Getting started

Opening a campaign

confirmedPatch 11.75Build a7b5c7cCore rulesReviewed
Patch
11.75
Build
a7b5c7c
Scope
Core rules
Reviewed

The opening phase establishes an empire’s production schedule, defensive safety, and first expansion route. Evidence

Begin by reading the home colony’s four current amounts, individual caps, and hourly trends. The exact starting levels and stockpile are campaign settings, so this wiki does not assume a universal opening inventory. Evidence

Queue only what the displayed stockpile can support, check when each resource will cap, and choose the first expansion route from visible geography rather than a fixed build order.

First inspection

Read before spending: current resources, per-resource caps, hourly trends, existing building effects, queues, nearby tiles, faction messages, and the live victory panel. This establishes what the campaign actually gave you.

First commitments

Choose a capacity horizon long enough to reach the next login, keep Astra compatible with the intended garrison, and pursue only the infrastructure prerequisite shown for the next desired unlock. A fixed sequence from another world can fail when starting stockpiles or pacing differ.

Before logging out

Confirm queue completion times, expected cap times, inbound fleets, and the next decision that will require attention. Share location and intended role with the faction so allies can plan around the new empire.

Evidence

Sanitized transcripts from the current client. Raw player captures remain private.

  1. Installed client identityThe installed Windows client reports patch 11.75, build a7b5c7c, built 2026-07-31 15:16:13 UTC.Patch 11.75 · build a7b5c7c · verified 2026-08-01 · Riftborne.exe --build-info and Content/build_info.json.
  2. Current economy and storage implementationProduction, storage capacity, upkeep, hidden-resource, and transmutation behavior is taken from the executable paths used by the running client.Patch 11.75 · build a7b5c7c · verified 2026-07-30 · Read-only inspection of BuildingConfig and EconomySystem.
  3. Current combat, raid, siege, and espionage implementationPublished combat statements are limited to behavior used by the current CombatSystem and the Codex. Power is an estimate rather than a fixed conversion from ship count.Patch 11.75 · build a7b5c7c · verified 2026-07-30 · Read-only inspection of CombatSystem and SiegeTargetCatalog.
  4. Active multiplayer-world boundaryThe multiplayer operator owns the world seed, pacing, simulation time, factions, global modifiers, and ship roster. World-specific values must therefore be labeled separately from core rules.Patch 11.75 · build a7b5c7c · verified 2026-07-30 · Current multiplayer client contract and read-only world/session telemetry.