Game Guide
Learn to Play Age of Space - Complete beginner's guide to Age of Space. Learn how to build, attack, spy, colonize, and dominate the galaxy!
Advanced Combat
Basic combat knowledge gets you through early skirmishes, but dominating the mid-to-late game requires a deep understanding of rapidfire tables, fleet composition theory, and cost-efficiency analysis. This chapter takes your combat skills from competent to expert. You will learn which ships counter which, how to compose fleets for every objective, how to use the battle simulator effectively, and how to calculate whether an attack is profitable before you ever launch. Advanced commanders don't just fight — they fight smart.
Complete Rapidfire Reference
Rapidfire is the single most decisive factor in combat. A ship with rapidfire X against a target fires X times per round instead of once. This means even a small number of the right ship can obliterate a vastly larger fleet of the wrong type. Understanding these matchups is non-negotiable for any serious commander.
The following table shows the most strategically important rapidfire relationships. Memorize these — they determine which ships you build and which battles you win.
| Attacker | Target | Rapidfire | Strategic Significance |
|---|---|---|---|
| Cruiser | Light Fighter | 6 | The classic counter. 50 Cruisers destroy 300+ Light Fighters easily. |
| Battleship | Cruiser | 7 | Battleships shred Cruiser fleets. Bring Battleships against Cruiser-heavy enemies. |
| Bomber | Rocket Launcher | 20 | Bombers are the anti-defense specialist. Essential for clearing fortified planets. |
| Bomber | Light Laser | 20 | Bombers also devastate Light Lasers. Pair Bombers with Battleships for planet assaults. |
| Destroyer | Battlecruiser | 3 | Destroyers counter Battlecruisers effectively. Key in late-game fleet battles. |
| Death Star | Rocket Launcher | 250 | Death Stars annihilate cheap defenses. A single DS fires 250 times per round. |
| Death Star | Light Laser | 250 | Same devastating effect against Light Lasers. |
| Death Star | Light Fighter | 25 | Death Stars obliterate Light Fighter screens with ease. |
| Death Star | Battlecruiser | 15 | Even heavy combat ships fall to the Death Star's overwhelming rapidfire. |
| Star Fighter | Battleship | 4 | Star Fighters are the direct counter to Battleship fleets. |
Every ship also has universal rapidfire against Spy Probes (5x) and Solar Satellites (5x). These fragile units are destroyed instantly in any combat and should never be relied upon for defense.
Fleet Composition by Objective
There is no single "best fleet." The optimal composition depends entirely on what you are trying to accomplish. A raiding fleet looks completely different from a fleet designed to destroy an enemy war fleet. Here are the proven compositions for each objective.
| Core Ships | Support Ships | Key Notes | |
|---|---|---|---|
| Raiding Inactives | Large Cargos | Light Fighters or Cruisers as escort | Maximize cargo capacity. Escort only if target has minor defense. Speed matters. |
| Farming Defended Targets | Cruisers + Large Cargos | Bombers if heavy defense | Cruisers handle Light Fighter defense. Add Bombers for Rocket Launcher walls. |
| Fleet Destruction | Counter-ships to enemy composition | Recyclers for debris | Study enemy fleet via spy report. Build specific counters. Always bring Recyclers. |
| Clearing Defenses | Bombers + Destroyers | Battleships + Large Cargos for loot | Bombers have 20x RF vs Rocket Launchers. Destroyers handle Heavy Lasers. |
| Expeditions | Large Cargos + Pathfinder | Light Fighters as shield | Large Cargos maximize resource finds. Some combat ships deter pirates. |
Counter-Build Strategy
Every ship type has a natural counter. When you spy an enemy and see their fleet composition, you should build the specific ships that exploit rapidfire advantages against their fleet. This is the rock-paper-scissors of Age of Space combat.
