Two online worlds: Galaktyka Gildii ver 1.01 and the test world
Online you play in one of two shared worlds. Galaktyka Gildii ver 1.01 is the main world with fixed rules, and Galaktyka Gildii — testowy is the previous world, where we try out new ideas. In both you trade, compete and talk with other merchants, and while players are few, computer-run houses keep them company. The game is in development and may contain bugs.
The admin cannot change its rules or update the world. There is room for 10,000 players. You join with the "Join" button on the start screen and get a house, a home seat and a starter pack from the Treasury.
Your existing house, planets and thalers stay and you can keep playing. Note: here the admin may change the rules during the game.
The ver 1.01 world runs on its own immutable copy of the game engine. Rule changes and bug fixes apply only from the next world; only the look and the way information is shown may change.
The My world tab has a "Galaxy Treasury" row with the current amount. Tap it to open the Ranking with the "Galaxy budget" card.
The server settles a turn every half hour, even when you're away. The button in the bottom-right corner counts down the time.
Houses from the closed worlds were moved over with all their wealth, fleets and research. Your purchases are on your account and keep working.
Games against the computer and their saves stay exactly as they were.
When a sector gets crowded, a new one opens. Whoever reaches it first with a research expedition (a card in the Fleet panel) names the sector forever.
Colonies have a surface with terrain: you build facilities, power plants, housing districts and barracks on it. It's all in the My planets tab.
The game speaks Polish, English, German and Russian — everyone in one galaxy. The world channel shows language flags, you can message any player privately, and allies share their own chat.
Form an alliance with other players: you can't attack each other, you see each other's planets and intelligence reports, and you get a shared chat. Menu → Alliance.
Lend thalers to another player on your own terms, or take a bank loan secured on a colony — on top of your usual limit.
In the planet panel, “View the planet's surface”: the terrain of a free planet before you colonise it, an ally's planet live, and anyone else's — from an intelligence report.
Menu → Game look: including Captain's bridge, Retro poster and Galactic exchange. The look doesn't change the gameplay.
1Your first voyage, step by step
You start in the sector capital with an Ant freighter, 250,000 thalers and a hold full of ore from the Guild. You make money by carrying goods to where they're scarce.
- Sell your starting cargoOn the adviser bar, tap “Sell” — the market opens on ore with your whole hold. That's about 12,700 thalers for a good start.
- Send your ship outIn the planet panel: “Set course”. The list shows flight time, fuel and the best known prices. For a start, pick the nearest agricultural world.
- Buy cheapOn an agricultural world, food costs about 20 thalers. Click the “Food” row, move the slider or hit “all”, and buy a full hold.
- Sell highFly back to the capital (the planet with a spinning ring — the gate) and sell. The capital produces nothing, so it pays as much as 250 thalers a unit.
- Repeat and growUse your profits to buy more ships, found colonies and do research. The adviser on the bar tells you what pays off right now.
2Where prices come from
The price depends on how much of a good sits in the planet's warehouse. Empty warehouse — expensive (up to 3.4× the base price), full — cheap (down to 0.38×). Your purchases and sales really do move the market.
| Goods | Base price | Buy cheap on | Sell high on |
|---|---|---|---|
| Ore | 42 | mining worlds | industrial worlds |
| Food | 58 | agricultural worlds | metropolises, mining worlds |
| Components | 150 | industrial worlds | tech worlds, metropolises |
| Modules | 390 | tech worlds | metropolises, industrial worlds |
| Contraband | 880 | free ports only (Smugglers' Guild pack) | |
Price fog: you see exact prices where your ship is docked or where you have a colony. The Long-range scanner research reveals prices across the whole sector — the best first research for a merchant.
3Growing your trading house
Buy them at a shipyard (metropolises, industrial worlds, your own colony with a shipyard). Upgrades: hold, booster, guns, shield.
Recruit 8 units of colonists, take them to a free world and found a colony. It pays taxes and produces goods. A farm lets it feed itself. All your colonies are in the My planets tab.
One at a time, takes effect after a few cycles and applies to your whole fleet: scanner, bigger holds, faster drives, lower commissions, terraforming.
“Deliver 60 food to Cetus Prime by cycle 24” — the payment is the market price plus a 15–35% bonus. Two at a time at most.
A ship autopilot: port A, port B and the goods — the ship shuttles back and forth on its own, buying and selling.
Twelve milestones in the Ranking tab — from Trader to Magnate. Each one earns you a bonus from the Guild.
A tab in the bottom bar: all your ships and warships with combat strength (firepower, shield, hull), upgrades and repairs. In a port with a shipyard you upgrade with one click; from any other port you can send the ship to the nearest shipyard. At the top: your total military strength (fleet + planet defence) and economic strength (net worth, income) with your place among all houses.
4My planets and the planet map
The My planets tab in the bottom menu gathers all your colonies: population and free space, taxes per cycle, power, defence and the list of facilities. The Planet map button opens the colony's surface — a grid of tiles where you place facilities.
