Before reveal
Count real votes
Add ready influence from planets you control and from oceans. Do not count trade goods or planets where you merely coexist: coexistence counts as control only while scoring an objective.
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Twilight Imperium IV · Strategy field guide
Strategic identity. Build a distributed scoring network inside other empires. Convert technology assistance into coexistence, oceans, promissory leverage and a late-game mobility corridor — while buying enough units to survive the moment the table notices.
Numeric targets are guardrails, not requirements.
Field console
Start a private synced game to keep this guide current across devices.
Table essentials are showing. .
Check | Target | If behind |
|---|---|---|
Round 1 | Commander + breakthrough; 1-2 oceans; 2 expansion systems; 4-6 total technologies | Take any safe expedition; accept one-sided agent deal; skip one Visionaria use if your fleet is thin |
Round 2 | 1-2 victory points; 2-3 oceans; 2 ships able to carry fighters or ground forces; 1 mech; 5-8 technologies | Score before engine; buy carrier/mech/infantry; secure one durable ally |
Round 3 | 3-4 victory points; hero unlocked or imminent; 3-4 oceans; 10-14 effective spend | Stop subsidizing table; take Politics/Imperial; choose one reachable control objective |
Round 4 | 5-7 victory points; 4-5 oceans; two credible fleets; 2-4 useful foreign notes | Consolidate; purge a mobility/defense technology only if it creates a point swing |
Round 5 | 8-10 victory points window; protected home; initiative plan | Abandon engine growth; spend everything on initiative, objective access and winslay resistance |
Score route
Before acting, name the public objective you are scoring and the secret you might score. Otherwise, create access, liquidity, initiative, or safety for one of them.
Examples at play
Doctor Carrina
Choose the planet you want before choosing the player who wants the prerequisite waiver.
Examples at play
Visionaria
Announce the rebate policy and requested technologies, then confirm at least one useful participant.
Examples at play
Production
Buy ships that can carry ground forces first, then fighters and infantry, then specialty ships. Technology without transport is not board presence.
Examples at play
Coexistence
The planet should advance an objective, create a Luminous corridor, produce an ocean you can keep, or protect you from elimination. Otherwise, decline.
Examples at play
Pass audit
Before passing, count initiative, public and secret scoring, home defense, command tokens, and whether a late Visionaria stall matters.
Examples at play
Repeat every round
Start-of-phase faction abilities happen before the eight standard Status Phase steps. Check each item as it resolves; the state survives a refresh and can be cleared for the next round.
Before reveal
Add ready influence from planets you control and from oceans. Do not count trade goods or planets where you merely coexist: coexistence counts as control only while scoring an objective.
On reveal
Identify who gains a point, permanent law, technology, unit, or positional advantage. Decide the unacceptable outcome before negotiating price.
Before votes
Each pair of players may transact once during each agenda and need not be neighbors. Sell votes, abstention, promissory notes, or next-round services—but distinguish binding component exchanges from non-binding future promises.
Vote
Voting begins left of the speaker and proceeds clockwise; the speaker breaks ties. Spend the minimum votes that change the first result because exhausted voting assets do not refresh between agendas.
After outcome
Resolve the agenda, then successful predictions and riders. Recount available votes, transactions, laws, and point totals before the second agenda.
Best opportunities
Worst opportunities
Deepwrought timing
Use both layers: this is the reusable rules-and-timing reference. The Round Playbook still determines which card is best now because objectives, initiative, and recovery needs change the ranking each round.
Gain three command tokens, then optionally spend influence in groups of three for more.
Spend influence in groups of three for command tokens; no strategy-pool token is required.
Protect a non-Mecatol system containing your planet, then ready two exhausted planets.
Spend one strategy token to ready up to two exhausted planets you control.
Choose a non-speaker as speaker, draw two action cards, then arrange the top two agendas.
Spend one strategy token to draw two action cards.
Place a Planetary Defense System or space dock, then optionally place another Planetary Defense System.
Spend one strategy token, place it in the chosen system, and place one structure there.
Gain three trade goods, replenish commodities, and choose who replenishes without spending a command token.
Spend one strategy token to replenish commodities unless the Trade holder refreshes you for free.
Remove one of your command tokens from the board, place it in a command pool, then redistribute your pools.
Spend one strategy token to use Production at one space dock in your home system without placing a token there.
Research one technology; optionally spend six resources to research a second.
Spend one strategy token and four resources to research one technology.
Score one qualifying public objective; then gain a point if you control Mecatol Rex, otherwise draw a secret objective.
Spend one strategy token to draw one secret objective, respecting the three-secret total limit.
A compact record for the decisions most likely to be forgotten at the table. It saves automatically in this browser and is included in a copied progress snapshot.
Before the first action
One slot per ocean card. Record who controls the planet, what your units are doing there and whether the ocean is ready. The income estimate counts oceans still in play, not whether the card is ready.
