Every ship's base combat stats are now generated from a class × manufacturer × spec profile grounded in Star Atlas lore. Fimbul BYOS is the Jorvik Tankship archetype; Fimbul ECOS runs the bomber line; Pearce is the MUD flagship fighter; Busan is ONI's agile hit-and-run; Rainbow brings Photoli shield tech; Ogrika is the missile-heavy artillery platform; Opal trades survivability for speed; Armstrong stays firmly out of combat.
Component tier progression now rewards upgrades with real tradeoffs. A T5 Hull Reinforcement piles on HP but slows reload by ~8%; a T5 Shield Generator gives thicker shields and better regen but a longer shield-break delay; a T5 Heat Sink fires faster with a small hull-stress HP penalty. There is no "T5 everything dominates every axis" — players who stack one specialisation give up something on another.
The simulation headline: ~3% draw rate overall (down from 97%+ before Pass 1; 26.5% after Pass 2), effectively 0% for combat-focused ships fighting each other. Tier scaling works: T5 beats T1 of the same hull in ~95% of same-ship matchups. Class dominance is monotonic — bigger ships win 63–100% of cross-class fights.
Win Rate by Ship Class
Outcome Distribution
| Ship | Mfr | Spec | Class | T | WR |
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V1 combat reads eight component attributes: hit_points, shield_points, max_ap, ap_recharge_time, shield_recharge_rate, shield_break_delay, ammo_capacity, and asteroid_mining_ammo_rate (the V1 ammo-per-AP cost). Each component card below lists its role, tradeoffs, and the tier × class multiplier curve so you can see at a glance what an upgrade actually does.
Green badges mark primary stats the component is tuned for. Amber badges mark support contributions. Red badges mark tradeoffs — stats that get slightly worse at higher tier to keep build variety honest. Click any component card to see its full stat × tier × class table.
Component Library
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Tier Progression at a Glance (Small hull)
Each cell shows the median minimum number of attackers (T3) needed to score a decisive win against one defender (T3) of the column class. Per-ship stats scale linearly with fleet size: hp×N, sp×N, ap×N, regen×N, ammo×N. Fire-cycle and shield-break-delay are unchanged.
Cap is N = 50. Cells marked ∞ are infeasible at any count up to 50 (typically miners with zero AP, or extreme cross-class deficit).
Headline Matchups
Class × Class Matrix
Ship-Pair Lookup
| Attacker | A.Class | Defender | D.Class | Min N |
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