Battle Engine

Space Combat
Battle System

Ariadoss Online resolves fleet battles through a deterministic multi-turn simulation. Every ship fires, absorbs damage, checks morale, and either holds or breaks — across up to 1,800 turns. The fleet you design is the fleet you fight with.

The Simulation

How Battles Resolve

When fleets engage, the battle engine runs a deterministic tick-by-tick simulation. Each turn, every fleet with weapons ready fires at its target. Damage flows through shields first, then armor reduction, then hull points. Ships are destroyed when HP reaches zero. The simulation continues until one side is eliminated, all ships rout, or 1,800 turns elapse — at which point the attacker loses by default.

Attack Rate (AR) = weapon.attackingRate + computer.attackingRate + admiral offense bonus
Defense Rate (DR) = armor.defenseRate + computer.defenseRate + admiral defense bonus + device type-resistance
Hit Chance = clamp(50 + (AR − DR), 1%, 99%)
Damage = weapon dice roll → shield absorption at solidity% → remainder to hull HP
Shield Recharge = shield.rechargeRate per ship per turn (recharges between hits)
Weapon Fire
Beam · Missile · Projectile · Fighter
Each weapon type has a base attacking rate and damage dice. Devices can add DR against specific weapon types — a counter-missile defense array is worthless against beam weapons.
Shield System
Strength · Solidity · Recharge Rate
Shields absorb a percentage of incoming damage (solidity) and recharge between turns. Sustained fire degrades shields faster than they recover — high-DPS fleets shred shields quickly.
Armor Classes
Standard · Bio · Reactive · Hybrid · Custom
Bio armor regenerates HP each turn at a rate that scales with the battle duration. Reactive armor increases DR under fire. Each class demands a specific counter strategy.
Hull Classes
Fighter through Leviathan (class 1–10)
Hull class determines base HP multiplier, component slot counts, and upkeep cost. Higher classes hit harder but are dramatically more expensive to build and maintain.
PSI Combat
Bypasses conventional armor entirely
Select races (Aeos, Midorians, Ninthali, Vreth) field PSI attack and PSI defense as fleet-wide effects. PSI damage ignores armor defense rate — no armor counter exists except PSI defense.
1,800-Turn Limit
Attacker loses if defender survives
The attacker must destroy the defending force within 1,800 simulation turns. A defender holding out — even badly damaged — wins by attrition. Defense inherently favors survivability builds.

Morale & Psychology

Morale, Berserk, and Rout

Morale begins at 100% and falls as ships are destroyed. When morale drops below critical thresholds, fleets don't fight normally — they either enter uncontrolled Berserk fury or collapse into Rout and flee. Race modifiers make this system extremely variable.

Morale < 40% → Retreat (orderly withdrawal)
Morale < 20% → Berserk OR Rout (random per race modifier)
Berserk → fleet attacks with uncontrolled fury, ignoring tactical commands
Rout → fleet abandons combat, flees toward map edge
Berserk Modifier = racial stat ranging from −40 (Voidborn) to +60 (Vorath)

A high positive berserk modifier means a fleet at 18% morale is more likely to go Berserk than to Rout — continuing to fight in a frenzied state. The Vorath, with a +60 modifier, almost never rout. The Voidborn, at −40, are far more likely to execute a rational withdrawal when morale fails.

Race Morale Profiles

Vorath BERSERK +60
Midorians FANATIC FLEET
Vreth HIGH BERSERK
Humans NEUTRAL
Aeos TACTICAL ROUT
Voidborn BERSERK −40

Understanding your enemy's morale profile lets you design fleets that specifically trigger — or avoid — Berserk or Rout outcomes.


Operations

Mission Types

Not all fleet actions are simple attacks. Ariadoss Online supports four distinct mission types, each with different objectives, resource interactions, and defensive counters.

Mission Type · Destructive

Raid

Targets enemy infrastructure rather than planetary ownership. A successful Raid destroys Forge complexes, War Citadels, and Void Nexus facilities on the target world — reducing their production, military, and research capacity without capturing the planet. Admirals earn double experience from Raids. Use Raids to cripple an economy before a siege, or to punish economic powerhouses who sit behind strong garrison fleets.

Mission Type · Conquest

Siege

The most direct path to territorial expansion. A Siege mission attempts to capture a target planet outright, transferring ownership if the defending fleet and any planetary fortresses are defeated. Sieging a planet with active Fortress layers requires defeating each layer sequentially — each layer costs 10,000 MP to assault and escalates in difficulty. Sieged planets become part of your empire, contributing production and population to your score.

Mission Type · Economic

Blockade

Economic strangulation. A Blockade mission locks down a target planet's trade and production output — the planet cannot contribute resources to its owner while the blockade holds. Blockades require sustained fleet presence, making them expensive to maintain over multiple ticks. Against commerce-heavy empires, a coordinated Blockade campaign can cut resource income before the decisive siege. The Corso and Manifold races feel this acutely.

