Battle Calculator

Use the Battle Calculator to plan a fight before it happens. Build out both sides, apply scan data for better numbers, and see the projected result before you commit your fleets.

Quick Reference

What you want to doHow to get there
Open a calc for an incoming fightCommand Home → incoming combat → Battle Calc
Open a calc you already savedCommand Battles → Battle Calcs list → View on the calc
Start a calc from scan resultsScan Results popup → Start Battle Calc (not shown for outpost scans)
Open a calc from Fleet MovementsAlliance → Fleets → tap an attack → Battle Calc
Add your own fleetInside the calc → Add → My Fleets tab → pick Base, F1, F2, or F3 → Add Attacker or Add Defender
Add an alliance member's fleetInside the calc → Add → Alliance tab → search → pick fleet → Add Attacker or Add Defender
Add any player's fleetInside the calc → Add → Player tab → search → pick fleet → Add Attacker or Add Defender
Add a blank placeholder fleetInside the calc → Add → Dummy tab → pick fleet → Add Attacker or Add Defender
Apply a scan to an enemy rowTap the scan box on that participant's card (it reads No scan or shows the scan in use) → pick a scan
Re-run the math after changesUpdate button
Pull in the latest combat dataRefresh button (calcs linked to a combat)
Save the calcSave button — unsaved edits are lost if you close
ExitClose button

1. What Is the Battle Calculator?

The Battle Calculator is a planning tool. Before a battle resolves, you can load the fleets you think will be involved and see a projected outcome: how many ships each side might lose, the value of those ships, the likely score impact, and — for base attacks — how many asteroids might change hands.

Two things to keep in mind:

  • Results are a projection, not a guarantee. The calculator uses the same math as the real battle, but accuracy depends on how current and complete your data is. Stale scans, missing fleets, or estimated numbers will make the projection less precise.
  • The calculator does not affect the battle. It only helps you plan. The fight resolves independently using live data.

2. How Do I Open the Battle Calculator?

From an Incoming Combat (Most Common)

  1. Go to Command Home.
  2. Find the incoming combat.
  3. Tap Battle Calc on that combat. The calc opens linked to that combat.

From a Saved Calc

  1. Go to Command Battles.
  2. Find the Battle Calcs list.
  3. Tap View on a saved calc to open it.

From Scan Results

  1. Run a scan on a target.
  2. When the Scan Results popup appears, tap Start Battle Calc (not shown for outpost scans). The calc opens with that target's scan loaded. If you and your alliance aren't already in a fight with them, you'll pick which side they're on first. Ship counts come from scans that report ships. An asteroid or incoming scan doesn't include ship counts, so starting from one sets their ship counts to 0 until you apply a scan that does.

Scans you open from your alliance's Intel screen use the same Scan Results popup.

From Fleet Movements

  1. Open your alliance menu and tap Fleets.
  2. On Member Attacks or Outpost Attacks, tap a combat to open its details.
  3. Tap Battle Calc. The calc opens linked to that combat.

3. Adding Fleets to Your Calc

Tap Add to open the Add Participant popup. It has four tabs. On every tab you pick a fleet, then tap Add Attacker or Add Defender to choose which side it fights on.

My Fleets

Pick Base, F1, F2, or F3, then tap Add Attacker or Add Defender. Fleets you don't have can't be picked.

Your fleet's numbers are filled in from your account, but you can still edit them to try out a what-if.

Alliance

  1. Tap the Alliance tab.
  2. Type an alliance member's Stardom name and tap Search.
  3. Pick a fleet (Base, F1, F2, or F3), then tap Add Attacker or Add Defender.

Alliance member rows start with zero ships and no captain, and each ship type shows the game's standard stats. The scan list opens once, right after you add the row: pick a scan there, because alliance rows have no scan box to open it again later. If you close it without picking one, type the numbers in yourself. This tab is only available when you are in an alliance.

