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!
Combat Engine
Every battle in Age of Space is resolved by the OPBE (OGame Probabilistic Battle Engine), a sophisticated probabilistic combat simulator. Understanding how it works gives you a massive strategic advantage. This chapter covers how rounds work, the three combat stats, damage calculation, the devastating rapidfire mechanic, targeting priority, debris generation, and moon creation from battle debris. Master the combat engine and you will know exactly when to attack and when to retreat.
How Battles Work
When an attacking fleet reaches a planet, battle begins. The combat engine simulates up to 6 rounds of combat. In each round, every surviving unit (ship or defense) fires once at a random enemy target, plus any additional shots from rapidfire.
After each round, destroyed units are removed. If all units on one side are destroyed, that side loses and the battle ends immediately. If after 6 rounds both sides still have units, the battle is a draw.
The attacker's fleet arrives, fights the defender's fleet and planetary defenses together. If the attacker wins, they loot up to 50% of the resources on the planet (divided equally among the attacker's cargo capacity). If the defender wins or it is a draw, the attacker's remaining ships return home.
The Three Combat Stats
Every ship and defense has three core combat statistics. Technologies researched in your Lab multiply these base values:
| Stat | Role in Combat | Boosted By |
|---|---|---|
| Attack Power | Damage dealt per shot. Each unit fires with its attack value against a random target each round. | Weapons Technology (+10% per level) |
| Shield Strength | First line of defense. Absorbs damage before it hits the hull. Regenerates each round. | Shielding Technology (+10% per level) |
| Hull Points | Structural integrity. Calculated as 10% of the ship's base Titanium cost. When hull drops below 70% of max, the unit is destroyed. | Armour Technology (+10% per level) |
Damage Calculation
When a unit fires, its attack power is applied to the target. The damage is first absorbed by the target's shield. Any remaining damage after the shield is depleted hits the hull directly.
If the attack power is less than 1% of the target's shield, the shot bounces off harmlessly (no damage at all). This is why small ships struggle to damage heavily shielded targets.
Ship Destruction
A unit is destroyed when its hull drops below 70% of its maximum hull points. This means there is a random element to destruction — a unit at 35% hull has a chance of being destroyed or surviving each round.
Specifically: if a unit's hull is between 30% and 70% of max, it has a random chance of exploding. Below 30%, it is always destroyed. Above 70%, it always survives until the next round.
Rapidfire — The Decisive Mechanic
Rapidfire is the most important combat mechanic to understand. If Ship A has a rapidfire value of X against Ship B, then Ship A fires X shots at Ship B per round instead of just one. This makes certain ship types devastatingly effective against their counters.
Key rapidfire matchups that every player must know:
| Attacker | Target | Rapidfire |
|---|---|---|
| Cruiser | Light Fighter | 6 |
| Battleship | Cruiser | 7 |
| Bomber | Rocket Launcher | 20 |
| Destroyer | Light Laser | 10 |
| Death Star | Rocket Launcher | 250 |
| Death Star | Battlecruiser | 15 |
Targeting Priority
Units with lower shield values are targeted more frequently. This means cheap units with low shields (like Rocket Launchers) absorb shots that would otherwise hit your expensive ships. This is why building a "wall" of cheap defenses is effective — they soak up enemy fire.
This targeting mechanic also means that mixing ship types is important. Your cheap Light Fighters and Small Cargos will absorb shots, protecting your expensive Battleships and Cruisers behind them.
Debris Fields
Every ship destroyed in battle (both attacker and defender) generates a debris field at the battle coordinates. Destroyed defenses do NOT generate debris. The debris contains recoverable resources:
Large battles create massive debris fields, and these debris fields also have a chance to create moons: