FLIGHT
Tap once to send the mothership. Dragging and two-finger gestures only inspect the map; they never steer the hull.

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Tap once to send the mothership. Dragging and two-finger gestures only inspect the map; they never steer the hull.
Planets have 100 HP and can be captured by a mothership's physical docking law. If incoming damage removes all 100 HP, ownership is lost and the planet becomes neutral. Living owned planets and Fleet ships produce fighters; the mothership never creates them. Dock inside an uncaptured planet and hold position for six seconds to claim it.
Fighters leave owned planets for the mothership in groups of three or more. They must physically fly across space before joining the escort wing; the Tier 8 Command Fighter Ship leads its wing in Hail Mary, Barrier, or Random Orbit formation and prints escort fighters. Planetary ships orbit the player like moons and print one-health Tiny Fighter Ships. Carrier ships print one normal fighter every two seconds; those fighters can be upgraded or combined. Combined fighters move, escort, attack, and defend.
Lasers, missiles, beams, plasma, and zap shots can damage ships and worlds. Traveling solar flares ignore rogue ships by locked law, destroy asteroids and moons on contact, and collapse a planet after ten strikes. Moons cannot repel projectiles; impacts damage them and push them outward from their planet.
Every asteroid is treated as moon material. Moons have equal permanent health, never regenerate, do not damage ships on contact, and take damage from projectiles that push them away from their planet. They orbit in different directions and sizes.
Every ship has health. Fighters attack enemy or neutral worlds before capture. Rogue ships follow the same assault rules and can colonize asteroids into outposts.
Rogue ships choose standing orders when they are not fighting: defend the colony they are on, travel back and forth between active rogue planets, moon outposts, and asteroid outposts, or orbit a nearby planet inside a strict local leash. Routes reverse at the end, and orbiting ships never wander too far away.
The fighter menu has twelve tier pages. Tier 1 is available immediately from the live starting fighters. Higher fighter pages unlock permanently when the live owned-fighter count reaches 20, 30, through 100; Tier 11 unlocks at 1,000. Tier 12 unlocks permanently when Tier 2 is reached. It has no ship population restriction, contains no fighter or Warp Ship recipe, and offers mass conversion, one-time 10-moon orbital planet conversion after sun ignition, and 10,000-health sun ignition. Tier 1 is unlimited; Tier 2 is capped at 60 ships, Tier 3 at 50, Tier 4 at 50, Tier 5 at 40, Tier 6 at 35, Tier 7 at 35, and Tier 8 at 20 ordinary forms. Tier 8 also contains the Command Fighter Ship, which costs 80 fighters and has a permanent population of five command hulls. Tier 9 is capped at 10 and Tier 10 at 5. Tier 11 allows only one one-HP Time Warp ship with a 100-point shield.
Gameplay Amendments — LAW 01: moons take projectile damage and are pushed outward from their planet; planetary ships can still block projectiles and never harm a ship on contact. LAW 02: living owned planets and Fleet ships produce fighters; motherships never create new fighters. LAW 03: moons have 100 permanent HP, never regenerate, and moons never auto-convert. Tier 12 unlocks permanently when Tier 2 is reached; it has no ship population restriction, no fighter or Warp Ship recipes, and offers one-moon mass conversion, one-time 10-moon orbital planet conversion after sun ignition, and 10,000-health sun ignition for an owned world. LAW 04: normal flight uses the selected FPS target, the default is 360 FPS, and the simulation speed is fixed at 1×. LAW 05: projectiles stay visible. LAW 06: the 20× large map and up-to-eight-pilot server law require multiplayer mode; the center black hole only activates there. LAW 07: the previous saved update can only be restored through the protected recovery reveal in Settings, then the recovery action; rollback changes saved profile state only and never edits permanent gameplay laws. LAW 08: POP must be recalculated from the current live ship roster on every update. It counts every living produced fighter ship owned by the current faction, never a stored production total, historical count, or permanent planet garrison. Special combination hulls and their consumed source formations are excluded from POP. Every current living uncombined fighter ship is one Forge point; classed and special combination hulls are excluded. The Forge Points counter reads that spendable fighter roster live on every update, so every available ship is immediately reflected in the Forge class and its tier buttons. Tier 1 is available immediately from the starting live fighters. Higher tier pages unlock permanently at 20 through 100 fighter ships, and Tier 11 unlocks at 1,000, and its Time Warp ship has 1 HP with a 100-point upgradeable shield. LAW 09: Tier 1 fighter population is unlimited; Tier 2 is capped at 60, Tier 3 at 50, Tier 4 at 50, Tier 5 at 40, Tier 6 at 35, Tier 7 at 35, Tier 8 at 20, Tier 9 at 10, and Tier 10 at 5. Tier 11 permits exactly one Time Warp ship, and its page remains locked until that ship is destroyed. These laws are permanent and only the game owner can amend them through an explicit owner change.
Two asteroids colliding inside a planetary belt immediately form one moon. Moons permanently orbit their owning planet until destroyed. Tier 12 unlocks permanently when Tier 2 is reached. Tier 12 offers five planet-only paths: convert one living moon into mass for doubled world production and scale, ignite one owned planet with 10 living moons into a one-time 10,000-health sun with an asteroid belt, then convert 10 living moons around that sun into normal-health planets spread around its local orbit, convert loose asteroids into moons one at a time, and attract 100 asteroids from outside the map with unlimited use. Each new planet can hold its own moons. Flare-captured moons can also spew targeted fire at enemies. These conversions never change or upgrade a planetary ship.
Normal play uses fixed simulation steps at the selected FPS target and defaults to 360 FPS. The clock stays at 1× with no fast-forward mode or pixel-based speed changes. The quick command menu opens this Rules book.
Pilots are ranked by ships destroyed. Your current run updates as you play.
Population Owned is the live count of every produced fighter ship owned by the current player. Combination ships, destroyed ships, and removed ships never count.