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Expeditions/Rewards: Difference between revisions

From Per Regna
Created page with "= Expedition Rewards = Rewards scale by: * Realm * Depth * Node Type * Node State * Rally participation * Archetype bonuses == Realm 1 Rewards == Resources: * Steel * Quartz * Minor Gas Drops: * Research Fragments * Blueprint Fragments * Codex Entries Failure: * No ship loss * Stun only == Realm 2 Additions == New: * Higher fragment rates * Meteorite coordinates * Rally multiplier Rally Multiplier Formula:<pre> rallyMultiplier = 1 + (0.28 Γ— log2(participants +..."
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Local CI auto-sync from Expeditions-Rewards.wikitext
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Line 1: Line 1:
= Expedition Rewards =
= Expedition Rewards =
Rewards scale by:


* Realm
<blockquote>Subpage of '''[[Expeditions]]'''. Wiki path: <code>Expeditions/Rewards</code>.</blockquote>
* Depth
* Node Type
* Node State
* Rally participation
* Archetype bonuses


== Realm 1 Rewards ==
Expedition payouts scale with '''fleet catalog value''', '''zone difficulty''', '''depth''', '''research / class''', and a '''variance roll'''. They do '''not''' use a flat node base reward, Charged/Dormant loot mods, or a rally multiplier β€” expeditions are solo.
Resources:


* Steel
== Contents ==
* Quartz
* Minor Gas


Drops:
* What actually scales rewards
* Resource formula
* Resources by realm
* Drops
* Recovered ships
* Failure vs rewards
* Caps
* What this page used to claim


* Research Fragments
== What actually scales rewards ==
* Blueprint Fragments
* Codex Entries


Failure:
{| class="wikitable"
!Lever
!Effect
|-
|'''Fleet catalog value'''
|Resource and ship finds start at '''15%''' of the ships you sent
|-
|'''Zone difficulty'''
|Easy Γ—1.0 / Medium Γ—1.2 / Hard Γ—1.6 / Extreme Γ—2.0 (resources)
|-
|'''Depth'''
|Earning Γ—1.0 β†’ Γ—3.0 from D1 to D10 (see [[Expeditions/Depth System|Depth System]])
|-
|'''Science Vessels'''
|<code>min(100%, logβ‚‚(count + 1) Γ— 5%)</code> extra loot and a matching cap lift
|-
|'''Explorer class'''
|'''+12%''' loot; Warlord '''βˆ’10%'''
|-
|'''Expedition Basics / Legendary Expeditions'''
|Extra loot %
|-
|'''Variance roll'''
|0.7–1.3Γ— base, plus rare minor / major / jackpot
|-
|'''Cargo'''
|Resources scale down if the hold is full; recovered ships are not cargo-capped
|}


* No ship loss
Node type, node state, and rally participation are '''not''' live loot multipliers.
* Stun only


== Realm 2 Additions ==
== Resource formula ==
New:


* Higher fragment rates
payout β‰ˆ fleet catalog value Γ— 15%
* Meteorite coordinates
Β  Β  Β  Β  Γ— difficulty
* Rally multiplier
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 + Science Vessel bonus)
Β 
Then the total is split across resource types (steel-heavy, quartz-heavy, or gas-heavy emphasis is random). Full tables: [[Expeditions#how loot is calculated|Expeditions β†’ How loot is calculated]].
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== Resources by realm ==


Rally Multiplier Formula:<pre>
rallyMultiplier = 1 + (0.28 Γ— log2(participants + 1))
</pre>Scaling:
{| class="wikitable"
{| class="wikitable"
!Players
!Realm
!Multiplier
!Resources
|-
|-
|1
|'''1'''
|1.00x
|Steel, Quartz, Gas
|-
|-
|2
|'''2+'''
|1.28x
| + Iridium and Silicium
|-
|-
|3
|'''3+'''
|1.58x
| + Elerium (not on every find)
|}
|}


