Welcome to Stellar Ascendancy
Stellar Ascendancy is a turn-based 4X strategy game about exploring a galaxy, building an interstellar economy, researching new technology, commanding fleets, and dealing with rival empires through diplomacy, espionage, or war.
You begin with a homeworld and a small starting force. Every turn, you decide how your empire should grow. When you end the turn, movement, production, research, diplomacy, automation, and AI activity are resolved before the next turn begins.
You do not need to learn every system at once. A good first game can be played by concentrating on four priorities:
- Explore nearby space.
- Colonize useful planets.
- Keep minerals, fuel, credits, and research flowing.
- Maintain enough military strength to discourage an attack.
1. Starting a Game
From the main menu, choose New Game and configure the galaxy.
Choose your race
Each race has its own economic, military, population, environmental, diplomatic, and special-trait advantages. Select a race that supports the way you want to play. The available empires include Humans, Robots, Insectoid, Aquatics, Stoneborn, Birds, Lizards, Scourge, Lepora, Canine, Grays, Warriors, and Felids.
The race-selection screen shows the current strengths and disadvantages of each race. Treat those values as authoritative because balance can change between releases.
Configure the galaxy
The new-game setup lets you choose options such as:
- Galaxy size and planet count
- Galaxy shape
- Rival empires
- Difficulty
- Opening peace duration
- Fog of war
For a first game, use a smaller or medium galaxy, keep the default peace period, and avoid filling every available opponent slot. This gives you room to learn without making turns unnecessarily long.
Your first-turn checklist
On the first turn:
- Inspect your homeworld and its production.
- Queue an economic improvement or ship that supports your immediate plan.
- Send a light ship to reveal nearby planets.
- Open Research and begin a useful project.
- Check your resource income and operating expenses.
- End the turn only after every fleet and planet has the orders you want.
2. The Main Screen and Turn Cycle
The strategic map is your primary command screen.
Top information bar
The top bar summarizes the condition of your empire, including:
- Current turn
- Minerals and rare metals
- Credits and operating expenses
- Planet and population totals
- Fleet-capacity categories
- Colony ships, transports, and star bases
- Peace-treaty status
- Multiplayer connection status when applicable
Hover over a value when you need a more detailed explanation.
Major empire screens
The game provides dedicated screens for major areas of command:
- Planets: colony development and construction
- Fleets: fleet composition, orders, fuel, and cargo
- Navy: individual ships and naval records
- Ship Designer: saved ship designs and component loadouts
- Research: technology projects and unlocks
- Government: automation, market, logistics, espionage, and diplomacy management
- Diplomacy: relations and agreements with known empires
- Battles: battle history and reports
- Leaders / War College: admirals, command development, and battle analysis
- Empire: economy, score, capacity, and victory progress
- Stargates: construction and management of the stargate network
- Settings: display, audio, save/load, and other game options
Ending a turn
Select End Turn after issuing your orders. During turn resolution, fleets move, encounters occur, resources are produced, construction advances, research progresses, diplomatic effects are applied, and automated systems act.
Read warnings before forcing a turn to end. They may indicate idle production, fleets without useful orders, resource problems, or another condition worth correcting.
Autopilot
The Auto control can let the game continue resolving turns automatically. Use it only after confirming that your automation settings and current orders match your intentions. Disable it whenever you want to resume direct control.
3. Galaxy Map, Exploration, and Fog of War
Moving around the map
Select planets and fleets directly on the strategic map. Use the map controls to zoom and pan. Selection panels provide actions appropriate to the selected object.
Exploring
Unexplored space may hide planets, resources, fleets, or rival territory. Send fast, affordable ships outward in several directions rather than concentrating every scout in one place.
Plan exploration routes around fuel. A fleet that travels beyond safe refueling range can lose time diverting toward fuel or become operationally stranded.
Fog of war and sensors
Fog of war is selected independently for every new match. Off reveals the entire galaxy and all activity. Persistent hides unexplored space, but every explored area remains fully visible afterward. Standard hides unexplored space and requires current sensor coverage to reveal moving enemy fleets, installations, ownership changes, and other live activity; previously discovered planets remain as last-known intelligence.
