Team Operations

Topic: Running multiple players (accounts) as one coordinated force Principle: Most per-player limits are not limits across players. Two accounts are not twice the work — they are twice the charge, twice the build slots, and a power-and-fire multiplier you cannot buy with a single account.


Why run more than one player

Many of the game’s hardest ceilings are per-player, and the chain rewards splitting work across accounts:

The cost is coordination and key hygiene. This playbook is how to get the multiplier without losing control (or your keys).


Setting up a team

Keys and accounts

Each player needs its own signing key. Derive them deterministically so you can recover the whole team from one seed:

Onboarding the team (proxy signup)

Bring each account onto the chain via the guild proxy flow (MsgGuildMembershipJoinProxy): sign GUILD{id}ADDRESS{addr}NONCE0, POST to the guild, poll /structs/address/{addr} for the player id. The flow is idempotent — re-running for an address that already joined returns resource_already_exists, which you treat as success (adopt the existing player), not a failure. So a team-onboarding loop can be safely retried. See structs-onboarding and integration-notes — Proxy signup.

Permissions and delegation

You do not need to expose every key’s full authority to coordinate them. Grant a low-trust worker key only the bits it needs:

This lets one orchestrator drive many players while keeping each grant minimal. See structs-permissions for the full delegation recipes.


Power sharing: substation-fed players

A team does not need every account to generate its own power. Concentrate generation and distribute capacity:

Watch the shared dependency: if the power player goes offline (load > capacity), every fed player can drop with it. Budget headroom and monitor the generator account first. See structs-energy for substations, allocations, and capacity budgeting.


Coordinated combat

Focus fire (the charge multiplier)

The decisive team tactic: concentrate many accounts’ attacks on one target in the same window. Because each player has its own charge bar, N strikers land N attacks per cycle on a single struct — collapsing an enemy Command Ship or generator far faster than any solo account, which is rate-limited to one attack per charge cycle.

Defensive coverage

Spread defenders across accounts and ambits. Any built, online struct can defend a teammate’s struct if co-located; cross-ambit defenders still counter even when they can’t block. A team can blanket a key struct (a shared Command Ship, a refinery during its ore window) with counter coverage from every ambit at once. See combat.md — Assigning Defenders.

Raids as a team

When raiding, remember the raid is per-fleet and the attackerDefeated rule punishes a lost Command Ship while away. In a team raid, the striker fleets soften the defense and the raiding account completes the proof — but each raiding Command Ship must stay protected, or that fleet is defeated and sent home empty. Never send all Command Ships away at once: a fleet that leaves station strips its own planet’s shields until it returns.


Orchestration and safety


See Also