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<div class="vv-language-bar">'''English''' · [[Fleet/de|Deutsch]]</div>
<div class="vv-language-bar">'''English''' · [[Fleet/de|Deutsch]]</div>
= Fleet =
= Fleet =
Fleet prepares a dispatch: select locally available ships, choose a target and mission, and review speed, fuel and cargo before launching. An available commander can be assigned to Boss combat. The interface shows ships and fleet slots; Fleet Operations explains the full workflow.
The '''Fleet''' page (in-game ''Fleet command'') sends ships from the selected colony in two steps, '''Ships''' and '''Target & launch'''. The full walkthrough and every mission are in [[Fleet Operations]]; this page is the quick reference with the numbers.
 
'''Composing.''' Only active ship designs with ships stationed at this colony are listed, grouped into civilian and combat ships. A fleet can mix at most 30 ship types. Each launch needs a free '''fleet slot''': 3 by default, plus one per 3 [[Command Center]] levels summed over your colonies, and the Neural Nexus government adds 25% (rounded up). Outbound and returning fleets both hold a slot.
 
'''Missions:''' Attack, Feint, Station, Transport, Extract, Collect, Excursion and Boss combat. Which ones are offered depends on the target (owner, debris, boss, protection). A [[Commanders|commander]] can only join Boss combat.
 
'''Speed.''' The fleet flies at its slowest ship's speed × the engine setting (5% to 100% in 5% steps). Ship speed comes from the design and rises 5% per Engine Engineering level. Transport missions are also 25% faster under the Confederation government, and faster still with the Alliance Network bonus when delivering to alliance members. Flight time = distance × 10,000 × 10,000 ÷ speed, scaled by the server's ship speed factor, at least 60 seconds (120 seconds to extract debris at the launch colony). Interstellar distance is divided by 1 + 10% per [[Subspace Drives]] level, and the Core Terminus government adds 15% interstellar speed.
 
'''Fuel''' is SEM from the launch colony, paid once at launch; the return flight is included. It is the sum of each ship's mass × number × distance × engine setting, times your fuel modifiers, rounded up (at least 1). At 50% engine a fleet needs half the fuel but twice the time. Modifiers:
* ships with the Surger tactical module burn 60% more,
* the Skunkworks government saves 10%,
* '''Void Propulsion''' in the [[Biolab]] saves 0.125% per level, up to 25%; the page shows the saved SEM under the fuel total,
* Matter Compression lowers ship mass by 0.25% per level.
A wormhole route is charged for the direct distance.
 
'''Cargo''' is the sum of the selected ships' cargo, +5% per Matter Compression level. Armed ships with a transport or extractor module (raiders) carry only a quarter of their calculated cargo. For Transport and Station, fuel is taken first and the loaded SEM is checked afterwards, so keep enough for both.


== Related references ==
== Related references ==
* [[Fleet Operations]]
* [[Fleet Operations]]
* [[Fleet Movement]]
* [[Command Center]]
* [[Command Center]]
* [[Commanders]]
* [[Commanders]]
* [[Fleet Movement]]
* [[Subspace Drives]]
* [[Biolab]]
* [[Galaxy]]
* [[Galaxy]]
* [[Fleet Tactics]]
* [[Fleet Tactics]]

Latest revision as of 16:21, 3 November 2026

English · Deutsch

Fleet

The Fleet page (in-game Fleet command) sends ships from the selected colony in two steps, Ships and Target & launch. The full walkthrough and every mission are in Fleet Operations; this page is the quick reference with the numbers.

Composing. Only active ship designs with ships stationed at this colony are listed, grouped into civilian and combat ships. A fleet can mix at most 30 ship types. Each launch needs a free fleet slot: 3 by default, plus one per 3 Command Center levels summed over your colonies, and the Neural Nexus government adds 25% (rounded up). Outbound and returning fleets both hold a slot.

Missions: Attack, Feint, Station, Transport, Extract, Collect, Excursion and Boss combat. Which ones are offered depends on the target (owner, debris, boss, protection). A commander can only join Boss combat.

Speed. The fleet flies at its slowest ship's speed × the engine setting (5% to 100% in 5% steps). Ship speed comes from the design and rises 5% per Engine Engineering level. Transport missions are also 25% faster under the Confederation government, and faster still with the Alliance Network bonus when delivering to alliance members. Flight time = distance × 10,000 × 10,000 ÷ speed, scaled by the server's ship speed factor, at least 60 seconds (120 seconds to extract debris at the launch colony). Interstellar distance is divided by 1 + 10% per Subspace Drives level, and the Core Terminus government adds 15% interstellar speed.

Fuel is SEM from the launch colony, paid once at launch; the return flight is included. It is the sum of each ship's mass × number × distance × engine setting, times your fuel modifiers, rounded up (at least 1). At 50% engine a fleet needs half the fuel but twice the time. Modifiers:

  • ships with the Surger tactical module burn 60% more,
  • the Skunkworks government saves 10%,
  • Void Propulsion in the Biolab saves 0.125% per level, up to 25%; the page shows the saved SEM under the fuel total,
  • Matter Compression lowers ship mass by 0.25% per level.

A wormhole route is charged for the direct distance.

Cargo is the sum of the selected ships' cargo, +5% per Matter Compression level. Armed ships with a transport or extractor module (raiders) carry only a quarter of their calculated cargo. For Transport and Station, fuel is taken first and the loaded SEM is checked afterwards, so keep enough for both.

Related references

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