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.
Command doctrine · Restricted circulation
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 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
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.
Command infrastructure and research determine how far settlements, planets, and fleets can be observed. Outside that envelope, absence of evidence is only darkness.
A successful Spy mission returns a snapshot of buildings, resources, stationed spacecraft, and defenses. It is actionable intelligence—but it begins aging immediately.
Repeated movement, market activity, treaty choices, and reaction time reveal doctrine. The strongest intelligence is often the pattern behind the numbers.
Command maxim 01Do not ask whether the report is accurate. Ask what may have changed since it was accurate.
The command cycle
Experienced commanders do not treat launch as the beginning or battle as the end.
Map radar contacts and incoming movement.
Compare reports, treaties, distance, and likely intent.
Select force, cargo, velocity, and reserves for one objective.
Launch alone, rally allies, or hold position as deterrence.
Read reports, return survivors, salvage wreckage, and rebuild.
Missions are statements
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.
Send a Scout to an occupied settlement. A successful mission records the target's spacecraft, defenses, resources, and buildings at arrival.
Send at least one armed fleet unit against an occupied settlement. Weapons, armor, stationed defenses, and participating forces determine the combat result.
Open a rally window for armed fleets attacking one occupied settlement. Participants must reach the same target before the rally deadline.
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.
The missions behind the mission
Fleet composition
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.
Fast reconnaissance craft fulfill the Scout requirement for Spy missions and return with the report generated at the target.
Agile, comparatively affordable combat craft form the core of an attacking fleet. Their lower build cost makes replacement easier than for capital ships.
Slow, heavily armed capital ships support late-game fleet combat. At least one active Battleship is required for a Destroy mission.
Freighters move large resource loads between settlements. Mining Vessels are required to extract remote resources; Asteroid Mining unlocks debris extraction.
Composition test
“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 recordsObjective fitDoes every ship serve the mission?
Travel profileCan the formation arrive together?
Reserve depthCan the origin survive while it is away?
Return pathCan survivors and cargo come home?
Replacement costCan industry absorb the likely losses?
Defensive depth
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.
Accessible ground emplacements provide point defense and are available without a research requirement.
Mobile automated defenders require Defensive Drones Technology and respond to threats across the settlement.
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 recordsDiplomacy is infrastructure
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 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.
Prohibits Attack, Coordinate Attack, Destroy, and Spy missions between both commanders for the treaty duration.
Prohibits hostile missions against the other commander and support for their listed enemies.
Prohibits Spy missions between both commanders for the treaty duration.
Cooperative treaties record recurring deliveries, require standby support, document self-managed intelligence sharing, or cap selected resource production.
Records recurring resource deliveries and credit payments between two commanders.
Requires military Stand by support when either commander is attacked during the treaty window.
Records a mutual intelligence-sharing agreement. Commanders must share the information themselves.
Sets daily production caps for selected resources across each commander’s settlements.
A Joint Offensive Pact names a target and requires both commanders to join coordinated attacks before the treaty expires.
Requires both commanders to participate in Coordinate Attack missions against the named target before the treaty expires.
The best treaty does not say that two commanders are friends. It makes their interests expensive to separate.
The universe keeps the receipt
Conflict leaves material, economic, diplomatic, and geographic evidence behind.
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.
Every missing unit was once resources, components, research, queue time, and defensive capacity. Rebuilding competes with expansion.
Origin and destination reports preserve arrivals, outcomes, losses, survivors, and reconnaissance. Good commanders read them as evidence, not decoration.
Hostile missions can collide with peace, non-aggression, espionage, or coalition commitments. Deviation changes more than one relationship.
A fleet remains unavailable while it travels. Fuel reserves, velocity, rally timing, and the situation at home continue to matter after launch.
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
Strategy emerges when every available choice protects one thing by risking another.
A fleet appears at the edge of radar. Your Scouts are away and a defensive queue is incomplete.
A trade partner is supplying a rival that has begun probing your settlements.
The settlement holds, but both fleets are diminished and a rich debris field is now visible.
The next signal is already moving
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