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Difficulty

Quitch edited this page Sep 22, 2026 · 3 revisions

Difficulty

Nine named tiers and a Custom tier. Difficulty sets how strong the enemy is and how fast it grows across the galaxy. It is separate from the Game Options, which can be combined with any tier. Sub Commanders are not affected by difficulty.

The tiers

The Difficulty dropdown's tooltip gives a one-line guide to each:

Badge Tier Who it is for
Beginner Beginner you completed the tutorial
Casual Casual you have some hours in PA
Iron Iron you no longer turtle
Bronze Bronze you beat vanilla Galactic War
Silver Silver you beat the skirmish AI
Gold Gold you beat the Queller AI mod
Platinum Platinum one enemy is no challenge
Diamond Diamond your loadouts are OP
Uber Uber you hate winning
Custom Custom create your own challenge

What each tier sets

Beginner Casual Iron Bronze Silver Gold Platinum Diamond Uber
Starting economy 0.35 0.35 0.425 0.5 0.6 0.7 1.0 1.2 10
Economy growth per system 0.05 0.05 0.075 0.1 0.1 0.15 0.15 0.2 0
Micro Poor Poor Average Good Good Good Good Good Good
Target selection Poor Poor Poor Good Good Good Good Good Good
Scouting Poor Poor Good Good Good Good Good Good Good
Commander transport Off Off On On On On On On On
Factory unit delay 0 to 12 s 0 to 12 s none none none none none none none
Max basic and advanced fabbers per army 5 5 6 7 8 9 10 11 11
Landing evaluation Spawn only Spawn only Tiny Small Medium Large Huge Immense Immense
Personality modifier Slower Expansion Slower Expansion Slower Expansion none none none Prevent Waste Prevent Waste Prevent Waste
Systems until an extra army 8 8 7 6 5 4 3 3, faster ramp 3, faster ramp
Boss Commanders per player 1 1 1 2 2 3 3 4 4
Systems until AI tech appears 7 7 6 5 4 3 2 immediately immediately
FFA 25% 25% 25% 25% 25% 25% 25% 25% 25%
Land Anywhere 20% 20% 20% 20% 20% 20% 20% 20% 20%
Sudden Death 10% 10% 10% 10% 10% 10% 10% 10% 10%
Bounties 25% 25% 25% 25% 25% 25% 25% 25% 25%
Bounty value 0.5 0.5 0.4 0.4 0.3 0.3 0.2 0.2 0.1
Eradication 20% 20% 15% 15% 10% 10% 10% 10% 10%
Allied Commander 100% 20% 20% 15% 15% 10% 10% 5% 5%

The percentages are how often each game mode or an allied Commander is rolled for a non-boss enemy system.

Reading the table

  • Economy. An enemy's economy is the starting economy plus the growth for every system it sits from your start, then varied by up to 10% either way. An economy of 1.0 is yours. At each distance where the reinforcement count ticks up, that system's economy drops back by one growth step, never more, and never below the starting economy, so a new army arrives with a little less to spend. Uber ignores all of this and gives every enemy a flat ×10.
  • Reinforcements. The number of armies in a system is the minimum plus one for every so many systems of distance. With one player, "3" adds an army at distances 3, 6, 8, 11, and 13, about one every two and a half systems. "3, faster ramp" adds one at 3, 5, 7, 9, and 11, one every two systems. In co-op both the minimum and the rate are multiplied by the player count.
  • AI tech. An enemy holds one AI Tech buff for every two systems of distance, less the tier's delay. Diamond and Uber start counting immediately.
  • Bosses use the economy and AI tech of the farthest system in the galaxy, whatever their own distance.

The Scaling Reference tool gives the economy, army count, and AI tech at every distance for any combination of tier, player count, and galaxy size.

Named tiers are read afresh at every battle, so a balance update reaches a war already in progress. A Custom war keeps the values it was created with.

Sub Commanders

Difficulty never touches your Sub Commanders. Commander and Sub Commander Tech describes how they play and the three cards that improve them.

Custom

Select Custom and the AI Settings column beside the dropdown becomes editable. Its tooltip on a named tier explains that the column shows what the tier sets; only Custom lets you change it.

Control Tooltip Options
Economy "Starting economy." Dire 0.35, Terrible 0.425, Poor 0.5, Weak 0.6, Unhealthy 0.7, Normal 1, Healthy 1.2, Incredible 10
Economic Growth "Speed the economy grows as you get deeper into the galaxy." None 0, Slowest 0.025, Slower 0.05, Slow 0.075, Average 0.1, Fast 0.15, Faster 0.2, Fastest 1
Boss Commanders "Number of Commanders in the boss's army." 1 to 5
Armies/Commanders "Minimum number of armies/Commanders per faction in every system irrespective of distance." 1 to 5
Reinforcement System "Number of systems until additional armies/Commanders appear per faction." Never, 8, 7, 6, 5, 4, 3, 3 faster ramp up, 2, Immediately
Tech System "Number of systems until AI tech appears." None, 7, 6, 5, 4, 3, 2, Immediately
Basic Fabbers "Maximum number of basic fabbers per army." 5 to 12, 15, 20, 30, 50
Advanced Fabbers "Maximum number of advanced fabbers per army." 5 to 12, 15, 20, 30, 50
Unit Delay (min) "Minimum delay between units produced from a factory." None, Short 3 s, Medium 6 s, Long 12 s
Unit Delay (max) "Maximum delay between units produced from a factory." None, Short 12 s, Medium 30 s, Long 60 s
New Base Delay "Delay in creating new bases." None, Short 60 s, Medium 120 s, Long 900 s
Unable To Expand Delay "Delay before AI realises it cannot expand." None, Short 60 s, Medium 120 s, Long 900 s
Micro "How well the AI handles its armies in combat." Poor, Average, Good
Scouting "How well the AI scouts." Poor, Good
Target Selection "How well the AI picks who to attack." Poor, Good
Landing Evaluation "Distance examined when choosing spawn." Spawn only, Tiny, Small, Medium, Large, Huge, Immense
Commander Transport "Allow Commanders to travel by orbital transport and teleporter." Disabled, Enabled
Personality Modifiers "Tweaks to how the AI plays." Titans and Penchant: Lobotomy, Slower Expansion, Prevent Waste. Queller: Loves Air, Loves Bots, Loves Land, Loves Orbital, Loves Tanks, FFA Behaviour, Late Orbital
FFA How often a system holds a second enemy faction 0, 5, 10, 15, 20, 25, 50, 75, 100%
Ally How often a system hosts an allied Commander 0, 5, 10, 15, 20, 25, 50, 75, 100%
Land Anywhere How often Land Anywhere is on 0, 5, 10, 15, 20, 25, 50, 75, 100%
Sudden Death How often Sudden Death is on 0, 5, 10, 15, 20, 25, 50, 75, 100%
Bounties How often Bounties is on 0, 5, 10, 15, 20, 25, 50, 75, 100%
Eradication How often Eradicate is on 0, 5, 10, 15, 20, 25, 50, 75, 100%
Bounty Value "Eco bonus per army kill." 0.1 to 0.5

Landing evaluation is the radius the AI examines when choosing where to land: Tiny 100, Small 150, Medium 200, Large 250, Huge 300, and Immense 400.

Badges

Winning a war earns a badge for the loadout you used, shown on that loadout in the Commander picker. A badge is replaced only by a higher tier, or by the same tier won on Hardcore, which has its own badge art. No badge is earned on Custom difficulty, with developer mode on, or in a co-op war that had more players than it was scaled for (see Co-op).

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