Minehits – Ships that can repair themselves [Glory Devices - Ships that can r]

 

Frequently asked questions about Glory Devices – APPENDIX 5:

The following list contains all Planets starships that are able to repair themselves instantly using supplies to compensate at least one Glory Device or Minehit. All ships marked with an asterisk * are only available in Campaign Games.
Please note that these figures require supplies in sufficient numbers on board; some ships will be limited in their fighting abilities due to ammunition shortages if the required supplies for repair are loaded. All other ships in the Planets shiplist will either be destroyed when striking a mine or will require other means to be repaired.

 

Ships that can repair themselves instantly using supplies:

 

The Solar Federation
Nebula Class Cruiser 1 hit
Large Deep Space Freighter 3 hits
Missouri Class Battleship 1 hit
Neutronic Refinery Ship 14 hits
Super Transport Freighter 8 hits
Nova Class Super-Dreadnought 4 hits
Merlin Class Alchemy Ship 49 hits
The Lizard Alliance
Large Deep Space Freighter 3 hits
Madonnzila Class Carrier (limited fighting) 1 hit
Neutronic Refinery Ship 14 hits
Super Transport Freighter 8 hits
T-Rex Class Battleship 1 hit
Merlin Class Alchemy Ship 49 hits
Chameleon Class Freighter (C)* 2 hits
Madonnzila Class Carrier (C)* (limited fighting) 1 hit
T-Rex Class Battleship (C)* 1 hit
The Empire of the Birds
Large Deep Space Freighter 3 hits
Resolute Class Battlecruiser (limited fighting) 1 hit
Neutronic Refinery Ship 14 hits
Super Transport Freighter 8 hits
Dark Wing Class Battleship 1 hit
Merlin Class Alchemy Ship 49 hits
Skyfire Class Transport 2 hits
The Fascist Empire (only minehits)
Ill Wind Class Battlecruiser 1 hit
Large Deep Space Freighter 3 hits
Neutronic Refinery Ship 14 hits
Super Transport Freighter 8 hits
Victorious Class Battleship (limited fighting) 1 hit
Merlin Class Alchemy Ship 49 hits
The Privateer Bands
Large Deep Space Freighter 3 hits
Neutronic Refinery Ship 14 hits
Super Transport Freighter 8 hits
Merlin Class Alchemy Ship 49 hits
Skyfire Class Transport* 2 hits
The Cyborg
Large Deep Space Freighter 3 hits
Biocide Class Carrier 5 hits
Neutronic Refinery Ship 14 hits
Super Transport Freighter 8 hits
Annihilation Class Battleship 6 hits
Merlin Class Alchemy Ship 49 hits
The Crystal Confederation
Large Deep Space Freighter 3 hits
Emerald Class Battlecruiser 1 hit
Neutronic Refinery Ship 14 hits
Super Transport Freighter 8 hits
Merlin Class Alchemy Ship 49 hits
The Evil Empire
Large Deep Space Freighter 4 hits
Neutronic Refinery Ship 14 hits
Super Transport Freighter 8 hits
Gorbie Class Battlecarrier 5 hits
Merlin Class Alchemy Ship 49 hits
Super Star Carrier II* (limited fighting) 1 hit
The Robotic Imperium
Large Deep Space Freighter 3 hits
Automa Class Baseship 2 hits
Neutronic Refinery Ship 14 hits
Super Transport freighter 8 hits
Golem Class Baseship 5 hits
Merlin Class Alchemy Ship 49 hits
The Rebel Confederation
Large Deep Space Freighter 3 hits
Tranquility Class Cruiser 1 hit
Gemini Class Transport 1 hit
Super Transport Freighter 8 hits
Rush Class Heavy Carrier 5 hits
Merlin Class Alchemy Ship 49 hits
The Missing Colonies of Man
Large Deep Space Freighter 3 hits
Tranquility Class Cruiser 1 hit
Gemini Class Transport 1 hit
Super Transport Freighter 8 hits
Virgo Class Battlestar 3 hits
Merlin Class Alchemy Ship 49 hits

 

 

Starbase [Base]

Stationary starmap object: A Starbase can be constructed in orbit of any planet by clicking the ‘Build Starbase’ button in the Planet Screen. They can be used to build, repair or recycle starships and to defend the planet. Each planet can only have one starbase. Starbases can not be moved.