Every house starts with its own home planet of 10 million people: it pays taxes every cycle and counts towards your wealth. The seat can't be captured — a rival can knock down its defences, but can't take the planet.
On the planet map, the “What this planet gives your house” card: taxes, its own production (you buy from yourself with no commission), its value in your wealth and ranking, defence, power. Every facility raises the planet's value.
Every planet has its own layout of tiles: fertile land for farms, deposits for mines, mountains for defence, glaciers for a laboratory, shipyard and port. Nothing can be built on a crater. Click an empty tile to see what you can build there.
Each level gives +5 energy (the colony centre on its own gives 2). Only housing districts and barracks need power — 2 per level. Older facilities work just as before.
Raises the colony's population cap by 15 million per level (a colony normally stops growing at 90 million). More people means higher taxes. Requires a power plant.
+2 defence levels per level. An invader has to destroy them last, after the batteries and walls. Require a defence battery and a power plant.
When consumption exceeds production, housing districts and barracks work proportionally weaker. In the My planets tab such a colony has a red power meter.
Click any planet and choose “View the planet's surface”. A free planet shows its terrain — you can check for fertile tiles and deposits before you settle it. You see an ally's planet live, and anyone else's from an intelligence report (without a report, only the terrain is visible).
My planets are grouped by sector (click a group to collapse it), with filters "power shortage", "population full", "no defence", "pledged" and sorting. A red dot = power shortage, yellow = population full. On the planet map, click the "2/30" counter to pick a planet from a list.
In My planets: power plants where power is short, housing where the population is full, or a defence battery on colonies without defence — on all planets at once. You see the plan and the cost first and can untick planets. Prices are the same as building one by one.
Above the map there is a "‹ sector ›" switcher; click the name to open a searchable list — sectors where you have planets or ships come first. The planet icon next to a sector shows only your planets in that sector.
Tap a field on the planet map — a bubble next to it shows the price ("from X thl" on a free field, "Upgrade to lvl 2: X thl" on a facility) and your cash ("You have: X thl"). You can upgrade a facility straight from the bubble. You pay in thalers from your house's cash; the "Your thalers" counter is also in the map header.
Each further planet of your house costs 2,500 thl more per cycle than the previous one (2 planets: 2,500, 5 planets: 25,000, 20 planets: 475,000 per cycle). The home seat alone costs nothing. Colonies still pay off, but the best net profit comes at around 40 planets — the exact cost is shown in the My planets tab.
5Playing with other players
- Account: on the start screen, “Create account” — e-mail, house name, password. After logging in, choose the Guild Galaxy.
- World channel: the speech-bubble icon in the top-right corner. Players from Poland, Germany, the UK and Russia play here — each in their own game language, with a flag next to every message. Tabs at the top filter the conversation by language; everyone sees everything. Next to someone else's message you have "report" and "mute player". Click a player's name or the "Private" tab to write to them privately — only the two of you see that conversation. Alliance members also have an alliance chat.
- Intelligence: other players' colonies are secret — you can't see their facilities or defences. In the panel of someone else's planet, send an agent (40,000 thalers): after 2 cycles you get a report with facilities, defences, population and a view of the surface. After 10 cycles the report is out of date. The agent can get caught — then you lose reputation, and the chronicle shows who spied on whom. The Counter-intelligence facility on the planet map protects you from enemy agents.
- Unread: a red dot on the speech-bubble icon means new private messages.
- My world: the first tab in the bottom menu — where your ships are and what they're doing, colonies founded and planets conquered, your ranking position and recent events. At the top there's a “Waiting for you” card when you have an alliance invitation or a loan offer. The crosshair next to each row flies the map to that ship or planet.
- Guild Exchange: sell goods to other houses through a deposit in a port, or order deliveries to your colony. You can also transfer thalers to another house.
- Combat: in the online world an attack is an order, carried out when the cycle is settled — so the defender has a chance to fly away.
- Computer rivals: houses run by the computer play by the same rules as you. They build sensibly (power, housing, a facility suited to the soil) and invest their surplus: they expand their fleets — warships too — found colonies, upgrade ships and put money on deposit. To get ahead of them you have to trade actively and develop your planets.
- Autopilot: if you don't play for 10 cycles, an autopilot takes over your house and keeps trading. Your first decision after you come back switches it off.
- Ranking: the Ranking tab shows your house's place among everyone — humans and computer alike.
6Alliances
An alliance is a pact between players in the same world (the computer doesn't form alliances). Open it from the ☰ menu → Alliance, from the Ranking tab or from My world.
Enter a name and pay the Guild's 25,000-thaler registration fee. Then invite other players — an alliance can have up to 6 houses.
Allies can't attack each other's ships or raid each other's colonies — even orders issued earlier are cancelled when the cycle is settled.
You see each other's planets without the fog of war: facilities, defences, population. One member's intelligence reports go to everyone.
A members-only conversation in the Alliance panel. Same rules as private messages: no links, and you can mute people.
