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Flotillas Adrift
Tier 1 Start Here
New Commander's Handbook

How to Play Flotillas Adrift

A real guide, not a marketing page — everything below matches what's actually in the game. Read it before you cast off, or keep it open in another tab while you learn. Fair winds, Commander. Want the exact numbers behind a single system, stage by stage? See the Deep Guides.

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Your First Seven Tides

  1. Build Drift Nets and Rain Catchers.
  2. Collect the levy and pay bills.
  3. Don't buy platform before infrastructure approaches 400.
  4. Expand housing only as occupancy rises.
  5. Keep food, water, beds, and projected net income positive.
  6. Leave technology and major military expansion for later.
  7. Stand down readiness unless you actually need it.

Before You Leave the Bridge

A quick daily checklist:

Tier 1 · Start Here
Tier 2 · Core Manual
Tier 3 · Command Reference
Tier 2 Core Manual

Founding your flotilla

You start with nothing but a name and the will to keep it afloat. Founding asks you for a handful of choices, and every one of them has real, ongoing effects — there's no wrong answer, only a different kind of flotilla:

Once you've founded, the game shows you exactly what got rolled before you land on your bridge — a "charts drawn" moment, so you know your starting hand before you start spending it.

Your first fifteen tides

Safe Harbor isn't just quiet water — it's also a truce with your own crew. Rather than dumping every screen on you at once, your command staff reports aboard one at a time as there's actually something for them to do, and each one opens the part of the flotilla they run. Your First Officer is at your side from the moment you cast off; the rest — your Quartermaster, Chief Engineer, Chief Physician, Harbormaster, Foreign Secretary, Head of Intel, and Fleet Marshal — fall in over those first tides.

The daily loop

Flotillas Adrift runs in real time. A tide is one real day — the whole ocean rolls over together at 9 PM Central every day, whether you're online or not. When a tide turns:

If you fall behind on your own real-world days, the game catches you up the moment you return — every missed tide is simulated in order, not skipped.

Between tides, The Bridge shows every timer currently running on the flotilla — troop training, construction, mine sowing, a wonder's keel, mothball/recommission transitions, the rudder, expeditions, readiness locks, all of it in one place under the Harbormaster's station — and an honest forecast of tomorrow's tide: the projected net, what's about to complete, tomorrow's weather, and your projected population change. No guessing what you'll come back to. (These used to sit on the Dashboard; the Dashboard is retired now — The Bridge is home, and the top-level numbers it used to show live on My Flotilla.)

Your command staff weighs in right there on The Bridge: each officer's own station leads with a compact Captain's Priorities read — the one or two things most worth your attention from that department today — a bill-locked treasury, a shortfall at the stores, an outbreak or a crowded infirmary, unrest on the decks, a war underway, a truce about to lift — each one voiced by the officer who owns it (Quartermaster Kestrel on the ledgers, Dr. Ward on the infirmary, and so on), with a button straight to the screen that fixes it. Nothing here is new information you couldn't find elsewhere — it's a roll-up, not a new alarm. Prefer less chatter? Settings → Command Staff lets you dial it down to warnings-and-worse only, or silence it entirely. Those same officers also greet you on their own screens — Medical, Build, Resource Routes, Campaigns, Diplomacy, and (for Head of Intel Ash) the Spy Ops screen — with a one-line read on their department, honoring that same commentary setting. Designed your own captain in the Captain Foundry? Settings → Command Staff lets you import that 256×256 icon to replace the generic captain badge on the Bridge — it stays on your own account's save and is never shown to other commanders.

Your command staff also join you gradually, as their departments start to matter — the First Officer is with you from the first tide, but the Quartermaster, Chief Engineer, Chief Physician, Harbormaster, Head of Intel, Fleet Marshal, and Foreign Secretary each report aboard only once there's real work for them (a shipment to argue over, a patient to treat, a war underway). The first time an officer reports in, you'll see their introduction; from then on, The Bridge — home the moment you sign in — shows every station at a glance — who's aboard with their current read, and who hasn't reported yet. Tap a manned station to open the cards that officer owns — Kestrel's ledgers and provisions, Voren's Harbor Bell/Auction/Contracts, Holt's on-hand forces, and so on; an unmanned station stays dimmed with an honest word on what it's waiting for instead of vanishing.