Mission Type · Piracy

Corsair

Fleet-based commerce raiding. A Corsair mission dispatches your fleet to intercept enemy trade routes, capturing a percentage of their commerce income as production points. The Corso race gets stealth on Corsair operations — harder to detect and interdict. Corsair missions are lower-risk than direct assaults and can fund your war machine while weakening enemy economies. Admirals gain 10–60 experience per Corsair mission depending on results.


Fleet Command

The Admiral System

Every fleet can be assigned an admiral. Admirals gain experience through combat and missions, leveling up to grant compounding bonuses that directly affect the battle simulation. A veteran admiral is not cosmetic — it is a measurable combat multiplier.

Admiral Stat Bonuses (Applied to Battle Calculation)

  • Offense: Added directly to the fleet's AR (Attack Rate) — increases hit chance against every target.
  • Defense: Added to the fleet's DR (Defense Rate) — reduces hit chance of every incoming weapon type.
  • Maneuver: Affects positioning and engagement timing in the simulation — can delay or accelerate initial contact.
  • Detection: Reveals stealthed fleets during patrol. Essential for countering Lithani and Ninthali stealth doctrines.
  • Efficiency: Reduces per-tick fleet upkeep cost — a senior admiral fleet is cheaper to maintain at combat readiness.

Experience Sources

Full Battle +100 EXP
Raid Mission +50 EXP (×2 multiplier)
Drill Training +30 EXP
Expedition +20 EXP
Corsair Mission +10 to +60 EXP
Detection / Survey +10–15 EXP

Rekkan commanders absorb fallen admiral experience — their admirals level faster than any other race.


Planetary Defense

Defense Strategies

A planet without defenses is a planet waiting to be sieged. Ariadoss Online provides multiple independent defense layers — each requiring the attacker to defeat them in sequence. A well-defended world can repel fleets three times its size.

Defense Plan Layers

  • Garrison Fleet: Your own fleet(s) assigned to defend a specific planet. The attacker must defeat these first before reaching the planet itself. Garrison fleets benefit from your admiral bonuses and retain full combat capability.
  • Fortress Layers: Up to 4 fortress layers can be built per planet, each requiring the attacker to spend 10,000 MP per layer to assault. Fortresses are passive defense — they don't need ships to function.
  • Defense Plans: Pre-configured fleet tactical instructions that govern how your garrison fleet behaves in your absence. Set your defense plan to match your fleet's strengths — an aggressive plan works with high-AR fleets; a conservative plan extends survival time for lighter defensive forces.
  • Allied Support: Syndicate allies can be requested to co-garrison your critical planets. A combined allied defense stack is exponentially harder to break than a single commander's fleet.

Defense Principles

  • The attacker must destroy your force within 1,800 turns. High-durability ship builds — heavy armor, strong shields, bio-regeneration — extend survival time even when outgunned.
  • Fortress layers are time-limited commitments for the attacker, not you. Each layer assault costs them 10,000 MP and a full battle simulation. Layer up your most valuable planets.
  • Defense plans persist when you are offline. Your fleet will fight with the tactics you configured — setting the right plan before logging off is critical for commanders in contested sectors.
  • Counter your enemy's fleet composition. If reconnaissance reveals a missile-heavy attack fleet, spec your garrison ships with missile-defense devices that provide DR specifically against missile weapons.
  • A blockaded planet cannot contribute production to your reserves. Maintain a mobile response fleet to lift blockades quickly — letting a blockade persist for multiple ticks compounds the economic damage.

After Action

Reading Your Battle Report

Every completed battle generates a full report. Learning to read these reports quickly is the difference between iterating your fleet design and repeating the same mistakes.

Winner / Draw Identifies the victor, or confirms a draw (both sides survived 1,800 turns — attacker loses by default in a draw).
Attacker Gain What the attacker acquired: planet capture, facilities destroyed, PP seized from blockade, or commerce raided from Corsair mission.
Fleet Losses (Both Sides) Ships destroyed per fleet by class. High losses in small ships may indicate your enemy countered your weapon type. Disproportionate capital ship losses flag an AR/DR mismatch.
Turn Count How many turns the battle lasted. A 1,800-turn result means the attacker timed out. A 200-turn result means one side was overwhelmed — adjust DPS or HP accordingly.
Morale Events Berserk and Rout events logged by fleet and turn. If your fleet routed at 800 turns, you had enough firepower left — morale was the limiting factor, not raw damage.
Event Log Granular fire/hit/miss/sunk entries per turn. When investigating why your AR-spec'd fleet underperformed, check the hit-rate in the event log — it reveals whether the problem was DR mismatch or damage output.

Free to Play · No Download

Design your fleet.
Command the void.

Every battle is a lesson. Build the fleet that counters your enemy's composition, assign your best admirals, and execute. The galaxy rewards commanders who prepare.

Related Pages

Espionage → Diplomacy → Races → All Features →