Missions
Fleet missions are the actions you can perform with your ships. Each mission type serves a different purpose.
Mission Types
| Mission | ID | Returns | Purpose |
|---|---|---|---|
| Attack | 1 | Yes | Combat enemy fleet/defenses |
| ACS Attack | 2 | Yes | Coordinated alliance attack |
| Transport | 3 | Yes | Deliver resources |
| Deployment | 4 | No | Station fleet permanently |
| ACS Defend | 5 | No | Defend allied planet |
| Espionage | 6 | Yes | Spy on target |
| Colonisation | 7 | No | Settle new planet |
| Harvest | 8 | Yes | Collect debris |
| Moon Destruction | 9 | Yes | Destroy moons after combat |
| Missile Attack | 11 | No | Launch IPMs at planet defenses |
| Patrol | 12 | Yes | Deep-space patrol mission |
| Trade | 13 | Yes | Deep-space trade mission |
| Recon | 14 | Yes | Deep-space recon mission |
| Exploration | 15 | Yes | Deep-space exploration mission |
| Patrol Hold | 112 | Auto | Hold phase for Patrol (system-created) |
| Trade Hold | 113 | Auto | Hold phase for Trade (system-created) |
| Recon Hold | 114 | Auto | Hold phase for Recon (system-created) |
| Exploration Hold | 115 | Auto | Hold phase for Exploration (system-created) |
Mission Details
Attack
- Combat enemy fleet and defenses
- Loot up to 50% of resources
- Creates debris from destroyed ships
ACS Attack
- Coordinated attack with alliance members
- Multiple fleets arrive simultaneously
- Combined firepower
- Slower joiners can delay arrival up to 30% of the current ACS travel time
Moon Destruction
- Target can be a moon or a Space Dock outpost
- Requires at least 1 Deathstar in the fleet
- Normal combat resolves first
- If you win and Deathstars survive, a destruction roll is made
- Deathstar explosion chance drops by 25% per Graviton level (min 0%)
Missile Attack
- Only interplanetary missiles can be launched
- Target must be a planet (no moons/debris)
- ABMs intercept one IPM each before damage is applied
- Flight time depends on system distance:
Time (seconds) = 30 + 60 * system_distance
Transport
- Deliver resources to target
- Fleet returns empty
- Safe between own planets
Deployment
- Station fleet at another planet
- Fleet does NOT return
- Useful for repositioning
ACS Defend
- Defend allied planet
- Fleet stations until recalled or battle
Espionage
- Send probes to gather intelligence
- Returns with spy report
- May be detected
Recon
- Deep-space recon rolls every 30 minutes while holding
- Never selects your own empire or alliance members as targets
- Each attacker Espionage Technology level increases recon success chance by 5 percentage points
- Each target Counter Intel level reduces recon success chance by 5 percentage points
- On success, delivers a full espionage-style report (resources, ships, defense, buildings, research)
- Target player receives espionage activity detection
Deep Space Hold Tick Messaging
- Patrol Hold, Trade Hold, Recon Hold, and Exploration Hold now all tick every 30 minutes.
- Each hold tick now sends a player message, even when no event or no successful action occurs.
- Event outcomes (combat, finds, successful exchanges, recon report delivery) still send their normal detailed logs.
Colonisation
- Requires Colony Ship
- Ship consumed on success
- Creates new planet
Harvest
- Collect debris fields
- Requires Recyclers
- Returns with resources
Deep Space Mission Unlocks
- Patrol mission requires Space Dock research level 1
- Trade mission requires Moon Base research level 1
- Recon mission requires Recon Technology level 1
- Exploration mission requires Wayfinder research level 1
- Exploration mission fleet must include at least 1 Wayfinder ship
Exploration Outcome Scaling
- Exploration outcome magnitudes are based on the expedition fleet's fleet points.
- Wayfinders count at 250% of their normal fleet-point value for these outcome calculations.
- Resource and ship-find outcomes are still constrained by surviving fleet cargo capacity.
- Exploration ambushes now trigger a full combat encounter with an Unknown entity:
- Enemy archetype is randomly generated as Nomads, Raiders, or Aliens.
- Enemy fleet score scales from 30% to 150% of the player's expedition fleet score.
- The unknown side is represented as the attacker in the combat report; your expedition fleet is the defender.
- A standard combat report is generated and delivered after each ambush encounter.
- If your fleet survives, surviving Wayfinders automatically salvage combat debris into available cargo space.
Fleet Slots
Fleet slots are limited by research progression:
- Base: 5 concurrent active fleets
- Computer Technology: +2 slots at each even level (2, 4, 6, ...)
- Recon Technology: +1 slot per level
- Wayfinder Research: +1 slot per level
- Space Dock Research: +2 slots per level
- Each active fleet mission consumes one slot
- Missile attacks do not consume fleet slots
Mission Speed
Speed Settings
You can adjust fleet speed (10%-100%):
- Slower = less fuel
- Faster = more fuel
- Affects arrival time
Fleet Speed
Fleet moves at slowest ship speed:
- Include slow ships = slow fleet
- Deathstar drastically slows fleet
- Consider separate waves
Fuel Consumption
Key Factors
- Distance traveled - Galaxy crossings cost significantly more
- Ship fuel rates - Each ship type has a base fuel consumption
- Speed setting - Slower speeds use less fuel, faster speeds use more fuel
- Number of ships - More ships = more fuel
Cargo Requirement
Important: Fuel must fit in your fleet's cargo capacity. If the fuel required exceeds your total cargo space, the mission will be blocked.
Available cargo = Total cargo capacity - Fuel required
See Fleet Mechanics for detailed formulas.
Planning
Check fuel requirements before launching:
- Ensure cargo capacity exceeds fuel cost
- Long-distance missions need cargo ships
- Account for resources you want to transport
Timing Missions
Arrival Calculation
Game shows exact arrival time:
- Plan attacks when target is vulnerable
- Coordinate with allies
- Avoid active defense times
ACS Arrival Rules
- New ACS fleets can join at a slower speed.
- The added delay cannot exceed 30% of the current group travel time.
- When a slower fleet joins, the group arrival time updates for all ACS fleets.
Recall
Most missions can be recalled:
- Fleet turns around immediately
- Returns to origin
- Useful for abort or fleetsave