Helion Conflict · Player Wiki

Player Wiki

Build times, economy and network, factory classes, maps and strategy – every number taken from the game code, every derivation marked as such.

Version 0.13.11 Code origin/main 3694889 Updated Sep 21, 2026 All tables: NORMAL speed · NORMAL production

01 How Helion Conflict works

Helion Conflict is a real-time strategy game about factories that build ships. Whoever holds a factory gets its production; whoever sends ships captures more factories or smashes enemy garrisons. Everything in this wiki comes from the game code (version 0.13.11) – every number carries its source, and what is not in the code is marked as a derivation.

The core loop

  1. 1
    Produce. Every factory you hold adds its class rate to its garrison each second (0.4 to 2.2 ships/s, chapter 2).
  2. 2
    Send. Right-click sends a share of the garrison (5–100 % in steps of 5 via mouse wheel, F2–F5 = 25/50/75/100 %) to another factory. Ships fly in a straight line – no pathfinding.
  3. 3
    Fight. On arrival, "ten attackers destroy ten defenders": both sides trade 1:1. If the remainder is negative, the factory changes owner; at exactly zero the defender keeps it, empty.
  4. 4
    Grow. A captured factory ramps its production up, neighbouring factories reinforce each other (cluster), and the loop starts again – faster.
Tactical mapThe boardNumbers show the garrison of each factory

Game modes

ModeMapsWhat defines it
Classicgenerated (random by seed) or fixed map from the catalogue / your own / WorkshopThe sandbox: five factory classes, cluster bonus, shield. You start on a Shipyard with 20/40/60 ships. Every lobby rule is free to choose.
Classic + E-Sportmirrored tournament maps only (1v1 to 4v4)Internally the "Esports" mode: speed 875 (NORMAL), production ×1.0, 40 starting ships, neutrals do not produce – the map fixes teams and start positions, spectator seats included.
Commandergenerated or Commander fixed mapEveryone starts on a main base; add iron and gold factories, a console with turrets, satellite, orbital strike, war plan, reinforcement, exchange – and the No Rush option. Chapter 5.

Lobby rules – and what the levels mean

RuleLevelsEffect in the game
Map size12 · 20 · 32 · 48 · 80 · 120 · 160 · 240 factories (MINI · SMALL · NORMAL · LARGE · WIDE · HUGE · COLOSSAL · EXTREME)Number of all factories including home factories. The board grows with the square root of that number, density stays the same (chapter 6).
Fleet speed550 · 875 · 1300 units/tick (SLOW · NORMAL · FAST)Flight speed only. One neighbour hop (60 000 units) takes 3.7 / 2.3 / 1.6 s.
Production speed×0.5 · ×1.0 · ×2.0 (SLOW · NORMAL · FAST)Build rate of all factories, iron and gold included. Every table in this wiki is for NORMAL.
Starting ships20 · 40 · 60 (FEW · NORMAL · MANY)Garrison of the home factory (Classic) or main base (Commander) at tick 0.
Neutrals produceON · OFFWhether ownerless factories grow. Default off: growing neutrals punish early expansion.
Enemy shipsHIDDEN · ALL VISIBLEHidden: enemy numbers are invisible – scouting is something you do. Shields and turrets are always visible.
SpawnsRANDOM · TEAMS TOGETHERRandom spreads all homes evenly on the ring; teams together places allies around a shared anchor.
No Rush (Commander only)0 · 3 · 5 · 10 · 15 · 20 minutesWhile the window runs, every owned factory is unattackable (orbital strike included); neutrals can still be taken.
MapGENERATED · fixed mapFixed maps bring size, start positions and garrisons of their own; SAME replays the last map.

Victory condition

Classic / E-Sport
A player is alive while they hold at least one factory or still have ships in flight. The match ends when only one team is alive. Allied ships landing on a partner's factory reinforce it instead of fighting.
Commander
A player is alive only while they hold a main base – factories and fleets do not save you. Lose the last base and your flying fleets vanish at the end of the same tick (collapse rule). A Complex can be upgraded into a second main base for 150 gold: two bases mean two sieges.
Surrender
Whoever surrenders hands their factories to a living ally (no ramp) – or they turn neutral.

Time and movement

The simulation runs at 30 ticks per second, integer and bit-identical on every machine. A fleet has no position in the sense of the rules – only a departure and an arrival tick. Flight time follows a model with three zones:

ZoneDistance (since departure)Speed
Cruiseup to 60 000 units (one neighbour hop)full speed
Decay60 000 to 180 000 units (three hops)falling linearly
Floorfrom 180 000 units50 % of speed, never slower

The consequence: working forward step by step is faster than the direct flight. Home to home on the 32-factory map (372 400 units) takes 23.1 s in one go, but only 14.2 s in six neighbour hops (table in chapter 4). The decay belongs to the formation, not the target: every fleet starts at full speed and slows down the same way, wherever it flies.

Redirecting in flight – costs time, never ships. An own fleet can be redirected to another target at any time (click the fleet, then right-click the new target), at the earliest 10 ticks (⅓ s) after departure or the last course change. It flies an arc with a turn radius of 14 000 units – an arc that may be at most one fifth of the remaining distance – and the detour is paid in flight time. What it never gets back is speed: the time already flown stays on the decay curve, so a fleet cannot "refresh" itself by redirecting. A feint (launch, veer off shortly before the target) is allowed and paid for – the price is the arc.

The three AI levels

The AI never cheats: it produces, fights and sees like a player. What separates the levels is reaction time, noise and judgement.

EasyMediumHard
Thinking pause110 ticks (3.7 s)18 ticks (0.6 s)18 ticks (0.6 s)
Evaluation noise60 %6 %6 %
Vision (share of map)60 %100 %100 %
Orders per step155
Reserve front / rear55 % / 45 %20 % / 4 %20 % / 4 %
Opening (expands, never attacks an occupied factory)up to 10 factories, at the latest 4 minup to 10 factories, at the latest 2 minup to 10 factories, at the latest 2 min – or as soon as an opponent is 2 factories ahead/behind
Judgementnonebasics: relief, abort, redirect, purchases, turrets on the route, races, land togetherall of Medium plus: anticipate relief, hold the front, stage supply forward, turrets at crossings, middle ×1.5, turret upgrades, strike ahead of the wave

02 Factories & buildings

There are eight building classes: five ship factories (Classic and Commander), plus iron factory, gold factory and main base in Commander. Factories are not built but captured – "build time" here means how long a ship takes, how long the capture ramp runs and how long a shield takes to rise. The only build orders in the narrow sense are turrets, resource upgrades and the main-base upgrade (all Commander only).

There are no hit points. The garrison is the defence: every class defends with factor 1.0, one attacking ship destroys exactly one defending ship. The only thing that makes a class tougher is the shield (key Q), and that costs production.

The five ship factories

Workshop
Tier 1 · Small

Workshop Werkstatt

Ships/s
0.4 · 1 ship every 2.5 s
Capture ramp = shield ramp
4 s
Shield target (Q)
×1.4
Neutral garrison
generator 8–20 · fixed maps 10–14
Share of neutrals
42 %
Radius (picture)
7 700
Payback
37.0 s (22–52 s)

Slowest to pay back. You take it for presence, as a stepping stone and because 14 ships is what you can afford in minute one.