Difficulty chooses the initial recommendation (Easy: Off, Normal: Persistent, Hard: Standard), but you may override it before launching the match.
Maintain scouts, frontier bases, or patrol fleets near important approaches. Information is often as valuable as firepower.
Zones of control
Military fleets can project influence around their position. Moving through another empire's controlled space may damage relations or trigger a confrontation. A zone of control is not necessarily an impassable wall, but crossing it should be a deliberate decision.
4. Planets and Colonization
Planets are the economic and territorial foundation of your empire.
Planet qualities
Each world has characteristics such as:
- Surface type
- Size
- Temperature
- Gravity
- Fuel richness
- Rare-metal yield
- Population capacity
- Building capacity
A planet that is excellent for one race may be only average for another. Check habitability and output before committing a colony ship.
Colonizing a planet
To establish a colony:
- Build a Colony Ship.
- Move it to an unowned planet.
- Select the colonization action when it becomes available.
- Confirm the new colony and begin developing it.
The Colony Ship is consumed when the colony is founded. Protect it during the journey.
Developing a colony
New colonies need time, population, minerals, and factory output before they become major contributors. Early priorities normally include:
- Enough mines to sustain construction
- Enough factories to complete builds at a useful pace
- Population growth
- A transport connection if the colony lacks local resources
- Defense if it lies near a rival
Avoid expanding faster than your economy and fleet can support. A large number of weak, isolated colonies can become a liability.
Planet lists and empire-wide management
Use the Planets screen to compare colonies, identify stalled queues, and jump to worlds that need attention. The empire economy view can help distinguish productive core worlds from developing or resource-poor colonies.
5. Economy and Resources
Your empire depends on several connected resources.
Credits
Credits pay for construction, ships, leaders, infrastructure, diplomacy, market purchases, and recurring operating expenses. Watch both your balance and your per-turn trend. A large treasury can disappear quickly during rapid military expansion.
Minerals
Mines produce minerals used for construction. Minerals are stored locally on planets and may need to be moved to industrial worlds. A planet can have strong factory output and still fail to build if it lacks the required materials.
Rare metals
Rare metals are produced as a fixed share of geological output on suitable worlds. Advanced ships, star bases, or other high-value projects may require them. They can exist in planetary stockpiles or in your liquid empire pool, so check where the resource is located before assuming it is available for a build.
Fuel
Fleets consume fuel while moving. Planets and logistics infrastructure provide fuel, while Tankers can extend operational range and support fleets away from established bases.
Research points
Research points advance the active technology project. Research output grows through your economy, population, racial abilities, technologies, structures, and agreements.
Operating expenses and fleet capacity
Ships, bases, stargates, leaders, and other assets can create ongoing expenses. The top bar also separates naval capacity into light, medium, and heavy categories. Exceeding capacity can impose additional costs.
Before starting a large build program, confirm that you can afford both the construction and the long-term upkeep.
6. Mines, Factories, and Construction Queues
Mines
Mines increase the flow of geological resources. Mining improvements are most valuable on worlds with favorable output and become stronger with mining technology and empire-wide bonuses.
Factories
Factories generate industrial output that advances construction. A planet with too few factories may take many turns to complete even an affordable item.
Construction queues
Each planet can queue buildings, ships, star bases, and eligible ship designs. Items complete in order as the planet applies production and resources.
When a queue appears stalled, check:
- Local mineral availability
- Credit and rare-metal requirements
- Required research
- Ship-capacity restrictions
- Prerequisite structures or unlocks
- Whether the planet has enough factory output
Balance mines and factories according to a planet's role. Mining worlds can supply materials; industrial worlds can convert those materials into ships and infrastructure.
7. Empire Structures
Research can unlock powerful empire structures. These are major projects that usually provide broad strategic bonuses rather than functioning like ordinary mines or factories.
