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Dreams Gate · World open · 250

Fleet

The captain’s path

From debris to fleet contracts: six milestones, with artifacts and blueprints as the long goal.

Updated November 11, 20264 min

A captain’s path is measured by what you can do, not by a rank. First you are alone in the debris. Then you have a colony, a ship and work that pays. Here are the six milestones of that road, and what remains after them.

Six milestones

Milestone What it takes What it opens
1. Debris Wake up and collect three containers 15,000 cr, a beacon, ore and a turret blueprint
2. Cutter Look over the Loaner Cutter A free ship that always comes back
3. First colony A beacon and 5,000 cr Income, upkeep and a place in the world
4. Frigate Assemble a large hull More parts, a bigger role in a fight
5. Station Reach Wayfarer Dock, repair, market and weapon upgrades
6. Fleet contracts Prove useful to a wing Work for credits, artifacts and standing

Milestones 1–3: survive and dig in

The first three are the starter loop. The debris gives you a beacon and ore, the cutter removes the fear of losing your only ship, and a colony turns a plot into income.

The entry cost:

  • Capture beacon — 2,000 cr; the first is in a container.
  • Founding a colony — 5,000 cr.
  • First modules — 1,800 cr for a power plant, 2,500 for a mining plant, 2,800 for a turret.

Milestone 4: the frigate

A frigate is not bought from a menu; it is a project in the constructor. Hull, wings, engines, blocks and parts come together into one ship, and the price is the sum of its parts.

What matters at this step:

  • A ship carries at most 40 parts.
  • The library holds up to 32 designs.
  • Weapons can climb to MK.3: damage 25 → 35 → 50.
  • Upgrades happen at a station, within 60 m of the dock.

A large hull does not make you stronger by itself. It makes room for a role: more blocks, more reach, more responsibility.

Milestone 5: the station

Wayfarer Station in Skurn is the first real supply base. It offers a dock, fuel, repair, an ore market, weapon upgrades and capture beacons.

The station charges a 5% starter fee and an owner’s tax of 1–10%. That is the price of not having to build everything yourself.

Milestone 6: fleet contracts

Contracts are work with a clear price.

Contract Reward
Kill a patrol leader 1,200 cr
Loot a derelict 800 cr
Board a convoy 1,500 cr
Capture a colony at security ≤40 3,000 cr and an artifact

The last one is not for a lone pilot. A capture takes preparation, ships and a siege window, and a system at security 40 or below means someone else is probably already interested.

The long goal: artifacts and blueprints

Artifacts and blueprints are what remains when a base is lost and a hold is emptied.

  • There are only five artifacts, and you can hold at most five.
  • A duplicate artifact turns into 750 cr.
  • Blueprints are never sold: they are a permanent unlock.
  • Standing and appearance cross the season boundary.

What to do after the first hour

  1. Keep upkeep paid. Arrears cut power and cost integrity.
  2. Grow the base to level three. Three strong modules beat twelve weak ones.
  3. Raise the weapon to MK.2. 2,000 cr buys the cheapest real increase in power.
  4. Build a frigate. Start from a preset and replace one part.
  5. Take a first contract. It will show you what you are missing.
  6. Find a corporation. 5,000 cr for a shared treasury and roles is an investment in company, not in a building.

Check yourself

  • The colony earns more than its upkeep costs.
  • You fly a ship you assembled, not only the cutter.
  • The weapon is at least MK.2.
  • You have completed at least one fleet contract.
  • You know which artifact you are looking for, and why.

What next