Comprar Fleet Commander: Pacific PC

Em 10 abr. 2026, a chave Fleet Commander: Pacific mais barata custa 2,34 € na Eneba. XD.deals compara preços de 11 lojas entre 11 ofertas. Nos keyshops o preço mais baixo é 2,34 € (90% de desconto), as lojas oficiais começam em 6,25 € (74% de desconto). Dados fornecidos por XD.deals.

Lançamento: 21 jul. 2022
Metacritic:
tbd tbd
Steam:
Mostly Positive (23)
Comprar em Loja Oficial:
-74%
6,25 €
Comprar em Keyshops:
-90%
2,34 €
Ver histórico de preços

Lojas Oficiais (8)

DRM:
Steam
Steam
GamersGate
Fleet Commander: Pacific
Windows
+1
há 1d
DRM:
Steam
GamersGate
24,99 € 6,25 €
-74%
Gamesplanet US
Fleet Commander: Pacific
Windows
+1
há 5h
DRM:
Steam
Gamesplanet US
21,41 € 19,27 €
-9%
Gamesplanet UK
Fleet Commander: Pacific
Windows
+1
há 1d
DRM:
Steam
Gamesplanet UK
22,40 € 20,16 €
-10%
Gamesplanet FR
Fleet Commander: Pacific
Windows
+1
há 2sem
DRM:
Steam
Gamesplanet FR
24,99 € 22,49 €
-10%
Gamesplanet DE
Fleet Commander: Pacific
Windows
+1
há 2sem
DRM:
Steam
Gamesplanet DE
24,99 € 22,49 €
-10%
Gamebillet
Fleet Commander: Pacific
Windows
+1
há 1sem
DRM:
Steam
Gamebillet
24,99 € 23,72 €
-5%
Green Man Gaming
Fleet Commander: Pacific
Windows
+1
há 1sem
DRM:
Steam
Green Man Gaming
24,99 €

Keyshops (3)

DRM:
Steam
Steam
Eneba
Fleet Commander: Pacific (PC) Steam Key GLOBAL
Windows
+1
há 3d
DRM:
Steam
Eneba
24,99 € 2,34 €
-90%
-10% with XDD10copy
-10% with XDD10copy
Kinguin
Fleet Commander: Pacific PC Steam CD Key
Windows
+1
há 1sem
DRM:
Steam
Kinguin
24,99 € 2,36 €
-90%
-8% with XD8DEALScopy
-8% with XD8DEALScopy
Yuplay
Fleet Commander: Pacific
Windows
+1
há 12h
Yuplay
21,39 € 2,89 €
-86%

Sobre Fleet Commander: Pacific

Fleet Commander: Pacific - sobre o jogo
Domine os mares do Pacífico neste simulador de estratégia por turnos, em que os jogadores alternam fases no sistema I GO U GO para patrulhar áreas-chave, resolver batalhas navais e conquistar o controle em busca de pontos de vitória. Manobre encouraçados, porta-aviões e cruzadores individuais ao lado de grupos de navios menores, submarinos, fuzileiros navais e unidades aéreas, com chegadas de reforços, patrulhas, raids, assaltos anfíbios e reparos. As batalhas se desenrolam com trocas de fogo aéreo ou de superfície, retiradas, perseguições e raids de porta-aviões pós-vitória, enquanto aviões baseados em terra disputam zonas e capturas de isolamento tomam bases ao longo de turnos que abrangem meses. Modos hot seat, contra IA ou multiplayer trazem desafios variados em cenários de diferentes durações e dificuldades, com os EUA levando uma leve vantagem ao jogar em segundo. Cada turno exige escolhas difíceis entre defender, conquistar ou hostilizar os mares contra uma IA astuta. Este simulador cativa entusiastas de estratégia que adoram decisões detalhadas de guerra naval e precisão histórica das unidades.


The game is a turn based game, I GO U GO system with alternating phases. You can play hot seat, against the AI or in multiplayer mode. The game contains:
  • a turn-based sequence of play, with US having the slight advantage to play second as they broke the enemy code, allowing for interesting counter-moves,
  • all main battleships, carriers and heavy cruisers as individual units, and minor ships, marines or air units regrouped in groups and flotillas,
  • a simple (but not simplistic) set of game mechanisms, focusing on taking control of key sea areas,
  • straightforward battle mechanisms, handling the various aspects of naval warfare: gunnery exchanges, submarines and airborne attacks,
  • game features day or night battles, island bases invasions, air raids against ports, reinforcements from other theaters of war,
  • a challenging set of decisions each turn for the selection of which areas to keep under your control, seize from the enemy or harass,
  • an AI that will attempt to foil your grand strategic plans or your local actions,
  • a very accurate database with faithful ships sketches, 3D models, and actual historical photos,
  • a streamlined UI and easy controls, and a wealth of ingame information,
  • many scenarios of variable length and difficulty.

MORE IN DETAILS

GAME SEQUENCE:
The game is played in 10 turns of 4 months each, alternating the opposing sides. The US side, playing last, has a slight strategic advantage.

