Planetarion Unit Tables (Round 3)

Planetarion Unit types, sorted by travel time

Name           Cl T1 T2 In Ag WT #G Pw Arm ER Metal Cryst Fuel Tr ET Special
===========    == == == == == == == == === == ===== ===== ==== == == =======
Interceptor    FI FR CO 11 25 20  1  1   2  5  1000     0   10  2 SE
Phantom        FI CO FR  1 25 20  1  1   2 50  1000   500   10  2  E Cloaked
Dagger         FI CO FI  4 25 25  1  1   4 99  1000   750   10  2 SE
Spider         FI  [1]   3 22 --  1 --   2 65     0  1500   10  2  E?  EMP

Torpedo        CO CR DE 10 20 10  1 10   8 10  2000  1000   30  3 Se
Cargo Ship     FR -- -- 12 18 -- -- --  15 15  1500   500   30  3
Ghost          FR DE CR  2 16 15  2 10  20 75  4000  4000  100  3    Cloaked

War Frigate    FR FI CO  9 18 20  5  2  20 15  5500  1500  100  4  T
Destroyer      DE BA CR  8 15  5  3 20  40 25 12000  4000  300  4  T
Tarantula      DE  [2]   5 13 --  3 --  40 75  2500 16000  300  4      EMP
Astro Pod      CO -- -- 13 15 -- -- --  15 15  2000  1000   30  4 Se

War Cruiser    CR FR DE  7 10 20 15  4 100 30 18000  8000 1000  5  T
Battleship     BA FI CO  6  5 25 80  2 200 75 64000 10000 2000  5  T

Laser Turret   FI CO FI  0  5 60  1  2   5  0  1000     0
EMP Turret     FI FI CO  0  5 --  1 --   3  0     0  1250              EMP
Plasma Turret  CO DE FR  0  5 30  1 15  25  0  4000  2000
Ion Turret     FR BA CR  0  5 15  1 30  50  0  7000  2500

Notes:
[1] Spiders target only Interceptors, Daggers, Torpedos and Astro Pods.
[2] Tarantulas target only War Frigates, Destroyers, War Cruisers and
    Battleships.

Key:
Cl    = Class of unit (FI = Fighter, CO = Corvette, FR = Frigate,
                       DE = Destroyer, CR = Cruiser, BA = Battleship)
T1    = Primary Target Class
T2    = Secondary Target Class
In    = Initiative (lowest initiative shoots first).  Turrets fire in order
        listed.
Ag    = Agility
WT    = Weapon targeting speed.  The chance of each shot hitting its target
        is: ( 25% + weapon targeting speed - target's agility ).  EMP units
        always hit a target (subject to EMP resistance--see below).
#G    = Number of guns (shots per tick)
Pw    = Power of each gun (how much armor is lost when hit by this gun)
Arm   = Armor (when armor reaches zero, unit is destroyed)
ER    = EMP Resistance (percentage chance to resist an EMP shot)
Metal = Cost in metal to build
Cryst = Cost in crystal to build
Fuel  = Cost in Eonium to launch (out-of-cluster only; in-cluster costs half
        as much fuel and within your galaxy costs one tenth as much fuel)
Tr    = Travel time (add 1 for in-galaxy; add to jumpgate time for in-cluster;
        add to jumpgate time plus 2 for out-of-cluster).  Fleets travel only
        as fast as the slowest ship.
ET    = Indicates if ship is targeted by EMP platform (S = Spider,
        T = Tarantula, E = primary EMP turret target, e = secondary EMP turret
        target)

Special Ship Characteristics:
Cloaked Ships aren't counted in jumpgate ship counts or in scans (except for
        Military Scans), but otherwise act as normal ships.
EMP     Units "freeze" their target and prevent it from firing/capturing.
        Frozen ships can still be destroyed (it's no easier or harder to
        destroy a frozen ship; that is, their agility is unchanged).

Rev. D  2001/01/10                                          © 2001 Tactitus


Planetarion Unit types, sorted by initiative (firing order)

Name           Cl T1 T2 In Ag WT #G Pw Arm ER Metal Cryst Fuel Tr ET Special
===========    == == == == == == == == === == ===== ===== ==== == == =======
Laser Turret   FI CO FI  0  5 60  1  2   5  0  1000     0
EMP Turret     FI FI CO  0  5 --  1 --   3  0     0  1250              EMP
Plasma Turret  CO DE FR  0  5 30  1 15  25  0  4000  2000
Ion Turret     FR BA CR  0  5 15  1 30  50  0  7000  2500

