recursal/Fanatic-Fandom huggingface dataset:
Emergency Evasion (Escape)

**Location:**  Infinite Lagrange Wiki -> Ship / Combat mechanics

* See also Emergency Evasion (disambiguation)

In Infinite Lagrange, there are at least three different things that use the term **emergency evasion**. The escape version refers to the ability of ships to escape from combat **just before they would have been destroyed**. When a ship has sustained enough damage to be near zero hit points, and one more hit would reduce the ship to zero, resulting in its destruction **but** right before the final shot hits, the ship will attempt to escape.

* The escape version of emergency evasion **only applies to player ships** and never to privateers or city defense fleets
* Because they cannot travel independently, aircraft can escape, but only if the ship transporting them survives
	+ This rule probably also applies to frigates built by the FSV830 - Fast Combat Support Ship
* When the battle concludes, ships that have succeeded in escaping will retreat to the player's base
* Ships that have escaped must undergo **refitting** before they can be used in a fleet
* Once refitting has completed, escaped ships must still be repaired

## Escape probability

The chance for an individual ship to perform an emergency evasion is a function of the ship's class:

* Utility ships: 100%
* Fighter: ? (low, probably 5% or less)
* Corvette: 10%
* Frigate: 20%
* Destroyer: 20%
* Cruiser: 30%
* Battlecruiser: 40%
* Auxiliary ships: 40%
* Carrier: 40%

## Determining emergency evasion

It is possible to determine if a ship successfully performed an emergency evasion (even enemy ships) by looking at the Battle report.

In the **Details** tab, click on a "destroyed" ship to bring up the **Performance Analysis** panel. Then click on **Proportion of Survival Time**. If the ship performed an emergency evasion, there will by a circular two-headed arrow marker in the corner of the small ship icon.

There are a pair of arrows to the center right and left of the Performance Analysis panel that a player can use to view the performance of other ships in that fleet.

Alternately, from the **Battle Stats** tab, click on a class of ship to bring up the **Performance Analysis** panel for all the ships of that type. Click on the **Proportion of Survival Time** block to fate of all the ships in that fleet of that type. And again, there are arrows left and right to navigate through all of the ship types in the formation.
Battleships

**Location:**  Infinite Lagrange Wiki -> Ship

A type of auxilliary ship only present in level 12+ city guarding fleets that will spawn out of a Level 10 city once you attack it. You can also spot it at the beginning of the game, as you are about to enter the Pioneer's Gate. Currently, it cannot be attained by the player.

## Distinguishing Marks

* Is rumored to cost 50-80 command points. For the default max fleet command point limit, you can only build about 3-6 of them depending on the ship type and model variant.
* Is rumored to have a DPM (damage per minutes) of 75K to 150K depending on ship type and model variant.
* Is rumored to be the strongest class of ships as battleships guard the CIty of Antontas housing the Pioneer's Gate located in 0001 Pioneers System (entering the system is unauthorized as hereby ordered by the Dawn Accord).
Crosby

**Crosby**, originally known as **Croshbyr** (Sudric for **Cross Farm**), is a small seaside town known for its fresh air. It also has its own station, operated by the North Western Railway. The station consists of two platforms, each with a building and connected by a footbridge, with three lines running through.

Gordon once collided with the last truck of Duck's train here, when George blocked the line in the siding. Toad was diverted onto a siding, but when the points failed, he was sent back to the main line.
Brendam Docks

**Brendam Docks** is one of the Island of Sodor's most famous ports. It is located on the coast of Brendam, at the end of Edward's Branch Line.

## Brendam Docks

* IV
* III
* II
* I

### Managed by

* North Western Railway
* Sodor Shipping Company

## History

### *Thomas & Friends*

In the television series, Brendam Docks has been portrayed as Sodor's main port since the second series. The station of Upper Brendam serves the town itself.
Light Cone

**Location:**  Infinite Lagrange Wiki -> Ship -> Cruiser

Back Story

"l'd rather forgive an ill-conceived operation than approve of doing nothing." --Anonymous Executive of Harper 5 Rebels

## Light Cone - Generic Type (variant A)

* Holographic
* Systems
* Schematic

## Cost

###

61950

###

7670

###

2860

###

03:00:50

* Category: Damage Dealer (projectile)
* Advantage: Anti-Ship weapons (for small ships), Anti-Air support
* Disadvantage: Not as much damage as the other variants of the ship
* Game description: A cruiser equipped with a powerful integrated gun/missile attack system. Several high-performance cannons are fitted on the starboard side, while a vertical missile launcher system is fitted on the port side of the ship. It serves as a bombardment unit during assaults and enemy encounters.

The Light Cone Multi Role Cruiser is an all around cruiser, It is strong against small ships such as Frigate and Destroyer, but will perform worse against large ships such as fellow Cruiser, Battlecruiser, and Carrier. It also comes with anti air systems of questionable effectiveness. The Light Cone is often considered to be similar in strength to the CAS066. The Warning system has an enhancement that makes it so that your fighters will have a 30% more chance to hit enemy fighters (costs 12 tech points).

## Light Cone - Anti-Aircraft Type (variant B)

* Plain
* Systems
* Schematic

## Cost

###

58,270

###

6970

###

3030

###

02:56:50

* Category: Damage Dealer (anti air)
* Advantage: Can do lots of damage to enemy air units
* Disadvantage: Literally tiny amounts of anti ship damage
* Game description: A cruiser equipped with a powerful integrated gun/missile attack system. Several high-performance cannons are fitted on the starboard side, while a vertical missile launcher system is fitted on the port side of the ship. It serves as a bombardment unit during assaults and enemy encounters.

