Reference

Carrier values and custom rosters

observedPatch 11.75Build a7b5c7cCore rulesReviewed
Patch
11.75
Build
a7b5c7c
Scope
Core rules
Reviewed

Carrier effects are roster-dependent. The active multiplayer operator can supply a custom or detached ship roster, so a carrier coefficient copied from another campaign is not reliable. Evidence

Use the current Codex roster and combat preview for the active world. This wiki does not publish a universal carrier percentage until the value is exposed by a current, ruleset-specific source.

Why a universal value is unsafe

Carrier strength depends on the carrier entry, the ships receiving its effect, and the active combat context. A custom roster can change any of those inputs while leaving the hull’s general role intact.

How to document a carrier test

Record the world identifier, capture time, carrier hull and count, supported fleet, both cultures, target composition, infrastructure, directives, SPUs, mission, simulator seed, and number of runs. Compare the same fixture with and without the carrier rather than quoting the resulting aggregate power alone.

Practical decision

Use a carrier when its measured marginal result is worth its cost, speed effect on the fleet, upkeep, and opportunity cost. Re-run the comparison after a roster or world-setting change.

Evidence

Sanitized transcripts from the current client. Raw player captures remain private.

  1. Installed client identityThe installed Windows client reports patch 11.75, build a7b5c7c, built 2026-07-31 15:16:13 UTC.Patch 11.75 · build a7b5c7c · verified 2026-08-01 · Riftborne.exe --build-info and Content/build_info.json.
  2. Current fleet and movement implementationFleet role, movement, infrastructure, and roster statements are limited to behavior exposed by the current client implementation and Codex.Patch 11.75 · build a7b5c7c · verified 2026-07-30 · Read-only inspection of ShipTravelSpeedSystem, ShipInfrastructureSystem, and Codex ship screens.
  3. Current combat, raid, siege, and espionage implementationPublished combat statements are limited to behavior used by the current CombatSystem and the Codex. Power is an estimate rather than a fixed conversion from ship count.Patch 11.75 · build a7b5c7c · verified 2026-07-30 · Read-only inspection of CombatSystem and SiegeTargetCatalog.
  4. Active multiplayer-world boundaryThe multiplayer operator owns the world seed, pacing, simulation time, factions, global modifiers, and ship roster. World-specific values must therefore be labeled separately from core rules.Patch 11.75 · build a7b5c7c · verified 2026-07-30 · Current multiplayer client contract and read-only world/session telemetry.