Use this immediately before activating Visionaria Select. If any red item is unresolved, delay unless the action itself scores or wins.
Component | Operational use | Important limit |
|---|---|---|
Research Team | When ground forces are committed, choose coexistence if your units there are not already coexisting—including while defending a planet you control. | The defensive choice can prevent that ground combat even if the invader wants combat. It cannot trigger if your units there were already coexisting. |
Oceanbound | Each new coexisting planet gains and readies one 1/1 ocean card. | If coexisting planets decrease, immediately discard oceans until counts match. |
Doctor Carrina | Another player ignores one prerequisite; you place one infantry into coexistence on any non-home planet they control. | They must agree to use the waiver. Carrina cannot seed an empty planet because coexistence requires another player’s units there. Exhausts after use. |
Aello | Opponents researching by spending resources may pay one less; you gain a commodity or convert one to a trade good. | Aello is mandatory. It does not reduce trade-good costs such as Visionaria; multiple separate Aello abilities may each trigger. |
Radical Advancement | At status start, replace one non-unit technology with same-color technology having exactly one more prerequisite. | Plan the ladder before replacement; unit upgrades are ineligible. |
Hydrothermal Mining | At status start, gain one trade good per ocean in play. | Oceans must still exist at the trigger. |
Visionaria Select | Each opponent may spend 3 trade goods and give you a promissory note to research a basic non-unit technology; you gain each new technology chosen. | Participants choose the note. Not a transaction. You cannot exclude a rival. |
Eanautic mech | Production 1; when another player activates its system while it coexists, evacuate it and any infantry on its planet to your home. | Evacuation requires the mech and a planet you control at home. |
D.W.S. Luminous | May pass through systems containing your units despite enemy units; gains +1 move per such system crossed. | It does not make accompanying ships share that pathing. |
Share Knowledge | Lease one owned basic non-unit technology until end of status phase. | Borrower spends an action; technology returns after the status phase. |
Wave Function Collapse | Purge one basic non-unit technology globally; each owner who purged one researches a replacement. | It controls timing rather than providing pure denial: affected owners receive replacements. |
Choose after seeing the map. This panel collapses when the Round 1 checklist is complete; you can reopen it at any time.
Bio-Stims + Radical Advancement
Dark Energy Tap + Gravity Drive
Psychoarchaeology + Bio-Stims
Sarween Tools + AI Development Algorithm
Two zero-prerequisite colors
Radical Advancement
Same color, exactly one more printed prerequisite, and no prerequisite check. The old card returns to your deck. This is the repeatable ladder explained below.
Wave Function Collapse
The named card is removed from the game. Each player who purged a copy they owned then researches another technology normally, so that player must satisfy its prerequisites. If you purge the named card only from your deck—not from your owned cards—you do not receive replacement research.
The four steps below apply to Radical Advancement.
Why replace?
Early cards often solve one opening problem—an expedition, frontier exploration, or production discount. Once that job is finished, Radical Advancement converts the declining card into income, command tokens, movement, or a scoring action without another Technology purchase.
Do not replace when
Keep a card needed for a visible objective, a planned action, or a Share Knowledge sale. The upgrade is not free value: the sacrificed card and its ability are gone.
Usually keep: Radical Advancement while more upgrades remain, Hydrothermal Mining while oceans are paying, and any technology required for this round's score. Unit upgrades can never be the sacrificed card.
Whole-game tracker
Starts the replacement ladder that turns low-tier technologies into better ones.
Faction technology · normal researchTurns every surviving ocean into one trade good at the start of the status phase.
Faction technology · Radical Advancement or normal researchThe default paid upgrade when movement or unit transport limits scoring.
Unit upgrade · normal research onlyPromote it when one extra movement reaches an objective or completes the flagship route.
Blue · Visionaria, Radical Advancement, or normal researchEfficient fleet and home defense after transport is solved.
Unit upgrade · normal research onlyBuy for a mapped two-action score or win sequence, not as general value.
Blue · Visionaria, Radical Advancement, or normal researchLate access tool for one decisive route through occupied systems.
Blue · Visionaria, Radical Advancement, or normal researchReadies a technology specialty for the opening expedition; often becomes replacement fuel later.
Green · setup or VisionariaOpens the blue ladder and rewards frontier-heavy maps.
Blue · setup or VisionariaExtracts value from specialties and exploration-heavy slices.
Green · setup or VisionariaProduction savings and a yellow ladder foundation.
Yellow · setup or VisionariaSupports unit-upgrade prerequisites when fleet development is urgent.
Red · setup or VisionariaA blue ladder step that can add a useful production stall.
Blue · Visionaria or Radical AdvancementRepositions ground forces when the board demands exact planet coverage.
Yellow · Visionaria or Radical AdvancementMap-dependent exploration value and a low yellow replacement rung.
