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.
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.
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.
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.
Understanding your enemy's morale profile lets you design fleets that specifically trigger — or avoid — Berserk or Rout outcomes.
Not all fleet actions are simple attacks. Ariadoss Online supports four distinct mission types, each with different objectives, resource interactions, and defensive counters.
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.
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.
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.
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.
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.
Rekkan commanders absorb fallen admiral experience — their admirals level faster than any other race.
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.
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.
Related Pages