Mid Game

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:

Do not explore when:

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:

Expand when:

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:

  1. More planets → more ore extraction
  2. More ore → refine immediately → more Alpha Matter
  3. More Alpha Matter → more energy (Reactors, or generators if you’re confident)
  4. More energy → more structs (extractors, defenses, specialized buildings)
  5. 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:

Form a guild when:

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:

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:

You are not dominant yet. You are positioned. Late game decides the rest.


See Also