GAME OBJECTIVE:
Each turn, both sides will attempt to control the key sea areas on the map. Each of those brings Victory Points (VP), not always the same for each side in a given sea, representing the different strategic importance of the various seas to the respective sides. At the end of the turn, once scores have been calculated, the leading side gets the balance and accrued it to its overall score. The winner of the game is the side with a positive VP balance at the end of the scenario in play.

GAME PHASES:
They are all identical each turn, except when mandated by special case (for instance the surprise attack phase of December 1941 in FC Pacific). In sequence:

  • Arrival of reinforcements in a friendly port, or removal of units if required by date/turn.
  • Moving Patrols out to sea, to take control of the sea areas.
  • Placement of land-based aircrafts, one plane at a time, sides alternating. Only in allowed seas. Those planes can control sea zones.
  • Movement of amphibious units.
  • Placement of the submarine unit (if in game).
  • Raid Missions with the aim of making attacks or defenses in sea areas, but not allowance future control by raiding ships.
  • Resolution of naval battles, in the order selected by the Japanese player, sea area by sea area. Battle sequence is described hereafter.
  • Landing of Marines, if they did not take place during battles.
  • Return to port of all Raid Missions.
  • Check of sea areas control and change of ownership of isolated bases.
  • Return to base of land-based aircrafts and return to port for all patrolling ships.
  • Repair of damaged units in ports.

BATTLE PHASES:
Each battle follows the same process below, for as long as units of both sides remain in the currently selected sea area:
  • Selection of battle round type, between air and surface. Should the sides disagree, a random selection is made, with various bonus or penalties for air action, area control or admiral’s presence in the sea area.
  • Exchange of fire, air or surface, are simultaneous, although show one side after the other for better presentation aspect and understanding. All units allowed to fire may select only one single valid target per round. This full exchange is one round of battle, and it can be repeated until combat is over.
  • Some ships cannot be targeted in surface battles if protected by screen of other ships and not engaged themselves (this restriction does not apply to air combat).
  • Both sides may retreat totally or in part at the end of a battle round. If both remain, another round starts anew.
  • Ships and planes suffer disable results or damages points. Accumulated damage superior to the ships’ protection factor sinks them. In ports (via air raids), ships can take double damage before sinking, but stay on the bottom and can’t move (till repaired) if damage exceeds protection.
  • In case of a retreat, unit can be pursued by non-retreating opponents if the respective ships speeds allow.
  • Retreats are made toward bases in the same area, or closest major port.
  • At the end of the battle, victorious side with aircraft carrier may launch 2 rounds of air raids over bases adjacent to the sea area.
  • During the battle, a maximum of one submarine per side, if present, may fire once. In such a case it will return to base just like a raiding ship.

MOVEMENT OF SHIPS:
Depending on their missions (patrol or raid) and their speed. On patrol, a ship may move to an adjacent sea and, possibly, one sea further on if speed allows. Most fast ships will automatically succeed, while the slower ones must pass speed tests and, if they fail, stay in the first sea entered. Admirals provide bonus to such tests.
While raiding, ships are allowed one extra sea: they can move up to two sea zones without test and must pass speed checks for the third one.
Crossing through an enemy-controlled sea area to another sea is forbidden.

MOVEMENT OF LAND-BASE PLANES:
Those units do not actually move but are ‘placed’ from the plane pool into sea areas adjacent to their sides’ bases or ports. Therefore no such planes can be placed into a sea area where the side holds no bases or ports. Each side places one land-based plane into one sea area, alternating one by one till both run out of planes. Those planes can take and keep control of a sea area. If during a battle planes lose all bases adjacent to the sea where the battle takes place, the said plane immediately return to the plane pool.

CONTROL OF THE SEAS:
Only ships on patrol and land-based planes currently at sea are used to determine control. Ships on raids have returned port before such control check. The side keeping or gaining control of a sea area earns as many VP as that sea area provides to that side.

CAPTURE OF BASES AND PORTS:
Bases can be captured by direct amphibious assault or via isolation. Ports can only be captured via isolation. Isolation is when a base or port has all its adjacent seas under enemy control for two consecutive turns.

REPAIR OF SHIPS:
According to the game’s scale and duration, if allowed, it will depend on the port where the ships end the turn. Each port has a different allocation of repairs and each point of same removes one point of damage on the ships in that port. Unused repairs are lost, they cannot accumulate. Usually, also according to game’s scale, planes and Marines are repaired for free.

REINFORCEMENTS:
They will arrive at the start of each turn in specified ports. If such a port is not available or unfriendly, a default port is usually selected in its place. On certain turns, some ships must be picked up and removed, as they are sent to other theaters of operations. Those not removed shall be replaced by possibly equivalent ships if the mandated ships have been sunk already. Land-based planes, and Marines destroyed before may automatically return to play in the pool (depends on scenario scale and duration).

