
This time I will try to give an overview of combat capabilities of different hulls, finding out what's good what's bad currently. Also if the result isn't close to hat you expect maybe we need to nerf/buff smth?
TLDR: Shields suck until lategame (namely until Titanic/Solar/Scattered Asteroid), Most hulls are balanced, Quantum Energy OP.
Preliminaries
Before we start I need to specify how exactly will we compare combat strength of ships. One of a good ways would be to run simulations, even though it's quite tedious. Turns out that this isn't very needed.
First of all in most cases ship hp would be substantially greater than a single weapon damage, as a result (due to the law of large numbers) if our fleet is large enough at the end of every combat round your ships will be damaged in a similar fashion (Possibly you have noticed that your ships often end the battle with similar hp). In that case in fleet battles consisting of only one ship design the most important thing is the product of Damage*Structure. If you have two fleets and total damage*structure of them are equal they are likely to either both survive the battle or both be destroyed. If your damage*structure is greater than in some cases (if damage/structure ratio for both of you is too high both fleets will live) it's possible for your fleet to survive and "win" the battle.
Of course the production cost of the ship also contributes a lot to its combat efficiency, if your ship is twice cheaper than opponent's you can build two more ships, so your damage*structure will be four times greater.
This makes it easy to have a rough comparison of ship designs, it's the Damage*Structure/(Production cost)^2 of design what usually matter. The reason I say "usually" is that if ships are invisible combat math is completely different, also this doesn't take into account fleet upkeep (it favours larger ships). And also sometimes if your Damage is too low you can't destroy enemy fleet even if your product of Damage*Structure is over the roof. Shields also mess up the math a lot. Despite this we will analyze shields and "Raiders" (invisible ships) in this post too.
Currently ingame designer tries to take into account the fleet upkeep by displaying you (Damage*Structure)^(0.6)/(Production cost) figure in design menu. It makes some sense, the main problem with this is that 0.6 is a self-made parameter and until very late in the game fleet upkeep doesn't change math that much.
Shields will be omitted from comparison until the very ending of the post.
Early/Midgame/Lategame separation is made based on ship parts, laser+zortrium for early, plasma+diamond for midgame. Hulls are chosen so that they have reasonable RP cost comparing to parts. Some of hulls are harder to get eve if they are compared in the same category.
1.Early game
It is not that easy to tell what exactly "early game" is. In this case we will assume you have access to Laser and Zortrium armor. A neat fact is that it doesn't matter what level of laser do you have, all laser designs are improved by the same amount when you research the next level, so I will use lvl1 number from now on.
{I left an optimal configuration, if one changes the slot distribution the rating will drop, sometimes only by a little bit}.
Static Multicellular hull
Laser, double Zortrium, speed 100
5*38/ (70^2) = 0.0387755102
Robotic Hull speed 80
double Laser, double Zortrium, speed 75
10*47/(112^2)= 0.03746811224
Asteroid Hull speed 60
Laser, triple Zortrium
5*63 / (68^2) = 0.06812283737
Asteroid Hull + drive (speed 80)
5*63 / (88^2) = 0.04067665289
Organic Hull speed 90
Laser, double Zortrium
Initial 5*27 / (56^2) = 0.04304846938
Final[25 turns] 5*32 / (56^2) = 0.05102040816
Symbiotic Hull speed 10
Laser, Zortrium
Initial 5*21/(48^2) = 0.04557291666
25 turns 5*26/(48^2) = 0.05642361111
Final (50 turns = never, don't take this into account ) 5*31/(48^2) = 0.06727430555
Asteroid is the best and for a good reason since it is deeper in the tech tree. Note that if speed is a concern than organic ships are better than asteroid, drives are really expensive on small ships.
Static Multicellular is less efficient than organic and has no growth/repair. 100 speed vs 90 is a substantial increase, but I am not sure if Static Multicellular is a good hull. Was amused by the strength of symbiotics, wasn't using them before. Played a couple of games using symbiotics as a main vessel, Laser+Standard armour plating symbiotic has a combat rating of 0.0378, does not require zortrium research and develops nicely into Protoplasmic/Bioadapter/Endosymbiotic stealth armada.
I don't like how Static Multicellular is worse than a straight organic. One may say that 100 speed vs 90 speed matters (and I agree),but turns out that it's worse than symbiotic which also has better stealth and regeneration. As we will later see that's a problem with whole "dead" organic line. "Alive" organic ships have mediocre stats too, but the quirk of stealth makes using them a reasonable approach, zombie hulls does not offer that.