Every day the Harbor Master also posts a fresh Harbor Master's Contracts board on The Bridge, under his own station — 2 or 3 small, real asks drawn from your flotilla's own current situation (collect the levy, sow some mines, win a battle, field a few more units, and the like), each paying a modest cash reward the moment it's satisfied. There's no streak to keep and no penalty for letting one slide — an unfilled contract simply sinks with the tide and tomorrow brings a new slate.

Don't want to keep checking back? Opt into Signal Flags in Settings for at most one push notification a day — when the tide turns or something you set in motion completes. There's also a second, event-driven kind that skips that daily limit entirely: you'll hear the instant you're attacked, a rival declares war on you, or an alliance signals you, with three checkboxes in Settings to pick exactly which of those reach you. Strictly opt-in, no streaks, no FOMO.

The ocean keeps secrets — commanders who see something odd should check Settings.

Bill-lock. Bills are real debt, not a suggestion — if you can't cover what's due, the shortfall carries forward as arrears, and after a few days of unpaid arrears your flotilla is bill-locked: most actions freeze until you pay down what you owe. Unpaid arrears don't grow on their own — they only ever get bigger from a new unpaid bill or bond shortfall, never from sitting there — but purchases stay locked the whole time they're outstanding. Collect your levy and pay bills every time you check in, or just leave auto-pay on: it settles the full ledger each tide when it can, and once a bill has gone unpaid 5 days it stops waiting and does exactly what the Pay button does — pays what the treasury covers and books the rest as arrears. Bill-lock isn't a dead end, though — it chips away at itself automatically. Every tide your economy runs net-positive, whatever surplus is left over after that tide's own bills automatically pays down old arrears — a struggling flotilla that claws its way back to health digs itself out on its own, no extra clicks needed. And the Sovereign Debt card below stays open even while you're locked, so a war-bond-style loan is always on the table as an escape hatch, not a door slammed shut on you.

Harbormaster's Receivership — the true last resort, for a flotilla whose bills structurally outrun its income with no road back. Found in Settings, only while you're bill-locked: surrender 80% of your infrastructure, platform and technology and your entire military — no cash comes back to you — in exchange for every dollar of arrears wiped and the bill lock cleared outright. Wonders and improvements stay yours. It's behind the same typed-name confirmation as founding a new flotilla, and you can only file once every 365 tide-days. Before you commit, Settings shows the real projected before/after numbers — infrastructure, souls aboard, and your net per tide — including an honest warning if a heavy portfolio of improvements and wonders means filing won't actually fix the ledger.

Brand-new flotillas also get a running head start: while your souls aboard stay under 3,000, a founding relief package boosts your income by up to 20% and discounts your platform + infrastructure upkeep by up to 40% — both strongest at the very start and fading out smoothly as you grow, gone entirely once you cross 3,000 souls aboard, leaving the numbers exactly as they'd be without it. You'll see it called out on the income breakdown and the bills breakdown (both under the Quartermaster's own Bridge station) while it's active; once it fades, those lines simply disappear.

The treasury can also borrow: the Quartermaster's Sovereign Debt card, on the Bridge, floats bonds against your own future levies — instant cash today, a coupon that bleeds out of every tide's bills (its own named line) until the bond matures, then the principal comes due in one lump. Miss a maturity payment and the shortfall folds straight into the same arrears/bill-lock consequence as any other unpaid bill — there's no separate credit score to wreck. (Exact bond series, rates, and early-repayment math are in Command Reference.)

Prefer to delegate the daily chores? Govern's Standing Orders card lets you arm a quartermaster automation deck — auto-pay bills, auto-collect the levy jar, auto-rent surge beds during a crisis, auto-restock the minefield after combat, and auto-renew your chosen healthcare budget tier. Nothing happens silently: every firing writes a feed line and an inbox receipt from "Standing Orders." (Exact per-rule fees are in Command Reference.)

Feeding, watering, housing your people

Every soul aboard eats and drinks once a tide. Fall short and people starve or leave; keep them fed, watered, and comfortably housed and your population — and your happiness score — climbs.

The single rule that saves the most new flotillas: grow into your flotilla — don't build capacity ahead of your people. Platform and infrastructure both carry real, escalating upkeep bills. A founder who lays deck and housing for a city they don't have yet, ahead of a tiny tax base that can't pay for it, is the single most common way a brand-new flotilla goes broke before it finds its feet. Check My Flotilla's INFRA tile — it shows exactly what percentage of your housing is actually occupied — and only buy more once that number is climbing toward full.

