Game Guide

Learn to Play Age of Space - Complete beginner's guide to Age of Space. Learn how to build, attack, spy, colonize, and dominate the galaxy!

Fleetsaving

Fleetsaving is the single most important skill in Age of Space. Your fleet represents weeks or months of investment in resources. A single attack while you are offline can wipe out everything. Fleetsaving means sending your fleet on a mission timed to return only when you are back online. Master this technique and you will survive. Ignore it and you will lose everything. This chapter covers every method, the math behind flight times, common mistakes, and advanced moon-based techniques that make you nearly untouchable.

Why Fleetsaving Is the #1 Survival Skill

Your fleet is your most valuable asset. Ships cost enormous amounts of Titanium, Graphene, and Deuterium. A single Death Star costs 5 million Titanium, 4 million Graphene, and 1 million Deuterium. Losing your fleet in an overnight attack can set your account back by weeks or even months of progress.

Unlike defenses, which rebuild at 70% after battle, ships that are destroyed in combat are gone permanently. The only debris left is 30% of the Titanium and 30% of the Graphene cost — and the attacker will likely recycle that debris themselves.

Every experienced player fleetsaves religiously. It takes only 2 minutes to fleetsave before logging off, but it saves countless hours of rebuilding. There is no excuse for leaving your fleet sitting on a planet when you go offline.

Warning!
A fleet sitting idle on a planet is a fleet waiting to be destroyed. Never leave your ships unprotected when you log off.

The Basic Concept

Fleetsaving is simple in principle: before you log off, send your entire fleet on a mission that will take long enough to keep them in space until you return. While your fleet is traveling, it cannot be attacked — ships in flight are completely safe.

The key is timing. You need to calculate when you will be back online and set the fleet mission so that it arrives after that time. If your fleet arrives while you are still offline, it will land on your planet and be vulnerable to attack again.

Always load your resources into cargo ships before fleetsaving. This protects both your fleet AND your resources in one move. An empty planet with no fleet is an unattractive target — there is nothing to steal and nothing to destroy.

The 4 Fleetsave Methods

There are four primary methods to fleetsave, each with different advantages and trade-offs. Choose the method that best fits your situation:

Deploy Expedition Transport Recycle
Target Your own planet or moon Position 16 in any system Your own planet (send to self) Any debris field
Duration One-way flight time only Flight time + hold time (1-2h) Round trip (out + back) Round trip (out + back)
Advantages Simple, reliable, fleet lands safely at destination Longest duration, can find resources/ships, no return timing issue Resources stay safe, returns automatically Can collect debris while saving fleet
Disadvantages Fleet lands at destination — must re-save from there Small risk of pirate encounter, uses Deuterium Fleet returns to origin — must be online for return Needs existing debris field, shorter duration

Step-by-Step Fleetsave Walkthrough

Follow these steps every time before you log off:

  1. Go to the Fleet page and select ALL your ships on the planet. Do not leave any behind — every ship left on the planet is vulnerable.
  2. Load ALL resources from the planet into your cargo ships. Click the max buttons for Titanium, Graphene, and Deuterium.
  3. Choose a distant target. For Deploy, pick your furthest planet. For Expedition, pick a system far from your planet.
  4. Set the speed to 10% for maximum travel time. This is the most important trick — lower speed means longer flight duration.
  5. Check the arrival time displayed. Make sure the fleet will still be in flight when you expect to be back online.
  6. If using Deploy, the fleet arrives at the destination. For Transport/Recycle, the fleet returns to origin after the round trip.
  7. Confirm the mission. Double-check the arrival time one last time before sending.
Strategy Tip
Set a phone alarm 5 minutes before your fleet is expected to return. This gives you time to log in and re-save your fleet if needed.

The Speed Percentage Trick

The single most powerful fleetsave tool is the speed percentage slider. When you set your fleet speed to 10% instead of 100%, the travel time increases dramatically. A trip that takes 30 minutes at 100% speed will take roughly 5 hours at 10% speed.

Always use the lowest speed percentage you can. The longer your fleet is in space, the more protected it is. If you are going to sleep for 8 hours, set the speed so the flight lasts at least 8 hours and 30 minutes — giving yourself a buffer.

The relationship between speed and travel time is not linear. Halving the speed does not double the travel time exactly, but reducing from 100% to 10% will increase the flight duration by approximately 10x. Experiment with different percentages to find the exact timing you need.

Flight Time = (3500 / speed_factor) * sqrt(distance * 10 / max_speed) + 10 seconds
speed_factor depends on the percentage chosen (10% = very slow, 100% = maximum speed). Distance is measured in game units between origin and destination.
Example: A fleet at 10% speed traveling 50 systems away might take 6+ hours, while at 100% it would arrive in under 40 minutes.

What to Fleetsave

Always fleetsave ALL ships on the planet. Never leave a single ship behind. Even one Light Fighter left on the planet tells attackers that you might have more resources or that you forgot to fleetsave — making you a more attractive target.

Load ALL resources into your cargo ships. Calculate your total cargo capacity and make sure you have enough Large Cargos to carry everything. If you cannot fit all resources, spend the excess on buildings, ships, or research before logging off.

Deuterium is consumed as fuel for the fleetsave mission. Account for the fuel cost when loading resources. If your fleetsave costs 5,000 Deuterium in fuel, make sure you have that amount available beyond what you are loading into cargo.

Important!
If you have more resources than cargo capacity, spend the excess immediately. Build ships, queue research, or upgrade buildings. Never leave valuable resources sitting on an unprotected planet.

Common Fleetsave Mistakes

Forgetting to Fleetsave
The most common and most devastating mistake. Players rush to log off and forget to send their fleet. This results in total fleet loss when a raider attacks overnight. Make fleetsaving a non-negotiable habit — it should be the last thing you do every single time.
Saving Too Short
If your fleet returns while you are still offline, it lands on your planet and becomes vulnerable. Always add at least 30 minutes of buffer time. If you plan to be away for 8 hours, fleetsave for at least 8.5 hours.
Leaving Resources Behind
Fleetsaving your ships but leaving millions of resources on the planet defeats much of the purpose. Attackers will still raid you for the resources. Always load resources into cargo before sending the fleet.
Predictable Timing
If you always fleetsave at the same time and your fleet always returns at the same time, sophisticated attackers can predict your pattern and time their attack for the exact moment your fleet lands. Vary your fleetsave timing and targets.

Fleetsave Tips

Always Fleetsave Before Sleeping
This is the golden rule. Every night before you close the game, send your fleet. Make it an unbreakable habit. The 2 minutes it takes will save you from catastrophic losses.
Use Expedition for Longest Duration
Expedition missions to position 16 have both flight time AND hold time (1-2 hours), making them excellent for long fleetsaves. Your fleet will be in space for the flight there, the hold period, and the flight back.
Phone Alarm for Fleet Return
Set a phone alarm for 5-10 minutes before your fleet returns. This ensures you log in on time to either re-save the fleet or keep playing. Missing the return window means your fleet is sitting vulnerable.
Keep Resources Moving
Do not accumulate resources on your planets. Spend them on buildings, ships, or research continuously. A planet with low resources is not worth attacking. Combine this with fleetsaving for maximum protection.

The Sensor Phalanx on enemy moons can scan your planets and detect all fleet movements to and from them. This means a skilled attacker can see exactly when your fleetsave will return and time their attack accordingly.

The counter to Phalanx is using a moon as your fleetsave origin. Moons are immune to Phalanx scanning — no one can scan fleet movements from a moon. If you send your fleet from a moon, the attacker has no way to know when it will return.

This is why experienced players consider moons essential. A moon on your main planets allows you to fleetsave with complete safety. Deploy your fleet from your moon, and even a player with a Phalanx cannot find your fleet return time.

Multi-planet fleetsave rotation is another advanced technique. Instead of always fleetsaving from the same planet, rotate your fleet between multiple planets. This makes your movements unpredictable even if an attacker is watching.

For maximum security, combine moon-based fleetsaving with the Jump Gate. You can instantly transfer your fleet between moons using the Jump Gate, then fleetsave from whichever moon is most strategically advantageous. This makes you extremely difficult to catch.

Frequently Asked Questions

Your fleet remains on your planet and is completely vulnerable to attack. If a raider finds your fleet through a spy probe, they will almost certainly attack. You could lose your entire fleet — ships destroyed in combat are gone permanently with no rebuild mechanic.

No. Ships that are currently traveling on a mission cannot be intercepted or attacked. They are completely safe until they arrive at their destination. This is what makes fleetsaving effective — your fleet is untouchable while moving.

Expedition is generally better for overnight fleetsaves because the hold time adds extra duration. Deploy is better for shorter absences or when you want the fleet to end up at a specific planet. Transport to yourself works well when you want an automatic return trip.

The fuel cost depends on the distance, fleet composition, and speed percentage. Lower speed percentages actually use less fuel (not more). Check the fuel consumption displayed on the Fleet page before confirming. The Deuterium cost is always worth it — losing your fleet costs infinitely more.

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