Fleet Command
Field Manual
Fleets are how you organize your ships into units you can move, repair, reinforce, and send into battle as a group. This manual covers everything you need to build and manage a fleet.
Getting Started
A fleet is a named group of ships assigned to one of six divisions. Every fleet gets an automatic fleet number drawn from its division’s number range, and an optional role tag (a short label like “Strike” or “Convoy”) that feeds into its suggested name — e.g. Fleet #101 with role tag “Strike” is suggested as “101st Strike”.
You build a fleet two ways:
Manual pick — hand-select specific ships by unit ID.
Auto-pick — name the ships you want (types and counts) and a target system, and Fleet Command gathers the nearest matching hulls for you, drawing from your other fleets if you allow it.
Divisions & Fleet Numbers
Each division has room for 99 fleets. Numbers are assigned lowest-first within the division's range when a fleet is created.
| Division | Number Range | Typical Use |
|---|---|---|
| Battle | 101–199 | Combat fleets |
| Cargo | 201–299 | Hauling / trading |
| Repair | 301–399 | Repair ships |
| Mining | 401–499 | Asteroid/planet mining |
| Defense | 501–599 | System defense |
| Exploration | 601–699 | Scouting |
Fleet Status
A fleet's status is derived automatically from its current condition — checked in this priority order (first match wins).
| Priority | Status | Triggered By |
|---|---|---|
| 1 | Under Attack | Fleet is currently in a battle |
| 2 | Damaged | One or more ships have taken damage |
| 3 | Understrength | Fleet is below its baseline ship count |
| 4 | Fragmented | Ships split across more than one system and not currently rallying |
| 5 | Rallying | Ships from multiple systems are converging on one destination |
| 6 | Moving | Every ship in the fleet is in transit |
| 7 | Awaiting Orders | Fleet is idle with no active order |
| 8 | Ready | None of the above (default) |
Fleet Power & Strength
Each fleet reports an Attack / Defense / Support power triple, computed from its ships' stats.
Strength% compares your fleet’s current ship count to its baseline — the highest ship count the fleet has ever held.
Building a Fleet
| Action | What It Does | Rules / Limits |
|---|---|---|
| Create | New fleet in a division, from manual unit IDs or an auto-pick spec | Auto-pick creation fails entirely (rolls back) if any requested ships are missing |
| Rename | Change the fleet's display name | Name required, can't be blank |
| Retag | Change the role tag only | — |
| Disband | Returns all ships to your unassigned pool, deletes the fleet | Cancels any active move/rally order first |
| Merge | Absorb one or more fleets into a surviving fleet | Absorbed fleets' orders are cancelled; baselines are summed into the survivor; absorbed fleets are deleted |
| Split | Pull specific ships out into a brand-new fleet | Blocked if the source fleet has an active order — cancel or wait it out first |
| Reassign Division | Moves the fleet to a different division | Fleet gets a new number in the new division's range |
Auto-Pick
Auto-pick musters a fleet for you instead of making you hand-pick every ship.
You specify a composition (ship type + count for each type you want), a target system, and whether to include ships already assigned to other fleets. The server finds matching ships ordered nearest-first and allocates them greedily against your request.
You get back:
Sources — which system(s) the picked ships are coming from.
Donor Fleets — any existing fleets ships would be withdrawn from.
Missing — any ship types you asked for that couldn’t be fully filled (requested vs. available).
Movement & Orders
Fleets take one of two order types: Move — travel directly to a single destination system — or Rally — converge on a destination from multiple source systems at once.
A fleet only ever moves as fast as its slowest member. Use Route Preview before committing to see the per-source-system breakdown, the slowest ship, the fleet’s jump range, and the overall ETA.
Docked ships cast off automatically when a fleet is ordered to move. Ships already in transit — or that can’t undock in time — are left behind and reported to you, so you always know who didn’t make the jump.
Giving a fleet a new order while one is active replaces the old one. Cancel Move / Cancel Rally stops the current order.
Set Home Base assigns a fleet’s rally point and can optionally chain a follow-up move or rally in the same call.
Repair
Open Repair Options on a damaged fleet to see what's available — you'll be told how many ships are hurt and up to three ways to mend them.
| Method | When It's Offered | What Happens |
|---|---|---|
| In Place | Repair-capable ships are present locally | Damaged ships repair on the spot |
| Dispatch Fleet | Repair-capable fleets exist elsewhere | Lists candidate fleets with ETA/jumps to send help to you |
| Move to System | Systems with repair facilities are reachable | Lists candidate systems with ETA/jumps to travel to |
Reinforcement
A fleet that bleeds ships and never replaces them is a fleet slowly dying. Reinforcement fills the deficit — the gap between a fleet's baseline (its highest-ever ship count) and what it has now, broken down per ship type.
Reinforce Preview reads the fleet’s losses before you commit a single ship. It reports the deficit, where replacement ships would come from, how many you’d gather in all, and whether the fleet can be brought back to full strength or only partially restored.
Reinforce carries out the order — you choose how the ships are gathered and whether to draw from your other fleets. It reports back how many ships joined, which fleets gave them up, and rallies the reinforcements to you if they have to travel.
Reinforcement Candidates lists your other fleets fit to help, each with its own health, strength, and firepower, and how far it is (by time and jumps) from the fleet in need.
Send Reinforcements peels ships off a chosen fleet and rallies them to the one that needs them.
Combat
When the shooting starts, orders are given ship by ship, not fleet by fleet. You can commit one fleet, several fleets, or a hand-picked group of ships to a single command — the battle line is yours to shape.
Attack — name your attackers and a target to concentrate fire on it. You must already be a combatant in that system, and only ships you own will answer the call.
Retreat — name the ships you want pulled out of the fight and break them off.
Force Retarget — any combatant can force an enemy to pick a new target, throwing off its aim.
Activity Log
Every fleet keeps its own record, and a command-wide log gathers the history of all your fleets — filterable by what happened or by division. It tracks the moments that matter.
| Event Type | Visibility |
|---|---|
| Fleet Created | Standard |
| Fleet Disbanded | Standard |
| Fleet Merged | Commander-level |
| Fleet Split | Commander-level |
| Division Reassigned | Commander-level |
Fleet Command Checklist
From your first fleet to a mature, multi-division force — follow each tier in sequence as your fleet operations mature.
Warning Signs
Watch for these problems and fix them quickly — an unaddressed fleet issue only compounds the longer it's ignored.
Key Tips
Distilled fleet doctrine — the habits that separate a well-run fleet from a scattered one.