Fleet
Read at your own discretion.
Fleet is a late-game system unlocked after reinforcing 5 times. Here, players can travel to Galaxies, short gauntlets of multiple battles against enemy fleets, which grant powerful permanent upgrades that last through reinforces. It is the first system that takes place outside the reinforce-layer, finally making reinforcing a true second Prestige-layer. Hence, nothing about the Fleet system gets reset on reinforces.
Fleet gameplay takes place entirely separate from standard and capital gameplay.
Galaxies[edit | edit source]
The Fleet system is split into multiple Galaxies, to which players can travel in order to complete Nodes, and spend Artifacts on strong permanent upgrades that activate on the next reinforce.
Travelling to a galaxy costs Astrium Fuel, which players generate passively at a rate of 1 per second. For convenience, Astrium Fuel is expressed as a time, meaning if a player has 3600 of it, it will be displayed as "0D 1:00:00". Astrium Fuel is capped at 4 days. The amount of fuel it costs depends on the galaxy, as well as any "Transit Speed" upgrades inside that galaxy.
Fleet Resources[edit | edit source]
Each galaxy has a certain recommended amount of Fleet Resources, which players can increase by reaching higher and higher sectors. Although most galaxies can be completed with slightly less than that, it's recommended players get at least close to this amount, as it makes progression a lot faster. Each sector reached above 100 multiplies the players Fleet Resources by x1.1, meaning the resources for any given reached sector can be calculated like this: 100 * 1.1 ^ (sector-100)
(so 110 in S101, 121 in S102, etc...).
The amount of Fleet Resources players get after travelling to a galaxy depends on the players base resources, as well as any upgrades to in-galaxy FR in that specific galaxy. These Fleet Resources can then be spent on ships and upgrades inside the galaxy, and will be refilled once travelling to it again.
Galaxy | Recommendation | Max | Recommended Sector |
---|---|---|---|
UNND-GLX-z121-0 | 100 | 133 | S100 |
UNND-GLX-z113-4 | 100 | 133 | S100 |
UNND-GLX-z107-2 | 146 | 194 | S104 |
UNND-GLX-z95-0 | 259 | 345 | S110 |
UNND-GLX-z89-1 | 459 | 611 | S116 |
Galaxy Nodes[edit | edit source]
Galaxies are split into multiple Nodes, which can be battles, Artifacts, galaxy-specific upgrades, extra ships, or entirely new ships or weapons. Players have to complete nodes in order, meaning clearing a node enables access to all further directly connected nodes.
Each Galaxy ends with a bossfight against an enemy base, which unlocks the next galaxy in the list.
Battle Nodes (B)[edit | edit source]
Battles make up the majority of nodes in most galaxies. Here, players have to deploy a fleet of their own ships in order to defeat the enemy fleet, while sustaining minimal damage. Deploying ships costs Fleet Resources (10 for light ships, 20 for medium ones), and overdeploying over the limit increases this cost by 10 for every ship. It is recommended to deploy as few ships as possible to beat a battle.
Players can repeat a battle as often as they want without any loss of resources, until they "accept" a win, after which the battle will count as completed for this run and any committed Fleet Resources will be lost. Likewise, players can abandon any battle without any loss of resources.
After "committing" Fleet Resources to a battle, half of them will always be lost by default (though this can be decreased by galaxy-specific upgrades), and the other half may be refunded to the player based on how much damage their ships sustained. If none of the players ships take any damage, half of the committed resources will always be refunded.
Completing a battle grants Fleet Scrap, which can be spent on various upgrade nodes. On the first clear, players will also recieve small bonus to Astrium Fuel Efficiency, which reduces the Astrium Fuel needed to re-enter the galaxy.
