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= Expedition Fleet Composition & Support Mechanics =


= Expedition Fleet Composition & Support Mechanics =
<blockquote>Subpage of '''[[Expeditions]]'''. Wiki path: <code>Expeditions/Fleet_Mechanics</code>.</blockquote>
This page explains how fleet composition affects Expedition results. Formulas below are simplified to help players estimate maximum potential.
ย 
This page explains how fleet composition affects expedition results. Formulas are simplified to help you estimate how close you are to each cap.
ย 
All chance bonuses use diminishing returns and have maximum caps.
ย 
== 1. Specialist ships โ€” item family bias (max +3 points) ==


All bonuses use diminishing returns and have maximum caps.
Certain ships raise the chance of one item family.


== 1. Return Type Specialist Ships (Max +10%) ==
Certain ships increase the chance of specific reward types.
{| class="wikitable"
{| class="wikitable"
!Reward Type
!Reward type
!Specialist Ship
!Specialist ship
!Max Bonus
!Max bonus
|-
|-
|Relics
|Relic pieces
|Orbital Refinery
|[[Orbital Refinery]]
| +10%
| +3 points
|-
|-
|Monuments
|Monument pieces
|Advanced Recycler
|[[Advanced Recycler]]
| +10%
| +3 points
|-
|-
|Nano
|Nano boosts
|Support Vessel
|[[Support Vessel]]
| +10%
| +3 points
|-
|-
|Tech Boosts
|Tech boosts
|Frigate
|[[Frigate]]
| +10%
| +3 points
|}
|}
'''Rules:'''
'''Rules:'''


* Only one specialist ship type applies per reward roll. Order of priority if multiple specialist sent together is:
* Only '''one''' specialist type applies per expedition. If you send several, the priority is:
<pre>
<pre>
relic > monument > nano > tech
relic > monument > nano > tech
</pre>
</pre>
* A single higher-priority specialist turns off a lower one: one Support Vessel in a Frigate fleet removes the tech boost bonus.
* More ships = higher bonus, but gains slow down at higher counts.
* The added chance comes out of '''nothing found''', so resources, ships and other items keep their odds.


* More ships = higher bonus.
'''Scaling formula:'''
* Gains slow down at higher ship counts.
bonus โ‰ˆ 3 points ร— ( specialistShips / (specialistShips + 175) )
* Maximum possible bonus is +10%.


'''Approximate scaling formula:'''
Examples:
bonus โ‰ˆ 10% ร— ( specialistShips / (specialistShips + 150~200) )
This means:


* ~150โ€“200 ships โ†’ about +5%
* 1 ship โ†’ ~0.02 points
* ~500 ships โ†’ about +7โ€“8%
* 175 ships โ†’ +1.5 points (a 4% tech boost chance becomes about 5.5%)
* 1000 ships โ†’ about +8โ€“9%
* 500 ships โ†’ ~+2.2 points
* The bonus never exceeds +10%
* 1,000 ships โ†’ ~+2.55 points
* The bonus never exceeds +3 points


This helps estimate how close you are to the cap.
Other rules still apply afterwards: the late-game boost throttle, the Realm 1โ€“3 relic / monument multipliers and the decay past depth 3 (see [[Expeditions/Rewards]]).


== 2. Probe โ€“ Find Chance Bonus (Max +10%) ==
== 2. Probes โ€” find chance (max +15%) ==
Probes increase the overall chance of finding anything.
ย 
[[Probe|Probes]] raise the weight of '''positive''' outcomes (resources, ships, items).


* Affects whether something is found.
* Affects whether something is found.
* Does not affect reward type.
* Does not change which item family you roll, and does not boost empty / stun / damage outcomes.
* Maximum bonus: +10%.
* Maximum bonus: +15%.
ย 
'''Scaling formula:'''
bonus โ‰ˆ 15% ร— ( probes / (probes + 175) )


'''Approximate scaling formula:'''
bonus โ‰ˆ 10% ร— ( probes / (probes + 150) )
Examples:
Examples:


* 50 probes โ†’ ~2โ€“3%
* 50 probes โ†’ ~3%
* 150 probes โ†’ ~5%
* 175 probes โ†’ ~7.5%
* 500 probes โ†’ ~7โ€“8%
* 500 probes โ†’ ~11%
* 1000 probes โ†’ ~9%
* 1,000 probes โ†’ ~13%


== 3. Science Vessel โ€“ Quantity & Quality Bonus (Max +100%) ==
'''Probe-only fleets''' (nothing but probes) find resources, relic pieces, monument pieces and boosts at only '''20%''' of the normal chance; the rest becomes ''nothing found''. Ship and cosmetic finds are unchanged. Add at least one other ship to roll at the full rate.
[[Science Vessel]] ship improve:


* Amount of resources or ships found
== 3. Science Vessels โ€” bigger finds (max +100%) ==
* Reward quality tier


This bonus grows logarithmically.
[[Science Vessel|Science Vessels]] make '''resource and ship finds bigger'''. They do '''not''' change which outcome you roll or how often items drop.
ย 
The bonus grows logarithmically.


