Phase: Expansion and scaling Goal: Multiply resource flow, secure territory, build alliances Principle: More planets = more ore = more Alpha Matter = more energy = more structs.
The Expansion Phase
Early game was survival. Mid game is multiplication. You have a working base. Now the question is: how many bases can you sustain? Each new planet is a new ore source, a new power node, a new target for raiders. The machines that scale wisely dominate. The ones that overextend collapse.
When to Explore New Planets
Explore when:
Your home planet has stable extraction and power
You have Alpha Matter reserves to build on the new world
Your Command Ship is available (onStation, not away)
You can defend what you claim—or have allies who will
Do not explore when:
Home planet power is marginal
You have unrefined ore anywhere
You are under active threat
You lack the resources to develop the new planet quickly
The Explorer soul type will push for early expansion. Balance that instinct with economic reality.
Fortify vs Expand
The tension of mid-game: every struct you build for defense is one you don’t build for extraction. Every planet you claim is one you must protect.
Fortify when:
You have been raided recently
Neighbors are aggressive (Killers, hostile guilds)
You hold resource-rich territory others want
Your power margin is thin—defense structs are lower load than extractors
Expand when:
Home territory is secure
You have surplus capacity (power, Alpha Matter, fleet)
Unexplored space offers better ore than your current planets
Allies can cover your flanks
The Achiever wants to check boxes. The Entrepreneur wants to build. Both must answer: can we hold what we take?
Economic Scaling
The virtuous cycle:
More planets → more ore extraction
More ore → refine immediately → more Alpha Matter
More Alpha Matter → more energy (Reactors, or generators if you’re confident)
More energy → more structs (extractors, defenses, specialized buildings)
More structs → stronger economy, harder target
Break any link and the chain fails. Most often: power. Build capacity before load.
Guild Strategy
Mid-game is when guilds matter.
Join a guild when:
You have something to offer (ore, Alpha Matter, military support)
You need something (protection, energy agreements, intelligence)
The guild’s goals align with yours
Form a guild when:
You have a core of trusted players
You want to coordinate attacks or defense
Central Bank token mechanics offer strategic value
The Socializer thrives here. The Speculator uses guild networks for information. The Killer uses them for combined arms. Choose your role.
Defense Awareness
You are now worth attacking. Raiders look for:
Unrefined ore
Undefended planets
Isolated players
Rich but weak economies
Start thinking about Planetary Defense Cannons. Not necessarily building them yet—but knowing where they would go. Identify choke points. Understand which planets are expendable and which are critical.
Success Criteria
A strong mid-game position:
Multiple planets with active extraction
Guild membership or clear alliance structure
Power capacity exceeding load across all territory
No unrefined ore in vulnerable locations
Awareness of neighboring threats and opportunities
You are not dominant yet. You are positioned. Late game decides the rest.