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Planetwars Info May 2026

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This Planetwars test round has quite a few mechanics changes. As these are only "documented" across a few tickets (such as https://github.com/ZeroK-RTS/Zero-K-Infrastructure/issues/3037 ) I thought it best to make a post on the new mechanics. This post also includes a few mid-round changes from the last round.

If someone could update the Planetwars section of the wiki, it would be much appreciated. I had a look but it would be spread across a few pages and the section probably needs reorganising, which would take a bit more time than I have at the moment.

Also be aware that many of the numbers here are subject to change. We've just taken a guess at the parameters for some of these systems. If they turn out to be broken or ineffective, we may tweak their values on the fly. Our goal is to test things to see whether they work.

TLDR:
  • Attack and defend phases are no longer faction-specific.
  • Players have a personal pool of "attack charges" that are spent to attack and recharge when they defend.
  • Removed homeworld capture victory. Homeworlds are now immune to invasion and interference.
  • Bombers now reduce the IP of everyone on the planet, not just other factions.

Invasion Mechanics



Players have a personal pool of attack charges.
  • You start with one charge.
  • Attacking a planet spends a charge (at the end of the phase).
  • You gain a change when you defend, up to a maximum of two.
  • You gain a charge if you have had zero charges for the last 60 minutes (technically you gain one up to a maximum of 1, 60 minutes after your charge count last changed).

Factions now all attack in the same shared attack phase.
  • Players queue on planets as usual.
  • Anyone on a planet that did not hit the attack threshold is amalgamated into a planet that needs players.
  • Any number of players can attack a planet, creating an invasion with more attackers. The base IP gain of the battle is increased by two per participating player.

Defending works the same as before. The main tricky thing about this system is that if your entire faction attacks, there will be nobody to defend.

The attack phase lasts 5 minutes, the defense phase lasts 10 minutes, but reduces to 30 seconds if all defense requirements are met. The phase lengths are really speculative so are likely to change.

Invasion UI



The lobby UI has been improved and a few more things are visible.
  • Planets now have a "Leave" button to un-queue from the phase. This cannot be done as an attacker once attacks are locked and send to the defense phase.
  • The attack phase UI tracks attackers from your faction, the number of players attacking your planets, and the number of players attacking neutral planets. This might help factions balance their attack and defense.
  • The defense phase UI tracks how many defenders have signed up and how many are required, both for your planets and for neutral planets.
  • The top-bar popup has been updated for the new mechanics. It now shows the top-priority planet that needs the fewest attackers/defenders to be filled (rather than just filling one planet).
  • Planets in the defend phase now show the average PW-WHR of the players attacking it, rounded to the nearest 100. This might help players find reasonable matches, or it might break everything.
  • Planets are now coloured by the faction that owns them.

Galaxy Mechanics



A few galaxy mechanics have large tweaks, but most are unchanged.
  • Homeworld can no longer be bombed or captured, removing Homeworld capture victory.
  • The Victory Points required to win has been reduced to 50, to make for a fairly short test round.
  • Galaxy turns now happen at the end of each attack phase, provided at least one attack was launched.

Bombers have been adjusted so they they don't completely undo battles.
  • Bombers remove your own IP at half the rate they remove enemy IP. Bombing your own position has consequences!
  • Bombers are unable to reduce the IP of any faction below 5.

Artefacts are unchanged, but as a reminder, they work like this.
  • Each powered Artefact produces 1 Victory Point per turn. They take a bit to power so keep an eye on your energy priorities!
  • Factions lose 1 Victory Point per turn, so you need at least two Artefacts to make progress.
  • It looks like Artefacts can be disabled in ground battles, and bombed. I am not 100% sure on the last point.
+9 / -0
I've kept the commentary in the post above to a minimum to retain its use as a reference. In this one I will go through some of ideas behind the changes.

