Myrr Tidekin · Gas-giant singers. Kilometre-long living tide-ships that rise singing from gas giants. Humanity’s first friends, if humanity answers.
Civilization trait, Tidal current: Your capital and escorts fly 8% faster. The trait applies whenever you fly one of their ships.
This civilization flies 4 warships: Tide Mother, Coralheart, Riptide Serpent, Nautilus.
Tide Mother

Living tide-carrier · Control carrier. Tide Mother is a carrier with a plasma main gun and 3,700 hull.
| Fleet role | Carrier |
|---|---|
| Hull / shields | 3,700 / 900 |
| Speed | 38 |
| Main gun | plasma · 24 damage every 0.9 s · range 310 |
| Ultimate | Maelstrom (24 s): A whirlpool at the cursor drags, slows and grinds every enemy in it for six seconds. |
| Signature skill | Undertow: A cold surge around your hull: damage, and every enemy in it is slowed for 4 s. |
| Passive | Tidal grace · hull regenerates +8/sec |
| Price | 12,600 credits + 10 reactor cores |
How to fly it. Carriers win by numbers: keep the hull out of the thick of it, launch the wing early and let the extra fighters soak fire for your squads. Plasma: every hit leaves the target melting, so it takes more damage from everyone for a moment. Stacks.
Coralheart

Living reef cruiser · Regenerating line-holder. Coralheart is a support with a plasma main gun and 3,650 hull.
| Fleet role | Support |
|---|---|
| Hull / shields | 3,650 / 700 |
| Speed | 34 |
| Main gun | plasma · 34 damage every 1 s · range 320 |
| Ultimate | Tidal Crush (22 s): A wall of water-light rolls out 460 around the ship: heavy damage, and everything it hits is slowed. |
| Signature skill | Coral bloom: The reef blooms: you and every ally within 320 repair 14% of hull, and enemies there are slowed. |
| Passive | Living coral · +6 hull/sec |
| Price | 13,600 credits + 10 reactor cores |
How to fly it. Support hulls make the whole fleet last longer. Stay near your squads, time the power for the moment a fight turns, and let escorts do the killing. Plasma: every hit leaves the target melting, so it takes more damage from everyone for a moment. Stacks.
Riptide Serpent

Living serpent cruiser · Tide hunter. Riptide Serpent is a striker with a plasma main gun and 3,500 hull.
| Fleet role | Striker |
|---|---|
| Hull / shields | 3,500 / 800 |
| Speed | 50 |
| Main gun | plasma · 30 damage every 0.8 s · range 320 |
| Ultimate | Undertow Coil (21 s): A tidal coil rolls out 500 around the serpent: 280 damage, and everything it hits is slowed for 4 s. |
| Signature skill | Riptide: Surge through the tide to the cursor: damage where you surface, and the water there slows. |
| Passive | Living scales · +5 hull/sec |
| Price | 13,500 credits + 12 reactor cores |
How to fly it. Strikers hit hard and move fast. Pick a target, close in, use the power and get out with a boost before the return fire lands. Plasma: every hit leaves the target melting, so it takes more damage from everyone for a moment. Stacks.
Nautilus

Chambered shell fortress · Shell anchor. Nautilus is a vanguard with a plasma main gun and 4,500 hull.
| Fleet role | Vanguard |
|---|---|
| Hull / shields | 4,500 / 800 |
| Speed | 34 |
| Main gun | plasma · 42 damage every 1 s · range 320 |
| Ultimate | Siphon Jet (22 s): The shell draws the sea in: everything within 400 of the target is dragged together for 4 s, 110 damage a second. |
| Signature skill | Ink cloud: A cloud of ink at the cursor: everything within 240 is blinded and disabled for 2 s. |
| Passive | Chambered shell · +8 hull/sec |
| Price | 15,300 credits + 14 reactor cores |
How to fly it. Vanguards hold the line. Go in first, take the attention of the enemy capitals, and use the power where the enemy is thickest. Plasma: every hit leaves the target melting, so it takes more damage from everyone for a moment. Stacks.