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	<title>Tonnage - Revision history</title>
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		<title>Admin: Created page with &quot;&#039;&#039;&#039;Tonnage&#039;&#039;&#039; is a soft empire-wide ceiling on military mass — ships and planetary defenses. It does not block construction outright; going over capacity multiplies ship and defense &#039;&#039;&#039;build time&#039;&#039;&#039;. 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 coun...&quot;</title>
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		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Tonnage&amp;#039;&amp;#039;&amp;#039; is a soft empire-wide ceiling on military mass — ships and planetary defenses. It does not block construction outright; going over capacity multiplies ship and defense &amp;#039;&amp;#039;&amp;#039;build time&amp;#039;&amp;#039;&amp;#039;. 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 coun...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Tonnage&amp;#039;&amp;#039;&amp;#039; is a soft empire-wide ceiling on military mass — ships and planetary defenses. It does not block construction outright; going over capacity multiplies ship and defense &amp;#039;&amp;#039;&amp;#039;build time&amp;#039;&amp;#039;&amp;#039;. 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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
&lt;br /&gt;
* Why tonnage exists&lt;br /&gt;
* How it works&lt;br /&gt;
* Empire capacity&lt;br /&gt;
* Moon yard contribution (75%)&lt;br /&gt;
* Used tonnage&lt;br /&gt;
* Over-capacity penalties&lt;br /&gt;
* Ships&lt;br /&gt;
* Defenses&lt;br /&gt;
* Alliance effects&lt;br /&gt;
* Related systems&lt;br /&gt;
* When to plan around it&lt;br /&gt;
* Quick reference&lt;br /&gt;
* See also&lt;br /&gt;
&lt;br /&gt;
== Why tonnage exists ==&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
* Caps how large an empire can grow in ships and defenses &amp;#039;&amp;#039;&amp;#039;without hard-blocking&amp;#039;&amp;#039;&amp;#039; builds&lt;br /&gt;
* Slows construction when over capacity instead of forbidding queues&lt;br /&gt;
* Pushes late-game power toward &amp;#039;&amp;#039;&amp;#039;monuments&amp;#039;&amp;#039;&amp;#039;, class choices, and strategy rather than raw hull count&lt;br /&gt;
&lt;br /&gt;
Most players hit a meaningful first ceiling after roughly 3–4 months; after that, expansion of military mass is deliberately slower.&lt;br /&gt;
&lt;br /&gt;
== How it works ==&lt;br /&gt;
Every ship and defense unit has a catalog &amp;#039;&amp;#039;&amp;#039;tonnage&amp;#039;&amp;#039;&amp;#039; value. Your empire’s &amp;#039;&amp;#039;&amp;#039;used tonnage&amp;#039;&amp;#039;&amp;#039; is the sum of those values across hangars, active fleets, and planetary defenses. Your &amp;#039;&amp;#039;&amp;#039;tonnage capacity&amp;#039;&amp;#039;&amp;#039; is the sum of capacity from all Shipyards and Defense Yards (plus an optional Fortress doctrine bonus).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Concept&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Capacity&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Soft cap from yard levels (and alliance Fortress %)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Used&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Hangar ships + active fleets + planetary defenses&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Headroom&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;max(0, capacity − used)&amp;lt;/code&amp;gt; — room left under the cap&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Penalty&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Build-time multiplier when used exceeds capacity&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tonnage does not change combat stats&amp;#039;&amp;#039;&amp;#039;, fleet speed, hangar protection, resource production, or score directly. It only gates construction speed (and a few special systems listed below).&lt;br /&gt;
&lt;br /&gt;