The construction of a starbase requires one hostrun, the costs are:

  • 900 Megacredits
  • 120 kt Duranium
  • 402 kt Tritanium
  • 340 kt Molybdenum

Ship works: Once constructed a starbase can load cargo from and to ships by both using friendly codes and/or the transfer screens. They can instantly construct small ships. Before building better ships or ship components Megacredits need to be invested in the 4 Techlevels. For general ship construction works like the fixing or recycling of ships no special technology is needed, the starbase however can only fix / recycle one ship and construct (if the ship limit is not reached) one ship per turn. Starbases can perform special Primary Orders and use special starbase friendly codes.

Fighting: Starbases can be equipped with up to 60 fighters and 200 defenses that will work together with the planetary defense posts if the starbase is involved in planet vs. ship fights. A fully equipped starbase/planet combo can beat nearly any ship in a 1:1 fight, will always fight from the right hand side and after all ships have fought. If starbase is destroyed (and the planet conquered) a new base can be constructed, if the planet is conquered by Ground Combat or Imperial Assault the Starbase will change owner together with the planet and everything that is on there – except for the ship hulls. If the planet becomes unowned (colonists are beamed up or killed) the starbase will be destroyed.

Damage: If a starbase is damaged during a fight its maximum possible (and existing) techlevels will be reduced by the suffered damage percentage. Example: A starbase that is 60% damaged will have all it’s techlevels reduced to techlevel 4 – until it is repaired and the techlevels are researched again. Build orders and already built components remain intact. To repair a starbase it must perform the ‘Repair Starbase’ mission that repairs 5% damage per turn and which does not cost any ressources. ‘Repair Starbase’ will only repair the starbase’s hull but not re-raise the techlevels or restore the original defenses.

Primary Orders:

  • Force a Surrender (before movement)
  • Maximum defense (after movement)
  • Unload all Freighters (after movement)
  • Repair Base (after movement)
  • Load torps onto ships (after movement)
  • Refuel (after movement)

Military Score – Ship Components

 

Military Scores of all relevant components:

Engines Score
Star Drive 1 31
Star Drive 2 42
Star Drive 3 53
super Star Drive 4 75
Nova Drive 5 90
HeavyNova Drive 6 158
Quantam Drive 7 275
Hyperdrive 8 405
Transwarp Drive 570
Torpedo Tubes Score
Mk1 Photon 11
Proton 9
Mk2 Photon 29
Gamma Bomb 31
Mk3 Photon 40
Mk4 Photon 50
Mk5 Photon 167
Mk6 Photon 150
Mk7 Photon 180
Mk8 Photon 245
Beam Weapons Score
Laser 6
Xray Laser 7
Plasma Bolt 20
Blaster 80
Positron Beam 102
Disruptor 83
Heavy Blaster 166
Phaser 250
Heavy Disruptor 311
Heavy Phaser 394
Torpedos Score
Mk1 Photon 16
Proton 17
Mk2 Photon 20
Gamma Bomb 25
Mk3 Photon 27
Mk4 Photon 28
Mk5 Photon 46
Mk6 Photon 50
Mk7 Photon 51
Mk8 Photon 69
Note: Torpedos stored at a Starbase count as 0 points.
Note: Torpedos in form of Minefields are counted 1/2
Structures and Fighters Score
Planet Defense Post 5,5
Starbase Defense Post 7,5
Fighter on Starbase 75
Fighter on Ship 150
Empire free Fighter, 1 / 5 62,5 / 312,5
SB Fighters, SB Defense Posts, Planet Defense // First turn 2110

