Combat does not necessarily resolve instantaneously on a single turn, often fights last several turns allowing players to react with new units showing up or retreating which can greatly complicate strategies. Every unit type in the game has an attack value against every other unit type in the game, a combat matrix is displayed below. Different units have greatly varied combat values against the other types of units in the game. Mechanized units have a high value against infantry units but a low value against armored tanks for example. When two forces collide, all the attack values for all the different unit types are totaled and applied as hit point damage to those unit types on the opposing side.
All military units have similar attributes. hen units are placed in groups or fleets, that group or fleet shows a combined sum of certain attributes but in an actual combat each unit will fight individually.
This is how many hit points the unit has. When a unit is damaged to zero it is destroyed.
The effective attack bonus of the unit. Normally 100% for an undamaged level 1 unit which means the unit will do the damage listed in the combat matrix. When ground units are leveled up and increase in size they act as 5x, 10x etc. They can also be upgraded with artifacts that can increase their firepower. This attribute shows the muiltiplier that can be applied to the combat matrix to determine how much actual damage the unit it will do.
The maximum cargo space of the unit. Product is normally 1 cargo per quantity. Items can range from 100 cargo to several thousand for larger ones.
This is the size of the unit when it comes to hangar capacity of another unit trying to load it. A size 50 unit won’t be able to be loaded onto a carrier that only has, say, 20 hangar remaining. Size is also used to determine what percentage of enemy fire the unit will draw to itself in a battle. Larger units have more of the damage come their way.
How many spaces per turn a unit will move in a straight line. It should be noted that units only move in a straight line in a single turn. Units need to stop and "turn" somewhere along the way when moving between two locations that are not in a straight line.
How much size worth of units this unit can load into its hangar. Hangered units will fight with the carrier automatically and do not need to be unloaded unless transporting them to another planet. There are some ground units that will not fight with the carrier if taking place "In Space". You cannot hangar units that have their own cargo. That cargo must be dropped off before that unit can be loaded onto a carrier.
There is a major consideration which affects these combat values which involves the size of units and how many units there are. The larger the units are, by their size attribute, the higher percentage of the total damage they draw to themselves. A unit that is size 8 defending with another unit that is size 2 will draw 80% of the "fire" while the other takes 20%. Also, if a single unit engages 2 other units that first units damage values will be divided amongst both of them. This is further complicated by the fact that the bigger unit is probably of a different unit type then the smaller one and different totals are involved.
For example, a Destroyer attacks fighters with a value of 100 but attacks a Battleship at a value of 20. If this Destroyer attacks a single fighter squad it will apply 100 damage to it. If it attacks 2 fighter squads of the same size they will each take 50 damage. And if this destroyer attacks a single Battleship it will apply 20. However if it attacks a fighter unit, which has as size of 1 and a battleship with a size of 4 at the same time (Thats a total of 5 size), the battleship will take 80% of its attack vs. battleships (20 x 80% = 16 damage) and 20% of its attack damage vs fighters (100 x 20% = 20 damage) will go to the fighters. The Battleship drew most of the destroyers fire and Destroyers don't hit Battleships very hard, the result is the destroyer dealt out only 36 damage total.
Had there been a lot more fighters, say a size 36 fighter unit (36 plus 4 for battleship makes 40 size total), the destroyer would of sent 90% of it fire toward the fighters doing 90 damage. Part of the strategy of protecting soft targets vs. their counter units is to swarm your force with something the enemy force is not efficient against but will be forced to send the majority of it attention towards in a fight.
Another example would be a dreadnought that does very well against large ships but very poorly vs. fighter craft. It would be beneficial to add large fighter squads, which don’t do much damage to a dreadnought either, to a force of big ships in order to distract a dreadnoughts firepower into units it does not do well against so the bigger ships can have a chance to deal their damage. Also note that ships which are traveling over a planet is considered to be in the same area as the ground units when it comes to attacks and are vulnerable to them.
