Fleet Combat
More actions
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 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 (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 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 |
| 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% (β5%) |
| 6Γ | 90% (β10%) |
| 9Γ | 85% (β15%) |
| Each additional 3Γ | another β5% (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 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. Stationary hull (planetary collectors, etc.) never uses hangar capacity.
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 tonnage-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 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). Base ship debris rate comes from combat config (often around 30β50%); 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 ~2β7 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). |
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.
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 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 (~2β24 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) β see above |
| 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
- 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.
- 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): 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.
- Each sideβs 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.
- 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.*