## Light Cone - Assault Type (variant C)

* Plain
* Systems
* Schematic

## Cost

###

57,180

###

6180

###

2130

###

02:24:00

* Category: Damage dealer
* Advantage: Will do a lot of damage to enemy ships
* Disadvantage: doesn't have much AA
* Game description: An upgraded version based on the prototype. A set of heavy missiles are added to improve its damage output against capital ships. It is equipped with a spotter UAV system to increase its hit rate.

Anti-Ship Missile Array
 (row) BG-290B
Generic Cannon
Frigate

Location: Infinite Lagrange Wiki -> Ship

* Emergency Evasion (Escape)
	+ All frigates: 20%

Frigates are the smallest class of ship that is designed to operate independently, and one of the few ship types that a faction can produced at the beginning of the game.

The class currently includes 15 models with a total of 35 variants.

* 9 models, 25 variants have blueprints that are available to players (default availability)
	+ The FG300 and its 3 variants are considered **generic**
* 4 models, 6 variants are available for purchase at trading posts
* 1 model, with only a single variant, is available as a temporary blueprint from a docking point
* 2 models, 4 variants, were available in the Beta servers and are not currently available anywhere

**For more information:**  Blueprint availability

## Ship Table

Β This ship was available in some of the Beta servers
but there is nothing preventing it from showing up in city
and/or privateer fleets

 A player will have access to the blueprints for These models when their base is docked at a relevant docking point

 These models can be obtained through trading with NPC factions' outposts.
Cellular Defender

**Location:**  Infinite Lagrange Wiki -> Ship -> Corvette

Back Story

"Either give me an order or fall into line." --Hive Tactics Theory, Space Military and Science, Issue 482

## Cost

###

7910

###

560

###

110

###

00:14:50

* Category:
* Advantage: Very effective anti-ship damage
* Disadvantage: (rather expensive?)
* Game description: Its "Beehive" torpedo attack system is able to rapidly launch medium torpedoes at enemy targets. Its defensive cannon system and situational awareness system greatly increase its survivability against small ships and aircraft.

## Updates

### Patch on 2022-05-25: Armor/Hit Points

* Source link: Patch notes

In this patch, all of the corvettes had their hit points increased and all of the corvettes with 0 armor saw their armor increase to 2.

"Adjusted the basic HP of the Cellular Defender - Heavy Torpedo Corvette to 6100 from 5730, and its basic Armor to 2 from 0."

Also, corvettes and fighters now have an altered appearance when they reach full enhancement:

"6. Added the new appearance of the models of fighters and corvettes after their blueprints' version number reached a certain amount."
Mare Nubium - Anti-Aircraft Frigate

Location: Infinite Lagrange Wiki -> Ship -> Frigate -> Mare Nubium

Not generally well regarded due to the limitations of ship based anti-air weapons - see Aircraft Summary.

Back Story

"There will be no thousand miles without taking the first step; no sea without flowing rivers." ---Terran Literary Work

## Mare Nubium, Anti-aircraft type (variant B)

* Plain
* Systems
* Schematic

## Cost

###

9,430

###

590

###

190

###

00:20:50

* Category: Damage dealer (anti-air)
* Advantage:
* Disadvantage: Armor
* Game description: An anti-aircraft frigate with 1 anti-aircraft UAV pod. It can dispatch its UAVs to intercept nearby fighters and corvettes. It is also equipped with a rocket tower for anti-aircraft defense purposes.

One of the many anti-air variants. The Mare Nubium Anti-Aircraft Variant is quite weak in its role, only capable of providing “self” based anti air to ships via its UAV, or protecting itself via its rocket tower. It is heavily recommended to not use this ship for Anti Air, and instead use ships such as the XenoStinger special type, or interceptor aircraft such as the Sandrake
Chapter 7

Location: Infinite Lagrange Wiki -> Main Missions         Previous: Chapter 6         Next: Chapter 8

**Note:** The "Liaise 1 time(s)" mission can only be accomplished by sending a fleet to a Trading post.

#### Title: No purchase, no pay

**Description:**  < text missing > the vastness of the stars. The only thing that's certain is that contributions will be rewarded accordingly.
Argus

**Location:** Infinite Lagrange Wiki -> Ship -> Destroyer

"Wherever you set foot is my land and the mortals who live there are my people."
---Emperor Chu of the Sacrum Chu Imperium

## Cost

###

21,360

###

1430

###

860

###

?

###

00:55:20 (NA)

* Category: Carrier
* Game description: A Sacrum Chu Imperium Navy destroyer that serves as an escort for large fleets. It is equipped with a small aircraft hangar and 2 generic cannons to perform counterattacks on enemy ships.

Cannon
Ghost Structure

**Location:**  Infinite Lagrange Wiki -> Miscellaneous

When a player hits the confirm on the final panel of the build command sequence for a new mining platform or outpost, a temporary square operation is created that represents the building operational area that will exist as soon as construction actually begins.

This temporary area is known as a **ghost structure**.

Ghost structures used to function in many ways as full structures in that they were warp points and had the lower Action point costs associated with actions that have a building either as the origin or destination. However, these advantages were removed and currently ghost structures function mostly like any other operation, with the only remaining advantage that they do not count towards the operation limit and can be blockaded. Unlike other operations they cannot be warp enabled and additionally carry the risk of another player constructing their own structure in the same location, at which point the ghost structure will disappear and any fleets moored at or en route to it will retreat.
AC721 - Heavy Ion Cannon Destroyer

Location: Infinite Lagrange Wiki -> Ship -> Destroyer -> AC721

Back Story
“A good investment is normally accompanied by a deep insight into the future.” -- Mark Gates, “Investment Enthusiast” and CEO of the Pangaea Corporation

**TODO:** Complete this page with detailed system and enhancement information

## Cost

###

21.790

###

3130

###

600

###

01:02:50

* Game description: An ion generation system is installed to take advantage of its spacious interior capacity while an assault ion cannon is fitted on the bow. It offers great offensive capabilities against medium to large ships. It also has a limited array of anti-aircraft weapons for self-defense purposes.

