Territory Manual

Planets And Combat

Planets are long-term production, treasury, recovery, and conquest assets. The Planet Operations console organizes colony production, defenses, vaults, systems, citadel berths, invasions, and recovery.

Colonies

Planet Loop

Claim

Claim planets outside protected space, then use the planet modal for colony and production commands.

Populate

Earth is a protected finite colonist source. Colonists travel as cargo and become population on delivery.

Produce

Standard planets produce Alloy Ore, BioMatter, Fabricator Parts, and Fuel Cells. Workers must be assigned to resource lines.

Build

An online citadel unlocks standard and unique add-ons, Planet Bank / Vault capacity, defenses, and five safe-harbor berths.

Specialize

Unique class add-ons boost the primary resource by 10% per level. Favored build paths receive a 15% cost discount.

Transfer

Personally owned planets can be permanently transferred to a corporation. Current trusted members can manage corporation planets.

Command Surface

Planet Operations Console

Open a local planet from Sector Console or a manageable holding from Known Planets or Corporation Assets.

Overview

Review class, ownership, population, storage, citadel status, combined readiness, and the planet's strategic identity.

Production

Assign workers, inspect per-resource rates and stores, collect output, and move commodities or colonists when authorized.

Defense

Inspect shields, drones, attack grid, citadel integrity, friendly defense mines, perimeter blockade mines, and Sensor Masking.

Treasury

Deposit or withdraw credits through Bank / Vault capacity. Planet credits earn no interest and are captured intact on conquest.

Systems

Build the citadel and improve Warehouse, Shield Generator, Drone Factory, Defense Grid, Bank / Vault, and the class-specific add-on.

Persistent Header

Identity, population, storage, citadel state, and readiness remain visible while you switch operational tabs.

Vault I10,000-credit capacity.
Vault II25,000-credit capacity.
Vault III50,000-credit capacity.
Vault IV100,000-credit capacity.
Vault V250,000-credit capacity.
Treasury risk: Planetary credits do not earn bank interest and the attacker captures the entire balance if the planet falls.

Classes

Planet Types

Mining World planet art

Mining World

Alloy Ore, fortification, Deep Veins, Fortification Path.

Bio Garden planet art

Bio Garden

BioMatter, population support, Habitable Biosphere, Colony Path.

Industrial Forge planet art

Industrial Forge

Fabricator Parts, drone and defense industry, Factory World, Military Industry Path.

Fuel Moon planet art

Fuel Moon

Fuel Cells, route staging, Volatile Reserves, Logistics Path.

Artifact World planet art

Artifact World

Research identity, equipment fallback, Relic Resonance, Research Path.

Barren Claim planet art

Barren Claim

Low-output foothold, Hardpoint, Stronghold Path, mine-capacity identity.

Fortification

Defense Readiness

BaselineEvery claimed planet has basic defenses, even without a built citadel.
Readiness StatsPlanet views show Shield Grid, Defense Drones, Attack Grid, Citadel Hull, and total Fortification.
Add-OnsShield Generator, Drone Factory, Defense Grid, citadels, and planet class modifiers improve readiness.
Shield RechargePlanet shields recover every 10 minutes. Shield Generator levels 0-5 restore 2%, 5%, 8%, 12%, 17%, or 23% of maximum shields per tick.
Sensor MaskingObscures an attacker's invasion estimate rather than reducing damage. Artifact Relic Labs improve this defensive uncertainty.
Friendly MinesPersonal or corporation defensive mines count toward invasion readiness; blockade mines remain separate perimeter protection.
Persistent DamageInvasion damage to shields, drones, and integrity persists after retreat.

Orbital Assault

Planet Invasions

Readiness Gate

An invasion requires an attack-rated ship carrying at least 10 drones. Protected Core Authority and Stardock sectors block invasions.

Briefing

Scanner-based briefings estimate readiness before you choose personal or corporation conquest.

Rounds

Each assault round costs one cycle and uses balanced, aggressive, or defensive stance controls.

Diplomacy

Same-corporation members, active NAP partners, and peace-cooldown partners cannot invade each other.

Defensive Mines

Defensive mines can fire when hostile invasion starts against their owner or corporation.

Conquest

Victory destroys the citadel and add-ons, captures all planet credits, and preserves 40-70% of colonists and each stored commodity.

Sector Defense

Minefields

Blockade MinesVisible route-control mines that can strike non-owner, non-friendly ships entering the sector.
Defense MinesTrigger on hostile ship attacks and planet invasions against the owner or corporation.
OwnershipMines can be personal or corporation property. Corporation mines do not strike members, NAP partners, or peace-cooldown partners.
RecoveryTrusted members can recover corporation mines after probation; probationary members can deploy but not recover them.

Skirmishes

Ship Combat

Tactical Briefing

NPC and PvP combat starts with estimated win chance, visible stats, expected losses, and scanner confidence.

Round Choices

Choose balanced, aggressive, or defensive stance and commit 25-100% of drones each round.

Live Conditions

Condition bars track your ship and target, committed-drone estimates preview the stance, and the newest combat round appears first.

Retreat

Retreat requires fuel and a valid exit. Failed escapes continue combat.

Resolved Outcome

Final reports show authoritative XP and progress toward the next alignment-appropriate title alongside the combat result.

Protected Space

Core Authority and Stardock sectors block combat and can trigger Federation intervention.

Aftermath

Safe Harbor And Wrecks

Stardock BerthSecure Berth at an eligible Stardock protects a docked active ship from PvP until movement or hostile action clears it.
Citadel BerthsAn intact citadel provides five berths. Personal planets serve their owner; corporation planets serve trusted members who completed probation.
Hostile LockoutActive combat and 15 minutes after hostile action block berthing.
Planet Still At RiskA berth protects the ship from PvP selection, not the host planet from invasion.
Conquest EjectionIf the citadel falls, docked ships are released into sector orbit rather than destroyed or looted directly.
WrecksShip losses in combat, minefields, and invasions can leave sector wrecks with 50% surviving assets.
SalvageVictors have 10 minutes of exclusive salvage. Remaining wrecks become public and decay after 24 hours.