Playable faction

Solar Dominion

Humanity's industrial power. Standard hulls, modular parts and endless supply: a navy that can always be repaired, as long as its worlds can feed it.

The Solar Dominion builds the way it fights: standard hulls, modular parts, a supply chain that never stops. Its ships are not the most elegant in the galaxy, and they are not meant to be. They are meant to be built quickly, repaired anywhere, and replaced when they can't be.

"A fleet that can be repaired is never truly lost."

How a relief guarantee became an empire: Someone Is Coming.

Supply

The Dominion's reach is exactly as long as its logistics. Its fleet runs on Supply, drawn from settled worlds: the more people a world holds and the more it is developed, the more warships it can sustain. Every crewed warship needs its share, the bigger the hull the more; civilian ships need none.

There is no hard ceiling. A Dominion admiral can build past the empire's Supply for a war, but crews notice. The further a fleet runs over, the faster its morale falls. Bring it back within Supply and morale recovers, quickest in orbit over a friendly world. Push too long, and some crews simply leave; they turn up later, selling their guns as mercenaries.

"Wars are won by whoever runs out last."

— Dominion Logistics Corps motto

The fleet

A Dominion battle group is combined arms by design:

  • Corvettes and frigates screen the line, hunt strike craft and shoot down missiles.
  • Cruisers carry the heavy guns, missile batteries, artillery, electronic warfare and the first carriers.
  • Capital ships anchor everything. A Battleship can Challenge the Line, forcing nearby enemy warships to turn their fire on it.
  • Auxiliaries do the work that wins wars: harvesters cut Metals and Crystals with mining lasers and draw Gas from the giants, Constructors raise stations, freighters run trade.

Shields are a cruiser-scale technology for the Dominion: blue, hexagonal cell fields that light up under fire. Smaller hulls rely on armour and on their escorts.

The yards

Everything starts at an Orbital Shipyard. Upgraded to a Heavy Orbital Shipyard, its deep construction trenches turn out cruisers, capital ships and Colony Ships. Repair Docks send swarms of drones to patch armour in place; Fleet Supply Stations make nearby ships fire, recharge and rearm faster.

"Every ship in the Dominion started as an order form."

— Yard Directorate saying

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