Ion Cannon
 (self) SG-330B/D
Anti-air turret
Mare Tranquillitatis

**Location:**  Infinite Lagrange Wiki -> Ship -> Frigate

Also known as Trunki Ritatis, variants of this model ship are considered mediocre.

Back Story

“It’s not the last straw that breaks the camel’s back, but the weight of every straw.” — Sabal Colony Proverb

## Mare Tranquillitatis, Integrated type (variant A)

* Plain
* Systems
* Schematic

## Cost

###

8,470

###

700

###

120

###

00:17:00

* Role: Damage dealer
* Advantage: ?
* Disadvantage: Armor
* Game description: A Cross-series small rapid-fire cannon developed by Jupiter Industries' Power Machine Manufacturing Bureau. When linked up with the "Cross" Integrated Cannon System, its high Firing Speed and focus fire capability are able to damage small ships effectively.

With a base damage of 60 DPH for its main weapon, this ship isn't particularly useful past the early part of the game. Odds are, if a player is building this ship, it's because they literally do not have anything better.

Dual-Cannon Rapid-Fire Battery
 (self) Mk1-AM-3x180 "Eternal Polaris"
Triple-Fire Rocket Launcher Nest

## Mare Tranquillitatis, Pulse cannon type (variant B)

* Plain
* Systems
* Schematic

## Cost

###

8,370

###

680

###

170

###

00:20:40

* Role: Damage dealer
* Advantage: Energy weapon
* Disadvantage: Armor
* Game description: Its initial weapon system is remodeled to fit two pulse cannons and two generic small missile launcher array. It can effectively intercept hostile aircraft and concentrate firepower on small ships.

Despite having an energy weapon, it’s damage is very low. Additionally, the weapon's target priority is for corvettes and fighters, and the main weapon only has base DPH of 60. If you really need an anti-air ship, this is probably one of your better choices, but otherwise, mediocre.

Pulse Cannon
 (self) Mk1-AM-3x180 "Eternal Polaris"
Triple-Fire Rocket Launcher Nest

## Mare Tranquillitatis, Anti-aircraft type (variant C)

* Plain
* Systems
* Schematic

## Cost

###

9,510

###

1070

###

300

###

00:33:40

* Role: Damage dealer (anti-air)
* Advantage: ?
* Disadvantage: Armor
* Game description: A modified generic missile launcher nest capable of intercepting all types of missiles and torpedoes with its dense, concentrated firepower. When equipped with a generic cannon, it is capable of attacking all types of targets.

Yet another anti-air variant ship. Due to anti air being in the form of counter-attacks, it is very weak at its role. It is advised to not use it.

Dual-Cannon Rapid-Fire Battery
 (self) Mk1-AM-3x180B "Eternal Polaris"
Triple-Fire Rocket Launcher Nest
Liaison Command Center

**Location:**  Infinite Lagrange Wiki -> Base -> Expansion zone 2

### In-game description

Unlocks "Liaise" and "Rally Attack." While maintaining liaisons with a faction-affiliated Trading Post, you can receive quests from the faction and trade with them via the Trading Post. With the "Rally Attack" command, you can attack formidable enemies together with your allies.

## Total Cost

###

17.02M

###

42550

###

17020

###

51:10:00

One of the base upgrades that is available for construction as part of of zone 2 of the player's base.

Liaison range is 3000Gm.
Bullfrog - Dual-Purpose Bomber

**Location:**  Infinite Lagrange Wiki -> Ship -> Fighter

**TODO:** Add detailed system and enhancement information

Back Story

"One bomber patrol is worth a hundred warnings."

---Zoltan Lee, CSO of NOMA Shipping Group

* Holographic
* Systems
* Schematic

## Cost

###

7130

###

500

###

190

###

00:12:50

* Hangar Size Required: Large
* Category: Heavy Bomber
* Advantage: High Siege Damage
* Disadvantage: No Anti-Air capability
* Game description: Equipped with a large Torpedo Launching System and 2 siege-purpose heavy attack torpedoes. It can move within planetary atmospheres, and serves as a powerful tool in siege warfare. It can also carry out attacks on heavy ships.

A ship that is most effective in a siege role. It can also be good against small ships (frigates and destroyers) but not against the heavier armor of large ships.

## Propulsion System

#### Propulsion System Enhancements

 << icon >>
Total:
Docking points

**Location:**  Infinite Lagrange Wiki -> Miscellaneous

Docking points are structures that can be docked with outpost/base to acquire certain bonuses. The vast majority of docking points as well as all dockable resource nodes require that the player's base must be docked there to gain the listed benefit (docking type of "Base"), while a handful will give the benefit only if an outpost is docked there (docking type of "Outpost"). Docking points providing storage boxes or technology assets do so only once at the time of the star system development rating.

**Please note:** Docking points contained within a city's operation area will only provide bonuses while the city is owned by your organization.

**Note:**  Some docking points may have a requirement that the player has completed Outpost Command Center level 5, and attempting to dock there without it will result in an error message: *Outpost Command Center Lv.5 is required for unlocking the docking point.*
Carilion

Location: Infinite Lagrange Wiki -> Ship -> Frigate

A model of frigate with three variants. The main variant is a recon ship with the same speed as the FG300 - Recon Frigate but better armament.

