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Moon in Xterium — creation, buildings, Phalanx, Teleport, destruction

Full moon mechanics in Xterium: two creation methods (debris chance up to 20% and Dark Matter 100%), three moon buildings (Moon Base, Phalanx, Teleport), Phalanx range formula, Death Star destruction, planet vs moon differences.

10 min Updated 2026-05-22 Команда Xterium Mechanics
Quick tips
Moon Base — must build first
Phalanx — top PvP intelligence tool
Teleport useless without ≥2 moons
Moon = NO mines, only infrastructure
Moon can be destroyed by Death Star
On this page
  1. Key facts in 30 seconds
  2. Two ways to create a moon
  3. Method 1 — Debris chance (natural)
  4. Method 2 — Dark Matter (guaranteed)
  5. Moon buildings
  6. Phalanx Sensor — top intelligence tool
  7. Range by level
  8. What Phalanx reveals
  9. Phalanx blocking
  10. Teleport — instant relocation
  11. Fastest way to get the FIRST moon?
  12. Can I build mines on the moon?
  13. Phalanx — how many systems can it see?
  14. What if I want Teleport but only have one moon?
  15. Can I destroy an enemy moon?
  16. Does a moon inherit the parent planet temperature?
  17. For min-maxers
  18. Death Star Destroy Mission
  19. Quick citation reference
  20. What to read next

Key facts in 30 seconds

  • Two creation methods: post-battle via debris (max 20%) OR via Dark Matter (100% guaranteed)
  • Moon has NO resource production — only Moon Base, Phalanx, Teleport
  • Phalanx range = Level² − 1 systems (from 1 to 63 at level 8)
  • Teleport blocks Phalanx for 10 minutes after use
  • Death Star Destroy mission can destroy a moon (with its buildings and parked fleet)

Two ways to create a moon

Method 1 — Debris chance (natural)

When a large battle creates a debris field on your planet — there\'s a chance that the debris mass forms a moon.

MoonChance = min(20%, DebrisTotal / ChanceScaler)

Where:

  • DebrisTotal — total Metal + Crystal in the debris field
  • ChanceScalerserver-configured (universe-specific)
  • Maximum 20% regardless of debris size

Key rules:

  • Chance is rolled once per battle that creates debris
  • A moon is only created if none already exists at that coordinate
  • Diameter depends on debris amount → larger debris → larger moon → more base fields
  • Diameter affects Death Star Destroy mission success chance

Method 2 — Dark Matter (guaranteed)

You can create a moon on ANY planet using Dark Matter100% guaranteed, no debris needed. The only method that works on planets without a debris field.

From task 1001 (ACHIEV.php): «The second way of creating the moon is more powerful, since it does not require debris from the planet and the chance of creation is 100%. However, you will have to use the Dark Matter.»

Moon buildings

IDNameKey effect
41Moon Base+3 поля за уровень; сам не занимает поле; обязательна перед любой другой постройкой
42Phalanx SensorВидит передвижения флотов в радиусе Level²−1 систем; платит Dark Matter за скан
43TeleportМгновенный telepоrт флота между лунами; требует ≥2 лун; cooldown после использования

Rule: Moon Base always first — each level gives +3 fields. Moon Base itself does NOT occupy a field.

Fields = BaseFields + (MoonBaseLevel × 3)

Phalanx Sensor — top intelligence tool

Phalanx is the premier offensive intelligence tool. Shows fleet movements at other planets without notifying the target.