 

Voltage

Ion Storm quality ranging from 0 to 500+ megavolts [meV] of strength. Ion storms systems strenghten (increase in meV) or weaken (decrease in meV) over longer periods. Average change per turn is approx. 15 meV. Strengthening storms tend to become smaller in diameter, weakening storms larger.

meV Class Type Behaviour
0 – 50 Class 1 Harmless Disturbance decloaks ships
50 – 99 Class 2 Moderate Disturbance decloaks ships
100 – 149 Class 3 Strong Disturbance decloaks ships
150 – 199 Class 4 Dangerous Storm decloaks, drags ships with 1/4 of own speed and direction. deactivates ship shields.
200+ Class 5 Very Dangerous Storm decloaks, drags ships, deactivates ship shields, damages hulls depending on overall mass.

Minefield sizes – Mk8

Minefields and sizes if Mark 8 Torpedoes are used:

Friendly code Torpedos Mines Radius*
md1 10 1000 32ly
md2 20 2000 45ly
md3 30 3000 55ly
md4 40 4000 63ly
md5 50 5000 71ly
md6 60 6000 78ly
md7 70 7000 84ly
md8 80 8000 90ly
md9 90 9000 95ly
md0 100 10000 100ly
mda 225 22500 150ly

*if a new minefield is layed


The biggest minefield one will ever see, will have a radius of 146 lightyears.

When laying a maximum size minefield that no one sweeps, the decay of five percent will destroy 1125 mines, which is the equivalent of 14 mk7 torpedoes or the sweeping power of 3 heavy phasers (webs: 4).


 

One Mk8 torpedo will be converted into 100 space mines.

Priority Build Points – Regular Ships

Priority Points (PBP System) for all ships in the classic shiplist.

