Interstellar Transport Company

Interstellar Transport Company

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I.T.C. Complete* Ship List
By The Botslayer
A list of ships and their stats including availability, reliability, cargo capacity, and more.
   
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Intro
Each ship has stats relevant to it's performance, niche, and overall utility for your space trucking empire. Some are explanatory, others need some details.

Availablity
-The research required to build a ship. Research points are generated at Research Stations around100% developed planetary systems. For example, if 1 Jupiter moon is 100%, you can build stations around all the other colonized ones too. Once unlocked, ships are available for the rest of the game. More expensive techs give better ships on average.
Cost
-How much money required to commision a starship. More expensive = higher performance in most cases.
Cargo
- How much stuff a ship can hold each trip. Higher is usually better.
Speed
-How fast a ship moves in-system. Higher values are faster, with 0.04 AU/day being the average
Turnaround
-How long a ship will be docked at a gate to load/unload it's cargo before flying to the next stop on it's route. Dependent on ship/cargo size.
Reliability
-The probability a ship will not break down on a trip, saving time and your money to complete more hauls with more goods. Broken down ships must be repaired by a maintenance hangar's deployed repair ship. Age and disrepair decreases reliability and therefore wastes time. Higher percentages are better.
Cargo Maintenance
-The cost of cargo being loaded and unloaded on a ship, not too many details given. Rule of thumb: Lower maintenance percentage = less expenses. Therefore, lower percents are better.
Fuel Empty
-How much fuel a ship burns whilst moving with no cargo. Lower fuel burn = lowers costs = higher profit. Lower values are better.
Fuel Full
-Fuel usage whilst the cargo bays are full. Like above, but with cargo. Lower values are better.
Li2 per LY
-How much Dilithium fuel an interstellar ship uses whilst going FTL, or faster than light. Lower values are better, and strain your fuel production much less.
Interstellar Speed
-How fast an interstellar ship's FTL drive is, making longer trips shorter or vice versa. Higher values are faster.
Build Time
-How long a ship takes to be built. Important for sending emergency supplies or high-demand goods. Building multiple ships at once does not cause a delay, so spam away.
Smallest port to Build
-The smallest spaceport a ship can be built from. Most can be built from the starting size 8 home planet spaceport, with a few late-game titans needing a size 10 for construction. Upgrade accordingly.
Smallest to Land
-The smallest spaceport a ship can land at. New colonies tend to get upgraded to 4 or 5 eventually, with rockets being able to land anywhere. Each ship can only be used if all route stops have a large enough spaceport for them. Average size required for cost efficiency grows with time, currently starting at 4 and ending at 8.
Rockets
Note: All rockets are one time use! They are terrible for established, repeatable routes, but great for 1-off demands, or emergency supplies. Do NOT spam as the only ship in your fleet!

Sparrow
Availablity: Game Start
Cost: $935
Cargo: 5
Speed: 0.07 AU/day
Turnaround: 3
Reliability: 99.9%
Cargo Maint: 95%
Fuel Empty: 23
Fuel Full: 23.6
Build Time: 4
Smallest port to Build: 3
Smallest to Land: 1

Cheap, small, fast. Helpful with new colonies that need a boost of food, water, or maybe medicine at times. Spam them if necessary, or if sending high-priced goods on occasion.

Neptune
Availablity: Class A2 Cert : 1200
Cost: $1510
Cargo: 10
Speed: 0.05 Au/day
Turnaround: 4
Reliability: 99.9%
Cargo Maint: 92%
Fuel Empty: 26
Fuel Full: 27
Build Time: 5
Smallest port to Build: 3
Smallest to Land: 1

I've used hundreds of Neptunes in specific scenarios: shipping medicine, establishing new colonies, emergency food or water, this rocket can keep new colonies alive and boost existing ones until your cargo vessels arrive, delayed or otherwise.

Andromeda
Availablity: Class A3 Cert : 2200
Cost: $2535
Cargo: 15
Speed: 0.08 Au/day
Turnaround: 4
Reliability: 99.9%
Cargo Maint: 85%
Fuel Empty: 29
Fuel Full: 30.4
Build Time: 4
Smallest port to Build: 5
Smallest to Land: 1

Less efficient than a Neptune, but almost twice as fast. The Andromeda is good in a tight pinch, or if you're impatient to ship supplies to a place in need.