Yellow · VisionariaWorth pursuing early; too slow once the game is already converting to points.
Green · Visionaria or Radical AdvancementPromote when dreadnoughts remain central to both fleet groups.
Unit upgrade · normal research onlyUsually unnecessary because coexistence avoids many fair ground combats.
Unit upgrade · normal research onlyOnly for repeated sustained fleet combat or a specific defensive plan.
Red · Visionaria or Radical AdvancementHigh prerequisites and visible threat; take only when one fight must be decisive.
Red · Visionaria or Radical AdvancementAn expensive answer to one fortified planet, not a default engine choice.
Green · Visionaria or Radical AdvancementYour map goal is not simply a rich private slice. You want a safe economic core plus a planet-dense route through which coexisting infantry can form a Luminous highway toward Mecatol Rex, objectives and an eventual retreat route.
Priority | Target | Why it matters |
|---|---|---|
Adjacent expansion | Two usable systems adjacent to home; preferably one 2-planet system and one 1-planet system | Starting carrier and dreadnought can establish two fronts with three infantry. |
Round-1 economy | At least 4 useful resources and 4 useful influence accessible outside Ikatena; 6/6 is excellent | Home is flexible 4/4, but spending it one way exposes the other need. |
Tech specialty | One safely reachable specialty, ideally adjacent to home | Claims the cheapest expedition slice; Bio-Stims can ready it. The color is secondary. |
Planet density | Five or more non-home planets in/near your wedge | Commander/ocean growth and control-objective flexibility. |
Center route | At least one planet-bearing system toward Mecatol and one toward an equidistant | Each seeded planet can become a flagship stepping stone. |
Influence | Plan to generate 6+ influence per status round by Round 2-3 | Eight-player games punish command-token shortages. |
Wormhole | Useful but not mandatory; prefer one that does not expose home directly | Agent placement is range-free, but ordinary fleets still need mobility. |
Defensible core | One choke, anomaly, Planetary Defense System location or mutually beneficial border agreement | Your space combat is ordinary; deterrence must be positional or political. |
First adjacent tile: place the best two-planet or high-value system where your carrier can take both planets. Favor mixed resource/influence values over a single extreme.
Second adjacent tile: give the dreadnought a single planet or place a technology-specialty planet that can be claimed and exhausted for an expedition.
Forward lane: place planets, not empties, between home and center. Your flagship gains speed only through systems containing your units.
Equidistant: place a planet useful to both you and a likely diplomatic neighbor. It becomes the easiest first coexistence bargain.
Defensive edge: put the anomaly or low-value system toward the most military faction, unless doing so would trap your flagship corridor.
Wormhole: keep an entry point one movement beyond home if possible. Avoid placing a direct enemy highway adjacent to Ikatena.
An apparently rich slice with mostly single-planet systems: it slows efficient expansion and gives fewer coexistence targets per activation.
A corridor of empty systems: the Luminous cannot use coexisting infantry to accelerate through it.
Overpaying for a green skip: your setup research and Visionaria already solve technology access. The skip is valuable mainly for expedition timing and Bio-Stims.
A legendary planet you cannot politically keep: visible wealth invites conflict before you have units.
Low influence masked by high resources: you can buy ships but cannot activate them, follow strategy cards and maintain fleet supply.
Strategy card priority
Pivot: Trade funds the expedition and helps the table afford Visionaria. Take Technology only when a unit upgrade or exact timing need justifies it.
Fleet plan
Reserve: Keep 2–5 trade goods when possible and do not spend resources reserved for scoring.
Technology arithmetic
Practical target: Four is the reliable healthy result—two starting technologies, one normal research, and one unique Visionaria copy. Five or six requires more Visionaria participants or the expensive second Technology-primary research. Stop at three if reaching four would consume the units or scoring resources you need.
Thunder’s Edge timing
At the end of one of your turns, choose one still-unclaimed wedge on the Thunder’s Edge expedition, pay that wedge’s printed cost, and place your control token there. Your first claimed wedge unlocks Visionaria Select. The six wedges are alternative costs; you pay only the cost on the wedge you claim.
Timing warning: Each wedge can be claimed only once. Confirm which costs remain before committing Trade, Bio-Stims, action cards, influence, or resources.
Turn 1: take the best adjacent system with the carrier, usually carrying two infantry and enough fighters to deter a cheap snipe. If Trade is yours, negotiate refresh terms before activating it.
Turn 2: take a second adjacent planet with the dreadnought carrying the third infantry. Alternatively, resolve Trade; after the strategic action ends, spend the 3 trade goods it granted to claim the trade-good expedition wedge and unlock Visionaria Select, provided that wedge is still unclaimed.
Turn 3: if the trade-good wedge was unavailable, claim another unclaimed expedition wedge at the end of your turn. The specialty route means exhausting one ready planet card with a printed technology-specialty symbol. Other alternatives are discarding two action cards, spending 5 influence, spending 5 resources, or discarding one unscored secret objective.