Galaxy | Efficiency gain |
---|---|
UNND-GLX-z121-0 | z121-0 Astrium Fuel Efficiency x1.025 |
UNND-GLX-z113-4 | z113-4 Astrium Fuel Efficiency x1.02 |
UNND-GLX-z107-2 | z107-2 Astrium Fuel Efficiency x1.02 |
UNND-GLX-z95-0 | z95-0 Astrium Fuel Efficiency x1.015 |
UNND-GLX-z89-1 | z89-1 Astrium Fuel Efficiency x1.005 |
Base Battles (BB)[edit | edit source]
Base Battles are the bossfights of galaxies, and each galaxy has at least one of them at the end, which unlocks the next galaxy (though there may be more spread throughout, granting various permanent upgrades).
In addition to the normal battle against the enemy fleet, there will also be an alien base. This base won't attack or interfere with the fleet battle in any way, until all enemy ships have been defeated. The players ships will then close in on and attack the enemy base, which will retaliate in return, destroying every ship that attacks it in a single shot (effectively causing each of the players ships to deal a single attack to it before being destroyed). Once all the players ships have been defeated by the base, the battle counts as a "win" and will show how much damage the enemy base has sustained. The base battle can then be repeated as many times as needed, until the bases HP reaches 0, after which it is completed. Any damage dealt to the enemy base gets retained through runs, meaning players can leave a galaxy and then defeat the base on their next run.
Galaxy | Node | First Clear Reward |
---|---|---|
UNND-GLX-z113-4 | BB1 | Turns off Void Energy and Salvage Scrap spawns, and grants a permanent upgrade with similar effects:
Getting this upgrade also removes the relevant auto-collect Modules |
UNND-GLX-z107-2 | BB1 | Unlock new row of fixtures and Fixture Speed x20 |
UNND-GLX-z95-0 | BB1 | Unlock button on Sector Data tab to jump to any cleared sector |
BB2 | Unlocks new Alien Synth recipes | |
UNND-GLX-z89-1 | BB1 | New Compute Spec Damage/Durability Upgrades, +5 Spec Point |
BB2 | Warp Essence Gain Multipiler x8 | |
BB3 | Synth Speed x8 |
Command Ship Carriers (B)[edit | edit source]
Command Ship Carrier battles are battle nodes similar to Base Battles, but with a Command Ship Carrier instead of an enemy base. They behave similarly to normal bases, can be defeated over multiple fights, but don't retaliate to attack and instead fire at the players ships like normal. When defeated, the corresponding Hazard will be disabled for all affected nodes. Additionally, players will gain a small amount of Astrium Fuel Efficiency for the galaxy.
Ship Fabricator (L/M)[edit | edit source]
Ship Fabricators allow players to spend Fleet Resources in order to add a ship of their choice to their fleet. The types of ships available depends on which ones players have unlocked. They are temporary and need to be purchased each run. There are two types of Ship Fabricators:
- Light Ship Fabricator (L)
- Medium Ship Fabricator (M)
Ship Printer (FP/CP)[edit | edit source]
Ship Printers allow players to spend Fleet Resources in order to add a new ship to their starting-fleet, meaning from that point on they will start every run with an extra ship already. These nodes are permanent.
Foundry (FF/CL/MI/AR/SH/MR/AT)[edit | edit source]
Foundries allow players to spend Fleet Resources in order to unlock new ship types, weapons, or other mods, which can then be bought from Ship Fabricators. Some Foundries also grant a small bonus to the Fleet Resources Mulitpiler when completed. These nodes are permanent.
Galaxy Foothold (GF)[edit | edit source]
Galaxy Foothold nodes allow players to spend excess Fleet Resources in order to upgrade their available resources and combat stats inside that galaxy. These nodes are permanent, but it's recommended to only upgrade these nodes after progressing as far as possible in a galaxy, and only spending excess resources on them as these are very expensive and weak, and it is usually far more efficient to spend fleet resources to battle enemies for fleet scrap, then use that to upgrade shipyards and resource deposits.
