Pre-alpha codex — written from the build in internal testing. Systems, numbers and features can change before launch. · Join the waitlist

Codex Entry

Hyperlanes & Fuel

How fleets get around, and what it costs.

Travel speed

Each hull has a base speed, and its drive tech (Combustion, Impulse or Hyperspace) makes it faster with every level. A fleet always travels at the pace of its slowest ship — a Battleship escort on a fleet of Light Fighters drags everything down to Battleship pace. Plan compositions accordingly.

Hyperlane routing

Fleets travel along the hyperlane network, hop by hop from star to star. When you plan a mission, the map shows the route and the arrival time before you confirm — long detours around unexplored space are normal early on.

Fuel

Ships burn aetherium, paid up-front from the origin system's stockpile — the exact bill is shown before you dispatch, and a fleet that can't afford its fuel can't launch. Bigger ships and longer routes cost more; Hyperspace Tech lowers every fleet's fuel bill.

Tip·Cheap scouts pay for themselves
Espionage Probes are by far the cheapest ships to fly. Use them for any chart-only trip, and save Research Ships for actual surveys.

Recalling a fleet

  • You can recall a moving fleet at any time.
  • The fleet retraces its path — same hops, same speed.
  • Recall reconciles fuel for the unflown legs at roughly half rate (Hyperspace Tech applies here too).