Phantom        FI CO FR  1 25 20  1  1   2 50  1000   500   10  2  E Cloaked
Ghost          FR DE CR  2 16 15  2 10  20 75  4000  4000  100  3    Cloaked
Spider         FI  [1]   3 22 --  1 --   2 65     0  1500   10  2  E?  EMP
Dagger         FI CO FI  4 25 25  1  1   4 99  1000   750   10  2 SE
Tarantula      DE  [2]   5 13 --  3 --  40 75  2500 16000  300  4      EMP
Battleship     BA FI CO  6  5 25 80  2 200 75 64000 10000 2000  5  T
War Cruiser    CR FR DE  7 10 20 15  4 100 30 18000  8000 1000  5  T
Destroyer      DE BA CR  8 15  5  3 20  40 25 12000  4000  300  4  T
War Frigate    FR FI CO  9 18 20  5  2  20 15  5500  1500  100  4  T
Torpedo        CO CR DE 10 20 10  1 10   8 10  2000  1000   30  3 Se
Interceptor    FI FR CO 11 25 20  1  1   2  5  1000     0   10  2 SE
Cargo Ship     FR -- -- 12 18 -- -- --  15 15  1500   500   30  3
Astro Pod      CO -- -- 13 15 -- -- --  15 15  2000  1000   30  4 Se

Notes:
[1] Spiders target only Interceptors, Daggers, Torpedos and Astro Pods.
[2] Tarantulas target only War Frigates, Destroyers, War Cruisers and
    Battleships.

Key:
Cl    = Class of unit (FI = Fighter, CO = Corvette, FR = Frigate,
                       DE = Destroyer, CR = Cruiser, BA = Battleship)
T1    = Primary Target Class
T2    = Secondary Target Class
In    = Initiative (lowest initiative shoots first).  Turrets fire in order
        listed.
Ag    = Agility
WT    = Weapon targeting speed.  The chance of each shot hitting its target
        is: ( 25% + weapon targeting speed - target's agility ).  EMP units
        always hit a target (subject to EMP resistance--see below).
#G    = Number of guns (shots per tick)
Pw    = Power of each gun (how much armor is lost when hit by this gun)
Arm   = Armor (when armor reaches zero, unit is destroyed)
ER    = EMP Resistance (percentage chance to resist an EMP shot)
Metal = Cost in metal to build
Cryst = Cost in crystal to build
Fuel  = Cost in Eonium to launch (out-of-cluster only; in-cluster costs half
        as much fuel and within your galaxy costs one tenth as much fuel)
Tr    = Travel time (add 1 for in-galaxy; add to jumpgate time for in-cluster;
        add to jumpgate time plus 2 for out-of-cluster).  Fleets travel only
        as fast as the slowest ship.
ET    = Indicates if ship is targeted by EMP platform (S = Spider,
        T = Tarantula, E = primary EMP turret target, e = secondary EMP turret
        target)
Special Ship Characteristics:
Cloaked Ships aren't counted in jumpgate ship counts or in scans (except for
        Military Scans), but otherwise act as normal ships.
EMP     Units "freeze" their target and prevent it from firing/capturing.
        Frozen ships can still be destroyed (it's no easier or harder to
        destroy a frozen ship; that is, their agility is unchanged).

Rev. D  2001/01/10                                          © 2001 Tactitus


Planetarion Unit price-performance comparisons

Ship/Turret    Cl  Cppo ACppo  Cpt1k T1  Cpt2k T2 Cppa ACppa
===========    ==  ==== =====  ===== ==  ===== == ==== =====

Interceptor    FI  1000  3282  85366 FR  50526 CO  500   607
Phantom        FI  1500  4923  75789 CO 128049 FR  750   911
Dagger         FI  1750  4934  76364 CO  16321 FI  437   531
Spider         FI   N/A   N/A    N/A --    N/A --  750   945
Laser Turret   FI   500   710  11163 CO   2233 FI  200   321
EMP Turret     FI   N/A   N/A    N/A FI    N/A CO  416   667

Torpedo        CO   300  1466 120000 CR  57143 DE  375   485
Astro Pod      CO   N/A   N/A    N/A --    N/A --  200   276
Plasma Turret  CO   400   988  39024 DE  25767 FR  240   385

Cargo Ship     FR   N/A   N/A    N/A --    N/A --  133   177
Ghost          FR   400  1570  61538 DE 133333 CR  400   545
War Frigate    FR   700  2297   7730 FI  35368 CO  350   465
Ion Turret     FR   317  1243 180952 BA 105556 CR  190   305

Destroyer      DE   267  1724 213333 BA 133333 CR  400   553
Tarantula      DE   N/A   N/A    N/A --    N/A --  462   657