Messier
Availablity: Class A4 Cert : 3500
Cost: $6373
Cargo: 40
Speed: 0.08 AU/day
Turnaround: 6
Reliability: 99.9%
Cargo Maint: 82%
Fuel Empty: 38
Fuel Full: 41.6
Build Time: 6
Smallest port to Build: 6
Smallest to Land: 1

My late game go-to Medicine barge. When planets need a supply of 100+ medicine to be satisfied, you could send 10 Neptunes, or 2 Messiers. With medicine calling for $2k+ a unit, it's quite cost effective. Also good to build those late game colonies or those in the outer rim.

Centauri
Availablity: Class C2 Cert : 3200
Cost: $36,000
Cargo: 15
Speed : 0.08 AU/day
Turnaround: 6
Reliability: 99.9%
Cargo Maint: 83%
Fuel Empty: 28.0
Fuel Full: 29.4
Interstellar Speed : 6.80LY/year
Li2/LY : 2.3
Build Time: 8
Smallest port to Build: 5
Smallest to Land: 1

If you're scared an extrasolar colony is going to crunch for food, water, or medicine, this will fix that problem for a short while. However, any Li2 on this craft will be used and wasted upon arrival. I'd use a Starchaser or a D530 at least and plan ahead, but sometimes things go wrong and need a solution quick.
Doeing
Doeing 909
Availablity: Game Start
Cost: $33,000
Cargo: 20
Speed : 0.03 AU/day
Turnaround: 5 days
Reliability: 60%
Cargo Maint: 90%
Fuel Empty: 14.0
Fuel Full: 17.0
Build Time: 25 days
Smallest port to Build: 7
Smallest to Land: 3

Small, cheap, available on day 1, good for short trips to small planets on a budget. Use them to supply the moon while you wait to research the 919 or D520 if you're patient

Doeing 919
Availablity: Class B1 Cert : 1100
Cost: $160,000
Cargo: 65
Speed : 0.03 AU/day
Turnaround: 6 days
Reliability: 62%
Cargo Maint: 75%
Fuel Empty: 7.7
Fuel Full: 14.0
Build Time: 38 days
Smallest port to Build: 7
Smallest to Land: 5

Great for a home planet to moon trip, especially for food - rare resource routes. 6 turnaround days and the 65 slots make it perfect for short trips, but loses it's utility for routes to other planets.

Doeing 929:
Availability: Class B2 Cert : 2200
Cost: $83,500.00
Cargo: 45
Speed : 0.04 AU/day
Turnaround: 5 days
Reliability: 67%
Cargo Maint: 85%
Fuel Empty: 10.4
Fuel Full: 12.2
Build Time: 30 days
Smallest port to Build: 7
Smallest to Land: 4

Personally, I prefer using 919's for Earth-Moon route, and even with the lower cost, the similar stats to the 919 minus cargo makes it less effective when you count in for gate rents. I use 919's, but that's me.
Spacebus
D500
Availablity: Class B1 Cert: 1100
Cost: $47,000
Cargo: 25
Speed: 0.03 AU/day
Turnaround: 5
Reliability: 58%
Cargo Maint: 90%
Fuel Empty: 13.5
Fuel Full: 17.2
Build Time: 25 days
Smallest port to Build: 8
Smallest to Land: 4

I like using D500's as the backbone of my fleet until spaceports start to grow, or I can effectively pave ways for larger ships to replace them. Great ship for the very early game, upgrade to a larger/better model when applicable.

D520
Availablity: Class C1 Cert : 2750
Cost: $231,000
Cargo: 75
Speed: 0.04 AU/day
Turnaround: 8 days
Reliability: 69%
Cargo Maint: 75%
Fuel Empty: 7.3
Fuel Full: 15.2
Build Time: 45
Smallest port to Build: 8
Smallest to Land: 6

I use these to ferry goods for Earth to Mars and others, the D520 is faster than the competitors for awhile, and makes it a good long-distance hauler in early-game. 55 slots is hard to beat for the first few years. Use while you research C2 and the Spaceport Subsidzation techs, then upgrade.
KHI
Keun
Availablity: Class C2 Cert : 3200
Cost: $335,000
Cargo: 85
Speed : 0.04 AU/day
Turnaround: 10
Reliability: 90%
Cargo Maint: 48%
Fuel Empty: 6.1
Fuel Full: 8.2
Build Time: 55
Smallest port to Build: 8
Smallest to Land: 6

Congratulations, you're in mid game. The Keun is a solid ship for mid-sized ports of any distance. 10 turnaround days is good for the 85 cargo slots, and the fuel usage is kind of hard to beat. A true utilitarian flying space-box.

