This document describes how the battle system works in Ferion, including ship-to-ship combat, ship-to-planet combat, and all related mechanics.
In OG Ferion, all ships in a fleet were reduced to one aggregated "super ship" for battle calculations. This is no longer the case. Each ship now fights individually with its own stats. You cannot boost fleet effectiveness by adding ships with only shields - every ship must pull its own weight.
In OG Ferion, enemy fleet capabilities were easily readable. Now, you must engage in combat to learn:
This adds tactical depth and requires intelligence gathering through actual combat encounters.
OG Ferion required specialized troop ships for planet capture. This is no longer needed - any surviving attacking fleet can capture a planet once its defenses are depleted.
Fleets are organizational units that allow commanding multiple ships as one group for movement and orders. However, in battle calculations, each ship operates individually:
Ships can be specialized for anti-ship combat, planetary bombardment, or hybrid roles during ship design. The following stats matter for combat:
| Icon | Stat | Description |
|---|---|---|
| Attack Power vs Ships | Damage dealt when attacking enemy ships | |
| Attack Power vs Planets | Damage dealt when bombarding planets | |
| Shields | Reduces incoming damage through damage mitigation formula | |
| Health (Hit Points) | Total damage the ship can absorb before destruction |
Ship health is tracked as a percentage: (current_hit_points / max_hit_points) * 100
Planets have defensive capabilities focused on destroying attacking ships:
| Icon | Stat | Description |
|---|---|---|
| Attack Power vs Ships | Damage dealt to attacking ships each round | |
| Shields | Reduces incoming damage (uses same formula as ships) | |
| Energy Reserves | First line of defense - powers the shields | |
| Troops (Population) | Second line of defense - fight after shields fall |
Shields (Energy-Based)
(current_energy / energy_storage_capacity) * 100Troops (Population-Based)
(current_population / max_population) * 100max(attacking_ships_count, defending_ships_count)Ships use a focus fire targeting system with random initial selection:
A stalemate occurs when total damage dealt in a cycle equals zero. This happens when:
Stalemate Result: Battle ends, defender is awarded victory, attacking fleet's action is removed.
Ship vs planet combat only begins after all defending ships are destroyed. The sequence is:
While Shields Active (Energy > 0):
After Shields Fall (Energy = 0):
When planet hit points reach 0:
Same as ship battles: if total damage in a cycle equals zero, battle ends with defender victory.
Damage uses a logarithmic shield reduction formula:
ratio = shields / attack
damage_multiplier = 1 / (1 + log(ratio + 1))
damage = ceil(attack * damage_multiplier)
final_damage = max(1, damage)
| Scenario | Base Result |
|---|---|
| Attack = 100, Shields = 0 | 100 damage (full damage) |
| Attack = 100, Shields = 100 | ~54 damage (shields reduce ~46%) |
| Attack = 100, Shields = 1000 | ~15 damage (heavy mitigation) |
| Attack > 0, Any Shields | Minimum 1 damage guaranteed |
| Attack = 0, Any Shields | 0 damage (e.g., settler ships) |
After base damage is calculated, there's a chance for a critical hit:
| Roll | Chance | Effect | Multiplier |
|---|---|---|---|
| 1-5 | 5% | Critical Hit | 150% damage |
| 6-100 | 95% | Normal Hit | 100% damage |
This adds tactical uncertainty to battles - even weaker fleets can get lucky with critical hits, potentially turning the tide of battle.
Ministers can significantly modify battle behavior. Combat-related ministers are found in the Ministry of Conquest and Ministry of Defense.
Name: Vesper

| Aspect | Description |
|---|---|
| Effect | Reduces collateral damage during planetary bombardment |
| Mechanic | Building/population destruction chance reduced from 4% to 2% per hit |
| Applies To | Attacking player (protects infrastructure on planets you're capturing) |
| Benefit | Captured planets retain more buildings and population |
Name: Orin

| Aspect | Description |
|---|---|
| Effect | Automatically assigns a building queue to newly captured planets |
| Mechanic | Uses the player's configured "Conquer PQA" (Planet Queue Automation) |
| Applies To | Attacking player (on successful planet capture) |
| Benefit | Captured planets immediately start productive construction |
Name: Bonucus

| Aspect | Description |
|---|---|
| Effect | Planet defenses use focus fire targeting instead of random |
| Mechanic | Same target attacked until destroyed, 3% chance to switch per attack |
| Applies To | Defending player's planet |
| Benefit | Concentrates fire to destroy attacking ships faster |
Name: Olyx

| Aspect | Description |
|---|---|
| Effect | Defensive buildings may survive planet capture |
| Mechanic | Each defensive building has 50% chance to NOT be destroyed on capture |
| Applies To | Attacking player (buildings on planets you capture) |
| Benefit | Captured planets may retain shields/attack buildings |
Note: Normally when a planet is captured, ALL defensive buildings (those providing planet attack or shield bonuses) are destroyed. This minister gives each one a coin-flip chance to survive.
Fighters (Anti-Ship)
Bombers (Anti-Planet)
Hybrid
High Health Builds
High Shield Builds

After every battle, a detailed report is generated containing: