Milita (Industria)
What it is
A rare-rarity Industria hull built around a three-slot weapon mount and the fastest engine in the eight-hull Industria family. Pairs the missile starting weapon with a balanced HP/shield pool (145/130 at ★1 — the family-second-highest behind Eel) and the family-leading acceleration (236) and top speed (121). The 1.35× sprite scale ties with Eel as the second-largest in the family behind Loader (1.6×) and Towncar (1.4×). Heat curve is fully disabled (0 buildup / 0 cooldown), so the overheat-boost loop never engages and all damage comes from raw fire-rate and weapon-damage percentage. Drag is the family-standard 0.32 with the family-signature back-loaded drag curve. The hull silhouette has a custom 22-vertex traced polygon in the hitbox table, so its physics body matches its sprite outline closely rather than falling back to the shared octagon.
Identity
| Field | Value |
|---|---|
| Faction | solaris (baseline fallback) |
| Hull faction prefix | Industria |
| Rarity | rare |
| Display grade | A |
| Outline color | 44aaff |
| Accent color | 2288dd |
| Ship class | medium |
Milita’s faction data field reads solaris because every hull inherits the BASELINE_STATS.faction value and no per-hull override changes it; the Industria prefix on the hull key is the sprite/family grouping used by the rarity table and sprite folder. The rare tier maps to the blue outline color (#44aaff) baked into the v5 sprite asset and is shared with Industria_Bigbot inside the family — the only two rares in an Industria roster that otherwise splits 2 commons (Digbot, Towncar), 4 uncommons (Caravan, Drillbot, Loader, Junkrats placement aside), and 1 epic (Eel).
Star-1 stats
| Stat | Value |
|---|---|
| HP | 145 |
| Shield | 130 |
| Armor | 3 |
| Speed | 121 |
| Acceleration | 236 |
| Drag | 0.32 |
| Turn rate | 0.14 |
| Weapon slots | 3 |
| Upgrade slots | 3 |
| Weapon damage % | 10 |
| Fire rate % | 5 |
| Heat buildup | 0 |
| Heat cooldown | 0 |
| Heat curve | linear |
| Burnout severity | 0.35 |
| Shield regen rate | 6 |
| Shield regen delay | 4 |
| HP regen | 0 |
| Melee mult | 1.0 |
| Luck | 8 |
| Magnet range | 130 |
| Currency bonus | 6 |
| Ship scale | 1.35 |
| Starting weapon | missile L1 |
Star deltas
| Stat | ★1 | ★5 |
|---|---|---|
| HP | 145 | 181 |
| Shield | 130 | 163 |
| Weapon damage % | 10 | 12.5 |
The ★5 override entry pins four numerics — hp, shield, weaponDamagePct, and heatCooldown — but heatCooldown is pinned at 0 (the same value as ★1), so only three fields actually change across stars. All other ★5 fields fall back to the ★1 value via the s5Val ?? s1Val defaulting rule in getShipDef. A ★4 pin entry exists for Milita with three fields (shipScale 1.35, acceleration 236, speed 121), but every pinned value matches the ★1 value exactly, so the ★4 entry produces no deviation from the lerp either — it is mechanically inert. No ★2 or ★3 pin entries exist, so intermediate stars lerp linearly between the three changing endpoints; everything else is constant across all five stars.
Lerped per-star values for the three endpoints that differ between ★1 and ★5 (lerp factor t = (star − 1) / 4):
| Star | HP | Shield | Weapon damage % |
|---|---|---|---|
| ★1 | 145 | 130 | 10 |
| ★2 | 154 | 138.25 | 10.625 |
| ★3 | 163 | 146.5 | 11.25 |
| ★4 | 172 | 154.75 | 11.875 |
| ★5 | 181 | 163 | 12.5 |
Star progression XP and grid:
| Star | XP required (cumulative dupes) | Mod backpack grid | Grid cells |
|---|---|---|---|
| ★1 | 0 | 3 × 3 | 9 |
| ★2 | 1 | 4 × 3 | 12 |
| ★3 | 3 | 4 × 4 | 16 |
| ★4 | 7 | 5 × 4 | 20 |
| ★5 | 17 | 5 × 5 | 25 |
Star tier never changes the starting weapon (always missile L1), faction, rarity, hitbox, drive feel, ship scale, weapon-slot count (3), speed, acceleration, drag, turn rate, armor, heat fields, or any meta stat — only the three lerped numerics above and the mod backpack grid size.