Shipyard
Tier 2 · Medium · Classic start

Shipyard Werft

Ships/s
1.0 · 1 ship every 1 s
Capture ramp = shield ramp
7 s
Shield target (Q)
×1.6
Neutral garrison
generator 15–32 · fixed maps 20–22
Share of neutrals
30 %
Radius (picture)
9 975
Payback
27.0 s (18.5–35.5 s)

Your home in Classic. Pays for itself after 27 s.

Factory
Tier 3 · Large

Factory Fabrik

Ships/s
1.6 · 1 ship every 0.625 s
Capture ramp = shield ramp
9 s
Shield target (Q)
×1.8
Neutral garrison
generator 25–45 · fixed maps 28–35
Share of neutrals
16 %
Radius (picture)
11 550
Payback
26.4 s (20.1–32.6 s)

Fastest payback of all classes at the band middle.

Arsenal
Tier 4 · Industrial

Arsenal Arsenal

Ships/s
2.0 · 1 ship every 0.5 s
Capture ramp = shield ramp
10 s
Shield target (Q)
×2.0
Neutral garrison
generator 35–60 · fixed maps 40–48
Share of neutrals
8 % + 1 guaranteed
Radius (picture)
12 425
Payback
28.8 s (22.5–35.0 s)

One Arsenal is guaranteed on every generated map with at least 8 neutrals.

Complex
Tier 5 · Fortress

Complex Komplex

Ships/s
2.2 · 1 ship every 0.455 s
Capture ramp = shield ramp
11 s
Shield target (Q)
×2.2
Neutral garrison
generator 50–85 · fixed maps 55–70
Share of neutrals
4 % + 1 guaranteed
Radius (picture)
12 775
Payback
36.2 s (28.2–44.1 s)

The biggest prize on the map, not the strongest wall. After 36 s it is the best factory you can own – and in Commander the only class that can become a second main base.

ClassShips/s1 ship everyCapture ramp = shield rampShield target (Q)Neutral garrison (generator)Fixed mapsShare of neutralsRadius
Workshop (Werkstatt)0.42.5 s4 s×1.48–2010–1442 %7 700
Shipyard (Werft)1.01 s7 s×1.615–3220–2230 %9 975
Factory (Fabrik)1.60.625 s9 s×1.825–4528–3516 %11 550
Arsenal (Arsenal)2.00.5 s10 s×2.035–6040–488 % + 1 guaranteed12 425
Complex (Komplex)2.20.455 s11 s×2.250–8555–704 % + 1 guaranteed12 775

What the columns mean

Ships/s
Base rate at NORMAL; standing alone it is still ×0.70 (cluster, chapter 3). Internally an accumulator counts in thousandths: at 30 000 a ship drops, fractions are never lost.
Capture ramp
After a capture in combat, production rises linearly from 0 to 100 % over these seconds. Start factories and hand-overs after surrender do not ramp. The loss is exactly ramp × rate / 2 ships – 0.8 for a Workshop, 12.1 for a Complex.
Shield target
The defence factor Q reaches after the same number of seconds (plus cluster bonus, chapter 4). While the shield is on, the factory keeps building at one third.
Garrison
What a neutral costs to take ("toll"). The generator rolls within the band, fixed maps set the value by hand.
Radius
Picture and click area only – no combat or production effect. The minimum distance between two factories is 48 000 units.

Payback – what a capture really costs Derived · calculated, not in the code

Payback = (garrison + ramp × rate / 2) / rate. The garrison is the band middle of the generator; on fixed maps it is usually lower.

ClassToll (middle)Ramp lossPayback (middle)Range within the band
Workshop140.8 ships (6 %)37.0 s22–52 s
Shipyard23.53.5 ships (15 %)27.0 s18.5–35.5 s
Factory357.2 ships (21 %)26.4 s20.1–32.6 s
Arsenal47.510.0 ships (21 %)28.8 s22.5–35.0 s
Complex67.512.1 ships (18 %)36.2 s28.2–44.1 s

Reading: a Shipyard has earned its price back after 27 s, a Complex after 36 s – after that it is the best factory on the map. The Workshop pays back slowest; you take it for presence, as a stepping stone and because 14 ships is what you can afford in minute one.

Commander buildings

Main base

Main base Hauptbasis · MainBase

Production
1.6 ships/s (like a Factory) – even with the shield up; the ⅓ brake never applies here
Ramp
10 s
Shield
×1.5 permanent, no toggle, no production cut
Garrison
Start: 20/40/60 (lobby)
Radius
15 000

Victory building. Protected as long as one of your own iron/gold factories covers it with its range. Exists from the start or by upgrading a Complex (150 gold). Can carry a turret; no instant ships.

Iron factory

Iron factory Eisenfabrik · Iron

Production
0.5 / 0.7 / 0.9 / 1.1 iron/s (level 0–3) – only while linked, otherwise 0
Ramp
8 s
Shield
×1.4 (costs ⅓ of the yield)
Garrison
12–22 · fixed maps 15–18
Radius
9 000

Deposit 400 iron (rich: 800). Every linked iron factory gives every own factory it reaches +25/40/50/60 % production. No turret, no cluster, no instant ships.

Gold factory

Gold factory Goldfabrik · Gold

Production
0.375 / 0.75 / 1.25 / 2.0 gold/s (level 0–3) – flows from mere ownership
Ramp
8 s
Shield
×1.4 (costs ⅓ of the yield)
Garrison
18–30 · fixed maps 20–26
Radius
8 500

Deposit 600 gold (rich: 1 200). Linked: +20/30/40/50 % per linked own gold factory in range (itself included), cap +75 %.

Build orders with build time (Commander only)

Turret level 1
5 gold3 s

2 ships/s damage, range 40 000

Turret level 2
10 gold6 s

4 ships/s, range 60 000 – the old level keeps firing until the new one stands

Turret level 3
20 gold9 s

5 ships/s, range 80 000 – a full turret costs 35 gold and 18 s of building

Iron/gold upgrade level 1 / 2 / 3
20 / 40 / 80 iron and 10 / 20 / 40 gold2 / 3 / 4 s

Higher rate, longer range (144 000 → 170 000 → 196 000 → 222 000), higher network contribution; the old level keeps delivering until finished

Complex → main base
150 goldinstant (shield ramps up over 10 s)

Production 2.2 → 1.6/s, shield ×1.5 permanent without cut, second victory building

03 Economy & network

The economy has two layers. In every mode the cluster applies: own factories in the neighbourhood reinforce each other. Commander adds two resources – iron (boosts production, pays for upgrades, shield and instant ships) and gold (pays for turrets, satellite, war plan, reinforcement, orbital strike and the main-base upgrade). There is no third resource.

The production chain – in this order

Per tick the simulation computes for every owned factory:

Class rate× capture ramp (0 → 100 %)× cluster (0.70 … 1.29)× (1 + iron network, max +90 %)× shield (⅓ when on)× production speed× war plan

Iron and gold factories run the same chain without cluster and iron network, but with the gold network and deposit depletion at the end.

