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Fleet travel and joint operations

Fleet movement

Distance between coordinates:

Case Distance
Different galaxies 20000 · |Δgalaxy|
Same galaxy, different systems 2700 + 95 · |Δsystem|
Same system, different positions 1000 + 5 · |Δposition|
Same coordinates 5

Flight duration (V = slowest ship speed, A = universe fleet speed, spFactor = throttle ÷ 100):

duration = (10 + (3500 / spFactor) · √(10 · distance / V)) / A

Fuel (per ship, summed): baseFuel · count · (distance / 35000) · (1 + spFactor)².

Drive bonuses add to base ship speed: Combustion +10%/level, Impulse +20%/level, Hyperspace +30%/level.

Joint fleets (ACS)

ACS follows the official OGame ACS guide: up to 5 attacking commanders and 16 fleets, with joins delaying the current remaining travel by at most 30%. Combat uses each fleet owner's technologies; plunder follows surviving available cargo capacity. Every fleet returns at its own speed. Recalling the founder closes joining without canceling partners.

Allied defense holds at a selected planet or moon for 0-32 hours. The host counts toward the 5-defender limit; up to 16 support fleets reserve slots. Holding fuel is prepaid, must fit alongside cargo and is not refunded. Ships and cargo remain the visitor's property. Safety probes see support already holding at their arrival time. Protections and attack limits remain active; multiple fleets from one player in the same ACS count as one attack.

This release supports defense for current alliance members, not buddy lists. The alliance depot does not resupply or extend holds yet. There is no separate war declaration, scoring ladder or automatic removal of newbie protection. See commands for examples.

Choose a mission

Mission Destination and result TUI default when ships are omitted
attack Another player's body. Survivors return with available loot after battle No default. Name ships
transport Deliver cargo, then return the ships One Small Cargo
deploy Move ships and cargo permanently to another owned body No default. Name ships with /deploy or /station
espionage Read intelligence. Probes can be destroyed One Espionage Probe
colonize Empty eligible planet slot. Consume one Colony Ship on success One Colony Ship, also added when escorts are named
recycle Collect metal and crystal from the coordinate's debris field, then return One Recycler
defend Hold at an alliance member's exact planet or moon, then return Use /hold with explicit ships

A mission needs an available fleet slot: the limit is 1 + Computer Technology. Outbound, holding, and returning flights occupy slots. Ships in flight are unavailable for another order. Missiles use a separate path. Trade fleets use the seller's slot.

A successful transport gives the cargo to the destination owner. It does not ask for payment. Use the marketplace for an exchange. Deploy cannot target someone else's world. A failed delivery or deployment returns with its cargo when the destination is no longer valid.

Transport and deployment can travel between a planet and its own moon at the same coordinates. The origin and destination bodies must differ.

Colonization checks the slot and colony allowance again on arrival. If another colony wins the slot, your ships return. Debris belongs to no player. Another recycler can collect it first. Only recycler capacity collects debris, even if escorts have spare cargo.

Dispatch syntax and validation

/transport 1:20:8 large_cargo=2 m=30000 c=10000 speed=80
/deploy 1:20:8 small_cargo=2 moon m=1000
/espionage 1:20:8 espionage_probe=7 moon
/colonize 1:21:8 small_cargo=2 m=1000 c=1000
/recycle 1:20:8 recycler=3

These examples show syntax. Check the actual owner, body, available ships, resources, and range before sending them.

Coordinates are positive integers in galaxy:system:position form. Positions are 1–15. Galaxy and system bounds come from the selected universe. Distances do not wrap around map edges.

Ship keys and quantities use key=count. Cargo accepts m or metal, c or crystal, and d or deuterium. Counts must be positive whole numbers. Do not repeat a ship, resource, speed, moon, or ally argument. A zero amount can be omitted.

speed=10 through speed=100 accepts integer percentages, including values between ten-point steps. Omission means 100. The slowest included hull sets fleet speed. Each hull keeps its assigned drive. Higher research does not switch it to another drive type.

moon selects the destination moon. Without it, the planet is the target. Select an origin moon with /switch. A missing target moon is an error. ally explicitly permits an attack on an alliance member. It does not bypass score protection, vacation, or attack limits.

Cargo capacity is the sum of ship capacities. Outbound flight fuel is paid separately from the origin's deuterium. For defense, prepaid holding fuel must also fit in the cargo hold. Have enough deuterium for cargo, flight fuel, and holding fuel together.

Flight duration rounds down to seconds, with a one-second minimum. Fuel sums all hull contributions, then rounds down, with a minimum of one deuterium. Slower throttle lengthens the trip and lowers fuel. A return does not ask you to pay a second flight bill.

Recall and arrival

/recall ID accepts your outbound fleet or an allied defense fleet in the holding state. It cannot recall a returning fleet, a trade, or missiles. An outbound fleet whose arrival time has passed cannot escape a pending arrival calculation.

An ordinary recall takes the elapsed outbound time to return. A holding defense takes its original flight duration. An ACS recall uses progress along the delayed trip and the original flight duration. A pending battle blocks recall of the holding force it already reached. Spent flight and holding fuel are not refunded.

The server's event stream refreshes the fleet list. After a disconnect, read /fleet, /hold, /reports, and /messages #server before repeating a command. A lost HTTP response does not prove that dispatch failed.

Galaxy navigation and incoming intelligence

/galaxy reads the origin's system for free. Moving to another system costs 10 deuterium. The last paid system can be refreshed free. This cache belongs to the server process and resets on restart. Moving through several systems can therefore consume fuel without a fleet launch.

The map shows owners, alliance tags, presence, moons, ruins, and visible debris. It does not disclose a player's stock or defenses. Use espionage for that. Debris of 300 resources or less is hidden on the map but can still be collected.

Incoming hostile fleets disclose more detail as your Espionage Technology improves. A warning is not a complete combat forecast. The combat chapter explains report detail and simulation limits.

Incoming fleet detail unlocks at Espionage 2 for total count, 4 for hull types, and 8 for exact per-type composition. Cargo and fuel remain hidden.

Allied holding fuel

Holding fuel is ceil(sum(ship count × hourly rate) × hold hours), paid at dispatch. Rates are deuterium per ship per hour. A zero-hour hold pays no holding fuel and returns on arrival.

Hull Hourly rate
Small Cargo, Large Cargo 5
Light Fighter 2
Heavy Fighter 7
Cruiser, Recycler 30
Battleship 50
Battlecruiser 25
Colony Ship, Bomber, Destroyer 100
Espionage Probe, Deathstar 0.1

The host counts toward the five-commander defense limit. Support fleets reserve room while outbound and holding. Alliance membership is checked again on arrival. An expired relationship sends support home.