Turn 4: when Technology resolves, research through its primary or secondary ability. Use Doctor Carrina on the earliest willing researcher and place the infantry on the most objective-rich non-home planet offered. This creates your first ocean and unlocks Aello.
Turn 5: activate Visionaria only after confirming at least one player will research a basic non-unit technology you do not own. Each participant pays their own 3 trade goods and gives you a promissory note; you copy each new technology they research.
Final turn: produce. Default build priority is one carrier or cruiser/destroyer screen, one mech, two infantry, then fighters. Preserve enough resources to score if the public objective is a spend objective.
End of Round 1 target | On pace | Danger sign |
|---|---|---|
Points | 0-1 victory points; one public objective prepared | No plausible Round 2 public score |
Network | 1-2 oceans; commander unlocked | No willing agent partner |
Thunder's Edge | Breakthrough unlocked | All inexpensive slices disappearing |
Board | Two non-home systems; 3-5 non-home planets | Only one ship able to transport units or exposed home |
Technology | Usually 4 total: 2 from setup, 1 from Technology, and 1 unique Visionaria copy; 5–6 when extra research is genuinely affordable | Technology growth consumed the units or resources required to score |
Promissory notes | Hold 1-3 foreign notes; return low-value notes promised as rebates | Holding many notes has shut off future Visionaria participation |
Fleet units | Carrier + dread survive; add carrier/screen or mech/infantry | No way to carry at least four ground forces next round |
Liquidity | 2-5 trade goods after commitments | Zero trade goods and exhausted economy with no score |
Strategy card priority
Pivot: Speaker position for the midgame is often worth more than another technology. Imperial rises when Mecatol or a two-point scoring opportunity is available.
Fleet plan
Reserve: Protect a 6-influence command-token path and roughly a 2-trade goods emergency buffer.
Select one long-term ally and one transactional border. Do not promise peace to both neighbors without receiving a scoring corridor, ceasefire, alliance or recurring payment.
Establish the second and third oceans on distinct objective-relevant planets. Use Carrina for remote placement; use ordinary landings for nearby mutually agreed coexistence.
Place the first Eanautic on a forward coexisting planet or carry it there. Its Production 1 is the beginning of a resilient forward logistics node.
Research one unit upgrade if movement or unit transport is still weak. Carrier II normally outranks another engine technology.
Score a public objective even if it costs a Visionaria activation, extra ocean or ideal build. The engine matters only when it helps you score sooner.
End of Round 2 target | Range |
|---|---|
Victory points | 1-2 |
Scored objectives | 2-3 total; hero progress matters more than raw victory points |
Oceans | 2-3 |
Effective spend | 9-12 combined resources/trade goods/usable oceans before scoring reserve |
Fleet | 2 carriers or other ships able to carry the same ground-force package; starting dread; 3-5 fighters; 6-8 infantry; 1-2 mechs |
Technology | 5-8, including at least one unit upgrade or clear route to one |
Foreign promissory notes | 2-4 useful; return dead notes to maintain market liquidity |
Strategy card priority
Pivot: The engine should be self-sustaining. Pick the card that scores this round or creates next-round initiative; Technology is now a luxury unless it solves the objective.
Fleet plan
Reserve: Target 10–14 effective spend and keep two tactical tokens after planned moves.
Target 3-4 victory points and unlock Ta Zern by having three scored objectives. A two-point lead is less important than a credible path to 10.
Stop paying blanket subsidies. Pay only for exact technologies, exact planets or speaker/strategy-card commitments.
Create two fleet groups: a home/core defense and a mobile scoring fleet. The Luminous usually belongs to the scoring fleet loaded with ground forces.
Raise effective spend to roughly 10-14 while reserving 6 influence for command counters. Three or four oceans plus Hydrothermal Mining should now fund the gap.
Identify the hero purge target now. Typical candidates are Light/Wave Deflector, Gravity Drive, Duranium Armor, Assault Cannon, X-89 or a technology that specifically enables the leading rival's final objective.
Strategy card priority
Pivot: Choose strictly for the win path. Politics can be worth more than a marginal point when it secures the needed final-round initiative.
Fleet plan
Reserve: Ring-fence the public-objective cost before producing anything ornamental.
Target 5-7 victory points, four or five oceans and two credible fleets. A credible fleet is enough to make an opponent negotiate, not necessarily enough to conquer them.
Choose initiative for the final round. Politics is often more valuable than a marginal point this round if it secures Leadership or Imperial next round.
Fortify Ikatena with a transport ship, 3-5 fighters, 2 mechs and 3+ infantry when the table can plausibly winslay you.
Use Visionaria as a stall or exact technology market. If all likely participants would research duplicates, skip it unless the stall itself matters.
