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'''Expeditions''' are a depth-based exploration of nebula zones. You send a fleet, resolve a random event at each depth, then choose to '''Extract''' with what you have or '''Continue''' deeper for a larger payout at higher risk. | |||
Expeditions are a depth-based exploration | |||
Unlike passive | Unlike passive harvest, each depth is a roll: resources, recovered ships, items, a stun delay, or ship losses. Expeditions are '''solo''' β there is no rally / FCS loot share on this mission type.<blockquote>You must '''scout the nebula system''' with probes before you can launch an expedition to its zones. Settings β Expedition stores default depth, default extract/continue, and one-click templates.</blockquote> | ||
== Contents == | |||
* Core flow | |||
* Maximum depth | |||
* Depth timing | |||
* How loot is calculated | |||
* Resource mix by realm | |||
* Items & recovered ships | |||
* Fleet composition | |||
* Stun | |||
* Ship loss | |||
* What failure does ''not'' do | |||
* Research, class, and monuments | |||
* Caps and late-game throttles | |||
* Cargo | |||
* FAQ | |||
== Core flow == | |||
# Scout the nebula system, then pick a '''nebula zone''' on the galaxy map. | |||
# Launch an expedition fleet and choose a '''maximum depth''' (and a default Extract / Continue if you miss the prompt). | |||
# The fleet spends time at the current depth, then a random '''event''' resolves. | |||
# Rewards (resources, ships, items) are applied immediately to the fleet. Penalties (stun, ship loss) are applied immediately. | |||
# If more depths remain, you have '''30 minutes''' to '''Extract''' or '''Continue'''. If you do not answer, your saved default decision is used. | |||
# On Extract (or after the last depth), the fleet returns with accumulated cargo, recovered ships, and items. | |||
You may only have '''one expedition (or gas harvest) per nebula zone''' at a time. | |||
== Maximum depth == | |||
Every commander can send depths '''1β3'''. Deeper runs come from the '''Celestial Orrery''' (Explorer Core monument) on your capital: | |||
{| class="wikitable" | |||
!Orrery level | |||
!Max selectable depth | |||
|- | |||
|Not deployed | |||
|3 | |||
|- | |||
|1 | |||
|4 | |||
|- | |||
|2 | |||
|5 | |||
|- | |||
|3 | |||
|6 | |||
|- | |||
|β¦ | |||
|Base 3 + Orrery level | |||
|} | |||
Depths '''6β10''' are real earning layers once Orrery (and related research) unlocks them. They are not a separate βRealm 4 onlyβ event table β deeper depths reuse the same outcome pool as shallower ones, with higher earning multipliers and a stricter ship-loss cap (see Ship loss). | |||
* | == Depth timing == | ||
Each depth has its own duration (before monument / class speed). Celestial Orrery can shorten expedition mission time. | |||
* Fleet cargo | {| class="wikitable" | ||
* | !Depth | ||
!Base duration | |||
|- | |||
|1 | |||
|30 min | |||
|- | |||
|2 | |||
|1 h | |||
|- | |||
|3 | |||
|2 h | |||
|- | |||
|4 | |||
|4 h | |||
|- | |||
|5 | |||
|4 h | |||
|- | |||
|6 | |||
|6 h | |||
|- | |||
|7 | |||
|8 h | |||
|- | |||
|8 | |||
|10 h | |||
|- | |||
|9 | |||
|12 h | |||
|- | |||
|10 | |||
|15 h | |||
|} | |||
Zone '''difficulty''' (Easy / Medium / Hard / Extreme) changes event weights and payout multipliers, not this timer. | |||
Β | |||
== How loot is calculated == | |||
Resource finds are '''not''' a flat βnode base reward.β The amount scales with the '''catalog build cost''' of the ships you sent: | |||
<code>payout β fleet catalog value Γ 15% | |||
Β Β Β Β Γ difficulty | |||
Β Β Β Β Γ depth earning | |||
Β Β Β Β Γ research + class loot | |||
Β Β Β Β Γ variance roll | |||
Β Β Β Β Γ (1 + Explorer-ship bonus)</code> | |||
Then the result is '''capped''' (see Caps) and split across resource types. | |||
Β | |||
=== Difficulty === | |||
{| class="wikitable" | |||
!Zone difficulty | |||
!Resource multiplier | |||
|- | |||
|Easy | |||
|Γ1.0 | |||
|- | |||
|Medium | |||
