πŸš€

Ships

You design your own ships: a size, a hull, then components. You need at least a generator, an engine and a weapon.

Designing a ship

You fully design your ship blueprints on the πŸš€ Shipspage. You choose a capacity (the ship's size), then install components according to the available space. A ship must have a generator (energy), an engine to move, and a weapon to fight. Everything else is optional but determines its combat and mission capabilities.

The capacity not used by components will serve as storage for the ship to transport resources, equipment and populations.

Hull

The hull determines the ship's natural resistance before adding shields. You can choose the number of hull layers and the material used, from most basic to most resistant:

Steel

Cheaper, lower resistance. Ideal for utility ships (transport, mining).

Alloy

Improved cost/resistance ratio. Unlocks with the Alloys technology.

Composite

High resistance. Unlocks with Composite Materials.

Regenerative

Repairs itself after combat. Very expensive. Late game.

Generators (energy)

To function, a ship needs energy. Each installed component β€” engine, weapon, shield, module β€” permanently consumes a certain amount of energy. You must therefore install enough generators to cover the total consumption of all components. Otherwise, the ship cannot be produced.

Engines (speed)

A ship's speed depends on the thrust / total capacity ratio: the more capacity a ship dedicates to engines, the faster it is. The relationship is not linear β€” returns are diminishing. Speed is expressed as a percentage of the maximum attainable speed in the galaxy.

Movements follow an acceleration β†’ cruise β†’ deceleration profile: the fleet gradually accelerates to its cruising speed, maintains it, then slows down before arriving at the destination. Over short distances, cruising speed is never reached and the trip is entirely in acceleration / deceleration.

A fleet's speed is that of its slowest ship. It is therefore important to choose consistent engines across all ships in the same fleet.

Weapons and protection

Weapon types

Kinetic cannon β€” massive damage to energy shields, reduced by reactive shields.

Missile β€” neutral on most targets. Deflectors resist it.

Torpedo β€” effective against reactive shields. Deflectors resist it.

Laser β€” piercing. Very effective against reactive shields, less against energy.

Plasma β€” against deflectors. Weak on energy.

Distortion β€” late game. Against deflectors.

Protection types

Reactive shield β€” resists cannons. Vulnerable to torpedoes and lasers.

Deflector β€” resists missiles and torpedoes. Vulnerable to plasma and distortion.

Energy shield β€” resists lasers, plasma and distortion. Vulnerable to cannons.

Special modules

Radar (Mk I / II / III)

Detects enemy ships and planets at range. Range: 5 / 20 / 80 sectors.

Mining module (Mk I / II / III)

Required for the Mining mission. Increasing yield per Mk.

Recycling module (Mk I / II)

Recovers resources from debris fields after combat.

Active schema limit (Military Headquarters)

You can create as many ship schemas as you like, but only a limited number can be active (and therefore buildable) at once: 2 by default, +1 per level of your highest Military Headquarters. A new schema created beyond this limit is automatically deactivated instead of being refused.

A deactivated schema shows an "Activate" button instead of "Build". If there is still room under the limit, it activates immediately. Otherwise, a window lets you pick another active schema to deactivate in its place. A schema can only be deactivated if it has no ships left: none on a planet, in flight, under construction or evolution, or on an orbital station.

β–Έ For the curious Offensive share

A ship's offensive share is its total attack relative to the sum of its attack, its shields and its hull resistance. It measures the balance between what the ship deals and what it can take. Adding hull layers lowers it just as much as shields do.

Up to 80 %, weapons fire at full power. Beyond that, the ship's structure can no longer keep up: firing efficiency drops steadily down to 50 % for a ship with no defenses at all.

Offensive share Firing efficiency
80 % 100 %
87 % 83 %
93 % 67 %
100 % 50 %

Firing efficiency is shown live in the ship designer as soon as the threshold is passed. It applies to ships only: planetary defenses are not affected.

β–Έ For the curious Resistance table

Multiplier applied to weapon damage against each type of enemy shield. 1.5Γ— = shield is very vulnerable to this weapon, 0.5Γ— = shield absorbs this weapon very well.

Weapon Reactive Shield Deflector Energy shield
Kinetic cannon0.5Γ—1.0Γ—1.5Γ—
Missile1.0Γ—0.5Γ—1.0Γ—
Torpedo1.5Γ—0.5Γ—0.8Γ—
Laser1.5Γ—1.0Γ—0.8Γ—
Plasma1.0Γ—1.5Γ—0.8Γ—
Distortion0.8Γ—1.5Γ—1.3Γ—