Battle values for different ship friendly codes:
numerical | ||||
Friendly Code in ship |
No P.E. No ‘Kill’ |
with P.E. set |
with mission ‘Kill’ | with P.E. and ‘Kill’ set |
Value change | (0) | (0) | (0) | (0) |
001 | 1 | 1 | 1 | 1 |
010 | 10 | 10 | 10 | 10 |
100 | 100 | 100 | 100 | 100 |
201 | 201 | 201 | 201 | 201 |
250 | 250 | 250 | 250 | 250 |
378 | 378 | 378 | 378 | 378 |
685 | 685 | 685 | 685 | 685 |
967 | 967 | 967 | 967 | 967 |
non-numerical | ||||
Value change | (0) | (-5) | (-10) | (-15) |
afk | 1015 | 1010 | 1005 | 1000 |
mkt | 1015 | 1010 | 1005 | 1000 |
nUk | 1015 | 1010 | 1005 | 1000 |
ww2 | 1015 | 1010 | 1005 | 1000 |
x12 | 1015 | 1010 | 1005 | 1000 |
x r | 1015 | 1010 | 1005 | 1000 |
Please note:
- The ship with the lowest battle value is the most aggressive and will fight first.
- If two ships have the same battle value, the lower ID# ship will fight first.
- Ships without Primary Enemy or mission ‘Kill’ set will only fight if they are being attacked.
- All codes that don’t have exactly three numbers will be given a base battle value of 1015.
- Battle values do not apply in the “Priority Intercept Attack” sub-phase (otherwise known as “cloaked intercept”), which happens before all other combat (and is processed in reverse ship ID# order).
- The above friendly codes are examples; of course you can put any code.
- Matching friendly codes will not fight.
- Exceptions are NUK and ATT (ship to planet combat) and NTP, MKT and LFM (ship to ship combat).
- One- and two-digit friendly codes are known to be unreliable and so are not included in this chart. While errors have been recorded with low-value numeric codes, our testing indicates that these are more likely due to matching than any other cause.