How to Start in Inter-War – Beginner Guide

Getting started

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The easiest way to start Inter-War is to develop in stages instead of trying to unlock everything at once. Your first planet should create an economy that can fund research, ships and expansion. This guide follows the account from the first production decisions to the point where several worlds begin working together.

1. Build a stable economy first

Metal, crystal and deuterium support almost every later goal. Early development is about balance rather than pushing one mine as high as possible. If the same resource repeatedly stops progress, it has become the current bottleneck.

Energy matters as well. Mine upgrades are less useful if there is not enough power to support production.

2. Build infrastructure for a reason

Each building should move the account toward a real objective: stronger production, research, shipbuilding or another required system. Avoid upgrading simply because a level is available.

Planning one or two steps ahead makes resource management much easier.

3. Begin research with a goal

Research affects the whole account and opens ships, technologies and additional mechanics. Think of it as a dependency tree. Decide what you want to unlock and then prepare the required steps.

An economy-focused player, an early colonizer and an active fleet player can follow different priorities.

4. First ships and transport

Ships are useful before combat becomes important. They transport resources, support colonies, scout and unlock more mission types. Every flight uses a slot and deuterium, so logistics becomes more important as the account grows.

5. Espionage and information

Use scouting before expensive decisions. Information reduces blind risk and becomes more valuable as the fleet itself becomes more valuable.

6. When should you build the first colony?

Colonization becomes attractive when the home planet is stable enough to fund both the ship and the young colony. The Colony Ship requires Shipyard 4 and Impulse Drive 3 and costs 10,000 metal, 20,000 crystal and 10,000 deuterium.

Prepare starting resources as well. A supported colony grows much faster than a world that must build everything from its own tiny initial production.

7. Choosing the first colony

Do not simply take the first open position. Fields, temperature, distance and the intended role all matter. Positions 6–9 are statistically attractive for size and position 8 averages 204 fields.

8. Developing the second planet

First establish production and energy. Then decide whether the world should become an economic center, deuterium source, logistics point or fleet location.

From this point onward, resources can be produced on one world and spent on another. This is the beginning of real multi-planet management.

9. Expeditions and fleet activity

Expeditions give ships another use beyond direct PvP, but they still consume slots, time and fuel. Use activities that fit the current economy instead of trying to do everything at once.

10. Alliances

Inter-War is a shared persistent universe. Alliances can help with information and coordination, but a new player does not need to join a large group immediately.

Common beginner mistakes

  • Developing every system at once without a main objective.
  • Ignoring energy.
  • Building a fleet that cannot be fueled regularly.
  • Spending everything on the Colony Ship with nothing left for the colony.
  • Creating more young worlds than the economy can support.
  • Ignoring logistics after the first expansion.

A simple development path

  1. Stabilize production and energy.
  2. Build the infrastructure required for research.
  3. Unlock useful ships and missions.
  4. Prepare for colonization.
  5. Establish the first colony and its economy.
  6. Develop transport, research and fleet for the whole account.
  7. Specialize worlds only after the basic network is working.

First stages – quick roadmap

StageMain goalFocus
StartStable productionMetal, crystal, energy
DevelopmentUnlock new capabilitiesLaboratory, research, infrastructure
First fleetLogistics and early missionsTransport ships, slots, deuterium
ColonizationSecond worldShipyard 4, Impulse Drive 3, Colony Ship
EmpireConnect several planetsTransport, specialization, shared goals

Where can you learn more?

Use the Inter-War FAQ for exact mechanics. Continue with the guides to economy, research, fleet and colonization.

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