
FAQ: 21 High-Frequency Questions, Answered in One Place#
This page collects the twenty-one questions Infinite Lagrange players ask most. Every answer follows official public information: numbers the developers have published are stated as-is, and for anything never officially revealed (construction costs, ship stat values, strength ratings) we say so outright — along with clearing up the most widespread fake guides circulating online. If you want to go deeper on any system after reading, the related-pages table at the end will point the way.
Game Identity and Worldview#
1. What is the game called? Does the rename make it a different game?#
The game is now called Star Hunters, formerly Infinite Lagrange. NetEase officially announced the rename on January 26, 2026; the license-change filing was approved by the National Press and Publication Administration on January 23, 2026, and 2026 marks the game’s fifth year of operation. The rename is purely a brand refresh: servers, accounts, save data, and purchase records all carry over, and existing players need no migration of any kind. On the evening of January 31, 2026, a thousand-drone light show over Canton Tower staged the brand-refresh debut, recreating the signature ships of corporations such as Norma Transport, Jupiter Industries, and Antonios.
2. How many factions are in the game?#
The official original core factions are the five major corporations — the Hayreddin Family, Antonios, Jupiter Industries, Norma Transport, and the General Blueprint Corporation — all of them checked by the Arbiters’ Alliance. Third-party databases list as many as 90 in-game faction entries, but that counts every organization ever mentioned in the lore; the “five major corporations” is the official narrative’s core framing. The player’s role is the “Pioneer,” known as a “Star Hunter” after the brand refresh — the first Interstellar War ended the Holy Star Empire, the Weiyang Convention was founded, and the galaxy entered the post-Lagrange era. The story starts from there.
Resources and Currency#
3. Is there a currency called “Promina coins”?#
No — this game has no such thing as “Promina coins.” There are exactly three base resources: Metal, Crystal, and Deuterium, obtained from base production, mining ships working resource belts, and mining platforms docked onto belts. The currency system also has exactly three tiers: Electronic Currency (raised by upgrading residential zones and subsequent facilities; spends at the blueprint shop on universal technology files and weapon technology licenses), Holy Star Coins (obtained via real-money top-ups), and Proxima Coins (granted through gameplay and exchangeable from Holy Star Coins). The “Promina coin resource tables” circulating online are mostly fabricated — close them on sight.
4. How many resources does it cost to build a frigate?#
The developers have never published construction costs for any ship, so any online table claiming “this ship costs X Metal and Y Crystal” can basically be written off as fabricated. The only responsibly tellable facts are mechanism-level: the Frigate Dock facility unlocks at Base Level 1; production time can be rushed with Mobilization Orders, where 1 point speeds up production by 5 minutes; and each frigate takes about 3 to 6 command points, suiting them to deployment in numbers. To estimate a cost, open the production screen in game — that is the most accurate answer there is.
5. What should my mining ratio be?#
The officially recommended ratio is Metal, Crystal, and Deuterium at 2:1:1. The reason is simple: Metal is the most consumed resource — facility upgrades, ship production, and dock construction all eat Metal. Deploy your mining ships on this ratio and you will basically never see one resource piling up while another runs dry.
6. How many ships can mine one node at once?#
Under normal rules, a single resource node allows only one of your own mining ships to operate; mining ships from other factions and other players can coexist on the same node without conflict. There are two ways to raise single-node output: switch to a higher-tier mining ship, or — after unlocking the Gathering Command Center at Base Level 6 — erect a mining platform. Mid-tier platforms allow two mining ships to work the same node simultaneously, high-tier platforms also support direct resource deposit, and erecting the platform itself consumes no planning circle.
7. What should I watch out for after upgrading a mining ship?#
Redeploy the mining ship after every upgrade, or the new stats never take effect. The operation is simple: pull the upgraded ship off its node, then send it back out. This is the most common rookie slip — the classic symptom being “I upgraded, but my output didn’t change.”
Ships and Fleets#
8. Is there a “battleship” class?#
No. Combat ships in this game divide by class into corvettes, frigates, destroyers, cruisers, battlecruisers, and carriers, plus aircraft and mining ships — there is no “battleship.” Online tables describing a “T5 battleship” describe a fictional class; delete on sight. The production facilities and unlock levels per class below are all official public information:
| Class | Production facility and unlock |
|---|---|
| Frigate | Frigate Dock facility, Base Level 1 |
| Destroyer | Destroyer Dock facility, Base Level 3 |
| Corvette | Aircraft production line, Base Level 5 |
| Cruiser | Cruiser Dock facility, Base Level 6 |
| Battlecruiser | Capital ship production line, Base Level 7 |
| Carrier | Carrier production facility, Base Level 8 |
Within a class there are further sub-variants such as siege, armor, general-purpose, and artillery — these change tactical roles, not simply numbers going up or down.