The chain of counters works like this: Light Fighters are countered by Cruisers. Cruisers are countered by Battleships. Battleships are countered by Star Fighters. Star Fighters are vulnerable to Light/Heavy Fighter swarms (which have no RF weakness against them). Bombers are not countered by any specific ship type but are expensive and slow — intercept them before they reach their target.
| Enemy Fleet | Your Counter | Why It Works |
|---|---|---|
| Light Fighter swarm | Cruisers | 6x rapidfire. 50 Cruisers annihilate 300 Light Fighters with minimal losses. |
| Cruiser fleet | Battleships | 7x rapidfire. Battleships are tanky enough to survive Cruiser fire while obliterating them. |
| Battleship fleet | Star Fighters | Direct counter with strong rapidfire. Star Fighters tear through Battleship armor. |
| Bomber fleet | Light/Heavy Fighters | Bombers have no RF against Fighters. Swarm them with cheap ships to overwhelm. |
| Heavy defense (RL, LL) | Bombers + Destroyers | Bombers have 20x RF vs Rocket Launchers, 20x vs Light Lasers. Destroyers handle the rest. |
| Death Star | Destroyer swarm + Light Fighters | Destroyers deal heavy damage. Light Fighters absorb Death Star shots as shields. |
Using the Battle Simulator
The Battle Simulator is your most important pre-battle tool. It lets you input both fleets (and defenses) with technology levels and run hundreds of simulated battles to predict the outcome probability, expected losses, and potential profit.
Never attack without simulating first. Even experienced players simulate every engagement because small changes in fleet composition or tech levels can flip the outcome from a profitable raid to a devastating loss.
- Spy the target first. Get their exact fleet, defense, and technology levels from the spy report.
- Open the Battle Simulator from the Tools menu.
- Enter the defender's fleet, defenses, and technology levels (Weapons, Shield, Armour) exactly as shown in the spy report.
- Enter your attacking fleet and your technology levels.
- Run the simulation. Review the win percentage, average attacker losses, average defender losses, and expected loot.
- Calculate profit: Expected Loot + Debris Value - Expected Ship Losses = Profit or Loss.
Combat Math Deep Dive
Understanding the exact damage formulas lets you predict battle outcomes without the simulator. Each combat round follows a precise sequence.
The bounce rule: if a shot's attack power is less than 1% of the target's shield, the shot is completely absorbed with zero damage. This makes small ships ineffective against heavily shielded targets like Shield Domes.
Each round, all surviving units fire simultaneously, then damage is applied, then destroyed units (hull below 30% = always destroyed, 30-70% = probability check) are removed. Shields regenerate, and the next round begins.
Fleet Value Analysis
Every ship represents a resource investment. Before committing your fleet to battle, calculate its total value — this is what you stand to lose.
Fleet value equals the sum of all ship costs (Titanium + Graphene + Deuterium) for every ship in the fleet. A fleet of 100 Cruisers costs 2,000,000 Titanium + 700,000 Graphene + 200,000 Deuterium = 2,900,000 total resources.
The golden rule of profitable combat: Expected Loot + Recyclable Debris > Expected Ship Losses. If the math does not work, find a better target. Patient commanders who only take profitable fights grow faster than aggressive commanders who attack everything.
Cost-Efficiency Ranking
Not all ships provide equal combat power per resource spent. Understanding cost-efficiency helps you build the most effective fleet for your budget.
| Ship | Total Cost | Attack | Attack/Cost Ratio | Best Used For |
|---|---|---|---|---|
| Light Fighter | 6,000 | 50 | High | Cannon fodder, absorbing shots, early game raids |
| Cruiser | 29,000 | 400 | Very High | Anti-LF, versatile combat, farming |
| Battleship | 75,000 | 1,000 | High | Anti-Cruiser, fleet backbone, heavy combat |
| Bomber | 100,000 | 1,000 | Medium | Anti-defense specialist, planet assault |
| Destroyer | 120,000 | 2,000 | High | Heavy combat, anti-Battlecruiser |
| Death Star | 10,000,000 | 200,000 | Low | Overwhelming force, endgame dominance, deterrence |