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= Expedition Fleet Composition & Support Mechanics =
<blockquote>Subpage of '''[[Expeditions]]'''. Wiki path: <code>Expeditions/Fleet_Mechanics</code>.</blockquote>


= Expedition Fleet Composition & Support Mechanics =
This page explains how fleet composition affects expedition results. Formulas are simplified to help you estimate how close you are to each cap.
This page describes how fleet composition affects Expedition outcomes, including:


* Return-type specialist ships (Relic, Monument, Nano, Tech Boost)
All chance bonuses use diminishing returns and have maximum caps.
* Probe (Find Chance bonus)
* Exploration Ship (Quantity & Quality bonus)
* Combat ship discovery logic
* Fleet size and cargo impact


All bonuses use diminishing returns and are capped.
== 1. Specialist ships β€” item family bias (max +3 points) ==


== 1. Return Type Specialists (Max +10%) ==
Certain ships raise the chance of one item family.
Each expedition reward type can be influenced by a specific support ship.


Only '''one ship type applies per outcome roll'''.Β  If multiple specialist ships are present, only the one matching the rolled reward type is used.
{| class="wikitable"
{| class="wikitable"
!Reward Type
!Reward type
!Specialist Ship
!Specialist ship
!Effect
!Max bonus
|-
|-
|Relics
|Relic pieces
|Orbital Refinery
|[[Orbital Refinery]]
|Increases relic return rate
| +3 points
|-
|-
|Monuments
|Monument pieces
|Advanced Recycler
|[[Advanced Recycler]]
|Increases monument return rate
| +3 points
|-
|-
|Nano
|Nano boosts
|Planetary Harvester
|[[Support Vessel]]
|Increases nano return rate
| +3 points
|-
|-
|Tech Boosts
|Tech boosts
|Frigate
|[[Frigate]]
|Increases tech boost return rate
| +3 points
|}
|}


=== Bonus Formula (1–1000 ships, capped at +10%) ===
'''Rules:'''
Let:
Β 
n = number of matching specialist ships sentΒ 
* Only '''one''' specialist type applies per expedition. If you send several, the priority is:
cap = 0.10 (10%)
<pre>
k = ramp constant (controls scaling speed)
relic > monument > nano > tech
</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.
Β 
'''Scaling formula:'''
bonus β‰ˆ 3 points Γ— ( specialistShips / (specialistShips + 175) )
Β 
Examples:
Β 
* 1 ship β†’ ~0.02 points
* 175 ships β†’ +1.5 points (a 4% tech boost chance becomes about 5.5%)
* 500 ships β†’ ~+2.2 points
* 1,000 ships β†’ ~+2.55 points
* The bonus never exceeds +3 points
Β 
Other rules still apply afterwards: the late-game boost throttle, the Realm 1–3 relic / monument multipliers and the decay past depth 3 (see [[Expeditions/Rewards]]).


bonus(n) = cap Γ— ( n / (n + k) )
== 2. Probes β€” find chance (max +15%) ==


finalRate = baseRate Γ— (1 + bonus(n))
[[Probe|Probes]] raise the weight of '''positive''' outcomes (resources, ships, items).
Recommended k values:


* Orbital Refinery (Relics): k = 220
* Affects whether something is found.
* Advanced Recycler (Monuments): k = 170
* Does not change which item family you roll, and does not boost empty / stun / damage outcomes.
* Planetary Harvester (Nano): k = 120
* Maximum bonus: +15%.
* Frigate (Tech Boosts): k = 150


This provides smooth scaling, diminishing returns, and a hard +10% cap.
'''Scaling formula:'''
bonus β‰ˆ 15% Γ— ( probes / (probes + 175) )


== 2. Probe – Find Chance Bonus (Max +10%) ==
Examples:
Probes increase the overall chance of discovering '''anything''' during an expedition (events, resources, ships).


Only Probe count is considered for this effect.
* 50 probes β†’ ~3%
* 175 probes β†’ ~7.5%
* 500 probes β†’ ~11%
* 1,000 probes β†’ ~13%


=== Formula ===
'''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.
Let:
n = number of Probes sentΒ 
cap = 0.10Β 
k = 150


bonus(n) = cap Γ— ( n / (n + k) )
== 3. Science Vessels β€” bigger finds (max +100%) ==


finalFindChance = baseFindChance Γ— (1 + bonus(n))
[[Science Vessel|Science Vessels]] make '''resource and ship finds bigger'''. They do '''not''' change which outcome you roll or how often items drop.
The bonus approaches but never exceeds +10%.


