The Event
The season's contested sector: six worlds, no safe hours, and a season won by a guild.
While a season is running, one sector of the galaxy is contested ground — and it is fought over by guilds rather than by players. It is not the only thing a guild holds by force (the relics are too), but it is the one that decides the season.
Sector 13
It carries 6 capturable worlds:
- Ashfall Reach — 13:3:9
- The Cindergate — 13:6:4
- Hollow Meridian — 13:9:12
- Sable Anchorage — 13:12:7
- The Long Silence — 13:15:15
- Ember Crown — 13:18:2
Most sit under a neutral garrison, and a guild takes one by beating it. A slot that already had somebody's colony on it before the garrison was placed is marked occupied instead: no garrison goes there and it cannot be captured.
The garrison is not a fixed wall. It is priced off the strength of the field, deliberately skipping the very top of it, so one runaway empire cannot set the price of admission for everybody else.
The sector exists only while a season is running. It is the same sector each time, and between seasons it is not reachable at all — so a coordinate you noted last season is not somewhere you can fly today.
What scores
| Points | |
|---|---|
| Taking a world, from its garrison or from a rival | 250 |
| Every hour you hold one | 60 |
| Each colony your members keep in the sector, while it stands | 25 |
The capture is worth more than an hour of sitting still on purpose: if it were not, the sensible play would be to never attack a held world and quietly farm an empty one.
The last row is a live count, not an award: it pays for as long as the colony stands, so a base that is lost, displaced or razed takes its points with it, and founding one only to abandon it earns nothing. You may hold 2 colonies there at a time, and the Eschaton clears every colony in the sector when the season closes — the points are banked first, but the bases themselves are not something you keep.
No safe hours
The capturable worlds are open at every hour: your night does not cover them, and neither does the shield a raided colony normally gets. Your own colonies in the sector are ordinary colonies and keep both.
The one brake is a 1 hour lock on a world that has just changed hands, which stops two guilds swapping it back and forth without either of them deciding anything.
⚠️ Taking a world is not holding it. A world you have just captured sits with almost no garrison until the sector next re-prices it, and you cannot predict when that is — it may be hours, or it may be moments. Until it happens a rival can take it back with a single hull, and after it happens they cannot. If you want to keep what you took, station ships on it: only the guild that holds a world may garrison it, and allied fleets are refused.
What a season pays
The season is won by a guild, and every guild that placed pays its members. Two separate things decide what you personally receive: your guild's place sets the size, and your own position on the server's event board picks the band — not your position inside your guild. The top scorer of the third guild is paid on the same board as everybody else, which is what it means for a season to be won by a guild rather than by a player.
Being on the board is not the same as being paid: the crates need more than 25 points, so a single colonisation in the sector and nothing else earns a rank and no prize.
Each figure below is the size of the crate paid per resource.
| Guild place | Your board rank 1–3 | 4–10 | 11+ |
|---|---|---|---|
| 1 | 100,000,000 | 50,000,000 | 10,000,000 |
| 2 | 50,000,000 | 10,000,000 | 5,000,000 |
| 3 | 10,000,000 | 5,000,000 | 1,000,000 |
| 4 | 5,000,000 | 1,000,000 | 500,000 |
| 5 | 1,000,000 | 500,000 | 100,000 |
| 6 | 500,000 | 100,000 | 100,000 |
| 7 and below | 100,000 | 100,000 | 100,000 |