Shipyard
Drag components into your ships' slots, then pit two fleets against each other. Game data from version 4.5.2, with every technology unlocked and no empire bonuses.
Your designs
Hull
Warships
Bio-ships
Stations and platforms
Colossus and juggernaut
Drag a component onto a slot, or tap a slot and then a component.
Core
Weapons
Utilities
Statistics
- Hull
- 200
- Armor
- 0
- Shields
- 1,200
- Shield regeneration
- 6 per day
- Evasion
- 90%
- Speed
- 280
- Power
- 325 of 220
- Damage per day
- 111.1
- Maximum range
- 30
- Cost
- 535 Alloys, 1.7 Nanites, 0.5 Zro, 17 Rare Crystals
- Monthly upkeep
- 4.7 Energy Credits, 1.4 Alloys
Hull 138.9 · armor 27.8 · shields 166.7
On average, with base accuracy, before enemy defenses.
9 technologies required
- 105 power short: pick a better reactor or remove a component.
Core components
Share link
The link keeps all your designs and both fleets.
How the battle is simulated
Each battle is replayed shot by shot, ten times per day, with the game’s values: damage, effectiveness against hull, armor and shields, penetration, windup and cooldown, range, accuracy, tracking, evasion capped at 90%, shield regeneration and point defense against missiles.
Some rules are approximated because they are not documented: the chance to hit (accuracy minus evasion above tracking), target selection, fleets closing in, and disengagement. Not counted: empire, admiral and tradition bonuses, damage reduction, and armor and hull repair during combat.
The results give reliable trends for comparing designs, not an exact prediction of what the game will do.