9. How do I raise fleet command points?#
A single fleet starts with 300 command points, and maxing the related buildings inside your base raises the cap to 400 — the maximum capacity of one fleet. The upgrade path sits on the base side: Base Level 8 can build Resource Port 3, and Base Level 9 unlocks the Battlefield Command Center. The per-class costs below are official public information: medium mining ships take 20 points, frigates about 3 to 6, and battlecruisers and carriers usually 30 or more. One more easily-missed mechanic: the Reinforce order flies ships into an already-departed fleet at five times warp speed, and it does not consume fleet command points — it is the fastest ship movement in the entire game.
10. Can combat be controlled manually?#
No. Combat is fully automatic — once a fight starts you cannot manually control a single ship, and all player influence happens before battle: fleet composition, formation, target selection. The deployment screen shows the projected win rate, and tuning your lineup against it effectively cuts losses. The damage-versus-defense mapping is worth memorizing too: damage comes in Energy, Kinetic, and Missile types; armor mainly reduces Kinetic and Missile damage, while shields mainly reduce Energy damage — weigh your lineup against the enemy composition. Full rules in the combat system.
11. Is fleet building really superstition?#
It looks like superstition but rests on two hard mechanics. First, the emergency-evasion mechanic only works when ship count is an even number of 6 or above — so when filling a fleet to its command-point cap, keep ship counts to “even numbers of 6 or more.” Second, formation slots split into Front, Middle, and Rear rows, decided by each ship’s role and fixed — they cannot be adjusted, and both sides fire in weapon order onto the front, middle, and rear rows in sequence. A ship’s role locks its position at selection time; the only way to change a slot is to swap ships.
12. Is there a ship strength tier list?#
No. The developers have never released any ship scores, gradients, or strength rankings — every “strongest ships” list is fan-made content that dies with the next patch. To judge whether a ship is worth investing in, use the criteria official data does give: which base level unlocks it, which production line it needs, and whether you are in the land-grab phase or mid-late game. For example, the Ruby-class can be refit into the Ion Cannon variant to sharpen damage against large ships, and the Callisto-class can switch its role between the Torpedo variant and the base model — sub-variants change tactical roles, never a number you can score side by side.
Base and Cities#
13. How high can the base go?#
The base expands from Level 1 up to Level 9, split into three functional zones — Central, Port, and Industrial — and each expansion unlocks one to three new facilities per zone while adding planning circles and raising base durability and anti-ship/anti-air firepower. The key-level unlocks:
| Base level | Key unlocks |
|---|---|
| Level 4 | Outpost Command Center, Large Mining Ship Dock facility |
| Level 5 | Aircraft production line, Military Port 1 |
| Level 6 | Gathering Command Center, Cruiser Dock facility, Resource Port 1 |
| Level 7 | Capital ship production line (battlecruisers), Military Port 2 |
| Level 8 | Engineering platform production facility, Carrier production facility, Resource Port 2 |
| Level 9 | Battlefield Command Center, Resource Port 3 |
After a ship production line unlocks, raise its level gradually as resources allow — no need to max everything in one step.
14. What is a rookie’s first goal?#
Expand the base to Level 4. That level unlocks the Outpost Command Center and the Large Mining Ship Dock facility in one stroke: the former lets you relocate the base to the resource-richer inner ring of the map, the latter unlocks medium mining ship production. Official guidance also says to bank 30 or more Mobilization Orders and prefab modules before the Level-4 expansion wait. The mid-game goal is a CAS066-class cruiser at Base Level 6, gradually replacing destroyers as the mainstay. The full land-grab order is in the beginner’s guide.
15. How many city levels are there?#
City levels run from 2 to 10; a star system usually has only one Level-10 city, and cities of Level 6 or above count toward star-system occupation statistics. Higher-level cities sell better ships at their Liaison Stations — but note that Level-10 and Level-7 Liaison Stations sell the same things, so there is no need to over-invest in the last three city levels.
