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Fleet Combat

From Per Regna

Fleet Combat

Fleet combat in Per Regna occurs when fleets engage enemy forces, pirates, or planetary defenses. Battles resolve automatically through multiple combat rounds where ships exchange fire based on their combat statistics, targeting rules, and special abilities.

Fleet battles can occur in several contexts:

  • Player vs Pirate (PvE) β€” attacking pirate outposts, strongholds, or roaming fleets
  • Player vs Player (PvP) β€” attacking other empires or defending colonies
  • Defense Battles β€” fleets attacking planetary defenses

Combat results determine ship losses, debris fields, resource plunder, and temporary combat effects such as fleet stun or war fatigue.


Battle Structure

A fleet battle is divided into several combat rounds.

During each round:

  1. Ships select targets according to target priority
  2. Weapons fire and deal damage
  3. Shields absorb incoming damage
  4. Remaining damage reduces hull integrity
  5. Destroyed ships are removed from the battle

Combat continues until:

  • one side is destroyed
  • one side retreats
  • the maximum number of combat rounds is reached

Ship Combat Statistics

Each ship has a set of core combat attributes.

Attribute Description
Attack Amount of damage dealt per shot
Defense Structural durability of the ship
Shield Energy barrier that absorbs damage each round
Speed Determines travel time, not combat order
Target Priority Determines preferred targets
Rapid Fire Allows multiple attacks in one round

These attributes define the battlefield role of each ship class.Β 

Example:

  • Fighters provide balanced combat capability.
  • Cruisers act as durable frontline ships.
  • Bombers specialize in destroying defenses.
  • Carriers support fleets with drones.

Damage and Shield Logic

Damage resolution follows a simple layered structure.

Shield Phase

Incoming damage first interacts with the target’s shields.

If the attack is weaker than the shield capacity, the shield absorbs the hit and resets in the next round.

Example:

Damage < Shield β†’ No hull damage

Hull Damage

If incoming damage exceeds shield strength, the remaining damage affects the ship’s structure.

Example:

Hull Damage = Attack βˆ’ Shield

When hull integrity reaches zero, the ship is destroyed and contributes to the debris field.


Target Priority

Ships select targets based on target priority values.

Lower priority values indicate frontline combat ships, while higher values represent support vessels.

Example priority groups:

Priority Ship Role
1 Combat ships
2 Support ships
3 Logistics / scouts

Because of this system:

  • cargo ships and probes are rarely targeted first
  • combat ships engage other combat ships first

This ensures battles develop naturally instead of immediately destroying support units.


Rapid Fire

Some ships have the ability to fire multiple times in a single round.

This mechanic is called Rapid Fire.

When a ship destroys a target and has rapid fire against that target type, it may immediately fire again.

Example:

A Fighter with rapid fire against probes may destroy several probes during the same round.

Rapid fire makes certain ships extremely effective against specific unit types.

Related page:

Rapid Fire


Fleet Stun

Some battles result in a temporary Fleet Stun effect.

When a fleet suffers heavy damage or overwhelming firepower from the opponent, surviving ships may be temporarily disabled.

During a stun period:

  • fleets cannot move
  • fleets cannot initiate attacks
  • recovery procedures begin

This prevents repeated immediate attacks after major battles.


Recovery Cycle

After combat, damaged fleets enter a recovery cycle.

Recovery time depends on:

  • damage sustained
  • fleet size
  • support ships present

Support vessels may accelerate fleet recovery by performing field repairs.

During recovery:

  • ships cannot be deployed
  • fleets remain docked at the nearest colony or hangar

Debris Fields

Destroyed ships generate debris fields in the battle location.

Debris fields contain recoverable materials such as:

  • Steel
  • Quartz
  • Gas
  • Advanced materials depending on ship types

Debris can be collected by specialized ships such as Recyclers.

Recovered materials can significantly offset fleet losses.

Related page:

Fleet and Ships


Hangar Protection

Fleets stationed inside a Fleet Hangar receive protection when not deployed.

Hangar protection prevents fleets from being directly attacked while safely docked.

Protected fleets cannot be targeted unless:

  • the fleet leaves the hangar
  • the colony itself is attacked

This system protects idle fleets and reduces offline vulnerability.

Related page:

Fleet Hangar


Attack Protection

New colonies or recently attacked players may receive temporary attack protection.

This system protects developing players from immediate repeated attacks.

Attack protection may activate when:

  • a player is recently colonized
  • heavy losses occurred
  • the player is significantly weaker than the attacker

Protection gradually expires as the empire develops.

Extended attack protection for high-score farming of much weaker active players.

Rules

  • Applies when attacker score β‰₯ 10Γ— defender score
  • Max 1 attack event / rolling week, 2 / rolling month
  • Strikes within a 1-hour window (from event start) count as one event
  • Inactive / vacation / immunity paths unchanged; scouting still allowed

Who can attack whom?

