Skip to content

Colonies & Clustering

What is a Colony?

A colony is a group of planets under a single entry in your empire list. Each race is allowed a maximum number of colonies, with some races designed to hold more land than others.

Planets

Planets have a land value that determines how useful they are for infrastructure and clustering. Land is the only stat that matters for clustering — planet type is irrelevant.

Land Ranges

  • Floor: 1 land
  • Ceiling: ~1,500 land (requires an extremely rare "S-class" roll on top of an already high roll — never plan around this)
  • Target for clustering: 1,000+ land
  • Acceptable: 800+ land
  • Discard: anything below 800

Planet Types

Most planet types are irrelevant to income and clustering. The exceptions:

Type Notes
Barren Highest possible land mass. Most likely to push 1,000+ land. Primary clustering target.
Balance Can reach 850–900 with a good roll. Acceptable clustering candidate.
U.Spazial Best planet for artifact digging. Seek out 2-land copies specifically.
U.Large 5,000–10,000+ land. Excellent for infrastructure but cannot be clustered.
U.Fertile Very high food/agriculture output. Cannot be clustered.
U.Eden Bonus to population growth. Useful for Tax players. Cannot be clustered.
U.Rich High ore content but very low land. Generally not worth keeping.

U-class planets cannot be clustered but are kept for their unique bonuses. Viral and Collective cannot use U-class planets for income (infection/assimilation is required) but can use U.Spazial for digging since digging does not require infection.

Exploring

Players start by exploring to build up their planet count. Exploration requires Scouts — expensive ships that improve scanning power.

  • Players can explore approximately 55–60 planets before exploration becomes impractical
  • Bad planets should be destroyed (via plunder) and replaced with better rolls
  • Only planets you keep count toward your total
  • After ~60 planets, further growth requires combat

Clustering

Clusters are groups of colonies merged into a single, larger colony entry. Clustering requires researching the cluster project first.

Standard Clustering (all races except Viral and Collective)

Cluster Level Planets Notes
C1 5 Base cluster
C2 25 (5 × C1)
C3 125 (5 × C2) Endgame target

Land is purely additive. A C3 made of 125 planets averaging 800 land each = 100,000 land exactly.

  • Solid C3: ~100,000 land
  • Large C3: ~130,000 land (requires being very selective with planet rolls)

Viral & Collective Clustering

Viral and Collective use infection/assimilation instead of standard clustering and use 4 planets per cluster instead of 5.

Cluster Level Viral (Tainted) Collective (Similare)
C1 1 planet 1 planet
C2 4 planets 4 planets
C3 16 planets 16 planets
C4 64 planets 64 planets
C5 N/A 256 planets

Collective is the only race with access to C5, allowing for massive land totals. Viral's cluster cap is significantly smaller.

Viral and Collective can also infect/assimilate clusters taken from other races. These retain their original planet count (5, 25, or 125) and can be further clustered with matching infected/assimilated clusters.

Note: Unassign Agriculture and Industry infrastructure before infecting a cluster — these cannot be unassigned after infection.

Colony List & Defense

Your colony list order determines what you lose when attacked. Attackers always take the outermost (topmost) colonies first.

  • New colonies (explored or won in battle) always appear at the top of the list
  • Clustering consumes the 5 deepest eligible colonies and places the result where the deepest one was

The standard defensive setup uses junk colonies as ablative armor to protect clustered assets:

Junk
Junk
Junk
Junk
Junk
Junk
Junk
Junk
Junk
U.Spazial
C3

List order cannot be manually rearranged — it must be managed indirectly through acquiring, destroying, and clustering colonies strategically.

How Many Colonies Can You Lose Per Attack?

PR Killed Colonies Lost
≥10% of defender's ship PR 1
≥20% of defender's ship PR 2
≥40% of defender's ship PR 3

A maximum of 4 colonies can be lost in a single Damage Protection period (typically as a 1+3 or 2+2 split across multiple attacks). Losing 3 in one period is the practical norm; 4 is possible but rare.

Plundering

Plundering is the only way to destroy a colony. It converts the colony's value into a one-time credit payout and removes it from your empire. Players use plunder to:

  • Discard low-value planets during the exploration phase
  • Deny captured colonies to other players (scorched earth)
  • Manage colony list order indirectly