Current structure functions include:
- Revenue Service: unlocks detailed empire financial analysis
- War Academy: improves the starting experience of newly built ships
- Spy Academy: enables espionage operations and agents
- Research Institute: improves empire-wide research production
- Orbital Shipyard: accelerates ship and star-base construction
- Planetary Shield Generator: reduces bombardment damage and improves planetary defense
- Fleet Logistics Center: improves fleet repair at friendly planets
- Deep Core Mine: improves empire-wide mineral production
- Industrial Robotics Plant: improves empire-wide factory output
- Medical Center: improves population growth
- Military Command Center: improves planetary defense
- Terraforming Center: improves population and industrial performance
- Advanced Drydock: accelerates construction of heavy capital ships and star bases
When a structure becomes available, the game presents an explanation of its effect. Read the construction location and prerequisite information before committing resources.
8. Research and Technology
Open the Research screen to choose and queue technology projects.
Economic research
- Metals: increases mineral yield
- Factories: increases factory output
- Population Growth: increases population growth
Ship research
- Guns: improves weapon damage and unlocks advanced weapon families
- Shields: increases shield capacity
- Armor: improves armor protection
- Speed: improves fleet movement
- Range: improves weapon range
- Health: increases hull strength
Technologies have multiple levels. Higher levels cost more but can unlock advanced hulls, components, structures, and strategic options.
Choosing research
Use economic research when your empire needs stronger long-term output. Use military research when a threat is close or when you are preparing an offensive. Falling behind in either area for too long can be dangerous.
The Government screen can provide AI research management. If AI Research is enabled, review its priorities and confirm that the automation mode supports your overall strategy.
9. Ships, Naval Capacity, and Ship Design
Ship classes
The current fleet roster includes:
- Frigate: light and economical combat hull
- Destroyer: fast light warship and useful early explorer
- Light Cruiser: intermediate combat hull
- Cruiser: versatile medium warship
- Battleship: durable heavy combatant
- Dreadnaught: the largest heavy warship
- Transport: carries minerals and rare metals
- Tanker: carries and delivers fleet fuel
- Colony Ship: establishes new colonies
- Troop Ship: carries ground forces for planetary invasion
Different hulls require different research levels and consume different capacity categories. Build a navy that you can fuel, repair, and pay for.
Navy screen
Use the Navy screen to inspect individual ships, experience, damage, assignments, and service records. Mothball or scrap ships when keeping them active no longer makes strategic or financial sense.
Ship Designer
The Ship Designer lets you create and save custom templates using unlocked components.
To use a custom design:
- Open the Ship Designer from the naval interface.
- Choose a hull and compatible components.
- Review the design's weapons, defenses, cost, and limitations.
- Save the template.
- Select that template when adding a ship to an eligible construction queue.
Specialized designs are useful, but avoid creating a ship that is too expensive to replace or that lacks the range needed for its intended role.
10. Fleets, Movement, Fuel, Repair, and Cargo
Ships operate on the strategic map as fleets.
Creating and organizing fleets
Use the fleet controls to combine compatible ships, split a force, transfer ships, or review the fleet roster. Mixed fleets can cover weaknesses, but the fleet's practical movement and supply needs depend on its composition.
Issuing movement orders
- Select a fleet.
- Choose the movement action.
- Select a valid destination.
- Review the route and fuel situation.
- End the turn to begin or continue movement.
Movement can take several turns. A fleet may stop, divert, or encounter an enemy before reaching the destination.
Fuel and Tankers
Fleets draw on their available fuel while moving. Refuel at friendly supply points or use Tankers for long-range operations. A Tanker is a dedicated fuel-support ship; an ordinary cargo Transport should not be treated as a substitute.
Repair
Damaged ships recover more effectively at friendly planets and with appropriate infrastructure. Rotate damaged fleets away from the front rather than risking experienced ships unnecessarily.
Cargo
Transports move minerals and rare metals between planets. Use fleet cargo controls to load at a source world and unload at the destination. Confirm that a usable Transport is present before assigning a cargo operation.
11. Logistics Command Center
The Logistics Command Center provides an empire-wide view of resource and fuel movement.
Player Control
Under Player Control, you assign and manage routes directly.
For a resource route:
- Choose a source planet with a surplus.
- Choose a destination that needs supplies.
