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 — War Update
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 |
| Scout | Reveals systems. Defined by not needing supply. | No APR contribution — non-combat | Low |
Freighters, Mining Vessels and Scouts contribute 0 APR — they are logistics and reconnaissance ships, not combat ships. Fleet APR is combat ships only.
Seven classes. The Scout resolves the disagreement between 01_Master GDD (six classes) and
02_Scope & MVP Document line 188 (Freighter, Mining Vessel, Scout). It is the class with near-zero
upkeep and the longest command range, so it operates far outside the supply umbrella by design —
which is why the first ship a player ever launches is a non-combat one.
Classes are differentiated by role in the attrition economy, not by combat archetype. Full
treatment in [33_Mothership & Fleet Design](<../Systems/33_Mothership & Fleet Design.md>) → Ship Classes.
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¶
APR Is a Rate¶
APR is a rate, not a probability input: ships destroyed per tick, and supply consumed per tick doing it.
The win probability formula is removed¶
win_probability = player_apr / (player_apr + enemy_apr) and its modifier table are deleted.
The reason is not that the maths was wrong. It is that an instant probability roll tells a defeated player exactly one thing — your number was smaller — which gives them nothing to diagnose and nothing to fix except make more. The factory receives no feedback from the war at all.
Under [31_War & Combat System Design](<../Systems/31_War & Combat System Design.md>), an engagement resolves as attrition over time, and
combat power is APR modulated by supply satisfaction. A well-built fleet at 40% supply fights
like a much smaller one. So defeat reads as:
Your ammunition line delivered 40 a minute. The front consumed 60.
That is a factory diagnosis. It points at a belt.
Attrition resolves per participant, never per side, so each player's ships fight at their own supply level. That is what makes helping an ally visible: move your mothership so their ships fall inside your umbrella and their rate of fire climbs back up, on screen.
Open items closed¶
OI-202 to OI-206 all asked questions about the removed formula — whether APR is visible to other players, whether it factors into supply-chain demand, whether faction fleets show it before scanning, whether research boosts it, whether it scales with pilot skill. They close with the formula.
Fleet Power¶
The pre-commit readout survives in a different form. Fleet Power is the visible rating used for
admission control: war terms may cap it, and a fleet above the cap cannot enter. See
[31_War & Combat System Design](<../Systems/31_War & Combat System Design.md>) → Joining a War.
A supplier's Fleet Power is low and their value is high, so the rating prices combat contribution honestly without excluding builders from a high-level war.
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+ |
Retained. Under the rate interpretation these are kill-rate scales rather than probability inputs, so the numbers will need rebasing once attrition tick rates exist.
Design Readouts Live in the Editor¶
The former Real-Time APR Display During Ship Building section is removed.
It showed a single APR number while designing, and a single number standing for a whole design is
exactly the aggregate [00_Canonical Design Facts](<../../04_Project Management/00_Canonical Design Facts.md>) §23 forbids: anything rankable gets optimised
until every player builds the same ship.
The replacement is specified in [34_Ship & Mothership Editor Design](<../Systems/34_Ship & Mothership Editor Design.md>) → What the Editor Shows:
efficiency figures each naming their denominator, offensive and defensive power each carrying
units, and coverage and capacity as plain facts. Defensive power is stated per face, as survival
time under standard pressure.
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 |
|---|---|---|
| 0.2 | 2026-09-05 | APR redefined as a rate. Win probability formula and its modifier table deleted; OI-202 to OI-206 close with it. Real-time APR build display removed, replaced by the editor readouts in [34_Ship & Mothership Editor Design](<../Systems/34_Ship & Mothership Editor Design.md>). Scout added as a seventh class, resolving the disagreement with 02_Scope & MVP Document. Fleet Power recorded as the admission-control rating. |
| 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 |