The cluster: neighbours within 72 000 units

Every ship factory counts how many own ship factories (main base included, iron/gold not) stand within 72 000 units and multiplies its rate by the ladder:

Own neighbours0123456each further
Production×0.70×0.95×1.08×1.17×1.23×1.27×1.29+0.01
Shield target+0+0.16+0.245+0.295+0.325+0.345+0.355+0.01

The cluster redistributes the economy, it does not inflate it: standing alone every factory is below its table value, only from two neighbours on above it. The first neighbour is the biggest jump of the whole ladder (+36 %) – and it lands on both factories at once. On generated maps a factory has 3 neighbours in this radius on average, every home at least one.

Iron and gold (Commander)

Iron

Flows
only from linked iron factories: an own ship factory (or main base) must stand within the level's range – 144 000 / 170 000 / 196 000 / 222 000 units (level 0–3)
Rate
0.5 / 0.7 / 0.9 / 1.1 per second (level 0–3)
Network
+25 / 40 / 50 / 60 % production for every own ship factory it reaches – even after the deposit is empty. Cap per factory: +90 % (four level-0 deposits, or two upgraded ones).
Deposit
400 iron, rich deposit 800. Empty → 25 % residual yield, never zero.
Pays for
Shield activation 10 iron, instant ships 25 iron, iron half of upgrades 20/40/80, exchange 50 → gold.

Gold

Flows
none needed – gold flows from mere ownership
Rate
0.375 / 0.75 / 1.25 / 2.0 per second (level 0–3); one gold drops every 80 / 40 / 24 / 15 ticks
Network
Linked (own ship factory in range) it gets +20 / 30 / 40 / 50 % per linked own gold factory in range, itself included; cap +75 %.
Deposit
600 gold, rich deposit 1 200. Empty → 25 %.
Pays for
Turret 5/10/20, war plan 30, reinforcement 30, satellite 40, orbital strike 80, main-base upgrade 150, gold half of upgrades 10/20/40.

Upgrading resource factories

LevelCostBuild timeIron/sGold/sRangeIron network per depositGold network per depositDeposit lasts (iron / gold)
0––0.50.375144 000+25 %+20 %800 s / 1 600 s
120 iron + 10 gold2 s0.70.75170 000+40 %+30 %571 s / 800 s
240 iron + 20 gold3 s0.91.25196 000+50 %+40 %444 s / 480 s
380 iron + 40 gold4 s1.12.0222 000+60 %+50 %364 s / 300 s

Derived · calculated, not in the code An upgrade buys speed, not yield – the deposit holds 400 iron or 600 gold on every level; it just runs dry earlier. The iron half of level 1 (20) is back after 100 s at +0.2/s, level 2 after 200 s, level 3 after 400 s – longer than the deposit still flows on level 3 (364 s). Gold pays its gold half back in 27 / 40 / 53 s. The real reason for an iron upgrade is the network contribution (+15 points on every reached factory) and the range, not the rate.

Links: the protection rule of the main base

A main base is unattackable as long as at least one own iron or gold factory covers it with the range of its level – or No Rush is running. Links are never chained through other buildings; neutral or allied deposits do not count; an empty deposit still links. A base without a link is VULNERABLE, whatever else the empire holds. The generator guarantees every start base 2 iron and 1 gold factory within 288 000 units (a rich deposit counts double).

Transfer, exchange and plunder

Transfer (at the main base)
Package of 25 / 50 / 100 iron or gold to a living team member; 20 % is lost on the way (25 → 20, 50 → 40, 100 → 80).
Exchange iron → gold
50 iron buy 25 gold on the first exchange, 2 less on every further one, from the 11th on 5 remain. No cooldown.
Exchange gold → iron
25 gold buy 40 iron at first, 3 less each time, from the 11th on 10 remain. Both directions age the same market (one counter, 10 steps).
Plunder
Whoever captures an enemy iron or gold factory takes 25 % of the previous owner's stock of that resource – at most 50 iron or 40 gold. Hoarders lose the most.

Derived · calculated, not in the code Exchanging forward only, the ten steps yield 25+23+…+7 = 160 gold for 500 iron (two orbital strikes), then 5 per 50. Backward 40+37+…+13 = 265 iron for 250 gold. A round trip (50 iron → 25 gold → 40 iron) loses 10 iron and two market steps: the exchange is a release valve, not an economy.

Orbit: satellite and orbital strike

Spy satellite

40 gold at an own main base: 15 s of full map vision (hidden enemy numbers included). The launch is free again 60 s after the last launch – "fifteen seconds of sight per minute". One budget per player; a second base does not buy a second one.

Orbital strike

80 gold, target is a factory. After 6 s of warning (the marker is visible to everyone) every building and every fleet within a radius of 120 000 loses a third of its ships, at least 75 – friend and foe alike, never a protected main base. It never captures. Cooldown 120 s from impact.

04 Military

There is one unit: the ship. It has no levels, no equipment and no price except the time a factory needs for it. Strength comes from numbers, timing and position – and in Commander from turrets, shields and the war plan.

The ship

Combat value
exactly 1 – one attacker destroys one defender.
Build time
1 / factory rate – 2.5 s (Workshop) to 0.455 s (Complex), ×0.70 slower when standing alone.
Price without a factory (Commander)
Reinforcement 30 gold for 10 (3 gold per ship, main base only), instant ships 25 iron for 5 (5 iron per ship, any other factory).
On the board
a small fighter for a small formation, a big one for a big formation – the number stands next to it.

The fleet

  • Flies straight, through everything; turret rings on the way shoot at it.
  • Arrival decides, never departure: a factory that is protected when the fleet lands makes it fizzle without effect.
  • Landing on an own or allied factory = reinforcement.
  • Can be redirected (chapter 1) – costs time, never ships.
Small fighterBig fighterSmall formation · big formation

Flight times Derived · calculated, not in the code

Derived from HaulTicksFor (recomputed exactly, in seconds, departure from standstill):

DistanceExampleSLOW (550)NORMAL (875)FAST (1300)
48 000minimum distance between two factories2.91.81.2
60 000typical neighbour hop3.72.31.6
72 000cluster radius4.42.81.9
120 000two hops / orbital strike radius7.74.93.3
144 000iron range level 09.76.14.1
200 000half the map width (32 factories)15.89.96.7
288 000start guarantee range26.416.611.2
372 400home to home, 2 players, 32-factory map36.723.115.5
562 000full diagonal, 32-factory map59.737.525.2

The same 372 400 units in six hops of 62 067: 14.2 s instead of 23.1 s – the direct flight is 1.63 times slower than stepping-stone hops.

The combat formula

Effect = ⌊ (ships × war-plan attack + remainder) ÷ defence factor ⌋ · garrison − effect < 0 → owner change, the amount becomes the new garrison
  • The defence factor is 1.0 (1000) – unless the shield is up. What does not amount to a whole ship stays as a remainder on the factory for the next attack; after an owner change it is cleared.
  • War plan ATTACK (Commander) multiplies the attacking side by 1.15.
  • A tie = the defender keeps the factory with 0 ships. To capture, you need garrison + 1.
  • On an owner change the factory's shield and turret are lost, production restarts with the ramp from zero, running build orders burn (no refund). An upgrade level (iron/gold) survives the capture.
  • Arrivals are resolved per tick in a fixed order (fleet id); two fleets landing in the same tick hit one after the other.

