How AstroLurch works. Numbers below are the rules in the game.
A universe can multiply economy, research, or fleet speed on top of them.
Getting started
Create an account and choose a universe. Each universe is its own galaxy.
Raise the Metal Mine and the Solar Plant so the mines have power.
Follow the Tutorial. Each step pays its reward once when you collect it.
New accounts have beginner protection. The default length is 7 days.
While it lasts, other players cannot attack you.
Sending an Attack or a Missile Attack ends your own protection for good.
You also cannot attack a player who is still protected.
Resources
Planets store Metal, Silicates, and Helium-3. The Power Grid is energy:
it is produced and consumed on the planet and is not a cargo resource.
With no mine, a planet still produces the base hourly rate. The fallback bases are 30 Metal, 20 Silicates, and 10 Helium-3 per hour.
A mine at level 1 or higher produces base × level × factor^level per hour. The catalog stores each mine’s base and factor.
Energy efficiency is produced / consumed when consumption is above zero, and never above 1. A shortage scales mine output down, and the floor is still the base hourly rate.
Geology, the active doctrine, the Deep Core Drill, and a Geologist officer add together. That combined mine bonus stops at +60%.
The universe economy speed multiplies hourly production.
Storage with no storage building is 10,000. Higher levels use 5000 × floor(2.5 × e^(20 × level / 33)). Anything above the cap is not kept.
A Fusion Reactor spends Helium-3 while it runs. Solar Plants, Wind Turbines, and Fusion Reactors produce energy. Solar Satellites add energy automatically: max(0, 33 − position × 2) + 20 each. Position 1 gives 51, position 8 gives 37, position 15 gives 23.
Buildings
Most buildings occupy one field per level. Construction time starts from the building’s base time:
base time × level × (time factor^(level / 2)),
then the global building-time multiplier.
The Robotics Factory and the Atomic Assembler shorten that duration by dividing it by
(1 + robotics level) × 2^(Atomic Assembler level).
Each Atomic Assembler level halves the remaining construction time.
The Robotics Factory also opens extra build-queue slots at higher levels.
Deep Core Drill stops at level 5. The Industry doctrine raises that cap to 15. The building card shows the current mine bonus and, at the cap, “Maximum level reached”.
Military Academy stops at level 3. The Military doctrine raises that cap to 10.
Orbital Habitat needs the Expansion doctrine. Without it the card says “Requires the Expansion doctrine.” With Expansion the cap is 10.
Research
Research needs a Research Lab. Duration is
base time × level × (time factor^(level / 2)) × global multiplier,
then reduced by the lab. Each lab level multiplies the time by
(1 − lab reduction). The default reduction is 5% per lab level.
Computer Technology networks your highest labs in that universe: the number of labs that count is the Computer Technology level, and level 0 uses only the current planet’s lab.
If the universe research speed is above 1, the queued time is divided by that speed and stays at least 60 seconds.
Fleet slots are the base slots (default 1) plus one per Computer Technology level, plus an Admiral and any Military or Tactical Datalink slots that apply.
Espionage Technology raises the detail in spy reports. Nanotechnology unlocks the Atomic Assembler.
Fleet
Distance between two coordinates:
Different galaxy: |g1 − g2| × 25,000
Same galaxy, different system: |s1 − s2| × 95 + 2,700
Same system, different position: |p1 − p2| × 50 + 500
Same coordinates: 5
Travel time is at least 60 seconds:
distance × 3,000 / effective speed + 10.
Effective speed is the slowest ship in the fleet, including drive research, times the throttle.
Throttle runs from 10% to 100%. Fuel is Helium-3.
A universe fleet speed above 1 divides the time and still keeps the 60-second floor.
Ships with speed 0, including Solar Satellites, stay on the planet.
Transport arrives and holds with its cargo until you unload, recall, or resend it.
Deploy stations the ships at your own planet and the fleet is removed.
Hold Position waits 1–32 hours, then returns.
Colonize needs a Colony Ship and an empty position.
Recycle harvests a debris field and needs Recyclers.
Expedition can return resources, Lurchium, ships, delays, or losses.
Exploring needs Espionage Probes and scans systems for hidden missions. It is a separate mission from Espionage.
Missile Attack spends interplanetary missiles against defences.
Espionage
An Espionage mission needs Espionage Probes. Probes can scan planets. They cannot scan moons.
The report arrives in Messages. Probes can be destroyed.
Detection chance, clamped from 0 to 100, is
2 × probes + 8 × Espionage Deflection − 5 × Advanced Espionage.
A successful detection destroys the probes.
Attacks and combat
Send the Attack mission. A planet with no ships and no defences is looted at once and the fleet returns.
A defended planet opens a combat that continues one round per combat tick until one side is gone.
After 50 rounds the side with more remaining firepower wins.
The attacker shoots first. When that universe has return fire turned on, a defender destroyed in the attacker’s volley still shoots with a 60% chance in the same round.
Every shot is multiplied by a random factor from 0.85 to 1.15.
The attacker can retreat from Active Combats and bring the surviving ships home. The defender’s ships stay in the battle.
Loot is up to 50% of the defender’s Metal, Silicates, and Helium-3, and only as much as the surviving cargo can carry.
Debris is 30% of the Metal and Silicates from destroyed ships. Destroyed defences leave no debris.
The tutorial counts an Attack or a Missile Attack when it reaches another planet, including inactive players and NPC planets. Recalling the fleet before it arrives does not count. A report you received because someone attacked you does not count.
Alliances
Alliances belong to one universe. Found one or apply to join.
An application stays pending until the alliance accepts it. Pending applicants are not members.
Fleets heading to your planets are listed on the Fleet page with their mission and ship counts.
Alliance members and buddies are marked friendly there.
Lurchium
Lurchium is one balance on the account. The same amount is available in every universe you play.
Planets, buildings, research, ships, fleets, alliances, and rankings stay separate per universe.
You can earn Lurchium from expeditions, missions, the tutorial (including a one-time 100 Lurchium graduation),
email verification, and referrals. Spend it on officers under Premium and on the cosmetic shop.
When card payments are configured, packages are listed in the shop.
Universes
Each universe has its own planets, buildings, research, ships, fleets, alliances, and rankings,
and it can have its own economy, research, shipyard, and fleet speeds.
Switch universes from the Universes page. Lurchium is the shared account balance.
Achievements
Achievements record what you have built, researched, and done.
Each tier pays Lurchium once, onto the same account balance you use in every universe.
The badge for that tier is yours on the account as well.
Most achievements count inside the universe you are playing.
Account achievements add up across universes.
Secret achievements stay hidden until you unlock them.
Until then the page only tells you how many secret achievements remain.
You can show up to six unlocked badges on your public profile.
Shop badges stay separate. If a universe turns achievements off,
badges you already chose still appear on profiles.
Tutorial
Phases open in order. Inside a phase, collect the current step before the next one counts.
A locked phase still lists its steps in grey, with a Locked label and no action buttons.
Collect each reward once. Resources go to the current planet. Lurchium goes to the account.
Phase 7, Shadow Operations: build probes, send an Espionage mission, and research Espionage Technology.
Phase 8, First Strike: build Light Fighters, launch an attack on another planet, and open the combat report.
Phase 9, Stronger Together: join or found an alliance, then collect Commander Graduated.
Commander Graduated pays 100 Lurchium once. The other steps in these three phases pay resources only.
The “send a fleet” step counts fleets you have sent, including ones that are home again. Espionage and attacks count only after the fleet reaches its target. Recalling it before arrival does not.
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