
05
Combat & security
All combat is server-authoritative — the client never decides winners, loot, or ownership. The battle simulator uses the same formula as the server for forecasts, without hidden RNG.
War is layered: raids steal cargo-limited loot from exposed stockpiles early; conquest requires orbital combat, siege, ground invasion, and loyalty management. New commanders receive 48 hours of beginner protection empire-wide.
Any planet can enter stealth mode for local invulnerability — blocking all attacks on that world and offensive missions from it — at the cost of a production penalty and a 5-hour cooldown after deactivation.

Raid vs conquest
Raids steal unprotected resources up to cargo capacity — vault and bunker stock survives. Conquest phases: intel → orbital combat → defense suppression → siege → invasion → occupation → stabilization.

Orbital blockade
Stop official trade and transports without landing troops. Civilian supply drops; fuel reserves count down on import-dependent worlds. Counter with smuggling, escorts, or breaking the blockade militarily.

Defense layers
Defense centers, planetary shields, radiation shielding, early warning radar, underground bunkers, evacuation systems, and protected vaults. Stealthed worlds cannot be attacked but cannot launch offenses either.

Bombardment & siege
Bombardment causes 5–15% population casualties (bunkers reduce). 24–48h evacuation window before ownership transfer. Attackers may offer 10% production tribute instead of full invasion after a successful siege.
Alliance depot raids
Requires intel level ≥2. Loot 15–25% of depot resources above protected vault. 4-hour cooldown between depot raids on the same target.
Ark recovery
Losing your last planet triggers Ark recovery — rebuild as a nomad fleet. Ark colonization succeeds at habitability ≥20 and consumes the Ark on success. Total defeat is not permanent account death.
Beginner protection
48 hours from account creation. Blocks attacks on protected players. NPC raids honor protection and scale to defender strength — no world hit twice within 12 hours.
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