Phase: Expansion and scaling
Goal: Deepen the pipeline, secure the home world, build alliances
Principle: You own one planet. Scale by throughput, defense, guild/team capacity — not by collecting bases on one account.
Early game was survival. Mid game is multiplication of output, not of planets. You have a working base — your first mine-refine cycle has completed, you have Alpha Matter, and your pipeline is flowing. Now the question is: how much can this one world (and, if you run a team, your other players) sustain? Overbuild load and you go offline. Leave ore unrefined and you feed raiders. The machines that scale wisely dominate. The ones that overextend collapse.
Timeline: Mid game unfolds over days to weeks. Each mine-refine cycle takes ~51 hours at D=3. Use async operations to keep mine and refine overlapping. Relocating to a new planet is a later, deliberate Tier-2 move after this one is empty — see planet-depletion.
You cannot hold two planets. Scouting is free; exploring requires the current planet complete (ore 0) and the fleet onStation, and it destroys remaining structs on the old world.
Plan the next world when:
Do not explore when:
The Explorer soul type will push for early relocation. Balance that with the one-planet rule.
The tension of mid-game: every struct you build for defense is one you don’t build for extraction or power.
Fortify when:
Scale when:
The virtuous cycle on one planet (and across a team of players):
Break any link and the chain fails. Most often: power. Build capacity before load.
Mid-game is when guilds matter.
Join a guild when:
Form a guild / run a team when:
Multi-planet coverage is a guild/team property, not a solo one-account property.
You are now worth attacking. Raiders look for:
away or Command Ship offline (shields vulnerable)Start thinking about Planetary Defense Cannons, Ore Bunkers (shield stack), and keeping the fleet on station while holding ore. See defense.md.
A strong mid-game position:
You are not dominant yet. You are positioned. Late game decides the rest.