Reference
Game docs
Research, constructions, components, balancing numbers, and planet tiers pulled straight from the live rules - no hand-waving.
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.
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Construction codex
Every building you can raise on a planet surface: extractors, depots, power plants, refineries, phase converters, and orbital industry.
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Component codex
Hulls, engines, energy cells, cargo modules, intel gear, beacons, and special modules - the parts every ship is assembled from.
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Planet density tiers
Twenty procedural density steps from void to pinnacle - plus homeworld. Temperature, mass, spawn share, and extraction ceilings.
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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.
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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.
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Commander races
Terrans, Xianer, Noberianer, and Bugserianer - lore, intended strengths, and honest alpha status for mechanical bonuses.
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Colonization path
Step-by-step ladder from starter colony to first extra world - research, buildings, scout ops, colonizer ship, and map gates.
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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.
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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.
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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.
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Space occupation
Beacon coverage disks, frurozin fuel upkeep, soft contest via fuel theft, and how occupation gates colonisation.
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Scouting the map?
Density tier is only one layer - orbit, archetype, and recon still shape what you actually mine.
Map and discovery guide →