Colonization is the point where Inter-War changes from managing a single world into building an empire. A new planet adds production, building space, another fleet location and new logistical possibilities. Every colony also requires investment, so the fastest possible expansion is not always the strongest development path.
When should you start colonizing?
A good moment is when the first planet is stable enough that the cost of a Colony Ship and early infrastructure will not stop all other progress. Expanding too early can split resources between two weak worlds; waiting too long delays the additional production a colony could provide.
Prepare not only the ship, but also resources that can accelerate the first mines and energy after arrival.
Colony Ship requirements and cost
The Colony Ship requires Shipyard level 4 and Impulse Drive level 3. It costs 10,000 metal, 20,000 crystal and 10,000 deuterium. The ship is consumed after a successful colonization mission.
Planet limit
The basic rule is 9 + Colonization Technology level + additional planet slots. Colonization Technology therefore directly increases the potential size of the empire.
Active colonization missions also reserve capacity, so include flights in progress when planning several colonies at once.
How should you choose a planet position?
If field count is the main priority, positions 6–9 are statistically attractive, and position 8 averages 204 fields. Larger worlds provide more room for long-term infrastructure.
Field count is not the only factor. Temperature, satellite energy, deuterium potential and distance from existing worlds can all change the value of a position.
Planet fields
Buildings consume space. More fields provide more freedom to expand mines, storage and infrastructure before space becomes a constraint. This matters most on worlds intended to become large economic or logistical centers.
Temperature, energy and deuterium
Warmer locations can be more attractive for solar satellite energy, while colder worlds can be useful for deuterium-focused economies. Colonies therefore do not have to be identical copies of the home planet.
How do you colonize a planet step by step?
- Check available planet capacity.
- Choose an open position and define the intended role.
- Build the Colony Ship and prepare fuel and starting resources.
- Launch the colonization mission.
- After success, establish production and energy.
- Support the colony with transports from mature worlds.
- Move toward self-financed development.
How should a new colony be developed?
The first phase is about creating a functioning economy. Production and energy should come before unnecessary specialization. Resource shipments from older worlds can shorten this slow early period.
Once the colony can fund a meaningful share of its own growth, develop it toward its long-term role.
Planet specialization
One world can become a large economic center, another can focus more heavily on deuterium, while another can act as a logistics or fleet location. Specialization does not need to be extreme; it simply means setting different priorities.
Compact or distributed empire?
Nearby planets shorten transport and simplify logistics. More distant colonies extend strategic reach. A mixed model often works well: keep an economic core relatively compact while using selected distant worlds for specific roles.
Common colonization mistakes
- Sending the Colony Ship without resources for the new world.
- Choosing the first open position without a role in mind.
- Creating too many underdeveloped colonies at once.
- Ignoring temperature, fields and transport costs.
- Failing to plan logistics between worlds.
Key colonization FAQ
- How does planet colonization work?
- Which planet positions are best?
- Temperature, deuterium and satellites
- Planet fields and space
How should colony candidates be compared?
| Factor | What it changes | When it matters most |
|---|---|---|
| Fields | Long-term building space | Economic centers and heavy infrastructure |
| Temperature | Energy and deuterium profile | Planet specialization |
| Distance | Travel time and logistics cost | Frequent transport and active fleets |
| Position in the empire | Management convenience and reach | Compact vs distributed expansion |
Do not choose a planet based on one number alone. A very large world far from the economic core can be excellent for long-term development but expensive to support. A smaller planet in a useful location may be more valuable as an operational point.
What next?
After the first colony, the account becomes a network of worlds. Logistics, fleet development and research should now support the entire empire rather than one planet.