War Cruiser    CR   433  1422  36992 FR  55914 DE  260   386

Battleship     BA   463  1304   4313 FI  20182 CO  370   594

Key:
Cl    = Class of unit (FI = Fighter, CO = Corvette, FR = Frigate,
                       DE = Destroyer, CR = Cruiser, BA = Battleship)
Cppo  = Cost per (hit) point of offense.  This is the cost of the
        unit in resources divided by the offense (number of guns
        times power of each gun).
ACppo = Adjusted Cost per (hit) point of offense.  This is the cost
        (using this unit) to deliver one (hit) point of offense on
        the average ship.  This accounts for the unit's weapon
        targeting speed and uses the agility of the average ship (14.5).
Cpt1k = Cost per T1 kill.  This is the cost (using this unit) to
        destroy the average ship in its primary target class.  If
        there is more than one ship in that class, the targets armor
        and agility are averaged.
T1    = Unit's primary target class.
Cpt2k = Cost per T2 kill.  This is the cost (using this unit) to
        destroy the average ship in its secondary target class.
T2    = Unit's secondary target class.
Cppa  = Cost per point of armor.  This is the cost in resources divided
        by the unit's armor value.
ACppa = Adjusted Cost per point of armor.  This is the Cost per point of
        armor (Cppa) divided by the unit's probability of avoiding a hit
        (using the average unit's weapon targeting speed of 17.7).  This
        attempts to weigh the cost of the armor by it's ability to avoid
        hits (i.e., agility).

Rev. E  2001/01/26                                          © 2001 Tactitus


Planetarion EMP Unit price-performance comparisons

Ship/Turret    Cost to Freeze...
===========    =====================

Spider         Interceptor      1579
               Dagger         150000
               Torpedo          1667
               Astro Pod        1765
             
EMP Turret     Interceptor      1316  (Primary target)
               Phantom          2500  (Primary target)
               Dagger         125000  (Primary target)
               Spider           3571  (Primary target)
               Torpedo          1389  (Secondary target)
               Astro Pod        1471  (Secondary target)
             
Tarantula      War Frigate      7255
               Destroyer        8222
               War Cruiser      8810
               Battleship      24667

Rev. D  2001/01/10                                          © 2001 Tactitus


Planetarion Unit Matrices

Average number of units required to kill/freeze all other units.  Primary
targets in red, secondary targets in orange.  (Attackers by row, defenders
by column; e.g., it takes 2.7 Plasma Turrets to destroy 1 Cargo Ship):

      Int Pha Dag Spi LsT EmT Tor Pod PlT Car Gho Fri IoT Dst Tar Cru Bat
      === === === === === === === === === === === === === === === === ===
Int |  10  10  20 8.7  13 7.5  32  50  63  56  69  74 125 133 125 286 500
Pha |  10  10  20 8.7  13 7.5  32  50  63  56  69  74 125 133 125 286 500
Dag |   8   8  16 7.1  11 6.7  27  43  56  47  59  63 111 114 108 250 444
Spi | 1.1  -- 100  --  --  -- 1.1 1.2  --  --  --  --  --  --  --  --  --
LsT | 1.7 1.7 3.3 1.6  --  -- 6.2  11  --  12  14  15  --  29  28  67 125
EmT | 1.1 2.0 100 2.9  --  -- 1.1 1.2  --  --  --  --  --  --  --  --  --
Tor |  10  10  10 7.7 3.3 3.3 6.7  10  10  12  11  12  17  20  18  40  67
PlT | 3.3 3.3 3.3 3.0  --  -- 2.9 2.5  -- 2.7 5.1 5.4  -- 7.5 7.1  16  28
Gho | 3.3 3.3 3.3 2.8 1.4 1.4 2.5   4 4.3 4.5 4.2 4.5 7.1   8 7.4  17  29
Fri |   1   1   2 .87 1.5   1 3.2 5.3 6.5 5.9 6.9 7.4  13  13  13  29  50
IoT | 6.7 6.7 6.7 5.6  --  --   5   4  -- 4.5 4.2 4.5  --   8 7.4  13  20
Dst | 6.7 6.7 6.7 4.2 1.3 1.3 3.3 2.2 2.7 2.8 2.4 2.8   4 4.4 3.9 8.3  13
Tar |  --  --  --  --  --  --  --  --  --  --  -- .39  -- .44  -- .48 1.3
Cru | .33 .33 .33 .29 .33 .17 .53 .89 1.2 .99 1.1 1.2 2.2 2.2 2.1 4.8 8.3
Bat | .05 .05 .10 .04 .08 .06 .17 .29 .36 .31 .37 .39 .69 .71 .68 1.6 2.8





