Attack plans
Attack plans let several players coordinate to hit the same target at the exact same moment. All involved fleets arrive simultaneously and fight a single combined combat — maximizing firepower, surprise and total loot.
Who can create and participate
- Any player can create a plan, with no alliance or building prerequisite
- Invitations are restricted to your teammates: members of your Alliance OR accepted friends
- Creation limits: 1 new plan every 5 minutes, up to — active plans at a time per player (drafts + ready + launched)
- Invitation cap: up to 50 sent per day per player
Allowed targets
The same protection rules as a solo attack apply — a plan is not a way to bypass the game's protections:
- You cannot target your own planets
- You cannot target a planet where you already have a support fleet stationed
- You cannot target a protected player: newbie shield, point ratio, vacation mode, anti-bashing cap — see Protections
- Protections are re-checked at launch time: if the target becomes protected in the meantime, the plan fails
Arrival window and synchronization
The leader picks a precise arrival time in the future. Each participant's fleet speed is automatically adjusted to reach the target exactly on time.
- Arrival time must be between — minutes and — hours in the future
- Within the same system: your fleet speed is adjusted automatically to match the target time exactly
- Between galaxies: Alcubierre jump time is fixed — either your fleet arrives on time, or the plan refuses it
- If your fleet is too slow to make the deadline, validation blocks your participation
Participants and acceptance
- Up to — participants per plan (leader included)
- At least 2 accepted participants required to launch
- Accepting an invitation locks your proposed fleet: the ships are reserved for the plan and can no longer be used elsewhere
- Withdrawing: only possible during the Draft phase, with a 10-minute cooldown after each acceptance
- Declining an invitation is final: you won't be able to accept it later
- The leader cannot withdraw — they must cancel the whole plan to free their fleets
Plan lifecycle
- Draft: the leader invites, participants accept or withdraw, terms can still evolve
- Ready: the leader locks the plan (no more invitations or loot changes) as soon as at least 2 participants have accepted
- Launched: every fleet takes off simultaneously, fuel and crew are consumed
- Combat in progress: once the fleets arrive, a single combined combat is initiated against the defender
- Completed: loot is distributed per the agreed percentages, surviving fleets return home
- Auto-expiration: a plan left inactive for more than — hours, or whose arrival time has passed, is cancelled — all fleets are recalled safely
Coordinated combat
At the agreed arrival time, every participant's fleet lands on the target at the same moment and is merged into a single attacking side for combat.
- A single combat is resolved, with all allied fleets combined against the defender's defense
- If a participant's fleet arrives late (more than 5 seconds past the target time), it is excluded from the combat and returns home
- Debris is generated under the standard rules — see Debris recycling
Loot sharing
The leader sets the loot split as percentages across all participants (must sum to 100%). Each participant then receives their share of the overall loot gathered during combat.
- Shared loot contains metal, silicon and deuterium plundered from the target
- If a participant is excluded at launch (insufficient fleet, missing fuel, slot taken), their percentage is redistributed equally among the remaining participants
- Each fleet can only bring back what its cargo can carry, even if its theoretical share is larger
Defender side
An attack plan triggers no special notification on the target side. The defender only receives the regular fleet-arrival alerts, one per participating fleet. Espionage never reveals the existence of a plan: from the target's point of view, it's simply several fleets converging at the same moment.