Fleet Combat
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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:
- Ships select targets according to target priority
- Weapons fire and deal damage
- Shields absorb incoming damage
- Remaining damage reduces hull integrity
- 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 targetβs 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 shipβs structure.
Example:
Hull Damage = Attack β 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:
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:
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:
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 β€ 1B (ally only, not NAP; no FCS) |
| Non-aggression pact (NAP) | No | Yes | No moon-test exception |
| Active rival | Yesβ | Yes | β 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 defenderβs (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% (β5%) |
| 50Γ+ | 80% (β20%) |
| 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 β 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:
- Warehouse decides how much of each resource can be partially shielded.
- Resource Protection (base + research + monuments, capped) shields a share inside capacity; overflow is fully exposed.
- Of the exposed amount, attackers take a loot rate (default 50%, plus Titan-Class Mech
pvpLootPctup to +30%). - War fatigue (repeat Γ score-gap) multiplies the haul.
- 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 ~2β7 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 planetβs 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 |
βAttack protectionβ 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
- Ships select targets by target priority (combat hull before logistics).
- Weapons fire; Rapid Fire may allow extra shots when a preferred target type dies.
- Shields absorb first; excess damages hull.
- Destroyed ships leave combat and feed debris / graveyard splits.
- 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:
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:
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