Fleet
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.