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Battle Mechanics

Battle Mechanics

Understanding how combat works helps you plan effective attacks and defenses.


Combat Flow

1. Fleet Arrival

  • Attacker fleet reaches target coordinates
  • Combat phase begins

2. Force Compilation

Attacker:

  • All ships in attacking fleet
  • ACS allies if coordinated attack

Defender:

  • Stationed fleet
  • Planetary defenses
  • ACS defending fleets

3. Combat Rounds

Maximum 6 rounds per battle:

  1. All units select random targets
  2. Each unit fires once (modified by rapidfire)
  3. Damage applied to targets
  4. Destroyed units removed
  5. Shields regenerate
  6. Check for battle end

4. Battle End

Combat ends when:

  • All attackers destroyed
  • All defenders destroyed
  • 6 rounds completed (draw)

Damage Mechanics

Attack Damage

Damage = Base Attack * (1 + 0.1 * Weapon Technology)

Defensive structures also gain +5% attack per Defense Technology level.

Shield Absorption

Shields absorb damage before hull:

Ship Shield = Base Ship Shield * (1 + 0.1 * Mobile Shield Technology)
Defense Shield = Base Defense Shield * (1 + 0.15 * Ion Technology + 0.05 * Defense Technology)

If damage < 1% of shield, damage is completely blocked.

Hull Damage

When shields depleted:

Hull Remaining = Current Hull - (Damage - Shield)

Hull Points

Ship Hull = Base Hull
Defense Hull = Base Defense Hull * (1 + 0.15 * Defense Technology)

Ships no longer gain hull from Defense Technology.


Target Selection

Random Targeting

Each attacking unit randomly selects a defender:

  • No priority system
  • All units equal chance
  • RNG-based selection

Implications

  • Can't focus fire
  • Weak units might survive
  • Spread damage across fleet

Shield Regeneration

Between rounds:

  • Shields fully regenerate to their maximum value
  • Encourages multi-round battles
  • Benefits high-shield units

Destruction Mechanics

Unit Destruction

A unit is destroyed when hull reaches 0.

Explosion Chance

Damaged units have chance to explode:

  • Damaged hull = higher explosion chance
  • Units below 70% hull may explode
  • Adds battle uncertainty

Formula

Explosion Chance = (1 - Current Hull / Max Hull)

Combat Technologies

Impact on Combat

Technology Effect per Level
Weapon Technology +10% damage
Mobile Shield Technology +10% ship shields
Ion Technology +15% defense shields
Defense Technology +5% defense attack/shield, +15% defense hull, +5% protected daily production

Example

Battleship (base 1,000 attack) with Weapons 10:

Attack = 1,000 * (1 + 0.1 * 10) = 2,000

Fleet Composition

Balanced Fleet

Good fleet includes:

  • Damage dealers: Battleships, Destroyers
  • Cannon fodder: Light Fighters
  • Specialized: Bombers vs defenses
  • Support: Cargo ships, Recyclers

Counter-Building

Design fleet to counter enemy:

  • Light Fighter heavy? → Cruisers
  • Battlecruiser heavy? → Destroyers
  • Heavy defenses? → Bombers

Battle Aftermath

Debris Fields

When ships are destroyed, debris forms that can be collected:

Resource Recovery Rate
Metal 70%
Crystal 40%
Deuterium 10%

Warning: Debris decays rapidly—1% every 10 seconds! Send Recyclers immediately.

Defense Resource Recovery

Destroyed defenses don't become debris. Instead:

  • Defender wins: Resources automatically added to planet
  • Attacker wins: Resources added to attacker's loot (up to cargo capacity)

This creates interesting strategic dynamics—successful defense is rewarded, but overwhelming attacks can be extra profitable.

See Debris Fields for complete details.


Combat Simulation

Before attacking:

  1. Spy target
  2. Use combat simulator
  3. Calculate expected losses
  4. Factor in debris recovery (70% Metal, 40% Crystal, 10% Deut)
  5. Ensure profitable result
  6. Then launch attack

Many external tools can simulate battles.