How it works:

  1. Need a moon with Phalanx Sensor built
  2. Select target coordinate in range
  3. Scan costs Dark Matter (constant per scan, server-configured)
  4. Phalanx reveals all fleets arriving/departing at target, including exact return time

Range by level

Range = (Level == 1) ? 1 : Level² − 1   (в системах)
Phalanx levelRange
11 система
23 системы
38 систем
415 систем
524 системы
635 систем
748 систем
863 системы

What Phalanx reveals

  • Exact fleet composition arriving/departing
  • Exact return time of enemy fleets → enables timing attacks to land precisely when defender is fleet-empty
  • Sees war-ally fleets (reads DIPLO table)

Phalanx blocking

Phalanx cannot be used if:

  • Your moon recently used Teleport (10-min lockout, time_teleport + 600 in ShowSensorPage.php)
  • Target out of range
  • Insufficient Dark Matter

Teleport — instant relocation

Allows instant fleet transfer between two moons. Requirements:

  • Minimum 2 moons in the empire
  • Teleport built on both moons
  • No active fleet blocks

After use — 10-min Phalanx lockout on this moon. Higher Teleport levels reduce recharge time.

Fastest way to get the FIRST moon?

Method 1: stage a big battle on your own planet (ally «attacks» with a small fleet, you defend with a large one), roll the debris chance. Method 2: buy Dark Matter and create one guaranteed (if budget allows). Method 1 max chance per battle is 20% — need repetition.

Can I build mines on the moon?

No — moons have NO resource production. Only Moon Base, Phalanx Sensor, Teleport (and Sensor Module for alliance wars). Moon = infrastructure, not economy.

Phalanx — how many systems can it see?

Formula: Range = Level² − 1 (level 1 = 1 system minimum). Level 5 → 24 systems. Level 8 → 63 systems. See the table above.

What if I want Teleport but only have one moon?

Don't build it — Teleport is USELESS until you have ≥2 moons. Get a second moon first, then build Teleport on both.

Can I destroy an enemy moon?

Yes — via a Death Star sent on Destroy mission (Mission 9). But: (1) chance depends on moon diameter, (2) parallel chance that your Death Star is also destroyed. High risk/reward.

Does a moon inherit the parent planet temperature?

The exact relationship is not specified in the wiki source. Moon base fields depend on moon diameter (set by debris size at creation), not parent temperature. If you find a source about temperature inheritance, we'll add it.

For min-maxers

Exact source files from wiki/10b_Moon_System.md. Player TL;DR: «moon = infrastructure (Phalanx + Teleport), not economy».

Engine sources:

  • includes/classes/class.GalaxyRows.php — moon display on galaxy map, destruyed_m flag
  • includes/pages/game/class.ShowSensorPage.php — Phalanx scan, time_teleport + 600 > TIMESTAMP block
  • includes/classes/class.MessageFunctions.phpmoon.des case for destruction notifications
  • language/en/ACHIEV.php tasks 1001-1006 — descriptions of creation/Moon Base/Phalanx/Teleport
  • includes/vars/pricelist.php — building IDs 41 (Moon Base), 42 (Phalanx), 43 (Teleport)

Death Star Destroy Mission

Death Star sent on Destroy mission (Mission 9) can attempt to destroy a moon:

  1. Death Star arrives at target moon
  2. Destruction chance based on moon diameter factor (getDiametrFactorMoon)
  3. Parallel counter-chance that the Death Star itself is destroyed in the attempt
  4. Anomaly field on moon + research bonuses modify chances
  5. On success the moon is flagged destruyed, enters destruction timer

After destruction: ghost-image of the moon in galaxy view, all buildings and parked fleets are lost, events logged and messages dispatched.


Quick citation reference

Source: wiki/10b_Moon_System.md + class.GalaxyRows.php, class.ShowSensorPage.php, pricelist.php (41/42/43). Formula: MoonChance = min(20%, DebrisTotal / ChanceScaler), capped at 20% regardless of ChanceScaler. Methods: debris (max 20%) or Dark Matter (100% guaranteed). Moon buildings: 3 types — Moon Base (41), Phalanx Sensor (42), Teleport (43). NO mines. Phalanx range: Level² − 1 systems, up to 63 at level 8. Teleport→Phalanx lockout: 10 minutes. Destruction: possible via Death Star Destroy mission (Mission 9). Last verified: 2026-05-22 (wiki/10b_Moon_System.md).

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