The parallel attack turns change came about from the feedback that sequential turns offer factions intrinsic advantages against each other. E.g. if the turns go A -> B -> C, then A can attack B to cause B to miss its own attack phase. This is not something A can do against C, which makes for a weird asymmetry. There are a few things to try, but the simplest would be to make all attacks happen in parallel. This also somewhat solves issues around players turning up at the wrong time, and having to wait 40 minutes for their factions attack phase.

The main problem we wanted to solve was the effect of activity and skill mismatches throughout the day. Or relatedly, that PW over-encouraged staying up all night to win. A healthy regular PW is one that doesn't kill the most hardcore players through lack of sleep. There are quite a few ways to do this, but we decided to try adding per-player limits on constantly attacking via the attack charges system. Parallel turns just happened to become possible with the introduction of attack charges.

Attack charges should reign in the ability of one faction to steamroll the others through overwhelming activity. There is a bit of a balancing game being played here.
  • There has to be a benefit to a bit more activity than the other factions, otherwise the winning (or at least not-losing) play might be to refuse to act, stalling out the game.
  • Attack charges lag behind changes in activity because they take effect after the other side goes to bed.
  • If they take too long to passively recharge, then players might get stuck not playing, or factions might be able to stall out the game. If they don't take long enough to recharge, then hardcore players will be able to stay up all night spamming them.

Attacking being more enticing than defending is a persistent problem that attack charges attempt to solve. We considered something like a more traditional matchmaker, or making battles symmetric in that players would fight over IP on a pair of planets, but the systems sounded a bit abstract. There is something powerful in the simplicity of the PW attack system: you click a battle to attack, then if no defenders respond, you get a big win. It's a system that is geared towards making games happen in an understandable way.

The attack charge system may break down in a few ways. We might even find a way we didn't think of. One thing at the back of my mind is that an attack always costs X charges (across players), but can only ever generate at most X charges for the defenders. If a defense is understaffed, then fewer charges are generated. We won't completely run out of charges, because they refresh, but it is still a worry. I am encouraged by the observed high frequency of battles of the previous PW though, because that means most attacks are likely to be answered by an equal number of defenders.

We kept the large-attack system of the previous PW test, and polished it a bit so it doesn't just allow multiples of the planet player threshold. The other systems discourage sending more players than you need (eg each has to spend an attack charge), but to me this is the right approach. I'm very happy for a few pivotal battles to involve a large number of players, but I would like to keep most battles relatively small. It makes for a different kind of ZK to TAW, and many smaller battles are less prone to large scale imbalances than a few large ones.

The homeworld capture victory condition was removed because it encourages the top two factions to each try to gank the weakest one. This is the opposite of a stable FFA system, where the two weaker factions should gang up on the one that is about to win. It also feels like the last several PWs have ended this way, after people remember that homeworld capture exists, and it has tended to be unsatisfying. Holding and powering Artefact worlds should be a bit more interesting, as both the other factions can be involved in trying to take them back from a leader.

I've heard some pre-feedback (feedforward?) that players like the thematic elements of a last ditch stand at your homeworld. Losing your homeworld might be something that comes back in the future, but there are a few too many mechanics tied to it for the game to not simply end when a faction is de-homeworlded. For example, the battle metal bonus is based on distance to homeworld, and we have no way for a faction to reenter the game if all its worlds are conquered. So if we were to, say, change homeworld victory to controlling all homeworlds (not just one extra), we would need to deal with some edge cases first.

The bomber change follows one of our general ideas: that the galaxy game should direct and enhance the actions taken in the battles, not make them irrelevant. Being able to make enough bombers to cancel out an entire battle violated this idea, and the lack of battle effect was even reported as a bug initially. An invasion can still be fended off for a little bit with bombers, but eventually the planet will be turned neutral with continued use. This might nerf bombers too much, or it might just mean we'll see a lot more planets bombed to neutrality and then invaded.

A lot of the above is speculation. I'm not really going to put much weight on anticipated feedback, i.e., feedback people (or myself) might have just reading about the mechanics. It will be a lot more enlightening to see how the systems work in practise.
+4 / -0