|Γ1.2 | |||
|- | |||
|Hard | |||
|Γ1.6 | |||
|- | |||
|Extreme | |||
|Γ2.0 | |||
|} | |||
Β | |||
=== Depth earning === | |||
{| class="wikitable" | |||
!Depth | |||
!Multiplier | |||
|- | |||
|1 | |||
|Γ1.0 | |||
|- | |||
|2 | |||
|Γ1.2 | |||
|- | |||
|3 | |||
|Γ1.6 | |||
|- | |||
|4 | |||
|Γ1.8 | |||
|- | |||
|5 | |||
|Γ2.0 | |||
|- | |||
|6 | |||
|Γ2.2 | |||
|- | |||
|7 | |||
|Γ2.4 | |||
|- | |||
|8 | |||
|Γ2.6 | |||
|- | |||
|9 | |||
|Γ2.8 | |||
|- | |||
|10 | |||
|Γ3.0 | |||
|} | |||
Β | |||
=== Variance roll === | |||
Every resource find also rolls: | |||
Β | |||
* A '''base''' multiplier between '''0.7Γ and 1.3Γ'''. | |||
* A chance of a bonus, which rises with difficulty and depth: | |||
** '''Minor''' ~1.15β1.5Γ | |||
** '''Major''' ~1.5β2.0Γ | |||
** '''Jackpot''' ~2.5β4.0Γ | |||
Β | |||
=== Explorer ships vs Explorer class === | |||
These are two different bonuses: | |||
{| class="wikitable" | |||
!Source | |||
!Effect | |||
|- | |||
|'''Explorer class''' (Core monument) | |||
|'''+12%''' expedition loot, '''+10%''' success weight, '''+10%''' anomaly (item) weight. Warlord is '''β10%''' loot. See Player Classes. | |||
|- | |||
|'''Explorer ships''' in the fleet | |||
|Quantity / quality bonus: <code>min(100%, logβ(count + 1) Γ 5%)</code>. About '''+5%''' at 1 ship, '''+50%''' near 1,000, '''+100%''' near '''1 million'''. | |||
|} | |||
Explorer-ship bonus also '''raises the per-expedition cap''' by the same multiplier, so a large Explorer stack is not immediately flattened by the score ceiling. | |||
Β | |||
== Resource mix by realm == | |||
The payout is a total value, then distributed: | |||
{| class="wikitable" | |||
!Realm | |||
!Resources that can appear | |||
|- | |||
|'''1''' | |||
|Steel, Quartz, Gas | |||
|- | |||
|'''2+''' | |||
| + Iridium and Silicium | |||
|- | |||
|'''3+''' | |||
| + Elerium (not every find) | |||
|} | |||
Steel / quartz / gas emphasis is randomized per find (steel-heavy, quartz-heavy, or gas-heavy). Advanced resources only appear when that realmβs types are in the eventβs reward table. | |||
Β | |||
== Items & recovered ships == | |||
Successful depths can also roll: | |||
{| class="wikitable" | |||
!Outcome | |||
!What you get | |||
|- | |||
|'''Resources found''' | |||
|Cargo as above | |||
|- | |||
|'''Ships found''' | |||
|Combat / cargo hull from '''your current realm and the previous realm''', up to about '''one class above''' the strongest ship you sent (jackpots can stretch that). Colony ships, Recyclers, Advanced Recyclers, Planetary Harvesters, Support Vessels, and Explorer ships are '''not''' in the recovery pool. | |||
|- | |||
|'''Item found''' | |||
|Nano boosts, tech boosts, relic pieces, monument pieces, or (very rarely) cosmetics | |||
|} | |||
There is '''no guaranteed fragment at a specific depth'''. Deeper / harder zones weight item outcomes more heavily; Deep Space Sensors, Monolith, Explorer class, and specialist ships bias ''which'' item family you see. | |||
Β | |||
Very late game (player score above '''5 trillion'''), nano and tech boost finds are throttled (~'''70%''' less weight). Relics, monuments, and cosmetics are unchanged. | |||
Β | |||
== Fleet composition == | |||
Β | |||
=== Probes β find chance (max +15%) === | |||
Probes raise the weight of '''positive''' outcomes (resources, ships, items). They do not change which item family you roll, and they do not boost empty / stun / damage outcomes. | |||
<code>bonus β 15% Γ (probes / (probes + 175))</code> | |||
Examples: ~50 probes β ~3%, ~150 β ~7%, ~500 β ~11%, ~1,000 β ~13%. The bonus never exceeds '''+15%'''. | |||
Β | |||
=== Specialist ships β item family bias === | |||
Only '''one''' specialist type applies per expedition, in this priority: | |||
Β | |||
# '''Orbital Refinery''' β relic pieces | |||
# '''Advanced Recycler''' β monument pieces | |||
# '''Support Vessel''' β nano boosts | |||
# '''Frigate''' β tech boosts | |||
Β | |||
