Video summary
Riftborne - Introduction Guide
Main summary
Key takeaways
Game Storyline / Premise
- Riftborne is a terminal-based real-time strategy set in space where you command a culture/faction and its commanders.
- The campaign begins with 42 commanders: you + 41 AI commanders, spanning six factions.
- The ultimate goal is to win by accumulating your faction’s “visions” (an endgame mechanic tied to your faction’s special hall) and by controlling central special tiles (the map center is a major victory trigger).
Factions & Key Identity (Starting Choice)
The intro mentions three cultures with distinct play patterns and unique buildings/mechanics:
- Astrian (Economy-focused)
- Stronger mid-to-late economy and infrastructure.
- Example special infrastructure: Nano Storage for early strength.
- Likely includes strong upgrades such as Overclocker access only to certain cultures (later notes Xel’Naga access for Overclocker).
- Varkon (Aggressive / assault-oriented)
- Emphasizes fast war and early pressure.
- Veil (Wild-card / shard & void infrastructure)
- Uses shards and transmutation mechanics (converting one resource into another over time).
The narrator specifically starts as Astrian.
Core Gameplay Loop (What You Do)
- Manage a colony in real time
- Maintain production by building resource extractors and related infrastructure.
- Expand with storage silos and infrastructure upgrades.
- Build fleets & ships
- Construct ships via shipyards (light/heavy/siege categories).
- Track ship stats (speed, cargo, evasion/tracking, upkeep).
- Recon first, then exploit
- Use spies to learn enemy status (resources, defenses, ship stations).
- Follow with raids to steal resources or attacks to attempt destruction.
- Use the logistics / trade system
- Move resources via cargo/market offers and/or automated routes to allies.
- Advance time efficiently
- Play continuously (full real-time immersion) or use a time-warp / advance time tool for faster simulation during planning.
Major Interface / Systems Explained
Main Screen Panels
- Top: date/time and pause/game state.
- Bottom-left: queues (building/training/ship/movement) and player/colony identity.
- Left panel: resources (amount, cap, hourly income, depletion timing).
- Right menu categories: infrastructure, shipyards, logistics, empire/faction/military/intel, codex, notifications, beacon, directives, statistics, system controls.
Colonization
- Building and expansions rely on colony ships and Sunspire level thresholds (see “Timings & Expansion” below).
Recon & Intelligence
- Sun Scope acts as radar/tracking, affecting how long you can cancel missions before they resolve.
- Combat logs + spy reports provide actionable “what to do next” information.
Timings & Early Priorities (Key Tips)
- Don’t stagnate early: start by building level 1 extractors for each basic resource.
- Pick expansion timing consciously: reaching very high Sunspire levels won’t happen quickly; plan around simulation time.
- Storage matters eventually: early you may not hit caps, but later resource flow/sinking and transport become important.
- Use the Codex and Simulation: the video recommends estimating losses before committing using combat/math tools.
Timings & Expansion Requirements (Sunspire)
Sunspire milestone unlocks described:
- Level 5: unlocks a strategic outpost on empty space (early usefulness described as limited)
- Level 10: unlocks asteroid outposts (resource mining)
- Level 15: unlocks mining outposts for rare metals
- Level 20: unlocks ability to establish a child colony anywhere (considered long to reach)
Additional notes:
- Sunspire increases building speed (10% per level).
Resource Model & Why It Affects Survival
Construction Resources
Example resources mentioned:
- Volcron, Auralite, Deuterium
Culture choice gives discounts on one of these (Astrian discounts Auralite heavily in the example).
Astra (Fuel/Energy)
- Astra is treated as energy/fuel and used for ship upkeep.
- If Astra hits zero, ships begin to attrit.
- Rapid losses occur if you can’t recall/starve prevention—especially dangerous for colonization ships.
