Ships and fleets

Fleet controls and ship transfers

observedPatch 11.75Build a7b5c7cCore + live worldReviewed
Patch
11.75
Build
a7b5c7c
Scope
Core + live world
Reviewed

Fleet controls turn stationed ships into a mission group and assign that group an origin, destination, mission, and travel state. The final preview is the best check that the intended ships are participating. Evidence

Assemble and launch

  1. Open the colony or garrison that currently owns the ships.
  2. Open its fleet or ship action.
  3. Select the hulls and quantities needed for one mission.
  4. Choose the target and mission.
  5. Review participating ships, travel time, cargo, and mission-specific fields.
  6. Launch, then verify the fleet in the movement or fleet list.

Move versus station

A ship in transit is not stationed at either endpoint. After arrival, verify whether the mission leaves the ships stationed, returning, or otherwise occupied. Only stationed ships belong in a base-defense count.

Return ships home

Select the fleet at its current location, choose the appropriate movement or return action exposed by that screen, select the intended destination, and inspect the preview. “Home” should be treated as a chosen destination, not an assumption: verify where the fleet will actually arrive.

Common control mistakes

  • Launching from the wrong colony after switching map targets.
  • Selecting every available hull and accidentally slowing a reaction fleet.
  • Counting ships in transit as local defense.
  • Sending siege or colonization hulls on a mission that does not need them.
  • Reading a stale fleet list instead of reopening it after arrival.
  • Assuming reinforcement is sustainable without checking destination Astra.

Needs verification

Exact key bindings and action labels can differ between interfaces and builds. This page documents the workflow; use the labels visible in the current client and capture the complete screen before adding a universal key sequence. Evidence

Evidence

Sanitized transcripts from the current client. Raw player captures remain private.

  1. Installed client identityThe installed Windows client reports patch 11.75, build a7b5c7c, built 2026-07-31 15:16:13 UTC.Patch 11.75 · build a7b5c7c · verified 2026-08-01 · Riftborne.exe --build-info and Content/build_info.json.
  2. Current fleet and movement implementationFleet role, movement, infrastructure, and roster statements are limited to behavior exposed by the current client implementation and Codex.Patch 11.75 · build a7b5c7c · verified 2026-07-30 · Read-only inspection of ShipTravelSpeedSystem, ShipInfrastructureSystem, and Codex ship screens.
  3. Active multiplayer-world boundaryThe multiplayer operator owns the world seed, pacing, simulation time, factions, global modifiers, and ship roster. World-specific values must therefore be labeled separately from core rules.Patch 11.75 · build a7b5c7c · verified 2026-07-30 · Current multiplayer client contract and read-only world/session telemetry.