Presence of that type biases matching <code>item found</code> rows. Extra copies currently add very little compared to simply bringing the right specialist. | |||
Β | |||
=== Explorer ships β quantity and quality === | |||
See Explorer ships vs Explorer class. This is the main stack-for-payout ship. Large stacks are '''not''' wiped by the same loss % as combat hull (see Ship loss). | |||
Β | |||
=== Combat ships β discovery pool === | |||
The highest ship '''class''' in the fleet unlocks higher-tier recovery. Sending only low-tier hull keeps discoveries in the low-tier pool; battleships / later combat ships open the next class. | |||
Β | |||
=== Fleet size === | |||
Larger catalog value raises '''resource volume''' and the '''ship-recovery budget''' (also ~15% of fleet value, with a steeper difficulty curve for ships). Probability caps (probe / specialist) are separate from that volume. | |||
Β | |||
== Stun == | |||
Stun is an '''event penalty''', not a separate βyou failed, dump the lootβ roll. | |||
Β | |||
* Typical durations are '''15β120 minutes''', depending on the event and zone difficulty (Easy ion storms ~30 min; Extreme failures can reach ~90β120 min). | |||
* The fleet '''pauses'''. When the stun expires, you still '''Extract or Continue''' as usual. | |||
* '''Cargo, items, and recovered ships from this and earlier depths are kept.''' | |||
* Duration is reduced by Fleet Hangar Protocols, monument stun reduction, and expedition safety research (see below). Stun never drops below '''1 minute'''. | |||
Β | |||
Stun does '''not''' force a return and does '''not''' tax accumulated loot. | |||
Β | |||
== Ship loss == | |||
Some events (<code>fleet damaged</code>, pirate ambush, some disasters) remove ships from the expedition fleet '''permanently'''. This is hull lost, not a temporary βdamage %β that heals. | |||
Β | |||
Configured loss rates are small ('''about 1β5.5%''' of counted ships, depending on the event). Two safeties sit on top: | |||
Β | |||
=== Loot-relative cap === | |||
Loss value cannot exceed a fraction of the '''expected loot''' for that depth (same 15% Γ difficulty Γ depth scale used for rewards): | |||
{| class="wikitable" | |||
!Depth | |||
!Max loss vs expected loot | |||
|- | |||
|1β3 | |||
|10% | |||
|- | |||
|4β6 | |||
|25% | |||
|- | |||
|7+ | |||
|50% | |||
|} | |||
So a huge combat stack cannot lose more hull value than a slice of what the run was expected to pay. | |||
Β | |||
=== Explorer-ship counting === | |||
Explorer ships are counted as '''quantity / 1,000''' when applying the percentage (still at least '''1''' hull if any are present). A 1% event on 1,000,000 Explorers is on the order of '''10''' hull, not 10,000. | |||
Β | |||
=== Safety research === | |||
'''Expedition Protocols''' (risk reduction) and '''Legendary Expeditions''' (insurance) '''add together''' and cut both ship-loss rate and stun duration, '''capped at 25%'''. | |||
Β | |||
Realm 1 Easy zones '''can''' still lose ships from D2 onward. Stun-only is not the R1 rule. | |||
Β | |||
== What failure does ''not'' do == | |||
Β | |||
* It does '''not''' confiscate loot from earlier depths. | |||
* It does '''not''' roll βkeep 0β50% of cargo.β | |||
* A stun does '''not''' cancel the extract / continue choice after it ends. | |||
* Recovered ships are '''not''' dumped if cargo is full (only '''resources''' are scaled to remaining cargo). | |||
Β | |||
Each depth is independent: a bad roll applies its penalty; a good roll adds its reward. Extract whenever you are happy with the pile. | |||
Β | |||
== Research, class, and monuments == | |||
{| class="wikitable" | |||
!Source | |||
!What it changes | |||
|- | |||
|'''Expedition Basics''' | |||
| +loot % per level | |||
|- | |||
|'''Expedition Mastery''' | |||
| +success weight (fewer empty / penalty rolls) | |||
|- | |||
|'''Deep Space Sensors''' | |||
| +item-found weight (anomalies) | |||
|- | |||
|'''Expedition Protocols''' | |||
| +success weight, βship-loss / stun (part of the 25% safety cap) | |||
