP

Defense Pact

Requires military Stand by support when either commander is attacked during the treaty window.

ISA

Intelligence Sharing Agreement

Records a mutual intelligence-sharing agreement. Commanders must share the information themselves.

RCP

Resource Conservation Pact

Sets daily production caps for selected resources across each commander’s settlements.

Coalition

Name the objective together.

A Joint Offensive Pact names a target and requires both commanders to join coordinated attacks before the treaty expires.

JOP

Joint Offensive Pact

Requires both commanders to participate in Coordinate Attack missions against the named target before the treaty expires.

Command maxim 02

The best treaty does not say that two commanders are friends. It makes their interests expensive to separate.

Open the Galactic Embassy record

The universe keeps the receipt

Nothing ends at the combat report.

Conflict leaves material, economic, diplomatic, and geographic evidence behind.

Wreckage enters orbit

Destroyed craft, defenses, cargo, and fuel can become recoverable debris—or, when the collision is immense enough, contribute to the formation of a moon. The battlefield becomes a new destination.

Losses return to industry

Every missing unit was once resources, components, research, queue time, and defensive capacity. Rebuilding competes with expansion.

Reports become memory

Origin and destination reports preserve arrivals, outcomes, losses, survivors, and reconnaissance. Good commanders read them as evidence, not decoration.

Promises have witnesses

Hostile missions can collide with peace, non-aggression, espionage, or coalition commitments. Deviation changes more than one relationship.

Distance keeps charging interest

A fleet remains unavailable while it travels. Fuel reserves, velocity, rally timing, and the situation at home continue to matter after launch.

Recovery becomes strategy

Mining Vessels can reclaim debris, transports restore supply, survivors return, and the commander who recovers fastest often owns the real victory.

Three situations · No perfect answers

What kind of commander are you under pressure?

Strategy emerges when every available choice protects one thing by risking another.

01

Unknown contact

A fleet appears at the edge of radar. Your Scouts are away and a defensive queue is incomplete.

  • Recall the Scouts
  • Signal a defense partner
  • Hold production and reinforce
02

Treaty under strain

A trade partner is supplying a rival that has begun probing your settlements.

  • Preserve the market
  • Renegotiate the promise
  • Accept economic pain and isolate
03

Victory with wreckage

The settlement holds, but both fleets are diminished and a rich debris field is now visible.

  • Rebuild the line
  • Race to recover debris
  • Press the retreating enemy

The next signal is already moving

Build a power worth negotiating with.

Raise the settlements, research the systems, compose the fleets, and make the promises that turn one commander’s reach into a force across the universe.

Persistent strategy · Player-shaped diplomacy · Consequential conflict