The Solar Federation 
Ship   PBP’s     B/D
Tech Hull build destroy recycle ratio
1 Outrider 2 1 1 2
2 Nocturne 2 1 1 2
3 Bohemian 1 1 1 1
3 MDSF 2 1 1 2
4 Eros 1 1 1 1
5 Vendetta 2 1 1 2
6 Nebula 4 2 1 2
6 Banshee 3 2 1 1,5
6 LDSF 3 2 1 1,5
7 Brynhild 2 1 1 2
8 Loki 3 2 1 1,5
8 Arkham 3 2 1 1,5
8 Missouri 8 4 1 2
9 Thor 4 2 1 2
9 Diplomacy 4 2 1 2
9 Kittyhawk 4 2 1 2
9 Neutronic 15 8 1 1,9
10 STF 4 2 1 2
10 Nova 13 7 1 1,9
10 Merlin 19 10 1 1,9
6,7 Average 5 2,7 1 1,8
The Lizard Alliance  
Ship   PBP’s     B/D
Tech  Hull build destroy recycle ratio
1 SDSF 1 1 1 1
1 Serpent 2 1 1 2
3 NFC 1 1 1 1
3 MDSF 2 1 1 2
3 Reptile 2 1 1 2
4 Eros 1 1 1 1
4 Lizard 4 2 1 2
5 Vendetta 2 1 1 2
6 LDSF 3 2 1 1,5
7 Saurian 3 2 1 1,5
8 Loki 3 2 1 1,5
9 Madonnzila 7 4 1 1,8
9 Neutronic 15 8 1 1,9
10 STF 4 2 1 2
10 T-Rex 9 5 1 1,8
10 Merlin 19 10 1 1,9
5,8 Average 4,9 2,8 1 1,7
The Empire of the Birds  
Ship   PBP’s     B/D
Tech  Hull build destroy recycle  ratio
1 Swift 1 1 1 1
3 NFC 1 1 1 1
3 MDSF 2 1 1 2
3 White Falcon 3 2 1 1,5
3 Bright Heart 2 1 1 2
4 Small Trans 1 1 1 1
5 Fearless 3 2 1 1,5
5 Skyfire 3 2 1 1,5
6 LDSF 3 2 1 1,5
6 Valiant Wind 4 2 1 2
6 Deth Specula 3 2 1 1,5
7 Resolute 4 2 1 2
8 Red Wind 2 1 1 2
9 Neutronic 15 8 1 1,9
10 STF 4 2 1 2
10 Dark Wing 10 5 1 2
10 Merlin 19 10 1 1,9
5,8 Average 4,7 2,6 1 1,7
The Fascist Empire 
Ship   PBP’s     B/D
Tech Hull build destroy recycle ratio
1 SDSF 1 1 1 1
2 D7a Painmkr 4 2 1 2
2 Little Pest 2 1 1 2
3 NFC 1 1 1 1
3 MDSF 2 1 1 2
4 D7 Coldpain 4 2 1 2
4 Small Trans 1 1 1 1
5 Ill Wind 6 3 1 2
5 D3 Thorn 2 1 1 2
6 LDSF 3 2 1 1,5
6 Valiant Wind 4 2 1 2
6 Deth Specula 3 2 1 1,5
6 D19b Nef 2 1 1 2
8 Saber 4 2 1 2
9 Neutronic 15 8 1 1,9
10 STF 4 2 1 2
10 Victorious 10 5 1 2
10 Merlin 19 10 1 1,9
5,6 Average 4,8 2,6 1 1,8
The Privateer Bands  
Ship   PBP’s     B/D
Tech Hull build destroy recycle  ratio
1 Outrider 2 1 1 2
1 SDSF 1 1 1 1
2 BR4 2 1 1 2
2 D7a Painmkr 4 2 1 2
2 Little Pest 2 1 1 2
3 NFC 1 1 1 1
3 MDSF 2 1 1 2
3 Dwarfstar 2 1 1 2
3 BR5 2 1 1 2
4 Small Trans 1 1 1 1
5 D3 Thorn 2 1 1 2
5 Lady Royale 3 2 1 1,5
5 Meteor 2 1 1 2
5 Skyfire 3 2 1 1,5
6 LDSF 3 2 1 1,5
8 Red Wind 2 1 1 2
9 Neutronic 15 8 1 1,9
10 STF 4 2 1 2
10 Bloodfang 5 3 1 1,7
10 Merlin 19 10 1 1,9
4,9 Average 3,9 2,2 1 1,8
The Cyborg 
Ship   PBP’s     B/D
Tech Hull build destroy recycle ratio
1 SDSF 1 1 1 1
1 B200 1 1 1 1
1 Watcher 1 1 1 1
