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Fleet Combat

From Per Regna

Fleet Combat

Fleet combat in Per Regna happens when fleets engage pirates, other empires, or planetary defenses. Battles resolve automatically over multiple rounds: ships pick targets, fire, shields absorb, hull takes the rest, and destroyed units leave the fight.

This page answers the practical questions commanders ask before and after a strike. For loot math in depth, see Resource Protection and Battle Looting. For hangar / stun recovery, see Fleet Stun. For hull buyback limits, see Tonnage β†’ Ship Graveyard.

Contents

  • Who can attack whom?
  • Attack limits & rates
  • What can you steal?
  • Debris vs Ship Graveyard
  • Is there stun?
  • Noob & attack protection
  • Resource protection (summary)
  • How a battle runs
  • Related pages

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 (maintenance): operators may temporarily lock combat per realm in two modes:

  • Full attack lock β€” no new attack missions from or into the listed realms. Potentially a battle mechanics update in place or a change on ship&defense battle stats.
  • Active-player PvP lock β€” attacks against active players are blocked in the listed realms, but pirate and inactive targets remain attackable.

When a lock is active, returning commanders in an affected realm see a brief launch warning (at most once per day) with the expected resume time when one is set. The same maintenance message appears if you try to launch a blocked attack. New commanders on first access do not see the launch warning. Fleets already in flight are not cancelled.


Attack limits & rates

Score-bully limits (anti-farm)

When your fleet tonnage (hangar + active fleets) is at least 3Γ— the defender’s (active players only):

Limit Rule
Rolling week 1 distinct attack event
Rolling month 2 distinct attack events
Event grouping Strikes within 2 hours of the event's first strike count as one event (the window is not extended by later strikes)
After a fair fight For 24 hours after you win an attack on a player while under 3Γ— their fleet tonnage, these caps do not apply to them β€” your win shrank their fleet, which does not make them a weaker target. If that first win was already at 3Γ—+, the caps keep applying
Scouting Always allowed
Retaliation exception Caps do not apply if the weaker player attacked you or a current member of your alliance within the last 7 days

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

The check runs twice: when you launch and again when the fleet arrives. A fleet launched inside a window that lands after it closes is judged on arrival. The 24-hour window starts at your first fair-fight win and is not extended by later wins. A win at 3Γ—+ never opens one; a later fair-fight win still does.

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).

Tonnage-gap war fatigue (loot rate)

Separately, a large fleet tonnage gap (hangar + active fleets) trims loot even on the first hit:

Attacker / defender fleet tonnage Loot multiplier
< 3Γ— 100% (no penalty)
3Γ— 95% (βˆ’5%)
6Γ— 90% (βˆ’10%)
9Γ— 85% (βˆ’15%)
Each additional 3Γ— another βˆ’5% (linear)

Tonnage-gap fatigue can continue until loot is wiped (0%). Repeat fatigue Γ— tonnage-gap fatigue stack (multiply together).

After a fair fight it is skipped: for 24 hours after you win an attack on a player while under 3Γ— their fleet tonnage, tonnage-gap fatigue does not apply to them. If that first win was already at 3Γ—+, tonnage-gap fatigue keeps applying (measured on their current fleet). Repeat-raid fatigue always applies, so a second strike within 6 hours loots at 70%.

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.

Blocked attacks and loot cuts in reports

Protection is checked at launch and again on arrival. If it refuses a fleet that has already arrived, no battle happens: the fleet turns around with its ships and cargo, both sides get a report marked as a draw with 0 rounds, and the report states the reason. A blocked attack never shows a war-fatigue loot cut.

Reason on the report When Scouting
Score-bully weekly cap You have 3Γ—+ the defender's fleet tonnage and already hit them in a separate event this week Allowed
Score-bully monthly cap Same tonnage gap and two separate events in the last 30 days Allowed
Immunity shield The defender's shield (new account, raid-triggered, realm move) was active when you arrived Blocked
Vacation mode The defender entered vacation mode Blocked
Suspended account The defender's account is banned Blocked
Allied alliances Your alliances became allies (allied moon tests under 1B tonnage still fight) Allowed
Non-aggression pact Your alliances signed a non-aggression pact Allowed

When an attack does fight, the report lists each loot cut separately:

  • Repeated attacks β€” repeat-raid fatigue from your earlier hits on this player in the last 6 hours.
  • Fleet tonnage gap β€” tonnage-gap fatigue.

