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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:

ResourceCost
Energy50,000 + 50,000 × weapon level
Weapon Durability1 point (when weapon durability > 0)
Attack Token1 token

Attack Token System

Attack tokens use a token bucket algorithm to limit attack frequency:

ParameterFormulaDescription
Max Tokens3 + weapon level / 10, cap 10Auto-recover over time
Recovery Interval(300 - weapon level × 10) / 100 seconds, min 1s1 token per interval
Cost1 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:

  1. All remaining energy is plundered into your pending pool
  2. 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)
  3. If the downgraded system's level is still ≥ 1, the civilization survives and its durability is restored to 50%
  4. If all systems are level 1 (cannot be downgraded further), the civilization becomes ruins
  5. 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

  1. Keep energy reserves > 7× daily upkeep — prevents energy depletion that would stop shield regeneration
  2. Repair durability regularly — systems at zero durability are extremely vulnerable
  3. Upgrade shield level — shield HP and defense both scale with level squared
  4. Join an alliance and upgrade the totem — alliance defense bonuses are significant

Recommended next step: Space Jump & Cruise →