2 B41 1 1 1 1
2 Iron Slave 2 1 1 2
3 MDSF 2 1 1 2
5 B222 2 1 1 2
5 Quietus 3 2 1 1,5
6 LDSF 3 2 1 1,5
6 Firecloud 3 2 1 1,5
9 Bio 18 9 1 2
9 Neutronic 15 8 1 1,9
10 STF 4 2 1 2
10 Anni 20 10 1 2
10 Merlin 19 10 1 1,9
5,3 Average 6,3 3,5 1 1,6
The Crystal Confederation  
Ship   PBP’s     B/D
Tech  Hull build destroy recycle  ratio
1 SDSF 1 1 1 1
2 Opal 2 1 1 2
3 NFC 1 1 1 1
3 MDSF 2 1 1 2
3 Ruby 3 2 1 1,5
3 Topaz 2 1 1 2
4 Small Trans 1 1 1 1
5 Sky Garnet 2 1 1 2
6 LDSF 3 2 1 1,5
6 Emerald 4 2 1 2
8 Onyx 4 2 1 2
9 Diamond 10 5 1 2
9 Neutronic 15 8 1 1,9
10 STF 4 2 1 2
10 Crystal Thdr 7 4 1 1,8
10 Merlin 19 10 1 1,9
5,8 Average 5 2,8 1 1,7
The Evil Empire  
Ship   PBP’s     B/D
Tech Hull build destroy recycle ratio
1 SDSF 1 1 1 1
1 Ru25 2 1 1 2
1 Mig 1 1 1 1
1 Pl21 1 1 1 1
2 H-Ross 4 2 1 2
3 NFC 1 1 1 1
3 MDSF 2 1 1 2
3 Moscow 4 2 1 2
4 SSF 3 2 1 1,5
5 SSCa 5 3 1 1,7
6 LDSF 3 2 1 1,5
6 SSD 5 3 1 1,7
9 SSCr 6 3 1 2
9 Neutronic 15 8 1 1,9
10 STF 4 2 1 2
10 Gorbie 20 10 1 2
10 Merlin 19 10 1 1,9
4,9 Average 5,6 3,1 1 1,7
The Robotic Imperium  
Ship   PBP’s     B/D
Tech Hull build destroy recycle ratio
1 SDSF 1 1 1 1
2 Cat’s Paw 3 2 1 1,5
2 Iron Slave 2 1 1 2
3 MDSF 2 1 1 2
3 Q-Tanker 2 1 1 2
3 Pawn 6 3 1 2
4 Cybernaut 7 4 1 1,8
6 LDSF 3 2 1 1,5
6 Instrumental 7 4 1 1,8
9 Automa 12 6 1 2
9 Neutronic 15 8 1 1,9
10 STF 4 2 1 2
10 Golem 17 9 1 1,9
10 Merlin 19 10 1 1,9
5,6 Average 7,1 3,9 1 1,8
The Rebel Confederation  
Ship   PBP’s     B/D
Tech Hull build destroy recycle ratio
1 SDSF 1 1 1 1
1 Taurus 2 1 1 2
1 Cygnus 2 1 1 2
2 Falcon 1 1 1 1
3 NFC 1 1 1 1
3 MDSF 2 1 1 2
3 DS Scout 1 1 1 1
4 Gaurdian 2 1 1 2
4 Armored Tr. 2 1 1 2
5 Sage 2 1 1 2
5 Sagittarius 2 1 1 2
6 LDSF 3 2 1 1,5
6 Tranquility 4 2 1 2
6 Patriot 2 1 1 2
6 Gemini 3 2 1 1,5
9 Iron Lady 3 2 1 1,5
9 Neutronic 15 8 1 1,9
10 STF 4 2 1 2
10 Rush 13 7 1 1,9
10 Merlin 19 10 1 1,9
5,2 Average 4,2 2,4 1 1,7
The Missing Colonies of Man  
Ship   PBP’s     B/D
Tech Hull build destroy recycle ratio
1 SDSF 1 1 1 1
1 Taurus 2 1 1 2
1 Cygnus 2 1 1 2
2 Little Joe 2 1 1 2
3 NFC 1 1 1 1
3 MDSF 2 1 1 2
4 Cobol 3 2 1 1,5
5 Lady Royale 3 2 1 1,5
5 Aries 2 1 1 2
5 Sagittarius 2 1 1 2
6 LDSF 3 2 1 1,5
6 Tranquility 4 2 1 2
6 Patriot 2 1 1 2
6 Gemini 3 2 1 1,5
6 Scorpius 7 4 1 1,8
9 Iron Lady 3 2 1 1,5
9 Neutronic 15 8 1 1,9
10 STF 4 2 1 2
10 Virgo 13 7 1 1,9
10 Merlin 19 10 1 1,9
5,4 Average 4,7 2,6 1 1,8