Garrisons

A factory's garrison is both its stock and its defence. Neutral factories start with the toll of their class (chapter 2) and do not grow (default). Home factories start with 20 / 40 / 60 ships. A garrison has no upper limit.

The shield (key Q)

How it works

  • Q (or a click on the badge) toggles the shield of an own factory; applies to the whole selection. Main base: always on, not switchable.
  • Target: class factor ×1.4 … ×2.2 plus cluster bonus (+0.16 for the first own neighbour …). Example Complex with 3 neighbours: 2.2 + 0.295 = ×2.495.
  • Ramp: linear over the ramp seconds of the class (4 / 7 / 9 / 10 / 11 s); switching off takes just as long to come down. The target moves: if a neighbour falls, the wall next to it gets thinner.
  • Price: from the tick of the order the factory builds at only ⅓ (Commander additionally 10 iron when switching on; war plan DEFENCE: ½ production, half ramp time).
  • Visible to everyone, even while ramping up – nobody runs into a wall they could not see.

When is a shield worth it? Derived · calculated, not in the code

ClassTargetGarrison 20Garrison 40Garrison 80
Workshop×1.430 s60 s120 s
Shipyard×1.618 s36 s72 s
Factory×1.815 s30 s60 s
Arsenal×2.015 s30 s60 s
Complex×2.216 s33 s65 s

Benefit = (factor − 1) × garrison attackers saved; cost = ⅔ × rate per second. The table shows after how many seconds the wall costs more than it protects (target without cluster). If the attack comes within that time the wall paid off; if it stands longer, it cost more than it protected. A neighbour hop takes 2.3 s, the wall 4–11 s: shielding is a bet in advance, not a reaction.

Turrets (Commander)

Turret level 1
Level 1
Turret level 2
Level 2
Turret level 3
Level 3
LevelGoldBuild timeDamageRangeToll per approach at NORMAL (radius edge to factory)Toll at haul floor (437/tick, long flight)
153 s2 ships/s40 000≈ 3.0 ships (1.5 s)≈ 6.1
2106 s4 ships/s60 000≈ 9.1 ships (2.3 s)≈ 18.3
3209 s5 ships/s80 000≈ 15.2 ships (3.0 s)≈ 30.5
  • Every ship factory and the main base can carry a turret; iron/gold factories cannot. The three levels reach 40 000 / 60 000 / 80 000 units – level 1 covers your own approach funnel, level 3 reaches beyond a neighbour hop.
  • Target is the enemy fleet with the smallest id in range – i.e. the oldest; own and allied fleets pass untouched. Damage accumulates in thousandths, a ship drops every 15 / 7.5 / 6 ticks.
  • Every kill pays the owner ½ gold: level 1 is paid after 10 kills, the full ladder (35 gold) after 70.
  • The old level fires until the new one is finished; a turret on a captured factory is destroyed; on a neutral it rests.
  • A turret defends only where it stands – and also shoots fleets that merely pass through its ring. The toll columns are derived: radius ÷ speed × damage; a fleet that has been flying for long (floor, 50 % speed) pays double.

War plan (Commander)

Three stances, chosen at an own main base for 30 gold, then locked for 60 s. Nobody starts with a plan; every plan is a trade, never a bonus.

PlanAdvantagePriceWhat for (from the code comment)
ATTACKAttack effect +15 %Resource yield −15 %against open lines – a wall swallows the bonus almost entirely, walls are the orbital strike's job
DEFENCEShield costs ½ instead of ⅓ of production and ramps up in half the timeShip production −15 %the time thief
ECONOMYIron and gold yield +25 %Ship production −10 %the opening stance – pays off after about four minutes, the wrong choice in a fight
NO PLAN––the starting state

Emergency buys: reinforcement and instant ships (Commander)

Reinforcement (gold)
30 gold → 10 ships instantly into the main base garrison. 20 s cooldown per player. Deliberately expensive (3 gold per ship): the last line of defence, not a supply line.
Instant ships (iron)
25 iron → 5 ships instantly into the garrison of every selected ship factory except the main base. 20 s cooldown per factory – the empire's distributed reserve.

05 Commander mode

Commander is Classic plus an economy of iron and gold, a main base as victory building and a console at the bottom of the screen through which all purchases run. All factory classes read the same table as in Classic – the mode adds modifiers and three building classes, no different rates.

What differs from Classic

TopicClassicCommander
Startone Shipyard (1.0/s), shield only on Q (×1.6)one main base (1.6/s), shield ×1.5 permanent without cut, radius 15 000
Life and victoryalive while holding a factory or having ships in flightalive only while holding a main base; without a base your fleets fizzle
Protectionnonemain base unattackable while an own iron/gold factory has it in range; No Rush window 3–20 min protects every occupied factory
Neutralsfive classes by weight + 1 Arsenal + 1 Complex guaranteedsame roll, then neutrals are converted to iron (factories ÷ 5, at least 2 per player) and gold (factories ÷ 12, at least 1, weighted to the middle); every 4th deposit is rich (double stock)
Shieldswitching on is free (costs ⅓ production while on)additionally 10 iron
Productionclass rate × clusteradditionally × (1 + iron network up to +90 %) × war plan
Purchasesnoneturret, upgrade, instant ships, satellite, transfer, orbital strike, war plan, reinforcement, exchange, main-base upgrade
Capturing an enemy resource factory–plunder: 25 % of the stock, max. 50 iron / 40 gold

The console – every tile and its price

TileWhereCostCooldown / build timeEffect
Shieldany ship factory except the main base10 iron (only when switching on)ramp 4–11 s per classDefence factor ×1.4 … ×2.2 (+ cluster), production ⅓
Build / upgrade turretany ship factory, main base5 / 10 / 20 gold3 / 6 / 9 s2 / 4 / 5 ships/s on 40 / 60 / 80 k; ½ gold per kill
Upgrade iron/gold factoryown resource factory20 / 40 / 80 iron + 10 / 20 / 40 gold2 / 3 / 4 sRate, range, network contribution level 1–3
Instant shipsship factory except the main base25 iron20 s per factory+5 ships into the garrison
Buy reinforcementmain base30 gold20 s per player+10 ships into the base
Launch satellitemain base40 gold60 s from launch15 s of full map vision
Orbital strikemain base → target factory80 gold120 s from impact; 6 s warningRadius 120 000: ⅓ of all ships, at least 75, own ones included
War planmain base30 gold60 sATTACK / DEFENCE / ECONOMY (chapter 4)
Send iron / goldmain base → team member25 / 50 / 100none20 % lost on the way
Exchange iron ↔ goldmain base50 iron → 25 gold · 25 gold → 40 ironnone; rate falls per exchange (−2 / −3), floor 5 / 10 from the 11threlease valve
Upgrade Complex to main baseown Complex150 goldinstant; shield ramps up over 10 ssecond victory building, 1.6/s, shield ×1.5 permanent

Derived · calculated, not in the code The mode's price ladder: 5 / 10 / 20 turret – 30 war plan – 30 reinforcement – 40 satellite – 80 orbital strike – 150 main base. With two gold factories on level 0 (0.75 gold/s together) the first turret is affordable after ~7 s of yield, the first war plan after 40 s, the satellite after 53 s, the first orbital strike after ~107 s, the second main base after 200 s – each without any other spending. With a single level-0 deposit everything takes twice as long.

