Your first expedition
Create a room, invite a second signed-in account and Start expedition. Choose your home colony under Launch from your colony. Build three ships using Ships to build. Set Ships in this fleet group to three, choose a nearby destination, and press Dispatch fleet. Repeat with another destination to send a separate group. Both accounts press Ready; fleets travel and colonies produce income. Continue until your fleet arrives and captures the planet, then build from your new colony.
Sign in to Tronsoft. Create a room and invite another account. Two humans must join before the host starts; add up to six computer empires, with eight empires total.
Each empire starts with a colony, 12 ships and 60 credits. Select one of your colonies to build ships (10 credits each), scan nearby planets (15 credits), or send a fleet. Research costs 40 + 20 × your current level, up to level 5. Technology improves fleet range, speed and combat strength.
Fleet range is 4 + technology hexes, measured across the wrapping map. Travel takes ceil(distance ÷ (2 + technology)) turns. Fleets move after all active humans press Ready. Colony income is then collected. You can Unready until the last commander readies. Building, research and dispatch are immediate confirmed commands; they cannot be undone.
Arriving fleets fight together. Power is ships × (10 + 2 × technology). A force must exceed all opposing power combined to survive. Ties annihilate all forces and leave the planet neutral. Surviving ships capture neutral and hostile colonies automatically; friendly fleets reinforce. Research on a colony helps its defending ships; launched fleets retain their launch technology.
Uncharted planets conceal ownership, defenders and income. Explored planet names and locations stay charted, but current ownership, ships and income require active sensor coverage. Enemy moving fleets remain hidden. The public roster shows readiness, presence and account names. Live scores are public throughout play: colonies × 100 + ships × 2 + credits + technology × 25. Highest score wins after turn 40, or the last surviving empire wins earlier. Equal scores share victory.
There is no automatic timer. A host may mark a commander absent for more than 90 seconds ready for one turn. Hostship transfers to a present member after 90 seconds. Rejoin with the same account to resume; rooms expire after 24 hours of inactivity.