== 3. Exploration Ship – Quantity & Quality Bonus (Max +100%) ==
The bonus grows logarithmically.
Exploration Ships increase:


* Quantity of findings (resources and ships)
'''Formula (exact):'''
* Quality tier probability of rewards
bonus = MIN(100%, logβ‚‚(scienceVesselCount + 1) Γ— 5%)


This effect scales logarithmically and caps at +100%.
Examples:


=== Formula (Implementation) ===
* 1 ship β†’ 5%
<syntaxhighlight lang="typescript">
* 3 ships β†’ 10%
private calculateExplorerBonus(explorerCount: number): number {
* 7 ships β†’ 15%
Β  Β  if (explorerCount === 0) return 0;
* 31 ships β†’ 25%
* 127 ships β†’ 35%
* 1,023 ships β†’ 50%
* ~1 million ships β†’ 100% (cap)


Β  Β  const rawBonus = Math.log2(explorerCount + 1) * 10;
Each doubling of ships adds roughly +5%.
Β  Β  return Math.min(100, rawBonus) / 100;
}
</syntaxhighlight>


=== Mathematical Representation ===
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]]).
bonus(n) = min(100, log2(n + 1) Γ— 10) / 100
Applied as:
finalQuantity = baseQuantity Γ— (1 + bonus)Β 
qualityWeight = baseQualityWeight Γ— (1 + bonus)
This bonus affects both resource amounts and reward tier distribution.


== 4. Combat Ship Discovery Logic ==
== 4. Combat ships β€” discovery pool ==
Combat ship types influence which ships can be discovered during expeditions.


The discovery pool depends on the highest-tier combat ship sent.
The highest ship '''class''' in the fleet sets which ships can be recovered.


Examples:
* 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.
Β 
== 5. Overall fleet size ==
Β 
Larger fleets (by catalog build cost):


* Sending Kamikaze allows discovery of Kamikaze or Fighter-class ships.
* Increase total resource volume (~'''15%''' of sent fleet value before difficulty / depth / variance)
* Sending Battleship enables discovery of higher-tier ships such as Destroyers or Frigates.
* Increase the ship-recovery budget (also ~15% of fleet value, with a steeper difficulty curve)


Higher-tier ships unlock access to stronger discovery pools.
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]]).


== 5. Overall Fleet Size Impact ==
== 6. Cargo ==
Total fleet size increases:


* Total resource volume discovered
Cargo capacity limits how many '''resources''' you bring back.
* Total ships recovered


Larger fleets yield larger results, subject to expedition limits.
* If a find is larger than free space, all resource types are scaled down together β€” 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 are required to retrieve discovered resources and ships.


If insufficient cargo capacity is sent:
* [[Player Classes|Explorer]]: +12% loot, +10% success weight, +10% anomaly (item) weight, +15% exploration speed.
* Warlord: βˆ’10% expedition loot.


* Excess resources are lost
== 8. How bonuses stack ==
* Excess recovered ships cannot be returned


Sending additional cargo ships increases maximum retrievable loot.
The following stack together:


== 7. Stacking Rules Summary ==
* 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 [[Expeditions#Research, class, and monuments|Research, class, and monuments]])


* Probe bonus applies to overall find chance (max +10%).
All caps still apply.
* Specialist return-type bonus applies only to its matching reward roll (max +10%).
* Exploration Ship bonus affects quantity and quality (max +100%).
* Only one specialist ship type applies per reward roll.
* Effects from Probe, Specialist ship, and Exploration Ship stack multiplicatively.
* Combat ships determine ship discovery pool.
* Cargo capacity limits how much can be brought back.


== 8. Example Fleet Scenario ==
== Strategy insight ==
Fleet sent:


* 200 Orbital Refineries
Because of diminishing returns:
* 150 Probes
* 50 Exploration Ships
* 300 Frigates
* 400 Cargo Ships


If expedition rolls '''Relics''':
* The first 100–200 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.


* Orbital Refinery bonus applied to relic rate
Balanced fleets are usually more efficient than extreme stacking.
* Probe bonus applied to find chance
* Explorer bonus applied to quantity & quality
* Frigate bonus ignored (not a Tech roll)
* Cargo capacity determines final loot returned


This system rewards strategic fleet composition while preventing runaway scaling.
Full guide: [[Expeditions]] Β· [[Expeditions/Rewards|Rewards]] Β· [[Expeditions/Depth System|Depth System]] Β· [[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 β€” 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 β‰ˆ 3 points Γ— ( specialistShips / (specialistShips + 175) )

Examples:

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

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

2. Probes β€” 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 β‰ˆ 15% Γ— ( probes / (probes + 175) )

Examples:

  • 50 probes β†’ ~3%
  • 175 probes β†’ ~7.5%
  • 500 probes β†’ ~11%
  • 1,000 probes β†’ ~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 β€” 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%, logβ‚‚(scienceVesselCount + 1) Γ— 5%)

Examples:

  • 1 ship β†’ 5%
  • 3 ships β†’ 10%
  • 7 ships β†’ 15%
  • 31 ships β†’ 25%
  • 127 ships β†’ 35%
  • 1,023 ships β†’ 50%
  • ~1 million ships β†’ 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 β€” 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 β€” 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: βˆ’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 100–200 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 Β· Rewards Β· Depth System Β· Nebula Zones