MARINES AND OTHER LAND FORCES:
Those units, if present in the game, are used to capture enemy bases, or defend your own. They have their own movement phase and can move up to two sea areas (with or without escort, as players’ desire). When in a battle, they can opt for landing or amphibious assault at the end of any round they have survived. If not in a battle, landing or assault take place in a specific phase after all battles.
When assaulting, Marines automatically capture undefended enemy bases and are destroyed in the process, and the base becomes yours. If defended by an enemy Marines, each of the Marines unit eliminates one an enemy Marines, till all are destroyed and, if possible, the base captured. Marines cannot assault enemy ports.
Interface:
EnglishSpanish - SpainFrench

Classificação etária

Indisponível
Metacritic:
tbd tbd
Steam:
Mostly Positive (23)

Mínimo:

  • Processador: 2.5 GHz Intel Dual Core
  • Memória: 2 GB RAM
  • Gráficos: 512 MB NVIDIA GeForce 9600 or equivalent
  • DirectX: Version 9.0
  • Armazenamento: 750 MB available space
  • Notas Adicionais: DirectX Compatible

Recomendado:

  • Processador: 2.5 GHz Intel Dual Core
  • Memória: 4 GB RAM
  • Gráficos: 1024 MB DirectX 11 compatible
  • DirectX: Version 11
  • Armazenamento: 2 GB available space
  • Notas Adicionais: DirectX Compatible

Mínimo:

  • SO: 10.9 or higher
  • Processador: 2.5 GHz Intel Dual Core
  • Memória: 2 GB RAM

Recomendado:

  • SO: 10.9 or higher
  • Processador: 2.5 GHz Intel Dual Core
  • Memória: 4 GB RAM
Mínimo histórico
Histórico de preços das lojas oficiais
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Histórico de preços dos keyshops
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FAQ

8 perguntas

Antes de procurar uma chave barata de Fleet Commander: Pacific, confira o essencial. Desenvolvido por SEP FCOM. Publicado por Plug In Digital. Data de lançamento PC: 21 jul. 2022. Géneros: Strategy, Simulation, Early Access. Categorias: Multi-player, PvP, Online PvP, Family Sharing, Single-player.

Q

Onde comprar uma chave Steam barata de Fleet Commander: Pacific?

Usando o nosso comparador de precos e codigos de desconto verificados, pode comprar uma chave de Fleet Commander: Pacific por apenas 2,34 €. Esta oferta esta disponivel na Eneba e e uma das mais baratas do mercado. Todas as chaves listadas no XD.deals sao entregues digitalmente e disponiveis para download imediato apos o pagamento. Os precos ja incluem taxas de processamento e codigos promocionais aplicados, para que veja sempre o preco mais baixo de Fleet Commander: Pacific no PC. Consulte o historico de precos de Fleet Commander: Pacific para comprar no melhor momento.

De acordo com a nossa ultima atualizacao (atualizamos os precos do Steam varias vezes ao dia), o preco de Fleet Commander: Pacific no Steam e 24,99 €. Pode poupar cerca de 6% extra pagando com um cartao presente Steam com desconto.

O nosso rastreador de precos abrange tanto lojas oficiais como keyshops, para que possa encontrar Fleet Commander: Pacific em promocao mesmo fora das campanhas sazonais. Detetamos atualmente 11 ofertas ativas de lojas oficiais e keyshops. Consulte a tabela acima, compare com o minimo historico e defina um alerta para nunca perder a proxima descida de preco.

Com base nos nossos dados, Fleet Commander: Pacific nao esta atualmente disponivel no GeForce NOW. Precisara de o executar localmente no seu PC. Consulte os jogos disponiveis no GeForce NOW.

Sim. Fleet Commander: Pacific tem uma pagina oficial no Steam. Tambem pode comprar uma chave Steam de Fleet Commander: Pacific em vendedores terceiros. O nosso comparador inclui atualmente 10 ofertas com DRM Steam. Escolha uma para garantir que o download de Fleet Commander: Pacific acontece na plataforma da Valve.

Nao neste momento. A Valve marca Fleet Commander: Pacific como Nao Suportado no Steam Deck. Fique atento ao XD.deals - acompanhamos atualizacoes do Proton e correcoes da comunidade. Consulte os jogos Steam Deck Verified ou Steam Deck Playable.

Fleet Commander: Pacific nao parece estar disponivel no PC Game Pass, EA Play, Ubisoft+ ou qualquer outro servico de assinatura para PC neste momento. A unica opcao e comprar o jogo - use o XD.deals para encontrar o melhor preco.

Nao - o XD.deals nao e uma loja. Somos um servico de comparacao de precos que acompanha as melhores ofertas de Fleet Commander: Pacific em lojas oficiais e keyshops verificadas. Clique em "Ir para a loja" junto a qualquer oferta e sera redirecionado para o site do vendedor para concluir a compra.

Melhores preços para Fleet Commander: Pacific

1 Eneba Eneba Keyshop
-90% 2,34 €
2 Kinguin Kinguin Keyshop
-90% 2,36 €
3 Yuplay Yuplay Keyshop
-86% 2,89 €
4 GamersGate GamersGate Official
-74% 6,25 €
5 Gamesplanet US Gamesplanet US Official
-9% 19,27 €

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