Do not maintain an ocean that requires defending an irrelevant coexisting planet. Consolidate around planets that score Stage II objectives or form the Luminous route.
Strategy card priority
Pivot: Initiative and the mapped point decide the order. Technology has value only when one specific technology is itself the win condition.
Fleet plan
Reserve: Keep initiative resources and at least two tactical tokens beyond the apparent final action.
Target 8-10 victory points entering the round, with a public, secret and Imperial/Mecatol contingency mapped in initiative order.
Keep at least two tactical tokens after the action that appears to be your final move. One is for recovery; one is for the actual win attempt.
Hero timing: purge before rivals execute the technology-enabled move, but after you have taken any move the technology enables for you. Remember affected owners research replacements.
Use Share Knowledge as a last-round sale only if the buyer cannot beat your initiative or use it to deny your point.
Once the win path is live, promissory-note goodwill, future Hydrothermal income and technology efficiency have zero value compared with initiative and board access.
Category | Target | Policy |
|---|---|---|
Foreign notes held | 1-3 early; 2-4 midgame | Keep Ceasefires, useful faction notes and tactical leverage. Return low-value notes to keep Visionaria usable. |
Your Support for the Throne | Give only for a stable border or point-neutral exchange | Never use it merely to make coexistence feel friendly. |
Your Ceasefire | Strong border stabilizer | Trade for another ceasefire, scoring access or protection during the win window. |
Share Knowledge | Usually out to one trusted buyer at a time | Price at 1-3 trade goods or a concrete favor; higher when it completes an objective. |
Alliance | At most one durable ally | Prefer a distant economic ally. Avoid handing an adjacent contender a discount engine that rivals yours. |
Trade Agreement | Use to secure Trade timing or refresh commitment | Do not leave it exposed to a player likely to trigger it at a bad time. |
Basic: 'I remove one prerequisite. In return, let me coexist on [specific planet]. You keep the card and economy; I count it only for scoring.'
Premium: 'I can put you directly into Gravity Drive / your faction technology. I want [specific planet] plus one trade good, or the planet plus a future refresh.'
Emergency: 'Use the waiver even if you already meet the prerequisite; I only need the coexistence. I will pay one trade good for [specific objective planet].'
Announce before activation: participants spend 3 trade goods, no strategy token, and choose the promissory note they give you.
Standing policy: return the note after a player researches a technology you do not own; offer a one-trade-good subsidy only for a named priority technology.
Never promise to return every note unconditionally. The note is your compensation when a player chooses a duplicate or empowers a rival.
If only a leading rival wants to participate, you cannot exclude them. Delay Visionaria unless the technology or stall is worth helping them.
Permanent peace with both neighbors without scoring access or payment.
A coexistence invitation on a worthless planet that strands your infantry and adds no corridor.
A Visionaria subsidy that consumes the trade goods needed to score.
Returning a ceasefire or faction note before the promised service is completed.
Giving your Alliance to the current technology/economy leader simply because the exchange looks symmetric.
First ask whether Carrina can place an infantry there through a prerequisite deal; peaceful coexistence is cheaper than invasion and still counts for objective scoring.
If force is required, attack for a point, not income. Bring the Luminous or Carrier II with 1-2 mechs, 3-4 infantry and fighter screening; add a dreadnought for bombardment.
Acquire the exact counter-technology: L4 Disruptors for defensive space cannon, Light/Wave for approach, X-89 for mass infantry, or Duranium/Assault Cannon only when the space fight demands it.
Use the hero strategically: purging Duranium, Light/Wave, X-89 or another enabler may remove the defender's plan, but they receive replacement research if they owned it.
Seed infantry through Carrina on planets beyond or inside the blocking fleet's route.
Move the Luminous through systems containing your units; each traversed seeded system increases its move. The flagship can pass enemy ships in those systems.
Do not assume escorts share this permission. Load the flagship with the ground package and use separate fast screens only where legal.
Alternative: obtain Light/Wave Deflector, use wormholes, or negotiate one activation of passage in exchange for a technology lease.
Prioritize the first two oceans and Hydrothermal Mining over an expensive flagship.
Use Eanautic Production 1 to build infantry/fighters locally and avoid consuming home-dock production.
Buy carrier + fighters/infantry before dreadnought prestige. Transport and hit absorption convert resources into scoring access.
Use Aello income as command-token money; reserve Ikatena for the resource/influence side your slice lacks.
Evacuate coexisting mechs and infantry when the hostile system is activated. Saving ground forces preserves oceans, home defense and rebuild production.
Score through coexistence while rebuilding; do not attempt immediate revenge unless it restores a point.
First rebuild a carrier or Luminous, then cheap fighters and infantry, then capital ships. Sling Relay and Sarween are excellent recovery technologies if already available.
Sell Share Knowledge or a low-risk promissory service for liquidity. Offer the attacker a face-saving boundary if it prevents a second strike.