Ships and defenses share &amp;#039;&amp;#039;&amp;#039;one combined empire pool&amp;#039;&amp;#039;&amp;#039;. Building either type checks the same empire capacity vs the same empire used total.&lt;br /&gt;
&lt;br /&gt;
== Empire capacity ==&lt;br /&gt;
&lt;br /&gt;
=== Yard bases ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Building&lt;br /&gt;
!Base &amp;lt;code&amp;gt;tonnageCapacity&amp;lt;/code&amp;gt;&lt;br /&gt;
!Growth&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Shipyard&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;45,000,000&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Power curve (below)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Defense Yard&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;25,000,000&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Power curve (below)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Alliance Defense Yard&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;2,000,000,000 per level&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Linear&amp;#039;&amp;#039;&amp;#039; (separate system pool — see Alliance Defense Yard)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effective levels ===&lt;br /&gt;
Across every colony that has a Shipyard or Defense Yard:&lt;br /&gt;
 &amp;lt;code&amp;gt;effectiveLevelContribution = isMoon ? level × moonFactor : level&lt;br /&gt;
 effectiveLevelSum = Σ contributions   (separately per building type)&amp;lt;/code&amp;gt;&lt;br /&gt;
Default &amp;lt;code&amp;gt;moonFactor&amp;lt;/code&amp;gt; is &amp;#039;&amp;#039;&amp;#039;0.75&amp;#039;&amp;#039;&amp;#039; (see Moon yard contribution).&lt;br /&gt;
&lt;br /&gt;
=== Capacity formula (player yards) ===&lt;br /&gt;
 &amp;lt;code&amp;gt;capacity = floor(baseTonnageCapacity × effectiveLevelSum^1.1)&lt;br /&gt;
 combinedCapacity = shipyardCapacity + defenseYardCapacity&amp;lt;/code&amp;gt;&lt;br /&gt;
Shipyard and Defense Yard are computed separately (each with its own base and effective level sum), then &amp;#039;&amp;#039;&amp;#039;added&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==== Sample capacities (single yard type, planet levels only) ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Effective level&lt;br /&gt;
!Shipyard&lt;br /&gt;
!Defense Yard&lt;br /&gt;
!Combined&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|45.0M&lt;br /&gt;
|25.0M&lt;br /&gt;
|70.0M&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|566.5M&lt;br /&gt;
|314.7M&lt;br /&gt;
|881.2M&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|1.21B&lt;br /&gt;
|674.6M&lt;br /&gt;
|1.89B&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|1.90B&lt;br /&gt;
|1.05B&lt;br /&gt;
|2.95B&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|3.33B&lt;br /&gt;
|1.85B&lt;br /&gt;
|5.18B&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|5.58B&lt;br /&gt;
|3.10B&lt;br /&gt;
|8.68B&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|7.13B&lt;br /&gt;
|3.96B&lt;br /&gt;
|11.09B&lt;br /&gt;
|}&lt;br /&gt;
Levels from different colonies &amp;#039;&amp;#039;&amp;#039;sum&amp;#039;&amp;#039;&amp;#039; before the curve. Two planet Shipyards at L15 count as effective level &amp;#039;&amp;#039;&amp;#039;30&amp;#039;&amp;#039;&amp;#039;, not two separate L15 caps.&lt;br /&gt;
&lt;br /&gt;
==== Worked example ====&lt;br /&gt;
Planet Shipyard L30 + moon Defense Yard L40:&lt;br /&gt;
&lt;br /&gt;
* Shipyard effective levels: &amp;#039;&amp;#039;&amp;#039;30&amp;#039;&amp;#039;&amp;#039; → ≈ &amp;#039;&amp;#039;&amp;#039;1.90B&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Defense Yard effective levels: &amp;#039;&amp;#039;&amp;#039;40 × 0.75 = 30&amp;#039;&amp;#039;&amp;#039; → ≈ &amp;#039;&amp;#039;&amp;#039;1.05B&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Combined ≈ &amp;#039;&amp;#039;&amp;#039;2.95B&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Moon yard contribution (75%) ==&lt;br /&gt;
Yards on &amp;#039;&amp;#039;&amp;#039;moon&amp;#039;&amp;#039;&amp;#039; colonies contribute only a fraction of their building level toward empire capacity:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Config&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;tonnage.moonYardCapacityFactor&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;0.75&amp;#039;&amp;#039;&amp;#039; (75%)&lt;br /&gt;
