Auto Warz — Ship & Army Points Design¶
Document Type: Design Document Version: 0.1 Last Updated: 2026-02-27 Vault destination:
01_Design DocumentsRelated Documents:[01_Master GDD](<./01_Master GDD.md>)·[05_World Generation & Planet Types](<./05_World Generation & Planet Types.md>)Folder:01_Design DocumentsPhase: Phase 2 (Space Layer)
Overview¶
Every ship has an Army Power Rating (APR) — a single number representing its combat effectiveness. APR is calculated automatically from the components placed on the ship during construction. A player's total Fleet APR is the sum of all their ships' APR values.
APR serves two purposes: 1. Matchmaking signal — the game uses fleet APR to show win/loss probability before a battle is committed 2. Army composition feedback — players can see how component choices affect their fleet's strength in real time during ship building
Ship Classes¶
Players select a ship class before building. Each class has a different APR weight profile — the same component contributes more APR on some classes than others.
| Class | Role | APR Weight | Factory Supply Cost |
|---|---|---|---|
| Fighter | Fast attack, swarm tactics | Weapon components weighted ×1.5 | Low |
| Frigate | Balanced escort | Even weights | Medium |
| Cruiser | Heavy firepower | Weapon + armour weighted ×1.3 | High |
| Carrier | Launches drone fighters | Hangar components weighted ×2.0 | Very High |
| Freighter | Cargo / resource transport | No APR contribution — non-combat | Medium |
| Mining Vessel | Orbital resource extraction | No APR contribution — non-combat | Medium |
Freighters and Mining Vessels contribute 0 APR — they are logistics ships, not combat ships. Fleet APR is combat ships only.
Army Power Rating (APR) Calculation¶
Component APR Values¶
Every ship component has a base APR value. When placed on a ship, it contributes:
| Component Category | Base APR per Unit | Notes |
|---|---|---|
| Laser Cannon | 15 | Standard weapon |
| Pulse Cannon | 20 | Higher APR, more power draw |
| Missile Launcher | 25 | Highest single-weapon APR |
| Point Defence | 10 | Defensive — reduces incoming missile APR |
| Shield Generator | 18 | Defensive — reduces enemy weapon effectiveness |
| Armour Plating | 8 | Passive defence — reduces APR loss on damage |
| Engine Thruster | 5 | Mobility — minor APR (harder to hit) |
| Reactor Core | 0 | Power only — no direct APR |
| Hangar Bay | 30 | Carrier only — launches drone fighters |
| EMP Emitter | 12 | Disabling weapon |
Ship APR Formula¶
ship_apr = sum(component_base_apr × class_weight) × hull_condition_modifier
hull_condition_modifier:
100% HP = 1.0
75% HP = 0.9
50% HP = 0.75
25% HP = 0.5
(damaged ships contribute less to fleet APR)
Fleet APR¶
Battle Matchmaking & Win Probability¶
Before committing to an engagement with a faction fleet, the player sees:
┌──────────────────────────────────────┐
│ ⚔️ ENGAGE VANGUARD PATROL FLEET? │
│ │
│ Your Fleet APR: 1,240 ████████░ │
│ Enemy Fleet APR: 1,580 ██████████│
│ │
│ Win Probability: ~38% │
│ Recommended: ⚠️ Reinforce first │
│ │
│ [ENGAGE] [RETREAT] │
└──────────────────────────────────────┘
Win Probability Formula¶
win_probability = player_apr / (player_apr + enemy_apr)
Example: 1240 / (1240 + 1580) = 1240 / 2820 = 44%
This is the base probability. Modifiers apply:
| Modifier | Effect on Win Probability |
|---|---|
| Terrain advantage (asteroid field) | +10% |
| Carrier in fleet | +8% (drone superiority) |
| Enemy has EMP | -5% (disabling risk) |
| Outnumbered in ship count by 2:1 | -10% |
Faction Fleet APR Scaling¶
Enemy fleet APR scales with distance from the starting system, same as alien difficulty tiers:
| Distance | Faction Fleet APR Range |
|---|---|
| 0–10 units | 200–500 |
| 11–20 units | 500–1,200 |
| 21–35 units | 1,200–2,800 |
| 36–50 units | 2,800–6,000 |
| 50+ units | 6,000+ |
Real-Time APR Display During Ship Building¶
While building a ship in the ship editor, APR is shown live:
┌────────────────────────────────────┐
│ FIGHTER — Hull Alpha-7 │
│ Army Power Rating: 186 ▲ │
│ Power: 85 / 100 PU │
│ Components: 12 │
│ │
│ Breakdown: │
│ Weapons: 120 APR ████████ │
│ Defence: 46 APR ███ │
│ Mobility: 20 APR █ │
└────────────────────────────────────┘
Adding or removing a component updates APR instantly. Players can see exactly what each component contributes before committing.
Fleet Overview Screen¶
Accessible from the Space layer HUD — shows all ships, their individual APR, and fleet total:
FLEET OVERVIEW Total APR: 3,420
──────────────────────────────────────────────────
Fighter "Vex-1" APR: 186 ██ HP: 100%
Fighter "Vex-2" APR: 204 ██ HP: 87%
Frigate "Crux" APR: 512 █████ HP: 100%
Cruiser "Dawnbreaker" APR: 890 ████████ HP: 65% ⚠️
Carrier "Mothership" APR: 1,628 ██████████████ HP: 100%
──────────────────────────────────────────────────
Freighter "Haul-1" APR: — (logistics)
Open items for this document are tracked in docs/open-items.md, area ships.
Revision History¶
| Version | Date | Changes |
|---|---|---|
| 0.1 | 2026-02-27 | Initial document — ship classes, APR calculation formula, component APR values, win probability model, real-time editor display, fleet overview screen, faction fleet scaling |