Deck Days & celebrations

Almost every morale lever in the game is a penalty you're avoiding. Deck Days are the exception: the one button that spends money to make the decks genuinely happier, called from Govern. Three to choose from, and they don't do the same job:

Every one of them is a trade, not a purchase: each buys its lift by giving something else up for as long as it runs, and they give up different things — so the right Deck Day depends on what your flotilla can currently afford to lose.

Your state faith keeps some of these days more warmly than others, and a festival its faithful keep earns extra morale. Only one celebration runs at a time, and the decks need a stretch to recover before another can be called — a Deck Day is a decision about timing, not a button to hold down.

Growing your city

Beyond food and water, three levers grow your flotilla's power over time:

The ocean's moods

The ocean isn't a static map — it has its own weather and its own wildlife, and every flotilla out there rides the same one, at the same time. None of it requires you to do anything; it's daily-life texture that occasionally hands you a decision.

World events

On top of weather and the currents, any given tide might hand you a one-off crisis or windfall to react to: a storm to brace against or ride out, a refugee convoy to welcome or turn away, a salvage boom to cash in or gamble on, or a pirate fleet on the horizon. Your Immigration stance (Govern) doesn't just gate the passive daily inflow of open-borders arrivals — it also tilts how often the refugee-convoy event itself shows up: open borders draw noticeably more of them (and a bigger convoy when one does arrive), closed borders turn most away before they're ever a choice at all, so the stance has a felt effect even when your housing is already full.

A pirate fleet isn't a coin flip dressed up in flavor text — paying tribute is always the safe, guaranteed-cost way out, but choosing to man the defenses runs a REAL engagement against your standing defenses: the raider band (sized to your own strength, so it's never a non-event late-game or an unbeatable siege early on) crosses your minefield first, then whatever survives faces your coastal guns, radar pickets, bunkers, garrison, and War Corvettes. A well-defended flotilla can repel a raid with a "0 got through" receipt (plus a little salvage); a bare one takes real, if capped, losses. It's the same defensive building tree "Defending yourself" describes below, given a genuine single-player reason to exist.

Weather fronts

Every day the whole ocean shares one of four weather states — calm, chop, squall, or fog — the same for every player, so nobody's weather-lucky. Squalls blunt helicopters and ground drone swarms outright, and add a small toll to seaborne assaults crossing that day; fog degrades naval defense and blurs how fresh your intel on a rival reads. Deck catch (your food/water production) also varies a little with the front. Check the forecast strip before you commit to anything weather-sensitive. The Radar's week box is a real forecast, not an oracle: today through +3 tides are locked in, but the back half of the week is an outlook with a printed confidence figure — it can shift (or just be wrong) until the day draws close, exactly like the forecast on your phone.

The current waters

Separately, every flotilla drifts through a slow global cycle of eight named ocean waters — the Rustgyre, Coldmarch Strait, the Long Fetch, Glasswater Sound, the Salt Meridian, the Slackwater, the Deepwake, and Bloomreach — each lasting about ten tides before the tide carries everyone into the next. Every water gives something and costs something (trade income, tech-buy cost, birth rate, happiness, pirate/refugee/salvage-boom odds, even salvage-expedition yield) — there's no strict best water. You can pay a fee and wait out a real-time rudder turn to steer yourself into a specific water early for one cycle, then you drift back onto the shared clock.

Flotsam & message bottles

A guaranteed daily pickup — the tide always brings something to your deck: cash, a temporary resource-crate buff, or a message-in-a-bottle bit of lore. Miss a few days and you're never penalized; coming back after a gap just gives you one doubled welcome-back drop, not a stockpile. Every message bottle you've ever collected stays readable afterward — Settings → Guides → "Message Bottles" keeps the full collection, found and still-adrift, so a bottle's fiction is never a one-time read.

The harbor auction

Once a tide a rust-flecked auctioneer's barge ties up alongside with one lot — a run of hulls, airframes or marine berths at a real discount off what your own yard would charge. Every commander in the ocean is offered the same lot on the same day, and it goes with the barge: pass on it and a different lot comes with the next tide. The discount is genuine, but it buys you a price, never a shortcut — auctioned units go through the ordinary training queue like any other order, so the barge is no help at all on the day a war breaks out. One lot per tide.

Shoal Season

A weekly, shared fishing window — a shoal (lean, normal, or rich) appears on the Radar and you can send a detail of your own population out to trawl it for extra catch, optionally escorted against pirates. It's a real, finite pool shared with whoever else joins, and it settles with a "Trawl Log" receipt when the season ends.