|}&lt;br /&gt;
 &amp;lt;code&amp;gt;moon contribution = buildingLevel × 0.75&lt;br /&gt;
 planet contribution = buildingLevel × 1.0&amp;lt;/code&amp;gt;&lt;br /&gt;
In practice this mainly affects &amp;#039;&amp;#039;&amp;#039;Defense Yards&amp;#039;&amp;#039;&amp;#039;: 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.&lt;br /&gt;
&lt;br /&gt;
Moon yards are a useful place to add defense capacity — just remember each moon level is worth &amp;#039;&amp;#039;&amp;#039;three-quarters&amp;#039;&amp;#039;&amp;#039; of a planet level toward the empire cap.&lt;br /&gt;
&lt;br /&gt;
== Used tonnage ==&lt;br /&gt;
 &amp;lt;code&amp;gt;totalUsedTonnage = hangar ships + active fleets + planetary defenses&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Component&lt;br /&gt;
!What counts&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Hangar&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|All docked ships on all colonies (&amp;lt;code&amp;gt;colony_ships&amp;lt;/code&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Active fleets&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Fleets with status &amp;lt;code&amp;gt;traveling&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;stationed&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;returning&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;onMission&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Defenses&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|All planetary defenses on all colonies&lt;br /&gt;
|}&lt;br /&gt;
Per unit: &amp;lt;code&amp;gt;catalog.stats.tonnage × quantity&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Not counted:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Ship Graveyard &amp;#039;&amp;#039;&amp;#039;awaiting&amp;#039;&amp;#039;&amp;#039; hull (not yet bought back)&lt;br /&gt;
* Permanently destroyed ships that became debris&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Counted immediately on graveyard buyback:&amp;#039;&amp;#039;&amp;#039; recovered ships are added to the colony hangar when purchased, so they consume tonnage &amp;#039;&amp;#039;&amp;#039;before&amp;#039;&amp;#039;&amp;#039; recovery finishes and they can launch.&lt;br /&gt;
&lt;br /&gt;
== Over-capacity penalties ==&lt;br /&gt;
When used tonnage exceeds capacity, ship and defense &amp;#039;&amp;#039;&amp;#039;build times&amp;#039;&amp;#039;&amp;#039; are multiplied. Below 5% over, there is no penalty.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Excess over capacity&lt;br /&gt;
!Penalty level&lt;br /&gt;
!Build-time multiplier&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt; 5%&lt;br /&gt;
|—&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;1×&amp;#039;&amp;#039;&amp;#039; (none)&lt;br /&gt;
|-&lt;br /&gt;
|≥ 5%&lt;br /&gt;
|1&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;5×&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|≥ 10%&lt;br /&gt;
|2&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;10×&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|≥ 15%&lt;br /&gt;
|3&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;20×&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|≥ 20%&lt;br /&gt;
|4&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;100×&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|}&lt;br /&gt;
 &amp;lt;code&amp;gt;excessRatio = (used − capacity) / capacity&lt;br /&gt;
 finalBuildTimeMs = floor(baseBuildTimeMs × multiplier)&amp;lt;/code&amp;gt;&lt;br /&gt;
The penalty applies to both Shipyard and Defense Yard queues against the &amp;#039;&amp;#039;&amp;#039;same&amp;#039;&amp;#039;&amp;#039; empire combined totals. Negative energy (a separate system) can pause production entirely; that is not a tonnage effect.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
Each ship type has a fixed catalog tonnage (design baseline: Light Interceptor / Kamikaze = &amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039;).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Ship&lt;br /&gt;
