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.