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Void Strongholds

New in v4.0. Each cluster now holds a tenth, Void-only galaxy — a stronghold. Nine Void planets that defend each other: attack one and you fight the entire galaxy.

Strongholds cannot be captured or colonised. They are the game's PvE raid bosses — you wear their strength down, everyone who did damage shares the breach reward, and the stronghold rebuilds.


The four tiers

One stronghold per cluster, at four difficulty tiers:

Tier Strength multiplier Who it's for
1 0.5× Early raids, small alliances
2 1.0× Mid-game fleets
3 2.0× Strong alliances
4 4.0× The endgame boss

A stronghold's strength ceiling is scaled against the real players in the round — as they grow, so does the wall. Each tier measures against a different reference, so the four form a ladder from the pack to the top of the board:

Tier Reference fleet
1 Upper quartile of players' home fleets
2 90th percentile of players' home fleets
3 Twice the 90th percentile
4 A quarter of the largest home fleet in the round
ceiling = max(reference fleet, 50 000) × tier multiplier × living planets

The strength meter you see in the app is the galaxy's current fleet value as a percentage of that ceiling.


Attacking a stronghold

Send an ordinary attack fleet at any planet in the stronghold galaxy. The difference from a normal battle:

  • The whole galaxy defends. Every neighbouring stronghold planet injects its defence into the battle as fixed installations. You never fight one Void planet — you fight nine.
  • The injected defenders don't consume the neighbours' ships — the wall is worn down by killing the ships that live on the planets, attack after attack.
  • Capture ships are pointless here (nothing transfers), but steal-ships hijack normally and every ship you destroy counts toward the breach ledger.

Your damage is tracked per attack window in a contribution ledger — the fleet value you destroy is your share of the breach payout.


Breaching

When the galaxy's strength falls below 40% of its ceiling, the stronghold breaks:

  • Everyone who destroyed fleet value during the window is paid by attrition share — the player who did the damage gets paid, not whoever landed last.
  • The payout, split by your share of the damage:
  • antimatter: 10 × tier
  • a share of the stronghold's stockpile — 10% of what its planets hold at tier 1, 15% at tier 2, 20% at tier 3, 25% at tier 4 (taken from the stronghold)
  • commander XP: 100 × tier
  • Breaches pay no Valor Points, so solo players and alliance members are paid the same way.
  • The window then resets: the ledger clears and the stronghold rebuilds. It can't pay out again until it has climbed back above 40% strength.

Because the ceiling tracks the strongest players, a stronghold broken mid-season comes back harder than it fell.


Mobilisation — the stronghold hits back

While the Void is awake (the Void Awakens window), a stronghold at 80%+ strength can mobilise: every planet in the galaxy launches its whole fleet — everything except recon, Siphons and Engulfers included — at one target: the highest-scoring player within its reach.

  • Within reach means a score between about a third of and three times the stronghold's own strength, at least 50 orbitals, not under protection, and not already under Void attack.
  • The Void never attacks without capture ships: a stronghold with no Siphons or Engulfers does not mobilise.
  • Mobilisations are at least 24 hours apart (48 ticks in a normal season).
  • A mobilised stronghold has emptied its garrison: it is measurably weaker and breachable by attackers who couldn't touch it at full strength. The strike window after a mobilisation is the best time to hit one.

If you're near the top of the rankings during Void Awakens: keep a home fleet.


The stronghold nebula

Each stronghold galaxy has its own nebula, and it plays by different rules:

  • Open to everyone — no alliance needed, no adjacency ladder: any slot, any time.
  • Nothing to hold. Control never transfers; clearing a slot pays its instant reward, then the Void respawns. No holding VP accrues here.
  • It is a fight arena, not territory — a place for solo players and small alliances to farm Void battles without the politics.

Quick reference

Fact Value
Strongholds per round 4 — one per cluster, galaxy 10, tiers 1–4
Ceiling max(tier reference, 50 000) × multiplier × planets — references Q3 / P90 / 2×P90 / largest ÷ 4
Defence whole-galaxy injection — you always fight all nine
Breach threshold strength below 40% of ceiling
Payout 10 × tier antimatter + 10–25% of the stockpile + 100 × tier XP, split by damage share; no VP
Re-arm Pays again only after rebuilding above 40%
Mobilisation Void awake + 80%+ strength + capture ships aboard → full strike (all but recon) at the top player in reach, ≥24 hours apart
Colonisable Never — stronghold galaxies are excluded from placement
Stronghold nebula open to all, no adjacency, control never transfers, no holding VP

Documentation reflects Orbitarion v4.6.0. Last updated: 2026-10-13.