Shipyard (S)[edit | edit source]
Shipyards allow players to spend Fleet Scrap in order to upgrade their combat stats in that specific galaxy. These upgrades apply instantly. They can each be upgraded several times, costing more and more resources to do so, and are permanent.
Resource Deposit (R)[edit | edit source]
Resource Deposits allow players to spend Fleet Scrap in order to upgrade their available Fleet Resources in that specific galaxy. These upgrades apply the next time players travel to that galaxy. Most of them can each be upgraded several times, costing more and more resources to do so, and are permanent.
Temporary Power Amplifier (TP)[edit | edit source]
Temporary Power Amplifiers allow players to spend Fleet Resources in order to gain a major boost to their combat stats in that specific galaxy. They are temporary and need to be bought again each run.
Resource Manipulator (RM)[edit | edit source]
Resource Manipulators allow players to spend Fleet Resources in order to decrease the amount of lost resources after a battle. With these, players can potentially keep much more than half of their committed resources. These nodes are permanent.
Artifact Trove (A)[edit | edit source]
Artifact Troves allow players to spend Fleet Resources in order to gain Artifacts, which can be spent on powerful upgrades that activate upon the next reinforce. They need to be purchased again every run, granting further artifacts, but can be completed for free after all Artifact upgrades in that galaxy have been purchased.
Adaptive Nodes (D)[edit | edit source]
Adaptive nodes, first seen in UNND-GLX-z89-1 (Galaxy 5), require large amounts of Fleet Resources in order to pass, similar to Artifact Troves. They grant small amount of Fleet Scrap for completing, and each completion reduces the required Fleet Resources by 20%. Once this becomes less than 1, they become free to complete and grant a secret achievement.
Artifacts[edit | edit source]
Each Galaxy has a grid of upgrades, which players can spend Artifacts on. In order to access an upgrade, at least one of the adjacent ones needs to already be unlocked. The amount of Artifacts needed to completely fill out the grid is shown in the top right corner.
Upgrades from Artifacts are permanent, but don't get activated immediately. Instead, they get granted when players perform their next Reinforce. This also means players can freely undo any of these upgrades that are still pending, and put their points into something else.
Galaxy 1 Artifacts[edit | edit source]
Upgrade name | Row | Levels | Cost | Individual Effect | Total Effect |
Synth Speed | 1 | 5 | 4 | Synth Speed x1.15 (+0.15) | Synth Speed x1.75 |
Capital Battle | 2 | 5 | 8 | Capital Damage x1.15 (+0.15)
Capital Shields x1.15 (+0.15) |
Capital Damage x1.75
Capital Shields x1.75 |
Galaxy 2 Artifacts[edit | edit source]
Upgrade name | Row | Levels | Cost | Individual Effect | Total Effect |
Capital Battle | 1 | 5 | 4 | Capital Damage x1.4 (+0.4)
Capital Shields x1.4 (+0.4) |
Capital Damage x3
Capital Shields x3 |
Synth Speed | 2 | 5 | 8 | Synth Speed x1.2 (+0.2) | Synth Speed x2 |
Applied Research | 2 | 5 | 12 | Bonus to Applied Research x3 (+2) | Bonus to Applied Research x11 |
Fundamental Research | 2 | 5 | 12 | Bonus to Fundamental Research x3 (+2) | Bonus to Fundamental Research x11 |
OD Charge Speed | 3 | 5 | 16 | Overdrive Charge Speed x1.1 (+0.1) | Overdrive Charge Speed x2 |
Crew Mastery | 3 | 5 | 24 | Mastery Gain Multiplier x1.7 (+0.7) | Mastery Gain Multiplier x4.5 |
Base Production | 3 | 5 | 24 | Base 1-4 Production Multiplier x1.1 (+0.1)
