Sector Raids
New in v0.16.0 “Resistance is Useless.” Holding ground has a cost. Once you push the frontier beyond home Alpha, every sector you own becomes a target: while you are online, a hostile fleet drawn from that sector’s own alien race can scramble to annihilate your sector station. This is a distinct layer from the older per-asteroid colony raids — sector raids strike your station infrastructure, and your turrets, plating and garrison now feed a sector defence strength that holds the line.
All numbers on this page are read straight from
data/combat/sectorRaids.jsonandclient/js/systems/sectorRaids.js. Like everything pre-1.0, they are first-pass / balance TBD.
When a Sector Can Be Raided
A sector is raidable only if all of these hold:
- You are online. The whole system suppresses itself during offline fast-forward — nothing raids you while you’re away. Come-back sessions start clean.
- It is not home Alpha. Alpha (the
safetier) is permanently exempt — its per-minute raid chance is hard-set to 0. - You have built a sector station there. No station, no infrastructure to attack.
While online the game rolls for a new raid once per minute per eligible sector. A minimum gap of 30 minutes is enforced between raids on the same sector, and a sector can only host one raid at a time. A well-defended sector is also raided less often — the roll is suppressed by up to 60% based on how much your defence out-matches the expected fleet.
The Attacking Fleet
The raiders are drawn from the sector’s own alienFactions — you are attacked
by the locals (Vorgon in Beta, Betelgeusians in Gamma, and so on up to the
Krikkit war-robots in Theta). The fleet’s raw strength is:
fleetStrength = baseStrength(300)
× tierWeight[sector tier]
× sector baseDanger
× (1 + threatIndex × 0.15)
Deeper, more dangerous sectors field far heavier fleets:
| Sector tier | Example sectors | Fleet tier weight |
|---|---|---|
| safe | Alpha | 1.0 (never raided) |
| dangerous | Beta | 1.0 |
| ancient | Gamma | 1.3 |
| stellar | Delta | 1.6 |
| dominion | Epsilon, Zeta, Eta | 2.0 |
| krikkit | Theta | 2.6 |
The Threat Index
Every sector tracks a threat index that climbs by 1 each time it is raided (capped at 20). A higher threat index makes each future fleet +15% stronger per point and raises the per-minute chance of the next raid. Repel raids promptly — a sector you keep losing ground in only draws heavier assaults.
Defending a Sector
Defence is something you commit to in advance. From the Defense panel’s “🌐 Sectors” tab you park units in a sector’s orbit and repair its station. Your sector defence strength is the sum of four contributions:
sectorDefence = Σ parked-capital attack × 1.0
+ Σ parked-drone count × role power (≈ 8 each)
+ sector turret rating × 2.0
+ garrison dwarves × 15
| Contributor | How it counts |
|---|---|
| Parked capital ships | Their attack stat, at ×1.0. Only ships that have finished travelling to the sector count. |
| Parked drone swarms | Each ship in the swarm adds its role’s power (~8 by default). |
| Turret buildings | Every turret adds tier × 10 and every plating tier × 5 to a sector turret rating (capped at 300), then ×2. |
| Garrison dwarves | Each dwarf housed in a garrison-type building in the sector adds 15. |
Committing & Recalling Your Fleet
Parking ships is a real commitment:
- Capital ships in an active rift dive cannot be parked — pull them out first.
- Deploying and recalling both take travel time:
120s + 60s × sector distanceeach way. A capital only starts defending once it arrives; a recalled unit only rejoins your free fleet once it gets home. - Parked drones are removed from your free fleet immediately on deploy, so you can’t also field them in a rift until you recall them.
Infrastructure Durability
The station has an infrastructure durability pool that an un-repelled fleet grinds down over time. Its maximum scales with station level:
| Station level | Max durability |
|---|---|
| 1 | 500 |
| 2 | 900 |
| 3 | 1,500 |
| 4 | 2,400 |
| 5 | 4,000 |
How an Attrition Round Resolves
After a raid spawns, a warning comms message fires and the first attrition round lands ~2 minutes later; subsequent rounds tick every 15 minutes the raid goes un-repelled. Each round:
- Your defenders fire first — the incoming fleet’s remaining strength is
reduced by your
sectorDefence. - If the fleet is destroyed, the raid is repelled and the station takes no damage that round.
- Otherwise the station loses 1% of its maximum durability, and your parked defenders take casualties — proportional to how badly they were out-gunned, capped at 50% of the force per round.
Drone swarms that take casualties are destroyed (their count is reduced), but parked capital ships are never lost to a raid — they are floored at 1 HP and healed back to full when the raid is repelled (“victory refit”).
When the Station Is Crippled
If durability falls below the 25% operational threshold, the station is crippled and stops functioning as a hub until repaired. Because a sector station is the shared warehouse and build-anchor for its whole sector (see Stations), letting one fall over stalls that sector’s economy.
Repairing & Rewards
Repair is done from the same Defense panel. It costs, per 1% of durability restored:
| Resource | Cost per 1% |
|---|---|
| Station Parts | 2 |
| Credits | 60 |
Repelling a raid pays out to the hub station: a random 250–750 Credits plus 3 × threat-tier Station Parts (so later, higher-threat raids reward more parts — the very first raid in a sector, at threat 0, pays no bonus parts).
Practical Defence
- Garrison dwarves are the most efficient single contributor (×15 each) — station a few in every frontier sector.
- Stack turrets and plating in the sector; the turret rating is doubled into defence (up to the 300 cap → 600 effective).
- Park a couple of capitals you’re not currently diving with; they can’t be lost to a raid, so they’re safe garrison duty between rift runs.
- Repair before the 25% cripple line, not after — a crippled station costs the sector’s whole economy, not just the repair bill.
- Watch the threat index: repeatedly losing a sector snowballs into ever-heavier fleets. Fight the raid down early.
Implementation Status
Sector raids, infrastructure durability, the defence-strength formula, the threat
index and the repair loop are all implemented and live (sectorRaids.json,
client/js/systems/sectorRaids.js, Defense panel “🌐 Sectors” tab). Save schema
migrated v16 → v17 to back-fill the per-sector raid, threat and timing state;
existing saves upgrade automatically. All balance numbers are first-pass /
balance TBD.
See Also
- Raids — the older per-asteroid colony-defense model
- Stations — sector stations, levels and the shared pool
- Rifts & Fleet — the capital ships and drones you park to defend
- Sectors — sector tiers, danger and alien factions
- Equipment & Loadouts — turrets and plating that feed defence