!Tonnage&lt;br /&gt;
!Ship&lt;br /&gt;
!Tonnage&lt;br /&gt;
|-&lt;br /&gt;
|Probe&lt;br /&gt;
|1&lt;br /&gt;
|Carrier&lt;br /&gt;
|69&lt;br /&gt;
|-&lt;br /&gt;
|Kamikaze&lt;br /&gt;
|1&lt;br /&gt;
|Orbital Refinery&lt;br /&gt;
|71&lt;br /&gt;
|-&lt;br /&gt;
|Cargo Ship&lt;br /&gt;
|1&lt;br /&gt;
|Destroyer&lt;br /&gt;
|81&lt;br /&gt;
|-&lt;br /&gt;
|Recycler&lt;br /&gt;
|3&lt;br /&gt;
|Heavy Cruiser&lt;br /&gt;
|94&lt;br /&gt;
|-&lt;br /&gt;
|Freighter&lt;br /&gt;
|5&lt;br /&gt;
|Science Vessel&lt;br /&gt;
|127&lt;br /&gt;
|-&lt;br /&gt;
|Colony Ship&lt;br /&gt;
|6&lt;br /&gt;
|Dreadnought&lt;br /&gt;
|133&lt;br /&gt;
|-&lt;br /&gt;
|Fighter&lt;br /&gt;
|9&lt;br /&gt;
|Planetary Harvester&lt;br /&gt;
|147&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Recycler&lt;br /&gt;
|9&lt;br /&gt;
|Support Vessel&lt;br /&gt;
|165&lt;br /&gt;
|-&lt;br /&gt;
|Corvette&lt;br /&gt;
|20&lt;br /&gt;
|Megahauler&lt;br /&gt;
|65&lt;br /&gt;
|-&lt;br /&gt;
|Frigate&lt;br /&gt;
|27&lt;br /&gt;
|Battlecruiser&lt;br /&gt;
|975&lt;br /&gt;
|-&lt;br /&gt;
|Bomber&lt;br /&gt;
|33&lt;br /&gt;
|Titan&lt;br /&gt;
|1888&lt;br /&gt;
|-&lt;br /&gt;
|Cruiser&lt;br /&gt;
|36&lt;br /&gt;
|Colossus&lt;br /&gt;
|2829&lt;br /&gt;
|-&lt;br /&gt;
|Battleship&lt;br /&gt;
|45&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Defenses ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Defense&lt;br /&gt;
!Tonnage&lt;br /&gt;
!Defense&lt;br /&gt;
!Tonnage&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Turret&lt;br /&gt;
|1&lt;br /&gt;
|EMP Emitter&lt;br /&gt;
|24&lt;br /&gt;
|-&lt;br /&gt;
|Laser Turret&lt;br /&gt;
|2&lt;br /&gt;
|Railgun Tower&lt;br /&gt;
|45&lt;br /&gt;
|-&lt;br /&gt;
|Flak Cannon&lt;br /&gt;
|4&lt;br /&gt;
|Plasma Cannon&lt;br /&gt;
|53&lt;br /&gt;
|-&lt;br /&gt;
|Ion Turret&lt;br /&gt;
|9&lt;br /&gt;
|Large Shield Dome&lt;br /&gt;
|57&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Laser&lt;br /&gt;
|12&lt;br /&gt;
|Planetary Dome&lt;br /&gt;
|210&lt;br /&gt;
|-&lt;br /&gt;
|Missile Battery&lt;br /&gt;
|15&lt;br /&gt;
|Prism Tower&lt;br /&gt;
|220&lt;br /&gt;
|-&lt;br /&gt;
|Small Shield Dome&lt;br /&gt;
|22&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Alliance effects ==&lt;br /&gt;
&lt;br /&gt;
=== Fortress doctrine (capacity %) ===&lt;br /&gt;
Connected &amp;#039;&amp;#039;&amp;#039;Fortress&amp;#039;&amp;#039;&amp;#039; nodes grant an alliance-wide &amp;#039;&amp;#039;&amp;#039;percentage bonus&amp;#039;&amp;#039;&amp;#039; to tonnage capacity:&lt;br /&gt;
 &amp;lt;code&amp;gt;effective% = (tonnageCapPct × L) / (L + tonnageCurveK)&lt;br /&gt;
 boostedCapacity = floor(baseCapacity × (1 + effective% / 100))&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Config&lt;br /&gt;
!Default&lt;br /&gt;
|-&lt;br /&gt;
|Cap (&amp;lt;code&amp;gt;territory.tonnageCapPct&amp;lt;/code&amp;gt;)&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;5%&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|Curve K (&amp;lt;code&amp;gt;territory.tonnageCurveK&amp;lt;/code&amp;gt;)&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;25&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;L&amp;#039;&amp;#039;&amp;#039; is the sum of main-building levels on connected, active Fortress nodes (with signature building ≥ 1).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Fortress levels (L)&lt;br /&gt;
!Effective bonus&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
| +2.50%&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
| +3.33%&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
| +4.00%&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
| +4.44%&lt;br /&gt;
|-&lt;br /&gt;
|400&lt;br /&gt;
| +4.71%&lt;br /&gt;
|}&lt;br /&gt;
The bonus applies to player empire capacity for members, and to alliance Defense Yard capacity on systems. Full doctrine rules: Alliance Territory.&lt;br /&gt;
&lt;br /&gt;
=== Alliance Defense Yard ===&lt;br /&gt;
Alliance system defenses use a &amp;#039;&amp;#039;&amp;#039;separate per-system&amp;#039;&amp;#039;&amp;#039; pool:&lt;br /&gt;
