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A Flagship and its escorts tear into a red-lit defence fleet above an enemy world as batteries fire up from the surface, painted for Ultra War.

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Invasions and Act 2: conquer worlds

Unify your home planet and Act 2 opens. Declare an invasion on your faction's front line, break the orbital defence in your Flagship, win the planetfall and conquer worlds for your faction.

· The Ultra War team · 4 min read · v0.10.372 to v0.10.381

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Every Star Captain starts the same way: one foothold on a hostile planet. That is Act 1. In Dominion you found your colony, raise the Command Spire and win the planet sector by sector in card battles, until no rival flag is left.

Unify that world and Act 2 begins. Planetary invasions are live, and they take your war off your home planet and onto the Galactic Map.

Act 2 opens at your first unification

Unify your home planet at any difficulty and invasions unlock for good, even if you later found a new colony. Until then, a world card on the Galactic Map shows Act 2 · Unify your planet in Dominion where Declare would be.

Five stages to take a world

A white and gold Solari fleet masses beside the night side of an enemy world as red defence ships wait.
Invasion declared: your faction's fleet masses above the target.

Declare. Pick a world on your faction's front line and declare. You always invade for your own faction, the faction of your home colony. You run one invasion at a time. A staging window of up to 48 hours opens, and Commander victories on that world while you stage soften its garrison.

Orbital assault. Take your Flagship into the system. Break the defence fleet wave by wave, bring down the shield and destroy the orbital batteries. On a held world, relief transports try to run your blockade. The fight earns an orbital grade from A to C, and a good grade buys help on the ground: a silenced enemy battery, your fleet's own guns and Drop Troops on your side.

A formation of dropships burns down through the clouds toward a coastal capital as flak rises to meet them.
The descent: dropships burn in through the flak.

Planetfall. Dropships burn down through the atmosphere and land under fire. Then come the card battles: the Landing Zone, and on bigger worlds the Capital after it, each against a named Garrison Commander with the world's defences as rules. Every battle is dealt and checked by the server. Win the last one and the world flies your faction's banner.

Troopers pour from an open dropship toward walkers and a shield-domed capital under a burning sky.
Planetfall: the ramp drops and the card battles begin.

Pacify. Taking a world is not holding it. You have 24 hours to clear its Unrest. Suppress the holdouts in a short card battle, restore the grid, issue a decree to win hearts, and then put down the counter-landing, when the faction you took the world from lands to take it back.

The claim. Clear the Unrest, and the next time you open the Galactic Map the banner rises over the capital. You are named Governor of that world and the Galactic Report carries the headline. Your first conquest makes you a Conqueror, and the first Star Captain each season to invade a world and govern it earns the Galaxy First Planetbreaker.

The stakes

Once a battle is dealt, leaving it counts as a loss, so commit when you go in. A lost planetfall battle throws you back and the garrison recovers a step, though you can drop again while staging is open. Lose the counter-landing and Unrest climbs again. If the 24 hours run out, the world stays with your faction, but you are not its Governor.

Every difficulty counts, Cadet through Admiral. Higher difficulties pay more War Marks, and none is locked out of any stage, any world or the Governor's seat. Invasions pay War Marks at every stage and goods for your colony, never Galactic Credits.

Conquest on the Galactic Leaderboard

Every planetfall, holdout and counter-landing battle you win adds a Victory on the Galactic Leaderboard at its difficulty, up to 10 a day.

Your worlds in Dominion

Each world you govern has a home in Dominion, beside your colony. The world switcher at the top of the screen moves between them in one click (or [ and ], LB and RB on a gamepad) and shows each world's garrison, supplies and status.

Conquered worlds are focused colonies that fill their own stores while supplied. Ship the stores home, or spend them on the world itself:

  • Open plots that suit the world, from an Aquafarm on an ocean world to a Railgun Battery on a forge world.
  • Unique buildings for each world type, such as the Slag Forge, the Choir Archive or the Refit Cradle.
  • Your faction's outpost, with its own twist on that world.

Buildings on a conquered world reach level 3 at most, and never more than your home Command Spire minus two. Home stays the heart of your empire.

Worlds that defend themselves

Raiders probe your conquered worlds most days. The garrison, its defence buildings and your faction's outpost beat them back without you, and a routine raid never takes a world. You are called in only when it matters: a counter-landing, a retake fleet, or a raid two steps stronger than the defence. Each one arrives as a Defence call on the world switcher, with a link straight to the Galactic Map.

You can also appoint a Commander of level 10 (Colonel) or higher as a world's governor. Their traits strengthen its defence and output, their voice brings its reports, and that world stops counting against your command span. They take no sorties while they govern, and you can recall them at any time.

Two new achievements reward the governors you appoint: Sector Lord for two governed worlds at once, and High Steward for four.

Armoured guards line a great hall as a lone captain receives a glowing world.
The investiture: Governor of a world you took.

Go take a world

Unify your home planet in Dominion, then open the Galactic Map and pick a target on your front line. Ultra War is free to play in your browser at ultrawar.io.

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v0.10.382-alpha

The dispatches from v0.10.372 to v0.10.381, as they appear on the Command Deck.

18 dispatches · scroll, or click one to read it all

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