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Ships

Ships

Build ships at your station’s Shipyard, then send them from the Launch Pad. Ships earned through other systems follow their own listed rules.

Choose a role

  • Military ships: combat statistics, exact unlocks and rapidfire matchups.
  • Civil ships: cargo, station expansion, scouting, salvage and exploration.
  • Defense: fixed units that remain at their station.

Use search to find a ship, select it to inspect its requirements and per-unit costs, then choose a quantity or MAX. Selecting a tile alone does not place an order. The construction queue tracks paid batches. Ship construction also spends Credits from this galaxy’s wallet. Each ship’s Credits price is rounded up before multiplying by quantity; the confirmation quote includes both materials and Credits.

What the numbers mean

Structural integrity supplies battle hull at one tenth of its value. Shields belong to individual units and regenerate between combat rounds. Attack and rapidfire both matter; a higher attack number is not a universal advantage.

Cargo carries the resources and Fuel Cells you choose to load; travel fuel is paid in deuterium at the origin and does not reserve hold space. Speed is affected by drive research and the slowest ship in the selected fleet. The fuel coefficient on a unit page is not the final flight cost: distance, speed, research and mission rules affect the launch quote.

Shipyard and Nanite Factory levels, Material Physics, applicable Nanite Technology and galaxy speed affect construction. Research itself uses RP and completes immediately when funded. Percentage research bonuses follow Constellation progression, not old per-level multipliers.

Before you launch

  1. Confirm the selected galaxy and origin station.
  2. Scout the exact target and station slot where applicable.
  3. Check mission eligibility, arrival/return time, cargo and fuel.
  4. Simulate significant fights and plan debris collection separately.
  5. Arrange a return time when you can manage the fleet.

Ships committed to Frontier or Tactical Squad are unavailable for another launch until survivors return; ships held for unpaid upkeep must be restored before they can fly. Exchange ship purchases wait in My Deliveries until collected or deployed. In 3.0.5, fleet notifications consistently identify your own deployment, transport and Exchange ship-transfer flights as friendly even when account and galaxy-player IDs differ.

See fleet mechanics, rapidfire and fleetsaving.