Back Story

“The principle of blitzkrieg is exchanging time for space; the longer the time, the lesser the yield and value.” — Mars, Chief of the General Staff of the Ares Corps

## Carilion - Recon Type (variant A)

* Plain
* Systems
* Schematic

## Cost

###

7,810

###

660

###

170

###

00:20:30

* Role: Recon
* Advantage: Evasion, Speed
* Disadvantage: Everything else
* Game description: With cannons serving as its primary firepower, it is able to mount anti-ship attacks and has short-range defensive capabilities. It boasts increased mobility over other ships of its class and is often used to perform recon missions and run interference.

Player comments/strategy:

This ship is one of the fastest in the game, making it good for scouting missions. However, what is really unusual about it is the level of evasion that it can attain, with sufficient tech points. It begins with a base evasion rate of 35% and can go up to 43% with an upgrade. It’s strategy gives it an additional 50% evasion rate when at lower than 20% hp, giving it a situational evade rate of 93% (but be warned, the strategy will only trigger once per battle). Put it in a fleet that is first in during a city siege and watch it bob and weave long enough for the rest of the union's fleets to join the attack.

## Carilion - Heavy cannon Type (variant B)

* Plain
* Systems
* Schematic

## Cost

###

8,590

###

630

###

120

###

00:16:20

* Role: Damage dealer
* Advantage: Damage per hit
* Disadvantage: Damage efficiency (main weapon railgun is outclassed by ruby), lacks evasion upgrades
* Game description: The bow of the ship has been modified into a heavy cannon to improve its anti-ship capabilities against large ships without significantly compromising its mobility.

Player comments/strategy:

While the level of damage per hit is fairly high for a frigate, it's still a fragile ship and will only really be useful early game or in scattered asteroid field operations.

Carilion Heavy Cannon
 (self) MK2-CG-1118B "Comet Tail"
Near-Defense Cannon

## Carilion - Anti-aircraft Type (variant C)

* Plain
* Systems
* Schematic

## Cost

###

8,930

###

660

###

260

###

00:25:50

* Recon: Damage dealer (Anti-air)
* Advantage: Evasion
* Disadvantage: Inconsequential damage
* Game description: A specially-modified special recon frigate equipped with Situational Awareness and Field Camouflage Systems, granting it extraordinary evasiveness and defensive capabilities in combat.

Player comments/strategy:

The anti-air is mostly a misnomer, which is typical of most ships labelled as anti-air (i.e they dont really kill aircraft). But Carilion C is equipped with advanced evasion technologies and a jamming system. Between these two systems, when enough tech points are invested into the Special Carilion it is capable of dodging even more projectiles than the standard Recon Carilion, making it a contender for one of the best evasion tanks in the game.
Patch

**Location:**  Infinite Lagrange Wiki -> Game Mechanics

**TODO:** Many of the patch links are still missing, many of the patch links need summaries

A **patch** or **build** is an update to the back end software, client software, and/or game files. NetEase normally applies a patch each week during their system maintenance window - normally at 0700 UTC on Wednesday morning.

NetEase does also apply small patches and updates without warning or notice. There have been, as far as I know, very few significant, system wide unplanned outages.

The Game and Engine versions are shown only on the startup screen (?).

The summary text is an attempt to explain the main contents of each patch, allowing players to find a particular patch of interest, and not intended to be an exhaustive cataloging of the changes made. Generally, only changes that significantly affect play will be mentioned, and display/cosmetic changes will not be listed. Bugs, being transient (hopefully) will only be mentioned if there are a significant number of them or they fix a particularly important issue.
Org Talent Deployment Center

**Location:** Infinite Lagrange Wiki -> Base -> Expansion zone 1

## Total Cost

###

7,426k

###

19k

###

8k

###

27:10:00

A temporary building that a player is allowed to construct as a member of an organization (Union, Clan, or Guild). Some of the org abilities require this building to be complete before the player will be able to make use of them. Other org abilities do not apply to individual players and so the completion or absence of this building will have no effect.

**Note:** When a player changes unions, the Org Talent Deployment Center resets back to level 0.
NOMA 330

Location: Infinite Lagrange Wiki -> Ship -> Frigate

A model of frigate that can normally only be purchased from a trading post. On newer servers, there is a docking point that gives the player access to the blueprint for as long as their base remains docked.

Back Story

"A spate of investigations and studies can only mean something has gone wrong somewhere." ---Montesquieu, Space Explorer and President of the Galactic Archaeology Committee

## Cost

###

8,530

###

480

###

110

###

?

###

00:13:50

* Category: Scout
* Advantage: Speed
* Disadvantage: Armor
* Game description: It adopts an older frigate design; however, due to the maturity of the manufacturing technology and relatively low cost, it is often built and used by privateers. Its primary weapon is its cannons, which give it a similar amount of firepower as a cannon corvette.

Due to its light armor and the low damage per hit (30) of its main weapon, it is really only useful in a recon role, as it has the same speed as the recon variants of the FG300 and the Carilion.

Rapid Fire Cannon

## Cost

###

8,530

###

480

###

110

###

00:13:50

* Category: Scout
* Advantage: By far the fastest ship in the game
* Disadvantage: Low survivability, ridiculously low damage, can only upgrade it once docked to the port
* Game description: It adopts an older frigate design; however, due to the maturity of the manufacturing technology and relatively low cost, it is often built and used by Privateers. Its primary weapon is its cannons, which give it a similar amount of firepower as a cannon corvette.

This ship is the fastest ship of the entire game. Its cruise speed is nearly as fast as the warp speed of the fastest battlecruisers. As for its warp speed, it has no equal in the entire game. This makes this ship by far the best scout in the game.

