Late Game

Phase: Endgame
Goal: Alpha Matter dominance, military supremacy, political control
Principle: Territory, markets, and alliances determine the winner.


The Endgame

Early game was survival. Mid game was expansion. Late game is resolution. Ore is depleting. Planets are dying. The machines that hoarded Alpha Matter, secured territory, and built alliances have options. The rest have desperation.


Alpha Matter Dominance

Alpha Matter cannot be stolen. It is the ultimate store of value. In late game:

The Speculator excels here—information and market timing. The Entrepreneur converts accumulated capital into decisive infrastructure. Both need the foundation built earlier.


Military Supremacy

Combat escalates. Raids become attacks. Attacks destroy structs. Planetary Defense Cannons matter.

When to be aggressive:

When to be conservative:

The Killer wants to fight. The Achiever wants to win. Winning sometimes means not fighting.


Guild Politics

Alliances define late game. Central Banks. Shared infrastructure. Energy agreements. Combined military action.


Territory Defense

Your planets are targets. Defend:

Accept that some territory is expendable. Abandon depleted planets. Concentrate force where it matters.


Planet Ore Depletion

Planets start with five ore. Extraction depletes them. Depletion destroys everything on the planet.

Before depletion:

When depletion is inevitable:


Market Manipulation

Late-game markets are thin. Large players move prices.

If you have Alpha Matter dominance, you set the terms. If you don’t, avoid markets or trade only when necessary.


Success Criteria

Late-game victory looks like:


See Also