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	<title>Alliance Territory - Revision history</title>
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	<updated>2026-08-21T12:00:57Z</updated>
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		<title>Admin: Created page with &quot;= Bastions &amp; Doctrines = Holding systems is only the first half of alliance territory. The second half is &#039;&#039;&#039;shape and specialisation&#039;&#039;&#039;: which of your systems are &#039;&#039;connected&#039;&#039;, what each one is &#039;&#039;for&#039;&#039;, and how far from home you can plant a flag.  Three ideas drive everything on this page:  * &#039;&#039;&#039;Connection matters.&#039;&#039;&#039; A system only pays alliance-wide bonuses while it is linked back to your Headquarters or to one of your Bastions. Cut the corridor, cut the benefit. * &#039;&#039;...&quot;</title>
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		<updated>2026-07-31T11:38:17Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;= Bastions &amp;amp; Doctrines = Holding systems is only the first half of alliance territory. The second half is &amp;#039;&amp;#039;&amp;#039;shape and specialisation&amp;#039;&amp;#039;&amp;#039;: which of your systems are &amp;#039;&amp;#039;connected&amp;#039;&amp;#039;, what each one is &amp;#039;&amp;#039;for&amp;#039;&amp;#039;, and how far from home you can plant a flag.  Three ideas drive everything on this page:  * &amp;#039;&amp;#039;&amp;#039;Connection matters.&amp;#039;&amp;#039;&amp;#039; A system only pays alliance-wide bonuses while it is linked back to your Headquarters or to one of your Bastions. Cut the corridor, cut the benefit. * &amp;#039;&amp;#039;...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;= Bastions &amp;amp; Doctrines =&lt;br /&gt;
Holding systems is only the first half of alliance territory. The second half is &amp;#039;&amp;#039;&amp;#039;shape and specialisation&amp;#039;&amp;#039;&amp;#039;: which of your systems are &amp;#039;&amp;#039;connected&amp;#039;&amp;#039;, what each one is &amp;#039;&amp;#039;for&amp;#039;&amp;#039;, and how far from home you can plant a flag.&lt;br /&gt;
&lt;br /&gt;
Three ideas drive everything on this page:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Connection matters.&amp;#039;&amp;#039;&amp;#039; A system only pays alliance-wide bonuses while it is linked back to your Headquarters or to one of your Bastions. Cut the corridor, cut the benefit.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Every node has a job.&amp;#039;&amp;#039;&amp;#039; Each system carries exactly one &amp;#039;&amp;#039;&amp;#039;Doctrine&amp;#039;&amp;#039;&amp;#039; — production, shipbuilding, defence, logistics, or intel — and its main building level is the dial.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Distance is buyable, not free.&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;Bastions&amp;#039;&amp;#039;&amp;#039; let you anchor territory far from home, but each archetype is capped, placement is restricted, and every Bastion is always conquerable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Requires the &amp;#039;&amp;#039;&amp;#039;Alliance Territory&amp;#039;&amp;#039;&amp;#039; feature to be enabled. Staged sieges additionally require &amp;#039;&amp;#039;&amp;#039;Territory Siege&amp;#039;&amp;#039;&amp;#039; — see Territory Siege. Territory basics (conquest, harvest, vault, research) are in Alliances.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
&lt;br /&gt;
* The three tiers&lt;br /&gt;
* Connected territory&lt;br /&gt;
* Doctrines&lt;br /&gt;
* Which doctrines a node may take&lt;br /&gt;
* Setting and switching a doctrine&lt;br /&gt;
* Territory effects&lt;br /&gt;
* Fortress projection&lt;br /&gt;
* Logistics Center &amp;amp; warp gates&lt;br /&gt;
* Anti-Intel &amp;amp; Sensor&lt;br /&gt;
* Bastions&lt;br /&gt;
* Founding a Bastion&lt;br /&gt;
* Child Divisions&lt;br /&gt;
* Embassy stun: when a treaty ends&lt;br /&gt;
* Abandoning a Bastion&lt;br /&gt;
* Caps &amp;amp; capacity&lt;br /&gt;
* Sieges against territory&lt;br /&gt;
* Bosses in owned space&lt;br /&gt;
* Where to see all of this&lt;br /&gt;
* Quick reference&lt;br /&gt;
&lt;br /&gt;
== The three tiers ==&lt;br /&gt;
 &amp;lt;code&amp;gt;HQ  (1 per alliance, cannot be sieged, root of the main blob)&lt;br /&gt;
  └── Division*  (hex-adjacent chain, 1 doctrine each)&lt;br /&gt;
 &lt;br /&gt;
 Bastion  (standalone anchor, planted away from the blob — always conquerable)&lt;br /&gt;
  ├── Embassy    Bastion — 1 system,       max 5&lt;br /&gt;
  ├── War        Bastion — root + 2 kids,  max 3&lt;br /&gt;
  └── Expansion  Bastion — root + 5 kids,  max 2&lt;br /&gt;
       └── Division*  (adjacent to the cluster, 1 doctrine each)&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier&lt;br /&gt;
!Main building&lt;br /&gt;
!Slots&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Headquarters&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Alliance Headquarters&lt;br /&gt;
|100&lt;br /&gt;
|One per alliance. Cannot be Contested or taken. Only place for Research Lab, Vault, Diplomacy Office, Archive, Bazaar. Has &amp;#039;&amp;#039;&amp;#039;no&amp;#039;&amp;#039;&amp;#039; doctrine.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Division&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Division Center&lt;br /&gt;