Use two-layer defense: space screen plus ground stack. Enemy capture of the planet card does not automatically remove your scoring presence if coexistence remains.
Home target by late game: transport ship, 4-6 fighters, 2 mechs and at least 3 infantry; Planetary Defense System if Construction also scores.
Keep Eanautic production on a nearby coexisting planet so small defenders can be produced forward.
Protect command tokens and initiative. A fortress that consumes every token cannot contest the winning objective.
Use Carrina to expand non-contiguously onto objective planets; no ship range is required for the infantry placement.
Convert remote infantry into a route: later deliver an Eanautic, produce locally and use the planet as a Luminous stepping stone.
Prefer planets with traits, attachments, specialties, legendary status or adjacency to Mecatol/another home. Avoid expansion for raw count alone.
When the partner becomes hostile, evacuate the mech network and retain only infantry on the planets essential for scoring.
Count public-scoring eligibility at home under your table's coexistence ruling before relying on it.
Keep the Luminous's corridor and one ordinary retreat/reinforcement route; the flagship's special pathing does not help other ships.
Purge the technology that makes the attack possible only after you have used it yourself if relevant. Light/Wave and Gravity Drive are common targets.
Trade ceasefires before the win window, not during it. During the final round, offer concrete second-place/kingmaking consequences rather than vague friendship.
Objective texture | Scholarate method | Preparation |
|---|---|---|
Planet traits / specialties / attachments | Carrina into the exact planet; coexistence counts as control while scoring | Map the needed planets before Technology resolves; maintain infantry through status |
More planets than neighbors | Remote coexistence plus ordinary slice control | Spread across two cooperative empires; do not rely on one partner |
Spend resources / influence / trade goods | Oceans are flexible 1/1; Hydrothermal produces trade goods; Ikatena is 4/4 | Ring-fence cost before Visionaria subsidies and production |
Technology colors | Visionaria breadth, Radical ladders and breakthrough yellow/green synergy | Track how synergy counts; avoid redundant colors |
Unit upgrades | Use Technology primary/secondary specifically for upgrades | AIDA start if objective visible early; prioritize Carrier II |
Structures | Take Construction and place for defense/scoring rather than engine | Forward Planetary Defense System on core planet; second dock only if production is genuinely constrained |
Ships in systems / edge systems | Cheap destroyers/cruisers; do not strand carriers | Produce screens one round early; preserve tactical tokens |
Mecatol / adjacency | Carrina can coexist on Mecatol if its controller agrees; otherwise Luminous corridor | Offer a premium prerequisite waiver or Share Knowledge lease |
Combat secrets | Choose asymmetric fights, bombardment, fighter screens or technology denial | Do not chase fair combat; engineer overwhelming odds |
Other home systems | Agent placement cannot target home planets; use Luminous/Carrier II invasion | Treat as a final-round operation, not an economic conquest |
Failure mode | Immediate pivot | What to stop doing |
|---|---|---|
Table refuses Visionaria | Use it as a stall only; buy exact unit upgrades; lean on Radical and Carrina | Subsidizing everyone or hoarding useless notes |
No Carrina partner | Pay 1 trade good for a waiver/coexistence; physically coexist with a neighbor; target safe equidistant | Waiting for the perfect technology request |
Aggressive neighbor | Choose the other neighbor as ally; build fighter/ground screens; trade ceasefire; evacuate forward mechs | Tech greed and undefended remote oceans |
Low influence | Leadership, influence oceans, Trade-to-Leadership conversion, Psychoarch income | Double-teching and unnecessary tactical actions |
Low resources | Hydrothermal, Trade, Sarween, forward Production 1, cheap fighters/infantry | Early flagship/dreadnought stack |
Behind on points | Politics into Imperial; coexist specifically for visible objectives; stop engine development | Any action whose payoff begins next round |
Ahead and table alarms | Return notes, fortify home, reduce subsidies, describe counterplay, prepare hero purge | Taking Mecatol or Thunder's Edge without an immediate point |
Lost oceans | Re-establish Carrina placements on safer planets; rebuild mechs; treat each new ocean as scoring access | Revenge attacks on the player who cleared them |
Ratings describe relationship fit for the Scholarate, not overall faction strength. 'Ally' means the faction creates repeatable mutual value; 'Threat' means it can invalidate coexistence, exploit your technology market or reach Ikatena unexpectedly.
Select the factions in this game. The matchup cards and quick pickers will show only those opponents.