No Rush

The lobby option (Commander only) sets a window of 3 / 5 / 10 / 15 / 20 minutes. While it runs, every owned factory is unattackable – an attack fizzles, the orbital strike does not hit it. Neutrals can still be taken: the window protects the opening, it does not pause the match. A fleet that departs before the window ends and lands after it fights normally – arrival decides.

06 Maps

Generated maps come from a seed – bit-identical on every machine. Fixed maps live in the catalogue, mirrored and with hand-set garrisons.

The generator

RuleValueMeaning
Board (32 factories)490 000 × 276 000 units (16:9)Half extent 245 000 × 138 000; grows with √(factories ÷ 32) so density stays the same on every size
Home ring76 % of the half extentHomes stand evenly on an ellipse near the edge (player 1 on the right, the others at equal angles)
Minimum distance48 000between two factory centres – a neighbour typically sits at ~60 000
Anti-clumpingmax. 6 factories within 72 000rejection sampling against heaps
Neutral classes42 / 30 / 16 / 8 / 4 % (Workshop … Complex)plus 1 Arsenal and 1 Complex guaranteed as soon as there are at least 8 neutrals
Teams togetheranchor on the ring, members in a circle (nominal 28 000, spacing ≥ 26 000)between two teams the minimum distance holds where the map allows it
Commander conversioniron: factories ÷ 5, at least 2 per player · gold: factories ÷ 12, at least 1gold weighted to the middle; guarantee 2 iron + 1 gold within 288 000 per base; every 4th deposit rich

Map sizes and distances Derived · calculated, not in the code

2 players, NORMAL speed, direct flight home → home:

SizeFactoriesBoard (units)Home ↔ homeDirect flightNeutrals per player (2 / 4 / 8 players)
MINI12299 880 × 168 912227 90812.1 s5 / 2 / 0.5
SMALL20387 100 × 218 040294 19617.1 s9 / 4 / 1.5
NORMAL32490 000 × 276 000372 40023.1 s15 / 7 / 3
LARGE48599 760 × 337 824455 81629.4 s23 / 11 / 5
WIDE80774 690 × 436 356588 76439.6 s39 / 19 / 9
HUGE120948 640 × 534 336720 96649.6 s59 / 29 / 14
COLOSSAL1601 095 640 × 617 136832 68658.1 s79 / 39 / 19
EXTREME2401 341 620 × 755 6881 019 63072.4 s119 / 59 / 29

On the 32-factory map with 2 players, of 30 neutrals you can expect ~12 Workshops, ~8 Shipyards, ~4–5 Factories, ~3 Arsenals and ~2 Complexes. With 4 players, 28 neutrals remain for four – every factory is contested.

Fixed maps in the catalogue

MapModeFormatFactoriesClasses (without starts)Garrisons (in class order)
GABELUNGClassic / E-Sport1v1142 Workshop · 2 Shipyard · 2 Factory · 2 Arsenal · 2 Complex10 · 20 · 32 · 45 · 60
RISSClassic / E-Sport1v1154 · 4 · 2 · 2 · 112 · 22 · 35 · 48 · 65
KREUZUNGClassic / E-Sport2v2196 · 4 · 2 · 1 · 210 · 20 · 34 · 48 · 55
VIERKANTClassic / E-Sport2v2194 · 4 · 4 · 2 · 112–14 · 22 · 34 · 48 · 65
SECHSERRINGClassic / E-Sport3v3214 · 6 · 2 · 2 · 112 · 22 · 34 · 48 · 65
TRIADEClassic / E-Sport3v3234 · 6 · 4 · 2 · 112 · 22 · 34 · 48 · 65
GROSSE SCHEIBEClassic / E-Sport4v42810 · 4 · 2 · 2 · 210–12 · 22 · 34 · 48 · 55
OKTADEClassic / E-Sport4v4296 · 8 · 4 · 2 · 112 · 22 · 34 · 48 · 65
EISERN / (RICH)Commander2 starts21 / 276 / 8 iron · 5 / 9 gold · 4 Workshop · 2 Shipyard · 2 Factoryiron 15–16 · gold 20–26 · 12 · 20 · 28
KORRIDOR / (RICH)Commander2 starts21 / 294 / 8 iron · 5 / 9 gold · 4 · 4 · 215–16 · 20–26 · 12 · 20 · 28
SANDUHR / (RICH)Commander2 starts21 / 294 / 8 iron · 5 / 9 gold · 4 · 4 · 215–16 · 20–26 · 12 · 20 · 28
ENGPASS / (RICH)Commander4 starts35 / 458 / 12 iron · 9 / 15 gold · 4 · 6 · 2 Factory · 2 Complex15 · 20–26 · 12 · 20 · 28 · Complex 55
GOLDRING / (RICH)Commander4 starts37 / 498 / 12 iron · 12 / 16 gold · 4–8 · 8 · 1 Complex15 · 20–24 · 12 · 20 · Complex 60
SECHSFRONT / (RICH)Commander6 starts67 / 8112 / 18 iron · 16 / 24 gold · 14 · 16 · 2 Factory · 1 Complex15 · 20–26 · 12 · 20 · 28 · 60
SECHSSTERN / (RICH)Commander6 starts61 / 7312 / 18 iron · 18 / 24 gold · 12 · 12 · 1 Complex15 · 20–24 · 12 · 20 · 60
GROSSFRONTCommander6 starts9522 iron · 26 gold · 18 · 16 · 4 Factory · 2 Arsenal · 1 Complex15–18 · 20–26 · 12–14 · 20–22 · 30 · 40 · 70
ACHTFRONT / (RICH)Commander8 starts85 / 10316 / 24 iron · 20 / 30 gold · 18 · 20 · 2 Factory · 1 Complex15 · 20–26 · 12 · 20 · 28 · 65
ACHTKANT / (RICH)Commander8 starts81 / 9716 / 24 iron · 24 / 32 gold · 16 · 16 · 1 Complex15 · 20–24 · 12 · 20 · 65

"(RICH)" versions carry more iron and gold factories on a wider board; the class column lists Workshop · Shipyard · Factory · Arsenal · Complex in that order. Garrisons on fixed maps are lower than the generator's band middle (Shipyard 20–22 instead of 23.5; Complex 55–70 instead of 67.5): captures pay back faster. Tournament maps are point-mirrored – both sides have the same routes. Whoever holds the middle first has the shorter way to everything.

Density is constant. A neighbour sits ~60 000 away on every size, the cluster radius of 72 000 catches it. Size does not change the opening but the number of neutrals per player and the time until the enemy. Homes sit at the edge (76 %). The middle is no man's land – in Commander that is where the gold factories stand (middle-weighted) and where the expansions meet.

