Mission types

Every fleet you send off-planet must be tied to a specific mission type. The type decides what the fleet does on arrival, how it returns (or whether it stays), which protections apply, and which ships are mandatory to launch it.

The 8 mission types

Here is the full list of available missions. Click a link to open the dedicated section when one exists:

  • Attack: offensive combat against an enemy planet
  • Transport: deliver resources to a planet (yours, an ally's, or even an enemy's)
  • Deploy: permanently station ships on one of your own planets
  • Support: post a fleet on an ally's or friend's planet to help defend it
  • Espionage: send Recon Drones — see Espionage
  • Colonize: establish a new colony — see Colonization
  • Harvest: collect a debris field — see Debris recycling
  • Expedition: explore a Point of Interest — see Expeditions

Attack

  • Target: a planet owned by another player
  • Fleet composition is free — favor military ships to win the combat
  • All protections are checked before send: newbie shield, point ratio, anti-bashing, vacation mode — see Protections
  • Combat is resolved on arrival; the surviving fleet returns home immediately with the loot

Transport

  • Target: your own planet, an ally's planet, or even an enemy planet (to deliver tribute)
  • The cargo is fully transferred on arrival to the destination planet's stock
  • The fleet returns empty immediately toward its origin
  • Very useful to rebalance your stocks between colonies or support an ally in need

Deploy

This mission is strictly internal to your empire — it never concerns an ally.

  • Allowed target: only your own planets
  • Ships are merged into the arrival planet's garrison — the fleet is dissolved on arrival
  • No automatic return: to recover the ships, launch a new mission from that planet
  • Perfect to reorganize your defense or concentrate power on a strategic point

Support

Support is the cooperative mission: you send a fleet to defend a planet you do not own.

  • Allowed target: the planet of an alliance member or an accepted friend
  • Ships stay stationed on the host planet; they participate in defense when attacked
  • You keep ownership of your ships — you can recall them at any time
  • Automatic recall if your alliance is severed with the host, or if the host leaves the alliance/your friends list
  • A deuterium upkeep cost is charged periodically while the fleet is deployed

Travel time

All missions share the same travel time formula: it depends on distance, the speed of the slowest ship and your propulsion technology. Fleets always return home in the same time as the outbound trip.

  • Fleet speed = speed of the slowest ship (the others match its pace)
  • Fusion engines: unlock standard intra-galaxy travel
  • Alcubierre engines: enable inter-galaxy travel with a fixed jump time
  • Distance: the farther the target, the longer the trip — no strict cap

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Recall and return

  • Any moving fleet can be recalled before arrival; it turns around instantly and takes the same elapsed outbound time to come home
  • A recalled fleet delivers nothing on arrival — no attack, no cargo, no espionage
  • Some missions do not auto-return (Deploy, Colonize, Support): to recover the ships, you must launch a new mission manually

Fleet slots

  • Each player has a maximum number of simultaneous fleets in motion or stationed off-planet
  • Base: 1 slot, +1 per Astrophysics research level
  • Deploy, Colonize and Support fleets consume a slot until they are returned or recalled
  • Round-trip missions (Attack, Transport, Espionage, Harvest, Expedition) release their slot as soon as they return to their origin planet