== Realm 3 Additions ==
Silicium is a '''Realm 2''' expedition resource, not a Realm 3 unlock.
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== Drops ==
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Item finds are '''nano boosts''', '''tech boosts''', '''relic pieces''', '''monument pieces''', and (very rarely) '''cosmetics'''. There are no research fragments, blueprint fragments, or Codex entries on this mission.
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* Harder zones, and depths up to 3, weight <code>item found</code> more heavily. Past depth 3, each item type's chance drops by '''2 percentage points''' per extra depth, to a minimum of '''2%''' (see [[Expeditions/Depth System|Depth System]]). There is '''no guaranteed fragment at depth 5''' and '''no guaranteed relic at depths 9–10'''.
* Deep Space Sensors, Monolith, Explorer class, and one specialist ship type bias the '''family''' of item (relic > monument > nano > tech). See [[Expeditions#fleet composition|Expeditions β†’ Fleet composition]].
* In '''Realms 1–3''', relic-piece weights are '''Γ—4''' and monument-piece weights '''Γ—3''' versus Realm 4 baseline.
* Above '''1 trillion''' player score, nano and tech boost weights drop to '''10%''' of normal. Relics, monuments, and cosmetics are unchanged by that throttle.
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Relic drop context: [[Relics#collecting relic pieces|Relics β†’ Collecting relic pieces]].
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== Recovered ships ==


* Guaranteed fragment at Depth 5
A <code>ships found</code> event pays from a '''ship-value budget''' (~15% of fleet value Γ— a steeper difficulty curve: Easy Γ—1 / Medium Γ—1.5 / Hard Γ—2.5 / Extreme Γ—4, then depth and Science Vessel bonus).
* Silicium drops
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* Faction-exclusive rewards
* Pool is '''current realm and previous realm''' only.
* Class is capped near '''one above''' the strongest ship you sent (jackpots can stretch that).
* Colony ships, Recyclers, Advanced Recyclers, Planetary Harvesters, Support Vessels, and Science Vessels are '''not''' recovered.
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== Failure vs rewards ==
Β 
A bad depth does '''not''' wipe or tax loot from earlier depths.


== Realm 4+ Rewards ==
{| class="wikitable"
{| class="wikitable"
!Depth Tier
!Outcome
!Multiplier
!Typical result
!Special Rewards
|-
|Empty / quiet
|No payout this depth
|-
|-
|7–8
|Stun
|6x
|Delay '''15–120 min''', then Extract or Continue; '''loot kept'''
|Mythical relic chance
|-
|-
|9–10
|Ship loss / pirate ambush
|10x
|Permanent hull removed (small %, then capped β€” see [[Expeditions/Depth System#ship loss and stun by depth|Depth System]])
|Guaranteed relic piece
|}
|}
Realm 1 is '''not''' stun-only. Easy zones can lose ships from depth 2 onward.
== Caps ==
* '''Per-expedition''' ceiling from player score (slower growth after ~1M) and a '''realm hard cap'''.
* '''Daily''' ceiling = '''15Γ—''' the per-expedition cap (a small floor remains if you are near the daily limit).
* Science Vessel bonus '''raises''' the ceiling on that run.
* '''Legendary Expeditions''' raises per-run and daily ceilings further.
== What this page used to claim ==
Ignore older copy that mentioned:
* Rally multiplier <code>1 + 0.28 Γ— logβ‚‚(participants + 1)</code>
* Meteorite coordinates as an expedition reward
* Guaranteed fragment at depth 5
* Depth 7–8 at '''6Γ—''' / depth 9–10 at '''10Γ—''' with guaranteed relic pieces
* β€œNo ship loss, stun only” in Realm 1
* Research / blueprint / Codex fragment drops
Those are not how live expeditions pay.

Latest revision as of 04:15, 12 October 2026

Expedition Rewards

Subpage of Expeditions. Wiki path: Expeditions/Rewards.

Expedition payouts scale with fleet catalog value, zone difficulty, depth, research / class, and a variance roll. They do not use a flat node base reward, Charged/Dormant loot mods, or a rally multiplier β€” expeditions are solo.