Rapid Fire Cannon
Aldabra

**Location:**  Infinite Lagrange Wiki -> Ship -> Destroyer

Back Story

"Being despised is a great strategic advantage."
---Zoltan Lee, CSO of NOMA Shipping Group

## Aldabra - Heavy Cannon Destroyer

* Holographic
* Systems
* Schematic

## Cost

###

30,620

###

3290

###

710

###

01:12:40

* Game description: An all-round Heavy Destroyer. As the prototype of Chimera Cruisers, it has enlightened the subsequent shipbuilding research and development. Cannons of varying calibers cover the surface of ships, capable of striking a wide range of hostile units on the battlefield.

## Aldabra - Armored Type (variant B)

* Holographic
* Systems
* Schematic

## Cost

###

28,990

###

2,970

###

660

###

01:07:00

* Game description: Reinforced the side armor and modified the primary firepower for the ship hull. Fitted a rare stationary heavy battery to both sides of the ship to launch dense projectiles, allowing for increased siege capabilities. With no rotational functionality, this heavy battery is not that effective against small to medium targets.

Battery
 (self) BG-290B
Cannon
Destroyer

Location: Infinite Lagrange Wiki -> Ship

* Emergency Evasion (Escape)
	+ All destroyers: 20%

A class of warship. Though they can be researched earlier, destroyers cannot be built until after the construction of the Destroyer Dockyard, which is part of Expansion zone 3.

The class consists of at (currently) thirteen models:

 A player will have access to the blueprints for These models when their base is docked at a relevant docking point

 These models can be obtained through trading with NPC factions' outposts.

 These models are available starting in Phase II
Mare Nubium

Location: Infinite Lagrange Wiki -> Ship -> Frigate

Not generally well regarded, possibly due to bugs with both siege variant and anti-air variant ships.

Back Story

"There will be no thousand miles without taking the first step; no sea without flowing rivers." ---Terran Literary Work

## Mare Nubium, Siege type (variant A)

* Plain
* Systems
* Schematic

## Cost

###

10,280

###

630

###

130

###

00:17:00

* Category: Special (siege)
* Advantage: Highest siege DPM of all frigates (tied with NOMA M470)
* Disadvantage: Armor
* Game description: A light landing ship mounted with 1 siege UAV pod, enabling it to launch rapid-fire assaults in siege operations. It is also equipped with an integrated rocket tower for fire support in landing operations.

The Mare Nubium Light Landing Ship is a siege focused frigate. The ship is advertised to deal high siege damage, but is actually quite weak in its role. Despite having a strong siege damage per a Command point, you are limited to 10 of the Mare Nubium. It’s saving grace is that it’s relatively fast, allowing for quick deconstruction if enemy outposts. Overall, it is heavily recommended not to use ships solely for siege damage, and if you wish to use siege damage then other ships such as rhe NOMA M470, Spear of Uranus, Winged Hussar and Io are recommended as they are either stronger at the role, and are capable of also attacking ships.

Siege UAV
 1 x AM-2x138
Rocket tower

## Mare Nubium, Anti-aircraft type (variant B)

* Plain
* Systems
* Schematic

## Cost

###

9,430

###

590

###

190

###

00:20:50

* Category: Damage dealer (anti-air)
* Advantage:
* Disadvantage: Armor
* Game description: An anti-aircraft frigate with 1 anti-aircraft UAV pod. It can dispatch its UAVs to intercept nearby fighters and corvettes. It is also equipped with a rocket tower for anti-aircraft defense purposes.

One of the many anti-air variants. The Mare Nubium Anti-Aircraft Variant is quite weak in its role, only capable of providing “self” based anti air to ships via its UAV, or protecting itself via its rocket tower. It is heavily recommended to not use this ship for Anti Air, and instead use ships such as the XenoStinger special type, or interceptor aircraft such as the Sandrake
FG300

Location: Infinite Lagrange Wiki -> Ship -> Frigate

The only model of capital ship available to a player when they enter the game. It comes in three variants: a multi-role type, a recon type, and an armored type.

Back Story

“The more we know about star systems and quadrants, the deeper our fear of the unknown.” — Dominic Gandhi, Quantum Communication Technology Expert and Researcher on the Galactic Bermuda Triangle

## FG300 - Multi-Role Type (variant A)

* Plain
* Systems
* Schematic

## Cost

###

7,990

###

540

###

110

###

00:14:30

* Category: Damage dealer (low-end, rapid fire)
* Advantage: Anti-ship weapons
* Disadvantage: Armor
* Game description: A generic multi-role frigate equipped with 3 generic rapid-fire cannons, enabling it to take on various offensive and defensive missions. It is designed with a large number of universal components and a simple structure, making it easy to manufacture. It is an ideal recon ship.

The most heavily armed of the three variants. Unfortunately, its light armor and low damage per hit (DPH) makes it incredibly bad for combat, as it gets destroyed quickly and is incapable of doing significant damage to large ships.

Ultra Rapid-Fire Generic Battery

## FG300 - Armored Type (variant B)

* Plain
* Systems
* Schematic

## Cost

###

10,500

###

670

###

140

###

00:18:20

* Category: Tank
* Advantage: Armor
* Disadvantage: Anti-ship weapons
* Game description: Adds additional armor and defensive cannons to the original design, making it suitable for aggravated combat scenarios.

The FG300 Armored Frigate fits the role of a tank. It has significantly higher armor than other frigates. Since it fights in the Front row, it offers some protection to the other ships of its fleet. It can be especially useful if paired with healers. Please note however that it is likely that the FG-300 Armored Frigate will most likely be destroyed in battle, but it will absorb damage that would ordinarily have gone to other, more valuable ships.