Minescoop – Precise Scooping

With the newest updates the minefield decay is also displayed in the minefield preview when sweeping and scooping mines. What is very helpful to control enemy minefields can cause problems when trying to decrease your own minefield sizes by scooping parts of them – for example to pull a minefield or web out of an opponent’s sweeping range. Remember that the scooping ship must have a lower ID number than the
sweeping enemy in order to scoop successfully before his ship can start to sweep.
This table below gives you the minimum of lightyears you need to scoop the minefields and webs away from your opponent’s sweeper:

Minefield Number After Resulting Decay Min Min
Radius of Mines 5% Decay Radius (ly) Difference (ly) Web Scoop Mine Scoop
150 22500 21375 146,2 3,8 5ly 9ly
145 21025 19974 141,3 3,7 5ly 9ly
140 19600 18620 136,5 3,5 5ly 9ly
135 18225 17314 131,6 3,4 5ly 9ly
130 16900 16055 126,7 3,3 5ly 9ly
125 15625 14844 121,8 3,2 5ly 9ly
120 14400 13680 117 3 4ly 8ly
115 13225 12564 112,1 2,9 4ly 8ly
110 12100 11495 107,2 2,8 4ly 8ly
105 11025 10474 102,3 2,7 4ly 8ly
100 10000 9500 97,5 2,5 4ly 8ly
95 9025 8574 92,6 2,4 4ly 8ly
90 8100 7695 87,7 2,3 4ly 8ly
85 7225 6864 82,8 2,2 4ly 8ly
80 6400 6080 78 2 3ly 7ly
75 5625 5344 73,1 1,9 3ly 7ly
70 4900 4655 68,2 1,8 3ly 7ly
65 4225 4014 63,4 1,6 3ly 7ly
60 3600 3420 58,5 1,5 3ly 7ly
55 3025 2874 53,6 1,4 3ly 7ly
50 2500 2375 48,7 1,3 3ly 7ly
45 2025 1924 43,9 1,1 3ly 7ly
40 1600 1520 39 1 2ly 6ly
35 1225 1164 34,1 0,9 2ly 6ly
30 900 855 29,2 0,8 2ly 6ly
25 625 594 24,4 0,6 2ly 6ly
20 400 380 19,5 0,5 2ly 6ly
15 225 214 14,6 0,4 2ly 6ly
10 100 95 9,7 0,3 2ly 6ly
5 25 24 4,9 0,1 2ly 6ly

Good luck, Commander!

Hotkeys – Planets.Nu [Keyboard shortcuts]

 

— Starmap Function
S earch Search for planets or ships
Q onnections Display Warp 9 Connections
P lanet names Display Planet names
Z oom Zoom to Planet and Warpwell
X lear Clear Starmap
M easure Measure distances tool
–   Zoom out Make map smaller
=  Zoom in Make map bigger
 — All screens
C argo Transfer cargo from and to planets and starships
F riendly Change friendly Code.
I want to see last turn Jump to last turn
O ne turn up Jump to next turn
R eady Mark checkbox as ready
T ransfer Transfer cargo from and to planets and starships
X lear Close screen, return to starmap
SPACE Select next object
 Ship screen
nge Toggle range circle of ship
E nemy Set Primary Enemy of ship
M ission Set Mission of ship
N ame Change ship name
W arp 1-9 Set Warp speed of ship
ARROW KEYS Move waypoint by 1 lightyear
SHIFT multiple waypoints Hold to set additional waypoints for the next turns
— Planet screen
A djust taxes Adjust tax rates on planet
B uild structures Build structures on planet
Starbase screen
B uild ship Build ship on starbase
D efenses Build Defense systems on starbase
L evels Raise Techlevels on starbase

Minefields – Minehit probabilites

The probability of hitting a regular Space Mine while traveling through a minefield.