Ally fit | Threat | Work with them | Counter / long game |
|---|---|---|---|
Their agent/production and need for technology make Carrina attractive. Coexist on low-conflict planets and sell mobility technology. | Do not let infantry growth surround Ikatena. Keep coexistence off planets that become production hubs; purge mobility only if it blocks a winning surge. |
Ally fit | Threat | Work with them | Counter / long game |
|---|---|---|---|
They value technology discounts and can be a military shield. Offer Carrina for Non-Euclidean Shielding routes only at a premium. | Their large fleets punish your ordinary space combat. Maintain fighter screens, ceasefire and an alternate corridor; never feed them every combat technology cheaply. |
Ally fit | Threat | Work with them | Counter / long game |
|---|---|---|---|
Trade only short-term. Their mobile economy may buy Visionaria and their nomadic position can open remote coexistence opportunities. | They do not need home to score and can roll through weak space. Avoid being their highway; target floating-factory blockades only when scoring. |
Ally fit | Threat | Work with them | Counter / long game |
|---|---|---|---|
They crave prerequisite help and can deter your other neighbor. A Carrina route into key red/yellow technology can buy durable peace. | War Suns erase weak screens. Do not coexist on a planet likely to become a Nova Seed target; keep home beyond one-move reach. |
Ally fit | Threat | Work with them | Counter / long game |
|---|---|---|---|
Best market partner: liquidity fuels Visionaria, commodities circulate, and your Alliance/Share Knowledge have real prices. | Hacan can fund every rival and may outscore economically. Demand concrete payments; do not let friendship become free technology. |
Ally fit | Threat | Work with them | Counter / long game |
|---|---|---|---|
Carrina and Share Knowledge help their blue/green path; they hold planets well enough to protect your coexisting infantry. | They can flood objective planets and later clear you. Keep a second partner and avoid fair ground invasion against Spec Ops/mechs. |
Ally fit | Threat | Work with them | Counter / long game |
|---|---|---|---|
They value technology and can provide transport geometry. Coexist on wormhole planets only with explicit passage terms. | Their reach makes Ikatena vulnerable from surprising angles. Avoid direct wormhole adjacency to home and preserve a ceasefire. |
Ally fit | Threat | Work with them | Counter / long game |
|---|---|---|---|
They appreciate technology shortcuts and can remove a mutual threat. Price Carrina aggressively. | Their bombardment and structure capture punish fortified planets. Do not cluster structures on exposed coexisting worlds; keep home ground-heavy. |
Ally fit | Threat | Work with them | Counter / long game |
|---|---|---|---|
Use written, immediate exchanges and non-transaction Visionaria timing. Their technology needs can still produce useful copies. | Pillage taxes your liquidity and chills deals. Keep trade goods below pillage thresholds when possible and avoid making them the Alliance holder. |
Ally fit | Threat | Work with them | Counter / long game |
|---|---|---|---|
They like prerequisite help and can trade initiative. A controlled Carrina deal may buy the 0-token or border safety. | Their initiative and fighter mobility make late winslay dangerous; their promissory-note tools punish hoarding. Hold fewer notes and fortify before the final round. |
Ally fit | Threat | Work with them | Counter / long game |
|---|---|---|---|
They may participate in Visionaria for command tokens, but you gain no copied technology from that choice. Use them as a deterrent against a technology leader. | Every technology you spread is a menu for Nekro. Avoid adjacency, cheap combat and giving them access to your faction technology; hero interactions are unusual. |
Ally fit | Threat | Work with them | Counter / long game |
|---|---|---|---|
They need technology and may accept coexistence because they retain planet economy. Use Carrina to buy a real border treaty. | Their commander bypasses fleets and their breakthrough rewards combat. Stack ground at home and make any betrayal cost more than an easy win. |
Ally fit | Threat | Work with them | Counter / long game |
|---|---|---|---|
Technology cross-pollination is enormous. Coordinate distinct Visionaria choices and trade access to high-tier technology. | Together you can trigger table panic and create a runaway Jol-Nar. Do not provide free combat technology or let them monopolize economic objectives. |
Ally fit | Threat | Work with them | Counter / long game |
|---|---|---|---|
Help them reach needed technology and coexist on Mecatol if they agree; both sides gain scoring leverage. | Once entrenched on Mecatol, their combat bonuses are severe. Do not make their fortress invulnerable unless it directly advances your win. |
Ally fit | Threat | Work with them | Counter / long game |
|---|---|---|---|
Strong peaceful border, agenda cooperation and defensive cover. Carrina helps Planetary Defense System/flagship routes; they can protect shared regions. | Do not place your key corridor through their Planetary Defense System web without terms. Their late economy/hero can leap in points. |
Ally fit | Threat | Work with them | Counter / long game |
|---|---|---|---|
They value green/yellow technology help and can provide a cheap military deterrent. Coexistence reduces reasons for ground combat. | Indoctrination and the flagship make forced entry costly. Keep capital ships out of Van Hauge systems and avoid thin infantry defenses. |
Ally fit | Threat | Work with them | Counter / long game |
|---|---|---|---|
They can supply action-card information and pay for technology. Carrina is useful for deep green routes. | They know and steal tactical options, outstall you and may weaponize your revealed plans. Keep hero timing and promissory inventory private. |
Ally fit | Threat | Work with them | Counter / long game |
|---|---|---|---|
Their early reach can secure a border and their technology needs are predictable. Trade passage and Carrina for protection. | Destroyer fleets and Planetary Defense System punish fighters and movement. Use flagship bypass, avoid narrow approach lanes and do not contest their fortified equidistant casually. |
Ally fit | Threat | Work with them | Counter / long game |
|---|---|---|---|
Mutually profitable nonaggression: they monetize empty space while you monetize planets. Dark Pact and passage deals are natural. | Their mobility and information grow late. Do not give them unrestricted access to the Luminous corridor or enough promissory leverage to dictate your finish. |
Ally fit | Threat | Work with them | Counter / long game |
|---|---|---|---|
Short-term deals can be lucrative, and Aello interactions can stack when they acquire your command token. | They want command tokens and commander abilities. Avoid feeding combat wins; never let 'temporary cooperation' normalize access to your slice. |
Ally fit | Threat | Work with them | Counter / long game |
|---|---|---|---|
Exploration information, technology-specialty economy and technology demand make them ideal partners. Coexist on attachment/specialty planets for objectives. | Their mechs are powerful and relic engine can spike. Do not fight them on explored planets; keep the partnership point-neutral. |
Ally fit | Threat | Work with them | Counter / long game |
|---|---|---|---|
Agent-refresh economy is exceptional. They can refresh Carrina via their breakthrough/technology and buy Share Knowledge for flagship paths. | Their hero creates a sudden multi-activation finish. Track mechs and command tokens; do not assume distance protects Ikatena. |
Ally fit | Threat | Work with them | Counter / long game |
|---|---|---|---|
They protect planets well and can be a stable coexistence host. Technology access benefits their unit upgrades. | Their mobile Planetary Defense System/Hel Titans make removal expensive and their economy snowballs. Avoid offering coexistence on planets they intend to awaken if rules interactions are unclear. |
Ally fit | Threat | Work with them | Counter / long game |
|---|---|---|---|
They can pressure your enemies, but any agreement should be narrow and enforceable. | Dimensional Tears create extreme reach and combat funds their production. Keep valuable units out of capture range; prioritize ceasefire and alternate corridors. |
Ally fit | Threat | Work with them | Counter / long game |
|---|---|---|---|
They are technology-hungry and enjoy action economy. Carrina/Visionaria can be priced for trade goods, agent favors and political coordination. | Their late defense and extra-action economy are strong. Do not subsidize every prerequisite or allow them to become the table's safe scoring leader. |
Ally fit | Threat | Work with them | Counter / long game |
|---|---|---|---|
Breaches can create mutual reach and they gain from table combat, so they may prefer your peaceful border. | They can appear through breach networks, suppress abilities near breaches and deploy surprise forces. Insist on where breaches may be placed near your slice. |
Ally fit | Threat | Work with them | Counter / long game |
|---|---|---|---|
Firmament can coexist and may buy technology; limited early cooperation is possible. | Their plots and eventual Obsidian form turn long-term trust into a liability. Do not become the obvious puppet; minimize valuable notes and revealed secret-objective routes. |
Ally fit | Threat | Work with them | Counter / long game |
|---|---|---|---|
They value technology and can defend a shared border with a small number of galvanized units. Offer Carrina for economic/production technology. | Galvanized units roll extra dice and their breakthrough can rebuild forward. Do not attack piecemeal or feed veterancy; bypass fortified systems. |
Ally fit | Threat | Work with them | Counter / long game |
|---|---|---|---|
Contracts, action-card exchange and mobility create reliable deals. They can carry structures and appreciate exact technology packages. | They can reposition ships/structures and unpass, so apparent safety is deceptive. Make agreements explicit and leave home defense until they truly pass. |
Category | Factions | Why |
|---|---|---|
Best durable allies | Hacan, Xxcha, Empyrean, Naaz-Rokha, Nomad, Ral Nel | They create recurring economic, mobility or agent value without requiring constant conquest. |
Strong but dangerous | Jol-Nar, Sol, Keleres, Sardakk, Muaat, Winnu | They benefit greatly from your technology and can become the point leader or military hammer you helped create. |
Worst neighbors | Cabal, Mahact, L1Z1X, Nekro, Crimson Rebellion, Obsidian | They exploit access, combat, captured abilities/units or surprise geometry and can invalidate thin defenses. |
Promissory-note hazards | Naalu, Yssaril, Mentak, Firmament/Obsidian | They inspect, steal, tax or weaponize the very note economy Visionaria creates. |
This guide combines official component/rules text with strategic inference and community experience. Thunder's Edge is newer than the base game and some edge cases may receive future clarification; use the most recent official FAQ or table ruling when it conflicts with this playbook.