This section needs to be taken with a grain of salt since Damage*structure mnemonics doesn't work particularly well since structure/Weapon damage ratio haven't grown enough yet. Having 34 structure doesn't differ from having 42 structure if you are facing Laser IV, but formulae will show a substantial increase of efficiency of 42-structure ship. On the other hand if your enemies vary and you face Mass Driver IV enemy then Laser II enemy and then Laser IV enemy the damage*structure approach works well and the range of enemy weapons smoothes things.
Midgame
At this point I will assume you have access to Plasma and Diamond Armor
Static Multicellular speed 100
Plasma+2Diamond
9*52/(74^2) =0.08546384222
Endomorphic speed 100
Plasma+3Diamond
Initial 9*59/(87^2) = 0.07015457788
Final[30] 9*74/(87^2) = 0.08799048751
Energy Frigate
It's a joke

1 Plasma 3 Diamond
9*69/(104^2) = 0.05741494082
Heavy Asteroid Hull
2 Plasma 3Rock, 3 Engines, speed 90
18*122/(174^2) = 0.07253269916
2 engines instead (speed 80)
18*122/(164^2) = 0.08164782867
Ravenous Hull Speed 100
1 Plasma, 4 Diamond
Initial 9*77/(97^2) = 0.07365288553
20-turn 9*87/(97^2) = 0.08321819534
Final[40] 9*97/(97^2) = 0.09278350515
Quantum Speed 120
2 Plasma 5 Diamond
18*140/(150^2) = 0.112
Fractal speed 120 (It should be obvious that a result is strictly worse than quantum, 2 quantum ships have exactly the same PP cost and slot number as fractal, but have 60 more structure)
4 plasma 10 diamond
36*220/(300^2) = 0.88
Nano-robotic Hull speed 80
2Plasma 5 Diamond
18*120/(162^2) = 0.08230452674
+N-dimensional engine, speed 100
18*120/(182^2) = 0.06520951575
Self-gravitating
3 Plasma 3 Diamond; Speed 80
27*154/(204^2) = 0.0999134948
+Engines, speed 100
27*154/(224^2) = 0.08286830357
Scattered Asteroid
5 Plasma 10 Diamond, 4 Engines, Speed 100
45*320/(440)^2 = 0.07438016528 (without taking shields into account)
Against enemy with plasma (15 damage)
=0.09297520661
With deflector shield (speed 90)
45*320/(480^2) = 0.0625 (without taking shields into account)
against plasma 4 opponent (18 damage, shields strength 8 )
0.1125
Bioadaptive (Please don't use this in combat

Single Plasma Double Diamond
{I mean really, don't use this, play with stealth bioadapters instead}
Initial 9*51/77^2 = 0.0774160904
20turns 9*61/77^2 = 0.09259571597
Final [50] 9*76/77^2 = 0.11536515432
Sentient Speed 100
Double Plasma, 4 Diamond
Initial 18*84/(172^2) = 0.0511087074
Final [45] 18*129/(172^2) = 0.07848837209
Amusingly most hulls seem to have similar range of combat efficiency. Static Multicellular seems to be wrong here, it's an early game hull which have comparable stats even to late game ones. The real-game fleet upkeep thing mitigates that so it's not an issue I guess. Fact that Ravenous/Endomorphic/Sentient are weaker than Multicellular is not fine. At the moment I see no reason to build the Zombie-hulls. Bioadaptive is a completely different beast since its strength is a stealth-raider route.
This is something I am really concerned about right now. Speed advantage does not mitigate that since placing drives on self-gravitating will eliminate the speed difference while still maintaining the combat lead. In my experience ravenous/bioadaptives can't be obtained earlier than Self-Gravitating and if the later is also better combatwise something is wrong.
The reason for this is a common misconception (one I had until I did this calculations) that the most important thing for ship hull strength is the ratio of external slot/production cost. Turns out that initial structure plays high role until the very end of the game, even with diamond armor (which is quite deep into armor tree) most efficient ship hulls are those that start with high starting structure. AFAIR organic hull ships had high starting structure too (changed into growth), but appear to be overnerfed.
Scattered asteroid hull is a neat one since it's the only midgame hull to take advantage of shields (more on that later), that's because it's not a midgame hull but a lategame hull you get in midgame.
Another notable feature is that most "optimal" designs have low damage output, they can't kill themself in a fight. Whenever you are fighting a weaker enemy (as you usually do against AI) there are some merits in building worse design but with higher damage. I played a few games using these "optimal" designs and it turned out that they were still ok in killing AI fleets.
