Battle Resolution Overview
When an attacking fleet arrives at a defended planet, the game engine runs a combat simulation. Combat is simultaneous — both sides fire at the same time and losses are calculated before the next round. There is no retreat once combat begins.
Attack Phases
A single battle runs up to 3 rounds. Each round:
- Attacker ships fire:
total_attack = Σ (ship_count × ship_attack × tech_modifier × government_bonus) - Defender ships + defense platforms fire:
total_defense = Σ (ship_count × ship_defense) + platform_dps × tech_modifier - Incoming damage is distributed proportionally across the enemy fleet by ship HP
- Ships with 0 HP are destroyed
- If one side is eliminated or 3 rounds complete, combat ends
Defense Bonuses
Defenders benefit from terrain and structure advantages:
| Source | Bonus |
|---|---|
| Planetary Shield L1–L5 | +5% to +25% damage reduction |
| Defense Platform | Adds flat DPS each round |
| Fortress Doctrine tech | +40% overall planetary defense |
| Theocracy government | +15% planetary defense |
| Home planet (capital) | +10% defense bonus (permanent) |
EMP specialty ships, if included in the attacking fleet, disable Planetary Shield for 3 ticks before combat begins. SK ships reduce Shield HP by 50%.
Ship Loss Calculation
ships_lost = ceiling(incoming_damage / ship_HP)
Ship HP values by class:
| Class | HP |
|---|---|
| Fighter | 20 |
| Corvette | 35 |
| Frigate | 55 |
| Destroyer | 80 |
| Cruiser | 130 |
| Battleship | 250 |
Higher HP ships absorb proportionally more damage, making Battleships cost-effective in sustained battles despite being expensive to build.
Orbital Bombardment
If the attacker wins all 3 rounds but no colony pod is present in the fleet, the system enters Orbital Bombardment mode. Each surviving attacker ship deals 1 bombardment point to planet structures. Structures are destroyed at random above a damage threshold. This does not capture the planet but weakens its defenses for future attacks.
Planetary Capture
To capture an enemy planet, include a Colony Pod in your attacking fleet. After all defending ships are destroyed:
- Bombardment damage is applied to existing structures
- Colony Pod deploys and claims the planet
- All existing buildings transfer to the attacker at 70% efficiency (30% damaged in siege)
- Resources on the planet transfer fully to the attacker’s treasury
You cannot capture a planet without a Colony Pod. You can bombard it indefinitely but ownership will not change.
Asteroid Capture
Separate from planetary capture, a winning attacker can also carry off a portion of the defending planet’s asteroid deposits (Metal, Crystal, and Deuterium) as war loot — the defender always keeps a minimum floor, and the exact capture percentage and any “hitting up” bonus are still being finalized. See Resources & Economy for what asteroid deposits are.
Reading Combat Reports
After combat resolves, all parties receive a combat report showing:
- Round-by-round damage dealt and received
- Ships lost (per class, both sides)
- Planetary structures destroyed (if bombardment occurred)
- Resources captured (if capture succeeded)
- Asteroid deposits captured (if any were taken)
- Spy data captured (if the attacker had Signal Intercept tech)
Combat reports are permanent and visible in Empire → Combat Log. Share reports with your alliance via the copy-link button.
Tech Modifiers in Combat
| Tech | Combat effect |
|---|---|
| Basic Weapons | +5% attacker damage all ships |
| Advanced Targeting | +10% attacker damage |
| Capital Weapons | +20% Battleship/Cruiser attacker damage |
| Deflection Fields | +5% defender damage reduction |
| Orbital Hardening | +15% Defense Platform HP |
| Annihilation Drive | +40% Battleship attacker damage |
Stack attacker tech for pure aggression; mix economic + defense tech if you are on the defensive.
Continue to Diplomacy & Alliances for coalition play.