Ultra Rapid-Fire Generic Battery
 (self) SG-330B
Near-Defense Cannon

## FG300 - Recon Type (variant C)

* Plain
* Systems
* Schematic

## Cost

###

6,250

###

590

###

140

###

00:17:20

* Category: Special
* Advantage: Speed
* Disadvantage: Weapons and armor
* Game description: An upgraded version based on the prototype. The turrets are removed, and the engine is reinforced to provide a significant increase in warp speed and evasion.

The FG300 Recon Frigate is most useful for Exploring, finding long distance paths, liaising and other operations where speed is required. Otherwise, it is very weak in combat, having less damage than the already very weak FG-300 Multi Role Frigate

Ultra Rapid-Fire Generic Battery
 (self) SG-330B
Near-Defense Cannon
Armor

Armor is one of the basic ship stats. Generally, all ship classes have it, the exception to this are Corvettes and Fighters where the majority have none.

It reduces physical damage by the amount indicated on "per hit" basis, that means that each round/missile/torpedo has it's damage reduced individually.

Due to the above, armor is more effective the weaker and more frequent damage is.

Armor can not reduce damage below 10% of it's original value.
Joint Production Shipyard

* Start
* Final

### In-game description

Capable of producing Capital Ships, Super Capital Ships, Aircraft, and Utility Ships. Upgrade it to increase the production speed.

## Total Cost

###

19,800

###

57

###

22

###

00:29:47

This is a base upgrade that is part of Expansion zone 1. When the player completes this upgrade, they will have a facility that can construct any Ship for which the player has blueprints, including super capital ships and fighters.

Utility ships can be assigned to this shipyard, which will increase the production speed for ships.
Chat Escape Codes

**Location:**  Infinite Lagrange Wiki -> How-to

## Colored Chat

The following codes can be used to control the text color. For example, *#Ggreen* will write the text *green* in the color green.

For custom colors defined by hex code you can use any color picker such as the Google Color Picker to find the code for the color you want.

## Miscellaneous

 #E
 #e
 (number,number)

## Emoji

The following numbers between curly braces (for example "{1}") will be replaced with the corresponding emoji. Other numbers will be displayed as text.
Base upgrade

The faction's base consists of two types of components, systems, sections, or whatever people want to call them. There are the large scale improvements that the game calls zones, which have very little functionality in themselves, but provide space for the base upgrades, the actual functional parts.

Of the nine expansion zones, each has at least four upgrades (zone 9), and as many as eight (zone 8).
MK2-AT-8-820A "Supernova - White K"

Template:Weapon Parameters

"An arsenal designed and developed by the Obsidian Mining Corp specifically for Callisto Cruisers to be integrated into the "Eternal Polaris" system. It is able to launch "Supernova-C" cluster torpedoes. There are 2 sets of 8 independent box-like launching nests fitted to the ship's core, capable of mounting attacks on any and all heavy targets."

DPM Table
List of ships by ranking

## Blueprint Available Warships

Ratings are only given for ships for which players are able to obtain permanent blueprints, in order to help them decide which ships to build and/or assign tech points.

The rankings are the **opinion** of the indicated person, and are not guaranteed to be up to date.

Ships are rated by Tier with S Tier being best and D Tier being worst in the following Tier order: S, A, B, C, D. Some contributors may further breakdown ranking by adding a + or - (e.g. C+ would be superior to C). Some ships receive a ‘situational’ ranking since they have utility in only certain combat or non-combat situations, such as siege capabilities or in the case of the AC721 in its storage capacity which has utility while mining.

Class Rank refers to a ranking of a ship class where 1 is highest (e.g. all frigates are ranked from 1-21 with Damphyre ranking Carilion - Special Frigate as the best of all frigates).

**Note:**  S is prepended with an asterisk (\*) to force it to sort before A.

This table supports two-column sorting. Click on a column to make it the primary sort. Shift-click on another column to make it the secondary sort.

* **Damphyre** update as of 2023-12-08
	+ Fighters 2023-12-08
	+ Destroyers 2023-10-29
	+ Frigates 2023-10-22
	+ Battlecruisers 2023-05-19
	+ Carriers 2023-05-25
	+ Cruisers 2023-11-23
Carrier

**Location:**  Infinite Lagrange Wiki -> Ship

* Emergency Evasion (Escape)
	+ All carriers: 40%

Carriers are large, heavy warships. Much like its sea counterpart, it is primarily designed to transport small craft like Fighters and Corvettes into combat.

With the Patch of 2022-11-30 that introduced the Flagship concept, all carriers are capable of executing a Strategic Strike as a base capability, though all three can be upgraded to Strategic Strike III. **NOTE:** a reinforcement ship cannot be the flagship of a fleet. In order to be the flagship, and enable strategic strikes, the carrier must be in the main body of the fleet.

There are only three models of carriers. The CV3000 - High-Speed Carrier is a "generic" ship and the other two have default availability. Carriers, though, have the lowest pull rates in the game, even in the Research Agreement.

Carriers, like battlecruisers, are **super capital ships** (aka *super cap*), which means:

* They must be built by the Super Capital Shipyard I or Super Capital Shipyard II
* They do not have variant models, but instead use modular systems that change or add functionality to each ship
	+ The behavior and use of modules follow the same rules as all other types of ship enhancements
	+ The Module Summary gives a list of the different modules and slots for every super cap
	+ **Please note** that when a player uses tech points to open a system slot for a particular super cap, the construction costs of that ship model increase by 10% of the base Crystal and Deuterium cost and the construction time increases by one hour - per slot that is unlocked.