|40&lt;br /&gt;
|Must border territory you already hold. Carries one doctrine.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bastion&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Embassy / War / Expansion Bastion&lt;br /&gt;
|20 / 40 / 60&lt;br /&gt;
|Planted on a standalone system. Carries one doctrine &amp;#039;&amp;#039;&amp;#039;and&amp;#039;&amp;#039;&amp;#039; hosts child Divisions.&lt;br /&gt;
|}&lt;br /&gt;
A Bastion is deliberately just &amp;#039;&amp;#039;a Division with an archetype wrapper&amp;#039;&amp;#039;: same buildings, same doctrine system, same siege primitive — plus placement rules, child capacity, and one extra siege stage.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;A Bastion main is the system&amp;#039;s main building.&amp;#039;&amp;#039;&amp;#039; There is no Division Center on a Bastion system; the Bastion main replaces it. Division Centers are for HQ-blob systems and for a Bastion&amp;#039;s child systems.&lt;br /&gt;
&lt;br /&gt;
== Connected territory ==&lt;br /&gt;
Your territory is walked as a graph over &amp;#039;&amp;#039;&amp;#039;hex adjacency&amp;#039;&amp;#039;&amp;#039;, from two kinds of root:&lt;br /&gt;
&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;The HQ blob&amp;#039;&amp;#039;&amp;#039; — starts at your Headquarters and spreads through neighbouring systems that are not attached to a Bastion.&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Each Bastion cluster&amp;#039;&amp;#039;&amp;#039; — starts at the Bastion root and spreads through the child Divisions attached to &amp;#039;&amp;#039;that&amp;#039;&amp;#039; Bastion, up to its child capacity.&lt;br /&gt;
&lt;br /&gt;
Systems the walk reaches are &amp;#039;&amp;#039;&amp;#039;connected&amp;#039;&amp;#039;&amp;#039; (the UI calls them effective). Systems it cannot reach are owned but orphaned.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Connected node&lt;br /&gt;
!Orphaned / stunned node&lt;br /&gt;
|-&lt;br /&gt;
|Feeds alliance-wide territory effects&lt;br /&gt;
|Feeds &amp;#039;&amp;#039;&amp;#039;nothing&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|Projects and receives Fortress defence&lt;br /&gt;
|No projection either way&lt;br /&gt;
|-&lt;br /&gt;
|Can run alliance scans&lt;br /&gt;
|Cannot scan&lt;br /&gt;
|-&lt;br /&gt;
|Routes alliance warp hops&lt;br /&gt;
|Not part of the warp network&lt;br /&gt;
|-&lt;br /&gt;
|Keeps buildings, harvest, survey, missions&lt;br /&gt;
|Keeps buildings, harvest, survey, missions&lt;br /&gt;
|}&lt;br /&gt;
That last row is the important one: an orphaned system is not dead, it is just &amp;#039;&amp;#039;&amp;#039;no longer contributing&amp;#039;&amp;#039;&amp;#039;. This is what makes cutting a corridor — taking one system in the middle of a chain — a real strategic act rather than a rounding error.&lt;br /&gt;
&lt;br /&gt;
== Doctrines ==&lt;br /&gt;
Every Division and Bastion carries exactly &amp;#039;&amp;#039;&amp;#039;one&amp;#039;&amp;#039;&amp;#039; Doctrine. The Headquarters has none.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Doctrine&lt;br /&gt;
!What it does&lt;br /&gt;
!Signature building&lt;br /&gt;
!Alliance-wide effect&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Production Hub&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Resource extraction hub&lt;br /&gt;
|Common &amp;#039;&amp;#039;&amp;#039;or&amp;#039;&amp;#039;&amp;#039; Rare Extractor&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Resource production&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Shipyard Outpost&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Faster ship construction&lt;br /&gt;
|Shipyard Outpost&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Ship build-time reduction&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Fortress&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Defence, and the only doctrine that &amp;#039;&amp;#039;&amp;#039;projects&amp;#039;&amp;#039;&amp;#039; defence to neighbours&lt;br /&gt;
|Defense Yard&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Tonnage capacity&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Logistics Center&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Hosts an alliance Warp Gate for fleet hops&lt;br /&gt;
|Warp Gate&lt;br /&gt;
|— (utility)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Anti-Intel &amp;amp; Sensor&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Alliance scanning and counter-scouting&lt;br /&gt;
|Intelligence Center&lt;br /&gt;
|— (utility)&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The signature building is an activation gate, not a cost multiplier.&amp;#039;&amp;#039;&amp;#039; The doctrine&amp;#039;s effect stays at zero until that building exists at &amp;#039;&amp;#039;&amp;#039;level ≥ 1&amp;#039;&amp;#039;&amp;#039;; after that the &amp;#039;&amp;#039;size&amp;#039;&amp;#039; of the effect comes from the node&amp;#039;s &amp;#039;&amp;#039;&amp;#039;main building level&amp;#039;&amp;#039;&amp;#039; (Division Center or Bastion main). You level one building per system, not two.&lt;br /&gt;
&lt;br /&gt;
You do &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; need the signature building to pick the doctrine — the doctrine is what unlocks it. The order is always: pick doctrine → build signature building → effect switches on.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Defense Yard is legal on every doctrine.&amp;#039;&amp;#039;&amp;#039; Any node can defend itself; Fortress&amp;#039;s identity is &amp;#039;&amp;#039;projection plus tonnage&amp;#039;&amp;#039;, not a monopoly on turrets. That also means switching away from Fortress never forces you to demolish a long-invested Defense Yard.&lt;br /&gt;
&lt;br /&gt;
== Which doctrines a node may take ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Node&lt;br /&gt;
!Doctrines it may take&lt;br /&gt;
!Child Divisions&lt;br /&gt;
!Child doctrines&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;HQ&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|none&lt;br /&gt;
|up to territory cap&lt;br /&gt;
|all five&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;HQ-blob Division&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|all five&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Embassy Bastion&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Production Hub, Logistics Center&lt;br /&gt;
|0&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;War Bastion&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Fortress, Shipyard Outpost, Anti-Intel &amp;amp; Sensor&lt;br /&gt;
|2&lt;br /&gt;
|Fortress, Shipyard Outpost, Anti-Intel &amp;amp; Sensor&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Expansion Bastion&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Production Hub, Logistics Center, Anti-Intel &amp;amp; Sensor&lt;br /&gt;
|5&lt;br /&gt;
|all five&lt;br /&gt;
|}&lt;br /&gt;
One consequence worth planning around: &amp;#039;&amp;#039;&amp;#039;Fortress — and therefore tonnage capacity — is only reachable on HQ-blob Divisions, War Bastions, and Expansion children.&amp;#039;&amp;#039;&amp;#039; Embassy and Expansion &amp;#039;&amp;#039;roots&amp;#039;&amp;#039; cannot take it.&lt;br /&gt;
&lt;br /&gt;
== Setting and switching a doctrine ==&lt;br /&gt;
Doctrine is chosen on the system&amp;#039;s main building (Division Center or Bastion main) by a &amp;#039;&amp;#039;&amp;#039;Deputy or Leader&amp;#039;&amp;#039;&amp;#039;. Opening an empty building slot on a node with no doctrine prompts you to choose one first, because the rest of the build list depends on it.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;First pick is free.&amp;#039;&amp;#039;&amp;#039; After that:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Switching a doctrine&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Cost&lt;br /&gt;
|The &amp;#039;&amp;#039;&amp;#039;last upgrade cost&amp;#039;&amp;#039;&amp;#039; of that node&amp;#039;s main building&lt;br /&gt;
|-&lt;br /&gt;
|Cooldown&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;72 hours&amp;#039;&amp;#039;&amp;#039; per node&lt;br /&gt;
|-&lt;br /&gt;
|While a siege is open on that system&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Blocked&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|Buildings&lt;br /&gt;
|Signature buildings that are illegal under the new doctrine are &amp;#039;&amp;#039;&amp;#039;demolished&amp;#039;&amp;#039;&amp;#039; — you confirm first, nothing is wiped silently&lt;br /&gt;
|}&lt;br /&gt;
Only three buildings are doctrine-exclusive and can be demolished this way: &amp;#039;&amp;#039;&amp;#039;Shipyard Outpost&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Intelligence Center&amp;#039;&amp;#039;&amp;#039;, and &amp;#039;&amp;#039;&amp;#039;Warp Gate&amp;#039;&amp;#039;&amp;#039;. Extractors and the Defense Yard are always kept.&lt;br /&gt;
&lt;br /&gt;
The siege block exists for a specific exploit: without it, a defender would flip to Fortress the moment stage 1 opened and flip back afterwards, paying a cost that is trivial next to losing the system.&lt;br /&gt;
&lt;br /&gt;
Note that the first pick also clears illegal exclusive buildings — a legacy system that somehow holds a Warp Gate cannot keep it by choosing Fortress.&lt;br /&gt;
&lt;br /&gt;
== Territory effects ==&lt;br /&gt;
Three doctrines pay an alliance-wide bonus. Each uses the same diminishing-returns curve with a hard ceiling:&lt;br /&gt;
 &amp;lt;code&amp;gt;effective% = cap × L / (L + K)&lt;br /&gt;
 &lt;br /&gt;
 L = sum of main building levels across your connected, active nodes&lt;br /&gt;
     that carry that doctrine AND have its signature building at level ≥ 1&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Effect&lt;br /&gt;
!Doctrine&lt;br /&gt;
!Ceiling&lt;br /&gt;
!&amp;lt;code&amp;gt;K&amp;lt;/code&amp;gt;&lt;br /&gt;
!Reference budget → value&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Tonnage capacity&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Fortress&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;+5%&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|25&lt;br /&gt;
|100 levels → &amp;#039;&amp;#039;&amp;#039;4.00%&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Resource production&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Production Hub&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;+10%&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|50&lt;br /&gt;
