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
- Select target planet coordinates
- Choose number of IPMs to launch
- Optionally select primary target defense type
- Make sure the launch planet has enough Deuterium for missile fuel
- 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
- Scout target defenses
- Calculate ABM count
- Send enough IPMs to overcome ABMs
- Target highest-value defenses first
Defense Destruction Order
If no primary target selected:
- Weakest defenses destroyed first
- Then progressively stronger ones
- Shield Domes targeted last
Related Topics
- Anti-Ballistic Missiles - Counters IPMs
- Missile Silo - Storage building
- Bomber - Alternative defense destroyer