07 Strategy – derived from the numbers

Derived · calculated, not in the code Nothing in this chapter is in the code as such. It is computed from the values of chapters 1–6 – every statement names what it follows from. Where something is estimated instead of computed, it says so. All times are for NORMAL speed and NORMAL production.

The three calculations behind every decision

1

Attack size

Ships needed = garrison + production during the flight + 1 (with shield: garrison × factor). A tie loses.

⌂ ResolveArrival, HaulTicksFor
2

Payback

Seconds until a capture is paid = (toll + ramp × rate ÷ 2) ÷ rate: Workshop 37, Shipyard 27, Factory 26, Arsenal 29, Complex 36 s (band middle).

⌂ ClassDefs, NeutralBands
3

Cluster first

The first own neighbour lifts both factories from ×0.70 to ×0.95 (+36 %), the second to ×1.08 (+14 %), the third to ×1.17 (+8 %). Neighbours within 72 000 are worth more than factories anywhere.

⌂ ClusterLadderMilli

Opening in Classic: build orders with time marks

Model assumptions (stated openly): home = Shipyard with 40 ships; Workshop (toll 14), Shipyard (24) and Factory (35) each one neighbour hop (60 000 = 69 ticks) away and all within 72 000 of each other; production and ramp integer as in the code; no enemy, no shield. Real maps differ – the order of the results does not.

Build orderShips after 60 safter 120 safter 180 sRate after the opening
Do nothing (home only, ×0.70)821241660.70/s
A · 15 ships to the Workshop at t = 01031822621.33/s
B · 25 ships to the Shipyard at t = 01232373511.90/s
C · 15 to the Workshop and 25 to the Shipyard at t = 0 (home empty)1473024582.59/s
E · 36 ships to the Factory at t = 0 (home keeps 4)1412904382.47/s
F · 25 to the Shipyard at t = 0, 36 to the Factory at t = 23 s1493816153.89/s
  • The first minute decides the rate. Whoever sends nothing at t = 0 has 166 ships after three minutes; whoever takes two neighbours, 458. Every capture in the neighbourhood pays back in under 40 s – the starting garrison is there to be spent.
  • The biggest factory in reach first, if you can afford it. B (Shipyard) beats A (Workshop) by 90 ships after 180 s although it costs 10 ships more: 1.0/s against 0.4/s at almost the same ramp tax.
  • Second wave from ~20 s. After the first hop the home at 0.95/s has ~20 ships again every 20 s; F takes the Factory (35) at t = 23 and after 3 minutes has almost four times what the idler has.
  • The home may be empty for a moment – but only if no enemy is within flight range. Home to home is 23 s direct flight (32-factory map); a rush with 40 starting ships arrives at t ≈ 23 s at the earliest – whoever has 24+ ships at home by then (0.95/s × 23 s ≈ 22 plus remainder) holds it. On MINI (12 factories, 12 s home to home) an empty home is a risk.
  • After the ramp the new factory is the stepping stone: from there the next neighbour is again only 2.3 s away, while the direct flight from home already runs into the decay (from 60 000).

When which class pays off

Overtake points (band middle, net ships after the capture):

ComparisonThe dearer class leads fromCalculation
Shipyard instead of Workshop20 s after the capture(23.5 + 3.5 − 14 − 0.8) ÷ (1.0 − 0.4)
Factory instead of Shipyard25 s(35 + 7.2 − 23.5 − 3.5) ÷ (1.6 − 1.0)
Arsenal instead of Factory38 s(47.5 + 10 − 35 − 7.2) ÷ (2.0 − 1.6)
Complex instead of Factory62 s(67.5 + 12.1 − 35 − 7.2) ÷ (2.2 − 1.6)
Complex instead of Arsenal111 s(67.5 + 12.1 − 47.5 − 10) ÷ (2.2 − 2.0)

Economy versus military

  • Doubling time. A Shipyard alone needs 57 s for 40 ships (0.70/s); with two neighbours 37 s (1.08/s). Every second a garrison sits idle is production the enemy does not have to pay for. Derived from ClusterLadderMilli.
  • Taking a factory costs toll; holding it costs nothing. There is no upkeep. The only reason to keep ships at home is an enemy within flight range: reserve = the largest fleet they can send in one hop (the Medium/Hard AI keeps 20 % at the front, 4 % in the rear).
  • The direct flight across the map is a gift to the defender. 23 s of warning (32-factory map) are two shield ramps; in six hops you would be there in 14 s and own six factories on the way. Derived from HaulTicksFor.
  • Attack before the ramp is through. A freshly captured factory produces almost nothing in its first seconds (linear from 0) and holds only the attacker's remainder as garrison – a counter-offensive within the ramp seconds (4–11 s) hits it at its weakest. Derived from ProdRampSeconds.
  • Hidden numbers. With default rules you do not see enemy garrisons. What you always see: shields (with factor), turrets, build sites, strike markers. When attacking, count with the class: a Complex the enemy has held for 60 s has ≥ 100 ships more than at capture (2.2/s × 0.95 × 50 s after the ramp). Estimate from rate and ramp.

Network expansion: priorities

  1. Classic – compact instead of wide. The third factory belongs next to the first two (×1.17 on all three), not at the other end. An empire in which every factory has three neighbours produces 67 % more than the same factories scattered (1.17 ÷ 0.70).
  2. Commander – the two iron factories in front of the base first. The generator guarantees them within 288 000; linked (144 000 range to the base or an own factory) they deliver 1.0 iron/s together and lift the base's production by +50 % (two level-0 deposits at +25 % each; standing alone 1.6 × 0.70 = 1.12 → 1.68/s). Without a link: 0 iron and no bonus.
  3. Gold at once. Gold flows without a link; the middle-weighted gold factory is the prize both sides run for. One level-0 deposit delivers the first turret after 13 s, the first war plan after 80 s.
  4. Link = protection. As long as an own iron or gold factory has the main base in range, it is unattackable. The second deposit is the insurance against losing the first – and the enemy who takes the deposits opens the base (the Hard AI evaluates exactly that).
  5. Upgrades are speed. Gold level 1 (10 gold + 20 iron) doubles the flow and is paid back after 27 s of gold – almost always right. Iron level 1 costs 100 s of payback for its iron half; it is worth it for the network contribution (+15 points on every reached factory) and the range (170 000), not for the rate. Level 3 empties the iron deposit in 364 s – later than the payback (400 s): iron level 3 only if you need the range.
  6. The cap. More than four level-0 iron deposits (or two upgraded ones) on the same factory bring nothing (+90 %); more than ~4 gold factories in the network nothing beyond +75 %. Spread instead of stacking.

Turret placement: what a gun is worth

  • A turret defends only where it stands – and everything that flies through its ring. Level 1 (5 gold) takes ~3 ships off an approach at NORMAL, level 3 (35 gold total) ~15; a fleet at the floor (long approach) pays double. Against a 60-ship attack a turret is no protection, against trickle sends of 5–10 ships a wall. Radius ÷ speed × damage.
  • On the crossing, not at the target. A ring of 80 000 (level 3) covers more than a neighbour hop: a turret on the factory most enemy routes pass by taxes every one of them – the Hard AI places its first turret exactly like that. A turret on an edge factory nobody approaches is 5–35 gold of scenery.
  • It pays for itself. ½ gold per kill: level 1 is paid after 10 kills (about three approaches), the full ladder after 70. Under constant fire a level-3 turret earns 2.5 gold/s – more than a level-3 gold factory.
  • Build time is the brake: 3 s against a 2.3 s neighbour hop – a turret as a reaction to a neighbour attack already launched comes too late, against anything from further away in time. Whoever sees the attack buys reinforcement (instant) or shields – not the gun.
  • Lost with the factory. A turret is an investment in a factory you intend to hold; on a front factory that changes hands, the gold burns with it.

