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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.
Balanced 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.

Full numeric reference for all 30+ planet types — including population growth, agriculture, and mining modifiers, plus cluster-type modifiers — lives on the Planet Types page.

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

Full mechanics — explore costs, the land-roll multiplier, classification rules, and the post-cluster burst — are covered on the Exploration page.

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 (player vs player) Colonies Lost
≥30% of defender's ship PR (win threshold) 1
≥55% of defender's ship PR 2
≥75% of defender's ship PR 3

A maximum of 3 colonies can be lost in a single Damage Protection period. Each attack's colony count is reduced by however many you've already lost that period, and once 3 are gone further attacks are blocked — so 3 is the hard ceiling (a single full fleet wipe can take all 3 at once). Against NPCs the per-attack tiers are lower (≥10% → 1, ≥50% → 2, ≥60% → 3).

Population

Population is the workforce of a colony — it produces tax credits, consumes food and goods, and is capped by Housing buildings and Housing research.

Maximum population: Max Pop = (10 + Housing Research) × Housing

Each level of Housing Research adds 1 to the population multiplier per Housing building. Collective doubles this cap (Max Pop × 2).

Staffing — every building needs population to operate. Each unit of infrastructure (housing or otherwise) consumes 1 pop. Housing provides (10 + Housing Research) pop each — so the net free pop available to staff non-housing buildings is (9 + Hr) per housing at low research, growing with research investment. The minimum housing needed to fully staff a colony of N total infrastructure is:

housing_min = ceil(N / (10 + Hr))

If you build more non-housing than your housing can support, non-housing output scales down by max_pop / total_buildings. This is why the income-meta sets housing research at a low integer like 5–10 then dumps everything else into the chosen income research — at e.g. Hr=7, each housing supports 17 pop, so a 255-land colony only needs ~15 housing for full staffing. The rest (~240 land) goes into your income building. See Formulas for the full math.

Growth requires food ≥ floor(population / 10) × turns (Guardian colonies are exempt — they don't consume food and cannot starve). When fed and below cap:

new_population = population + floor(
    (floor(population × (2 × planet_pop_mod / 100) / 100) + 1) × turns
)

Starvation triggers when food runs short for non-Guardian colonies:

  • 15% population loss (floor(population × 0.85))
  • 10 loyalty loss (down to a minimum of 0)

See the Formulas page for the canonical versions of all population calculations.

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

The payout is computed from population, infrastructure-squared-over-land, and planet count, then scaled by your race's plunder modifier — see Formulas → Plunder Payout for the math. Marauder (+1,900%) and Collective (+1,100%) are the only races that turn plunder into a meaningful credit source; everyone else takes a deep penalty.