|200 levels → &amp;#039;&amp;#039;&amp;#039;8.00%&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Ship build-time reduction&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Shipyard Outpost&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;−25%&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|60&lt;br /&gt;
|250 levels → &amp;#039;&amp;#039;&amp;#039;20.16%&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Invested levels&lt;br /&gt;
!Tonnage&lt;br /&gt;
!Production&lt;br /&gt;
!Ship time&lt;br /&gt;
|-&lt;br /&gt;
|Reference (100 / 200 / 250)&lt;br /&gt;
|4.00%&lt;br /&gt;
|8.00%&lt;br /&gt;
|20.16%&lt;br /&gt;
|-&lt;br /&gt;
|2× reference&lt;br /&gt;
|4.44%&lt;br /&gt;
|8.89%&lt;br /&gt;
|22.32%&lt;br /&gt;
|-&lt;br /&gt;
|4× reference&lt;br /&gt;
|4.71%&lt;br /&gt;
|9.41%&lt;br /&gt;
|23.58%&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Why a curve and not a flat rate.&amp;#039;&amp;#039;&amp;#039; Early levels pay &amp;#039;&amp;#039;better&amp;#039;&amp;#039; than a linear rate, so a young alliance feels every upgrade; past the reference budget each level is worth progressively less but &amp;#039;&amp;#039;&amp;#039;never zero&amp;#039;&amp;#039;&amp;#039;, so there are no dead levels and no runaway snowball from simply owning more space. The ceiling is the ceiling — alliance research may make the curve climb faster, but it can never raise the cap.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Who gets them:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Effect&lt;br /&gt;
!Eligibility&lt;br /&gt;
|-&lt;br /&gt;
|Tonnage capacity&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Every member&amp;#039;&amp;#039;&amp;#039; of the alliance&lt;br /&gt;
|-&lt;br /&gt;
|Resource production&lt;br /&gt;
|Members holding &amp;#039;&amp;#039;&amp;#039;≥ 1 colony inside connected territory&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|Ship build-time reduction&lt;br /&gt;
|Members holding &amp;#039;&amp;#039;&amp;#039;≥ 1 colony inside connected territory&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|}&lt;br /&gt;
Any colony counts — it does not have to be your capital, and one colony gives the full bonus.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Logistics Center and Anti-Intel &amp;amp; Sensor pay no curve bonus.&amp;#039;&amp;#039;&amp;#039; They are utility doctrines: their value is warp routing and intel, and a node running one contributes nothing to tonnage, production, or ship time.&lt;br /&gt;
&lt;br /&gt;
== Fortress projection ==&lt;br /&gt;
Defence built on a Fortress node counts &amp;#039;&amp;#039;&amp;#039;100% on its own system&amp;#039;&amp;#039;&amp;#039;, and &amp;#039;&amp;#039;&amp;#039;50% on hex-adjacent systems your alliance owns&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
* Only &amp;#039;&amp;#039;&amp;#039;one&amp;#039;&amp;#039;&amp;#039; Fortress projects onto any given system — the &amp;#039;&amp;#039;&amp;#039;strongest&amp;#039;&amp;#039;&amp;#039;, not the sum.&lt;br /&gt;
* &amp;quot;Strongest&amp;quot; is measured in actual &amp;#039;&amp;#039;&amp;#039;defence value held&amp;#039;&amp;#039;&amp;#039;, not building level: a modest Defense Yard sitting on a huge stockpile beats a high-level yard with nothing in it.&lt;br /&gt;
* The projecting node must be &amp;#039;&amp;#039;&amp;#039;connected&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;active&amp;#039;&amp;#039;&amp;#039;, and hold a &amp;#039;&amp;#039;&amp;#039;Defense Yard (level ≥ 1)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* Projected units are computed live at battle time, so they always reflect current stock.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Projected defence is borrowed, not spent.&amp;#039;&amp;#039;&amp;#039; The projecting colony never loses units from a fight it did not host, and the defending colony can never lose more units than it actually owns. Losses and auto-repair are both capped at the defender&amp;#039;s real stock.&amp;lt;blockquote&amp;gt;&amp;#039;&amp;#039;&amp;#039;Why &amp;quot;strongest&amp;quot; instead of banning adjacent Fortresses.&amp;#039;&amp;#039;&amp;#039; On a hex grid, neighbouring cells of a system are themselves partly adjacent, so the largest set of mutually non-adjacent neighbours is three. A no-adjacent-Fortresses rule would still allow 150% borrowed defence, while adding an annoying restriction inside your own territory. Capping at one Fortress caps it at 50% unconditionally, with no placement rule at all.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Logistics Center &amp;amp; warp gates ==&lt;br /&gt;
The alliance &amp;#039;&amp;#039;&amp;#039;Warp Gate&amp;#039;&amp;#039;&amp;#039; can only be built on a Logistics Center node. Member fleets launching toward a distant target exit through the closest useful gate and fly the short remaining leg, after a warp readiness delay.&lt;br /&gt;
&lt;br /&gt;
Once alliance territory is live, the alliance warp network only includes gates on &amp;#039;&amp;#039;&amp;#039;Logistics Center nodes that are connected and active&amp;#039;&amp;#039;&amp;#039; — an orphaned Logistics node stops routing until it reconnects. Gates built before territory went live keep working normally while the feature is off.&lt;br /&gt;
&lt;br /&gt;
Fleet-hop mechanics (readiness timing, route selection) are covered in Patch Notes 1.3.6.&lt;br /&gt;
&lt;br /&gt;
