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Fleets and Hangar

Last updated: August 21, 2026

Fleet Control is where you review your fleets, inspect what is in the hangar and dispatch new formations. It is the surface that turns built ships into action, and it is the one where the persistence of the world is felt most directly: a dispatched fleet is committed, travelling in real time, and unavailable for anything else until it arrives. Decisions here have duration in a way that decisions elsewhere do not.

Hangar and formation

Two states, and the distinction matters strategically. Ships in the hangar are available — potential, uncommitted, safe. Ships in a formation are doing something. A commander with a full hangar has options and no progress; one with everything dispatched has progress and no options. The interesting play is in that balance.

Dispatch is a commitment

Because travel takes time, a dispatch is a bet about what the frontier will look like when the fleet arrives. That is what makes exploration valuable, and what makes the reports surface worth reading before committing rather than after.

Ships and the Universe

Terminus's fleet vocabulary comes from the documented Starfleet corpus: fleet types, starship classes and manufacturers are Codex categories before they are game entities. Reading them gives the classes a history the interface does not have room for.

Travel times, capacities and combat outcomes are rules and state. The manual defines them; the interface shows them. Neither is reproduced here.

Official source

Canonical source for this subject: Fleet Control — Terminus. Checked 21 August 2026 — where this guide and the live service disagree, the service is right.

  • Shipyard — Laying down hulls and inspecting Starfleet classes in three dimensions.
  • Frontier Exploration — Exploring sectors and systems in a persistent and unstable frontier.
  • Starfleet, Mining and Trade — The connections between fleets, extraction, manufacture and commerce.