Any battle fought "over land" is considered a ground battle, even if its mostly ships. Anything outside the red border shown on a planet viewscreen with the "Overlay" checkbox checked is considered "In Space". There is almost no difference between Space and Ground fights except that certain hangar units will not participate at all in a Space Fight. Mechanized, Armored and Artillery, for example, can be loaded onto the hangar of a carrier for transport and will fight with the carriers in a ground fight but if the battle takes place in space those units will ignored as if they didn’t exist.
Damaged units automatically repair themselves at a rate of 1% per turn. When at the location of a Military Base (ground units) or Shipyard (Ships) the repair rate goes up 0.1% per highest level structure. For example, if a level 5 Military Base is present the repair rate for the units there is 1.5% a turn.
There is a cost to repair units which is set to 0.2% of the units value per turn. That equates to 20% of the units total value if repaired from 1% to 100% over 100 turns.
When units are destroyed they are automatically salvaged for half of their value.
You can set any military unit, except defenses, to Guard another corporation, guild or the entire location they are in through the "Guard" order. If the appropriate corporation guild or anything is attacked in that units location it will join the fight on the defending side and do damage as a single group. Several corporations can all guard a location and defend it as a single force.
To attack as a single force you must issue the exact same attack order as everyone else you want to attack with. All corporations with identical attack orders in the same location will attack as single group. This means that if a group is trying to attack a single corporation then you all must set the attack against that single corporation. If one of the corps sets their attack order to the entire location or a guild instead, even if there is only one corporation to attack, it will be considered a separate fight entirely and they will battle the entire enemy force in thier own combat alone. Combat damage is applied at the end of the turn all at once after all combats have been applied. If several corporations are set to attack an entire guild or location, then they will combine as one also. You can join an existing fight that has gone on for several turns this way too.
The "Guard" order has an option to "Escort" another group or fleet in another corporation as an ally. This is similar to the Guard order but it allows your units to actually follow another group in another corporation and fight with them if they engage in any combat. Several corporations can escort a single group to create an armada of units that is essentially controlled by one Flagship Corporation. In order to escort a group or fleet, that group must allow other units to escort it from the groups Manage tab.
When issuing an attack order there is an option to make the attack a "Raid". A Raid is used to steal products at the location while only attacking at half power. You can choose to raid anything available or prioritize a category or specific product you want to steal. The product will be transferred to the cargo bays of the raiding units. You will steal a quantity equal to your raiding groups combined Military Power (i.e. 8000 power = 8000 quantity) but if your combined military power is lower than the defenders military power, the amount you can raid will be reduced by the percentage difference between you and your target. For example if you have 8000 power but you are raiding a location that has 40,000 power in defense (you are 20% of their power) you will only be able to steal 20% of your max (8,000 x 20% = 1,600) in a single turn.
The raid order will continue to raid every turn until there are no more products to raid even if the enemy forces have been wiped out or if your cargo bay has been filed. If you raid an undefended location, one with no military power units, your raid will ignore your military power limit and fill your cargo hold in one turn with whatever quantity is available. You will only raid for one type of product per turn however, even when set to raid anything.
It is far more efficient to upgrade structures and military units then it is to build new ones. Structures, Ground units and Ships can be upgraded to level 10 but upgrades work a little differently for each. These assets are upgraded from their "Manage" tab.
Ground Units, which includes Fighters, Bombers and Variteks increase their size and power by orders of magnitude with every upgrade although their upkeep cost only goes up a fraction of that. A level 10 Mechanized unit is as powerful as 100 level 1 units.
Ships however upgrade a little differently. You must select which attribute of the ship will increase when it is upgraded. The different attributes are described below:
Tables describing the upgrades are below:
A matrix showing all combat values is below:
A grid showing all units base attributes is below:
There are dozens of special units in the game. They are usually aquired from a Mysterious Event or Quest of some kind. Some are pureley NPC Units. They "Attack As" another basic unit but usually have a combat multiplier and increased stats (i.e. "Attacks As" Fighter at x4 power). This is a grid showing info on all special units in the game: