1. What the late game is about

The Mid-Game Guide is about growth: turning one colony into six. By turn 250 or so the land rush is mostly over. The belt is settled, the giants are contested, and every faction has a shape. The late game is about the finish: who gets over a line first, and who stops them.

There are three lines. How often each one decides an AI-only game, by table size:

Players (you + AI)234567
Victory Points60%73%80%84%84%87%
Sovereignty Charter24%16%10%8%7%6%
Lens telescope16%11%10%8%9%7%
Typical game length~435 turns~430~435~440~445~430

Small tables leave room for the slow roads: a duel's VP target is 115, so a trader can build a Sovereignty lead or a scientist a telescope before anyone gets there. At big tables somebody usually reaches the (lower) VP target first. But every road is open at every size, and each one needs a different late game.

2. Reading the race

Three panels tell you where everyone stands:

The game itself measures each faction's progress as the best of three fractions: VP over the target, influence over 200, and science (60% of the way once you hold the data a telescope needs, the rest as the telescope is built). Two things follow from it:

The Strategic Advisor (I) and the System Overview (J) show every colony and ship in the system. Filter the Overview by faction to see where a leader's colonies are and which ones are guarded.

3. Closing out a Victory Points win

The last ten or twenty VP are the hardest, because the cheap worlds are gone. Where they come from now:

Keep the yards running to the end. A Colony Ship launched at turn 380 to a world 30 turns away is a colony at 410, in time for most games. And watch your defences: a colony lost in the last fifty turns is VP you probably can't replace.

4. Holding a Sovereignty lead

The Mid-Game Guide covers how a Sovereignty Charter works. The late game turns on two of its rules.

Influence from outside Earth deliveries helps late, when every point counts:

Among the AI factions, the Free Traders and Solar Dynamics are the ones that play for a Charter. Watch their influence bars from about turn 200.

5. The science road: the Lens telescope

The New Player Guide explains the telescope: the Sun's gravitational focus starting about 550 AU out, and why a telescope there could photograph a planet around another star. In the game, its launch wins. Here is how to get there, and how to survive the 60 turns it takes.

Gathering the data

To start a telescope you need, at the same time:

Players (you + AI)2345–7
Science data needed3,0002,4001,8001,500

Data comes from two places. A first finding pays 40 data at an inner world, 50 in the belt, 70 at the giants and 90 beyond (a confirming study 15–25). A Research Lab (300 / 60 / 120, 8 turns, up to 2 per colony) makes 2 data every turn, and studies its own world as if a ship were in orbit. Labs are the engine: six colonies with two labs each make 24 data a turn, 1,800 in 75 turns. Every finding in the game together is worth about 1,300, so findings alone never get you there. (The Deep Sky Institute gets a quarter more data from both, and studies a quarter faster.)

Your scouts can cover the groups while the labs make the data: a study takes 6 turns at an inner world, 8 in the belt, 10 at the giants. The giants are usually the group you are missing; a scout parked at Jupiter or Europa for ten turns fills it.

Before you start

A telescope costs 4,000 energy, 1,500 iron, 2,500 silicon and 600 water, paid as it goes. Each turn of work needs the payments to be at least that far along; when they fall behind, the work waits. It takes what it needs from the station's stores first, then from your colonies, each of which keeps a settler's worth back (1,000 E, 300 Fe, 200 Si, 100 W). So:

Holding it for 60 turns

A blockade is how rivals fight a telescope. Warships are weighed: a Battlestar counts 3, a Destroyer 1, a Scout a quarter. If the rival warships in your station's orbit outweigh yours there, the work slows by their extra share of their own weight: three Destroyers against your two, a third slower. A tie goes to you.

What the AI rivals do when you start one:

In AI games a telescope takes 80–130 turns from start to launch, not 60: stalls for materials and blockades add up. Start it with the station stocked, a guard that outweighs what your nearest rivals can send, and a destroyer or two left at your best colonies.

6. Stopping a rival who is about to win

A VP leader

A Sovereignty leader

A telescope

7. Late-game dangers

8. The time limit

If nobody wins by turn 1200 (100 years), the faction furthest along any road wins: the best of its VP against the target, its influence against 200, and its science progress. The final standings show all three. In practice it almost never comes to that: 3 games in 4,600 AI-only games ran out the clock.

9. Things to try