Geodaehan
Availablity: Class C3 Cert : 5700
Cost: $995,000
Cargo: 155
Speed : 0.04 AU/day
Turnaround: 15
Reliability: 97%
Cargo Maint: 22%
Fuel Empty: 4.8
Fuel Full: 7.8
Build Time: 105
Smallest port to Build: 10
Smallest to Land: 8

My late game AD-carry, this thing can haul whole planets of goods, and I use a lot of them. Expensive, huge, efficient, and looks like a box with engines on the back. You're best late-game in-system choice.
Gorman and Farja
Gorman Darter
Availablity: Class A3 Cert : 2200
Cost: $85,800
Cargo: 25
Speed: 0.08 AU/day
Turnaround: 5
Reliability: 81%
Cargo Maint: 88%
Fuel Empty: 21.5
Fuel Full: 26.1
Build Time: 10
Smallest port to Build: 5
Smallest to Land: 3

A niche ship for a niche route system. The darter can reach the Jupiter system and back in under half the time of a D500 or a Keun, only problem is the fuel efficiency and cargo capacity. I use Keun's personally, but Darter's have their uses in a pinch.

Farja KV3
Availablity: Class A2 Cert : 1200
Cost: $42,000
Cargo: 40
Speed: 0.02 AU/day
Turnaround: 4
Reliability: 52%
Cargo Maint: 130%
Fuel Empty: 8.9
Fuel Full: 12.8
Build Time: 16
Smallest port to Build: 4
Smallest to Land: 3

Uhh, your cheapest possible option? For short, high-profit routes, it has utility. For anything longer or with lower profits, the maintenance and reliability doesn't make it worth while. If your 919 Earth-Moon fleet is starting to deteriorate, you can switch to Farja's, just use the KV5.

Farja KV5
Availablity: Class A4 Cert : 3500
Cost: $84,000
Cargo: 70
Speed: 0.02 AU/day
Turnaround: 3
Reliability: 54%
Cargo Maint: 130%
Fuel Empty: 15.2
Fuel Full: 21.7
Build Time: 18
Smallest port to Build: 5
Smallest to Land: 4

When your 919's are starting to go and you need as much cargo moved as possible from the Moon, the KV5 fits that role beautifully. You can make and mine most products on the moon, ship them to Earth, and then ship them from your hangar across the system. An imperfect process, but it gets the job done when Earth is fully built.
Cochin
Vishaal
Availablity: Class B3 Cert : 11000
Cost: $903,000
Cargo: 115
Speed : 0.06 AU/day
Turnaround: 12
Reliability: 97%
Cargo Maint: 26%
Fuel Empty: 3.5
Fuel Full: 5.7
Build Time: 80
Smallest port to Build: 9
Smallest to Land: 7

This is a Geo that took a gym class, the 50% system speed boost pushes the profitability for extra-long distance trips, think Earth to Jupiter and beyond. I use these for high demand trips, or for late game passengers when your drone network is built up. A great investment to finish the game out.

Jheel
Availablity: Class B4 Cert : 13000
Cost: $1,855,000
Cargo: 180
Speed : 0.06 AU/day
Turnaround: 12
Reliability: 98.9%
Cargo Maint: 19%
Fuel Empty: 5.4
Fuel Full: 8.7
Build Time: 100
Smallest port to Build: 10
Smallest to Land: 7

The biggest, fastest, most expensive ship for intre-system operations. If you need to import something from Saturn or farther all the way to Earth, this ship gets that job done. Rare resources, Li2 crystals, anything you need to bring back home in the largest quantities, pay the premium and get some Jheels.
Interstellar Ships
Note: These ships burn Dilithium fuel during interstellar travel, limiting their range from one star system to the next. It also means if your fuel production isn't high enough, your extra-solar colonies may fail. Plan accordingly

