Missions
Fleet missions are how you move ships, start battles, move resources, expand, and interact with deep space. The safest way to learn them is to understand three layers:
- what the mission is for
- whether the fleet comes back automatically
- whether the mission uses normal travel or a deep-space hold phase
Mission Types
| Mission | ID | Returns | Main Use |
|---|---|---|---|
| Attack | 1 | Yes | Fight fleets and defenses |
| ACS Attack | 2 | Yes | Fight as a coordinated group |
| Transport | 3 | Yes | Move resources |
| Deployment | 4 | No | Station a fleet permanently |
| ACS Defend | 5 | Yes, after hold | Station a fleet on an ally |
| Espionage | 6 | Yes | Generate a spy report |
| Colonisation | 7 | Colony Ship consumed; escorts return | Create a new planet |
| Harvest | 8 | Yes | Collect debris |
| Moon Destruction | 9 | Yes | Fight and then try to destroy a moon or Space Dock outpost |
| Missile Attack | 11 | No | Launch IPMs |
| Patrol | 12 | Yes | Deep-space combat control |
| Trade | 13 | Yes | Deep-space resource conversion |
| Recon | 14 | Yes | Deep-space repeated spying |
| Exploration | 15 | Yes | Deep-space finds and risks |
The hold-only mission IDs 112 to 115 are internal follow-up phases the game
creates automatically after a deep-space mission arrives.
Standard Missions
Attack
- fights the target's fleet and defenses
- can loot resources if the attacker wins
- can create debris from destroyed ships
See Battle Mechanics before sending large attacks.
ACS Attack
- multiple friendly fleets join one attack
- all fleets share one arrival time
- a slower joining fleet can delay the group, but only within the ACS timing rules
Transport
- sends resources to a target
- the fleet comes home after unloading
- can use the Fuel Cell speed boost
Deployment
- permanently stations the fleet at the destination
- does not auto-return
- can use the Fuel Cell speed boost
ACS Defend
- stations a fleet on an ally
- returns after its hold window if it is not recalled or destroyed
- can use the Fuel Cell speed boost
Espionage
- sends probes directly to a target
- returns with a spy report if successful
- always triggers activity detection on the target in the current live implementation
Colonisation
- requires a Colony Ship
- consumes the Colony Ship on success
- creates a new planet if the slot is valid
Harvest
- collects debris fields
- requires Recyclers
- can target debris-only coordinates even when no planet is present in the slot
- can launch partial harvest trips with any number of available Recyclers
- returns the recovered resources
- can use the Fuel Cell speed boost
Moon Destruction
- requires at least one Deathstar
- normal combat happens first
- if you win and Deathstars survive, the game rolls for moon or Space Dock outpost destruction
- Graviton Technology unlocks the Deathstar and reduces Deathstar self-destruction chance by 5 percentage points per level
Missile Attack
- launches Interplanetary Missiles
- targets planets only
- ABMs intercept one IPM each
- does not use a fleet slot
Deep-Space Missions
Patrol, Trade, Recon, and Exploration all work the same way at a high level:
- they target deep space at position
16 - they require hold time to do anything useful
- after arrival, they enter an internal hold phase
- they process outcomes on repeated ticks
- they return home after the hold ends if the fleet survives
Patrol
- combat-focused deep-space control mission
- rolls for hostile encounters
- can also intercept enemy Trade, Recon, and Exploration holds
- can also rarely intercept Exchange convoys whose in-flight route crosses the patrol system
Read: Patrol
Trade
- repeatedly converts one carried resource into a different one
- each successful tick sells 25% of the remaining sell cargo
- uses live Exchange ratios plus a random bonus
Read: Trade
Recon
- repeatedly looks for hostile planets and moons in the chosen system
- can generate full espionage-style reports
- Fuel Cells raise the separate active-mission manifest reveal chance
Read: Recon
Exploration
- high-variance deep-space mission
- can find resources, find ships, lose the fleet, or trigger a hostile combat encounter
- Wayfinders are required
Read: Exploration
Fuel Cell Mission Boosts
Missions use one of two Fuel Cell systems.
Speed Boost Missions
These missions can spend Fuel Cells to double selected speed and replace
deuterium launch fuel with 0:
- Transport
- Deployment
- Harvest
- ACS Defend
These speed-boost spends do not count against the shared 500 Fuel Cells per calendar day cap.
Reward Boost Missions
These missions use the reward-style Fuel Cell system, but the exact effect depends on the mission:
- Patrol
- Trade
- Recon
- Exploration
Reward missions share the same 500 Fuel Cells total per calendar day cap with Sensor Phalanx scans and Jump Gate activations, but each mission has its own useful launch spend:
- Patrol: caps at 2x debris and does not increase hostile encounter size
- Trade: spends up to 100 Fuel Cells for up to 6x on the random trade bonus, not the full conversion
- Recon: spends up to 500 Fuel Cells to improve positive Recon reward amounts and raise active mission manifest reveal chance from 5% to 25%
- Exploration: spends up to 500 Fuel Cells for the full reward ladder on resource and ship finds, while hostile encounter debris caps the Fuel Cell portion at 2x and encounter size stays unchanged
Read: Fleet Mechanics and Fuel Cell
Fleet Slots
Your fleet slot cap is:
5
+ 2 per even Computer Technology level
Missile attacks do not consume fleet slots.
Patrol, Trade, Recon, and Exploration also have separate mission-family slot caps. Each starts at 1 active mission, then gains:
1 Patrol slot per Space Dock level
+1 Trade slot per Moon Base level
+1 Recon slot per Recon Technology level
+1 Exploration slot per Wayfinder research level
If you are running out of active fleets, read Fleet Mechanics for the exact formula.
Where To Read Next
- Fleet Mechanics - Travel time, fuel, cargo, and Fuel Cell boost formulas
- Standard Missions - Attack, transport, deployment, espionage, colonisation, harvest, moon destruction, and missiles
- Battle Mechanics - Combat rules
- Patrol - Deep-space combat control
- Trade - Deep-space conversion mission
- Recon - Deep-space intelligence mission
- Exploration - Deep-space risk and reward