Player

  1. Tap the Player tab.
  2. Type any player's Stardom name and tap Search.
  3. Pick which fleet to add: Base, F1, F2, or F3 (Base is selected by default).
  4. Tap Add Attacker or Add Defender. The row is added right away, and the scan list opens so you can apply a scan to fill it in.

Why the fleet choice matters: it tells the calc which of their fleets this row is, so the right scans are offered. Asteroid capture depends on what the calc was opened against (a base or a fleet), or on a Dummy defender set to Base, not on this choice.

Player rows start with zero ships and no captain, and each ship type shows the game's standard stats, not that player's real numbers, until you apply a scan. Every row stays editable, even after an enhanced scan, so you can always adjust the numbers.

Dummy (What-If Planning)

  1. Tap the Dummy tab.
  2. Pick Base, F1, F2, or F3 to choose what the dummy represents.
  3. Tap Add Attacker or Add Defender. A blank row named Dummy 1 appears (then Dummy 2, and so on) with all ship counts at zero. Each dummy needs its own name, and numbering starts at 1 each time you open the calc. In a saved calc that already has dummies, an add that would repeat a name shows Fleet already added.; add again and the next number is used.
  4. Tap any stat field to enter your estimates.

Dummy rows are fully editable. Use them when you don't have scan data and want to model a best guess. Adding a defender dummy as Base switches the calc to a base attack if it isn't one already, which fills in the Roids column. A dummy has no asteroids of its own, so any projected capture comes from your target player's real asteroids.

4. Applying Scan Data to an Enemy Row

Scan data gives the calc real numbers for enemy fleets. Without it, enemy rows have blank or zero stats and the projection is not meaningful.

Tap the scan box on any enemy participant card to open the scan list. The box reads No scan, or shows the name and age of the scan in use. Each entry in the list shows the scan type, when it was taken, and who took it (you or a teammate).

  • Tap Add on any row to apply that scan to the participant.
  • If a scan is already applied, it shows an Applied badge.
  • If a teammate uploads a fresher scan while the list is open, it appears automatically — you don't need to close and reopen.

Which Scans Are Listed

Opened from the combat, the list shows scans taken since the combat began. A standalone calc, or one opened from a chat card, shows the last 36 hours instead (the line at the top of the list says which). Tap Scan History to include older scans. Only the newest scan of each type is listed, so an older one appears only if that type hasn't been rescanned since. Older scans are dimmed but still usable — just treat the numbers as estimates if significant time has passed.

Scan Rows Stay Editable

Applying a scan never locks the row. A Ship Estimate gives only rough ship counts (within about 10%). For a player's fleet, only Technology Details and Enhanced Target Defense scans fill in upgraded ship stats; every other scan, Full Stardom Details included, uses standard ship stats. So every row stays editable: adjust the numbers if you know better, or if the fleet has changed since the scan.

5. Reading the Projected Outcome Table

After tapping Update, each participant gets a row in the Projected Outcome table:

ColumnWhat it shows
ShipsShips projected to be destroyed. Negative = ships lost (shown in red).
ValueProjected value of this participant's ships that would be destroyed, shown in red as a negative (0 if none). It never shows a gain.
ScoreProjected score change for this participant. Populated for all fight types.
RoidsAsteroids captured or lost. Base attacks only — shows — for fleet-vs-fleet and outpost combat.

How the Simulation Decides Who Wins

Ships fight in speed order — faster ships act first. Within the same speed tier, both sides fire simultaneously. Speed matters: ships destroyed or disabled by faster ships never get to fire. Only the survivors shoot back when their speed comes up.

Damage layers: Shields absorb hits first. Dodge reduces ships that get hit. Hull determines how many ships are destroyed by the remainder.

EMP damage bypasses shields and dodge entirely. Ships hit by EMP become incapacitated.