Shipbuilding Highlights & Composition Considerations
Shipyard Types
- Light shipyard (light hulls)
- Heavy shipyard (heavy hulls)
- Siege shipyard (siege hulls)
Key Ship Roles
- Recon / intel ships
- Fast and specialized for combat/spy roles.
- Fast “workhorse” ships
- Repeatedly highlighted as good for frequent pressure/raids.
- Freighters
- Strong for cargo movement.
- Described as effectively safe/invulnerable during travel when not part of attacks.
- Carriers
- Provide fleet-wide tracking/evasion benefits.
- Scaling model based on number of carriers.
- Doesn’t boost siege.
- Siege ships
- Required to break defenses and buildings.
- Warning: without enough siege, attacks mostly lose ships with little structural gain.
Raid vs Attack (Explicit Strategy)
- Raid
- Goal: steal resources
- Favors: the attacker
- Intended for grabbing loot while expecting your ships to return intact.
- Attack
- Goal: destroy enemy fleet first, then loot
- Favors: the defender
- Warning: don’t early-attack without siege capability, or defenders can absorb losses without you destroying key structures.
Intel-First Strategy (Practical Workflow)
The recommended approach demonstrated:
- Spy the neighbor first
- Check their ship stations / defenses
- If they appear underprepared:
- “Scramble” with a raid force such as:
- a cruiser + ~10 skirmishers + a freighter (example composition)
- Use fast ships for speed, and the freighter to carry captured resources.
- “Scramble” with a raid force such as:
Star Map & Fleet Movement Rule
- Ships are permanently stationed to their home base.
- You generally cannot fully transfer ships between stations.
- Your options are:
- Attack
- Spy
- Raid
- Reinforce (main method to station forces at outposts, with limited control)
Victory Conditions (As Stated)
Endgame triggers include:
- Your base (example given: 0,0) needs Sunspire level 20 under your faction’s control.
- You must control central special tiles:
- Center requires majority / 50% control as a win trigger.
- Mentions the “center tile (B)” and control of three central white tiles (as seen in the UI explanation).
Economy / Financial Tools (Knockmarks and Org Play)
Once Knockmarks are available, you can found an organization to engage in:
- Shares (buy/sell/issue)
- Loans (lend + set interest)
- Contracts (e.g., raids/destroy objectives/loot targets/obliterate plans)
The video suggests this becomes more useful later, since early-mid game lacks Knockmarks.
Beacon & Diplomacy (Random Encounter Prompts)
- Beacon can surface deep space transmissions that prompt decisions.
- Outcomes can change:
- relations with commanders/factions
- resource gains or costs
- Advice: don’t rely on it constantly early—decisions can be costly.
Directives (Long-Term Goals with Buffs)
- Directives automatically grant buffs when objectives are completed.
- Examples mentioned:
- Launch first spy mission(s)
- Build specific buildings (e.g., Solar Slipway level 1)
- Complete “constellation sweep” / total spy-mission goals
The video encourages scanning directives early because some buffs can be substantial.
Queue Management & Time Warp (Quality of Life)
- Building queues can be managed:
- cancel tasks
- move tasks
- set a policy to wait for resources or skip if blocked
- Time warp
- Runs simulation faster in the background.
- Can be paused/cancelled when important events are near.
- Warning: CPU load may increase when speeding time.
Bugs / Pitfalls Explicitly Called Out
Colonization Ship Recall Problem (Astra Upkeep Flaw)
- If you send a colony ship to found an outpost, the ship may not carry Astra.
- After the colony exists, the ship is considered reinforcement and may starve quickly.
- Requires rapid recall to prevent losses.
- The narrator reports losing colony hulls so far and says a developer is aware.
Key People / Sources Featured (Mentioned at End)
- Beyond All Reason soundtrack composers (specifically thanked for background music)
- Jontar (credited; narrator includes uncertainty about spelling)
- Ontae / Yontae (possibly an alternate spelling/identity; mentioned in thanks)
- “everyone who’s watching” (generic audience thanks)