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Escape flight

The most important move in the game: send your fleet and resources on a trip so nobody can attack them while you are offline.

Nobody can attack a fleet in flight! That is exactly what the escape flight (often just called "saving") uses: before you log off, you send your ships with as many resources as possible on a trip that only ends once you are back online. Attackers then find an empty planet.

Escape flights are invisible to scanners – nobody can see where your fleet is going or for how long. The target can be any position except the planet you start from. Nothing happens at the target. The fleet simply turns around.

How to save properly

  1. Select all ships on the planet and load your resources. If not everything fits, take the most valuable first: Spice, then Metal, Kryptonite and finally Pig iron.
  2. Choose a target and the Escape flight mission. Adjust distance and speed so the flight brings your fleet home shortly after your next login. The flight time shown is for the outward trip – the way back takes just as long again.
  3. Keep the fuel in mind: the flight uses Spice, and that fuel also takes up cargo space. At 10% speed you fly the most economically and for the longest time.

Recalling an escape flight

You can cancel a running escape flight at any time. The fleet turns around and needs as long for the way back as it has already been flying. The classic move: an attack is coming, you launch just before it hits, the attacker finds an empty planet, and then you call your ships straight back.

The escape flight assistant

The escape flight assistant makes it even easier: in the fleet window you only enter the duration you want (1 to 999 hours, accurate to the minute) and the order of your resources. With "escape flight now", all ships on the planet set off with your resources and return after exactly that time – regardless of distances. The assistant flies at 10% speed, which keeps it especially economical (Assistants).