The permitted content depends on the mission type.
For space missions, not everything can be sent in every situation.
Important rules:
Astriumcan never be transported on a mission;- transportable ship
componentscan be sent by a fleet on aTransportorDeploymentmission to one of your own planets; - infrastructure components and hangars in stock remain prohibited for transport and deployment;
recyclersare refused onTransportmissions;recyclersare allowed onDeploymentmissions, even by themselves;- at another player's planet, a fleet
Deploymentmust contain only recyclers, with no ships, units, components, or cargo.
For a space Transport, the population actually delivered is based on the manifest planned for that mission.
Every Errant fleet that takes off must also embark the exact crew required by the hulls that actually departed. The server first deducts this crew from the departure planet, then selects any population or army being transported from the remaining stock. Attacks, counterattacks, deployments, evasions, and sheltering all follow the same rule; the new flight is rejected if there is not enough workforce, without creating a unit. Mission admission, deduction, and the manifest are recorded together, so a rejection or retry does not deduct anything a second time.
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.
- Select the carrier ships in
Squadrons. They must have hangars installed on their model. - The
Embarkationsection appears if the carriers provide capacity and eligible models are available. - Set the quantity of each model to embark. The
Maxbutton fills the available space with eligible craft, up to available stock. - Check the capacity used, crew, and Aether reserve before launching the mission.
| Craft type | Space occupied by each craft |
|---|---|
| Fighter | 1 UL |
| Interceptor | 5 UL |
| Transporter | 20 UL |
| Escort | 80 UL |
| Shuttle | 300 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.
A civilian model cannot be fitted with any hangars, so it cannot serve as a carrier for embarkation. This restriction does not prevent it from transporting, on a Transport or Deployment mission to one of your own planets, detached components already permitted at the beginning of this section.
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.

