Attack & Defense
Attack Conditions
Who Can You Attack?
- The target must exist and not be destroyed (not in ruin state)
- The target must not be in its 24-hour new player protection window
- The target must be within your radar scan range (distance ≤ your radar range)
- You cannot attack yourself
- You cannot attack members of your own alliance (you must leave first)
- You cannot attack someone who left your alliance in the last 24 hours (mutual cooldown)
Soft Gate
If an attack condition isn't met, the attempt does not consume any resources — it simply tells you why the attack failed. This lets you experiment freely without worrying about wasted energy.
Attack Cost
Each successful attack is limited to 1 attack per second, and consumes:
| Resource | Cost |
|---|---|
| Energy | 50,000 + 50,000 × weapon level |
| Weapon Durability | 1 point (when weapon durability > 0) |
| Attack Token | 1 token |
Attack Token System
Attack tokens use a token bucket algorithm to limit attack frequency:
| Parameter | Formula | Description |
|---|---|---|
| Max Tokens | 3 + weapon level / 10, cap 10 | Auto-recover over time |
| Recovery Interval | (300 - weapon level × 10) / 100 seconds, min 1s | 1 token per interval |
| Cost | 1 token per attack |
💡 The higher your weapon level, the faster your attack tokens recover and the higher your cap.
Damage Calculation
Attacker
Base Attack = 900 + 10 × attacker weapon level²
If weapon durability = 0, attack is halved
Final Attack = Base Attack × (1 + combat boost / 10000)
Defender
Base Defense = 540 + 6 × defender shield level²
Alliance Defense Bonus = (allies - 1) × 8 × (1 + totem level × 0.5%)
Final Defense = Base Defense × (1 + combat boost / 10000) + Alliance Bonus
Final Damage
Shield Damage = Attack + 200 - Defense (if > 0)
Health Damage = (Attack - Defense) × 2 (if > 0)
If Shield Damage > remaining Shield HP:
overflow × 3 converts to Health Damage
Plunder
After winning a battle, you plunder energy from the target:
Plunder Ratio = 5% + weapon level × 0.5%
Plundered Energy = target's current energy × plunder ratio
Plundered energy goes into a pending combat energy pool, which you must manually claim.
Defeat & Destruction
Defeat
When a target's health reaches zero:
- All remaining energy is plundered into your pending pool
- The target has one random system downgraded (on BSC: downgrades the highest-level system; on chains with beacon chain randomness: randomly picks from Collector/Weapon/Shield/Engine)
- If the downgraded system's level is still ≥ 1, the civilization survives and its durability is restored to 50%
- If all systems are level 1 (cannot be downgraded further), the civilization becomes ruins
- The kill plunder stacks on top of the regular attack plunder
Ruins
A civilization in ruins:
- Is removed from the active civilization list
- Cannot be attacked
- Can be revived via the Rebuild function
Combat Boost (Rebirth Boost)
Each Rebuild grants +1200 bps (12%) combat boost, stacking up to 30000 bps (3× multiplier). Both attack and defense benefit from this boost.
Shield Regeneration
Auto Regeneration
Regen Amount = 50 + shield level²
Energy Cost = regen amount (1:1 ratio)
Manual Repair
Energy Cost = repair amount × 4
Alliance Assistance
Energy Cost = repair amount × 1 (paid by ally)
Allies can repair shields for each other
Defense Strategy
- Keep energy reserves > 7× daily upkeep — prevents energy depletion that would stop shield regeneration
- Repair durability regularly — systems at zero durability are extremely vulnerable
- Upgrade shield level — shield HP and defense both scale with level squared
- Join an alliance and upgrade the totem — alliance defense bonuses are significant
Recommended next step: Space Jump & Cruise →