Fleets combine specialized hull families, while their travel time is determined by wrapped distance and the slowest participating ship. Source
Evidence status — confirmed: Unless noted otherwise, mechanics are verified against the installed patch 11.73 guide.
Every culture covers Intelligence, light screen/skirmisher, main-line heavy, Carrier, Siege, Colonization, and Flagship roles.
Ship resource cost derives from base cost:
Vulkron = base cost × 1.25
Aurelite = base cost × 0.95
Deuterium = base cost × 0.95
Astra = base cost × 0.85
Then the culture discount halves one resource.
Training is split into independent lanes by completed shipyard copies and hull family. Veil Riftwalk Logistics doubles each unlocked family’s lanes. Current clients can split batches across lanes; use it to start every lane immediately.
Travel:
hours = wrapped distance /
(slowest modified ship speed × base travel multiplier × global multiplier)
The standard global multiplier is 3.0 and minimum travel is 0.01 hours. Manual shipments and accepted market trades instead use:
trade speed = 5 × base travel multiplier × global multiplier × shipment-speed multiplier