Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Expeditions: Difference between revisions

From Per Regna
No edit summary
Β 
Line 1: Line 1:


= Expeditions =
'''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 system built around risk management, decision-making, and progressive rewards.


Unlike passive missions, expeditions require players to:
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>


* Launch a fleet with at least 1 Probe
== Contents ==
* Resolve a random event at each depth
* Choose whether to Extract or Continue
* Manage increasing risk per depth


== Core Expedition Flow ==
* 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


# Select Expedition Node on Galaxy Map
== Core flow ==
# Launch Fleet (minimum 1 Probe required)
# Arrive at Depth 1
# Resolve event
# Choose:
## Extract (secure accumulated loot)
## Continue (advance to next depth)


== Maximum Depth ==
# Scout the nebula system, then pick a '''nebula zone''' on the galaxy map.
Expeditions may have 1 to 3 depth, and after Realm 2 if a player has [[Celestial Orrery]] monument deployed in their capital planet they will be able to send up to 4 depth.
# 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.


== Base Loot Formula ==
You may only have '''one expedition (or gas harvest) per nebula zone''' at a time.
<pre>
baseLoot = nodeType.baseReward
depthMultiplier = [1.0, 1.5, 2.5]Β  // D1, D2, D3
eventBonus = 1.0 – 2.0
explorerBonus = 1.15 (Explorer archetype)


finalLoot = baseLoot Γ— depthMultiplier Γ— eventBonus Γ— explorerBonus
== Maximum depth ==
</pre>Loot is further modified by:
Every commander can send depths '''1–3'''. 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
|-
|…
|Base 3 + Orrery level
|}
Depths '''6–10''' are real earning layers once Orrery (and related research) unlocks them. They are not a separate β€œRealm 4 only” 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).


* Node State (Charged or Dormant)
== Depth timing ==
* Rally multipliers (Realm 2+)
Each depth has its own duration (before monument / class speed). Celestial Orrery can shorten expedition mission time.
* Fleet cargo capacity
{| class="wikitable"
* Player Class as Explorer
!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 β€œnode base reward.” The amount scales with the '''catalog build cost''' of the ships you sent:
<code>payout β‰ˆ 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
|Γ—1.0
|-
|Medium
|Γ—1.2
|-
|Hard
|Γ—1.6
|-
|Extreme
|Γ—2.0
|}
Β 
=== Depth earning ===
{| class="wikitable"
!Depth
!Multiplier
|-
|1
|Γ—1.0
|-
|2
|Γ—1.2
|-
|3
|Γ—1.6
|-
|4
|Γ—1.8
|-
|5
|Γ—2.0
|-
|6
|Γ—2.2
|-
|7
|Γ—2.4
|-
|8
|Γ—2.6
|-
|9
|Γ—2.8
|-
|10
|Γ—3.0
|}
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''' ~1.15–1.5Γ—
** '''Major''' ~1.5–2.0Γ—
** '''Jackpot''' ~2.5–4.0Γ—
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 '''βˆ’10%''' 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 realm’s types are in the event’s 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‰ˆ 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 β€œyou failed, dump the loot” roll.
Β 
* Typical durations are '''15–120 minutes''', depending on the event and zone difficulty (Easy ion storms ~30 min; Extreme failures can reach ~90–120 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 β€œdamage %” that heals.
Β 
Configured loss rates are small ('''about 1–5.5%''' 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
|-
|1–3
|10%
|-
|4–6
|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 β€œkeep 0–50% of cargo.”
* 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, βˆ’ship-loss / stun (part of the 25% safety cap)
|-
|'''Legendary Expeditions'''
| +loot %, insurance (same 25% cap), '''higher reward ceilings'''
|-
|'''Fleet Hangar Protocols'''
|βˆ’stun duration (also used outside expeditions)
|-
|'''Explorer class'''
| +12% loot, +10% success, +10% anomalies, +15% exploration speed
|-
|'''Warlord class'''
|βˆ’10% 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

  1. Scout the nebula system, then pick a nebula zone on the galaxy map.
  2. Launch an expedition fleet and choose a maximum depth (and a default Extract / Continue if you miss the prompt).
  3. The fleet spends time at the current depth, then a random event resolves.
  4. Rewards (resources, ships, items) are applied immediately to the fleet. Penalties (stun, ship loss) are applied immediately.
  5. If more depths remain, you have 30 minutes to Extract or Continue. If you do not answer, your saved default decision is used.
  6. 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 1–3. 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
… Base 3 + Orrery level

Depths 6–10 are real earning layers once Orrery (and related research) unlocks them. They are not a separate β€œRealm 4 only” 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 β€œnode base reward.” The amount scales with the catalog build cost of the ships you sent:

payout β‰ˆ 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 Γ—1.0
Medium Γ—1.2
Hard Γ—1.6
Extreme Γ—2.0

Depth earning

Depth Multiplier
1 Γ—1.0
2 Γ—1.2
3 Γ—1.6
4 Γ—1.8
5 Γ—2.0
6 Γ—2.2
7 Γ—2.4
8 Γ—2.6
9 Γ—2.8
10 Γ—3.0

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 ~1.15–1.5Γ—
    • Major ~1.5–2.0Γ—
    • Jackpot ~2.5–4.0Γ—

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 βˆ’10% 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 realm’s types are in the event’s 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‰ˆ 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:

  1. Orbital Refinery β†’ relic pieces
  2. Advanced Recycler β†’ monument pieces
  3. Support Vessel β†’ nano boosts
  4. 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 β€œyou failed, dump the loot” roll.

  • Typical durations are 15–120 minutes, depending on the event and zone difficulty (Easy ion storms ~30 min; Extreme failures can reach ~90–120 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 β€œdamageΒ %” that heals.

Configured loss rates are small (about 1–5.5% 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
1–3 10%
4–6 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 β€œkeep 0–50% of cargo.”
  • 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, βˆ’ship-loss / stun (part of the 25% safety cap)
Legendary Expeditions +lootΒ %, insurance (same 25% cap), higher reward ceilings
Fleet Hangar Protocols βˆ’stun duration (also used outside expeditions)
Explorer class +12% loot, +10% success, +10% anomalies, +15% exploration speed
Warlord class βˆ’10% 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 expeditionCapBonusPct raises 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).

See subpages:

Expeditions/Depth System

Expeditions/Nebula Zones

Expeditions/Rewards

Expeditions/Fleet Mechanics

Expeditions/Faction Expeditions