5Dim Wiki Designs

Designs

What are Designs?

Designs are the blueprints for your ships. Each design defines which components a ship carries: weapons, engines, armor, reactors, hangars and more.

A design is not a ship itself, but the template used to build ships at the Shipyard.

The complete flow is: Design (choose components) → Build (manufacture at shipyard) → Assign group (define tactics) → Send to fleet.

Ship sizes

There are 5 ship sizes, each with a different role. Larger sizes can equip components from all smaller sizes.

Fighter

Fast and cheap. Travel in other ships' hangars and deploy automatically in combat. No hyper engine or cargo.

Corvette

The most versatile: serve as light transport, exploration probes or escorts. Can travel in hangars or independently.

Cruiser

Ideal as ship/cargo transport or as corsairs. Good balance of cargo space, hangars and firepower.

Battleship

The flagships of your fleet. Slow but with tremendous capabilities, whether for cargo or pure combat.

Titan

The ultimate defense. Enormous range, massive armor and can carry any type of ship in their hangars.

Size restrictions
  • Fighters cannot equip hyper engines or cargo modules.
  • Class W hangars (heavy ships) are only available for titans.
  • Advanced cannons (OI, PI, PL) are only available for cruisers, battleships and titans.

Hull points

  • Each design has a hull point limit that determines how many components you can equip.
  • Available points depend on your Hull Assembly research level.
  • Each larger size multiplies available points by ×4: a fighter has X points, a corvette 4X, a cruiser 16X, a battleship 64X and a titan 256X.
  • The assembly level also unlocks new ship sizes.
Point multiplier by size
Fighter
×1
Corvette
×4
Cruiser
×16
Battleship
×64
Titan
×256

Energy system

  • Each ship has an internal energy balance.
  • Reactors generate energy. All other components (weapons, engines, hangars...) consume it.
  • The design's total energy cannot be negative. If it is, you won't be able to create the design.
  • Use Class E (ECO) components to reduce each component's energy consumption.

Component classes

Basic classes (Available for all components)
  • Class A: Affordable design

    Low material cost.

  • Class B: Speedy design

    Component mass is reduced, increasing the overall speed of the ship.

  • Class C: Compact design

    All components are armored.

  • Class D: Distributed design

    Significant reduction in production time and fuel.

  • Class E: ECO model

    Each element consumes less energy.

Cannon Classes

Dual classes
  • Class AB (Cannon)

    Combines low cost with speed. Specialized against fighters and corvettes.

  • Class DE (Cannon)

    Combines efficiency with low consumption. Specialized against battleships and titans.

Special classes
  • Class PR (Cannon)

    Increases damage but reduces range. Powerful at close distance.

  • Class LR (Cannon)

    Increases range but reduces damage. Effective at long distance.

  • Class TR (Cannon)

    Specialized in short-range defense. Battleships and titans only.

Advanced cannons (Battleships/titans/cruisers only)
  • Class OI (Cannon)

    High-impact orbital cannon. Battleships and titans only.

  • Class PL (Cannon)

    Plasma cannon. Battleships and titans only.

Engine Classes

  • Class GK (Impulse Engine)

    Balanced engine. Same impulse and hyper speed.

  • Class KG (Hyper Engine)

    Optimized engine. Adds impulse to hyper speed.

  • Class IH (Impulse-Hyper Engine)

    Engine that converts part of hyper speed into additional impulse.

  • Class HI (Hyper-Impulse Engine)

    Engine that converts part of impulse speed into additional hyper.

Hangar Classes

  • Class Z (Hangar)

    Fighter hangar. Capacity to carry fighter-sized ships.

  • Class Y (Hangar)

    Corvette hangar. Capacity to carry corvette-sized ships.

  • Class W (Hangar)

    Cruiser hangar. Capacity to carry cruiser-sized ships.

Collector Classes

  • Class WR (Collector)

    Fast extraction collector. Higher collection efficiency.

Armor in combat

  • A ship's total defense is the sum of its armor.
  • Armor represents the life of the ship. As it decreases, the damage it causes decreases proportionally.
  • If the defense reaches 0, the ship is destroyed.
  • At the end of a battle, a ship below 50% defense is considered irrecoverable.
Weapon damage
  • Each weapon has a damage table that varies based on target ship size and distance.
  • Table rows represent the target size (fighter, corvette, cruiser, battleship, titan).
  • Columns represent distance (0-9). Distance 0 is close combat, distance 9 is maximum range.
  • Some weapons are more effective against certain sizes or at certain distances.
Hangars
  • Hangars, distributed by sizes, are used to carry ships within other ships.
  • During a battle, all ships in the hangars are automatically deployed.
  • Ships inside hangars do not consume fuel during travel.
  • After an interception battle, ships without hyper speed are lost.
For more information about other design values, hover over the yellow-colored name.

Behaviors

  • Each design is assigned to a behavior that defines its combat tactics.
  • Behaviors determine how the ship moves, who it attacks and whether it escorts other groups.
  • Configure behaviors in detail from the Behaviors section.

Modify and copy designs

  • From Modify you can change the name, image and behavior of an existing design.
  • To change components, use the "Create from this" option. This creates a new design with the same components that you can edit freely.
  • Ships already built with the original design are not affected by modifications.
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