Whoever gives notice only leaves after 6 cycles — until then the no-attack rule still applies, so nobody can strike by surprise. Notice can be withdrawn (“I'm staying”).
Can give a member notice (also 6 cycles in advance). When the founder leaves, the longest-serving member takes over.
7Guild Bank
It's all in the Finances tab.
It sets your credit limit and interest rate. Reputation, wealth and on-time repayments raise it; bankruptcies, debt larger than your wealth and loans not repaid on time lower it.
Put spare cash away to earn interest (up to 2 million). If you run out of money, the bank dips into your deposit first and only then gives you credit.
In the My planets tab, next to each colony: the bank will lend up to 60% of its value on top of your usual limit. Repaying that amount releases the pledge. The house seat can't be pledged. If your house runs out of cash, the pledged colony is the first thing to go to the bank.
“Offer a loan”: choose a player, the amount, the interest (0–30% for the whole term) and the due date (2–96 cycles). The cash only leaves once the borrower accepts the offer.
On the due date the Guild collects the amount plus interest from the borrower automatically. If the borrower is short of cash, collection starts: the Guild takes the rest from their income in the following cycles, and their credit rating drops. The lender gets only what actually comes in — if the borrower goes bankrupt, the rest is lost. The borrower can repay early.
You can't lend to a house more than 2× richer than you, and in a single cycle you can spend at most 25% of your wealth on others. The amount owed counts towards the lender's wealth; the debt reduces the borrower's wealth.
In the bottom bar: your balance in thalers (cash, deposit, debt) and two views — "Transaction history" and "Loans and deposit", where you borrow from the bank, repay and save at interest. Shortcuts: the THALERS tile at the top opens the history, the DEBT tile opens loans.
Every operation that changes your thalers: trade, building, ships, fuel, transfers, loans, player loans, the exchange. Each entry shows the amount and the balance after it, grouped by cycle. Expand "Cycle settlement" to see taxes, fleet upkeep, facilities, office and interest. Filters: all / income / spending.
8Guild rules — the same for everyone
- A new house has 12 cycles of protection — nobody can attack it (and it can't attack anyone either).
- You may not attack a house with less than 45% of your wealth, nor an ally.
- The Guild takes a 6% commission on exchange sales and 10% on transfers; you can only transfer to weaker houses, not richer ones.
- Bankruptcy doesn't end the game: the Guild takes over your debts and gives you a fresh start. A house that has fallen far behind gets support (higher colony taxes, a cheaper office).
- Messages don't let web addresses through; the administrator removes offensive messages.
- Ruler of the Galaxy and the Treasury: colony administration costs, loan interest and transfer fees go into the Galaxy Treasury. The Ruler pays starter packs, rewards and gifts from it; the galaxy budget is shown in the Ranking tab. The Ruler may not be attacked and does not attack.
- Zone for new houses: half the planets in every new sector are reserved for houses with at most 3 colonies. When there are no free planets, the Guild opens a new sector by itself. Further expeditions by the same house cost ×2, and the discoverer has priority on at most 3 planets.
- At the start and in the ranking: a new house gets colonists in its hold and 100,000 thl from the Treasury. Next to the overall ranking there is "Growth this week" — a new house can win it right away.
- Seasons: the world never ends, but every 30 days a season closes. What counts is the percentage growth of net worth since the start of the season — without transfers, loans and gifts from others — so a new house can beat the richest one. The top three player houses receive 5M / 3M / 1.5M thl from the Treasury and a trophy next to their name. Ranking tab → Season.
- Excess cash tax: cash and deposit above the threshold (10 × the median net worth of houses, at least 5M thl) lose 0.3% per cycle, and above four times the threshold — 0.8% per cycle. The tax goes to the Treasury. Colonies, ships and facilities are not taxed — investing pays better than hoarding cash. The current threshold and your own rate are shown in the Ranking tab, on the "Galaxy budget" card.
- Support for chasers: when the leader runs away from the rest (more than 20 × the median net worth), player houses far behind get higher colony taxes, a cheaper office and a bonus on goods sold (up to about 9%).
- The game is in development and may contain bugs — the rules are tuned from time to time. Every change is described in the game, in the "Updates" tab.
9Packs, officers and payments
The game is free. Extras are one-off or time-limited, with no subscription. Purchases are tied to your account, so they work in every world and on every device you log in on.
| Extra | What you get |
|---|---|
| Captain's Licence | new ships (Whale, Wasp, Galleon), large maps, 6–8 rivals, 3 save slots |
| Hyades Sector | a second sector with new planets |
| Smugglers' Guild | contraband and a shielded hold |
| Crests and fleet colours | your house's look on the map |
| Guild officers | 30-day licences: +10–15% in a chosen area (online too) |
Payment through the secure Stripe gateway: card, BLIK and other methods. The extra switches on right after payment.
Payment is handled by Google Play, as the store requires. The extra goes to the same account.
10Coming soon
A daily login reward, quests and seasons with a ranking.
More facilities on the planet map — after testing, so they don't upset the game's balance.