- Assign an eligible cargo Transport.
- Select or confirm the resource route.
- Monitor the route for shortages, danger, or a missing carrier.
For a fuel route, assign an eligible Tanker and connect the appropriate fuel source and destination.
The interface warns you when no suitable carrier exists. Build or reposition the correct support ship rather than assigning a route that cannot operate.
AI Control
AI Control allows the logistics director to manage eligible transport activity. This can reduce late-game micromanagement, but you should still monitor isolated colonies, front-line fuel demand, and threatened routes.
12. Star Bases and Stargates
Star Bases
Star Bases provide strong static military power, sensor coverage, supply support, and strategic control. They are expensive and limited by empire size, so place them where they protect valuable worlds or important approaches.
Star Bases do not replace mobile fleets. An enemy can bypass a poorly placed base or attack elsewhere.
Stargates
Stargates create a strategic travel network after the required technology and conditions are met.
Use the Stargate Network screen to:
- Review existing gates
- Choose eligible construction locations
- Create or manage network connections
- Assess cost and upkeep
When placing a gate, select a valid highlighted deep-space location and protect the surrounding area. Stargates can dramatically improve reinforcement speed but add operating expenses and become valuable strategic targets.
13. Diplomacy
Diplomacy becomes available after contact with another empire.
Relations and stance
Relations change through agreements, trade, border violations, warfare, bombardment, conquest, and other actions. Do not rely only on the displayed stance; consider the rival's fleet strength, grudges, alliances, and current wars.
Diplomatic actions
Depending on the situation, you may be able to:
- Offer tribute
- Propose economic trade
- Propose research trade
- Cancel an agreement
- Propose peace
- Propose an alliance
- Declare war
- Demand surrender during war
Trade agreements can strengthen both relations and income. Alliances can create shared strategic obligations and may contribute to an allied victory.
Emergency Galactic Coalition
If one empire grows to control at least as many settled worlds as every other surviving empire combined, the Galactic Council may declare it a threat to galactic order. AI delegations vote immediately. An eligible player-controlled empire must choose Yes to join or No to remain independent.
Joining creates reciprocal alliances among coalition members, greatly improves mutual Trust and Respect, and locks the alliance for at least 200 turns. While the declared threat survives, coalition members cannot break the pact or make peace with that empire, and their offensive planning is focused exclusively on defeating it. Defensive fleets still protect coalition territory. Declining is durable: the Council records the vote and does not repeat the same ballot on later turns.
War and peace
The opening peace period can prevent immediate declarations of war. After it expires, hostile actions may escalate quickly. Before declaring war, verify that your fuel, repair, production, and reserves can sustain more than the first battle.
14. Government and Automation
The Government screen is the central location for empire-wide policy and selected automated systems.
Major Government areas include:
- Galactic Market
- AI Research
- Mining and Transport logistics
- Espionage
- Diplomatic Relations
Manual versus AI control
Each eligible system identifies whether it is under direct player control or AI control. Some systems may remain manual-only.
Before enabling automation:
- Read what the AI is allowed to control.
- Select a strategic emphasis if one is offered.
- Confirm the system is not about to conflict with an important manual plan.
- Recheck it after major wars, expansion, or resource shortages.
Automation is a management tool, not a substitute for strategic oversight.
15. Galactic Market
The Galactic Market allows empires to exchange inventory-backed goods and strategic assets.
Market categories can include:
- Minerals
- Rare metals
- Fuel
- Ships
- Technology
- Intelligence
Buying
- Open the Galactic Market through Government.
- Filter the listings if needed.
- Select a listing and inspect the price, quantity, seller, and delivery details.
- Confirm that you have the required funds and capacity.
- Complete the purchase.
Selling
Create a listing only for inventory or an asset you are willing to commit. Review the price and terms before confirming. Active listings and clearing-house activity remain tied to real inventory; the market is not an unlimited resource generator.
Keep strategic reserves. Selling every spare unit of fuel or rare metal can leave you unable to respond to an emergency.
16. Espionage
Espionage becomes available through the Spy Academy and Government interface.
