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gameplay v1.0

Ships & Fleets

Ship classes from Fighter to Battleship, specialty ships, fleet composition, movement, travel time formulas, and fleet management UI.

Ship Classes

Planetia has six standard ship classes and four specialty ships. Standard ships are trained at your Shipyard; specialty ships require specific tech prerequisites.

Standard Classes

ClassRoleMetalCrystalDeuteriumAttackDefenseSpeed
FighterScout/swarm2005008410
CorvetteFast raider35080201289
FrigateBalanced6001503018147
DestroyerAnti-Cruiser9002506022206
CruiserHeavy1,80050012035385
BattleshipCapital4,5001,20030070803

Zikoan fighters get +20% attack above these base values. Capital Weapons tech applies +20% to Battleship and Cruiser attack specifically. Some ship classes may also carry an Energy upkeep cost — exact figures are pending a balance pass.

Specialty Ships

ShipFunctionPrereq techCost
PodColonizes uninhabited planetsNone800M / 200C
EMPDisables enemy Planetary Shields for 3 ticksSignal Intercept2,000M / 800C / 400D
SK (Shield Killer)Strips 50% of enemy Planetary Shield HPFortress Doctrine2,500M / 1,000C / 500D
StealRaids enemy resources; does not engage combat normallyShadow Network1,200M / 400C / 200D

Steal ships only work if Anarchy government’s +30% steal effectiveness bonus is active, or if you have Shadow Network tech. Without these, Steal ships are cost-inefficient.

Fleet Composition Guidelines

There is no single best fleet composition. Context matters:

  • Early aggression (ticks 1–30): Fighter swarm. Cheap, fast to replace, good for raiding weak planets.
  • Mid-game (ticks 30–80): Mixed Corvette + Frigate. Better damage per resource than pure fighters.
  • Late-game (ticks 80+): Cruiser + Battleship core with Destroyer support to handle enemy Cruisers.
  • Defense: Stack Planetary Shield + Defense Platforms + 20% of your fleet kept home. Theocracy gets +15% planetary defense.

Always include at least one Fighter in any fleet for scouting return. Fleets without a scout class cannot send targeting data after combat.

Fleet Movement

Open Galaxy Map and click any system. Click Send Fleet to dispatch. You choose:

  1. Mission type — Attack, Defend, Colonize, Scout, or Transport
  2. Ships to send — choose from home fleet; specialty ships require mission type match
  3. Speed — Full speed (default) or half speed to conserve fuel (reduces Deuterium cost by 40%)

You cannot recall a fleet once dispatched. Plan carefully.

Travel Time Formula

Travel time (ticks) = distance_lightyears / (ship_speed × fleet_speed_modifier)

Where fleet_speed_modifier includes:

  • Advanced Targeting tech: -5%
  • Fortress Doctrine tech (own territory): -20% reinforcement
  • Galaxy Map distance measured in lightyears (each hex = 1 LY)

At base speed a Fighter (speed 10) travels 1 LY per tick. A Battleship (speed 3) takes 3.3× longer to cover the same distance.

Fleet Management UI

Fleet List (Fleet menu → My Fleets) shows all dispatched and home fleets with:

  • Current mission and ETA
  • Composition (ship class counts)
  • Cargo (if Transport mission)
  • Recall option (greyed out after departure)

Incoming Alerts appear in the notification bar when an enemy fleet’s arrival is projected within 6 ticks. You have until that fleet lands to reinforce or negotiate.

Continue to Combat & Mechanics for battle resolution details.