Navigation

Beginner Help

Insanely Basic Info
Newbie Starting Guide
Santa's Beginner Guide

Game Basics

-Land
-Population
-Power
-Money
-Networth
-Discoveries
-Exploration
-Research
-Aid
-Time
-The Universe
-Newbie Status
-Recovery Status
-Chaos Mode
-Lightning Rounds

Account Control

-Account Details
-Passwords
-Planet Types
-Personalities
-My Planet
-My Status
-Teleporting
-Planetary Bureau

Buildings

-Building Types
-Demolish
-Building Upgrades
-Moonbases
-Wonders

Military

-Unit Details
-Unit Upgrades
-Attacking
-Missiles
-Shields
-Special Operations
-Universal Scanner
-Attack Calculator

Communications

-Alliances
-Alliance Politics
-Alliances at War
-Solar System
-System Politics
-Forums
-Messages
-News
-System Logos
-Facebook Center
-Galactic Court

-Quick Reference
-Premium Accounts
-Glossary
-FAQ
Galaxies Ablaze - Game Help Manual





Attacking
The basics of making an attack are straightforward. You find out whatever information you want and can get about the planet you hope to attack, then you send enough military and generals to overcome the defense of that planet. Any land, money, population, or power captured is available immediately, but the attacking forces only return after a period of time determined by the wormhole distance between you and your target.

The target of your attack may be any other planet in the game except planets in Newbie, Vacation, Disabled, or Safety status. Attacks are made from the Attack Control Center, where you specify what planet you are attacking, how many of each type of military unit you want to send, and how many generals. Each general you send, after the first, adds a 3% bonus to your offensive strength.

Calculating how many units to send requires knowing or estimating how much defensive strength the target planet has, whether it has military shields, and what bonus factors affect its defense. If you add up all the defensive strength of all the units at home defending that planet, multiplied by 1 plus the sum of all the defensive bonus factors, that gives you the base defense of that planet. The total land of that planet times 2 gives you the land defense of that planet (note that bonuses do not apply to land defense). Use whichever of those is larger for the defensive strength of the planet.

Compute your offensive strength as the total offensive strength of all the units you are sending to attack, multiplied by 1 plus the sum of all the offensive bonus factors. If the offensive strength of your attack is greater than the defensive strength of the planet, your attack will succeed.

Your army will return in a few hours, depending on how far the planet is via wormhole coordinates. Certain terrain types, wonders, and moonbases may reduce the return time, but never to fewer than 5 hours. Researching Wormhole Scouting will tell you, before you attack, how long they will be away. If you send one general, all of the troops return in that time. If you send 2 generals, half your troops will return in 1/2 that time and the rest in the full time. If you send 3 generals, 1/3 of your troops will return in 1/3 of the time, another 1/3 in 2/3 of the full time, and the last 1/3 in the full time. Similarly for 4 generals.

Your generals are not fools. There are several reasons they will refuse to go on a mission.

(1) If you do not leave at least 33.33% of your defense at home guarding your home planet, the generals will refuse the mission.
(2) They will not go against overwhelming odds, so if the defense of a planet is more than 5 times the offense you are sending, the generals will refuse to go.
(3) If you attempt to attack yourself, your generals will laugh at you.
(4) If you attempt to attack a planet with land that is less than 40% of your own, during peacetime your generals will disdain the mission entirely and during wartime they will bring back only 25% of the land they destroyed. They will, however, still attack a planet that is doomed by being under 250 land and bring back at least the minimum of 20 land.
(5) They will not attack a planet in Newbie Status, Safety Status, or Vacation Status.

Attack Type. When you attack, you must select one of the following attack types.

Assault - An all out attack on the enemy planet. You launch an all out Assault to capture as much land and resources as possible. The amount of time it takes to organise and prosecute an attack of this magnitude allows the defense to be fully prepared for your attack. You must defeat the planet's full defense in order to capture any land or resources. The actual resources captured is determined by the relative sizes of the planets involved, generally the bigger the target the better the return to the attacker. Attacks against planets less than half your land size will result in very poor returns.
If your full Assault attack is successful, your generals will bring home money, power, population and land from the planet you attacked. The amount of all of those resources that you get depends on the ratio of your total land to the total land of the target planet before your attack. If the target planet is larger than yours, you will get a full 10% of his money, power, population, and land (or maybe less if your victim has Force Fields or Bomb Shelters researched). If it is smaller, you will receive only a small percent of his resources.

Plunder - An attempt to capture as much booty as possible without securing as much land as in a standard Assault. You must fully defeat the defenders to be successful, but these battles tend to be less fierce and so casualties are lighter for both attacker and defender. Your armies will return with significantly more money, power and population than from an Assault, but also considerably less land.


Raid - A quick and sneaky attack on another planet to secure small amounts of land. The speed and surprise factor involved in a Raid means that the defense is seldom able to muster all available forces to protect planetary resources. This same speed and surprise also leads to considerably reduced resource capture of money, power and population. The amount of land and resources gained is determined by how many of the defending troops you do defeat before they marshal enough strength to drive you away. Raids are generally only useful against planets of similar size or larger than the attacker. Casualties for the defense tend to be fairly light, and even for the attacker are fewer than for a standard Assault. You can only raid planets that have between 80% and 300% of your land. In addition, you must defeat at least 20% of the defensive forces to have any hope of success in a raid. Frequent raids on a single planet lead to a state of heightened alert where further raids have no chance of success.

Raid Land Gains - Percentage of attacker's land gained in a raid
Attack:Defense 20% 30% 40% 50% 60% 70% 80% 90% 100%
Land Gain 1.6% 2.4% 3.2% 4% 4.8% 5.6% 6.4% 7.2% 8%


Pillage - A quick and sneaky attack on another planet to secure money, population, and power, but very little land. The speed and surprise factor involved in a Pillage means that the defense must hurriedly muster all available forces to protect planetary resources. This same speed and surprise also leads to considerably reduced capture of land. The amount of land and resources gained is determined by how many of the defending troops you do defeat before they marshal enough strength to drive you away. Pillages are generally only useful against planets of similar size or larger than the attacker. Casualties for the defense tend to be fairly light, and even for the attacker are fewer than for a standard Assault. You can only pillage planets that have between 80% and 300% of your land. In addition, you must defeat at least 20% of the defensive forces to have any hope of success in a pillage.

Attack Rogue - Occasionally, a Rogue Asteroid passes through a Solar System. When your astronomers discover such an event, the planets in your Solar System can see and attack it for cheap land. Rogue Asteroids contain only land, not money, power, or population resources. They have no military defense, but they do have land defense of 2 per land. They have no defensive bonuses. Return times from Rogue attacks are the minimum for your planet type. A Rogue Asteroid can be attacked only by planets in the Solar System through which it is passing, and it will disappear when it has no more land or after a few hours. Land gain from a Rogue Asteroid is always 10% of its size, with a minimum of 20 if it has that much left.





Close the Help Manual Window