You can field a limited number of agents on independent missions. Available operations include:
- Stealing technology or research value
- Sabotaging enemy production
- Gathering intelligence about fleets, technology, and colonies
To launch a mission:
- Open Espionage.
- Select an available agent.
- Choose an empire with the required contact status.
- Select a mission and target.
- Review the risk, duration, and possible reward.
- Confirm the operation.
Operations can fail and may alert the target. Use intelligence missions when you need information and reserve high-risk sabotage for situations where the potential advantage justifies diplomatic consequences.
17. Combat, Retreat, Bombardment, and Invasion
Combat begins when hostile military forces meet under valid engagement conditions. Noncombat-only fleets do not automatically fight a meaningless battle simply because they share a location.
Tactical battle and automatic resolution
When battle occurs, you may be able to fight tactically or use automatic resolution. Tactical control gives you direct influence over movement, targets, weapons, and withdrawal. Automatic resolution is faster but commits the decision to the combat simulation.
Basic combat priorities
- Keep vulnerable support ships away from direct fire.
- Concentrate attacks when eliminating one enemy quickly is more valuable than spreading damage.
- Respect weapon range, firing arcs, shields, armor, hull, accuracy, and reload behavior.
- Retreat when preserving an experienced fleet is more important than holding the current position.
- Review the battle report afterward.
Crew experience and admirals
Ships and commanders can gain experience through combat. Experienced forces are valuable assets. The Navy, Leaders, War College, battle reports, and memorial records provide information about their service.
Bombardment
After gaining orbital control over a hostile planet, choose the available bombardment action carefully. Bombardment can damage population, mines, factories, storage, and defenses. If bombardment reduces a colony below 100 population, the colony is destroyed: its life and structures are lost, and the planet becomes unowned. More destructive choices may weaken the target faster but can erase the colony you intended to capture and create stronger diplomatic consequences.
Invasion
Planetary conquest requires an actual ground invasion. Bring Troop Ships and enough ground strength to overcome planetary defense. Bombardment can soften a target but does not by itself transfer ownership.
Plan invasions as combined operations: defeat the defending fleet, secure orbit, reduce defenses if necessary, deliver troops, and protect the captured colony afterward.
18. Leaders, War College, and Battle History
Leaders and admirals
Leaders can provide command benefits and recurring costs. Assign admirals where their abilities and experience matter most. Losing a veteran commander can have lasting consequences.
War College
The War College helps you study battles, compare outcomes, and understand how fleets performed. Use it to improve future ship designs and fleet composition rather than judging a warship only by one victory or defeat.
Battle Log
The Battles screen records engagements and results. Review it after major turns to understand losses, retreats, damage, experience gains, and strategic trends.
19. Victory, Defeat, and Empire Progress
Choose one primary victory condition during match setup. Open the Empire screen during play to inspect score, economic performance, military capacity, and progress toward the selected condition.
- Elimination: defeat every rival empire. Mutually allied surviving empires can share an allied victory.
- Turn-Limit Score: lead the imperial rankings when the selected final turn ends. Elimination can still end the campaign earlier.
- Galactic Domination: from turn 100 onward, control at least 60% of colonized worlds and 60% of galactic population for 8 turns.
- Economic Supremacy: hold at least 55% of productive capacity for 10 turns, then maintain at least 40% while the 12-turn Galactic Exchange project completes.
- Technological Ascension: reach level 7 in all nine research fields, reserve 25,000 credits and 5,000 research points, then begin and defend the 20-turn Ascension Project at your capital. Losing that world destroys the project.
- Galactic Union: beginning on turn 150, the Council meets every 25 turns. A viable candidate is announced 5 turns before ratification. Each empire may support, oppose, or abstain; passage requires a majority of all eligible empires and at least two-thirds of votes cast. After three indecisive sessions, AI delegates must support or oppose on the next viable ballot, while human players may still abstain.
When a non-Elimination condition is selected, defeating every rival or forming a sole surviving allied coalition can still end the campaign early.
You are defeated when your empire can no longer continue under the game's elimination rules. Losing the homeworld is a severe setback, but the precise outcome depends on the rest of your empire and the current game state.
