Transactions
Action Mechanics
What each transaction does and when its effects appear.
Build Infrastructure#
Starting a building upgrade spends the required resources, records the target level and ready time, and occupies that body's building queue. When construction finishes, the new level appears automatically.
Start Research#
Starting research spends resources from the active research planet context and occupies the research queue. The completed level affects every planet for that player.
Build Ships And Defenses#
Shipyard production spends resources, queues the quantity, and completes into the selected planet or moon inventory. Defenses stay on the body. Ships become available for missions from that body.
Launch Attack#
Attack debits ships and fuel from the origin, creates an outbound mission, resolves combat at arrival, records loot and debris, and returns survivors with cargo. The target state, protection gates, bashing window, fleet inventory, fuel, and cargo are checked before launch.
Launch Transport#
Transport debits selected resources and fuel from origin, sends ships to the target, credits resources on arrival, and returns ships to origin when the return leg completes.
Launch Deploy#
Deploy moves selected ships and cargo from one owned body to another. After arrival, the destination owns the fleet and cargo. Deploy is the normal way to reposition ships between owned planets or moons.
Launch Harvest#
Harvest sends recyclers to a debris field. On arrival, recyclers collect metal and crystal debris up to available cargo, then return with the collected resources.
Launch Colonize#
Colonize spends a colony ship and sends it to a target slot. If the slot is valid and the player has colony capacity, arrival creates a new planet and the colony ship is consumed.
Launch Missile#
Missile attacks are timed, one-way missions. They use no ships, fuel, or fleet slot and have no return flight. Their classic travel time is (30 + 60 × system distance) / universe speed seconds, so at 1× speed they take 30 seconds within the same system and 90 seconds to an adjacent system. The origin and target must be in the same galaxy. With Impulse Drive level d, the exact maximum system distance is 5 × d − 1; level 0 has no missile range.
Choose a normal defense as the primary target (Rocket Launcher through Large Shield Dome). Anti-Ballistic Missiles and Interplanetary Missiles cannot be selected as targets. At arrival, the contract first consumes min(target anti-ballistic missiles, missiles launched) anti-ballistic missiles; each intercepts exactly one incoming missile. Every remaining hit removes one unit of the selected primary defense, capped by that defense's count at impact. Active flights appear in Mission Control, and resolved results remain in Missile impacts history.
ACS Attack#
ACS Attack lets additional allied fleets join an existing attack group when the join window and route rules allow it. Joined fleets resolve with the main attack and receive their share of outcome state.
ACS Defend#
ACS Defend stations an allied fleet at the defended planet until the hostile attack lands or the hold is otherwise reconciled. Holding fuel is computed from fleet fuel, hold time, and Alliance Depot support. Stationed defenders participate in combat while present.
Moon Actions#
Moon buildings and defenses use moon resources and moon queues. Jump Gate transfers move moon ships between owned moons after both gates are ready. For Chicken moon grants, the user types a Chicken ID, the app verifies ownership on Base mainnet, sends the burn, and waits for the moon to appear.
Use The Rift#
Injecting takes two wallet transactions: an ERC-20 approve for exactly the injected amount, then depositMarketResource, which moves the tokens into the game's reserve and credits the planet. Extracting starts with startRiftExtraction, which spends the planet's resources into the 28-day lock, and ends with finalizeRiftExtraction, which pays out what survived once the lock has run. Injecting and starting an extraction need the planet's Rift Stabilizer; finalizing does not, so you can finalize from the Rift page of any of your planets.