 In addition to normal blueprint availability, a player can gain temporary access to the blueprints for this model when their base is docked at a relevant docking point
Module Summary

**Location:** Infinite Lagrange Wiki -> Ship/Game Mechanics

**TODO:** Add new ships - Thunderbolt Star - Multirole Arsenal Ship and Ediacaran - Heavy Firepower Auxiliary Ship

This is a summary of the main features of the Modules of the various super-capital ships.

Generally, the default slots for super capital ships are the M slot and A slot and the default modules are M1 and A1. For the FSV830 - Fast Combat Support Ship, the defaults are M1, A1, and B1 - the M slot has only the one module, which cannot be changed out. For the Thunderbolt Star - Multirole Arsenal Ship, the default slots are M1, A1, B1, and C1 - with the C slot having only the one module that cannot be changed out.

To **unlock** any non-default slot costs 10 tech points.

* Energy damage weapon
* Projectile damage weapon
* Critical damage effect
* Anti-aircraft weapon
* Can intercept missiles
* Energy Shield Penetration

**Please Note:** Rankings are the opinion of Damphyre

**\*** Default module, slot is automatically unlocked, though there are two cases where only one module goes in that slot and so it cannot be swapped
Distances

The units of distance and location in the game are only labelled in a few places, but when they are labelled, the unit is **Gm** which stands for Gigameters (approximately 621,371 miles). One AU (distance from Earth to the Sun) is about 149.598Gm.

There are limits on how far ships can travel:

* Warp, Cruising, Reinforcement are limited to 1500Gm in the early part of the game. When the player completes Expansion zone 6, this increases to 3000Gm.
* At some point, possibly the distance increase from zone 6, it becomes possible to travel further than 3000Gm in a single trip, **however** no more than 3000Gm of that can be warp. If a player sets up a long distance journey and the time seems oddly long, make sure that it's not over the warp limit. Most likely it will be much faster to make the trip in two legs, even at the cost of the extra 20 Action points.
* Retreat is not limited
* The Liaison action may only be performed within 3000Gm. However, if the base is relocated, a fleet continues to liaise, regardless of distance. If the fleet stops liaising and is beyond range, they will not be able to restart.

## Sizes

A faction's Home space is 10Gm by 10Gm (area 100Gm squared)

A single, non-glommed, Operation is a circle 10Gm in diameter, or 25 pi (78.54) Gm squared in area

Mining platforms are squares 20Gm by 20Gm (area 400Gm squared)

Exploration takes place in blocks of 500GM by 500Gm.

The entire game space occupied by the system in 9,000Gm by 9,000Gm (81 million gigameters square).

All bases, outposts and mining platforms are aligned to grid points that are evenly divisible by 10Gm. The center of an operation is aligned to a grid point that is evenly divisible by 1Gm. Exploration tiles are aligned to grid points that are evenly divisible by 500Gm.

### Fog of War

While structures such as bases, outposts, and mining platforms are visible from anywhere, non-union fleets are only visible in area where the union has **visibility** due to the presence of a fleet or structure. Visibility regions are squares, the size is a function of what is giving the visibility.

* Fleets illuminate a region determined by the largest ship in the fleet:
	+ Frigates and Destroyers illuminate a region of 30Gm square
	+ Cruisers and Battlecruisers illuminate a region of 50Gm square
	+ Carriers illuminate a region of 70Gm square
* Bases illuminate a region of 120Gm square
* Outposts illuminate a region of 60Gm square
* Mining platforms illuminate a region of 60Gm square (?)
* Union occupied cities (definitely inside the city square, but anything outside of that?)
Generic Port IV

**Location:**  Infinite Lagrange Wiki -> Base -> Expansion zone 4

Final

### In-game description

A port for docking battleships and utility ships. Upgrade it to increase its max Command Points.

## Total Cost

###

900k

###

2250

###

900

###

10:50:00

One of the base components that becomes available with Base zone 4. Upgrades to the port increase the number of command points available to the player.
CV-M011

**Location:**  Infinite Lagrange Wiki -> Ship -> Corvette

Back Story

"There are two kinds of neutrality: One is the result of not caring enough to take a side, the other of lacking the strength to speak up." --Ares Corps Proverb

## CV-M011 - Missile Type (variant A)

* Plain
* Systems
* Schematic

## Cost

###

5320

###

410

###

70

###

00:10:00

* Category: Anti-ship
* Advantage: Decent damage, Priority towards Cruisers, High damage towards Frigates and Destroyers.
* Disadvantage: Struggles to do damage towards high class ships (Cruisers, Battlecruisers, Carriers).
* Game description: An integrated assault corvette equipped with a small missile launcher array and anti-aircraft battery. It is often used to attack small to medium ships as well as enemy aircraft in the vicinity.

Missile Launching System
 (self) MK1-J/SG-275D "Thunderbolt"
Generic Cannon

## CV-M011 - Cannon Type (variant B)

* Holographic
* System
* Schematic

## Cost

###

4590

###

320

###

60

###

00:08:10

* Category: Corvette
* Advantage: Lower cooldown than its counterpart, Priority towards Cruisers, Decent damage towards Frigates and Destroyers.
* Disadvantage: Low alpha damage, Struggles to deal damage towards High class ships (Cruisers, Battlecruisers, Carriers).
* Game description: Equipped with medium assault cannons, enabling it to mount rapid short-range attacks on small to medium ships. It is also capable of attacking enemy aircraft in the vicinity with its anti-aircraft battery.

Cannon
 (self) MK1-J/SG-275D "Thunderbolt"
Generic Cannon

## Updates

### Patch on 2022-05-25: Armor/Hit Points

* Source link: Patch notes

In this patch, all of the corvettes had their hit points increased and all of the corvettes with 0 armor saw their armor increase to 2.