Do not wait for the final screen to track the race. Monitor victory progress and the diplomatic map throughout the game.
20. Saving, Loading, and Leaving a Game
Autosave
The game maintains an autosave during normal play and attempts to preserve the current game before returning to the main menu. The main menu can offer a continuation option when a valid autosave exists.
Manual save files
Use Settings to save the current game to a file or load a compatible save. Keep manual saves before major wars, experimental strategies, or version changes.
Do not close the game while a save operation is still in progress.
Multiplayer saves
Saving or loading during an internet session can affect or end the live connection. Read the confirmation warning carefully. A save file preserves game state; it does not guarantee that the same live peer session remains connected.
21. Multiplayer
Stellar Ascendancy supports local hot-seat play and internet multiplayer.
Hot-seat
Hot-seat players share one device and take turns controlling their assigned empires. The handoff screen protects each player's private turn information. Pass control only when the next player is ready.
Internet play
Internet multiplayer connects a host and another player through the multiplayer setup flow. Follow the on-screen connection instructions and confirm that both players reach the lobby or game before beginning.
During play:
- Watch the connection-status indicator.
- Wait when the other player is taking or submitting a turn.
- Do not issue duplicate commands while synchronization is in progress.
- Use the reconnect controls if the game reports a recoverable interruption.
- Avoid loading a different save unless you intend to leave the current session.
Network conditions, firewalls, and relay configuration can affect connectivity. If a connection repeatedly fails, recreate the session and verify that both players are using compatible versions.
22. Mods and Custom Content
The Mods screen manages supported custom content. Mods may change visuals, data, races, ships, or other game assets depending on the package.
Before enabling a mod:
- Read its description and version requirements.
- Enable one new mod at a time when troubleshooting.
- Start a new game if the mod changes core game data.
- Keep an unmodified save when testing substantial changes.
Disable incompatible mods if the game shows missing assets, invalid data, or save-loading errors. Modded games may behave differently from the rules described in this manual.
23. Beginner Strategy Guide
Early game
- Explore in several directions.
- Start research immediately.
- Colonize worlds that your economy can actually support.
- Develop a balance of mines and factories.
- Keep a reserve of credits, minerals, and fuel.
- Build enough light military strength to protect scouts and colonies.
Middle game
- Create a dedicated logistics network.
- Specialize colonies into resource, industrial, research, or frontier roles.
- Upgrade the fleet with researched hulls and components.
- Establish trade or alliances where they improve your position.
- Use intelligence to identify the strongest threat.
- Protect rare-metal production and major shipyards.
Late game
- Use automation to reduce routine management, but audit it regularly.
- Maintain Tankers, Transports, repair points, and reinforcements behind every offensive.
- Watch heavy-fleet capacity and operating expenses.
- Place stargates and bases to shorten response time.
- Coordinate bombardment and invasion rather than destroying worlds you intend to use.
- Track both dominance and allied-victory progress.
The most common mistakes
- Building more ships than the treasury can maintain
- Expanding without fuel or transport support
- Letting industrial worlds run out of minerals
- Sending Colony Ships or Troop Ships without escorts
- Ignoring fleet-capacity penalties
- Researching only weapons while neglecting the economy
- Treating a diplomatic stance as a guarantee of safety
- Bombarding valuable infrastructure more heavily than necessary
- Enabling automation without checking its control mode
- Ending turns without reviewing warnings
24. Quick Reference
When you are unsure what to do next, ask these questions:
- Exploration: Do I know what is around my borders?
- Expansion: Is there a planet worth colonizing that I can support?
- Economy: Are credits, minerals, fuel, rare metals, and research trending safely?
- Production: Are important queues progressing?
- Logistics: Can supplies reach the planets and fleets that need them?
- Military: Can I defend my frontier and replace losses?
- Diplomacy: Who is friendly, hostile, allied, or preparing for war?
- Intelligence: What important information am I missing?
- Victory: Who is closest to winning, alone or through an alliance?
- Turn: Have I reviewed warnings before ending it?
If those ten answers are under control, your empire is usually in a strong position.