Drive feel
| Field | Value |
|---|---|
| Rotates | true |
| Fixed angle (deg) | 0 |
| Accel curve | linear |
| Drag curve | back_loaded |
| Stop shake intensity | 0 |
| Heat shake intensity | 0 |
| Heat shake threshold | 0.85 |
| Stop spring amount | 0 |
Free-rotating spaceship with linear thrust ramp and the Industria-signature back-loaded drag profile — when thrust is released, the brake is weak at first and gets stronger as speed bleeds off, producing the characteristic “heavy cargo ship” feel where the hull keeps gliding at high speeds and then plants firmly at low speeds. This is the opposite of the front-loaded brake used by the Backwater family. All eight Industria hulls share back-loaded drag — Milita’s 0.32 drag value matches Caravan, Digbot, Drillbot, Eel, and Towncar; Bigbot uses 0.28 and Loader 0.18. Heat curve is fully disabled (0 buildup / 0 cooldown), so the overheat-boost loop never engages — Milita is one of six Industria hulls with disabled heat, alongside Caravan, Drillbot, Eel, Loader, and Towncar; only Bigbot and Digbot have active heat in the family. Acceleration of 236 is the family-high (well above Eel’s 190 and Bigbot’s 100) and top speed of 121 is also family-high (above Eel’s 110 and Towncar’s 105), making Milita the family’s clear “fast strike” hull where the combination of high accel and high top speed is paired with a back-loaded coast that keeps momentum between thrust pulses.
Hitbox
Custom 22-vertex polygon — Industria_Milita is present in the auto-generated HULL_HITBOXES table, so physics uses a sprite-traced silhouette rather than the shared 8-vertex octagon fallback. The polygon was generated by Visvalingam-Whyatt simplification from boundary pixels of the v5 sprite alpha channel, shrunk 5% for a tight but fair hitbox, and rotated −90° CW from sprite-south to engine-right convention.
| Property | Value |
|---|---|
| Source | HULL_HITBOXES[‘Industria_Milita’] |
| Vertex count | 22 |
| X range | -0.95 to 0.95 |
| Y range | -0.509 to 0.509 |
Polygon vertices (x, y), in table order:
| # | X | Y |
|---|---|---|
| 1 | -0.643 | 0.509 |
| 2 | -0.681 | 0.489 |
| 3 | -0.912 | 0.336 |
| 4 | -0.95 | 0.297 |
| 5 | -0.95 | -0.297 |
| 6 | -0.912 | -0.336 |
| 7 | -0.758 | -0.432 |
| 8 | -0.662 | -0.489 |
| 9 | -0.624 | -0.509 |
| 10 | -0.24 | -0.509 |
| 11 | 0.451 | -0.489 |
| 12 | 0.758 | -0.432 |
| 13 | 0.912 | -0.336 |
| 14 | 0.931 | -0.317 |
| 15 | 0.95 | -0.106 |
| 16 | 0.95 | 0.106 |
| 17 | 0.931 | 0.317 |
| 18 | 0.912 | 0.336 |
| 19 | 0.777 | 0.413 |
| 20 | 0.739 | 0.432 |
| 21 | 0.47 | 0.489 |
| 22 | -0.24 | 0.509 |
The polygon is much wider (X span 1.90) than tall (Y span 1.018), reflecting a horizontally elongated sprite silhouette — the hull body is essentially a flattened rectangle with a narrow nose taper at X≈0.95 (Y range ±0.106) and a wide rear face at X≈−0.95 (Y range ±0.297). The 1.35× sprite scale is applied on top of this polygon, so the in-game physics body presents a 1.35× scaled silhouette to enemies.
Passive
| Field | Value |
|---|---|
| Passive ID | jack_of_all |
| Passive name | Jack of All Trades |
| Effect | +{value}% to all stats |
| Stat target | all |
| Is percent | true |
| Values per rank (1–5) | 3, 6, 10, 15, 22 |
The default baseline passive (no per-hull override). Applies a percent buff to all stats at run start, scaling with passive rank.
