Ships and fleets

Ships, fleets, and travel

confirmedPatch 11.75Build a7b5c7cCore + live worldReviewed
Patch
11.75
Build
a7b5c7c
Scope
Core + live world
Reviewed

Fleets combine specialized hull families, while their travel time is determined by wrapped distance and the slowest participating ship. Evidence

The current client distinguishes Intelligence, Light, Heavy, Carrier, Siege, Colonization, and Flagship roles. The active roster supplies each hull’s cost, speed, cargo, upkeep, and combat profile; multiplayer worlds may replace those values. Evidence

A fleet travels at the pace produced by its participating hulls and active modifiers. The launch preview is authoritative for the chosen origin, destination, mission, and world. Keep slow-purpose hulls out of reaction fleets unless their effect is needed at the destination. Evidence

Training capacity and unlocks are shown by the current culture-specific shipyard screens. Do not infer lane counts, discounts, or timing from another campaign.

Mission roles

Intelligence hulls support information gathering; Light and Heavy families form the main combat mix; Carriers modify supported forces according to the active roster; Siege converts successful attacks into structural damage; Colonization hulls establish settlements; Flagships are roster-defined strategic hulls.

Role Primary question Do not assume
Intelligence What information will this mission produce? That an old report still describes the target on arrival
Light What screening, tracking, or combat role does the current hull show? That all Light ships are interchangeable
Heavy Which observed target profile is it intended to fight? That raw power predicts the matchup
Carrier Which eligible ships receive the displayed support effect? That a coefficient from another roster applies
Siege Will enough siege survive a successful attack to affect the target building? That normal combat victory alone damages infrastructure
Colonization Which eligible target and founding origin will it use? That settlement capacity is empire-wide
Flagship What does this roster’s exact entry say? That every campaign supplies the same flagship

Travel discipline

Read the launch preview after every composition change. A route that works for a reaction fleet may fail once cargo or siege joins it. Wrapped geography also means the visually obvious direction is not always the shortest.

Control workflow

Choose an origin, select participating ships, choose the destination and mission, then read the complete preview. After launch, verify the group in the fleet or movement list. On arrival, confirm whether the ships are stationed, returning, or still assigned to a mission. See Fleet controls and ship transfers.

Only stationed ships should be counted as local defenders. Ships moving toward a colony may arrive too late, and ships leaving it no longer provide the same local posture.

Roster provenance

When sharing a fleet plan, state the world and capture time. Ship names, costs, speed, cargo, upkeep, and combat values can be supplied by the operator, so a table without provenance should not be treated as current.

For a build decision, use Which ship should I build? and work backward from the mission rather than relying on a universal tier list.

Evidence

Sanitized transcripts from the current client. Raw player captures remain private.

  1. Installed client identityThe installed Windows client reports patch 11.75, build a7b5c7c, built 2026-07-31 15:16:13 UTC.Patch 11.75 · build a7b5c7c · verified 2026-08-01 · Riftborne.exe --build-info and Content/build_info.json.
  2. Current economy and storage implementationProduction, storage capacity, upkeep, hidden-resource, and transmutation behavior is taken from the executable paths used by the running client.Patch 11.75 · build a7b5c7c · verified 2026-07-30 · Read-only inspection of BuildingConfig and EconomySystem.
  3. Current fleet and movement implementationFleet role, movement, infrastructure, and roster statements are limited to behavior exposed by the current client implementation and Codex.Patch 11.75 · build a7b5c7c · verified 2026-07-30 · Read-only inspection of ShipTravelSpeedSystem, ShipInfrastructureSystem, and Codex ship screens.
  4. Current combat, raid, siege, and espionage implementationPublished combat statements are limited to behavior used by the current CombatSystem and the Codex. Power is an estimate rather than a fixed conversion from ship count.Patch 11.75 · build a7b5c7c · verified 2026-07-30 · Read-only inspection of CombatSystem and SiegeTargetCatalog.
  5. Active multiplayer-world boundaryThe multiplayer operator owns the world seed, pacing, simulation time, factions, global modifiers, and ship roster. World-specific values must therefore be labeled separately from core rules.Patch 11.75 · build a7b5c7c · verified 2026-07-30 · Current multiplayer client contract and read-only world/session telemetry.