Tactical Retreat

Tactical retreat is a feature to protect the fleets of new players from those stronger than them.

With this protection, the defending fleet will "flee" if an attacking fleet has more than five times as many points as the defending fleet. The fleet flees to the immediate vicinity of the planet but returns shortly after the battle.

Espionage Probes, Solar Satellites, and Death Stars are unable to flee, and defense is not counted in the calculation. The defending fleet will also not flee if there is not enough deuterium present on the planet. The amount of deuterium needed to flee is displayed along with the other options on the fleet tab.

Once a player exits Newbie Protection the tactical retreat option is removed.

A player may set the option for their fleet not to flee, on the fleet screen. This is useful to enable moonshots.

Officers
Tactical Retreat uses a ratio of 5:1 usually. However, the use of the Admiral officer allows a ratio of 3:1.

Formulas
The equation used to determine fleet point is:

$$Retreat Ratio Fleet Points = Fleet points of combat ships + (Fleet points of cargo ships / 4)$$

If a defending fleet is able to retreat due to the used ratio then it will use as much dueterium as it needs to get away form the planet just for the second while the planet gets attacked and the fleet will then return to the planet after the attack, this will also send a message to the defending player notifying him on how much deuterium is used in the flee.

There are only 3 categories of ships:
 * 1) Combat ships (all fighters, cruisers, battleships, bomber, etc.). All of them count 100% of their production costs.
 * 2) Civil ships (recycler, cargos, colony ships). All of them count 25% of their production costs.
 * 3) Defense, solarsats, probes don't count at all.

The deut-consumption (allowing a fleet to escape) formula is given by: $$Deutconsumption = 0.5*Fleetholdingcosts for one hour$$