3. Lategame
I lategame people finally get the chance to play with 30-slot capitalships and it changes the combat math completely. To the point I am not able to analyze it.
The lategame ships is a wonderful land which differs substantially from what we saw before. Differences include
1)Efficiency of shield
As soon as your ships start to have huge PP cost shields become good. The reason it makes computations hard is that now great pilots bonus starts mattering. When ships are shieldless relative power doesn't depend on whether a player has or hasn't aquired Mu Ursh, with shields it depends.
2)Efficiency of engines
Since it's more efficient to put engines on large ships it becomes really cheap to make your ships quick. Te choice of your fleet speed starts to matter and efficiency will depend on different factors.
3)Significantly different research cost makes it possible to have different weapon arrangements, people with more easily researched hulls will have better weaponry.
4)Spinal Antimatter Cannon makes things complicated.
Previous things are manageable, this one is not.
First of all the cannon makes Damage*Structure/PP_cost^2 model not adequate (hostile

Moreover, blackshield isn't efficient against the cannon. But in case if your opponent doesn't have blackshied then the cannon itself is less efficient than deathray. What we end up is the complicated rock-paper-scissor-lizard-spock scheme with much more typical cases. I really think that's intentional and I like such kind of balance.
Roughly you have following
QE hull beats everything without blackshield
Transpatial hull with cannon beats everything except QE hull or deathray-heavy ships. (also is slow as hell)
Sentient without Deathrays and blackshield beats all blackshield hulls and QE hull, loses to transpatial
Titan/Solar/Scattered beat different things depending on number of blackshields or Deathrays
If you ask what's the best hull assuming nobody has cannon?
Scattered/Solar : around 0.19
Titan/QE hull: around 0.15
Once again, hulls are pretty balanced here. Easier to get titanic has worse combat rating, rating of scattered is a bit inflated because of its shield bonus, optimally you want to have a fleet of solars and one scatter in it. QE hull has a really good rating, but at this point fleet upkeep rally starts to matter, we are talking about 2-3 Quantums against 1 other ratios, for reasonable number of ships rating drops to 0.14, so it's still worth it to continue researching better hulls even post quantum especially considering quantum can't carry antimatter cannon.
Below we assumed we had generic ships, does Mu Ursh change the outcome? It does. Turns out that as soon as you get Good Pilots (Etty/Hhohh) Antimatter cannon becomes less efficient than deathrays. For Etty/Hhohh cannon is still good with the largest hulls making a rockpaper-scissor picture still valid. But for Mu-Ursh/Eaxxaw (and even so for Misiorla) cannon becomes completely bad.
As a by product this makes shields significantly worse, skyrocketing the QE hull efficiency to 0.18 (for Eaxaw) and 0.2 for Misiorla.
[Ok, I am cheating here, in reality QE hull rating is the same but other drop by the same amount, what happens is that blackshields gives you 2x effective hp against generic species but only (45/30)=1.5 effective hp against Misiorla.
Also playing with Misiorlas makes scattered hull a bit better]
Of course the fleet upkeep still makes other hulls better, but not by much. As a conclusion, if you have Eaxaw/Mu Ursh don't worry if you are stuck with quantums or Fractals, they are still competitive even against very lategame ships.
4.Raiders (BioAdapters&Energy Corvettes)
Earlier I've told you that damage*structure/PP_cost^2 combat rating doesn't apply to stealth ships. Given that it's a valid tactic I will try to analyze them by other means.
Designs we are interested in are Compressed energy hull + Laser 4 (against early-game designs) and Bioadaptive Hull Plasma IV + Adsorption Field (against midgame designs).
There are few complication in raider analysis. First of all while there was a efficiency measure in doomstack vs doomstack battles it doesn't coincide with an efficiency against raiders, 1 plasma + 6 Diamond Quantum-energy ship is better against raiders despite being almost 50% worse against normal ships. We will assume that one player uses raider while the other uses "optimal" ships from previous sections.
Other complication is that it depends on which design a player uses, once again, military robotic hull is substantially stronger against raiders than it is against real ships.
We will compare raiders with (arbitrarily chosen) early game organic hull and robotic hull and midgame quantum hull designs.
Energy raider (laser IV) vs Organic Laser IV +2 Zortrium
Energy Raider has 11 damage and 10 hp, 35pp cost organic has 11 damage (if it was laser 3 raiders would have been twice more efficient) and 27-32 hp (happily the number of hp doesn't matter) 56 pp cost.
In a battle when 56 Raiders fights 35 organic ships odds are very much i raider's favour. In round 1&2 raiders deal a total of 112 shots which is enough to destroy all organic ships, and at least 21 raider will survive (some of organic ships will die in round 1, law of large numbers doesn't apply when organic ship die from 3 hits).
