1. What the mid-game is about

The New Player Guide ends around turn 60: one colony with a few upgrades, perhaps a station, a second Colony Ship on its way. The mid-game is everything between that and the finish line — and the finish line is a long way off. The Victory Point target is a share of everything on the map:

Players (you + AI)234567
VP to win1159585807570
Typical game length (AI tables)~435 turns~430~435~440~445~430

Where does 85 VP come from at a four-player table? A colony is worth its planet's full VP (8–12 for most worlds you can reach before turn 150), a station a quarter of its planet's, and every first visit to a planet a permanent +2 (inner system and belt) or +3 (beyond the belt). A good explorer banks about ten VP of first visits; two stations add five or so. That leaves about six colonies of average value — or fewer, if some of them are the big outer worlds.

Six colonies is the whole problem. Your first two arrive in the opening; the rest have to be built by you, in yards you have to supply, and flown to worlds your rivals want too. The mid-game is the race to turn one colony into six.

2. Taking stock at turn 60

Before you plan the next hundred turns, look at what you have. Press J for the System Overview and I for the Strategic Advisor, and check:

3. The settler engine

A Colony Ship costs 1000 energy, 300 iron, 200 silicon and 100 water (Mars Colonial Authority pays 20% less, the Free Traders 25% less). There are three places to build one, and they differ mostly in speed:

YardBuild timeConditions
UN yard at Earth48 turns One hull at a time for each faction. Pay any mix of resources worth 1600 in total, as long as at least a tenth of the bill is each of energy, iron and silicon; water is folded in.
A colony's shipyard36 turns Once the colony is 60 turns (five years) old. Paid from the colony's own stockpiles; a ship docked there covers any shortfall.
Your station24 turns Full speed. Titan Industries builds ships 20% faster still.

The arithmetic is simple and brutal: a station builds three settlers in the time the UN yard builds one and a half. Keep a Colony Ship on the stocks in every yard you own, all the time. An idle yard in the mid-game is the most expensive thing in the game — it's a colony you won't have at turn 250.

What actually stalls a yard is almost never energy at a sunny world. It's:

The Transfer dialog (R) opens on the likeliest choice: a freighter arriving at your yard with silicon in the hold offers to give it to the colony, and a colony building something lists that build as a destination. Standing loops are a few keypresses each trip.

4. Stations: shipyards, hubs and VP

A station costs 2000 energy, 600 iron and 400 silicon and takes 15 turns (Titan Industries: about 19). A colony at the same planet pours its stockpiles into the build automatically, so the cheapest station is the one next to your oldest colony. What you get for it:

Most AI factions raise their first station somewhere around turn 145. If yours is up by turn 80–100, you are building settlers at full speed for fifty turns before they are — that is the single biggest mid-game edge a human player has.

5. Choosing your next worlds

Every colonizable world, with its VP, the share of its passive ore that is iron and silicon (a colony's 10 ore a turn splits by the world's reserves), whether it has water, and how much sunlight a ship collects there compared with Earth:

WorldDistanceVPOre split (Fe / Si)WaterSunlight
Mercury0.39 AU78 / 2 (small)a little6.7×
Venus0.72 AU83 / 8 (small)—1.9×
Mars1.52 AU108 / 2polar ice0.43×
Eros1.46 AU78 / 2—0.47×
Vesta2.36 AU88 / 2—0.18×
Hebe2.43 AU87 / 3—0.17×
Juno2.67 AU88 / 2—0.14×
Ceres2.77 AU127 / 3lots0.13×
Pallas2.77 AU87 / 3some0.13×
Psyche2.92 AU119 / 1—0.12×
Interamnia3.06 AU93 / 7some0.11×
Themis3.13 AU93 / 7some0.10×
Hygiea3.14 AU107 / 3some0.10×
Jupiter5.2 AU126 / 4some0.04×
Europa (Jupiter)5.2 AU60 / 10lots0.04×
Ganymede (Jupiter)5.2 AU73 / 7lots0.04×
Saturn9.58 AU152 / 8lots0.01×
Uranus19.2 AU200 / 10lots≈ 0
Neptune30.1 AU220 / 10lots≈ 0
Pluto39.5 AU254 / 6lots≈ 0
Haumea43.1 AU263 / 8lots≈ 0
Makemake45.4 AU270 / 10lots≈ 0

How to read it for the mid-game:

6. The push into the outer system

Past the belt, sunlight stops paying. A Solar Array that adds 8.6 energy a turn at Mars adds 0.7 at Jupiter. Three things make the outer system work:

Fusion Reactors

A reactor (800 / 400 / 300, 10 turns, up to 2 per colony) adds a flat 100 energy a turn anywhere — 125 for Solar Dynamics, and the Outer Reach builds them 25% cheaper. It burns 7 ore a turn as fuel. On a world with water, local ice covers up to a quarter of that (1.5 water replaces 1.75 ore per reactor), so an icy colony's ore lasts longer. Two reactors eat 14 ore a turn against a colony's base 10, so a reactor colony wants Mining Drills (+6 ore a turn each, up to 3) or a freighter bringing ore.