EXTRACT-CANDIDATE
- Inert ★4 override. Milita’s ★4 entry pins three fields (shipScale, acceleration, speed) but every pinned value matches the ★1 value exactly. The ★4 override is mechanically redundant — the lerp would produce identical numbers if the entry were omitted. Worth a
ships.mdreference flag and a candidate for mechanical pruning during a future cleanup pass. Same shape as the Bomber / Eel “phantom override” flags but on a different star. - Phantom heat-cooldown pin in the ★5 override. Milita’s ★5 entry pins
heatCooldown: 0, but the ★1 value is already 0, so the pin produces no change across stars. Combined with the inert ★4 entry above, Milita has two pin entries that contribute zero deltas to the star curve. Same flag as the Eel ★5 heat-cooldown-pin-to-zero observation — the inverse of the Bigbot ★5 case where heat-cooldown was the fourth real lerped endpoint. - Family-leading engine block. Milita has the highest acceleration (236) and highest top speed (121) in the eight-hull Industria family by a wide margin — Eel is the second-fastest at 190 / 110, and Bigbot is the slowest at 100 / 85. Combined with the family-standard 0.32 drag and the back-loaded curve, Milita is the family’s clear “fast strike” hull. Worth a per-family “stat-leader matrix” reference table on
ships.mdshowing which hull leads each axis in each family. Same shape as the family-floor outlier flag on Bigbot and the family-ceiling flag on Eel. - Missile starting weapon — only Industria hull with it. Milita is the only Industria hull that starts with missile L1; the other seven Industria starting weapons span mortar (Bigbot, Drillbot, Loader), rifle (Caravan, Digbot), lightning (Eel), and revolver (Towncar). Worth a “starting weapon → hulls” cross-reference table on
ships.mdorweapons.mdfor designers picking a starting hull by weapon-type. Same shape as the mortar-shared flag on Bigbot and the lightning-shared flag on Eel. - Industria back-loaded drag is the family signature. All eight Industria hulls share
dragCurve: 'back_loaded'(the only family to do so consistently). The back-loaded curve shape itself is not yet documented onships.mdorphysics.md— only the values are tabled. Worth a canonical “Drag curve shapes” paragraph explaining the front_loaded / linear / back_loaded / exponential / overshoot differences. Same flag as the Bigbot and Eel pages. - Heat active on only two Industria hulls. Milita is one of six Industria hulls with heat fully disabled (0/0); only Bigbot and Digbot have active heat in the family. Worth a
ships.mdreference table or per-family heat summary so designers can see at a glance which hulls have a working overheat-boost loop and which don’t. Same flag as the Bigbot and Eel pages. - Two rare hulls in the Industria family share the same passive and rarity color. Milita and Bigbot are the two rares in the Industria family — both inherit the baseline
jack_of_allpassive and both render with the 44aaff outline. Inside the family they sit at opposite ends of the engine block (Milita is the fastest, Bigbot is the slowest) but share the rare tier and the no-override passive. Worth a design-question flag: are rare-and-above hulls supposed to roll their own faction-flavored passive (and both rares are missing one), or isjack_of_allan intentional placeholder until per-faction passives ship? Same flag as the Bigbot and Eel pages. - Minimal-delta ★5 override form continues — with a phantom fourth field. Milita’s ★5 entry pins four fields (hp, shield, weaponDamagePct, heatCooldown), but heatCooldown is pinned to its ★1 value (0), so only three numerics actually change — matching the Eel “three-real-fields-plus-phantom-fourth” pattern exactly. The phantom fourth field is a strong candidate for mechanical pruning during a future cleanup. Same flag as the Eel page.
- Faction field vs. hull-key prefix. Repeats the Bigbot / Eel / Cargo / Bomber / Killer Croc flag: the
factiondata field issolarisfor every hull including this Industria rare, and the actual faction grouping is the prefix on the hull key. Canonical paragraph onships.mdis now overdue. - Ship scale and hitbox both well-defined. Milita has both a 1.35× sprite scale and a custom 22-vertex traced polygon — one of the cleaner data setups in the roster (in contrast to Eel and Loader which have the same family-large scale but fall back to the octagon for the hitbox). Worth a
ships.mdranked reference list of “which current-roster hulls have a custom polygon vs. the octagon fallback” so the regen work for the missing-hitbox hulls can be prioritized. Inverted shape of the missing-hitbox flag on the Eel and Bomber pages.