Warfare and intelligence

Combat power

confirmedPatch 11.75Build a7b5c7cCore rulesReviewed
Patch
11.75
Build
a7b5c7c
Scope
Core rules
Reviewed

Combat power is a matchup estimate, not a fixed conversion between a displayed number and ship count. Evidence

The active roster, attacker and defender cultures, light/heavy mix, infrastructure, directives, SPUs, tactics, and world modifiers can all change a preview. This is why a displayed power value cannot answer “how many ships?” without the exact scenario.

Reproducible example

The 11.75 built-in simulator was run with seed 1175 for 200 trials per culture pairing. The profile used 15 attacking light fighters against 10 defending destroyers with level-5 central infrastructure. In all nine culture pairings, the defender won every run and the attacking force was lost. Evidence

This result proves only that recorded fixture. It should not be generalized to a custom multiplayer roster or a different building, directive, SPU, or tactics configuration.

Composition sensitivity

The estimate changes with the opposing light/heavy share and current modifiers. A force can look strong in one fixture and weak in another without changing ship count.

Reproducible comparison

Keep every input fixed, change one variable, and use recorded seeds. Store exact fleets, cultures, infrastructure, mission, target, modifiers, roster provenance, and build.

Strategic interpretation

Combat output does not include cargo value, siege objective, travel exposure, replacement time, or defense left behind. Those belong beside the simulator result, not inside a universal conversion.

Evidence

Sanitized transcripts from the current client. Raw player captures remain private.

  1. Installed client identityThe installed Windows client reports patch 11.75, build a7b5c7c, built 2026-07-31 15:16:13 UTC.Patch 11.75 · build a7b5c7c · verified 2026-08-01 · Riftborne.exe --build-info and Content/build_info.json.
  2. Current fleet and movement implementationFleet role, movement, infrastructure, and roster statements are limited to behavior exposed by the current client implementation and Codex.Patch 11.75 · build a7b5c7c · verified 2026-07-30 · Read-only inspection of ShipTravelSpeedSystem, ShipInfrastructureSystem, and Codex ship screens.
  3. Current combat, raid, siege, and espionage implementationPublished combat statements are limited to behavior used by the current CombatSystem and the Codex. Power is an estimate rather than a fixed conversion from ship count.Patch 11.75 · build a7b5c7c · verified 2026-07-30 · Read-only inspection of CombatSystem and SiegeTargetCatalog.
  4. Deterministic combat matrixThe published matrix uses 200 runs per culture matchup, seed 1175, the reported-mixed-base profile, an attacking force of 15 light fighters, and a defending force of 10 destroyers with level-5 central infrastructure.Patch 11.75 · build a7b5c7c · verified 2026-07-30 · Riftborne.exe --battle-sim-auto using the game simulation path.