== Anti-Intel &amp;amp; Sensor ==&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Intelligence Center&amp;#039;&amp;#039;&amp;#039; turns a node into both a scanner and a counter-intelligence bubble.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Scanning (offence).&amp;#039;&amp;#039;&amp;#039; Any active member can trigger an alliance system scan from the node, revealing &amp;#039;&amp;#039;&amp;#039;asteroid fields&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;pirate strongholds / outposts&amp;#039;&amp;#039;&amp;#039; around it.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Scan&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|Radius&lt;br /&gt;
|&amp;lt;code&amp;gt;ceil(√ main building level)&amp;lt;/code&amp;gt; hexes, capped at &amp;#039;&amp;#039;&amp;#039;8&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|Requires&lt;br /&gt;
|Anti-Intel doctrine · Intelligence Center ≥ 1 · main building ≥ 1 · node &amp;#039;&amp;#039;&amp;#039;connected&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|Cost&lt;br /&gt;
|Gas, paid from the &amp;#039;&amp;#039;&amp;#039;alliance vault&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|Cooldown&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;10 minutes&amp;#039;&amp;#039;&amp;#039; per node, with a live countdown&lt;br /&gt;
|}&lt;br /&gt;
The cooldown exists because the scan is billed to a shared vault — without it, one member could drain it. Results and cost mirror the personal Sensor Array scan.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Counter-intel (defence).&amp;#039;&amp;#039;&amp;#039; Enemy scouts aimed at your systems &amp;#039;&amp;#039;&amp;#039;within &amp;lt;code&amp;gt;ceil(level / 2)&amp;lt;/code&amp;gt; hexes&amp;#039;&amp;#039;&amp;#039; (capped at 8) of a qualifying Anti-Intel node face that node&amp;#039;s main building level added to your side of the intel maths. Practically: &amp;#039;&amp;#039;&amp;#039;higher detection chance&amp;#039;&amp;#039;&amp;#039; for the scout, and &amp;#039;&amp;#039;&amp;#039;shallower&amp;#039;&amp;#039;&amp;#039; reports. The strongest covering node applies.&lt;br /&gt;
&lt;br /&gt;
== Bastions ==&lt;br /&gt;
A Bastion is a secondary anchor you plant &amp;#039;&amp;#039;&amp;#039;outside&amp;#039;&amp;#039;&amp;#039; your main blob — the only way to hold territory that does not chain back to your Headquarters.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Archetype&lt;br /&gt;
!Max instances&lt;br /&gt;
!Child Divisions&lt;br /&gt;
!Territory cap granted&lt;br /&gt;
!Building slots&lt;br /&gt;
!Footprint&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Embassy&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
| +0&lt;br /&gt;
|20&lt;br /&gt;
|1 system&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;War&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
| +2&lt;br /&gt;
|40&lt;br /&gt;
|3 systems&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Expansion&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|2&lt;br /&gt;
|5&lt;br /&gt;
| +5&lt;br /&gt;
|60&lt;br /&gt;
|6 systems&lt;br /&gt;
|}&lt;br /&gt;
Both active and stunned Bastions count toward instance caps — they physically occupy a system. Fully built out, Bastions can hold &amp;#039;&amp;#039;&amp;#039;26 systems&amp;#039;&amp;#039;&amp;#039; outside your blob.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Every Bastion is always conquerable.&amp;#039;&amp;#039;&amp;#039; There is no safe structure anywhere in this design, deliberately: a permanently protected node feeding alliance bonus ceilings would be the single strongest exploit in the system.&lt;br /&gt;
&lt;br /&gt;
== Founding a Bastion ==&lt;br /&gt;
&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Conquer a standalone system&amp;#039;&amp;#039;&amp;#039; — one that is &amp;#039;&amp;#039;&amp;#039;not hex-adjacent to any system your alliance already controls.&amp;#039;&amp;#039;&amp;#039; If it &amp;#039;&amp;#039;is&amp;#039;&amp;#039; adjacent, it is a normal Division and you will be offered a Division Center instead.&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Place a Bastion main as its first alliance building&amp;#039;&amp;#039;&amp;#039; (Deputy or Leader). The building you choose &amp;#039;&amp;#039;is&amp;#039;&amp;#039; the archetype, and the system locks to that archetype the moment construction starts.&lt;br /&gt;
# Until that build starts, the system counts as an ordinary Division for territory cap and protector difficulty. Cancelling the level-0 main returns it to a plain Division.&lt;br /&gt;
&lt;br /&gt;
Placement rules, validated &amp;#039;&amp;#039;&amp;#039;once&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Archetype&lt;br /&gt;
!Placement requirement&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Embassy&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Hex-adjacent to the territory of an &amp;#039;&amp;#039;&amp;#039;Ally or NAP&amp;#039;&amp;#039;&amp;#039; alliance&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;War&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|None beyond standalone + your HQ&amp;#039;s galaxy&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Expansion&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|At least &amp;#039;&amp;#039;&amp;#039;6 hexes&amp;#039;&amp;#039;&amp;#039; from the territory of any alliance you are &amp;#039;&amp;#039;&amp;#039;at war&amp;#039;&amp;#039;&amp;#039; with&lt;br /&gt;
|}&lt;br /&gt;
All Bastions must sit in the &amp;#039;&amp;#039;&amp;#039;same galaxy as your HQ&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;At war&amp;quot; means an active war state only — not NAP, not neutral, not merely un-allied. And because the check happens &amp;#039;&amp;#039;&amp;#039;once, at construction&amp;#039;&amp;#039;&amp;#039;, borders may drift freely afterwards: a later war declaration never invalidates a standing Bastion, and parking a puppet alliance next to a rival&amp;#039;s chosen site only delays when they can start building.&amp;lt;blockquote&amp;gt;&amp;#039;&amp;#039;&amp;#039;Why the clearance is 6 hexes and not 15–20.&amp;#039;&amp;#039;&amp;#039; Exclusion zones grow with the square of their radius. A 20-hex zone around a compact 40-system alliance spans roughly 1,685 of the galaxy&amp;#039;s ~11,250 cells, so about &amp;#039;&amp;#039;&amp;#039;seven well-spread alliances would saturate the entire map&amp;#039;&amp;#039;&amp;#039; and no legal Bastion site would exist anywhere, ever. At 15 hexes it breaks around eleven alliances. Six hexes preserves the &amp;quot;don&amp;#039;t plant a fort in someone&amp;#039;s face&amp;quot; intent while degrading gracefully as the galaxy fills.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Child Divisions ==&lt;br /&gt;
War and Expansion Bastions host child Divisions, which are ordinary Divisions with their own doctrine.&lt;br /&gt;
&lt;br /&gt;
* A child must be &amp;#039;&amp;#039;&amp;#039;hex-adjacent to the Bastion root or to another Division already attached to that same Bastion&amp;#039;&amp;#039;&amp;#039;, and the cluster must have a free slot.&lt;br /&gt;
* A Division Center completed next to one of your Bastions &amp;#039;&amp;#039;&amp;#039;attaches automatically&amp;#039;&amp;#039;&amp;#039; when the cluster has room; a Deputy can also attach an unparented Division manually.&lt;br /&gt;
* Attachment is per-cluster: a system cannot serve two Bastions, and joining one consumes one of that archetype&amp;#039;s child slots.&lt;br /&gt;
&lt;br /&gt;
Embassy Bastions have &amp;#039;&amp;#039;&amp;#039;no&amp;#039;&amp;#039;&amp;#039; child capacity — they are single-system diplomatic footholds.&lt;br /&gt;
&lt;br /&gt;
== Embassy stun: when a treaty ends ==&lt;br /&gt;
An Embassy is placed on the strength of a treaty, so it is the one node whose founding condition can be pulled out from under it. If a NAP or Alliance ends — broken, or replaced by war — every Embassy of yours &amp;#039;&amp;#039;&amp;#039;adjacent to that former partner&amp;#039;s territory&amp;#039;&amp;#039;&amp;#039; is &amp;#039;&amp;#039;&amp;#039;stunned&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!While stunned (&amp;#039;&amp;#039;&amp;#039;48 hours&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Contributes to territory effects&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;No&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|Projects Fortress defence · scans · routes warp&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;No&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|Counts toward controlled systems and the Embassy cap&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Yes&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|Can be attacked&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Yes&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|}&lt;br /&gt;
Before the timer expires a Deputy or Leader must &amp;#039;&amp;#039;&amp;#039;convert it to a War Bastion&amp;#039;&amp;#039;&amp;#039;. Conversion:&lt;br /&gt;
&lt;br /&gt;
* requires a &amp;#039;&amp;#039;&amp;#039;free War Bastion slot&amp;#039;&amp;#039;&amp;#039; (max 3) — if you are at the cap, you must &amp;#039;&amp;#039;&amp;#039;abandon&amp;#039;&amp;#039;&amp;#039; a War Bastion first, inside the 48h;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;always&amp;#039;&amp;#039;&amp;#039; requires choosing a new doctrine, because Embassy doctrines (Production Hub / Logistics Center) are never legal on a War Bastion;&lt;br /&gt;
* charges the standard doctrine-switch cost and demolishes buildings illegal under the new doctrine (with confirmation);&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ignores&amp;#039;&amp;#039;&amp;#039; the 72h doctrine cooldown — this is a forced decision, not a strategic flip;&lt;br /&gt;
* replaces the Embassy main with a War Bastion main at the same level.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;If it is not converted in time, the system is lost&amp;#039;&amp;#039;&amp;#039; — it reverts to neutral. You are mailed on the treaty break, again at the halfway point, and again shortly before expiry, because a silent destructive deadline reads as a bug.&lt;br /&gt;
&lt;br /&gt;
A stunned Embassy &amp;#039;&amp;#039;&amp;#039;captured&amp;#039;&amp;#039;&amp;#039; by another alliance arrives &amp;#039;&amp;#039;&amp;#039;clean and active&amp;#039;&amp;#039;&amp;#039;: the stun was a consequence of the previous owner&amp;#039;s diplomacy and does not bind the new one.&lt;br /&gt;
&lt;br /&gt;
== Abandoning a Bastion ==&lt;br /&gt;
Bastion mains cannot be demolished, so &amp;#039;&amp;#039;&amp;#039;abandon&amp;#039;&amp;#039;&amp;#039; is the release valve that keeps an alliance at archetype cap from being stuck forever. A Deputy or Leader can abandon a Bastion, freeing that archetype slot immediately.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;It releases the entire cluster.&amp;#039;&amp;#039;&amp;#039; The root &amp;#039;&amp;#039;and every attached child&amp;#039;&amp;#039; revert to neutral.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Blocked while any siege is open anywhere in the cluster&amp;#039;&amp;#039;&amp;#039;, so a Bastion about to fall cannot be abandoned to deny the attacker their prize.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;168h cooldown per archetype&amp;#039;&amp;#039;&amp;#039;, so Bastions cannot be hot-swapped around the map.&lt;br /&gt;
* Requires an explicit typed confirmation — it is irreversible.&lt;br /&gt;
&lt;br /&gt;
Releasing the children too is not a punishment, it is arithmetic: abandoning a root also removes its territory-cap grant (up to −5), so keeping the children would immediately push you over your own cap. It also keeps the action honest — abandoning is a genuine loss, not a trick for shedding a root while keeping the ground.&lt;br /&gt;
&lt;br /&gt;
Abandon is load-bearing in two places: freeing a slot to &amp;#039;&amp;#039;&amp;#039;capture&amp;#039;&amp;#039;&amp;#039; another root of that type, and making room for a &amp;#039;&amp;#039;&amp;#039;forced Embassy conversion&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
== Caps &amp;amp; capacity ==&lt;br /&gt;
 &amp;lt;code&amp;gt;max controlled systems = base (1)&lt;br /&gt;
                        + 4 × Territorial Expansion research level&lt;br /&gt;
                        + Σ (each Bastion&amp;#039;s cap grant)&amp;lt;/code&amp;gt;&lt;br /&gt;
Each archetype grants exactly the child capacity it provides (&amp;#039;&amp;#039;&amp;#039;Embassy +0 · War +2 · Expansion +5&amp;#039;&amp;#039;&amp;#039;), so &amp;#039;&amp;#039;&amp;#039;a Bastion is capacity-neutral for your main blob&amp;#039;&amp;#039;&amp;#039; — it pays for its own children and nothing more.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Archetype caps are enforced when a siege starts, not when it finishes.&amp;#039;&amp;#039;&amp;#039; If you already hold 3 War Bastions you cannot &amp;#039;&amp;#039;Contest&amp;#039;&amp;#039; a fourth. Gating at the start is deliberate: nobody should discover the block after completing a three-stage siege. It only blocks the &amp;#039;&amp;#039;&amp;#039;root&amp;#039;&amp;#039;&amp;#039; — you can still besiege and take a capped cluster&amp;#039;s &amp;#039;&amp;#039;&amp;#039;child&amp;#039;&amp;#039;&amp;#039; Divisions, which are ordinary Divisions consuming ordinary territory cap.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Capturing a cluster costs exactly one net slot.&amp;#039;&amp;#039;&amp;#039; Because the cap grant matches child capacity, taking an Expansion cluster gains 6 systems and +5 cap; a War cluster gains 3 and +2; an Embassy gains 1 and +0. Every cluster capture nets &amp;#039;&amp;#039;&amp;#039;+1&amp;#039;&amp;#039;&amp;#039;, the same as taking a lone Division — a depleted cluster is even cheaper.&lt;br /&gt;
&lt;br /&gt;
One thing to plan for: &amp;#039;&amp;#039;&amp;#039;system protectors scale with how many systems you already control&amp;#039;&amp;#039;&amp;#039;, so a wide alliance faces meaningfully tougher NPC garrisons on its next conquest than a small one does.&lt;br /&gt;
&lt;br /&gt;
== Sieges against territory ==&lt;br /&gt;
Territory shape changes what a siege costs an attacker:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Target&lt;br /&gt;
!Stages&lt;br /&gt;
!Scheduled waits&lt;br /&gt;
!Prize&lt;br /&gt;
|-&lt;br /&gt;
|Neutral system · Division · Bastion &amp;#039;&amp;#039;&amp;#039;child&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|That one system&lt;br /&gt;
|-&lt;br /&gt;
|Bastion &amp;#039;&amp;#039;&amp;#039;root&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|The &amp;#039;&amp;#039;&amp;#039;whole cluster&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|}&lt;br /&gt;
Capturing a root transfers the root and every attached child together, keeping archetype, doctrines, parent links, and buildings (minus the capture penalty). Capturing a child alone yields one unattached Division that may not even connect to anything you own — a clean risk/reward gradient between a long root siege and a quick child raid.&lt;br /&gt;
&lt;br /&gt;
Open sieges elsewhere in the cluster are &amp;#039;&amp;#039;&amp;#039;cancelled&amp;#039;&amp;#039;&amp;#039; when the root changes hands or the cluster is abandoned.&lt;br /&gt;
&lt;br /&gt;
Full siege rules — stage scheduling, the defence window, debris and Graveyard rates, the building penalty — are on the Territory Siege page.&lt;br /&gt;
&lt;br /&gt;
== Bosses in owned space ==&lt;br /&gt;
Pirate boss loot is modified by who owns the system the boss sits in:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Boss location&lt;br /&gt;
!Group loot modifier&lt;br /&gt;
|-&lt;br /&gt;
