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Missions

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