Average cost of units required to kill/freeze all other units in units of 1000 resources. Primary targets in red, secondary targets in orange. (Attackers by row, defenders by column; e.g., it takes 16K resources worth of Plasma Turrets to destroy 1 Cargo Ship): Int Pha Dag Spi LsT EmT Tor Pod PlT Car Gho Fri IoT Dst Tar Cru Bat === === === === === === === === === === === === === === === === === Int | 10 10 20 8.7 13 7.5 32 50 63 56 69 74 125 133 125 286 500 Pha | 15 15 30 13 19 11 48 75 94 83 103 111 188 200 188 429 750 Dag | 14 14 28 13 19 12 47 75 97 82 103 109 194 200 189 438 778 Spi | 1.6 -- 150 -- -- -- 1.7 1.8 -- -- -- -- -- -- -- -- -- LsT | 1.7 1.7 3.3 1.6 -- -- 6.2 11 -- 12 14 15 -- 29 28 67 125 EmT | 1.3 2.5 125 3.6 -- -- 1.4 1.5 -- -- -- -- -- -- -- -- -- Tor | 30 30 30 23 10 10 20 30 30 35 32 35 50 60 55 120 200 PlT | 20 20 20 18 -- -- 17 15 -- 16 31 32 -- 45 43 93 168 Gho | 27 27 27 22 11 11 20 32 34 36 33 36 57 64 59 133 229 Fri | 7 7 14 6.1 11 7 22 37 46 41 48 52 88 93 88 200 350 IoT | 63 63 63 53 -- -- 48 38 -- 43 40 43 -- 76 70 127 190 Dst | 107 107 107 67 21 21 53 36 43 44 38 44 64 71 63 133 213 Tar | -- -- -- -- -- -- -- -- -- -- -- 7.3 -- 8.2 -- 8.8 25 Cru | 8.7 8.7 8.7 7.5 8.7 4.3 14 23 30 26 30 32 56 58 54 124 217 Bat | 3.7 3.7 7.4 3.3 6.2 4.1 12 21 27 23 27 29 51 53 50 116 206 Rev. D 2001/01/10 © 2001 Tactitus


Planetarion Unit Notes

Interceptor    Expensive Frigate killer, moderately expensive armor.  Sad
               fact #2034: 38% of all Interceptors die before ever getting
               a shot off (OK, I just made that up; but it could be true).

Phantom        Expensive Corvette killer, expensive armor.  Only plus is that
               it's cloaked (for what that's worth).

Dagger         Expensive Corvette killer, moderately priced armor, and
               unparalleled EMP resistance.  Best Fighter you can buy.

Spider         Poor targeting and expensive armor.  Useful against a roiding
               fleet, otherwise avoid.

Laser Turret   Best Corvette killing unit in the game and excellent armor for
               the price.  Like all PDS, though, it can't run away.

EMP Turret     There's only three problems with EMP Turrets: Daggers, Daggers,
               and Daggers.

Torpedo        Reasonable offense and armor for the price, but initiative,
               weapon targeting speed, and targeting choices are all poor.
               Buy Torpedoes if you need to target Cruisers, otherwise avoid.

Astro Pod      The only ship you really have to buy.  Excellent armor for the
               price.

Plasma Turret  One of the few units to target Frigates makes this worth a look.
               Good when paired with Laser Turrets.

Cargo Ship     Cheapest armor in the game.  Excellent cover for War Frigates,
               Ghosts, or Ion Turrets; capturing resources (when attacking)
               is just icing on an otherwise excellent cake.

Ghost          Excellent anti-Destroyer class and anti-Cruiser platform.  It's
               high initiative ensures it'll get its licks in.  Cloak makes it
               a good surprise weapon.

War Frigate    Best Fighter killer early on; not targeted by very many units;
               good all-round ship.

Ion Turret     Best Battleship and Cruiser killer.  High gun power makes
               it a wasteful weapon for most other platforms and like all
               PDS it can't run away when outnumbered.  Comes with lots of
               hidden costs (no Core Mines or Daggers).

Destroyer      Only ship which targets Battleships first and an expensive
               Cruiser killer--can barely hit anything else.  Buy Destroyers
               if you need to target Battleships, otherwise avoid.

Tarantula      Excellent against Battleships, War Cruisers and Destroyers;
               marginal against War Frigates.  A real crystal sink.

War Cruiser    Only unit besides Interceptors which targets Frigates
               first and more than twice as cost effective at destroying
               Frigates; but watch out for Torpedoes, Ghosts and Tarantulas.
               Slow travel time makes it more suitable for defense.

Battleship     Best Fighter killer in the game.  Now if only Fighters were
               worth killing.  Pair with Ghosts for protection from Destroyers
               and Tarantulas.  Slow travel time makes it more suitable for
               defense.

Rev. D  2001/01/10                                          © 2001 Tactitus