The Leviathan

Once a month, something enormous surfaces near a flotilla — privately rolled per player, so it's your own encounter, not a shared spectacle. When it visits, you choose: pay tribute in cash, harass it to relieve some of the food/water toll it's taking, or hunt it outright for a cash reward and a trophy. It always takes a bite out of your food or water flow while it's around; how you respond decides how much.

Wreck expeditions

The wreck of the old world is still down there. Wrecks surface on the Radar as salvage contacts — send a detachment of your own military out to salvage one (real-time, they're away from home and can't defend you while gone) for loot, and sometimes prisoners, sometimes losses. It's optional risk-for-reward, not required progression. Outfitting comes in three presets — Light Cutter, Escort Flotilla, Battle Fleet — each committing a percentage of your CURRENT available forces (never a fixed number), so the offer scales honestly whether you're a young flotilla or a standing power; a preset never asks for a unit type you don't own.

A run goes in five beats. Announce — the day's one shared wreck appears on the Radar right at the tide boundary, tier and hazard already visible. Window — you get a fixed send window to outfit and dispatch (12h for a rookie wreck, 18h mid, 24h apex); miss it and it's gone. Outfit — pick a preset, pay the outfitting and dispatch fees up front. Transit — whenever within the window you actually sent, everyone who did resolves together at the exact same moment: window close plus a tier transit delay (3h/5h/8h), so sending on hour one buys you nothing over sending on the last one. Resolution — a single pass where your party and the wreck's own guardian defenses contest it at once, with the biggest committed force taking the largest share of both the loot and the risk. One thing worth knowing going in: the strength band that gates who's even eligible for a given day's wreck is absolute, not relative to you — it's the same band for every commander looking at that one shared object, so seeing your flotilla out of band today is completely normal, not a sign anything's wrong. A different wreck, possibly a different tier, is waiting at the next tide boundary. The full numbers — hazard by tier, the loot-split math, capture rules — live in the Wiki's Salvage Expeditions deep guide.

Win the biggest share of a contested expedition and, alongside the ordinary loot, you have a chance at bringing home an archaeological artifact — a collectible piece of the drowned world, rarer at the deadlier wreck tiers. Every artifact you've ever recovered lives in your Lore Archive (reachable from the Archives page once you've found something, your country page, or Settings → Guides → "Lore Archive" — same recovered-vs-locked grid, right alongside Easter Eggs, Message Bottles, and The Drowned Meridian, so a find is never a one-time popup). Build the Museum of the Drift wonder to put the whole collection on display — it reveals what's still out there to find (locked cards show their rarity, not their name — no spoilers), not just what you own — and its income bonus grows with how many unique artifacts you've recovered (duplicates give you bragging rights, not more money), capped once your collection is deep enough.

Defending yourself

You don't need a standing army to not be defenseless. A meaningful share of your own population will fight in self-defense as militia even with zero Marines — a bigger standing army just organizes more of that potential into an actual fighting force. Beyond that:

The Tide Council

Once a week the drowned parliament sits. Every commander in the ocean is shown the same shortlist of decrees and gets one vote; whatever carries binds the whole ocean for the following seven tides — including the commanders who voted against it.

War basics

War is opt-in and bounded — you can't be blindsided by a flotilla wildly stronger or weaker than you, and no war drags on forever:

War exhaustion

Wars cost more than money and casualties. Every tide your flotilla spends under arms wears the decks down — faster if you're fighting on several fronts at once, faster still when your own wounded are dying for want of beds — and that weariness becomes a real, growing drag on morale. It's capped, so a long war is expensive rather than fatal, and it drains only in peace: sue for peace and you can watch the meter come down within a few tides. A short punitive campaign is nearly free. A permanent war footing is not, which is rather the point. Campaigns shows where you stand and, once the fighting stops, roughly how long the decks need.

Trading and alliances

You don't have to go it alone, and most of the ocean's economy is built around not going it alone:

Tier 3 Command Reference

Everything above is what you need to actually play. Everything below is real and already in the game too — it's just the exact numbers, edge cases, and migration/limitation notes that only matter once you're deep into a campaign. Collapsed by default; open whatever you need.

