Tonnage
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Tonnage is a soft empire-wide ceiling on military mass β ships and planetary defenses. It does not block construction outright; going over capacity multiplies ship and defense build time. Capacity comes from your Shipyard and Defense Yard levels across colonies (with moon yards counting at a reduced weight). Long-term power is meant to grow from monuments and strategy more than from endless fleet size.
This page covers how capacity is calculated, what counts as used tonnage, over-capacity penalties, unit values, alliance bonuses, and related systems (Ship Graveyard, boss FCS, ally moon tests).
Contents
- Why tonnage exists
- How it works
- Empire capacity
- Moon yard contribution (75%)
- Used tonnage
- Over-capacity penalties
- Ships
- Defenses
- Alliance effects
- Related systems
- When to plan around it
- Quick reference
- See also
Why tonnage exists
End-game play centres on PvP, coordinated pirate-boss raids, and alliance warfare. Without a ceiling, fleets and turret walls would grow without bound. Tonnage:
- Caps how large an empire can grow in ships and defenses without hard-blocking builds
- Slows construction when over capacity instead of forbidding queues
- Pushes late-game power toward monuments, class choices, and strategy rather than raw hull count
Most players hit a meaningful first ceiling after roughly 3β4 months; after that, expansion of military mass is deliberately slower.
How it works
Every ship and defense unit has a catalog tonnage value. Your empireβs used tonnage is the sum of those values across hangars, active fleets, and planetary defenses. Your tonnage capacity is the sum of capacity from all Shipyards and Defense Yards (plus an optional Fortress doctrine bonus).
| Concept | Meaning |
|---|---|
| Capacity | Soft cap from yard levels (and alliance FortressΒ %) |
| Used | Hangar ships + active fleets + planetary defenses |
| Headroom | max(0, capacity β used) β room left under the cap
|
| Penalty | Build-time multiplier when used exceeds capacity |
Tonnage does not change combat stats, fleet speed, hangar protection, resource production, or score directly. It only gates construction speed (and a few special systems listed below).
Ships and defenses share one combined empire pool. Building either type checks the same empire capacity vs the same empire used total.
Empire capacity
Yard bases
| Building | Base tonnageCapacity
|
Growth |
|---|---|---|
| Shipyard | 45,000,000 | Power curve (below) |
| Defense Yard | 25,000,000 | Power curve (below) |
| Alliance Defense Yard | 2,000,000,000 per level | Linear (separate system pool β see Alliance Defense Yard) |
Effective levels
Across every colony that has a Shipyard or Defense Yard:
effectiveLevelContribution = isMoonΒ ? level Γ moonFactorΒ : level
effectiveLevelSum = Ξ£ contributions (separately per building type)
Default moonFactor is 0.75 (see Moon yard contribution).
Capacity formula (player yards)
capacity = floor(baseTonnageCapacity Γ effectiveLevelSum^1.1)
combinedCapacity = shipyardCapacity + defenseYardCapacity
Shipyard and Defense Yard are computed separately (each with its own base and effective level sum), then added.
Sample capacities (single yard type, planet levels only)
| Effective level | Shipyard | Defense Yard | Combined |
|---|---|---|---|
| 1 | 45.0M | 25.0M | 70.0M |
| 10 | 566.5M | 314.7M | 881.2M |
| 20 | 1.21B | 674.6M | 1.89B |
| 30 | 1.90B | 1.05B | 2.95B |
| 50 | 3.33B | 1.85B | 5.18B |
| 80 | 5.58B | 3.10B | 8.68B |
| 100 | 7.13B | 3.96B | 11.09B |
Levels from different colonies sum before the curve. Two planet Shipyards at L15 count as effective level 30, not two separate L15 caps.
Worked example
Planet Shipyard L30 + moon Defense Yard L40:
- Shipyard effective levels: 30 β β 1.90B
- Defense Yard effective levels: 40 Γ 0.75 = 30 β β 1.05B
- Combined β 2.95B
Moon yard contribution (75%)
Yards on moon colonies contribute only a fraction of their building level toward empire capacity:
| Config | Default |
|---|---|
tonnage.moonYardCapacityFactor
|
0.75 (75%) |
moon contribution = buildingLevel Γ 0.75
planet contribution = buildingLevel Γ 1.0
In practice this mainly affects Defense Yards: Defense Yard may be built on moons and planets; Shipyard is planet-only under current building rules. The factor still applies to any moon yard that exists in data.
Moon yards are a useful place to add defense capacity β just remember each moon level is worth three-quarters of a planet level toward the empire cap.
Used tonnage
totalUsedTonnage = hangar ships + active fleets + planetary defenses
| Component | What counts |
|---|---|
| Hangar | All docked ships on all colonies (colony_ships)
|
| Active fleets | Fleets with status traveling, stationed, returning, or onMission
|
| Defenses | All planetary defenses on all colonies |
Per unit: catalog.stats.tonnage Γ quantity.
Not counted:
- Ship Graveyard awaiting hull (not yet bought back)
- Permanently destroyed ships that became debris
Counted immediately on graveyard buyback: recovered ships are added to the colony hangar when purchased, so they consume tonnage before recovery finishes and they can launch.
Over-capacity penalties
When used tonnage exceeds capacity, ship and defense build times are multiplied. Below 5% over, there is no penalty.
| Excess over capacity | Penalty level | Build-time multiplier |
|---|---|---|
| < 5% | β | 1Γ (none) |
| β₯ 5% | 1 | 5Γ |
| β₯ 10% | 2 | 10Γ |
| β₯ 15% | 3 | 20Γ |
| β₯ 20% | 4 | 100Γ |
excessRatio = (used β capacity) / capacity
finalBuildTimeMs = floor(baseBuildTimeMs Γ multiplier)
The penalty applies to both Shipyard and Defense Yard queues against the same empire combined totals. Negative energy (a separate system) can pause production entirely; that is not a tonnage effect.