16. What is the point of attacking a Level-6+ city’s central district?#
None. The central city of a Level-6+ city cannot be captured — once every subordinate district has been taken, the central city flips automatically. So don’t slam your main fleets and Mobilization Orders into the central district — the correct target is the subordinate districts, and the central city is simply the byproduct you pick up along the way.
Organizations and Diplomacy#
17. How do I choose among the three player organizations?#
The three org types differ in their exclusive features:
| Org type | Exclusive feature | Character |
|---|---|---|
| Family | Family Warehouse | Resource exchange and redistribution between members; small and elite |
| Guild | Guild Dockyard | Ship exchange between members; strict management, military-focused |
| Alliance | Organization planning talent | Grants extra planning circles; many members, large scale |
Judge on three criteria: which camp is active in the current star system, whether the org stages organized rallies, and whether captured-city payouts go to members by rank — Alliance-city dividends are a major late-game income source. Full mechanics in the alliance system.
18. Does the united body last forever?#
No. The united body disbands automatically when the star system evaluation ends. Families create Conglomerates, Guilds create Legions, Alliances create Alliances; the united body forms by signing the Joint Agreement, members share a chat channel, and no combat triggers between members (unless someone actively issues the “Act” order). It is a cooperation framework built to meet a star system’s development challenges — when the season ends, everything resets to zero.
19. How do I deal with pirates?#
Pirates are a hostile NPC force, Levels 1 to 25, appearing anywhere on the map and defended by fleets dispatched from their structures; destroying pirate structures stops their ships from stationing there. But restraint matters: over-attacking pirates can invite repeated harassment — at best your mining ships’ routes get raided, at worst your base gets assaulted. The pragmatic move is clearing pirate structures around your base and along your mining routes, and not chasing them across the whole map.
Orders and Information Channels#
20. What if I never have enough Strategy Points?#
First memorize the recovery rates: Strategy Points regenerate 20 per hour, cap at 150, and refill from zero in 7.5 hours; Mobilization Orders regenerate 2 per hour, cap at 60, refill from zero in 30 hours, and 1 point rushes ship production by 5 minutes. The order costs below are official public data:
| Order | Strategy Point cost | Unlock prerequisite |
|---|---|---|
| Move | 5 | None |
| Mine | 5 | None |
| Explore | 5 | None |
| Contact | 5 | Liaison Command Center |
| Build | 5 | Outpost Command Center |
| Dock | 5 | Outpost Command Center |
| Act | 10 | None |
| Rally Attack | 10 | Liaison Command Center |
| Reinforce | 20 | Reinforcement Command Center |
| Garrison | 20 | Area Defense Command Center |
| Blockade | 20 | Area Defense Command Center |
There is exactly one way to spend them well: concentrate Strategy Points on the current phase’s goals — mining and building during expansion, outpost-related orders during relocation — and never spread a pile of planning circles at once, diluting every return.
21. Where can I read accurate patch information?#
The official site (lglr.163.com) splits announcements into “Maintenance Updates” and “Preview” columns: Previews are teasers, and the actual maintenance announcement is what actually ships. For example, the Treasure Hunt Protocol first appeared in the Preview column and actually launched in mid-to-late December 2025. Judge everything version-related by the maintenance announcements.
Fake-Guide Cross-Reference Table#
Finally, the five most common categories of false information encountered while searching for guides, summarized in a table — each has a matching answer in the body above:
| Common claim online | Fact |
|---|---|
| Promina coins are the core premium currency | This game has no such currency — only Electronic Currency, Holy Star Coins, and Proxima Coins |
| Battleships are the late-game mainstay | There is no “battleship” class — the highest combat class is the carrier |
| Ship construction cost tables precise to exact resource amounts | Official construction costs were never published; such tables are mostly fabricated |
| Ship strength scores and tier rankings | Official never released any scores or rankings; they break with every patch |
| Hyphenated ship designations | Designations like “FG-300”, “RB7-16”, and “CV-T050” cannot be found in the official encyclopedia — mostly fabricated |
Related Guides#
| Related page | Content |
|---|---|
| Beginner’s Guide | Land-grab order, expansion goals, and mistake checklist |
| Resource System | Three base resources and mining mechanics |
| Combat System | Fully automatic combat rules and damage types |
| Ship Classes | Class roles and base unlock pacing |
| Events | Treasure Hunt Protocol and crossover events |
| Alliance System | Families, Guilds, Alliances, and united bodies |