|- | |||
|'''Legendary Expeditions''' | |||
| +loot %, insurance (same 25% cap), '''higher reward ceilings''' | |||
|- | |||
|'''Fleet Hangar Protocols''' | |||
|βstun duration (also used outside expeditions) | |||
|- | |||
|'''Explorer class''' | |||
| +12% loot, +10% success, +10% anomalies, +15% exploration speed | |||
|- | |||
|'''Warlord class''' | |||
|β10% expedition loot | |||
|- | |||
|'''Celestial Orrery''' | |||
|Extra max depth (+1 per level), shorter expedition time | |||
|- | |||
|'''Crystalline Spire''' | |||
|Expedition success | |||
|- | |||
|'''The Monolith''' | |||
|Anomaly discovery | |||
|} | |||
Success-weight bonuses shift probability toward rewarding outcomes without changing the total weight of the table. They cannot delete failure events entirely. | |||
Β | |||
== Caps and late-game throttles == | |||
Payouts are limited by '''player score''', '''realm''', and '''daily tracking''': | |||
Β | |||
* A '''per-expedition''' ceiling that grows with score (linear early, slower after ~1M score) and is hard-capped by realm. | |||
* A '''daily''' ceiling of '''15Γ''' the per-expedition cap. A small floor remains so a commander who is near the daily cap can still receive a reduced find. | |||
* '''Explorer-ship bonus''' multiplies the ceiling applied to that run. | |||
* '''Legendary Expeditions''' <code>expeditionCapBonusPct</code> raises both per-run and daily ceilings. | |||
Β | |||
These caps exist so expedition income stays in band with the rest of the economy. Sending a larger fleet still helps until you hit the ceiling. | |||
Β | |||
== Cargo == | |||
When resources are found, they are added to the fleet up to '''remaining cargo capacity''' (Galactic Commerce research included). If the find is larger than free space, '''all resource types are scaled down together''' β you keep a proportional slice, not a random subset. | |||
Β | |||
Ships recovered on the expedition are added to the fleet '''without''' a cargo check. Bring haulers if you care about resource volume; they are not required to keep recovered hull. | |||
Β | |||
Alliance resource tax, if your alliance collects it, is applied when the fleet '''returns''', same as other mission cargo. | |||
Β | |||
== FAQ == | |||
'''Do I lose everything if I continue and fail?''' | |||
Β | |||
No. Earlier depths stay in the fleet. A later stun or ship-loss event delays you or removes some hull; it does not empty the hold. | |||
Β | |||
'''Is there a rally multiplier?''' | |||
Β | |||
No. Expeditions are solo. Rally math belongs to pirate / FCS combat, not this mission. | |||
Β | |||
'''Do Charged / Dormant zone labels change loot?''' | |||
Β | |||
Those states exist on nebula zones, but they currently '''do not''' change expedition payout or risk. Treat difficulty, depth, and fleet value as the live levers. | |||
Β | |||
'''Do I need Science Vessels?''' | |||
Β | |||
The quantity bonus is on '''Explorer ships'''. Specialist Support Vessels bias nano-boost finds; they are not the payout stack. | |||
Β | |||
'''Can recovered ships be higher class than anything I sent?''' | |||
Β | |||
Usually at most '''one class above''' your strongest ship, unless a jackpot stretches the pool. | |||
Β | |||
'''Are pirate ambushes a full battle?''' | |||
Β | |||
No. They are an expedition event that applies a '''ship-loss''' penalty. There is no fight / bribe / negotiate menu on the expedition itself. | |||
Β | |||
'''Where do relic and monument pieces come from?''' | |||
Β | |||
Expeditions are a primary source. See [[Relics]] and [[Player Classes]] for forging and class Core monuments (including Celestial Orrery). | |||
=== See subpages: === | === See subpages: === | ||
Latest revision as of 09:00, 18 August 2026
Expeditions are a depth-based exploration of nebula zones. You send a fleet, resolve a random event at each depth, then choose to Extract with what you have or Continue deeper for a larger payout at higher risk.
Unlike passive harvest, each depth is a roll: resources, recovered ships, items, a stun delay, or ship losses. Expeditions are solo β there is no rally / FCS loot share on this mission type.
You must scout the nebula system with probes before you can launch an expedition to its zones. Settings β Expedition stores default depth, default extract/continue, and one-click templates.
Contents
- Core flow
- Maximum depth
- Depth timing
- How loot is calculated
- Resource mix by realm
- Items & recovered ships
- Fleet composition
- Stun
- Ship loss
- What failure does not do
- Research, class, and monuments
- Caps and late-game throttles
- Cargo
- FAQ
Core flow
- Scout the nebula system, then pick a nebula zone on the galaxy map.
- Launch an expedition fleet and choose a maximum depth (and a default Extract / Continue if you miss the prompt).
- The fleet spends time at the current depth, then a random event resolves.
- Rewards (resources, ships, items) are applied immediately to the fleet. Penalties (stun, ship loss) are applied immediately.
- If more depths remain, you have 30 minutes to Extract or Continue. If you do not answer, your saved default decision is used.
- On Extract (or after the last depth), the fleet returns with accumulated cargo, recovered ships, and items.
You may only have one expedition (or gas harvest) per nebula zone at a time.
Maximum depth
Every commander can send depths 1β3. Deeper runs come from the Celestial Orrery (Explorer Core monument) on your capital:
| Orrery level | Max selectable depth |
|---|---|
| Not deployed | 3 |
| 1 | 4 |
| 2 | 5 |
| 3 | 6 |
| β¦ | Base 3 + Orrery level |
Depths 6β10 are real earning layers once Orrery (and related research) unlocks them. They are not a separate βRealm 4 onlyβ event table β deeper depths reuse the same outcome pool as shallower ones, with higher earning multipliers and a stricter ship-loss cap (see Ship loss).
Depth timing
Each depth has its own duration (before monument / class speed). Celestial Orrery can shorten expedition mission time.
| Depth | Base duration |
|---|---|
| 1 | 30 min |
| 2 | 1 h |
| 3 | 2 h |
| 4 | 4 h |
| 5 | 4 h |
| 6 | 6 h |
| 7 | 8 h |
| 8 | 10 h |
| 9 | 12 h |
| 10 | 15 h |
Zone difficulty (Easy / Medium / Hard / Extreme) changes event weights and payout multipliers, not this timer.
How loot is calculated
Resource finds are not a flat βnode base reward.β The amount scales with the catalog build cost of the ships you sent:
payout β fleet catalog value Γ 15%
Γ difficulty
Γ depth earning
Γ research + class loot
Γ variance roll
Γ (1 + Explorer-ship bonus)
Then the result is capped (see Caps) and split across resource types.
Difficulty
| Zone difficulty | Resource multiplier |
|---|---|
| Easy | Γ1.0 |
| Medium | Γ1.2 |
| Hard | Γ1.6 |
| Extreme | Γ2.0 |
Depth earning
| Depth | Multiplier |
|---|---|
| 1 | Γ1.0 |
| 2 | Γ1.2 |
| 3 | Γ1.6 |
| 4 | Γ1.8 |
| 5 | Γ2.0 |
| 6 | Γ2.2 |
| 7 | Γ2.4 |
| 8 | Γ2.6 |
| 9 | Γ2.8 |
| 10 | Γ3.0 |
Variance roll
Every resource find also rolls:
- A base multiplier between 0.7Γ and 1.3Γ.