Shield: the bet in advance

  • The wall stands after 4–11 s, the neighbour arrives in 2.3 s – against an attack already launched Q no longer helps, against the expected one it does. A fleet from further away (≥ 120 000 = 4.9 s) is visible; the Shipyard's ramp (7 s) just misses, the Workshop's (4 s) makes it.
  • The shield only pays if the attack comes within the break-even seconds (chapter 4): Shipyard with 40 ships 36 s, Complex with 80 ships 65 s. After that the wall costs more than it protects – switch it off again as soon as the danger has passed (the way down is free; in Commander only switching on costs 10 iron).
  • Stronger inside than outside: a border factory has enemies on one side and therefore the fewest own neighbours – its shield target is lower than that of a factory in the core. The front holds with garrison, the core with walls.
  • The feint: whoever sees a visible shield ramping up can redirect their fleet – the wall then cost ⅓ of production and repelled nothing. Conversely: a wall on the factory the enemy does not approach is pure loss.

Typical match phases with time marks

32-factory map, 2 players, NORMAL (Commander marks in brackets, with two level-0 gold deposits from the start).

TimePhaseHow to recognise it
0 – 30 sFirst hopsBoth sides take 1–2 neighbours (toll 14–35). The cluster jumps to ×0.95 / ×1.08 happen. (Commander: link iron, first turret possible from ~7 s of gold yield – but only if you know where.)
30 – 120 sExpansionPayback of the first captures (27–37 s) is through; every factory finances the next. The Medium/Hard AI expands up to 10 factories or 2 min and attacks no occupied factory; Easy up to 4 min. (Commander: war plan ECONOMY affordable from 40 s, satellite from 53 s, gold level 1 pays off at once.)
~2 minFirst contactThe expansions meet in the middle; the guaranteed Arsenal/Complex is the contested prize (payback 29 / 36 s). From here on the rule "garrison + flight production + 1" counts. (Commander: first orbital strike affordable from ~107 s – 75 ships for 80 gold are the biggest single deduction in the game; No Rush windows of 3 / 5 min end here.)
2 – 6 minFrontCluster cores with 3+ neighbours produce ×1.17 and more; shields in the core, garrison at the front. Redirecting decides races for neutrals. (Commander: turrets at the crossings, second main base from 200 s of gold yield, level-0 iron deposit lasts until 800 s.)
from ~5 – 8 minDecisionWhoever has the higher rate wins every 1:1 trade – the leader's doubling time is shorter. (Commander: deposits on level 3 are empty after 300 / 364 s and drop to 25 %; plunder and exchange become the release valve; an orbital strike every 120 s breaks turtles.)

The time marks are expectations from rates and prices, not measurements – no match runs exactly like this.

Commander: special rules that turn games

  • The base falls through the deposits. Not the main base's garrison is its protection but the link. Whoever takes the iron and gold factories in range makes the base vulnerable; you protect your own base by holding two deposits, not one.
  • The strike hits friend and foe. 120 000 radius are two neighbour hops; the 6 s warning let every attentive fleet escape (4.6 s crossing at NORMAL) – the strike hits garrisons, not fleets. Target: the wall you would otherwise need 200 ships to break (⅓, at least 75).
  • Hoarding is a target. Plunder takes 25 % (max. 50 iron / 40 gold) when you lose a resource factory. Whoever saves for the strike should be able to hold their gold factories.
  • Reinforcement is the last card. 30 gold for 10 ships are one orbital strike less every 2.7 purchases. It buys time at the base – and without a base everything is lost.
  • The exchange is a one-off. 160 gold for 500 iron over the whole match – two strikes or five reinforcements, then floor rate. Plan it as a release valve, not as income.

Against the AI

  • Easy thinks every 3.7 s, sees 60 % of the map and keeps 45–55 % in reserve: it expands slowly (up to 4 min) and attacks hesitantly. Expanding fast is enough.
  • Medium has Hard's hands (0.6 s, 5 orders per step, 4 % rear reserve) and most of its judgement. It keeps its opening until 10 factories or 2 min – until then no occupied factory is a target: two minutes of free expansion, then it comes with relief maths and abort logic.
  • Hard ends the opening as soon as you are 2 factories ahead of it, evaluates turret rings on the route (it takes the turret carrier first), counts in possible relief from neighbouring factories (edge factories without neighbours are its preferred targets), lands coordinated waves together and stages supply forward. In Commander it places turrets at crossings, upgrades them and strikes from orbit ahead of its own wave.

Counters from the rules: neighbours with relief (it avoids factories next to big own neighbours), turrets where its routes cross, and shields it sees before launching its wave – it sizes the wave by the wall's target value.

08 Appendix

Glossary

Factory
Any building on the map; the five ship factories are Workshop, Shipyard, Factory, Arsenal, Complex (German: Werkstatt, Werft, Fabrik, Arsenal, Komplex).
Garrison
The ships on a factory – stock and defence at once.
Toll
The neutral garrison a capture costs.
Capture ramp
Linear ramp-up of production after a capture in combat (4–11 s per class).
Payback
Seconds until a captured factory has earned back its toll and ramp loss.
Cluster
Own ship factories within 72 000 units; they lift production and shield target.
Linked
An iron/gold factory with an own ship factory within its level's range.
Link
An own iron/gold factory whose range covers the main base; protects the base.
Deposit
The finite stock of a resource factory (400 iron / 600 gold; rich: double). Empty → 25 % residual.
Shield
Defence factor above 1.0, chosen with Q, paid with ⅔ of production.
Haul
The flight-time model: full up to 60 000, decay up to 180 000, then 50 %.
Redirect
A flying fleet gets a new target; costs the arc, never ships.
Tick
One simulation step, 30 per second.
No Rush
Commander window in which no occupied factory can be attacked.
War plan
One of the three stances ATTACK / DEFENCE / ECONOMY – always a trade.

Data sources: every value and its constant

All paths relative to Source/HelionSim/ unless stated otherwise. Tools/CheckWiki.py reads these constants from the code and checks that every value appears in this wiki.