The Heavy Freighter

A Heavy Freighter (600 / 250 / 120, 5 turns at a station) carries 960 ore — nearly three Light Freighters — and a 9000-energy tank. That tank matters as much as the hold: it can fly a round trip to Jupiter with fuel to spare and hand energy to a stranded ship or a dark colony on the way. Measured with the game's own travel planner:

TripShipTurns (fastest – typical – slowest)Energy used
Earth → JupiterColony Ship24 – 27 – 31about 500 of 2000
Ceres → JupiterColony Ship19 – 28 – 35400–600 of 2000
Earth → SaturnColony Ship35 – 38 – 41about 600 of 2000
Saturn → UranusColony Ship38 – 46 – 61600–900 of 2000
Earth → Jupiter, emptyHeavy Freighter11 – 12 – 13about 1200 of 9000
Jupiter → Earth, full (960)Heavy Freighter17 – 21 – 252500–3700 of 9000
Ceres → Jupiter, full (350)Light Freighter19 – 29 – 36800–1200 of 1500

Note the last row: a loaded Light Freighter can reach Jupiter from the belt, but with little margin — it arrives nearly empty and can't refuel on sunlight there. Past the belt, send Heavy Freighters, or top Light Freighters up from one.

A foothold, then a hub

The usual shape is one outer colony (Jupiter, the nearest, with water and both ores) that grows a reactor and drills, then a station, then becomes the yard for the worlds beyond it. Every outer world visited first also pays +3 VP for the visit alone, and whoever gets there first usually gets to settle it.

The Outer Reach Explorers head for Jupiter from the start — the AI version settles it around turn 40 and Saturn around turn 100. If ORE is at your table, the gas giants are a race you need to plan for early, or concede. Jupiter's moons Europa and Ganymede are worlds of their own, a one-turn hop from Jupiter: once one faction holds two worlds in Jupiter's system, the AI rivals race for the rest, raid its lanes, refuse to trade with it and go to war at its colonies, and they treat you the same way if you're the one taking Jupiter.

7. Trade, the market and wildcat mining

Proposing a trade

When one of your freighters shares a planet with a foreign ship, colony or station, press U to buy ore with energy or sell ore for energy. Prices start at 3 energy per iron, 4 per silicon and 2 per water and move with the situation:

The AI factions also trade among themselves: a hauler on a supply errand buys what its colony lacks from another faction's colony at posted prices. They won't come to you: you join that market by proposing deals yourself (U), and a freighter full of silicon at a busy AI world can sell into it every 6 turns.

Wildcat mining

Nothing stops your ships mining a planet another faction has claimed. But at a claim they enforce — a colony, station or outpost there, or one of their Battlestars in orbit — you mine at only 40% of the normal rate, and every unit taken builds a grudge (three times as fast under a Battlestar's guns). A grudge makes that faction's prices to you worse (+100% at 200 grudge) and at 400 they refuse to trade with you at all. Grudges fade by 2% a turn. Scouts, destroyers and flags do not enforce a claim.

Claims don't last forever

8. The other road: a Sovereignty Charter

You can also win without the VP target: reach 200 Earth Influence by shipping ore home. Press E with a loaded freighter at Earth. Iron pays 0.04 influence a unit and silicon 0.05 (the Free Traders get 25% more). To win you also need:

The catch is decay: influence loses 1.5% a turn (five times that for 10 turns after you destroy a ship in combat). Influence settles where your deliveries balance the decay, so holding 200 takes about 3 influence a turn of steady shipments — roughly 75 iron or 60 silicon every turn, forever. That's a Heavy Freighter full of silicon every 16 turns, or two or three freighter loops running flat out.

Two extra sources of influence help:

Sovereignty wins are common in duels and rare at big tables, where somebody reaches the VP target first. It is a real threat from a trading or mining faction at two or three players; watch the Earth Influence panel.

A third road opens late: the Lens telescope, a science victory. It needs science data from years of studies and Research Labs, so start gathering it in the mid-game; the New Player Guide explains it. If a rival starts one, every faction is told, and its station is where your warships should go: rival warships in its orbit that outgun the guards slow the work, and at war they stop it.

9. War, UN law and holding what you take

The rules of engagement

Taking territory

A Battlestar bombards a structure (K) until its defences are down, then a boarding-capable ship captures it (G) once no enemy ships remain there. A fresh conquest is restive: it yields 50% of the planet's VP, rising to 85% over 50 turns of uninterrupted ownership.

Defending what you have

Among the AI factions only the United Defense Force raids as a habit; most of the others fight when you come to them. War is rarely how you win a mid-game — but losing a colony to it is a common way to lose one.

10. What your rivals are doing

From thousands of AI-only games (the numbers the setup screen's opponent grades come from):

11. Things to try

When the land rush is over and someone is closing on a win, the Late-Game Guide picks up: closing out each kind of win, and stopping a rival's.