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Balancing · Fleets

Fleet fuel consumption

Every map move draws tier-0 frurozin from the fleet hold. The burn splits into ignition, cruise, and brake - transparent on the move order panel - with clear modifiers for speed, mass, gravity, and scout fit.

Fuel is not an abstract meter. Frurozin is a plasma raw resource you mine, refine, load into hangar fleets, and spend when ships leave orbit on the star map.

The live model focuses on discrete move costs. Continuous idle engine burn and per-tick energy-cell draw are still design targets, not the primary map tax today.

Numbers on this page come from the same constants the game uses. When balancing shifts, the chips update with the code.

Propellant

Map fleets burn tier-0 frurozin from fleet cargo (plasma hold). Surface stocks and orbital factory stock do not pay a move - load fuel onto the fleet before you engage.

Fuel resource
frurozin
Travel burn / tile
8
Brake share of travel
50%

Three burns per move

Each Chebyshev move quotes three frurozin lines. Cruise and brake are carved from one travel budget so the total stays the same as the older single travel number.

  • Ignition

    Departure burn to leave the tile. Scales with fleet mass and local gravity, and still fires at a reduced rate when you throttle speed down.

  • Cruise

    En-route burn for the path. Scales with distance, mass versus the reference ship, and the square of cruise speed.

  • Brake

    Arrival burn. Taken from the travel budget (half by default) so slowing to stop is visible without raising the total frurozin cost.

Ignition starts from 3 plus 0.1 frurozin per tonne. Travel is about 8 frurozin per tile for a 20 t reference fleet at full speed, then split 50% brake / remainder cruise.

What changes the bill

Beyond base distance, several live multipliers stack on the quote shown in the fleet HUD.

  • Cruise speed

    Lower speed burns less en route (travel scales with speed squared) but takes longer. Ignition softens with throttle but never fully disappears.

  • Fleet mass

    Heavier fleets pay more ignition and more travel. Mass comes from fitted components on every ship in the fleet.

  • Local gravity

    Bodies within a few tiles raise ignition only. Open space stays at a clean 1x multiplier on the departure burn.

  • Full scout fit

    Every ship in the fleet needs a scout hull and scout engine. Then ignition and travel burns drop sharply versus a standard fleet.

  • Dual recon surcharge

    Fitting both system recon and planet scan on the same fleet raises move and scan fuel - powerful eyes cost more to keep moving.

Scout ignition
1/20
Scout travel
1/200
Gravity influence (tiles)
2
Dual-recon travel
×1.5

Related frurozin sinks

These use the same resource but are not the map-move ignition/cruise/brake quote.

  • Launchpad ascent

    Sending cargo or modules to orbit burns surface frurozin based on launchpad level and staged mass. Landing back down does not charge fuel.

  • Planet scan

    Adjacent planet scans spend fleet-hold frurozin and consume scanner uses. Colony stock cannot pay the scan.

  • Occupation beacons

    Beacons hold their own fuel tanks for weeks of uptime. Fleets can transfer frurozin to or from a beacon while orbiting its tile.

Where fuel is headed

Alpha already has readable move costs. The longer arc adds continuous upkeep and deeper engine identity without turning every minute into busywork.

  • Energy-cell upkeep

    Fitted energy cells already declare a per-tick frurozin draw in stats. Live deduction while ships stay powered is still on the roadmap.

  • Field maintenance modules

    Planned special modules that can halt hull decay away from factories by burning steady frurozin or refined upkeep from cargo.

  • Richer propulsion identity

    More engines already differ in speed and mass. Future work may deepen tank size and efficiency fantasy while keeping frurozin as the shared propellant in alpha.

Idle hulls still matter

Fuel gets you across the map. Hull decay decides how long parked fleets survive without maintenance coverage.

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