Show the constant table (28 entries)
Value in the wikiFileConstant / table
30 ticks per secondSimTypes.hTicksPerSecond = 30
Redirect after ⅓ s at the earliest; turn radius 14 000, arc ≤ ⅕ of the remaining distanceSimTypes.hRedirectCooldownTicks = 10, TurnRadiusUnits = 14000, TurnRadiusMaxShareDiv = 5
Shield production ⅓SimTypes.hShieldProdMilli = 333
Flight model 60 000 / 180 000 / 50 %SimTypes.h · SimTypes.cppCruiseDistanceUnits = 60000, HaulDistanceUnits = 180000, HaulSpeedFloorMilli = 500, HaulReach, HaulTicksFor
Cluster radius 72 000, laddersSimTypes.hClusterRadiusUnits = 72000, ClusterLadderMilli, ClusterShieldLadderMilli, ClusterTailMilli = 10
8 players maximumSimTypes.hMaxPlayers = 8
Classes: rate, defence, shield, radius, rampSimTypes.cppClassDefs (8 rows: Small … MainBase)
Upgrade levels 0–3; range 144/170/196/222 kSimTypes.hMaxUpgradeLevel = 3, IronLinkRadiusUnits, IronLinkRadiusMaxUnits = 222000, GoldLinkRadiusForLevel
Iron 0.5/0.7/0.9/1.1 · gold 0.375/0.75/1.25/2.0SimTypes.hIronRateMilli, GoldRateMilli
Deposit 400 / 600, residual 25 %SimTypes.hIronDepositUnits = 400, GoldDepositUnits = 600, DepositResidualMilli = 250
Upgrade 20/40/80 iron + 10/20/40 gold, 2/3/4 sSimTypes.hUpgradeCostIron, UpgradeCostGold, UpgradeBuildTicks {60, 90, 120}
Iron network +25/40/50/60 %, cap +90 % · gold network +20/30/40/50 %, cap +75 %SimTypes.hIronNetBonusLadderMilli, IronNetBonusCapMilli = 900, GoldNetBonusLadderMilli, GoldNetBonusCapMilli = 750
Only the Complex becomes a main base, 150 goldSimTypes.hIsMainBaseConvertible, MainBaseUpgradeCostGold = 150
Turret 40/60/80 k · 2/4/5 ships/s · 5/10/20 gold · 3/6/9 s · ½ gold per killSimTypes.hTurretRangeUnits, TurretDamageRateMilli, TurretCostGold, TurretBuildTicks {90, 180, 270}, TurretKillBountyMilliGold = 500, MaxTurretLevel = 3, CanHaveTurret
Satellite 15 s / 60 s / 40 goldSimTypes.hSatelliteActiveTicks = 450, SatelliteCooldownTicks = 1800, SatelliteCostGold = 40
Transfer 25/50/100, −20 % · plunder 25 %, max. 50 / 40SimTypes.hTransferPackages, TransferLossPercent = 20, PlunderPercent = 25, PlunderCapIron = 50, PlunderCapGold = 40
Orbital strike 80 gold, 120 s, 6 s, 120 000, ⅓ min. 75SimTypes.hOrbitalStrikeCostGold = 80, OrbitalStrikeCooldownTicks = 3600, OrbitalStrikeWarnTicks = 180, OrbitalStrikeRadiusUnits = 120000, OrbitalStrikeMinDamage = 75, OrbitalStrikeDamage()
War plan 30 gold, 60 s, ±15 / −15 / +25 / −10 %, shield ½SimTypes.hWarPlanSwitchCostGold = 30, WarPlanChangeCooldownTicks = 1800, WarPlanAttackBonusMilli = 1150, WarPlanAttackResourceMilli = 850, WarPlanDefenseProdMilli = 850, WarPlanDefenseShieldProdMilli = 500, WarPlanDefenseRampMilli = 500, WarPlanEconomyResourceMilli = 1250, WarPlanEconomyProdMilli = 900
Reinforcement 10 ships, 30 gold, 20 s · instant ships 5 ships, 25 iron, 20 s per factory · shield on 10 ironSimTypes.hRecruitBatchShips = 10, RecruitCostGold = 30, RecruitCooldownTicks = 600, InstantShipsBatchShips = 5, InstantShipsCostIron = 25, InstantShipsCooldownTicks = 600, ShieldActivationCostIron = 10
Exchange 50 → 25 (−2, floor 5) · 25 → 40 (−3, floor 10) · 10 stepsSimTypes.hExchangeCostIron = 50, ExchangeGainGold = 25, ExchangeCostGold = 25, ExchangeGainIron = 40, ExchangeGoldStep = 2, ExchangeIronStep = 3, ExchangeGoldFloor = 5, ExchangeIronFloor = 10, ExchangeMarginSteps = 10
Combat, owner change, plunder, ramp, shield rampSimulation.cppResolveArrival, RunProduction, AdvanceShield, ShieldRampTicks, ApplyToggleShield, ApplyUpgradeToMainBase, TurretTargetAt, EffectiveProdMilli, ShieldTargetMilli, OwnNeighbourCount, IsIronLinked
Life, victory, protection, No RushSimState.h · SimState.cppIsPlayerAlive, CountAliveTeams, CountMainBaseConnections, IsMainBaseProtected, IsNoRushProtected, IsStructureAttackProtected, FSimConfig
Board 245 000 × 138 000, min. distance 48 000, max. 6 per cluster, 40 starting shipsMapGen.hFMapGenSettings::HalfExtent, MinSeparation = 48000, MaxPerCluster = 6, HomeShips = 40
Home ring 76 %, neutral bands, guarantees, teams, Commander conversionMapGen.cppHomeRingMilli = 760, SpawnDirs, TeamClusterRadiusNominal = 28000, TeammateSpacing = 26000, NeutralBands, GuaranteedClasses, GuaranteedMinNeutrals = 8, IronGarrisonMin/Max 12/22, GoldGarrisonMin/Max 18/30, CommanderGuaranteeReach, ConvertForCommander
AI levelsSimAI.cpp · SimAI.hProfiles, FAIProfile, OpeningLeadMargin = 2
Lobby laddersHCTypes.hMapSizes, FleetSpeeds, ProdSpeeds, HomeShipCounts, NoRushMinutes, EHCGameMode, GameModeDefs
√ scaling of the map, E-Sport fixed values, No Rush applicationHCGameMode.cppBuildMatchSettings, ReferencePlanetCount = 32
Share 5–100 %, F2–F5HCPlayerController.h · de.csvSendPercent, OnPercent25 … 100, HELP_ACT_SHARE_PRESETS

Version

Project version
0.13.11 (Config/DefaultGame.ini · ProjectVersion)
Code state
origin/main 3694889
Wiki updated
Sep 21, 2026
Not measured
All time marks and build-order numbers in chapter 7 are calculations from the constants, not measurements in a running game.

09 System requirements

Minimum

OS
Windows 10 64-bit
Processor
Intel Core i3-6100 / AMD FX-6300
Memory
4 GB RAM
Graphics
DirectX 11 GPU with 2 GB (GTX 750 Ti / R7 260X)
DirectX
Version 11
Network
Broadband Internet connection
Storage
4 GB available space
Notes
A microphone is recommended for voice chat

Recommended

OS
Windows 10/11 64-bit
Processor
Intel Core i5 / AMD Ryzen 5
Memory
8 GB RAM
Graphics
DirectX 11 GPU with 4 GB
DirectX
Version 11
Network
Broadband Internet connection
Storage
4 GB available space

Mac

OS
macOS 14 Sonoma or newer
Processor
Apple M1 or newer (Apple Silicon only)
Memory
8 GB RAM
Storage
2 GB available space

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