Ship System

Frames, modules, blueprints, production costs, and ship build mechanics.

Frame Definition

A frame is the structural hull of a ship. It defines slot counts, power budget, and build costs.

Frame {
  id
  name
  category        // Ship | Station
  hull_class      // Frigate | Destroyer | Cruiser | Battleship | Carrier | DefensePlatform | TradeHub | ProductionHub
  base_hull       // Total hit points
  base_power      // Total power available for modules
  weapon_slots
  defense_slots
  engine_slots
  utility_slots

  // Production costs
  metal_cost
  crystal_cost
  gas_cost
  rare_cost
  base_build_ticks   // Ticks to produce one ship
}

Ship Frames

FrameHullPowerWDEUBuild Ticks
Frigate50010021112
Destroyer80015032113
Cruiser150025043224
Battleship250040064226
Carrier200035022345

Station Frames

FrameHullPowerWDEUBuild Ticks
Defense Platform300050086028
Trade Hub150020012066
Production Hub150020002067

Module Definition

Modules are installed into frame slots. Each module has a power cost and stat contributions.

Module {
  id
  name
  type           // Weapon | Defense | Engine | Utility
  power_cost
  stats {
    damage
    shield
    armor
    speed
    cargo
    targeting
    counter_tags[]
  }

  // Production costs (added on top of frame cost per ship)
  metal_cost
  crystal_cost
  gas_cost
  rare_cost
}

Weapons

ModuleDamageTargetingCounter TagPower
Railgun801.2×armor_piercing20
Plasma Cannon1001.0×shield_breaker25
Missile Battery601.5×armor_piercing15
Ion Burst1200.8×shield_breaker30
Point Defense Turret202.0×anti_missile10

Defense

ModuleShieldArmorCounter TagPower
Shield Array20020
Armor Plates1505
Reactive Plating100piercing_resistance10
Deflector Grid300breaker_resistance25

Engines

ModuleSpeedPower
Ion Drive10015
Warp Booster20030
Fusion Thruster13020

Utility

ModuleCargoEffectPower
Cargo Bay5005
Sensor Array+0.3 targeting10
Repair Drones+20 armor regen20
Logistics Pod3005

Blueprint

A blueprint is a player-authored design that combines a frame with a specific set of module assignments.

Blueprint {
  id
  owner_id
  frame_id
  version         // Incremented on each save
  role            // Striker | Brawler | Tank | Scout | Support | Logistics | Interceptor | Bombardier | Escort
  slots[]         // { slot_type, slot_index, module_id }
}

Constraints

  • Each slot must match the slot type of the module installed
  • Total power cost of all modules cannot exceed frame.base_power
  • Slot count per type cannot exceed the frame's slot count for that type

Ship Production

Ships reference a specific blueprint version. Once produced, a ship is immutable — it always reflects the blueprint version it was built from.

Ship {
  blueprint_id   // Fixed at build time
}

Production Cost

total_cost = (frame.cost + sum(module.cost)) × quantity

Resources are deducted upfront when an order is queued. The planet must have all resources available.

Build Time

ticks_per_ship = frame.base_build_ticks

Each economic tick advances all active production orders on the planet. When a ship completes, it is added to the owner's docked fleet at that planet.

Retrofit

Retrofitting an existing ship to a new blueprint version costs 30–50% of the base build cost and requires dock time.