Last reviewed
Ships remain part of an economy
A fleet is not intended to appear from an abstract unit counter. Ships are assembled through colony infrastructure, carry their own state, consume energy, transport cargo, and return resources to an empire that can use them.
This makes logistics a strategic system rather than background decoration. Range, capacity, readiness, and the value of a safe return can eventually shape where an empire expands and how aggressively it operates.
Command at fleet and ship scale
The tactical foundation supports selecting fleets, launching individual ships, and splitting or merging groups. Persistent positions allow those commands to survive scene changes instead of resetting whenever a player changes views.
The interface is being refined around repeated action: clear markers, dependable movement, useful fleet summaries, and navigation that can scale beyond one colony and one task force.
- Persistent fleet and solo-ship positions.
- Split, merge, selection, and movement controls.
- Per-ship energy and cargo state.
- Extraction, return, and colony unload workflow.
The first complete expedition
The current first-playable target is practical: prepare ships, launch a fleet, reach an extraction target, collect resources, return to orbit, and unload cargo into the colony economy.
Completing that journey cleanly matters more than adding disconnected fleet features. Once the loop is trustworthy, later systems can build on it without replacing its foundations.