Economy

Sovereign Debt — bond series, rates & early repayment

Pick from three series — Short Cutter (small, 10 tides, cheapest rate), Long Keel (bigger, 30 tides, a lower per-tide bite but the largest total interest), or War Issue (only while at war — 6 tides, the worst rate on offer). How much you can raise is capped against your gross levy (your income before bills, not what's left after) — so a flotilla whose bills are eating its whole paycheck can still qualify, even while bill-locked; the rate you lock in gets pricier the more you're already leveraged or the higher your readiness posture — cheap money in peacetime, expensive money at DEFCON 2. You can also retire a bond early for the principal plus half its remaining coupon, never for free.

Standing Orders — exact automation fees

Auto-pay bills is free (migrated in from the old toggle). The four newer rules each fire on their own trigger — auto-collect the levy jar the instant it's full, auto-rent surge beds the moment a bed crisis fires, auto-restock the minefield after combat burns through it, and auto-renew your chosen healthcare budget tier whenever it drifts off — and every one of them shows a visible cost: the quartermaster takes a cut of the swept levy, a flat callout/correction fee on beds and healthcare, a rush surcharge on restocked mines. Manual, engaged play always stays cheaper than leaving the whole deck armed.

Progression & records

Captain's Almanac — new flotilla vs. veteran behavior

A veteran flotilla loading this feature for the first time never gets a stack of backdated letters for milestones it already passed — only the next one still ahead of it.

Ship's Chronicle — how a veteran flotilla's backlog is folded in

A veteran flotilla loading this feature for the first time gets everything it has already earned folded into ONE entry, dated today — never a fabricated backdate, and never a wall of 40-odd notifications at once.

Deaths per Tide — what's tracked from day one

It only starts counting from whenever this chart shipped, so a long-running flotilla's earlier history isn't backfilled.

Treasury Ledger — what's tracked from day one

Like the Deaths-per-Tide chart, it only starts counting from whenever it shipped — a long-running flotilla's treasury history from before that isn't itemized here.

Captain's Log Overlay — no invented history

Only real, already-reported moments are ever marked — nothing is invented, and a flotilla's earlier history before this shipped shows no markers rather than fake ones.

City & unrest

Bilge Rats — the incident list

Left to run hot, the bilges occasionally produce: a skimmed levy, a raided strongbox, a deck-brawl casualty, or, rarely, a torched section of infrastructure.

Industrial Accidents — the incident list & severe-accident choices

An ordinary accident is a boiler burst, a winch collapse, or a flooded seal. A truly severe accident escalates further still — instead of just a receipt, it stops the flotilla cold with a real decision: flood the compartment to save most of the crew at a heavier cost to the line, fight the fire and gamble on containing it, or seal it off and write off everyone still inside.

The Unrest Ladder — strike & mutiny specifics

A strike is a real blocking choice: pay the demand in full (billed to arrears if the treasury comes up short; you're never locked out for lack of cash), break it by force (a hit to citizens and the bilges take note), or wait it out (the struck production line makes nothing for two days, still billed as usual). Ignore a month of warnings and the ladder tops out in a mutiny — a real ground battle against your own militia, resolved the instant it fires — followed by a judgment on the captured ringleader (execute, exile, or pardon).

War

Submarines — unlock & commissioning specifics

Submarines unlock at tech 350 — build up to 20 hulls, each drawing crew like a War Corvette and taking two real-time days to commission.

Blockade — contested entry & edge cases

Run a fleet of at least 6 War Corvettes past the target's shore defenses (a real contested-entry roll — a failed attempt costs ships and establishes nothing). The committed fleet is genuinely unavailable for anything else while blockading, pays an upfront dispatch fee, and lifts the instant the war that spawned it ends — re-declaring later means paying to run the gauntlet again from scratch. The target can try to break it by force; win or lose, that costs the blockading fleet losses.

Prisoner requests — the live-commander consent flow

Against another real commander, Swap and Ransom become requests instead of instant actions: you propose a trade or a price, and it only settles once they accept (or one of your two Govern policies — Auto-Accept Swaps and Auto-Ransom — accepts it for them automatically, if they've armed it with a budget). Execute, Enslave, and Parole act on prisoners you already hold, so they need nobody's consent and unlock the moment the war with that flotilla ends — offering a swap or a ransom first is a choice, not a requirement. Buying your own captured Marines home ("Ransom all home") against a live holder needs their consent too — ask them to send ransom terms instead.

That's the shape of it — the rest you'll learn by doing. Jump into a fully-built flotilla, no sign-up required.
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Want the systems in more depth? See Features & Game Systems, or the Deep Guides for the exact numbers behind population, the economy, tech, the fleet, war, trade, and wonders. Want the setting and the story behind it? See The World of Flotillas Adrift.