Beta 3 | Ends: Wed 8 Jul, 20:00 | Tick: 468

Fleets

Fleets are the heart of your military and economic operations. Every ship you build sits in your Base Hangar until you assign it to a fleet, and every fleet can be independently deployed - to fight, to trade, or to carry out missions elsewhere in the galaxy.

Fleet Structure

Your kingdom has five numbered fleets - Fleet I through Fleet V. Each fleet operates independently, meaning multiple fleets can be active at the same time on different assignments.

Ships not assigned to any fleet sit in the Base Hangar (Fleet 0). They contribute nothing to active operations but are still part of your overall strength. Use the Fleet Control page to move ships between fleets and the hangar.

Fleet Power

A fleet's power is derived from the combined stats of every ship in it: attack strength, armour rating, and shield capacity all factor in. Research upgrades can increase these values further through armour and weapons research.

The Fleet Control page displays the total power of each fleet at a glance. When selecting a fleet for combat, trade, or missions, power is shown in the dropdown to help you choose appropriately.

Unit Types and Fleet Composition

Different ship classes serve different roles:

TypeRole
DronesCheap, low-power scouts and support units
FightersLight combat ships - fast, affordable, moderate power
Warships / CarriersHeavy ships with strong shields and high fleet power; carry fighters into battle and provide cargo capacity for trade
BattleshipsThe most powerful individual units; high cost but exceptional combat strength
Cargo ShipsMinimal combat ability; their value is their large trade capacity

Fleet composition matters in combat. Battles apply a modifier based on the relative mix of fighter, warship, and battleship units across both sides - similar to a rock-paper-scissors dynamic. A fleet with a balanced composition or one that counters the enemy's mix will tend to outperform a lopsided force of equal total power.

Deploying a Fleet

From the Fleet Control page you can send any available fleet on one of four assignments:

  • Kingdom Attack - send a fleet to raid a rival kingdom for land
  • Colony Combat - engage an enemy colony on a contested planet
  • Trade Run - travel to a colony to harvest resources
  • Mission - carry out a timed neutral faction task for rewards

A fleet on any assignment is unavailable for other tasks until it returns. Return timers are shown on the Fleet Control page. Plan around them - a fleet caught mid-return cannot defend you.

Hangar Capacity

The number of ships you can field is limited by your Hangar structures. Each Hangar provides 149 hangar spaces. Every ship costs a certain number of spaces to house - larger ships cost more.

Upgrading hangar capacity is often a priority alongside building a bigger fleet, since running out of space halts new ship production.

Risk Profile

When sending a fleet on a kingdom attack, you can set a risk profile - the loss percentage at which your fleet will retreat rather than fight to the last ship. A low risk profile protects your fleet by pulling it out early if the fight goes badly. A high risk profile keeps your fleet in the fight longer, which can swing close battles but may cost you heavily if you are outmatched.

Setting an appropriate risk profile before an engagement is important. Consider the target's known strength from recent spy data and how much of your fleet you can afford to lose.

Fleet Commanders

Each of your five fleets has a Fleet Commander - a named officer who gains experience over the course of a round and provides escalating bonuses to their fleet. Commanders reset between rounds.

Commanders specialise across three tracks based on how the fleet is used:

TrackEarned byBonus
CombatWinning or contesting colony battlesFleet combat strength (attack + defence)
TradeCompleting trade runsFleet cargo capacity
MissionCompleting neutral faction missionsMission reward value + duration reduction

Each track levels up independently through six ranks:

XPRank (Combat / Trade / Mission)Bonus
0Officer / Officer / Officer-
10Veteran / Broker / Operative+4%
25Elite / Merchant / Specialist+8%
45Legionnaire / Magnate / Agent+12%
70Centurion / Tycoon / Ghost+16%
100Warlord / Archon / Shadow+20%

XP is awarded per event: 2 XP for a combat win, 1 XP for a loss (provided your fleet was at least half the strength of the strongest enemy). Trade runs and mission completions each award 2 XP. Sending a token fleet into combat against a far superior force earns nothing.

The mission bonus applies to all reward types and also reduces mission duration by 0.5h per commander level (up to -2.5h at max rank). The reduced duration is shown on the Missions page when you select a fleet to deploy.

The Fleet Control page shows each commander's XP progress and current rank. Fleet power values in the table already include the active combat bonus - fleets with a bonus show a small percentage tag next to their power value.

Tips

  • Keep at least one fleet in reserve at home so you can respond to incoming attacks or colony threats.
  • Cargo ships like the Manatee and Leviathan massively increase trade capacity - a dedicated trade fleet can generate strong income without ever entering combat.
  • A fleet that contains a Wraith-class ship will appear smaller than it really is on enemy reconnaissance. This can cause enemies to underestimate your strength.
  • If a colony is under threat from enemy fleet activity, assign a fleet to defend it. A fleet committed to a colony will intercept incoming attacks.