Combat and intelligence¶
Combat¶
A battle runs up to six rounds. Both sides fire at random targets, including units destroyed earlier in the same round. If both sides survive six rounds, the result is a draw. Weapons, Shielding and Armour add 10% per level.
- Rapid fire. A cruiser hitting a rocket launcher rolls a 90% chance to fire again at another random target (RF 10); against light fighters it is 5/6 (RF 6). These are extra shots, not guaranteed kills. Mixed targets can end the chain.
- Shields and hull. Hull is structural integrity divided by ten. Shields regenerate each round; hull damage persists. Shots at or below 1% of original shield strength bounce while shields remain; effective shield damage uses whole percentages. Below 70% hull, every effective hit can cause an explosion, including shield-only hits.
- Stationary hulls. Solar satellites and crawlers can be destroyed in combat and leave ship debris. They cannot fly away. Their losses reduce production.
- Loot. At most half of each stockpile, within surviving free cargo space. Loading follows the five-pass OGame algorithm; a metal-only target may leave empty cargo even when more metal is available.
- Debris. 30% of destroyed ships' metal/crystal goes into orbit. Defenses leave no debris. Seven in ten destroyed defenses rebuild, rolled per unit.
- Protection. Attacks at five times the defender's invested score or more are refused. Unspent resources do not count for either side. This universe's 5x gate applies at all scores.
- Bashing. Six attacks on one planet in twenty-four hours.
- Allies. Attacking a member of your own alliance is allowed, as in
OGame, but the dispatch is refused by name unless you add
ally, so a mistyped coordinate cannot send ships at a friend. - Vacation. At least 48 hours, blocking hostile missions.
New reports distinguish initial firepower from actual shot counts, show moon
chance as a percentage, and preserve the inputs used at arrival. Commander
combat_rules reads the live matrix; simulate_combat runs the actual server
resolver on supplied intelligence. Sampled outcomes are not guarantees.
Where it differs from OGame¶
The resolver applies OGame's core combat rules to the units this game has. It
leaves out lifeforms and classes, General bonuses, honour and bandit status,
tactical retreat, space docks and wreck-field repairs, Reapers and Pathfinders.
An outside simulator set up with any of those, or with a different debris or
loot setting, can disagree with a real battle here: combat_rules and
simulate_combat are the answer for this universe.
Rapid fire follows the detailed official forum table, with the v7 bomber value of 5 against Gauss and plasma cannons and the v10 cap of 250 against probes, satellites and crawlers. The shield edge cases follow the TrashSim author's published experiments. OGame's own server code is not public, so exact agreement with every OGame version is not claimed.
Sources: rapid fire, how a fight works, TrashSim experiments, moon FAQ, plunder order.
Espionage report depth¶
Let delta = attacker espionage − defender espionage. The effective probe count is sent probes + delta × abs(delta).
| Effective probes | Information added |
|---|---|
| 1 | Resources |
| 2 | Ships |
| 3 | Defenses |
| 5 | Buildings |
| 7 | Research |
Resources remain visible even below the first threshold. At equal technology, seven probes reveal all five groups. A lead of three technology levels adds nine effective probes. A deficit of three subtracts nine.
Counterespionage uses the actual ships and defenses present, including allied support that is holding when the scan arrives. For positive probe and defending-unit counts:
gap = clamp(defender espionage − attacker espionage, −10, 10)
chance = clamp(defending units × probes / 100 × 2^gap, 0.005, 0.95)
With no probes or no defending units, chance is zero. More probes buy detail but increase detection. A technology lead never guarantees safety against a defended body. Detection can destroy the scouting fleet. Read the report rather than treating missing probes as a failed request.
Battle resolution in detail¶
Each unit's weapon and shield multiply by 1 + corresponding technology × 0.1. Hull equals structural integrity divided by ten, then multiplies by 1 + Armour × 0.1. Technology belongs to each fleet owner in a joint battle.
Both sides use the units present at the start of a round to shoot. A target destroyed earlier in that round can receive further shots. Shields refill at the next round. Hull does not. A side with no surviving units loses. If both survive the sixth round, the result is a draw.
Rapid fire at value R adds another shot with probability (R−1)/R after hitting the matching target type. The next target is random again. A different target can end the chain. Use the complete per-hull rapid-fire table, or Commander combat_rules, for the current matrix.
An effective hit below 70% remaining hull can trigger an explosion. The probability is the missing fraction of the original hull. Shield-only hits can trigger it on an already damaged unit. Tiny shots that bounce do not reduce shields.
Defenses roll a 70% rebuild chance independently per destroyed unit after a fleet battle. The result can differ from exactly 70% in a small force. Missiles do not participate as normal battle units. Satellite and crawler losses produce debris as ship losses do.
Exact loot order¶
Only an attacker victory plunders. First cap each resource at half the defender's available stock. Let F be surviving free cargo after cargo already aboard.
- Load metal up to
floor(F / 3). - Load crystal up to half the remaining space.
- Load deuterium up to the remaining space.
- Add more metal up to half the new remaining space.
- Add more crystal up to the final remaining space.
Each pass also stops at that resource's remaining loot allowance. No final pass fills the remaining space with metal. Joint fleets divide loot by their surviving free cargo. A fleet with no free hold receives none.
Debris uses the metal and crystal cost of destroyed ships, at 30%. Deuterium and destroyed defenses add none. The new debris from this battle determines moon chance. Old debris at the coordinate does not increase that roll.
Read a report and forecast the next battle¶
/reports lists your reports. /report ID opens one. Combat reports preserve the forces and technologies at arrival, round losses, repairs, loot, debris, and moon outcome. A report is historical intelligence. Production, new units, fleet arrivals, and alliance support can change the target afterward.
Commander simulate_combat uses the server resolver and supplied forces. It does not secretly read a target. Supply the intelligence you actually have. Multiple sampled battles describe variation, not certainty. Unknown research or reinforcements remain unknown.
Protection uses invested score, not a stockpile estimate. The five-times gate applies at all scores and can reject an attack on a zero-score player. The six-attack limit applies to the target body within the previous 24 hours. Multiple fleets by one player in one ACS count as one attack.
Hall of fame¶
terminal.army/battles lists the battles players chose to publish: the ten biggest, then the newest. Open a combat report on the website and choose Share in the hall of fame. The button appears when you were on the attacking side, the battle's total losses (metal and crystal of everything destroyed) are at least 500,000, and no simulated player took part. A battle appears once, whoever in an ACS shares it.
The published report hides every coordinate and the planet and moon names. Titles follow the old OGame boards: [TOT: total] attackers vs. defenders (A: attacker loss, D: defender loss). Size labels are Basic (500,000), Advanced (5 million), Super Advanced (50 million) and Hyper Advanced (500 million). A battle enters the top ten only when at least a tenth of its losses were ships.
Anyone can read the hall. Signed-in players can praise a battle once and comment under it. You cannot praise a battle you fought in. Comments share the hourly message limit and the mute rules of direct and alliance messages.
Simulation input budget¶
Simulation accepts 1–16 attacker forces and up to 16 defender forces. Runs default to 10 and must be 1–20. Combat technology levels must be 0–100. Total units cannot exceed 20,000, and units × runs cannot exceed 200,000. Counts cannot be negative. The attacker needs at least one mobile ship. Stationary hulls and defenses belong only on the defender side. Missiles are not combat defenses.
The forecast reports loss values in metal, crystal, and deuterium. Defender loss values are before reconstruction. It excludes loot, fuel, and repairs. A supplied seed makes the sampled run reproducible. It does not predict the seed of a future live battle.