# Good Alignment Guide
## Overview
Good alignment grants access to the Imperial Star Ship (**ISS**), Transwarp direct to Federation space, and more forgiving nightâtime survival rules.
Alignment points are earned by spending credits or performing specific actions; each point has a fixed credit cost unless the method varies.
## Rank Thresholds
| Rank | Title | Experience Required |
|------|----------------------|---------------------|
| 1 | Private | 2 |
| 2 | Private 1st Class | 4 |
| 3 | Lance Corporal | 8 |
| 4 | Corporal | 16 |
| 5 | Sergeant | 32 |
| 6 | Staff Sergeant | 64 |
| 7 | Gunnery Sergeant | 128 |
| 8 | 1st Sergeant | 256 |
| 9 | Sergeant Major | 512 |
| 10 | Warrant Officer | 1,024 |
| 11 | Chief Warrant Officer| 2,048 |
| 12 | Ensign | 4,096 |
| 13 | Lieutenant J.G. | 8,192 |
| 14 | Lieutenant | 16,384 |
| 15 | Lieutenant Commander| 32,768 |
| 16 | Commander | 65,536 |
| 17 | Captain | 131,072 |
| 18 | Commodore | 262,144 |
| 19 | Rear Admiral | 524,288 |
| 20 | Vice Admiral | 1,048,576 |
| 21 | Admiral | 2,097,152 |
| 22 | Fleet Admiral | 4,194,304 |
> **Note:** Advancement relies on accumulating experience through trading, combat, and planetary development. Rank does not affect alignment directly but higher ranks unlock additional ship purchase options.
## Gaining Alignment Points
| Method | Credit Cost per Point | Availability | Remarks |
|--------|-----------------------|--------------|---------|
| Crossâpod with an Evil partner | Varies (typically <âŻ1,500) | Both players must be present; target must be a scout with 0 shields and 0 fighters; hit with **exactly 1 figure** (no more) | Limited to **2 hits per day per player** |
| Post bounty on Evil players | **1,000** | Only goodâaligned players | If the bounty target is locatable, the reward can be reclaimed almost immediately |
| Pay taxes to the Federation | **1,500** | Only goodâaligned players | No return; purely a purchase of alignment |
| Build planets (any class) | **2,000** | Only goodâaligned players | Grants the planet itself plus the alignment point; longâterm investment |
| Kill evil alien (â250 alignment, 200 fighters) | ââŻ400 | Only goodâaligned players | Expensive and low ROI; not recommended |
| Upgrade ports | **5,000** | Only goodâaligned players | Highest cost; may yield future strategic benefits if you control the surrounding sector |
> **Optimal Path:** Use **crossâpod** hits for cheap points, supplement with **bounty postings** when fast alignment is needed. Avoid tax payments and port upgrades unless you have excess credits.
## Commission and ISS Acquisition
1. **Reach 500 alignment points.**
2. Request a commission at **Stardock** (Port ClassâŻ9).
3. Federation raises alignment to **1,000**, granting commission status.
4. With **1,000+ alignment**, purchase the **ISS**.
**Alternative commission route:**
If you already hold **1,000+ alignment**, you are automatically commissioned upon login â no Stardock visit required.
### Funding the 500âpoint Boost
- **Crossâpod hits:** Approx. 2âŻhits per day Ă 2 players = 4 points/day â ~125âŻdays for 500 points (cost depends on opponentâs ship condition).
- **Bounty posting:** 500 points Ă 1,000âŻcredits = **500,000âŻcredits**.
- **Tax payment:** 500 points Ă 1,500âŻcredits = **750,000âŻcredits** (least efficient).
## Transwarp Usage
- **Standard Transwarp:** Consumes **3 fuel** per sector distance from ship holds.
- **Blind Transwarp:** Allowed when the destination sector is completely empty.
- **Safety steps:**
1. Launch an **eâprobe**.
2. Verify the target sector shows no ships, mines, or anomalies.
3. Execute the Transwarp immediately after the probe command (before the opponent can move).
- **Risks:**
- Landing in a sector with hidden **limpet mines** (not shown on eâprobes) destroys the ship.
- A failed blind warp ejects you into an escape pod.