- A chance of a bonus, which rises with difficulty and depth:
- Minor ~1.15β1.5Γ
- Major ~1.5β2.0Γ
- Jackpot ~2.5β4.0Γ
Explorer ships vs Explorer class
These are two different bonuses:
| Source | Effect |
|---|---|
| Explorer class (Core monument) | +12% expedition loot, +10% success weight, +10% anomaly (item) weight. Warlord is β10% loot. See Player Classes. |
| Explorer ships in the fleet | Quantity / quality bonus: min(100%, logβ(count + 1) Γ 5%). About +5% at 1 ship, +50% near 1,000, +100% near 1 million.
|
Explorer-ship bonus also raises the per-expedition cap by the same multiplier, so a large Explorer stack is not immediately flattened by the score ceiling.
Resource mix by realm
The payout is a total value, then distributed:
| Realm | Resources that can appear |
|---|---|
| 1 | Steel, Quartz, Gas |
| 2+ | + Iridium and Silicium |
| 3+ | + Elerium (not every find) |
Steel / quartz / gas emphasis is randomized per find (steel-heavy, quartz-heavy, or gas-heavy). Advanced resources only appear when that realmβs types are in the eventβs reward table.
Items & recovered ships
Successful depths can also roll:
| Outcome | What you get |
|---|---|
| Resources found | Cargo as above |
| Ships found | Combat / cargo hull from your current realm and the previous realm, up to about one class above the strongest ship you sent (jackpots can stretch that). Colony ships, Recyclers, Advanced Recyclers, Planetary Harvesters, Support Vessels, and Explorer ships are not in the recovery pool. |
| Item found | Nano boosts, tech boosts, relic pieces, monument pieces, or (very rarely) cosmetics |
There is no guaranteed fragment at a specific depth. Deeper / harder zones weight item outcomes more heavily; Deep Space Sensors, Monolith, Explorer class, and specialist ships bias which item family you see.
Very late game (player score above 5 trillion), nano and tech boost finds are throttled (~70% less weight). Relics, monuments, and cosmetics are unchanged.
Fleet composition
Probes β find chance (max +15%)
Probes raise the weight of positive outcomes (resources, ships, items). They do not change which item family you roll, and they do not boost empty / stun / damage outcomes.
bonus β 15% Γ (probes / (probes + 175))
Examples: ~50 probes β ~3%, ~150 β ~7%, ~500 β ~11%, ~1,000 β ~13%. The bonus never exceeds +15%.
Specialist ships β item family bias
Only one specialist type applies per expedition, in this priority:
- Orbital Refinery β relic pieces
- Advanced Recycler β monument pieces
- Support Vessel β nano boosts
- Frigate β tech boosts
Presence of that type biases matching item found rows. Extra copies currently add very little compared to simply bringing the right specialist.
Explorer ships β quantity and quality
See Explorer ships vs Explorer class. This is the main stack-for-payout ship. Large stacks are not wiped by the same lossΒ % as combat hull (see Ship loss).
Combat ships β discovery pool
The highest ship class in the fleet unlocks higher-tier recovery. Sending only low-tier hull keeps discoveries in the low-tier pool; battleships / later combat ships open the next class.
Fleet size
Larger catalog value raises resource volume and the ship-recovery budget (also ~15% of fleet value, with a steeper difficulty curve for ships). Probability caps (probe / specialist) are separate from that volume.
Stun
Stun is an event penalty, not a separate βyou failed, dump the lootβ roll.
- Typical durations are 15β120 minutes, depending on the event and zone difficulty (Easy ion storms ~30 min; Extreme failures can reach ~90β120 min).
- The fleet pauses. When the stun expires, you still Extract or Continue as usual.
- Cargo, items, and recovered ships from this and earlier depths are kept.
- Duration is reduced by Fleet Hangar Protocols, monument stun reduction, and expedition safety research (see below). Stun never drops below 1 minute.
Stun does not force a return and does not tax accumulated loot.
Ship loss
Some events (fleet damaged, pirate ambush, some disasters) remove ships from the expedition fleet permanently. This is hull lost, not a temporary βdamageΒ %β that heals.