Target / situation Attack? Scout? Notes
Your own colonies No Yes Launch / FCS join both blocked
Ally alliance No* Yes *Solo moon test allowed if fleet tonnage ≀ 1B (ally only, not NAP; no FCS)
Non-aggression pact (NAP) No Yes No moon-test exception
Active rival Yes† Yes †Subject to immunity, score-bully limits, realm PvP rules
Inactive (7+ days offline) Yes Yes Grief protection bypassed; special loot rules
Vacation / banned No No Full block
Immunity shield No No New accounts, raid-triggered, realm migrate, etc.
Pirates / system protectors Yes Yes No player grief protection
Same alliance (no ally treaty needed) Yes Yes Alliance membership alone does not block PvP

Attacker immunity: launching a PvP attack against an active defender is allowed while you still have an immunity shield β€” completing that attack removes your immunity. Attacking inactive / vacation / banned targets does not strip it.

Realm restrictions: some realms may disallow PvP via combat.noAttackRealms.


Attack limits & rates

Score-bully limits (anti-farm)

When your total score is at least 10Γ— the defender’s (active players only):

Limit Rule
Rolling week 1 distinct attack event
Rolling month 2 distinct attack events
Event grouping Strikes within 1 hour of the event start count as one event
Scouting Always allowed

Inactive / vacation / immunity paths are unchanged by this rule.

Repeat-raid war fatigue (loot rate)

Against the same active defender, loot is reduced by how many times you already hit them in the last 6 hours:

Prior attacks in 6h Loot multiplier
0 100%
1 70%
2 50%
3+ 20%

Inactive defenders skip war fatigue (loot uses the inactive rules below instead).

Score-gap war fatigue (loot rate)

Separately, a large score gap trims loot even on the first hit:

Attacker / defender score Loot multiplier
< 5Γ— 100% (no penalty)
5Γ— 95% (βˆ’5%)
50Γ—+ 80% (βˆ’20%)
Between 5Γ— and 50Γ— Linear interpolation

Repeat fatigue Γ— score-gap fatigue stack (multiply together).

Raid immunity trigger

If an active defender takes 3 distinct raid events within 6 hours, they gain a 24-hour immunity shield (attack and scout blocked). One FCS battle counts as one raid for this counter. Inactive players never gain this shield.

Hangar protection (not an attack ban)

Fleets in a protected Fleet Hangar do not enter the fight until exposed. Switching protected ↔ exposed takes 10 minutes each way. You cannot change hangar mode while stunned. Protected ships still matter for stun after a lost or drawn defense.


What can you steal?

Short version for active PvP:

  1. Warehouse decides how much of each resource can be partially shielded.
  2. Resource Protection (base + research + monuments, capped) shields a share inside capacity; overflow is fully exposed.
  3. Of the exposed amount, attackers take a loot rate (default 50%, plus Titan-Class Mech pvpLootPct up to +30%).
  4. War fatigue (repeat Γ— score-gap) multiplies the haul.
  5. Cargo capacity is the final gate β€” bring haulers.
Target What you can expect
Active PvP Exposed Γ— loot rate Γ— fatigue, then cargo. Full formulas: Resource Protection
Inactive colony Flat 80% of stored resources (protection bypassed), cargo still limits
Pirates (PvE) 100% of stored resources, cargo still limits
FCS class bonuses Mixed-class synergy raises group loot access; personal class multipliers reallocate shares β€” see Player Classes β†’ FCS

You never wipe a well-warehoused active economy in one hit; overflow and low protection are what make raids fat.


Debris vs Ship Graveyard

When ships die in PvP:

Outcome What happens
Debris field A share of lost hull becomes recyclable materials at the battle location (Recyclers collect). Default ship debris rate is about 30% of losses (realm / Salvage research can adjust).
Ship Graveyard The rest of lost hull deposits at the colony Shipyard as recoverable ships (feature-flagged). Buy back at 90% build cost within tonnage headroom; unpurchased hull expires in 14 days; after buyback, ships recover over ~2–7 days before they can launch.
Defenses No graveyard. ~50% of destroyed defense value becomes debris; a portion of defenses can auto-restore after battle.

Moon losses map to the parent planet’s graveyard UI. Territory Siege phases can override the debris / graveyard split β€” see Territory Siege.

Pirate fights use pirate debris rules (no player graveyard for pirate hull).


Is there stun?

Yes β€” mainly for the defender after a lost or drawn colony battle.

Who Stun?
Defender (attacker win or draw) Protected hangar ships and stationed defender fleets can be stunned: cannot move / attack until recovery. Base around 1 hour, can scale with losses up toward 24 hours, reduced by hangar research / monuments. Hull returns in quarters over the stun window (25% β†’ 50% β†’ 75% β†’ 100%).
Defender wins Protected hangar ships restore without stun.
Attacker (PvP) No hangar stun from the battle itself; losses go to debris / graveyard.
Expeditions / Nebula Separate stun / risk rules (not colony PvP).