Gorman Starchaser
Availablity: Class WA1 Cert : 9000
Cost: $161,000
Cargo: 20
Speed: 0.07 AU/day
Turnaround: 6 days
Reliability: 88%
Cargo Maint: 72%
Li2 per LY: 2.2
Interstellar Speed: 7.37 LY/year
Fuel Empty: 8.2
Fuel Full: 10.9
Build Time: 25
Smallest port to Build: 6
Smallest to Land: 3

Your first FTL vessel! Use it to keep your first extra-solar colony alive, or later it's high speed can supply colonies with medicine or emergency food and water. Plus, it's called the Starchaser, great name.

Spacebus D530
Availablity: Class WB1 Cert : 12000
Cost: $535,000
Cargo: 55
Speed: 0.07 Au/day
Turnaround: 10
Reliability: 97%
Cargo Maint: 53%
Li2 per LY: 1.7
Interstellar Speed: 6.8 LY/year
Fuel Empty: 6.9
Fuel Full: 8.7
Build Time: 50
Smallest port to Build: 7
Smallest to Land: 4

A solid interstellar transport for new colonies or hauling goods on a budget. The D530 is a good middle of the road choice for late game FTL transport.

Doeing 949
Availablity: Class WB1 Cert : 12000
Cost: $810,000
Cargo: 90
Speed: 0.06 AU/day
Turnaround: 10
Reliability: 95%
Cargo Maint: 50%
Li2 per LY: 4.5
Interstellar Speed: 6.80 LY/year
Fuel Empty: 10.3
Fuel Full: 13.1
Build Time: 70
Smallest port to Build: 8
Smallest to Land: 6

A larger option for interstellar transport before the final ships become available, but if you compare stats and cost, I believe D530's are the better pick. Sure, the 949 hauls a lot more, but it also burns a lot more Li2. Fuel is life in interstellar space, and you try to save every last bit of it.

KHI Byeolwamul
Availablity: Class WC1 Cert : 14000
Cost: $1,541,000
Cargo: 140
Speed: 0.04 AU/day
Turnaround: 20
Reliability: 98.8%
Cargo Maint: 15%
Li2 per LY: 4
Interstellar Speed: 2.84 LY/year
Fuel Empty: 8.2
Fuel Full: 12.8
Build Time: 120
Smallest port to Build: 10
Smallest to Land: 8

A Geo that can go FTL, a personal preference of mine. Very late game and it takes 4 months to build. It's also slow, and needs to catch up to planets when it lands in a system. However, the long-term investment stats can't be beat for the price.

Cochin Saagar
Cost: $3,328,000
Cargo: 205
Speed: 0.05 AU/day
Turnaround: 23
Reliability: 98.9%
Cargo Maint: 15%
Li2 per LY: 5.1
Interstellar Speed: 3.18 LY/year
Fuel Empty: 7.3
Fuel Full: 11.2
Build Time: 130
Smallest port to Build: 10
Smallest to Land: 8

When you have to supply a whole system for food, water, goods, machinery, and security weapons, the Saagar is the best, albeit most expensive, choice. You can get 2 Byeols for the price of 1 Saagar, however that's another 3 Li2/LY burned, and additional system fuel used too. I like bigger ships, and the Saagar has it's obvious role. Take the price into account first though.
3 Comments
DrVoltz Mar 15, 2020 @ 11:24pm 
what are Drones used for?

The Botslayer  [author] May 29, 2019 @ 9:03pm 
@espressokuppi I noticed that too, the turnaround time for such short routes is the best in the game, which makes the 70 slots for any Moon produced goods back to Earth fantastic. A Geo or 919 would lose a trip just from loading times.

Regarding the Cochins, that may be accurate based on stats. However, these values aren't Absolute in game, there's more back-end calculations that go into fuel usage, but generally bigger is better for profitability. Plus, you get better reliability and lower maintenance costs with Jheels. Basically it boils down to preference between those two.
Espressokuppi May 29, 2019 @ 1:53am 
This guide inspired me to put numbers in openoffice calc. So far I have learned, that Farja KV5 is surprisingly cost effective ship in short range, if ignoring reliability. Also it might be better to buy 3 Cochin Vishaals than 2 Cochin Jheels.