Base 5 Production Multiplier x1.2 (+0.2) |
Base 1-4 Production Multiplier x1.5
Base 5 Production Multiplier x2 |
Capital Battle | 4 | 5 | 32 | Capital Damage x1.4 (+0.4)
Capital Shields x1.4 (+0.4) |
Capital Damage x3
Capital Shields x3 |
Galaxy 3 Artifacts[edit | edit source]
Upgrade name | Row | Levels | Cost | Individual Effect | Total Effect |
Fighter Improvement | 1 | 5 | 4 | Fighter Damage x1.15 (+0.15)
Fighter Durability x1.15 (+0.15) |
Fighter Damage x1.75
Fighter Durability x1.75 |
Salvage and VM Utility Maxing | 2 | 1 | 40 | Salvage and VM no longer used for Computer and Reactor
Compute Salvage and VM Upgrades Maxed +1 Reactor VM Conversion Maxed +1 | |
Void Power Max | 2 | 5 | 12 | Max Void Power x4 (+3) | Max Void Power x16 |
Data Cores | 2 | 5 | 12 | Starting Data Cores +2 | Starting Data Cores +10 |
Specimen Research | 3 | 5 | 16 | Bonus to Specimen Research x3 (+2) | Bonus to Specimen Research x11 |
Capital Damage | 3 | 5 | 24 | Capital Damage x1.75 (+0.75) | Capital Damage x4.75 |
Capital Shield | 3 | 5 | 24 | Capital Max Shields x1.75 (+0.75) | Capital Max Shields x4.75 |
Retrofit Travel Bonus | 4 | 1 | 160 | Grants a Retrofit (up to your max) when you travel to a galaxy in Fleet
Retrofit Travel Bonus +1 | |
Compute Spec Points | 4 | 5 | 48 | Compute Base Spec Points +2 | Compute Base Spec Points +2 |
Compute Speed | 4 | 5 | 48 | Compute Speed x3.5 (+2.5) | Compute Speed x13.5 |
Overdrive Charge Speed | 4 | 5 | 72 | Overdrive Charge Speed x1.2 (+0.2) | Overdrive Charge Speed x2 |
Veil Piercer Charge Rate | 4 | 5 | 72 | Veil Piercer Charge Rate x1.025 (+0.025) | Veil Piercer Charge Rate x1.125 |
Crew Mastery Start With | 5 | 1 | 320 | Crew Starting Mastery Level +1 | |
Synth Speed | 5 | 5 | 96 | Synth Speed x1.2 (+0.2) | Synth Speed x2 |
Fighter Effciency | 5 | 5 | 96 | Fighter Efficiency x1.15 (+0.15) | Fighter Efficiency x1.75 |
Shard Link | 6 | 1 | 640 | Max Shard Links +1 |
Player Ships[edit | edit source]
(TBD)
Enemies[edit | edit source]
(TBD)
Hazards[edit | edit source]
Hazards, first seen in UNND-GLX-z89-1 (Galaxy 5), are additional events in battles that makes them harder. There are 4 types of hazards:
- R: Enemy reinforcement comes a few seconds after starting the battle. The locations and types of enemies spawning from reinforcements depends on the battle. Reinforcements take a few seconds to fully appear, but can be damaged in this state already.
- D: A volley of laser projectiles is fired at the players ships a few seconds after starting the battle, with variable projectile count and damage depending on the battle. When triggered, they with fire one time at the ship closest to the source of the volley.
- V: All player ships constantly take damage, the amount and interval depending on the battle. There is a special type of V hazard with a long interval, which instantly defeat all player ships.
- H: Multiple types of hazards.
Most R and D hazards are linked to Command Ship Carrier battles. In these battles the corresponding hazards will happen repeatedly at a set interval instead of only happening once after starting the battle. Once the Command Ship Carrier is destroyed, its hazard will disappear permanently, along with the hazards in all battles linked to this one, making these battles much easier the next time. V hazards cannot be removed.
Unstable Transit[edit | edit source]
(description needed)
Run Modifiers[edit | edit source]
Mods[edit | edit source]
Stacking multiple of the same mods is self additive while different mods are multiplicative.
