Economy of Force

Topic: Allocating limited resources across competing priorities
Principle: Minimum force necessary for each objective. Don’t over-defend. Don’t over-attack. Balance expansion and security.


The Principle

You cannot do everything. Alpha Matter is finite. Power has limits. Fleet has one Command Ship. Every struct you build for defense is one you don’t build for extraction. Every planet you fortify is one you don’t develop. Economy of force means: use the minimum necessary to achieve each goal, and reserve the rest for other goals.


Don’t Over-Defend

Defense has diminishing returns.

Over-defending means: you’re so secure that you can’t expand, can’t raid, can’t grow. You’ve spent everything on walls and have nothing left to protect.


Don’t Over-Attack

Offense consumes resources.

Over-attacking means: you’ve crippled an enemy but exhausted yourself. The next threat finds you weak. Or depletion finds you with nothing left.


Balance Expansion and Security

The tension:

The right balance depends on:

See Early Game for the opening balance. See Mid Game for the expansion balance.


How to Prioritize When You Can’t Do Everything

When resources are scarce, ask:

  1. What loses the game? — Going offline. Unrefined ore during a raid. Depletion without migration. Address existential threats first.

  2. What creates the most value? — Extraction, refinement, power. Economic structs usually beat defensive structs when the threat is low.

  3. What’s the opportunity cost? — Every Alpha Matter spent on X is not spent on Y. Choose the higher-leverage option.

  4. What can wait? — Some problems solve themselves. Some threats never materialize. Defer what you can.


By Phase


See Also