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