Ships
Each ship type has a fixed catalog tonnage (design baseline: Light Interceptor / Kamikaze = 1).
| Ship | Tonnage | Ship | Tonnage |
|---|---|---|---|
| Probe | 1 | Carrier | 69 |
| Kamikaze | 1 | Orbital Refinery | 71 |
| Cargo Ship | 1 | Destroyer | 81 |
| Recycler | 3 | Heavy Cruiser | 94 |
| Freighter | 5 | Science Vessel | 127 |
| Colony Ship | 6 | Dreadnought | 133 |
| Fighter | 9 | Planetary Harvester | 147 |
| Advanced Recycler | 9 | Support Vessel | 165 |
| Corvette | 20 | Megahauler | 65 |
| Frigate | 27 | Battlecruiser | 975 |
| Bomber | 33 | Titan | 1888 |
| Cruiser | 36 | Colossus | 2829 |
| Battleship | 45 |
Capital hulls (Battlecruiser, Titan, Colossus) dominate late-game used tonnage. Utility ships such as Planetary Harvesters (147 each) also add up quickly if mass-produced.
Defenses
| Defense | Tonnage | Defense | Tonnage |
|---|---|---|---|
| Rocket Turret | 1 | EMP Emitter | 24 |
| Laser Turret | 2 | Railgun Tower | 45 |
| Flak Cannon | 4 | Plasma Cannon | 53 |
| Ion Turret | 9 | Large Shield Dome | 57 |
| Heavy Laser | 12 | Planetary Dome | 210 |
| Missile Battery | 15 | Prism Tower | 220 |
| Small Shield Dome | 22 |
Defenses share the empire pool with ships. Heavy late-game turrets and domes are expensive in tonnage; stacking them without upgrading yards will push you into penalty bands.
Alliance effects
Fortress doctrine (capacityΒ %)
Connected Fortress nodes grant an alliance-wide percentage bonus to tonnage capacity:
effective% = (tonnageCapPct Γ L) / (L + tonnageCurveK)
boostedCapacity = floor(baseCapacity Γ (1 + effective% / 100))
| Config | Default |
|---|---|
Cap (territory.tonnageCapPct)
|
5% |
Curve K (territory.tonnageCurveK)
|
25 |
L is the sum of main-building levels on connected, active Fortress nodes (with signature building β₯ 1).
| Fortress levels (L) | Effective bonus |
|---|---|
| 25 | +2.50% |
| 50 | +3.33% |
| 100 | +4.00% |
| 200 | +4.44% |
| 400 | +4.71% |
The bonus applies to player empire capacity for members, and to alliance Defense Yard capacity on systems. Full doctrine rules: Alliance Territory.
Alliance Defense Yard
Alliance system defenses use a separate per-system pool:
allianceCapacity = yardLevel Γ 2,000,000,000
Max level 15 β 30B before FortressΒ %. Penalty compares that colonyβs defense tonnage to that systemβs Alliance Defense Yard capacity β not the player empire pool.
Build speed on the Alliance Defense Yard is separate: β25% time per level (0.75^level), unrelated to the tonnage curve.
Related systems
Ship Graveyard
Hull lost in PvP can enter the Ship Graveyard. Buyback is limited by tonnage headroom (capacity β used). Awaiting graveyard inventory does not count toward used tonnage until purchased; after buyback, ships count immediately even while recovering.
Boss FCS minimum fleet tonnage
Boss coordinated strikes require each participating fleet to meet a minimum fleet tonnage that scales with realm (whole fleet β attack, defense, and support ships all qualify):
| Realm | Minimum fleet tonnage |
|---|---|
| 1 | 100,000 |
| 2 | 1,000,000 |
| 3 | 10,000,000 |
| 4 | 1,000,000,000 |
See Pirate Bosses.
Ally moon test attacks
Solo fleets attacking an allyβs moon are capped at 1,000,000,000 fleet tonnage. Group FCS attacks do not use this exemption path.
When to plan around it
| Stage | Guidance |
|---|---|
| Early realms | Basic yard levels usually cover any ship tier you can unlock |
| Realm 4+ | Watch the tonnage bar, especially with capital ships |
| Approaching / over cap | Upgrade yards, scrap older hulls, or stay under the limit before queuing more |
Actions that help when over capacity: raise Shipyard / Defense Yard levels (planet yards give full weight), scrap or lose obsolete hulls, use alliance Fortress investment for a few percent more capacity, or delay further builds until headroom returns.
Quick reference
| Item | Value / rule |
|---|---|
| Shipyard base capacity | 45,000,000 Γ L^1.1 |
| Defense Yard base capacity | 25,000,000 Γ L^1.1 |
| Moon yard level weight | 75% |
| Combined pool | Ships + defenses vs SY + DY capacity |
| Penalty bands | 5%β5Γ, 10%β10Γ, 15%β20Γ, 20%β100Γ |
| Fortress tonnage bonus | Up to +5%, K=25 diminishing return |
| Alliance Defense Yard | 2B Γ level (linear, per system) |
| Combat stats from tonnage? | No |
See also
- Alliance Territory β Fortress doctrine, tonnageΒ % curve, projection
- Alliances β alliance overview and doctrines summary
- Pirate Bosses β FCS boss raids and minimum fleet tonnage
- Player Classes β monuments and long-term power growth
- In-game Quick Guide: Settings β Quick Guides β Tonnage