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Auto Warz — Ship & Army Points Design

Document Type: Design Document Version: 0.1 Last Updated: 2026-02-27 Vault destination: 01_Design Documents Related Documents: [01_Master GDD](<./01_Master GDD.md>) · [05_World Generation & Planet Types](<./05_World Generation & Planet Types.md>) Folder: 01_Design Documents Phase: 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_apr_contribution = base_apr × class_weight_multiplier
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

fleet_apr = sum(ship_apr for all combat ships)

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