A ship is a single vessel in the galaxy. Each ship is built from a ship design at a planet's production queue, inherits all of that design's stats, and then lives its own life — moving, fighting, taking damage, and being repaired — until it's destroyed or you scrap it.
You manage individual ships under Command → Ships.
Ships are produced by planets. In a planet's production queue you pick:
Each ship costs the design's production cost. When the build finishes, the new ship spawns at the planet's coordinates with full hit points.
Every ship inherits its design's stats and then tracks its own runtime state on top:
| What it does | |
|---|---|
| Current / Max HP | The ship's durability. Max HP comes from the frame + armor. Current HP persists between battles — damage taken in one fight carries over to the next until you repair. At 0 HP the ship is destroyed. |
| A damage buffer applied during each battle. Shields refresh at full strength at the start of every battle — they're not a depleting resource between fights. | |
| Derived from the design's thrust and mass. Determines how fast the ship crosses the map. | |
| What the ship can see around itself (see Fog of War). Uses the best scanner fitted, not a sum. | |
| Position | Current (x, y) on the galaxy map, plus a predicted arrival point if it's en route somewhere. |
| Action queue | The list of commands the ship is currently working through — move, attack, settle, follow, defend, patrol, repair, wait. |
| Name | Each ship starts with the design's name but can be renamed individually — useful for telling members of the same design apart. |
| Fleet | If the ship is part of a fleet, its fleet membership is tracked here. A ship can be in at most one fleet at a time. |
| Veterancy | Experience the ship has earned in battle and the tier it holds, Green to Legendary. See Veterancy below. |
Damage is persistent. A ship that limps out of a battle at 30% HP stays at 30% until you repair it.
There are three ways to recover hit points:
When a ship's HP reaches 0 it's destroyed and removed from the map. There's no salvage — the production cost is gone with it. If the ship was in a fleet, the fleet continues with the remaining ships.
Ships can be rebuilt into another of your designs at an Orbital Refit Dock: a planet building unlocked by Superconducting Materials, 250 production, 10 credits a week, and it cannot be bought with ore. Any number of ships can refit at one dock at the same time. See Ship Commands for the order, cost and duration.
Every ship that survives a battle earns experience for the damage it dealt:
xp = round(100 * (damage to ships + 0.5 * damage to planets) / own max hit points) + 10 * kills
Damage is measured against the ship's own maximum hit points, so a Medium frame that lands its own weight in damage advances as fast as a Dreadnought. Damage to planets counts at half weight, every enemy ship you destroy is worth a flat 10, and damage taken earns nothing. A destroyed ship earns nothing either: its experience dies with it.
| Tier | Experience | Attack | Shields | Repair |
|---|---|---|---|---|
| Green | 0 | 0 | 0 | 0 |
| Blooded | 40 | +4% | 0 | 0 |
| Seasoned | 120 | +8% | 0 | +10% |
| Veteran | 300 | +12% | +5% | +20% |
| Elite | 700 | +16% | +10% | +30% |
| Legendary | 1,500 | +20% | +15% | +50% |
The bonuses apply on top of the design's stats, rounded down, and a stat of 0 stays 0. Attack means both attack vs ships and attack vs planets. There is no hull bonus: a Legendary ship is still a ship you can kill, just one you should not underestimate.
Veterancy belongs to the ship, not to its fleet or its design. The Ships list has a Veterancy column showing each ship's insignia; hover it, or open the ship's details, to see its experience, kills, battles fought and current bonus. Battle replays end with the experience gained floating above every ship that earned it, with a star when a ship reaches a new tier.
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