A transport mission moves resources from one of your planets to another. The fleet flies out, unloads everything in its holds, and turns straight around for home. The ships do not stay at the far end. If you want them to stay, that is a deploy.
It is how you feed a new colony, pool ore on one planet for a big build, or empty a world out before you abandon it.
You can only send to yourself
There is no player to player resource transfer in SFC2. A transport will only fly to a planet, moon or Hephaestus platform that belongs to you. Put in somebody else's coordinates and the form answers "Destination must be one of your own planets" and refuses to open.
Allies and buddies are no exception. The old rule about being able to send to anyone with fewer Resources Spent points came from the first game and does not apply here. Credits are the only thing that changes hands between accounts, and they move from the Credits page rather than on a ship. Trade covers what is and is not possible.
Sending one
Open Fleets, pick Transport, then pick the destination. The fleet leaves from whichever planet is selected at the top of the screen. The My Planets row lists everything you own, so most of the time you just click one of those.
You can type the coordinates in by hand instead. Put an "m" after the slot number, like 8m, to aim at the moon in that slot rather than the planet.
Pick the mission before you click a planet. Clicking a planet first pre-selects Deploy, since that is what most players want, and the form opens on that mission. Turn it off with Auto-Select Deploy under Settings, Gameplay if it gets in your way.
Then choose the ships and the resources.
Any ship with a hold can carry cargo, not just the freighters, so a battle fleet making a run brings a little extra along with it. Solar satellites never show up in the list because they have no engines. The Max button on each resource row fills whatever is left of the hold with that resource. Cargo has the full list of what each ship holds.
What the trip costs
- Hydrogen pays for the flight out and that is the whole bill. The trip home is free.
- Fuel rides in the hold. The Capacity figure in the Summary has already had it taken out, so the further you send a fleet the less it can carry. The Max button on the hydrogen row sets the fuel aside for you.
- Duration is set by your slowest ship. Turning the speed down makes the run longer and the fuel cheaper.
Distance is what really decides the bill. These are all the same fleet, ten Hercules Class Cargo at 100% speed:
| Trip | Distance | Time | Hydrogen |
|---|---|---|---|
| Planet to the moon above it | 5 | 1m 42s | 1 |
| Same solar system, three slots over | 1,015 | 22m 58s | 58 |
| Into the next galaxy | 20,000 | 1h 41m 38s | 1,143 |
That last run at 50% speed takes 3h 23m 11s and burns 643 hydrogen, so roughly half the fuel for double the wait.
Shuffling resources between a planet and its own moon is close to free. Hauling across galaxies is not, and it is worth asking whether the fuel costs less than just building what you need where you need it.
Arrival and the trip home
Both legs are listed on the Fleets page and on your Overview. The outbound leg has a red Cancel button. The return leg is shown from the moment the mission launches, so you can see when the ships are due back.
On arrival the whole hold is unloaded onto the destination and a Transport Report lands in your Messages.
The empty ships then fly home and a second message, Ships Returned, tells you they made it. Nothing at all is left at the far end.
If the destination is gone by the time the fleet gets there, because you abandoned the planet, the report comes back marked Target Not Found and the ships and the cargo are both brought home.
Recalling one
While the fleet is still on the way out, Cancel turns it around. The flight home takes as long as it has already been flying, and the ships and the full cargo both come back. The hydrogen you already burned does not.
Once it has arrived there is nothing left to cancel. The cargo has been delivered and only empty ships are on their way back.
Worth knowing
- A transport ties up a fleet slot for the whole round trip. You get one slot plus one more per level of A.I. Tech, and the slot is not free again until the ships are home. A deploy over the same distance costs the same fuel but releases its slot the moment it lands, so when the ships do not need to come back, deploy is the cheaper mission.
- Storage does not cap what you deliver. A transport can pile far more onto a planet than its warehouses hold. What stops is production: mines idle once a resource is sitting at or above capacity, so a big drop-off can quietly stall the planet you dropped it on.
- Resources in the air are safe, resources on the ground are not. Nobody can intercept a fleet in transit, but the moment a load lands it can be plundered like anything else. A Resource Den shields a fixed amount. If you are trying to get resources out of the way of an incoming attack, use Fleet Save, not a transport.
- Moons and platforms are valid destinations. A moon has no mines, so everything sitting on one arrived by ship. A deployed Hephaestus platform appears in the My Planets row like any other world and can be loaded the same way.
- A planet that just moved is grounded. For 24 hours after a planet move it cannot launch a transport, or much else.
- Arrival alerts are optional. Browser notifications for transport fleets are switched on and off under Settings, Notifications.
Comments
No comments yet.
Sign in to leave a comment.