Galatia Academy

ship_data.csv

A .ship file and a ship_data.csv entry contain all of the information directly about a ship. The more commonly balance tweaked information is in the ship_data.csv while the less commonly edited information is in the .ship file. It is formatted as a comma delimited CSV file.

Elements

At the very top of ship_data.csv, you will see a list of categories. Going from left to right, the function of each will be described:

Column name Type Description
name Text Player-friendly in-game display name of the ship. This isn't the internal name for the ship.
id Text Internal ID used to reference this ship in the corresponding .ship file, .variant files and campaign scripts. This must be unique across the mod, vanilla files and any other mods active. For this reason it is highly recommended to add some form of unique prefix such as myuniquemod_shipid. Case sensitive.
designation Text The ship designation display name. Does not affect gameplay. Unused for wings which use values from wing data csv instead.
system id Text Ship system for this ship. Must match the id of a ship system in the ship systems CSV
fleet pts Abstract number denoting how powerful the ship is. Used for when two AI
fleets clash in the campaign and for determining maximum total abstract
fleet power for randomly generated fleet doctrines. Unused for fighters.
hitpoints
armor rating
max flux
8/6/5/4%
flux dissipation
ordnance points
fighter bays
max speed
acceleration
deceleration
max turn rate
turn acceleration
mass
shield type
shield arc
shield upkeep
defense id
shield efficiency
phase cost
phase upkeep
min crew
cargo Number Determins the amount of cargo the ship can carry. Unused for wings.
fuel Determines the amount of fuel the ship can carry. Unused for wings.
fuel/ly The amount of fuel a ship consumes per lightyear when travelling in hyperspace and when using Emergency Burn. Unused for wings.
range
max burn Determines the ship's burn speed.
base value The amount of base credits the ship costs in the campaign. Unused for wings which use values in wing data csv instead.
cr %/day How much Combat readiness is recovered per day out of combat.
CR to deploy Reduction to combat readiness after combat from being deployed.
peak CR sec Determines the ship's Peak Performance Time; how long the ship can stay in combat before combat readiness begins to decay, in seconds. It is possible to remove CR loss by leaving both peak CR sec & CR loss/sec values blank, which has uses for stations. Unused for wings.
CR loss/sec
supplies/rec
supplies/mo
c/s
f/s
f/f
crew/s
crew/f
hints Text These 'hints' change the way the game treats this ship in various ways. These refer to ShipHullSpecAPI.ShipTypeHints. Possible hints:
ALWAYS_PANIC - makes ship always fire missile weapons as if panicking
CARRIER - Changes AI behaviour to primarily fight using its fighters
CIVILIAN - Changes AI behaviour to usually be more timid
COMBAT - Changes AI behaviour regarding the CARRIER hint. Ships with
both COMBAT and CARRIER will fight with both fighters and the ship's
own armament.
DO_NOT_SHOW_MODULES_IN_FLEET_LIST - https://fractalsoftworks.com/forum/index.php?topic=19126
FREIGHTER
HIDE_IN_CODEX - Do not include an entry for this ship in the codex
LINER
MODULE
NEVER_DODGE_MISSILES
NO_AUTO_ESCORT
SHIP_WITH_MODULES - Required for ships that use modules
STATION - This ship becomes uncontrollable, the AI is hinted to not
move it during combat (aside from the commonly seen rotation via Axial Rotation hullmod) and this ship will start the battle already deployed, as opposed to being deployed from an edge at the start.
TANKER
UNBOARDABLE - Cannot be recovered by the player.
UNDER_PARENT - Will render module under parent ship.
PLAY_FIGHTER_OVERLOAD_SOUNDS - force specific types of fighters to play overload sounds
tags
logistics n/a reason
codex variant id
rarity
breakProb
minPieces
maxPieces
travel drive
number
Last updated 5/22/2026, 12:28:50 PM by Lukas04 · revision 7