Distance in LY Normal Ship
Cloaked Ship
1 1,00% 0,50%
2 1,99% 1,00%
3 2,97% 1,49%
4 3,94% 1,99%
5 4,90% 2,48%
6 5,85% 2,96%
7 6,79% 3,45%
8 7,73% 3,93%
9 8,65% 4,41%
10 9,56% 4,89%
11 10,47% 5,36%
12 11,36% 5,84%
13 12,25% 6,31%
14 13,13% 6,78%
15 13,99% 7,24%
16 14,85% 7,71%
17 15,71% 8,17%
18 16,55% 8,63%
19 17,38% 9,08%
20 18,21% 9,54%
21 19,03% 9,99%
22 19,84% 10,44%
23 20,64% 10,89%
24 21,43% 11,33%
25 22,22% 11,78%
26 23,00% 12,22%
27 23,77% 12,66%
28 24,53% 13,09%
29 25,28% 13,53%
30 26,03% 13,96%
31 26,77% 14,39%
32 27,50% 14,82%
33 28,23% 15,25%
34 28,94% 15,67%
35 29,66% 16,09%
36 30,36% 16,51%
37 31,06% 16,93%
38 31,74% 17,34%
39 32,43% 17,76%
40 33,10% 18,17%
41 33,77% 18,58%
42 34,43% 18,98%
43 35,09% 19,39%
44 35,74% 19,79%
45 36,38% 20,19%
46 37,02% 20,59%
47 37,65% 20,99%
48 38,27% 21,38%
49 38,89% 21,78%
50 39,50% 22,17%
51 40,10% 22,56%
52 40,70% 22,95%
53 41,30% 23,33%
54 41,88% 23,71%
55 42,46% 24,10%
56 43,04% 24,47%
57 43,61% 24,85%
58 44,17% 25,23%
59 44,73% 25,60%
60 45,28% 25,97%
61 45,83% 26,34%
62 46,37% 26,71%
63 46,91% 27,08%
64 47,44% 27,44%
65 47,97% 27,81%
66 48,49% 28,17%
67 49,00% 28,53%
68 49,51% 28,88%
69 50,02% 29,24%
70 50,52% 29,59%
71 51,01% 29,95%
72 51,50% 30,30%
73 51,99% 30,64%
74 52,47% 30,99%
75 52,94% 31,34%
76 53,41% 31,68%
77 53,88% 32,02%
78 54,34% 32,36%
79 54,80% 32,70%
80 55,25% 33,04%
81 55,70% 33,37%

Battlevalue – Friendly Code examples

The Battlevalue is a ship value that can be set via the ship’s friendly code an that determines in which order different ships will fight in a bigger battle.

Battlevalue examples for different ship friendly codes:

 

numerical
Friendly Code
in ship
No P.E.
No ‘Kill’
with P.E.
set
with mission ‘Kill’ with P.E. and ‘Kill’ set
Value change (0)  (0) (0) (0)
001 1 1 1 1
010 10 10 10 10
100 100 100 100 100
201 201 201 201 201
250 250 250 250 250
378 378 378 378 378
685 685 685 685 685
967 967 967 967 967
non-numerical
Value change (0) (-5) (-10) (-15)
afk 1015 1010 1005 1000
mkt 1015 1010 1005 1000
nUk 1015 1010 1005 1000
ww2 1015 1010 1005 1000
x12 1015 1010 1005 1000
x  r 1015 1010 1005 1000

Please note:

  • The ship with the lowest battle value is the most aggressive and will fight first.
  • If two ships have the same battle value, the lower ID# ship will fight first.
  • Ships without Primary Enemy or mission ‘Kill’ set will only fight if they are being attacked.
  • All codes that don’t have exactly three numbers will be given a base battle value of 1015.
  • Battle values do not apply in the “Priority Intercept Attack” sub-phase (otherwise known as “cloaked intercept”), which happens before all other combat (and is processed in reverse ship ID# order).
  • The above friendly codes are examples; of course you can put any code.
  • Matching friendly codes will not fight.
  • Exceptions are NUK and ATT (ship to planet combat) and NTP, MKT and LFM (ship to ship combat).
  • One- and two-digit friendly codes are known to be unreliable and so are not included in this chart.  While errors have been recorded with low-value numeric codes, our testing indicates that these are more likely due to matching than any other cause.