|System owned by a &amp;#039;&amp;#039;&amp;#039;hostile&amp;#039;&amp;#039;&amp;#039; alliance (raid)&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;+10%&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|System owned by &amp;#039;&amp;#039;&amp;#039;your own&amp;#039;&amp;#039;&amp;#039; alliance (home)&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;+5%&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|Neutral space, or an Ally / NAP holder&lt;br /&gt;
|none&lt;br /&gt;
|}&lt;br /&gt;
The modifier applies to the whole shared boss pool, so it is resolved from the alliance &amp;#039;&amp;#039;&amp;#039;most participants belong to&amp;#039;&amp;#039;&amp;#039; — arrival order and an unallied mercenary tagging along cannot change anyone&amp;#039;s payout. See Pirate Bosses for how the pool itself is shared.&lt;br /&gt;
&lt;br /&gt;
== Where to see all of this ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Surface&lt;br /&gt;
!What it shows&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Alliance → Territories&amp;#039;&amp;#039;&amp;#039; tab&lt;br /&gt;
|Every node as HQ / Bastion / Division, cluster nesting, connection flags, capacity, and your live territory effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Galaxy map&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Doctrine tint on your own systems, alliance borders, siege borders&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;System main building modal&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Current doctrine, switch action and cooldown, doctrine guide&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Tonnage summary&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|The Fortress contribution to your empire tonnage capacity&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Resource overlay&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|The Production Hub contribution to a colony&amp;#039;s output&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Alliance → Admin → Settings&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Defence window start hour (Deputy+)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quick reference ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Thing&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|Doctrines per node&lt;br /&gt;
|1 (HQ has none)&lt;br /&gt;
|-&lt;br /&gt;
|First doctrine pick&lt;br /&gt;
|Free&lt;br /&gt;
|-&lt;br /&gt;
|Doctrine switch cost&lt;br /&gt;
|Last upgrade cost of the node&amp;#039;s main building&lt;br /&gt;
|-&lt;br /&gt;
|Doctrine switch cooldown&lt;br /&gt;
|72h per node · blocked during a siege on that system&lt;br /&gt;
|-&lt;br /&gt;
|Who sets doctrine / founds or abandons Bastions&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Deputy or Leader&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|Tonnage (Fortress)&lt;br /&gt;
| +5% ceiling, K 25 — all members&lt;br /&gt;
|-&lt;br /&gt;
|Resource production (Production Hub)&lt;br /&gt;
| +10% ceiling, K 50 — needs a colony in connected territory&lt;br /&gt;
|-&lt;br /&gt;
|Ship build time (Shipyard Outpost)&lt;br /&gt;
|−25% ceiling, K 60 — needs a colony in connected territory&lt;br /&gt;
|-&lt;br /&gt;
|Fortress projection&lt;br /&gt;
|50% of the &amp;#039;&amp;#039;&amp;#039;strongest&amp;#039;&amp;#039;&amp;#039; adjacent Fortress&amp;#039;s defence value&lt;br /&gt;
|-&lt;br /&gt;
|Bastion instances&lt;br /&gt;
|Embassy 5 · War 3 · Expansion 2&lt;br /&gt;
|-&lt;br /&gt;
|Bastion children&lt;br /&gt;
|Embassy 0 · War 2 · Expansion 5&lt;br /&gt;
|-&lt;br /&gt;
|Bastion cap grant&lt;br /&gt;
|Embassy +0 · War +2 · Expansion +5&lt;br /&gt;
|-&lt;br /&gt;
|Bastion slots&lt;br /&gt;
|Embassy 20 · War 40 · Expansion 60&lt;br /&gt;
|-&lt;br /&gt;
|Expansion clearance&lt;br /&gt;
|6 hexes from at-war territory&lt;br /&gt;
|-&lt;br /&gt;
|Embassy placement&lt;br /&gt;
|Hex-adjacent to Ally / NAP territory&lt;br /&gt;
|-&lt;br /&gt;
|Embassy stun&lt;br /&gt;
|48h to convert to a War Bastion, or the system is lost&lt;br /&gt;
|-&lt;br /&gt;
|Abandon cooldown&lt;br /&gt;
|168h per archetype · releases the whole cluster&lt;br /&gt;
|-&lt;br /&gt;
|Territory cap&lt;br /&gt;
|1 + 4 per Territorial Expansion level + Bastion grants&lt;br /&gt;
|-&lt;br /&gt;
|Max Bastion footprint outside the blob&lt;br /&gt;
|26 systems&lt;br /&gt;
|-&lt;br /&gt;
|Alliance scan&lt;br /&gt;
|radius &amp;lt;code&amp;gt;ceil(√level)&amp;lt;/code&amp;gt; capped 8 · vault-paid · 10 min cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Counter-intel radius&lt;br /&gt;
|&amp;lt;code&amp;gt;ceil(level / 2)&amp;lt;/code&amp;gt; capped 8&lt;br /&gt;
|-&lt;br /&gt;
|Boss loot&lt;br /&gt;
| +10% hostile-owned · +5% own · none neutral/friendly&lt;br /&gt;
|-&lt;br /&gt;
|Feature flags&lt;br /&gt;
|&amp;lt;code&amp;gt;allianceTerritory&amp;lt;/code&amp;gt; (territory, doctrines, Bastions) · &amp;lt;code&amp;gt;systemSiege&amp;lt;/code&amp;gt; (staged sieges)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related ==&lt;br /&gt;
&lt;br /&gt;
* [[Alliances]] — vault, research, buildings, diplomacy, harvest&lt;br /&gt;
* [[Territory Siege]] — staged conquest, defence windows, capture penalties&lt;br /&gt;
* [[Pirate Bosses]] — coordinated boss raids and loot sharing&lt;br /&gt;
* [[Player Classes]] — class bonuses on harvest, survey, and FCS&lt;br /&gt;
* In-game: &amp;#039;&amp;#039;&amp;#039;Settings → Quick Guides → Alliance Territorial Control&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
</feed>