## NightâTime Survival in Federation Space
- With **0â999 experience** and good alignment, you may remain in Federation sectors overnight if the **âShips per Fedspace sectorâ** limit is not exceeded (check Vâscreen).
- Exceeding the ship limit triggers a tow during **Extern**.
- Carrying **âĽâŻ99 fighters** also forces a tow during Extern.
**Preferred safeguards:**
- Use **cloaking devices** for lowâtraffic sectors; cloaks last up to **24âŻhours** but may fail, causing an anomaly on density scans.
- Remain in lowâtraffic zones when cloaked to reduce the chance of mines or hostile fire.
## Planet Acquisition and Development
### Selecting Initial Planet
- **Lâclass (Mountainous)** is recommended as the first planet:
- Produces the highest **fighters per colonist per day** among all classes.
- Provides balanced commodity output (Fuel, Organics, Equipment).
### Early Planet Build Steps
1. **Identify a bubble or tunnel** (connected tunnels with a single entry/exit).
2. Locate a **deadâend sector** within the bubble/tunnel that **lacks a port** â avoids interference with port reports.
3. **Build the planet** using the standard colonist and product delivery routine.
### Fuel Logistics for Colonization
- Load enough fuel on board to **Twarp to sectorâŻ1**, collect colonists, **Twarp back**, and unload.
- Repeat until the planetâs colonist count satisfies LevelâŻ1 citadel construction.
### Citadel Construction Timeline
| Citadel Level | Required Colonists | Typical Turn Cost* |
|---------------|-------------------|--------------------|
| 1 | 100 | 1 turn (if preâloaded) |
| 2 | 200 | 2 turns |
| 3 | 400 | 4 turns |
| 4 | 800 | 8 turns |
| 5 | 1,600 | 16 turns |
| 6 (Maximum) | 3,200 | 32 turns |
\*Turn cost assumes continuous fuel supply via the planetâs production; actual turns may vary with macro assistance.
### Advancing to HigherâValue Planets
After the initial Lâclass planet:
- Prioritize building **H (Habitable)** or **O (Oceanic)** planets for superior **Equipment** or **Organics** production.
- Continue using **Twarp** to shuttle colonists and goods efficiently.
## Bubble & Tunnel Development
- **Bubble:** A network of tunnels with a single entrance, allowing safe internal navigation.
- **Tunnel:** A linear series of sectors (often 2âwarp chains) linking distant bubbles.
### Development Priorities
1. **Populate each sector** with up to **3 planets (H, O, L)**.
2. **Construct ports** (preferably ClassâŻ0 or higher) in sectors where you anticipate trade routes.
3. **Maintain at least one deadâend sector** per bubble for future hidden bases or planet farms.
> **Strategic Tip:** A 12âsector bubble with three planets per sector (one each of H, O, L) and **no ports** maximizes control, but ports can be added later to enable pairedâport trading.
## Economic Core: PairedâPort Trading
- **Ideal commodity pair:** **Equipment â Organics**.
- Locate **two adjacent ports** where one buys Equipment and sells Organics, and the other does the opposite.
- Shuttle back and forth until one portâs supply is exhausted, then move to the next pair.
**Impact of Levelâ4 Citadel:**
A planet with an L4 citadel yields a daily profit boost, allowing you to supplement pairedâport income with planetary revenue.
## Cloaking Devices
- Available to all alignments; **not alignmentârestricted**.
- **Limitations:**
- 24âhour maximum duration.
- Failure creates an **anomaly** on the next density scan.
- While cloaked, you are immune to attack, but enemies may lay mines or fire photons into your sector, forcing decloak.
## Summary of AlignmentâBased Priorities
1. **Reach 500 alignment** quickly (crossâpod hits â bounty postings).
2. **Obtain commission** at Stardock and purchase the **ISS**.
3. **Leverage Transwarp** to cut turn travel time and access Federation space safely.
4. **Develop an Lâclass planet** in a bubble deadâend; upgrade to H/O as resources allow.
5. **Build a bubble** with dense HâOâL planet placement and minimal ports for future expansion.
6. **Maintain nightâtime safety** via cloaking, lowâtraffic sectors, and adherence to shipâperâsector limits.
By following these steps, goodâaligned players maximize turn efficiency, secure highâvalue assets, and sustain longâterm economic dominance.