Solar Systems & the Galaxy

One star map is one solar system. The galaxy is many such systems, linked by jump gates. You start in your system; other commanders start in theirs.
How a solar system is laid out
A sun sits in the centre. Locations sit in bands from the inside out:
- Hot worlds close to the sun
- Temperate orbits
- Asteroids
- Cold outer orbits
Moons stay with their parent planet, not in a belt of their own. Resource fields scatter between bodies. Jump gates sit toward the rim — they lead to other solar systems that share the same gate number.
You may leave your home system at any time. The two weeks of newcomer protection apply only there.
Use the maps panel in the main menu to switch between systems you have already entered.
Locations in a system
| Type | In short |
|---|---|
| Planet | Large world with a surface — the classic colony. |
| Moon | Smaller body at a planet — often a harsh outpost. |
| Space station | Artificial hub in space — logistics and specialist buildings. |
| Old ship | A drifting wreck — its own mood and build options. |
| Asteroid | A settleable rock in the asteroid band. |
Not every building is available on every location. Temperature and atmosphere also filter the build list — see Worlds & Environment and Building.
Freeports (market, bar, NPCs) sit on hub systems, not in your starting system. You reach them through gates once you discover those maps.
Click a location for details and actions. Your HQ is marked. Much of the map starts under fog of war until your fleets — or allies — uncover the sector.