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Debris fields in Xterium — exact mechanics, formulas, collection tactics

Full breakdown of debris fields in Xterium. What % of losses become debris, why defenses give zero, how metal and crystal roll independently, recycler tactics.

12 min Updated 2026-05-22 Команда Xterium Mechanics
Quick tips
Fleet debris fixed at 50%
Defenses give 0% debris
Deuterium never becomes debris
Recyclers can launch from any planet
If you don't collect, enemy will
On this page
  1. Key facts in 30 seconds
  2. How much debris you get
  3. Numerical example
  4. Who owns the debris field?
  5. How many recyclers do I need?
  6. Can I increase the % of debris?
  7. What if nobody collects?
  8. For min-maxers
  9. Quick citation reference
  10. What to read next

Key facts in 30 seconds

  • Fleet losses leave exactly 50% metal and crystal on the field
  • Defenses give ZERO debris (DEFS_CDR = 0)
  • Deuterium burns — never becomes debris
  • Recyclers collect from any nearby planet
  • If you don't collect — the enemy will

How much debris you get

After every battle, a debris field is left in the target orbit — the most underrated resource source in Xterium.

Exact Xterium-server numbers:

  • Fleet debris (any side): 50% of metal and crystal losses
  • Defense debris: 0% — defenses burn completely
  • Deuterium: never becomes debris

Bottom line: exactly half of metal and crystal from lost ships returns as debris and is open to whoever collects first. Defenses and deuterium are total loss.

ConstantValueMeaning
FLEET_CDR (min/max)50 / 50Процент обломков от потерь флота — фиксировано 50%
DEFS_CDR0Процент обломков от защиты — защита НЕ даёт обломков
DEBRIS_FACTOR (deut)n/aДейтерий вообще не превращается в обломки

Numerical example

Scenario: attacker lost 100 cruisers, defender lost 200 rocket launchers + 50 cruisers.

SideLost metalLost crystalDebris metalDebris crystal
Атакующий: 100 крейсеров2,000,000700,0001,000,000350,000
Защитник: 200 турелей + 50 крейс.1,400,000350,000500,000175,000
ИТОГО (на поле обломков)1,500,000525,000

Debris field total: 1,500,000 metal + 525,000 crystal. Enough for ~50 cruisers — half of losses returns. If you don't send recyclers within hours, the enemy will.

Who owns the debris field?

Nobody. Open resource — whoever sends recyclers first takes it. The defender has a geographic advantage (their planet is right there).

How many recyclers do I need?

Each recycler holds 20,000 units. For a 2,000,000 field you need ~100 recyclers per trip. Formula: (debris_total / 20000) + 10% safety.

Can I increase the % of debris?

No — FLEET_CDR is hard-coded in the universe config. No building, research, or senator changes it.

What if nobody collects?

Debris stays on the field forever, no expiration. But any player can attack your recycler fleet en-route.

For min-maxers

Exact combat-module formulas. Player TL;DR: «50% from fleet, 0% from defense, 0% from deuterium».

Formulas:

обломки_металла   = (потерянный_металл_флота + потерянный_металл_защиты / DEFS_CDR) × FLEET_CDR / 100
обломки_кристалла = (потерянный_кристалл_флота + потерянный_кристалл_защиты / DEFS_CDR) × FLEET_CDR / 100

Key Xterium constants:

  • FLEET_CDR = 50 (fixed, no min/max spread)
  • DEFS_CDR = 0 (defenses give nothing)

A legacy OGame RNG roll remains in code, but with min=max=50 the effect is zero. If the config ever shifts to classic OGame band (e.g. 20-50%) — metal and crystal could theoretically roll independently. On current Xterium, count on exactly 50% — no more, no less.


Quick citation reference

Source: Xterium engine combat-report module. Constants: FLEET_CDR = 50/50 (fleet → 50% debris), DEFS_CDR = 0 (defenses → 0%), deuterium does not roll into debris. Applies to: Xterium REV 207+.

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