Ships and fleets

Fleet power

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

Fleet power is a context-sensitive preview rather than a fixed conversion from headcount. Evidence

A displayed value such as 3,200 power has no universal ship count. It can describe materially different fleets because hull lines, culture, roster settings, infrastructure, directives, SPUs, tactics, mission type, and the opposing composition all affect the estimate.

Use the in-game combat simulator with the exact active-world roster. Record both sides, infrastructure, modifiers, and mission type whenever quoting a power result.

What the number can do

Fleet power is useful for comparing fully specified scenarios inside the same roster and ruleset. It can help identify whether a composition change improves the preview against a particular target.

What the number cannot do

It does not reveal ship count, replacement cost, cargo, travel time, siege survival, or strategic value. Two fleets with the same displayed power can solve different missions and perform differently against the same defender mix.

How to quote it responsibly

Attach the roster provenance, cultures, ship counts, infrastructure, mission, target mix, modifiers, and capture time. Without those inputs, “3,200 power” is context rather than a reproducible combat claim.

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. Installed 11.75 data tablesDirective and SPU tables were read from the same installed 11.75 build. Values are used only where the current table exposes them directly.Patch 11.75 · build a7b5c7c · verified 2026-07-30 · Content/Data/directive_paths.csv and Content/Data/spu_bonuses.csv.