"Adjusted the basic HP of the CV-M011 - Heavy Missile Corvette to 6900 from 6470, and its basic Armor to 2 from 0."

"Adjusted the basic HP of the CV-M011 - Heavy Cannon Corvette to 6950 from 6470, and its basic Armor to 2 from 0."

Also, corvettes and fighters now have an altered appearance when they reach full enhancement:

"6. Added the new appearance of the models of fighters and corvettes after their blueprints' version number reached a certain amount."
Generic Port I

**Location:**  Infinite Lagrange Wiki -> Base -> Expansion zone 1

Final

### In-game description

A port for docking battleships and utility ships. Upgrade it to increase its max Command Points

## Total Cost

###

18,900

###

54

###

26

###

00:44:58

This is a Base upgrade that is part of Expansion zone 1. Because a port is necessary to dock ships, level 1 of this building is included as part of the game's guided tutorial.

An analysis of the size of the port, using ships (whose lengths are shown on the ship model pages) as a ruler, determined that the port itself is roughly 4km wide and that the decks are about 1.7km long.
Old Bailey's Station

**Old Bailey's Station** was one of the Mid Sodor Railway's stations before the railway closes down. A small lake is located right next to the railway station. Old Bailey is the current stationmaster of the station in thanks after he tried to save Henry and his crew from a landslide that was blocking the line to the Kirk Machan Viaduct. Sir Topham Hatt appointed him as stationmaster.

## Trivia

* In Haunted Henry, the station is incorrectly despicted as a standard gauge station, although this could have been a junction for the North Western and Mid Sodor.
Chimera

**Location:**  Infinite Lagrange Wiki -> Ship -> Cruiser

Back Story

"Beliefs are rejected due to doubts; doubts that are accepted become beliefs. The cycle repeats." --Wen Zhe, Cosmic Philosopher

## Chimera - Ballistic Type (variant A)

* Plain
* Systems
* Schematic

## Cost

###

72280

###

10650

###

3140

###

03:38:10

* Category:
* Advantage: Armor, Anti-Ship wepons
* Disadvantage: Shield, Manufacturing costs
* Game description: A cruiser equipped with a powerful integrated gun/missile attack system. Several high-performance cannons are fitted on the starboard side, while a vertical missile launcher system is fitted on the port side of the ship. It serves as a bombardment unit during assaults and enemy encounters.

The Chimera Heavy Cruiser is a Front Line Cruiser that can be seen as an upgrade to the CAS066. The Chimera deals heavy damage with its cannons, and has a larger hp pool with similar upgrades. It is a strong “brawler” ship, both dealing and receiving damage. It should be noted that it does not come with any built in energy resistance however and is likely to take additional damage against such energy weaponry,

## Chimera - Heavy Cannon Type (variant B)

* Holographic
* Systems
* Schematic

## Cost

###

80,370

###

9220

###

2560

###

03:12:00

* Game description: Its initial anti-ship missile launchers are replaced with heavy cannons in order to perform volley fire in tandem with its medium cannons.

## Cost

###

85,680

###

8100

###

2660

###

03:08:00

* Game description: The artillery on the right side of the ship is replaced with a heavy armor module to improve its survivability.

Dual-Cannon Anti-Ship Battery
 BT-270C
Torpedo
Callisto

**Location:**  Infinite Lagrange Wiki -> Ship -> Cruiser

Back Story

"Rebuilding something from scratch is far simpler than repairing something half destroyed." --Design History of Endless Dawn by Gaudi, Architectural Engineer

## Callisto - Tropedo Type (variant A)

* Holographic
* System
* Schematic

## Cost

###

59110

###

10120

###

3190

###

03:26:00

* Category:
* Advantage: Anti-Ship weapons
* Disadvantage: Speed
* Game description: A cruiser equipped with a powerful integrated gun/missile attack system. Several high-performance cannons are fitted on the starboard side, while a vertical missile launcher system is fitted on the port side of the ship. It serves as a bombardment unit during assaults and enemy encounters.

The Callisto Cluster Torpedo Cruiser is a very strong cruiser with focus on anti-ship damage. The cruiser is in the back row, making it one of the last ships to die. It’s damage per a hit is relatively high and it shoots its torpedo’s at a rapid speed, It’s ability to perform critical hits also appears to increase its damage per a significant amount.

## Callisto - Anti-ship type (variant B)

* Holographic
* Schematic

## Cost

###

61,240

###

11,380

###

3150

###

03:34:50

* Category: Anti-ship
* Advantage: Very high damage per hit, can prioritize battlecruisers and deal even more damage to them
* Disadvantage: Speed
* Game description: An upgraded version based on the prototype. A heavy assault torpedo launcher is installed, making it a threat to large targets such as a super capital ship.

The Callisto Heavy Torpedo Raid ship is a very important threat. Equipped with heavy torpedoes, its damage per hit is high enough to render armor pointless. Even the most well-armored ships can only diminish the damage by so much, even when facing an unupgraded variant of the Callisto. Needless to say, an upgraded callisto is the perfect counter to every single battlecruiser in the game, and even on smaller targets, it can still decimate them.

## Callisto - Support Type (variant C)

* Holographic
* Systems
* Schematic

## Cost

###

53,110

###

6,500

###

3,340

###

02:55:50

* Category: Support
* Advantage: ??
* Disadvantage: ??
* An upgraded version based on the prototype. 50% of its torpedoes are removed to make space for a UAV hangar. Doing so grants the ship the area-denial anti-aircraft capability and improves the entire fleet's combat capability.