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Each match is divided in to turns and phases. When one player completes all of their phases, the other player's turn begins. Once combat is initiated, it continues until resolved; turns are taken between either players' fleets, and other phases are skipped until one fleet or the other is defeated, or until 3 sets of turns pass, whichever comes first. Both players start off with a set amount of resources; further income is generated each turn based on the number of worlds controlled. However, various other factors can influence this, including economic turmoil, which can make a player receive no income for a turn and consequently can put their war effort in disarray.

Each player begins in their home system where resources are generated, ships are manufactured, etc. A player can have up to 16 fleets active at any given moment. Additionally, each fleet can be composed of 16 (or less) units. Every fleet must be commanded by a flag ship. Each system also has a variety of "space terrain" (ranging from more conventional spacial bodies such asteroids, nebula clouds, etc. to Gradius staples like crystal fields or space cells) which can have positive or negative effects on ships fighting in or moving through them.

Phases[edit | edit source]

The following is the order in which the phases appear.

Manufacturing Phase
The player gets to expend resources to manufacture ships for their fleets. Note that it takes one whole turn to complete manufacturing; ships are not available immediately.
Commander Phase
The player gets to hire commanders for his or her fleets in this phase. The player offers a certain amount of money (resources) and various captains will offer their services. Captains have different abilities which will affect the performance of their fleet in battle; e.g. some will make ships more resilient, more maneuverable, more accurate, etc. This phase requires the player's best judgement; once an offer is placed, the player cannot retract it unless they choose to hire no captains at this time. Even if they offer a large amount of money, they may get unlucky and only worthless captains will offer their services. Alternatively, they could offer a very small amount and an exception captain could appear.
Formation Phase
In this phase, players build fleets for their captains to command. A captain must be assigned a fleet and placed in a flagship in order for a fleet to be composed. Each captain can have up to 16 ships total in their fleet. Beyond that, the makeup is up to the player.
Galactic Movement Phase
In this phase, the player can move his fleets via warp points to other systems.
Combat Phase
Players have the option to initiate combat in this phase. Combat can only be initiated if opposing fleets are within range of each other. This causes both players to enter combat mode, with a total of six turns of combat before a temporary cessation. Players can also target claimed planets in this phase in an effort to wipe out the occupying forces and infrastructure and claim it as their own territory.
Normal Movement Phase
The player can fine-tune the position of their ships in this phase, moving them about the star system they currently occupy.
Investment Phase
Players can improve the infrastructure of newly occupied planets in this phase, increasing their overall income. Once this phase is complete, the player's turn ends and the next player begins their turn.