X-WarsResurrection
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Reference

Game docs

Research, constructions, components, balancing numbers, and planet tiers pulled straight from the live rules - no hand-waving.

Early alpha

More landing shortly

Some of this you can play today; some arrives in round two. I will tell you honestly what is live right now and what is still on the way.

These pages mirror the formulas that drive procedural worlds, industry, and fleet logistics in the current alpha. When balancing changes, the tables and chips update with the code.

Start with the research, constructions, and components codexes for the full tech tree - each entry lists requirements, resource costs, and what it unlocks, with cross-links for scouting and SEO.

Planet density tiers help when you are scouting colonies. Raw mining explains how extractor levels raise production. Universe allocation shows why rare worlds and wide colonization matter.

The colonization path guide shows the ladder to your first extra colony. Fleet fuel and hull decay docs explain how ships burn frurozin and how long parked fleets survive. Space occupation covers beacon disks and claimed tiles.

Research codex

Every research line in X-Wars: what it unlocks, what it costs at level 1, and where it sits in the tech chain.

Open reference

Construction codex

Every building you can raise on a planet surface: extractors, depots, power plants, refineries, phase converters, and orbital industry.

Open reference

Component codex

Hulls, engines, energy cells, cargo modules, intel gear, beacons, and special modules - the parts every ship is assembled from.

Open reference

Planet density tiers

Twenty procedural density steps from void to pinnacle - plus homeworld. Temperature, mass, spawn share, and extraction ceilings.

Open reference

Raw mining and extractor levels

How mine levels raise raw production, what each upgrade is worth, and which factors (energy, density, research, geology) multiply the result.

Open reference

Universe and planet allocation

Why a handful of colonies will not win the map - rare gold worlds, legendary veins, and the roles every empire needs.

Open reference

Commander races

Terrans, Xianer, Noberianer, and Bugserianer - lore, intended strengths, and honest alpha status for mechanical bonuses.

Open reference

Colonization path

Step-by-step ladder from starter colony to first extra world - research, buildings, scout ops, colonizer ship, and map gates.

Open reference

Refinement and phase transfer

How tiers and matter states work: refineries keep phase stable; converters change phase; explicit recipes combine materials without hidden phase jumps.

Open reference

Fleet fuel consumption

How fleets burn frurozin on the map today - ignition, cruise, and brake - plus scout discounts, gravity, and where fuel is headed next.

Open reference

Fleet hull decay

How orbiting fleets lose ships when idle: 24-hour grace, mass and material tier scaling, maintenance factory pause, and what resets the clock.

Open reference

Space occupation

Beacon coverage disks, frurozin fuel upkeep, soft contest via fuel theft, and how occupation gates colonisation.

Open reference

Scouting the map?

Density tier is only one layer - orbit, archetype, and recon still shape what you actually mine.

Map and discovery guide

← X-Wars · Research codex · Construction codex · Component codex · Planet density tiers · Raw mining and extractor levels · Universe and planet allocation · Commander races · Colonization path · Refinement and phase transfer · Fleet fuel consumption · Fleet hull decay · Space occupation