While stunned you also cannot toggle hangar protection.


Noob & attack protection

Protection Rule
New account immunity 7 days from signup (immunityUntil) β€” cannot be attacked or scouted
Realm migration 48 hours immunity after ascending / migrating realm
Raid-triggered immunity 24 hours after 3 raids in 6 hours (active only)
Vacation Full attack + scout block while active
Score-bully limits High-score farmers capped at 1/week and 2/month vs much weaker actives, this would reset if the weaker does any hostile action against alliance or high score player
New colony alone No separate per-colony attack shield beyond player immunity / hangar / warehouse

β€œAttack protection” on the public wiki is this combined package: early immunity, raid shields, hangar docking, score-gap limits, and resource shielding β€” not a single toggle.


Resource protection (summary)

Piece Default
Base protected share (in warehouse) 10%
Resource Protection research +1% per level
Hard cap 70%
Warehouse capacity 15,000 Γ— 2^level per resource type
Overflow above capacity 100% exposed
Loot of exposed (active PvP) 50% base (+ Titan bonus, cargo, fatigue)

Full pipeline, formulas, and worked examples: Resource Protection & Looting.


How a battle runs

  1. Ships select targets by target priority (combat hull before logistics).
  2. Weapons fire; Rapid Fire may allow extra shots when a preferred target type dies.
  3. Shields absorb first; excess damages hull.
  4. Destroyed ships leave combat and feed debris / graveyard splits.
  5. Fight ends when one side is gone, retreats, or the round cap is hit.

After combat, expect possible loot, debris, graveyard deposits, defender stun, and war-fatigue / immunity bookkeeping for the next engagement.


Related pages

  • Resource Protection & Looting β€” steal math in detail
  • Tonnage β€” graveyard buyback headroom, ally moon-test tonnage cap
  • Player Classes β€” FCS loot synergy and class multipliers
  • Territory Siege β€” siege debris / graveyard overrides
  • Pirates / Pirate Bosses β€” PvE combat and boss hauls
  • Alliances β€” Ally / NAP diplomacy
  • Patch notes: 1.3.7 Score-gap protections

Numbers reflect current defaults (combat.* game config and catalog). Realms or seasons may tune lootΒ %, debris rate, and protection caps β€” check in-game Warehouse / combat tooltips when in doubt.


Defense Restoration

Planetary defenses behave differently from ships.

Many defense structures can be automatically restored after battle.

Instead of permanent destruction:

  • some defenses are disabled during combat
  • a portion of destroyed defenses may rebuild automatically

This mechanic prevents permanent base destruction while still allowing attackers to weaken defenses temporarily.

Related page:

Defenses


Battle Looting

Successful raids can steal resources from a defender's colony β€” but not everything. Resource Protection and Warehouse capacity work together to shield part of your stockpile, while a global loot rate limits how much of the exposed portion attackers can actually take. Fleet cargo capacity is the final gate: raiders must bring enough haulers to carry the loot home.

This system applies to player-vs-player (PvP) attacks on active colonies. Pirates, inactive colonies, and other special targets follow different rules and it can be looted with %100 loot rate. See details at Battle Looting

War Fatigue

Repeated combat actions generate War Fatigue.

War fatigue represents the logistical and operational strain of continuous warfare.

Effects of high war fatigue may include:

  • reduced fleet efficiency
  • slower recovery cycles
  • temporary penalties to combat readiness

War fatigue gradually decreases over time as fleets remain inactive.

This system discourages constant harassment and encourages strategic timing of major wars.


Player vs Pirate Combat

Pirates provide the primary PvE combat activity.

Pirate encounters include:

  • pirate patrol fleets
  • pirate outposts
  • pirate strongholds

Pirates drop:

  • resources
  • debris fields
  • rare items

Some pirate strongholds may dispatch reinforcement fleets if attacked.

Related page:

Pirates


Player vs Player Combat

PvP combat occurs when one empire attacks another.

PvP battles determine:

  • resource plunder
  • debris generation
  • strategic system control

PvP is influenced by:

  • fleet composition
  • defensive infrastructure
  • scouting intelligence
  • alliance coordination

Players often conduct espionage scans before launching attacks to determine enemy defenses.


Strategic Combat Concepts

Successful commanders master several core combat strategies:

Fleet Composition

Balanced fleets combining fighters, cruisers, and support ships

Timing Attacks

Launching attacks when enemies are offline or fleets are deployed elsewhere

Debris Recovery

Collecting debris quickly after battle to offset losses

Fleet Preservation

Avoiding unnecessary engagements during recovery periods

Alliance Warfare

Coordinating multiple fleets to overwhelm heavily defended targets


Related Pages

Fleet and Ships

Rapid Fire

Combat Mechanics

Defenses

Pirates

Expeditions