Warfare and intelligence

Combat simulator

confirmedPatch 11.75Build a7b5c7cCore + live worldReviewed
Patch
11.75
Build
a7b5c7c
Scope
Core + live world
Reviewed

Riftborne’s built-in combat simulator is the authoritative way to compare a specified battle without turning displayed power into a universal ship-count formula. It uses the current combat path and can represent fleets, cultures, infrastructure, mission context, and modifiers. Evidence

Required inputs

Record both fleet ledgers, attacker and defender cultures, stationed status, relevant infrastructure and levels, directive state, SPUs, tactics, mission type, target resources, target building, world modifiers, and roster provenance. If one of those inputs is guessed, label the output as analysis rather than a confirmed matchup.

Compare one change

Start from a saved fixture and change one variable: ship mix, support hull, infrastructure level, modifier, or target. This makes the marginal effect interpretable. Comparing unrelated fleets by headline power does not reveal why the result changed.

Deterministic runs

For a published matchup, record seed and run count. The wiki’s current example uses seed 1175 and 200 runs for each culture pairing, with the complete fixture stored alongside the evidence registry. Evidence

Read beyond win rate

Inspect surviving ships, cargo, siege capability, structural result, and the state carried into a possible second wave. A fleet can win the ship battle while failing its raid or demolition objective.

World boundary

Multiplayer can use a custom roster and global modifiers. A result is portable only when the destination world uses the same inputs. Always include world identifier and capture time for live-world analysis. Evidence

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 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.
  3. 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.
  4. Active multiplayer-world boundaryThe multiplayer operator owns the world seed, pacing, simulation time, factions, global modifiers, and ship roster. World-specific values must therefore be labeled separately from core rules.Patch 11.75 · build a7b5c7c · verified 2026-07-30 · Current multiplayer client contract and read-only world/session telemetry.