Fleet Cargo and Mission Validation

This page covers space manifest restrictions and the server-side checks performed when a mission launches.

Content Allowed by Mission Type

The permitted content depends on the mission type.

Not everything can be sent on every mission.

Important rules:

  • Astrium can never be transported on a mission;
  • transportable ship components can be sent by a fleet on a Transport or Deployment mission to one of your own planets;
  • infrastructure components and hangars in stock remain prohibited for transport and deployment;
  • recyclers are refused on Transport missions;
  • recyclers are allowed on Deployment missions, even by themselves;
  • at another player's planet, a fleet Deployment must contain only recyclers, with no ships, units, components, or cargo.

For a space Transport, the population actually delivered is determined by the manifest planned for that mission.

Embarking craft before departure

Embarkation is available for a space Attack, Transport, Deployment, or Exploration mission. It is not available for multi-transport missions. The craft must be built, available on the departure planet, and able to fly.

  1. Select the carrier ships in Squadrons. They must have hangars installed on their model.
  2. The Embarkation section appears if the carriers provide capacity and eligible models are available.
  3. Set the quantity of each model to embark. The Max button fills the available space with eligible craft, up to available stock.
  4. Check the capacity used, crew, and Aether reserve before launching the mission.
Craft typeSpace occupied by each craft
Fighter1 UL
Interceptor5 UL
Transporter20 UL
Escort80 UL
Shuttle300 UL

A given model can be selected either as an autonomous squadron or as an embarked craft, never in both roles at once. The hangars on an embarked craft do not add any capacity. Crew is required for both the carriers and the craft.

Embarked craft travel in the hangars: they do not slow down the carriers or add cargo to the trip. Their emergency reserve is paid at departure to allow them to return autonomously if the hangars are no longer sufficient after a battle.

Arrival and disembarkation

A Transport or Deployment mission with embarked craft is reserved for one of your own colonies. On Transport missions, the craft and their crews disembark with their unused reserve, then the carriers return. On Deployment missions, the entire fleet is stationed at the destination.

In an attack, the launch and participation of the craft are detailed in the space combat sequence, followed by their re-embarkation in combat outcomes.

Example

A fleet may be valid for a Deployment but refused for a Transport if it contains recyclers.

Launch Checks

Final validation always rests with the server.

The server may still refuse a mission if:

  • the target is invalid;
  • the mission type does not match the target type;
  • the required pact does not exist for a Transport or Deployment between players who are not in the same alliance family;
  • a period of 6 hours after a pact breach blocks an Attack or Espionage;
  • a truce following an alliance departure or exclusion blocks a new ATTACK, ESPIONAGE, or HACKING against a former member;
  • the manifest contains units or quantities prohibited for this mission.

The interface's pre-validation helps prepare a mission for launch, but it never replaces authoritative validation.

Example

A mission may appear ready in the interface and still be refused at launch if the target is no longer valid or a diplomatic restriction applies.

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