'''Formula (exact):'''
'''Formula (exact):'''
ย  bonus = MIN(100%, logโ‚‚(scienceVesselCount + 1) ร— 10%)
ย  bonus = MIN(100%, logโ‚‚(scienceVesselCount + 1) ร— 5%)
This means:


* 1 ship โ†’ ~10%
Examples:
* 3 ships โ†’ ~20%
* 7 ships โ†’ ~30%
* 31 ships โ†’ ~50%
* 127 ships โ†’ ~70%
* 511 ships โ†’ ~90%
* 1023 ships โ†’ 100% (cap)


Each doubling of ships adds roughly +10%.
* 1 ship โ†’ 5%
* 3 ships โ†’ 10%
* 7 ships โ†’ 15%
* 31 ships โ†’ 25%
* 127 ships โ†’ 35%
* 1,023 ships โ†’ 50%
* ~1 million ships โ†’ 100% (cap)


== 4. Combat Ship Discovery Logic ==
Each doubling of ships adds roughly +5%.
Combat ships influence which ships can be discovered.


* Sending low-tier ships โ†’ low-tier discoveries
The same multiplier also '''raises the per-expedition cap''', so a large stack is not immediately flattened by the score ceiling. Science Vessels count lightly toward ship loss: they are counted as '''quantity / 1,000''' when a loss event applies (see [[Expeditions#Ship loss|Ship loss]]).
* Sending high-tier ships โ†’ unlocks higher-tier discovery pools


Examples:
== 4. Combat ships โ€” discovery pool ==
ย 
The highest ship '''class''' in the fleet sets which ships can be recovered.
ย 
* Sending only low-tier ships keeps discoveries in the low-tier pool.
* Sending higher-tier ships unlocks higher-tier pools.
* Recovered ships are usually at most '''one class above''' your strongest ship, unless a jackpot stretches the pool.
ย 
== 5. Overall fleet size ==
ย 
Larger fleets (by catalog build cost):
ย 
* Increase total resource volume (~'''15%''' of sent fleet value before difficulty / depth / variance)
* Increase the ship-recovery budget (also ~15% of fleet value, with a steeper difficulty curve)


* Kamikaze โ†’ Kamikaze / Fighter-class discoveries
Fleet size affects volume, not probability caps. Payouts are still limited by the score / realm / daily ceilings (see [[Expeditions#Caps and late-game throttles|Caps]]).
* Battleship โ†’ Destroyer / Frigate-class discoveries


== 5. Overall Fleet Size ==
== 6. Cargo ==
Larger fleets:


* Increase total resource volume
Cargo capacity limits how many '''resources''' you bring back.
* Increase number of ships recovered


Fleet size affects volume, not probability caps.
* If a find is larger than free space, all resource types are scaled down together โ€” you keep a proportional slice.
* Recovered ships are added '''without''' a cargo check; you do not lose them for lack of cargo.


== 6. Cargo Requirement ==
== 7. Class ==
Cargo ships determine how much you can bring back.


Insufficient cargo capacity results in:
* [[Player Classes|Explorer]]: +12% loot, +10% success weight, +10% anomaly (item) weight, +15% exploration speed.
* Warlord: โˆ’10% expedition loot.


* Lost resources
== 8. How bonuses stack ==
* Lost recovered ships


== 7. How Bonuses Stack ==
The following stack together:
The following stack together:


* Probe bonus (find chance)
* Probe bonus (find chance)
* Specialist ship bonus (specific reward type)
* Specialist ship bonus (one item family)
* Exploration Ship bonus (quantity & quality)
* Science Vessel bonus (size of resource and ship finds)
* Research, class and monument bonuses (see [[Expeditions#Research, class, and monuments|Research, class, and monuments]])


All caps still apply.
All caps still apply.


== Strategy Insight ==
== Strategy insight ==
ย 
Because of diminishing returns:
Because of diminishing returns:


* The first 100โ€“200 specialist ships give the biggest impact.
* The first 100โ€“200 specialist ships or probes give the biggest impact.
* Extremely large stacks give smaller additional gains.
* Extremely large specialist or probe stacks give smaller additional gains.
* Exploration Ships benefit strongly from doubling counts.
* Science Vessels benefit from doubling counts, and each doubling is worth less relative to the stack.
* Bring one specialist type only, matched to the item family you want.


Balanced fleets are usually more efficient than extreme stacking.
Balanced fleets are usually more efficient than extreme stacking.
Full guide: [[Expeditions]] ยท [[Expeditions/Rewards|Rewards]] ยท [[Expeditions/Depth System|Depth System]] ยท [[Expeditions/Nebula Zones|Nebula Zones]]

Latest revision as of 08:01, 12 October 2026

Expedition Fleet Composition & Support Mechanics

Subpage of Expeditions. Wiki path: Expeditions/Fleet_Mechanics.

