Ships and fleets

Troubleshooting fleets and missing ships

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

A ship count is a snapshot of one state, not necessarily the empire’s total. Reconcile garrisons, fleets in transit, training queues, resolved missions, and combat losses before concluding that ships appeared or disappeared.

Reconciliation procedure

  1. Reopen the selected colony and record its stationed garrison.
  2. Inspect active outbound, inbound, returning, and otherwise occupied fleets.
  3. Check ship-training queues and recently completed training.
  4. Review combat logs and mission results since the last known count.
  5. Check whether ships arrived at a different destination than expected.
  6. Verify the destination’s Astra state if ships were stationed there.
  7. Refresh the relevant screens and compare again.

Extra ships

An apparent increase can come from completed training, a returning fleet, reinforcement, or comparing different colonies or timestamps. Establish a common timestamp before treating it as duplication.

Missing ships

Ships may be in transit, assigned to another fleet, destroyed in combat, or lost after creating unsustainable stationed demand. The movement list, training queue, combat log, notifications, and destination resource trend together provide a better account than a single garrison screen. Evidence

Reporting checklist

Provide the build, world, timestamps, origin, intended destination, hull counts before and after, fleet state, training state, relevant combat-log entry, and destination Astra trend. Sanitize player identity and coordinates.

Needs verification

If the states do not reconcile, preserve them without restarting or issuing more movement orders. A suspected duplication or disappearance requires a reproducible transition, not only two totals captured at unknown times. Evidence

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 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.
  3. 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.
  4. 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.