Header

Interplanetary Missiles

Interplanetary Missiles

Interplanetary Missiles (IPMs) are offensive weapons that destroy enemy defenses from a distance.

Note: Missile launch mechanics are live. IPMs are launched via the Launch Pad. You can still queue them manually from the defense screen, or use Missile Silo automation to keep stocking them in a dedicated missile lane.


Statistics

Property Value
Structural Integrity 20,000
Attack Power 25,000
Range Variable (Astrophysics)
Cargo Capacity 100
Fuel Use Up to 100 Deuterium at max range

Cost

Resource Amount
Metal 10,000
Crystal 5,000
Deuterium 25,000

Build Requirements

Requirement Level
Shipyard 1
Missile Silo 4

Range

You need Astrophysics level 1 or higher to launch missile attacks.

Range Formula

Range = (Astrophysics Level * 5) - 1 systems

Fuel Formula

Each IPM carries 100 cargo and uses that cargo for launch fuel. The deuterium cost scales with how far the target is inside your current range:

Fuel per IPM = ceil(100 * system_distance / missile_range)

At your maximum allowed range, each IPM uses 100 Deuterium. Shorter launches use less, and same-system launches use 0 Deuterium.

Range Table

Astrophysics Range (Systems)
1 4
2 9
3 14
4 19
5 24

How IPMs Work

Launching

  1. Select target planet coordinates
  2. Choose number of IPMs to launch
  3. Optionally select primary target defense type
  4. Make sure the launch planet has enough Deuterium for missile fuel
  5. Missiles travel based on system distance

Damage

Each IPM deals 25,000 base damage, increased by Weapon Technology:

  • +15% damage per Weapon Technology level

Damage formula:

Damage = 25,000 * (1 + 0.15 * Weapon Tech Level)

Effects:

  • Destroys defenses completely
  • No 70% rebuild chance
  • Permanent destruction

Targeting

  • Auto (Random) hits defenses at random
  • Can specify a priority target type
  • 90% of missiles (rounded) prioritize the selected target until it is destroyed
  • The remaining 10% (and any missiles after the target is gone) hit random defenses
  • ABMs intercept before damage

Interception

Anti-Ballistic Missiles

ABMs intercept IPMs:

Effective IPMs = Launched IPMs - Enemy ABMs

Always account for target's ABM count before launching.


Travel Time

IPM flight time depends on system distance:

Time (seconds) = 30 + 60 * system_distance

Strategy

Offensive Use

  • Soften defenses before attack
  • Remove specific threats (Plasma Turrets)
  • Psychological warfare

Cost Effectiveness

Consider IPM cost vs defense value:

  • 40,000 resources per IPM
  • Each destroys 25,000 "integrity" worth
  • Expensive but permanent

When to Use

  • Breaking turtle players
  • Removing key defenses
  • When fleet attack would be costly
  • Keeping a standing missile reserve when IPM automation is enabled on your Missile Silo

Storage

Missile Silo Capacity

IPM Slots = 2 per missile
Total Slots = Silo Level * 20
Max IPMs = (Silo Level * 20) / 2
Silo Level Max IPMs
4 40
6 60
8 80
10 100

Tactical Notes

Maximizing Damage

  1. Scout target defenses
  2. Calculate ABM count
  3. Send enough IPMs to overcome ABMs
  4. Target highest-value defenses first

Defense Destruction Order

If no primary target selected:

  1. Weakest defenses destroyed first
  2. Then progressively stronger ones
  3. Shield Domes targeted last

Related Topics