Structs Combat

Important: Entity IDs containing dashes (like 5-10, 9-3) are misinterpreted as flags by the CLI parser. All transaction commands in this skill use -- before positional arguments to prevent this.

Procedure

  1. Scoutstructsd query structs planet [id], structsd query structs struct [id] for targets, shield, defenses.
  2. Optional stealthstructsd tx structs struct-stealth-activate --from [key-name] --gas auto --gas-adjustment 1.5 -y -- [struct-id] before attack.
  3. Attack structsstructsd tx structs struct-attack --from [key-name] --gas auto --gas-adjustment 1.5 -y -- [operating-struct-id] [target-struct-id,target-id2,...] [weapon-system]. Can target multiple structs.
  4. Raid flow — Move fleet to target: structsd tx structs fleet-move --from [key-name] --gas auto --gas-adjustment 1.5 -y -- [fleet-id] [destination-location-id]. Then structsd tx structs planet-raid-compute -D 3 --from [key-name] --gas auto --gas-adjustment 1.5 -y -- [fleet-id]. Compute auto-submits the complete transaction. Move fleet home. Refine stolen ore immediately.
  5. Defense setupstructsd tx structs struct-defense-set --from [key] --gas auto -y -- [defender-struct-id] [protected-struct-id] to assign; structsd tx structs struct-defense-clear --from [key] --gas auto -y -- [defender-struct-id] to remove.

Commands Reference

Action CLI Command
Attack structsd tx structs struct-attack -- [operating-struct-id] [target-ids] [weapon-system]
Raid compute (PoW + auto-complete) structsd tx structs planet-raid-compute -D 3 -- [fleet-id]
Raid complete (manual, rarely needed) structsd tx structs planet-raid-complete -- [fleet-id]
Fleet move structsd tx structs fleet-move -- [fleet-id] [destination-location-id]
Set defense structsd tx structs struct-defense-set -- [defender-id] [protected-id]
Clear defense structsd tx structs struct-defense-clear -- [defender-id]
Stealth on structsd tx structs struct-stealth-activate -- [struct-id]
Stealth off structsd tx structs struct-stealth-deactivate -- [struct-id]
Move Command Ship (ambit) structsd tx structs struct-move -- [struct-id] [new-ambit] [new-slot] [new-location]

Raid flow: fleet-move → planet-raid-compute (auto-submits complete) → fleet-move home → refine stolen ore. Common tx flags: --from [key-name] --gas auto --gas-adjustment 1.5 -y.

Raid Timing

Fleet movement (fleet-move) is instant — no transit time. The only time cost in a raid cycle is the PoW compute.

planet-raid-compute uses -D flag (range 1-64) to wait until difficulty drops before hashing. Raid PoW difficulty depends on the target planet’s properties. Launch raid compute in a background terminal — it may take minutes to hours depending on difficulty. Use -D 3 for zero wasted CPU. Compute auto-submits the complete transaction.

Important: Your fleet is locked “away” during the raid compute. You cannot build on your planet while your fleet is away. Plan accordingly — complete all planet builds before moving fleet for a raid.

Ambit Targeting

Each weapon can only hit specific ambits. Before attacking, verify your struct’s weapon can reach the target’s ambit.

Struct Lives In Primary Targets Secondary Targets
Command Ship Any (movable) Current ambit only
Battleship Space Space, Land, Water
Starfighter Space Space Space
Frigate Space Space, Air
Pursuit Fighter Air Air
Stealth Bomber Air Land, Water
High Altitude Interceptor Air Space, Air
Mobile Artillery Land Land, Water
Tank Land Land
SAM Launcher Land Space, Air
Cruiser Water Land, Water Air
Destroyer Water Air, Water
Submersible Water Space, Water

Command Ship positioning: The Command Ship is the only struct that can change ambits via struct-move. It can only attack structs in its current ambit (ambit flag 32 = “Local”). Move it to the target’s ambit before attacking. Move it away from enemy weapon ranges as a defensive tactic.

Weapon Control vs Defense Type

The interaction between weapon control (guided/unguided) and target defense determines evasion. This is the core of combat tactics:

Target Defense vs Guided vs Unguided
Signal Jamming (Battleship, Pursuit Fighter, Cruiser) 66% miss Full hit
Defensive Maneuver (High Alt Interceptor) Full hit 66% miss
Armour (Tank) Full hit, -1 dmg Full hit, -1 dmg
Stealth Mode (Stealth Bomber, Submersible) Same-ambit only Same-ambit only
Indirect Combat (Mobile Artillery) Full hit Full hit
None Full hit Full hit

Tactics: Use unguided weapons vs Signal Jamming, guided vs Defensive Maneuver. Armour always reduces by 1.

Stealth rules:

Strategic Positioning

Offensive: Move your Command Ship to the ambit where you want to deal damage. Use cross-ambit attackers (Battleship, Stealth Bomber, SAM Launcher, Submersible) for coverage without repositioning.

Defensive: If the enemy fleet can only target specific ambits, move your Command Ship to an ambit they cannot reach. Diversify defenders across ambits so you can block attacks from any direction.

High-value cross-ambit units: Battleship (Space→Space/Land/Water), SAM Launcher (Land→Space/Air), Stealth Bomber (Air→Land/Water), Submersible (Water→Space/Water), Cruiser (Water→Land/Water + Air secondary). These structs threaten multiple ambits and are the foundation of flexible fleet composition.

Verification

Combat Notes

Combat Readiness Checklist

Before engaging in combat, verify all conditions:

Defense Formations

Assign defenders to protect high-value structs. Defenders absorb incoming attacks before the protected struct takes damage.

Minimum viable defense: Assign at least one combat struct per ambit to defend your Command Ship. Command Ship has 6 HP; most fleet structs have 3 HP. Without defenders, a Command Ship can be destroyed in just a few attacks.

Example formation (4 Starfighters defending Command Ship):

structsd tx structs struct-defense-set --from [key] --gas auto -y -- [starfighter-1-id] [command-ship-id]
structsd tx structs struct-defense-set --from [key] --gas auto -y -- [starfighter-2-id] [command-ship-id]
structsd tx structs struct-defense-set --from [key] --gas auto -y -- [starfighter-3-id] [command-ship-id]
structsd tx structs struct-defense-set --from [key] --gas auto -y -- [starfighter-4-id] [command-ship-id]

Rules:

Error Handling

See Also