Retreat: A participant pulls out when they've lost a set percentage of their starting fleet value (the round sets it; 30% by default). Their remaining ships survive but stop fighting from that point. The calculator reads the round's actual retreat threshold, so its projection follows the server's rule for player fleets. AI outpost garrisons follow their own rule: they keep fighting until only about a quarter of their ships remain, so the calculator may show them pulling out sooner than they really will.

Who wins:

  • All attackers gone, defenders remain — defenders win
  • All defenders gone, attackers remain — attackers win
  • Both sides reach zero — the side that lost less total value wins (ties go to the attacker)
  • Neither side reaches zero — same tie-break on value lost

Asteroids (base attacks only): Attackers can capture asteroids if they still have ships fighting when it ends, even if the defenders won. The more ship value they have left, the more they take, up to a cap the round sets on how many of the target's asteroids one battle can take; the capture is shared among the attackers by the ship value each has left. A fleet that retreated captures nothing.

6. Update, Refresh, and Save

Update

Re-runs the simulation using the data currently in the calc. Use this after adding participants, changing numbers, or applying a scan. Update does not pull new data — it only recalculates with what is already loaded.

Refresh

Pulls the latest combat session data. Once any row has a scan, it also swaps in a more detailed type of scan, but never a newer scan of the same type: add that one from the scan list. Refresh does nothing on a standalone calc. Use it when:

  • A teammate has taken a more detailed type of scan than the one on a row.
  • You think the enemy fleet has changed (ships arrived, ships recalled). If you are attacking, Refresh only sees defender changes that a defense scan has caught: defending fleets in the newest defense scan are added, and ones missing from it are removed. Ship counts on rows already in the calc change only with a more detailed type of scan.
  • Another member has joined or left the fight.

Refresh merges changes: it adds newly detected participants, upgrades existing rows with more accurate data, and removes fleets that have been recalled. Dummy participants are never affected by a Refresh.

Save

Writes the current calc to your account. If you are in an alliance and the calc is linked to a combat, it is also shared: alliance members who open the calc for that combat can view and edit it. Standalone calcs are not shared.

Save before you close. Closing the panel without saving discards all edits immediately, with no warning prompt. If you close by accident, reopening from Command Battles → Battle Calcs restores the last saved state.

Alliance calcs have no conflict protection. If two members edit the same calc at the same time, the last save overwrites the earlier one. Coordinate before making major edits to a shared calc.

7. After the Battle Resolves

Once a linked battle concludes, the Refresh button disappears because the combat is over and there is nothing left to pull from. You can still view, edit and save the projection you built.

To compare your projection against what actually happened, check the battle report for that combat.

8. Standalone Calcs and the 72-Hour Limit

A calc not linked to any combat is called a standalone calc. Use these for early planning — modeling an attack before you have formally committed to one.

Standalone calcs are automatically removed 72 hours after the last save. There is no warning before deletion. If a standalone calc matters to you, save it regularly or build it closer to when you plan to use it.

Calcs linked to a combat are not removed while that combat is active. After it ends they are removed automatically, usually about a day later.

9. Why Was My Projection Different From the Actual Battle?

The Battle Calculator is a planning tool, not a perfect predictor. Common reasons a projection diverges from the actual result:

Stale or incomplete scan data. If the enemy changed their fleet after your last scan, your projection used outdated numbers. A fresher scan improves accuracy, but there is always a window for changes between scan and battle.

Missing participants. If the enemy brought fleets you didn't know about, or if allies joined the defense after you built the calc, those fleets weren't in your simulation.

Dummy placeholder data. Any fleet modeled with a Dummy row used the numbers you typed. If your estimate was off, the projection is off by the same margin.

AI outposts. AI garrisons retreat by their own rule (see Retreat, above), so projections against them are rougher.

Still Have Questions?

If the calc won't open from any entry point, or a projection seems completely off, submit a support ticket from in-game Help (it adds your account details for you) and say which entry point you used.

Contact Support →

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