Energy raider (laser IV) vs Robotic 2x Laser IV +2x Zortrium
Energy Raider has 11 damage and 10 hp, 35pp cost robotic has 22 damage and 47 structure 112 pp cost.
Here you see a weakness of raiders, Robotic ship require 5 hits to be destroyed (it will have just 3 hp after 5 hits) and has just enough damage to destroy a raider.
112 raiders vs 35 robotic ships
After 2 rounds raiders would be able to destroy 35 ships, so at the end Raiders will win.
Conclusion: Energy raiders are reasonable, possibly too good, although fleet upkeep makes them worse. Please also note that they are obtained farther down the tech tree.
BioAdaptive + Adsorption field + 3 Plasma IV vs Quantum Energy 2 Plasma 5 Diamond
Raider costs 146PP with 54 attack and 15 structure (grows up to 40)
Quantum Energy ship costs 150 PP with 18*2=36 attack and 140 structure.
Bioadapers lose unless they have a numeric advantage (~50%) so that they kill QE ship in two rounds.
Conclusion is something which should be expected, Bioadapters are not efficient in doomstack vs doomstack fight. On the other hand they are not THAT inefficient,
if they manage to beat 25% of enemy fleet before it gathers they will win.
Shields
So here I will say a few words about something I was mostly ignoring before, shields.
In context of doomstack vs doomstackbattles the most important thing is Damage*Structure/Cost^2, so how do shields change that?
Shield increases cost and increases it a lot, doesn't change damage, but changes effective Structure. If you fight with a Plasma IV opponent and have a plasma shield your ship behaves in the same way as a ship with twice that may HP behaves.
So when it's worth it to place a shield? If shield makes your ship twice better then you need it to make the cost less than sqrt(2) larger.
If the shield makes ship p times better ship has to cost at least Cost_of_shield / (sqrt(p)-1) to be worthy.
For Defense grid against MD ship needs to have >70 PP cost.
For defense grid vs lasers a ship needs to have >173 PP cost
For Deflector against lasers a ship needs to cost more than >141pp
For Deflector against Plasma >523
For Plasma shield against Plasma >217
For Plasma shield against Death Rays >460
For Blackshield against Death Rays >362
And if you were patient you saw that most "optimal" ships have very low PP cost, i.e. Deathray+Neutronium Quantum Energy ship will cost 270. Plasma+Diamond will cost 150. I also have't even mentioned that shields technology cost RP and time to research. Numbers above just show that even if you have researched shield it's still not worth it to put it on your ships.
Ok, there are few exceptions.
First of all, if you are fighting AI with an out-of-date technologies than equiping your QE ships with blackshield against lasers is indeed efficient.
Second exception is Scattered Asteroid Hull and sometimes Acirema ships. The way shields stak sometimes makes it reasonable to put a shield on your ship (especially for scattered Hull). Usually by a tiny amount.
Third exception is indeed a reasoable one. At the moment you start building Titanic Hull/SOlar Hulls your ship will >500 of PP. For these huge hulls Blackshield and sometimes even Plasma is worth it.
6.Balance comments
So after I did few calculations I feel less happy about combat than I was before

I feel like both shields and organic hulls are overnerfed. Shields being bad until very late in the game is something I don't like. It does't feel good that even though I researched few of them I still choose not include them because of their liability.
As a suggestion I think increasing the growth speed of Ravenous hull to 1, Endomorphic hull to 0.75 is a good idea. These hulls will still be worse than Contra-gravitational (even after full growth!), but at least they will not be eclipsed by early-game robotic/static/organic/asteroid hulls.
The difference between organic hulls is so high that even adding a slot barely fixes them.
Fully grown Endomorphic with an extra slot will possess a rating of 0.092
Fully grown Ravenous with an extra slot has a rating of 0.094
It's not energy frigate levels, but still. At least when one gets energy frigate (which is awful) they are closer to quantum (which is the best ship in the game).
Speaking of quantums, how about making quantum/fractal more distinct? Maybe make quantums worse but give a bonus if it has a shield?
For shields balancing is complicated, since AI doesn't look into tech-advances and any chance to shields will make it overbuild them, need to think about it more. But some change is definitely necessary, it's really wrong that rushing Quantums and not-putting shields on it seem to be an optimal strategy for this calculations. It is still optimal even if you assume you get shields earlier than you supposed to, having Plasma Shields vs Plasma opponents still doesn't make it efficient to put it on your quantums.