If neither is listed, no loot cut applied.

Hangar protection (not an attack ban)

Fleets in a protected Fleet Hangar do not enter the fight until exposed. If you are over hangar capacity, only a proportional share of each ship type is protected β€” the rest fights and can be destroyed (see Fleet Stun). 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. Stationary hull (planetary collectors, etc.) never uses hangar capacity.


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— tonnage-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 Β· Battle Looting
Inactive colony Flat 80% of stored resources (protection bypassed), cargo still limits
Pirates (PvE) 100% of stored resources, cargo still limits
Probe-only attack No loot
FCS class bonuses Mixed-class synergy raises group loot access; personal class multipliers reallocate shares β€” see Player Classes β†’ FCS

Engines stored in the target's Colony Stores are loot too (Realm 4+): the same loot rate and protection apply, engines beyond warehouse capacity are fully exposed, and engines share the cargo with resources in proportion (whole engines). Each installed engine (not overcharged) also rolls once: a 25% chance to be stolen (if the raiders have free cargo for it) and a 15% chance to be destroyed, both scaled by war fatigue. Joint (FCS) attacks take no engines: no stored ones, and installed ones can only be destroyed. Overcharged engines and engines still being forged are safe; pirates and NPCs never take engines.

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). Base ship debris rate comes from combat config (often around 30–50%); Salvage Operations and realm adjust it.
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. If your empire is near the tonnage cap, less than the debris-rate remainder may deposit β€” the battle report Graveyard rate is the share of your losses that actually entered the graveyard after that limit.
Defenses No graveyard. ~50% of destroyed defense value becomes debris; 50% of destroyed defenses auto-restore after battle (raised by Defensive Logistics).
Installed Engines No graveyard. A raid-destroyed engine adds its install price Γ— the share of wear it had left to the debris field, at the same rate as the defender's lost ships.

Who decides the rate (PvP): Salvage is cross-side so researching it improves scrap from the enemy, not your own losses.

  • The attacker's Salvage sets debris (vs graveyard) for defender ships and defenses.
  • The defender's Salvage sets debris (vs graveyard) for the attacking fleet's losses.
  • Realm scaling uses the battle realm (attacker) for both sides.

Example: an attacker with high Salvage converts more of the defender's destroyed hull into the debris field (less defender graveyard). The attacker's own lost ships use the defender's Salvage rate instead.

A Graveyard Reconstruction Engine in the Shipyard's Engine Bay speeds up recovery of every batch on that planet (+15 / 25 / 35% passive, or +50 / 100 / 200% for 7 days when overcharged; never below 12h per batch). See Engines.

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 a single Debris rate (attacker Salvage) for both sides β€” the same fraction drives scrap resources. 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%). Full guide: Fleet Stun.
Defender wins Protected hangar ships restore without stun.
Attacker (PvP) No hangar stun from the battle itself; losses go to debris / graveyard. Returning attack fleets can enter a PvP retaliation window (~2–24 hours by return tonnage) where surviving hull docks outside hangar protection and is scoutable/attackable β€” except after attacks on inactive players (or Pirate / Riftwake NPCs), which skip the window. See Fleet Stun.
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 fleet-tonnage farmers capped at 1/week and 2/month vs much weaker actives (3Γ— fleet tonnage); strikes within 2 hours of the first count as the same attack; no caps for 24 hours after winning a fair fight β€” see above
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. Each side aims fire by target priority (front screens before mid combat before rear logistics). Planetary turrets use the same ship tiers; colony ships + turrets merge into one priority pass against the attacker.
  2. Incoming fire at defenses uses dome-first soak (domes before armed turrets), with barrier/absorption reductions while domes live β€” see Damage and Shields.
  3. Weapons resolve as shots (Rapid Fire): RF adds expected extra shots against preferred types; overkill does not splash. Realm 4 capitals use high anti-fodder RF (see Rapid Fire) so soft screens do not erase capital value.
  4. Each side’s shield pool absorbs first (ships and turrets share one pool when firing at the attacker); excess damages hull.
  5. Destroyed ships leave combat and feed debris / graveyard splits; destroyed defenses follow repair / debris rules.
  6. 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
  • Battle Looting
  • Fleet Stun
  • Rapid Fire
  • Tonnage
  • Player Classes
  • Territory Siege
  • Pirates
  • Alliances
  • 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.*