Codex Entry

Missions

Every order you can give a fleet, and what it's good for.

Peaceful missions

Move

Relocate a fleet between your systems — reposition, regroup, or park ships where you’ll need them next.

Transport

Haul resources between your systems. Cargo ships carry the load; bring enough hold space for the shipment.

Explore

Send a probe to an uncharted star. It charts the system for your map — and exploration crews regularly bring home a little something extra. The unknown pays.

Survey

A Research Ship charts every orbit of a system in detail — what bodies are there and what they’re worth. Required before you can settle.

Expedition

Answer an anomaly your probes picked up. A fleet with at least one Research Ship goes out of contact for as long as the anomaly sets, and the anomaly is used up. Its rarity tells how rich and how dangerous it is. Warships escort the run: the better they match the anomaly’s threat, the more hazards they fight off and the fewer ships you lose. More Research Ships bring better science, and the hold limits what comes home: a find that does not fit stays behind. Mission Control shows the escort, the science and the hold as words before you launch. Halfway through, the expedition sends a reading home (promise, danger or quiet) and you answer: press on for a bigger find and a harder hit, hold course as planned, or pull back and come home now, safe, with a small salvage. No answer means hold course. One expedition at a time, a second with a Deep-Space Anchorage.

Colonize

Land a Colony Ship on a planet. Your first colony in a system claims the whole system for you.

Build Station

Send a Colony Ship to an asteroid belt or empty orbit to construct a station — belts and empty orbits are just as developable as planets.

Trade

Haul goods to a faction port and swap them for what you are short of. The galaxy has no currency — every trade is goods for goods.

Covert & combat missions

Spy

An Espionage Probe slips into a system and reports what’s stationed there. Scout before you commit to a fight.

Attack

Assault a hostile system. Bring real firepower: strong defenders will make you pay for an under-planned attack. Spy first, then strike.

Mission rules

  • You dispatch from a system you own; each mission needs the right ships (the mission panel tells you what’s missing).
  • Fleets travel along hyperlanes — the route, travel time and fuel cost are shown before you confirm.
  • Fuel (aetherium) is paid up-front from the origin system’s stockpile.

While in flight

  • A fleet is stationed, moving or recalling.
  • You can recall a moving fleet until the last few seconds before it arrives; it returns the way it came, and half the fuel of the stretch it will not fly goes back to the origin system.
  • Every mission files a report in your inbox when it resolves — the inbox is your morning briefing.
Tip·Always keep something flying
Idle fleets earn nothing. A cheap probe on a long explore run costs almost nothing and keeps discoveries — and the occasional windfall — trickling in while you build.