 &amp;lt;code&amp;gt;allianceCapacity = yardLevel × 2,000,000,000&amp;lt;/code&amp;gt;&lt;br /&gt;
Max level 15 → &amp;#039;&amp;#039;&amp;#039;30B&amp;#039;&amp;#039;&amp;#039; before Fortress %. Penalty compares &amp;#039;&amp;#039;&amp;#039;that colony’s defense tonnage&amp;#039;&amp;#039;&amp;#039; to &amp;#039;&amp;#039;&amp;#039;that system’s&amp;#039;&amp;#039;&amp;#039; Alliance Defense Yard capacity — not the player empire pool.&lt;br /&gt;
&lt;br /&gt;
Build speed on the Alliance Defense Yard is separate: &amp;#039;&amp;#039;&amp;#039;−25% time per level&amp;#039;&amp;#039;&amp;#039; (&amp;lt;code&amp;gt;0.75^level&amp;lt;/code&amp;gt;), unrelated to the tonnage curve.&lt;br /&gt;
&lt;br /&gt;
== Related systems ==&lt;br /&gt;
&lt;br /&gt;
=== Ship Graveyard ===&lt;br /&gt;
Hull lost in PvP can enter the Ship Graveyard. Buyback is limited by &amp;#039;&amp;#039;&amp;#039;tonnage headroom&amp;#039;&amp;#039;&amp;#039; (&amp;lt;code&amp;gt;capacity − used&amp;lt;/code&amp;gt;). Awaiting graveyard inventory does &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; count toward used tonnage until purchased; after buyback, ships count immediately even while recovering.&lt;br /&gt;
&lt;br /&gt;
=== Boss FCS minimum fleet tonnage ===&lt;br /&gt;
Boss coordinated strikes require each participating fleet to meet a &amp;#039;&amp;#039;&amp;#039;minimum fleet tonnage&amp;#039;&amp;#039;&amp;#039; that scales with realm (whole fleet — attack, defense, and support ships all qualify):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Realm&lt;br /&gt;
!Minimum fleet tonnage&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|100,000&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|1,000,000&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|10,000,000&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1,000,000,000&lt;br /&gt;
|}&lt;br /&gt;
See Pirate Bosses.&lt;br /&gt;
&lt;br /&gt;
=== Ally moon test attacks ===&lt;br /&gt;
Solo fleets attacking an ally’s moon are capped at &amp;#039;&amp;#039;&amp;#039;1,000,000,000&amp;#039;&amp;#039;&amp;#039; fleet tonnage. Group FCS attacks do not use this exemption path.&lt;br /&gt;
&lt;br /&gt;
== When to plan around it ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stage&lt;br /&gt;
!Guidance&lt;br /&gt;
|-&lt;br /&gt;
|Early realms&lt;br /&gt;
|Basic yard levels usually cover any ship tier you can unlock&lt;br /&gt;
|-&lt;br /&gt;
|Realm 4+&lt;br /&gt;
|Watch the tonnage bar, especially with capital ships&lt;br /&gt;
|-&lt;br /&gt;
|Approaching / over cap&lt;br /&gt;
|Upgrade yards, scrap older hulls, or stay under the limit before queuing more&lt;br /&gt;
|}&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Quick reference ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Value / rule&lt;br /&gt;
|-&lt;br /&gt;
|Shipyard base capacity&lt;br /&gt;
|45,000,000 × L^1.1&lt;br /&gt;
|-&lt;br /&gt;
|Defense Yard base capacity&lt;br /&gt;
|25,000,000 × L^1.1&lt;br /&gt;
|-&lt;br /&gt;
|Moon yard level weight&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;75%&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|Combined pool&lt;br /&gt;
|Ships + defenses vs SY + DY capacity&lt;br /&gt;
|-&lt;br /&gt;
|Penalty bands&lt;br /&gt;
|5%→5×, 10%→10×, 15%→20×, 20%→100×&lt;br /&gt;
|-&lt;br /&gt;
|Fortress tonnage bonus&lt;br /&gt;
|Up to +5%, K=25 diminishing return&lt;br /&gt;
|-&lt;br /&gt;
|Alliance Defense Yard&lt;br /&gt;
|2B × level (linear, per system)&lt;br /&gt;
|-&lt;br /&gt;
|Combat stats from tonnage?&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;No&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* Alliance Territory — Fortress doctrine, tonnage % curve, projection&lt;br /&gt;
* Alliances — alliance overview and doctrines summary&lt;br /&gt;
* Pirate Bosses — FCS boss raids and minimum fleet tonnage&lt;br /&gt;
* Player Classes — monuments and long-term power growth&lt;br /&gt;
* In-game Quick Guide: &amp;#039;&amp;#039;&amp;#039;Settings → Quick Guides → Tonnage&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
</feed>