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= Fleet Combat =
= Fleet Combat =


Fleet combat in 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.
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.wikitext|Battle Looting]]. For hangar / stun recovery, see [[Fleet Stun.wikitext|Fleet Stun]]. For hull buyback limits, see [[Tonnage#ship graveyard|Tonnage β†’ Ship Graveyard]].
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#ship graveyard|Tonnage β†’ Ship Graveyard]].


== Contents ==
== Contents ==
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=== Hangar protection (not an attack ban) ===
=== 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.wikitext|Fleet Stun]]). Switching protected ↔ exposed takes '''10 minutes''' each way. You cannot change hangar mode while stunned. Protected ships still matter for [[#is there stun|stun]] after a lost or drawn defense. '''Stationary''' hull (planetary collectors, etc.) never uses hangar capacity.
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 [[#is there stun|stun]] after a lost or drawn defense. '''Stationary''' hull (planetary collectors, etc.) never uses hangar capacity.


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|-
|-
|'''Active PvP'''
|'''Active PvP'''
|Exposed Γ— loot rate Γ— fatigue, then cargo. Full formulas: [[Resource Protection]] Β· [[Battle Looting.wikitext|Battle Looting]]
|Exposed Γ— loot rate Γ— fatigue, then cargo. Full formulas: [[Resource Protection]] Β· [[Battle Looting]]
|-
|-
|'''Inactive colony'''
|'''Inactive colony'''
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|-
|-
|'''Defender''' (attacker win or draw)
|'''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.wikitext|Fleet Stun]].
|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'''
|'''Defender wins'''
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|-
|-
|'''Attacker (PvP)'''
|'''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€” see [[Fleet Stun.wikitext|Fleet Stun]].
|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€” see [[Fleet Stun]].
|-
|-
|'''Expeditions / Nebula'''
|'''Expeditions / Nebula'''
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== How a battle runs ==
== How a battle runs ==


# Each side aims fire by '''[[Targeting And Priority.wikitext|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.
# Each side aims fire by '''[[Targeting and Priority|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.
# Incoming fire at defenses uses '''dome-first''' soak (domes before armed turrets), with barrier/absorption reductions while domes live β€” see [[Damage And Shields.wikitext|Damage and Shields]].
# Incoming fire at defenses uses '''dome-first''' soak (domes before armed turrets), with barrier/absorption reductions while domes live β€” see [[Damage and Shields]].
# Weapons resolve as '''shots''' ([[Rapid Fire.wikitext|Rapid Fire]]): RF adds expected extra shots against preferred types; '''overkill does not splash'''.
# Weapons resolve as '''shots''' ([[Rapid Fire]]): RF adds expected extra shots against preferred types; '''overkill does not splash'''.
# Each side’s '''shield pool''' absorbs first (ships and turrets share one pool when firing at the attacker); excess damages '''hull'''.
# Each side’s '''shield pool''' absorbs first (ships and turrets share one pool when firing at the attacker); excess damages '''hull'''.
# Destroyed ships leave combat and feed debris / graveyard splits; destroyed defenses follow repair / debris rules.
# Destroyed ships leave combat and feed debris / graveyard splits; destroyed defenses follow repair / debris rules.

Revision as of 12:21, 14 September 2026

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: some realms may disallow PvP via combat.noAttackRealms.


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 1 hour of the event start count as one event
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.

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).

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. 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

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; about 70% of destroyed 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%). 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€” 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) 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.
  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.*