Combat mechanics

Combats unfold second by second. Every second, units fire according to their fire rate and target their priority enemies.

Damage types

  • Ballistic: ×— vs shield, ×— vs armor
  • Energy: ×— vs shield, ×— vs armor
  • EMP: ×— vs shield, ×— vs armor

Dodge

Each ship has a base chance to dodge a shot. Fast ships (scout, fighter) dodge better.

Surrender

During an active combat, the defender can request a surrender from the attacker. The attacker then has — minutes to accept (with their own terms), refuse, or let the request expire.

  • Initiative: only the defender can request surrender, and only while combat is active
  • Attacker response: accept (with a negotiated resource percentage), refuse, or fail to respond before the deadline
  • Acceptance: combat ends immediately and the attacker takes the negotiated resource percentage (default —%) — ships and defenses are not destroyed
  • Expiration (— minutes without response): treated as acceptance under the default terms (—% of resources)
  • Refusal: combat resumes immediately and the attacker incurs a military relation penalty of — points