This page explains how fleet composition affects expedition results. Formulas are simplified to help you estimate how close you are to each cap.

All chance bonuses use diminishing returns and have maximum caps.

1. Specialist ships โ€” item family bias (max +3 points)

Certain ships raise the chance of one item family.

Reward type Specialist ship Max bonus
Relic pieces Orbital Refinery +3 points
Monument pieces Advanced Recycler +3 points
Nano boosts Support Vessel +3 points
Tech boosts Frigate +3 points

Rules:

  • Only one specialist type applies per expedition. If you send several, the priority is:
relic > monument > nano > tech
  • A single higher-priority specialist turns off a lower one: one Support Vessel in a Frigate fleet removes the tech boost bonus.
  • More ships = higher bonus, but gains slow down at higher counts.
  • The added chance comes out of nothing found, so resources, ships and other items keep their odds.

Scaling formula:

bonus โ‰ˆ 3 points ร— ( specialistShips / (specialistShips + 175) )

Examples:

  • 1 ship โ†’ ~0.02 points
  • 175 ships โ†’ +1.5 points (a 4% tech boost chance becomes about 5.5%)
  • 500 ships โ†’ ~+2.2 points
  • 1,000 ships โ†’ ~+2.55 points
  • The bonus never exceeds +3 points

Other rules still apply afterwards: the late-game boost throttle, the Realm 1โ€“3 relic / monument multipliers and the decay past depth 3 (see Expeditions/Rewards).

2. Probes โ€” find chance (max +15%)

Probes raise the weight of positive outcomes (resources, ships, items).

  • Affects whether something is found.
  • Does not change which item family you roll, and does not boost empty / stun / damage outcomes.
  • Maximum bonus: +15%.

Scaling formula:

bonus โ‰ˆ 15% ร— ( probes / (probes + 175) )

Examples:

  • 50 probes โ†’ ~3%
  • 175 probes โ†’ ~7.5%
  • 500 probes โ†’ ~11%
  • 1,000 probes โ†’ ~13%

Probe-only fleets (nothing but probes) find resources, relic pieces, monument pieces and boosts at only 20% of the normal chance; the rest becomes nothing found. Ship and cosmetic finds are unchanged. Add at least one other ship to roll at the full rate.

3. Science Vessels โ€” bigger finds (max +100%)

Science Vessels make resource and ship finds bigger. They do not change which outcome you roll or how often items drop.

The bonus grows logarithmically.

Formula (exact):

bonus = MIN(100%, logโ‚‚(scienceVesselCount + 1) ร— 5%)

Examples:

  • 1 ship โ†’ 5%
  • 3 ships โ†’ 10%
  • 7 ships โ†’ 15%
  • 31 ships โ†’ 25%
  • 127 ships โ†’ 35%
  • 1,023 ships โ†’ 50%
  • ~1 million ships โ†’ 100% (cap)

Each doubling of ships adds roughly +5%.

The same multiplier also raises the per-expedition cap, so a large stack is not immediately flattened by the score ceiling. Science Vessels count lightly toward ship loss: they are counted as quantity / 1,000 when a loss event applies (see Ship loss).

4. Combat ships โ€” discovery pool

The highest ship class in the fleet sets which ships can be recovered.

  • Sending only low-tier ships keeps discoveries in the low-tier pool.
  • Sending higher-tier ships unlocks higher-tier pools.
  • Recovered ships are usually at most one class above your strongest ship, unless a jackpot stretches the pool.

5. Overall fleet size

Larger fleets (by catalog build cost):

  • Increase total resource volume (~15% of sent fleet value before difficulty / depth / variance)
  • Increase the ship-recovery budget (also ~15% of fleet value, with a steeper difficulty curve)

Fleet size affects volume, not probability caps. Payouts are still limited by the score / realm / daily ceilings (see Caps).

6. Cargo

Cargo capacity limits how many resources you bring back.

  • If a find is larger than free space, all resource types are scaled down together โ€” you keep a proportional slice.
  • Recovered ships are added without a cargo check; you do not lose them for lack of cargo.

7. Class

  • Explorer: +12% loot, +10% success weight, +10% anomaly (item) weight, +15% exploration speed.
  • Warlord: โˆ’10% expedition loot.

8. How bonuses stack

The following stack together:

  • Probe bonus (find chance)
  • Specialist ship bonus (one item family)
  • Science Vessel bonus (size of resource and ship finds)
  • Research, class and monument bonuses (see Research, class, and monuments)

All caps still apply.

Strategy insight

Because of diminishing returns:

  • The first 100โ€“200 specialist ships or probes give the biggest impact.
  • Extremely large specialist or probe stacks give smaller additional gains.
  • Science Vessels benefit from doubling counts, and each doubling is worth less relative to the stack.
  • Bring one specialist type only, matched to the item family you want.

Balanced fleets are usually more efficient than extreme stacking.

Full guide: Expeditions ยท Rewards ยท Depth System ยท Nebula Zones