Combat Mechanics
Detailed breakdown of space and ground combat phases.
Combat occurs in two phases: Space and Ground. Understanding both is key to victory.
Space Attack Sequence
- Travel: Fleet travels to target (time = distance / speed).
- Space Battle: Ships fight first. If attacker loses all ships, they return home empty-handed.
- Troop Capacity Check: Surviving ships deploy ground troops. If ships are destroyed and remaining capacity is less than surviving troops, overcrowding rules apply.
- Ground Battle: Surviving troops fight planetary defenses.
- Pillage: If attacker wins ground battle, they steal resources.
Overcrowding Rules
When remaining ship capacity is lower than surviving ground units after space combat, 50% of excess troops are removed from combat. Of those removed: 10% are Lost (dead) and 90% are Injured (sent to Recovery Bay). The other 50% of excess troops survive and join ground battle.
Damage & Casualties
- Damage: Calculated based on Attack vs Defense.
- Losses: Units that reach 0 HP are "removed" from combat.
- Injuries: By default, 90% of units removed from combat become Injured (Recovery Bay) and 10% are permanently Dead.
- Mercy Mechanic: If the attacker's Command Center is significantly higher level than the defender's, the defender's injury rate increases by 2% per CC level difference beyond 2, reaching 100% (no deaths) at a 7+ level difference.
- Emergency Shield: If a player's base is successfully attacked 10 times within a 30-minute floating window, an 8-hour Planetary Shield is automatically activated and their base is immediately Randomly Teleported to a new location.
- Shield Rules: Planetary and Portal Shields protect your base from incoming attacks. While sheltered under a shield, you cannot attack other player's objects or Trading Stations, but you can still attack neutral unowned objects (such as Pirate Ships, Asteroids, and Solar Systems).
Combat Range & Target Focus
Combat Range determines the order in which units are targeted by the enemy. Units with lower range are "closer" to the front lines and will take damage first.
- Range 1: These units are the primary focus of enemy fire. They act as tanks, absorbing the majority of injuries and casualties to protect units behind them.
- Higher Range: Units with higher range (e.g., Range 3) will take less damage.

