Fleet & flights
Launching, fuel & recall
Plan fleet speed, fuel, flight-bay use and return time. Learn which missions you can recall and what happens to their fuel.
How it works
Choose the origin planet, target, mission and ships. The slowest eligible ship sets fleet speed, with applicable research and orbital bonuses. Distance and fleet size affect the deuterium needed. If you send deuterium as cargo, leave enough for fuel too.
You pay the quoted route’s fuel at launch. Slower speed delays arrival and return; it does not reduce fuel cost. The chosen speed also applies on return. Each slowed leg must fit the duration limit below; full speed remains available for longer crossings.
A flight bay limits how many missions this planet can have away at once. Fleet and mining missions occupy a bay through their journey. Ordinary probes do not use these bays. Hangar room is a separate limit on the ships belonging to the planet.
Your next decision
An outbound ordinary raid or planet transfer can be recalled once before arrival. Its return takes the time already flown. No extra fuel is charged and none is refunded. A returning fleet cannot turn again. Mining uses its own recall action; clan support can return while travelling or stationed.
A pirate raid can be recalled once before combat. It turns at its current position and returns at its own speed, without battle or loot. Spent fuel is not refunded. Radiation can still damage its ships on return.
Settlement, probes, Death Stars, trade and Intergalactic Convoy strikes cannot be recalled. You can recall a joint-war contribution before the shared strike starts; the launched strike cannot return early. Check the mission’s own confirmation and the defence left at home.
Reference values
| Rule | Value |
|---|---|
| Maximum duration of each slowed leg | 12 h |