Fleet commands

You can basically construct command lists. The commands are then fulfilled one after the other. The fleet stops if a command cannot be executed. In particular, fleets can only execute special commands if they include at least one unit with that ability, eg. when colonizing or spying.

Disband a fleet

In some situations it might be the better choice to disband a fleet. The units are then removed from their service and hence lost for the player.

Found a colony

Requirements:

  • You have to have enough civilization points.
  • You are not allowed to own a colony on the planet you want to found a new colony.
  • The planet you want to settle on must not be too crowded yet. At least haft of the displayed building slots have to be free.
  • The fleet that is to found the colony has to include at least one settler.

Proceeding:

  1. Fly a fleet with at least one settler to a planet.
  2. Give the fleet the order to colonize the planet.

Loop mode

If you active the loop mode the fleet is going to start at the top of the command list after completing the last command in it. The loop is stopped when encountering military commands (attacks, invasions, plunderings). This mode is mainly used for trade fleets that transport resources between different colonies.

Merge and split fleets

Requirements for merging fleet 1 and fleet 2:

  • Fleet 1 and fleet 2 are at the same position.
  • Fleet 1 and fleet 2 are both stoped, ie are not performing any command.

If you merge a space fleet and a ground fleet the resulting fleet will have ground status.

Requirements for splitting a fleet:

  • The fleet is stopped.
  • The fleet consists of more than one unit.
  • If the fleet contains planetary units and you want to split them off, the fleet has to have ground status.

Movement commands

Every movement command has different phases:

  1. movement to interplanetary space
  2. movement to interstellar space
  3. movement to destination system
  4. movement to destination planet
  5. movement to destination colony

For interplanetary travel the 2nd and 3rd phase are omitted. With planetary travel the destination colony is piloted immediately.

If you want to change the destination and your fleet is moving you can only stop this movement between phases. Just delete the current order and create a new movement order. Note that the fleet will first finish its movement phase and then start the new movement command.

Transfer population

Proceeding for transfering population from colony 1 to colony 2:

  1. produce a settler on colony 1
  2. send a fleet with the settler to colony 2
  3. give the fleet the command to add a settler to the colony

Transmit units

Requirements for transmitting from colony 1 to colony 2:

  • colony 1 has a transmitter station
  • colony 2 has a transmitter station
  • the owners of colony 1 and colony 2 are members of the same alliance or union; special case: you own both colonies
  • the owner of colony 1 is not in the red
  • the owner of colony 2 is not in the red

Transport resources and units

  • transport resources with trucks, freighters and warp freighters
  • transport planetary units with transport ships and warp transport ships
  • transport interplanetary units with carriers
  • interstellar travel of (inter)planetary units is also possible by transmission