Contents

  • What actually scales rewards
  • Resource formula
  • Resources by realm
  • Drops
  • Recovered ships
  • Failure vs rewards
  • Caps
  • What this page used to claim

What actually scales rewards

Lever Effect
Fleet catalog value Resource and ship finds start at 15% of the ships you sent
Zone difficulty Easy Γ—1.0 / Medium Γ—1.2 / Hard Γ—1.6 / Extreme Γ—2.0 (resources)
Depth Earning Γ—1.0 β†’ Γ—3.0 from D1 to D10 (see Depth System)
Science Vessels min(100%, logβ‚‚(count + 1) Γ— 5%) extra loot and a matching cap lift
Explorer class +12% loot; Warlord βˆ’10%
Expedition Basics / Legendary Expeditions Extra lootΒ %
Variance roll 0.7–1.3Γ— base, plus rare minor / major / jackpot
Cargo Resources scale down if the hold is full; recovered ships are not cargo-capped

Node type, node state, and rally participation are not live loot multipliers.

Resource formula

payout β‰ˆ fleet catalog value Γ— 15%

       Γ— difficulty
       Γ— depth earning
       Γ— research + class loot
       Γ— variance roll
       Γ— (1 + Science Vessel bonus)

Then the total is split across resource types (steel-heavy, quartz-heavy, or gas-heavy emphasis is random). Full tables: Expeditions β†’ How loot is calculated.

Resources by realm

Realm Resources
1 Steel, Quartz, Gas
2+ + Iridium and Silicium
3+ + Elerium (not on every find)

Silicium is a Realm 2 expedition resource, not a Realm 3 unlock.

Drops

Item finds are nano boosts, tech boosts, relic pieces, monument pieces, and (very rarely) cosmetics. There are no research fragments, blueprint fragments, or Codex entries on this mission.

  • Harder zones, and depths up to 3, weight item found more heavily. Past depth 3, each item type's chance drops by 2 percentage points per extra depth, to a minimum of 2% (see Depth System). There is no guaranteed fragment at depth 5 and no guaranteed relic at depths 9–10.
  • Deep Space Sensors, Monolith, Explorer class, and one specialist ship type bias the family of item (relic > monument > nano > tech). See Expeditions β†’ Fleet composition.
  • In Realms 1–3, relic-piece weights are Γ—4 and monument-piece weights Γ—3 versus Realm 4 baseline.
  • Above 1 trillion player score, nano and tech boost weights drop to 10% of normal. Relics, monuments, and cosmetics are unchanged by that throttle.

Relic drop context: Relics β†’ Collecting relic pieces.

Recovered ships

A ships found event pays from a ship-value budget (~15% of fleet value Γ— a steeper difficulty curve: Easy Γ—1 / Medium Γ—1.5 / Hard Γ—2.5 / Extreme Γ—4, then depth and Science Vessel bonus).

  • Pool is current realm and previous realm only.
  • Class is capped near one above the strongest ship you sent (jackpots can stretch that).
  • Colony ships, Recyclers, Advanced Recyclers, Planetary Harvesters, Support Vessels, and Science Vessels are not recovered.

Failure vs rewards

A bad depth does not wipe or tax loot from earlier depths.

Outcome Typical result
Empty / quiet No payout this depth
Stun Delay 15–120 min, then Extract or Continue; loot kept
Ship loss / pirate ambush Permanent hull removed (smallΒ %, then capped β€” see Depth System)

Realm 1 is not stun-only. Easy zones can lose ships from depth 2 onward.

Caps

  • Per-expedition ceiling from player score (slower growth after ~1M) and a realm hard cap.
  • Daily ceiling = 15Γ— the per-expedition cap (a small floor remains if you are near the daily limit).
  • Science Vessel bonus raises the ceiling on that run.
  • Legendary Expeditions raises per-run and daily ceilings further.

What this page used to claim

Ignore older copy that mentioned:

  • Rally multiplier 1 + 0.28 Γ— logβ‚‚(participants + 1)
  • Meteorite coordinates as an expedition reward
  • Guaranteed fragment at depth 5
  • Depth 7–8 at 6Γ— / depth 9–10 at 10Γ— with guaranteed relic pieces
  • β€œNo ship loss, stun only” in Realm 1
  • Research / blueprint / Codex fragment drops

Those are not how live expeditions pay.