Configured loss rates are small (about 1β5.5% of counted ships, depending on the event). Two safeties sit on top:
Loot-relative cap
Loss value cannot exceed a fraction of the expected loot for that depth (same 15% Γ difficulty Γ depth scale used for rewards):
| Depth | Max loss vs expected loot |
|---|---|
| 1β3 | 10% |
| 4β6 | 25% |
| 7+ | 50% |
So a huge combat stack cannot lose more hull value than a slice of what the run was expected to pay.
Explorer-ship counting
Explorer ships are counted as quantity / 1,000 when applying the percentage (still at least 1 hull if any are present). A 1% event on 1,000,000 Explorers is on the order of 10 hull, not 10,000.
Safety research
Expedition Protocols (risk reduction) and Legendary Expeditions (insurance) add together and cut both ship-loss rate and stun duration, capped at 25%.
Realm 1 Easy zones can still lose ships from D2 onward. Stun-only is not the R1 rule.
What failure does not do
- It does not confiscate loot from earlier depths.
- It does not roll βkeep 0β50% of cargo.β
- A stun does not cancel the extract / continue choice after it ends.
- Recovered ships are not dumped if cargo is full (only resources are scaled to remaining cargo).
Each depth is independent: a bad roll applies its penalty; a good roll adds its reward. Extract whenever you are happy with the pile.
Research, class, and monuments
| Source | What it changes |
|---|---|
| Expedition Basics | +lootΒ % per level |
| Expedition Mastery | +success weight (fewer empty / penalty rolls) |
| Deep Space Sensors | +item-found weight (anomalies) |
| Expedition Protocols | +success weight, βship-loss / stun (part of the 25% safety cap) |
| Legendary Expeditions | +lootΒ %, insurance (same 25% cap), higher reward ceilings |
| Fleet Hangar Protocols | βstun duration (also used outside expeditions) |
| Explorer class | +12% loot, +10% success, +10% anomalies, +15% exploration speed |
| Warlord class | β10% expedition loot |
| Celestial Orrery | Extra max depth (+1 per level), shorter expedition time |
| Crystalline Spire | Expedition success |
| The Monolith | Anomaly discovery |
Success-weight bonuses shift probability toward rewarding outcomes without changing the total weight of the table. They cannot delete failure events entirely.
Caps and late-game throttles
Payouts are limited by player score, realm, and daily tracking:
- A per-expedition ceiling that grows with score (linear early, slower after ~1M score) and is hard-capped by realm.
- A daily ceiling of 15Γ the per-expedition cap. A small floor remains so a commander who is near the daily cap can still receive a reduced find.
- Explorer-ship bonus multiplies the ceiling applied to that run.
- Legendary Expeditions
expeditionCapBonusPctraises both per-run and daily ceilings.
These caps exist so expedition income stays in band with the rest of the economy. Sending a larger fleet still helps until you hit the ceiling.
Cargo
When resources are found, they are added to the fleet up to remaining cargo capacity (Galactic Commerce research included). If the find is larger than free space, all resource types are scaled down together β you keep a proportional slice, not a random subset.
Ships recovered on the expedition are added to the fleet without a cargo check. Bring haulers if you care about resource volume; they are not required to keep recovered hull.
Alliance resource tax, if your alliance collects it, is applied when the fleet returns, same as other mission cargo.
FAQ
Do I lose everything if I continue and fail?
No. Earlier depths stay in the fleet. A later stun or ship-loss event delays you or removes some hull; it does not empty the hold.
Is there a rally multiplier?
No. Expeditions are solo. Rally math belongs to pirate / FCS combat, not this mission.
Do Charged / Dormant zone labels change loot?
Those states exist on nebula zones, but they currently do not change expedition payout or risk. Treat difficulty, depth, and fleet value as the live levers.
Do I need Science Vessels?
The quantity bonus is on Explorer ships. Specialist Support Vessels bias nano-boost finds; they are not the payout stack.
Can recovered ships be higher class than anything I sent?
Usually at most one class above your strongest ship, unless a jackpot stretches the pool.
Are pirate ambushes a full battle?
No. They are an expedition event that applies a ship-loss penalty. There is no fight / bribe / negotiate menu on the expedition itself.
Where do relic and monument pieces come from?
Expeditions are a primary source. See Relics and Player Classes for forging and class Core monuments (including Celestial Orrery).