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Guides20 June 2026ยทby Starforge Team

New Player FAQ: 15 Questions Every Commander Asks in Their First Week

The 15 most common questions from new Starforge players โ€” answered in full. Is it pay-to-win? Which faction should you pick? Can you play solo? What happens while you're offline? All here.

#guide#faq#beginners#newbie#factions#solo#p2w#offline#fleet

Every new Starforge commander goes through the same first week. You're building your first extraction facilities, reading descriptions three times before you understand what half of them mean, and watching your first fleet disappear in a fight you probably should have avoided. The questions that come out of that week are remarkably consistent. We've collected the fifteen that show up in the community Discord most often and answered them in full.

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1. Is Starforge pay-to-win?

This deserves a direct answer rather than a deflection: no, with a clear explanation of what that means.

Premium currency (Starcoins) purchases in Starforge are limited to cosmetics (ship skins, portrait frames, base decoration), one additional Commander slot beyond the default four, and a 10% reduction in ship build queue time. None of these affect your fleet's combat statistics, your resource extraction rates, your technology research outcomes, or your territorial advantages.

The things that cannot be purchased with real money: resources, ship blueprints, technology unlocks, module upgrades, territory bonuses. If it affects a battle or appears on a fleet comparison screen, it is not for sale.

The honest caveat: a premium subscriber who builds ships 10% faster has a time-efficiency advantage. Over two months, that compounds into a modest production edge โ€” roughly 12-15% by our model. That's real. It's not a power advantage in any single engagement, but it's not nothing either. We think that gap is acceptable and we've committed to not expanding it.

A fully free-to-play player active for two months can field a competitive mid-game fleet and participate in alliance warfare. We've verified this with beta data.

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2. What's the best faction for beginners?

Iron Dominion is the most forgiving starting choice. Their logistics bonuses โ€” 15% reduced fleet movement cost, 20% supply line efficiency โ€” produce visible, tangible results early and don't require deep game knowledge to benefit from. The Dominion playstyle (methodical expansion, economy-first, defend before you attack) also aligns well with how new players naturally approach the game before they understand PvP.

Void Syndicate is the most popular faction and entirely viable for beginners โ€” their intel bonuses provide early warning on incoming attacks, which is valuable while you're still learning the defence mechanics. Their lore is also the most developed if narrative context matters to you.

Free Frontier is best chosen when you've decided you want to play solo or in a very small group, because their research speed bonus compensates specifically for not having alliance tech-sharing. If you join a large alliance as Free Frontier, you're giving up some of their core advantage.

No faction is unplayable for beginners. Choose the playstyle identity that sounds most appealing โ€” you'll invest more naturally in a faction you connect with.

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3. How long does it take to build a fleet?

It depends heavily on your building level, resource stockpile, and what ships you're building. Rough estimates for a player one week into the game:

- A basic Scout: approximately 1 hour

- A Frigate Mk.I: approximately 4-6 hours

- A Cruiser: approximately 18-24 hours

- A Battleship: several days (this is intentional โ€” Battleships are mid-game capital ships, not early-game purchases)

Build time is affected by: Shipyard level (higher level = faster construction), premium status (+10% speed), alliance tech-sharing bonuses if applicable, and the Engineering technology tree. A Tier 3 Shipyard run by a player with Engineering tech Level 2 builds ships roughly 40% faster than default.

The build queue slots are 3 for free players, 5 for premium. Parallel construction across multiple Shipyards if you control multiple sectors is the primary way high-level players maintain large fleet replacement rates.

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4. Can I play solo, or do I need to join an alliance?

You can absolutely play solo. The game is not gated behind alliance membership at any point. Free Frontier is specifically designed to reward solo and small-group play.

The honest trade-off: solo players hit a strategic ceiling around Tier 3-4 content that alliance players reach more easily. Coordinated raids on boss encounters (Cosmic Leviathan, Star Devourer) require fleet coordination that's difficult to achieve alone. High-tier sector sieges against organised defenders are effectively impossible solo. Alliance tech-sharing accelerates research in ways a solo player can't replicate without the Free Frontier bonus.

What solo play offers in return: complete strategic autonomy, no alliance tax (10% of resources), no coordination overhead, and the satisfying self-reliance of having built everything yourself.

Many players find a middle path: a small alliance of 3-6 trusted players gets most of the defensive and coordination benefits without the overhead of large-org politics.

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5. What happens when I'm offline?

Your extraction facilities keep running. Your build queues keep building. Your fleets remain where you left them.

What doesn't keep running: active combat, fleet movement orders, market monitoring.

The key offline vulnerability is your sectors. Undefended or lightly defended sectors can be sieged while you're offline โ€” this is intentional. The game has a Vacation Mode that reduces offensive vulnerability for players who notify the system they'll be absent for extended periods, but normal offline periods (overnight, workday) are intended to create strategic risk. This is why defensive infrastructure is emphasised โ€” you need your Orbital Platforms, Shield Generators, and Sensor Arrays doing the work you can't do while you're asleep.

Newbie Protection (see question 15) covers the early period before you have infrastructure developed enough to fend for itself.

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6. What is Newbie Protection and when does it end?

