GLOBAL FLEET & TRADE · HANDBOOK

Planning and Starting Routes

A route connects an available vessel with an origin, reachable destination, cargo and arrival action. Only final confirmation creates the server-side voyage.

Planning and Starting Routes in Global Fleet & Trade
Planning and Starting Routes: player functions, connections and safe operation.

At a Glance

  • Only valid sea connections are offered.
  • Travel time follows distance, vessel speed and navigation upgrade.
  • When direct range is insufficient, automatic bunker stops can plan a reachable chain of legs.

Create a route step by step

  1. Open Routes at the port where the vessel is located.
  2. Choose an available vessel.
  3. Choose a reachable destination port.
  4. Check cargo, condition, distance, travel time, fuel demand and customs information.
  5. If direct range is insufficient, choose between manual bunkering before departure and automatic bunker stops.
  6. Separately choose whether the vessel should automatically refill at the final destination.
  7. Review all legs, stops, fuel amounts and costs in the preview.
  8. Choose the arrival action and confirm the summary; the vessel changes to At sea.

Why a destination may be missing

Possible causes include no valid sea connection, a locked port or an unavailable vessel. The visible map alone does not create a route; the planner uses the approved sea network.

Fuel, legs and research bonuses

For a direct voyage, that leg’s fuel is deducted at departure. With automatic bunker stops, fuel is consumed for each leg and replenished at required intermediate ports. Engine upgrades reduce consumption and navigation upgrades shorten calculated voyage time. Both effects apply only to the individual upgraded vessel. See Bunker Station and Upgrades.

After departure

Inspect the route on the world map and in the fleet. Closing the browser does not stop it. The arrival action controls destination processing.