Fleet Mechanics
Fleet travel in MWarfare is built from three things:
- how far you are going
- how fast your slowest ship can move
- how much fuel your fleet can carry
This page explains the real launch calculations used on live s2, but in
player language.
Quick Facts
| Topic | Current s2 Rule |
|---|---|
| Fleet speed setting | 1x |
| Travel slider | 10% to 100% |
| Slowest ship rule | Yes |
| Fuel must fit in cargo | Yes |
| Missile attacks use fleet slots | No |
Step 1: The Game Measures Distance
The game first counts how many galaxies, systems, and positions you cross.
It uses the shortest route for donut travel:
- Galaxy donut is active
- System donut is used when you stay inside the same galaxy
After that, it converts the route into three distance components:
galaxy_distance = galaxies_crossed × 6000
system_distance = 2000 + (systems_crossed × 47.5)
position_distance = 1000 + (positions_crossed × 5)
What These Numbers Mean
- Galaxy travel is treated as the longest jump.
- System travel has a fixed base cost before the per-system distance is added.
- Position travel is the short in-system movement between slots.
Step 2: The Slowest Ship Sets Fleet Speed
Your fleet always travels at the speed of its slowest ship after research bonuses are applied.
Then your selected speed slider reduces that value:
actual_fleet_speed
= slowest_ship_speed × selected_speed_fraction
Examples:
- 100% speed =
1.0 - 50% speed =
0.5 - 10% speed =
0.1
That is why adding one very slow ship can dramatically increase travel time.
Step 3: Travel Time Is Calculated Per Component
Each distance component gets its own time value, and those times are added together.
The per-component formula is:
component_seconds
= round((35000 / speed_step × (distance × 10 / slowest_ship_speed) + 10)
/ fleet_speed_setting)
Where:
speed_stepis your slider value on the internal 1 to 10 scale10means 100% speed5means 50% speed1means 10% speed- current live
s2fleet speed setting is1
Final travel time:
total_travel_time
= galaxy_time + system_time + position_time
The game enforces a minimum of 1 second.
Fuel Consumption
Fuel is not just based on raw ship fuel values. The game first calculates an effective fuel number for the whole fleet.
Effective Fuel
For each ship type:
ship_speed_factor
= actual_fleet_speed / that_ship_max_speed
ship_fuel_contribution
= ship_base_fuel × ship_speed_factor × ship_count
Then the game adds those contributions together:
effective_fuel = sum(all ship fuel contributions)
This is why mixed fleets can be cheaper than players expect: fast ships burn less when a slower ship forces them to cruise below their own max speed.
Example
If your Light Fighters normally fly much faster than a Deathstar, then a mixed fleet containing a Deathstar forces those Light Fighters to travel at the Deathstar's pace. Their fuel use drops in proportion to that slowdown.
That can save a lot of fuel, but your travel time becomes much longer.
Travel Fuel Formula
After effective fuel is known, the game builds three fuel components.
Galaxy Fuel
galaxy_cost = effective_fuel × 10 × galaxies_crossed
System Fuel
system_cost
= effective_fuel
× (systems_crossed × 0.5)
× (1 + 0.01 × systems_crossed)
/ 30
× 60
You do not need to memorize the internal compensation constants. In practice, the important player takeaway is:
- more systems crossed costs more fuel
- long same-galaxy routes also get a 1% efficiency penalty per system
Position Fuel
position_cost = effective_fuel
Combining Components
The game uses the triangle method when more than one movement component is active:
galaxy + system:
travel_cost = floor(sqrt(galaxy_cost² + system_cost²)) + position_cost
galaxy + position:
travel_cost = floor(sqrt(galaxy_cost² + position_cost²))
system + position:
travel_cost = floor(sqrt(system_cost² + position_cost²))
If only one component exists, the game just uses that one directly.
The final travel cost is never lower than 1 fuel if the fleet actually moves.
Hold Fuel
Missions that stay on station add extra hold fuel:
hold_cost = floor((effective_fuel / 10) × hold_hours)
Total mission fuel:
total_fuel = travel_cost + hold_cost
Cargo Capacity Check
Your mission only launches if the fleet can carry its own fuel.
total_cargo = sum(ship cargo × ship count)
available_cargo = total_cargo - total_fuel
launch_allowed = total_fuel <= total_cargo
That is why long-range fleets sometimes fail to launch even when you own the ships and the deuterium.
The fuel has to fit in the cargo hold. When you launch, the game counts any loaded deuterium toward that fuel first. If your loaded deuterium is lower than the fuel cost, the game automatically loads only the missing shortfall from the origin world so the fleet can depart. If your loaded deuterium is higher than the fuel cost, the fleet burns the fuel out of that carried deuterium and keeps only the leftover deuterium as cargo.
Fuel Cell Speed Boost
These missions support the speed-style Fuel Cell boost:
- Transport
- Deployment
- Harvest
- ACS Defend
The game calculates the mission's normal deuterium cost first, then turns that into a Fuel Cell fee:
fuel_cell_speed_boost_cost
= max(25, ceil(normal_deuterium_cost / 100))
If you pay that Fuel Cell cost:
- your selected travel speed is doubled
- the mission's deuterium fuel cost becomes
0
This is a launch-only choice. You either pay for the boosted trip or you do not.
Fuel Cell Reward Boost
These deep-space missions use the reward-style Fuel Cell boost instead:
Default reward multiplier for Exploration resource and ship finds:
reward_multiplier = 1 + min(5, fuel_cells_spent / 100)
That creates:
| Fuel Cells Spent | Reward Multiplier |
|---|---|
| 0 | 1x |
| 100 | 2x |
| 200 | 3x |
| 300 | 4x |
| 400 | 5x |
| 500 | 6x |
See each mission page for what "reward" means on that mission. Trade reaches its full 6x trade-bonus multiplier at 100 Fuel Cells:
trade_bonus_multiplier = 1 + min(5, fuel_cells_spent / 20)
Trade applies score scaling only to the boosted trade-bonus portion. The base market-ratio conversion is always added back unchanged.
Patrol is mission-specific: its Fuel Cell reward boost caps at 2x debris with 100 Fuel Cells, and it does not increase encounter size. Recon is also mission-specific: Fuel Cells improve positive Recon reward amounts and raise its active-mission manifest scan chance from 5% up to 25% per tick instead of changing target-slot count or report-roll odds. Exploration is split: resource finds and ship-find value still use the full reward ladder, but hostile encounter debris caps the Fuel Cell portion at 2x while encounter size stays unchanged.
Fleet Slots
Your maximum concurrent fleet slots are:
max_fleet_slots
= 5
+ (2 × floor(Computer Technology / 2))
In plain language:
- every player starts with 5
- every even Computer Technology level adds 2
Missile attacks do not use fleet slots.
Deep-space mission families also have their own separate active slot caps:
patrol_slots = 1 + Space Dock research
trade_slots = 1 + Moon Base research
recon_slots = 1 + Recon Technology
exploration_slots = 1 + Wayfinder research
An active launch, hold, or return row in that family uses one family slot until the fleet is fully processed.
Related
- Missions - Mission overview
- Trade - Deep-space conversion mission
- Exploration - Deep-space scouting and reward mission
- Fuel Cell - Fuel Cell generation and mission boosts