Newbie Protection prevents your sectors from being sieged by players with significantly higher fleet power than you. Specifically, commanders more than two tier-bands above your current fleet power cannot initiate siege operations against your controlled sectors.

Protection ends when one of the following conditions is met: you reach 15 days of account age, your fleet power crosses the Tier 2 threshold, or you initiate an attack against another player's controlled sector (aggression ends protection immediately). Whichever comes first.

Protection does not prevent PvP in open space โ€” if your fleet travels outside your controlled sectors, it can be attacked regardless of your protection status.

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7. How does the galactic market work?

The market is a player-driven exchange. There is no NPC pricing floor or ceiling โ€” prices are set by what players offer to buy or sell. All four primary resources (Metal, Crystal, Gas, Antimatter) and most manufactured components trade on the market.

Base transaction fee: 5% of the order value, paid by the seller. Orders expire after 72 hours if unfilled.

The market has 30-day price history visible to all players, so you can track whether current prices are above or below the historical trend. Buying when prices are depressed and selling during supply crunches is a legitimate and powerful economic strategy.

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8. What's the difference between fleet power and fleet size?

Fleet size is the number of ships. Fleet power is the calculated combat effectiveness, which accounts for ship tier, module loadout, module rarity, technology buffs, and commander skill bonuses. A 10-ship fleet of Battleships with Epic-tier modules has vastly higher fleet power than a 50-ship fleet of unmodified Scouts.

Always check fleet power, not fleet size, when evaluating an engagement. The battle report shows both, but power is the number that matters.

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9. How does resource refining work?

Your extraction facilities produce Raw Ore, Raw Crystal, and so on โ€” semi-processed resources. These must pass through a Refinery building to become usable Metal, Crystal, etc.

Refineries have a throughput cap: 1,800 Metal per hour per Refinery facility, regardless of how much Raw Ore is stockpiled. Having multiple Refineries increases total throughput โ€” three Refineries process up to 5,400 Metal per hour.

Storage buildings hold your raw resource stockpile. If your storage is full and your refinery is still processing, raw resources that can't be stored are lost. Always keep your storage capacity above your raw resource accumulation rate.

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10. What are trade routes and how do I set one up?

A trade route is a recurring, automated resource transfer between two sectors โ€” yours or an allied player's. Once established, the route sends a Cargo Convoy fleet on a set schedule without manual input.

To establish: go to the Logistics tab in your Sector Panel, select Trade Route, designate the origin and destination sectors, set the resource type and volume, and confirm. The convoy uses Gas as fuel; the route cost calculator shows you exact fuel consumption per trip.

Trade routes are how alliances sustain large-scale industrial operations and how solo players extend their resource network beyond their directly controlled sectors.

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11. What happens to my resources if I lose a sector?

Resources stored in that sector's storage buildings are partially looted by the attacking force (50% of stockpile by default, as set in balance.json). The remaining 50% is destroyed rather than transferred โ€” attackers cannot haul unlimited loot.

Your production infrastructure (Refineries, Extraction Facilities) remains in the sector but converts to the new owner's control. They can use it immediately. This is why losing a developed sector is more painful than losing an undeveloped one โ€” you're handing someone a functioning economy, not just a map tile.

Lesson: don't stockpile resources in contested sectors. Move them to your core sectors regularly.

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12. How does reputation work?

Reputation tracks your standing with each faction and with the independent commander community. Attacking alliance-protected convoys, raiding sectors outside declared war, and engaging in piracy all reduce reputation with the relevant faction.

Low reputation increases the cost of faction-specific technology licenses and closes access to certain high-tier blueprints that require positive standing. Very low reputation can trigger bounty postings โ€” other commanders receive a credit bonus for destroying your fleet.

Reputation recovers over time passively and through specific positive actions (escorting convoys, completing faction missions, participating in anti-piracy operations).

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13. Can I reset my faction choice?

No. Faction choice at account creation is permanent. This is an intentional design decision โ€” faction identity should mean something and faction-switching to optimise for content type would undermine the distinct playstyle differences we've built.

Choose carefully. Read the full faction description, not just the name.

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14. What's the point of the technology tree?

Technology unlocks passive bonuses and new building/module types that aren't available otherwise. Tier 3 modules require Technology research to access. Capital-ship blueprints require specific technology prerequisites.

Technology research also doesn't happen automatically โ€” you have to assign a research queue and it progresses over time. Neglecting research in favour of pure resource development is a common early-game mistake; a well-researched Tier 2 fleet often outperforms an under-researched Tier 3 fleet at equivalent resource cost.

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15. I got attacked and lost ships. Is that permanent?

Yes, with a partial caveat. Ship losses in Starforge are permanent โ€” destroyed ships don't respawn. This is a core design commitment. If ship loss wasn't real, combat decisions wouldn't have weight and the economy wouldn't have meaningful demand for new construction.

The partial caveat: modules attached to destroyed ships have a 30% chance of being recovered as salvage from the battle site. High-rarity modules are worth recovering โ€” send a salvage fleet to the engagement coordinates after the battle to collect whatever's there before someone else does.

The practical implication: don't commit ships you can't afford to lose. Combat at unfavourable odds isn't heroic; it's an economic mistake. The game will eventually teach you this through losses. Hopefully this answer gets you there faster.

โ€” Starforge Team