The icons you'll see on planets and ships in Ferion, with what each one means.
These are empire-wide values shown in the bottom footer — they belong to your empire as a whole, not to a single planet.
| Icon | Stat | Meaning |
|---|---|---|
| Credits | Empire-wide currency, used to pay ship maintenance, minister salaries, and other ongoing costs. The footer shows credits earned per turn; your running balance lives on the Government → Finances page. | |
| Science | Total science your empire produces per week — the sum of science output across all your planets, plus any alliance bonus. Spent on whatever technology you're currently researching. | |
| Authority | The pool that keeps newly settled or captured planets loyal. Each week, your authority is shared across all dependent planets to grow their loyalty. If you don't have enough, those planets lose loyalty and may eventually rebel. Authority comes from a base value, technologies, and is reduced by the number of dependent planets you own. |
These appear on the Planets → Stats tab. Most of them are per week — food grown, production output, credits earned and so on — except the storage caps, which are totals.
| Icon | Stat | Meaning |
|---|---|---|
| Food Yield | Drives population growth and feeds the population already there. | |
| Production | Spent on buildings, ships, and megastructures in the planet's build queue. | |
| Science | Spent on technologies in the tech tree. | |
| Credits | Empire-wide currency, generated by the planet's tax revenue. | |
| Energy | Power output, primarily used by planetary shields. | |
| Energy Storage | How much energy this planet can stockpile — makes shields last longer. | |
| Ore Storage | How much of any ore this planet can hold. | |
| Primary ore | Extraction rate per week of the planet's main ore type. Icon shows the actual ore. | |
| Secondary ore | Extraction rate of the planet's second ore. | |
| Scanning Range | How far around the planet your scanners detect enemy ships. | |
| Active Defense | Damage the planet's defenses deal to attacking ships. | |
| Passive Defense | Planetary shielding — damage absorbed before the planet itself takes hits. | |
| Troops | The planet's last line of defense — once shields and active defenses fall, troops fight to the last. When all troops die, the attacker takes the planet. New troops train automatically each week; the max scales with population (one troop per 100 hit points). |
These appear on individual ships and in the ship-design editor.
| Icon | Stat | Meaning |
|---|---|---|
| Frame | The base hull of the design — determines slot capacity and base stats. Bigger frames hold more components but cost more to build and move. | |
| Hit Points (HP) | Ship durability. When HP reaches zero, the ship is destroyed. | |
| Shields | A damage buffer that absorbs hits before HP loss; regenerates between battles. | |
| Attack vs. ships | Damage the ship deals to enemy ships in combat. | |
| Attack vs. planets | Damage the ship deals to planetary defenses during bombardment. | |
| Mass | Total weight of the ship. The engine has to push it; heavier ships are slower for a given thrust. | |
| Thrust | The engine's raw push. Thrust ÷ mass determines acceleration. | |
| Max Speed | Maximum travel speed across the map. | |
| Repair | HP regenerated per day when the ship isn't in combat. | |
| Scanning Range | How far the ship sees around itself. |
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