Name | Icon | Effect | Requirement |
---|---|---|---|
Damage Boost | Damage +10% | none, repeatable | |
Fire Rate | Fire Rate +5% | none, repeatable | |
Burst Fire(rare) | Damage x0.7 Burst Fire +1 Getting this on the same ship for the 3rd time is a downgrade to DPS |
none, repeatable | |
Range Boost | Range +3% | none, repeatable | |
Hull Boost | Hull +15% | none, repeatable | |
Ship Improvement(rare) | Damage +10% Fire Rate +5% Range +3% Hull +15% |
origin z89 or further | |
Grants a Barrier(rare) | Damage x0.9 Barrier +1 |
none | |
Single Cruiser reduces damage taken(always takes some damage)(rare) | # Ships -1 Damage x1.75 Fire Rate x1.3 Hull x2 Damage Block +3 |
exclusive to Cruiser | |
Charge Laser | Damage x2.4 Fire Rate x0.5 Armor Damage = 1 Shield Damage = 2 Range x1.33 Speed -1 |
ship has no Missile Launchers or Mini Rail Gun mods | |
Missile Launchers | Damage x0.5 Fire Rate x0.8 Targets +2 Armor Damage = 2 Shield Damage = 1 Range x0.92 |
ship has no Charge Laser or Mini Rail Gun mods | |
Mini Rail Gun | Fire Rate x1.2 Range x1.04 |
ship has no Charge Laser or Missile Launchers mods | |
Charge Laser Quick | Fire Rate x1.2 Speed -0.5 |
ship has Charge Laser mod | |
Charge Laser Snipe | Damage x1.2 Fire Rate x0.9 Range x1.2 Speed -0.65 |
ship has Charge Laser mod | |
Barrage Missile Launchers | Damage x0.9 Targets +1 Range x1.2 Speed -0.4 |
ship has Missile Launchers mod | |
Close Range Missile Launchers | Fire Rate x1.2 Range x0.75 Speed +0.5 |
ship has Missile Launchers mod | |
Rapid Mini Rail Gun | Damage x0.75 Fire Rate x1.5 |
ship has Mini Rail Gun mod | |
Versatile Mini Rail Gun | Damage x1.1 Shield Damage = 2 Range x1.1 |
ship has Mini Rail Gun mod | |
Grants Rapid Fire Ability(rare) | Ability: Rapid Fire 1.5x Fire Rate Charge Time: 6s Duration: 4s |
exclusive to Corvette | |
Grants Fleet Rapid Fire Ability(very rare) | Adds Rapid Fire ability to all ship types | Corvette has Rapid Fire mod | |
Grants Double Tap Ability(rare) | Ability: Double Tap 2x Burst Fire Charge Time: 6s Duration: 4s |
exclusive to Frigate | |
Grants Fleet Double Tap Ability(very rare) | Adds Double Tap ability to all ship types | Frigate has Double Tap mod | |
Grants Hull Bomb Ability(rare) | Ability: Hull Bomb Deals damage equal to 25% of ship's max hull to closest enemy Charge Time: 5s |
exclusive to Cruiser | |
Grants Teleport Drive Ability(rare) | Ability: Teleport Drive Jumps to the furthest enemy one time Charge Time: 3s |
exclusive to Fighter | |
Grants Fleet Teleport Drive Ability(very rare) | Adds Teleport Drive ability to all ship types | Fighter has Teleport mod |
Unnamed Space Idle Wiki | |
---|---|
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General | Resources • AI • Enemies • Secret Codes |
Progression | Achievements • Unlocks • Offline Progress |
Gameplay | Standard • Capital • Fleet |
Events | Spacemas • Spaceversary |
Guides | All Guides • Ship Configuration • Core Computing • Synth Purity • Power Hungry • Base Carry • Galaxies |
Internal | Icons |