Star Trek Fleet Command cover artwork

Star Trek Fleet Command looks like a Star Trek game and plays like a patient strategy MMO. Progress is gated by timers, and the biggest early mistakes are about where you fly, not what you build.

Learn the three ship roles

Every ship is an interceptor, an explorer or a battleship, and they beat each other in a fixed circle:

  • Interceptors beat survey ships
  • Explorers beat interceptors
  • Battleships beat explorers

Sending the wrong class at a target is the most common reason a new player loses a ship. Check the enemy class before you attack, every time.

Mine in low-level systems longer than you think

Your base needs a constant flow of ore, gas and crystal. Higher systems give better yields and put you next to players who farm miners for fun. Stay below your level until your defences and your alliance can protect you.

Never leave a full mining ship parked while you are offline.

Base first, fleet second

Your shipyard, your operations centre and your storage decide your ceiling. Rushing ship levels with a weak base leaves you with vessels you cannot repair.

Join an alliance immediately

Alliance help cuts your build timers substantially, and shared protection matters in contested systems. It is the single largest free acceleration in the game.

The mistake that costs the most

Attacking a player station too early. Retaliation here is organised and patient, and a new commander who annoys an established alliance loses far more than the raid was worth.

Native in-feed block

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