Situation: Coordinated conflict between guilds Goal: Cripple enemy economy, protect allies, achieve strategic objectives Principle: Combined arms beat solo play. Target the weak link. Economic warfare wins wars.
Coordinated Conflict
Guild war is not a raid. It is sustained, multi-player, multi-planet conflict. Solo tactics fail. The guild that coordinates—target selection, timing, economic pressure—prevails. The one that fights as individuals loses.
Combined Arms Strategy
Coordinate across roles:
Scouts identify targets and report vulnerabilities
Raiders hit ore, disrupt extraction, steal before refinement
Attackers destroy structs, eliminate defenses, cripple production
Defenders hold critical planets, protect allies, create safe zones
Economists manage energy agreements, cut enemy supply, fund the war
Everyone has a role. The Killer wants to fight; channel that into the plan. The Socializer maintains cohesion. The Entrepreneur keeps production running. The Achiever tracks objectives.
Target Prioritization
Not all targets are equal.
Weakest link first:
The guild member with poorest defenses
The planet with unrefined ore
The player who is isolated or distracted
One collapse can cascade. Demoralization spreads. Cut the weakest node and the network frays.
Resource choke points:
Planets that feed multiple systems
Refineries, reactors—structural targets that hurt economy
Energy agreement hubs—cut supply, watch them go offline
Avoid:
Heavily fortified targets unless you have overwhelming force
Targets that cost more to take than they’re worth
Distractions that pull you from the main objective
Economic Warfare
Wars are won by economics as much as combat.
Cut energy agreements—if they depend on you, sever the line
Raid supply lines—hit planets that feed their production
Destroy reactors and refineries—structural damage compounds
Force them offline—no power means no response
The Entrepreneur understands this instinctively. Starve the enemy. Make every struct they build cost more than it returns.