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= 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 are simplified to help you estimate how close you are to each cap.


= Expedition Fleet Composition & Support Mechanics =
All chance bonuses use diminishing returns and have maximum caps.
This page explains how fleet composition affects Expedition results in a player-friendly way.


All bonuses use diminishing returns and have maximum caps.
== 1. Specialist ships โ€” item family bias (max +3 points) ==


== 1. Return Type Specialist Ships (Max +10%) ==
Certain ships raise the chance of one item family.
Certain support ships increase the chance of specific reward types.


Only '''one specialist ship type applies per reward roll'''.ย  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 discovery rate (up to +10%)
| +3 points
|-
|-
|Monuments
|Monument pieces
|Advanced Recycler
|[[Advanced Recycler]]
|Increases monument discovery rate (up to +10%)
| +3 points
|-
|-
|Nano
|Nano boosts
|Planetary Harvester
|[[Support Vessel]]
|Increases nano discovery rate (up to +10%)
| +3 points
|-
|-
|Tech Boosts
|Tech boosts
|Frigate
|[[Frigate]]
|Increases tech boost discovery rate (up to +10%)
| +3 points
|}
|}
'''How it scales:'''


* Sending more of the matching ship increases the bonus.
'''Rules:'''
* The bonus grows quickly at first.
* After large numbers, gains become smaller (diminishing returns).
* The maximum possible bonus is +10%, even with 1000 ships.


This encourages balanced fleets instead of extreme stacking.
* Only '''one''' specialist type applies per expedition. If you send several, the priority is:
<pre>
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.


== 2. Probe โ€“ Find Chance Bonus (Max +10%) ==
'''Scaling formula:'''
Probes increase the overall chance of finding anything during an expedition (events, resources, ships).
bonus โ‰ˆ 3 points ร— ( specialistShips / (specialistShips + 175) )


* More Probes = higher chance.
Examples:
* Gains slow down at high numbers.
* Maximum bonus: +10%.


Probes affect whether you find something at all, not what type.
* 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


== 3. Exploration Ship โ€“ Quantity & Quality Bonus (Max +100%) ==
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]]).
Exploration Ships improve:


* The amount of resources or ships found.
== 2. Probes โ€” find chance (max +15%) ==
* The quality tier of rewards.


This bonus increases logarithmically:
[[Probe|Probes]] raise the weight of '''positive''' outcomes (resources, ships, items).


* Early ships give strong improvements.
* Affects whether something is found.
* Each additional ship adds less than the previous one.
* Does not change which item family you roll, and does not boost empty / stun / damage outcomes.
* Maximum bonus: +100%.
* Maximum bonus: +15%.


Example progression:
'''Scaling formula:'''
bonus โ‰ˆ 15% ร— ( probes / (probes + 175) )


* 1 ship โ†’ noticeable improvement
Examples:
* 10 ships โ†’ strong improvement
* 100 ships โ†’ very high improvement
* 1000 ships โ†’ reaches cap


Exploration Ships affect both quantity and reward quality.
* 50 probes โ†’ ~3%
* 175 probes โ†’ ~7.5%
* 500 probes โ†’ ~11%
* 1,000 probes โ†’ ~13%


== 4. Combat Ship Discovery Logic ==
'''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.
Combat ships influence which ships can be discovered.


* Sending lower-tier combat ships limits discoveries to similar tiers.
== 3. Science Vessels โ€” bigger finds (max +100%) ==
* Sending higher-tier ships unlocks higher-tier discoveries.
ย 
[[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.
ย 
'''Formula (exact):'''
bonus = MIN(100%, logโ‚‚(scienceVesselCount + 1) ร— 5%)


Examples:
Examples:


* Sending Kamikaze allows discovery of Kamikaze or Fighter-class ships.
* 1 ship โ†’ 5%
* Sending Battleship enables finding Destroyers or Frigates.
* 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)
ย 
Each doubling of ships adds roughly +5%.
ย 
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]]).
ย 
== 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)
ย 
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]]).
ย 
== 6. Cargo ==
ย 
Cargo capacity limits how many '''resources''' you bring back.
ย 
* 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.


== 5. Overall Fleet Size Impact ==
== 7. Class ==
Larger fleets:


* Discover more total resources.
* [[Player Classes|Explorer]]: +12% loot, +10% success weight, +10% anomaly (item) weight, +15% exploration speed.
* Recover more ships.
* Warlord: โˆ’10% expedition loot.


Fleet size improves volume, but does not bypass caps.
== 8. How bonuses stack ==


== 6. Cargo Requirement ==
The following stack together:
Cargo ships are required to bring back discovered rewards.


If you do not send enough cargo capacity:
* 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]])


* Excess resources are lost.
All caps still apply.
* Excess recovered ships cannot return.


Always ensure sufficient cargo space.
== Strategy insight ==


== 7. Stacking Rules Summary ==
Because of diminishing returns:
โ€ข Probe bonus increases overall find chance (max +10%).ย  โ€ข Specialist ship bonus increases specific reward type chance (max +10%).ย  โ€ข Exploration Ships increase quantity and quality (max +100%).ย  โ€ข Only one specialist ship applies per reward roll.ย  โ€ข All categories stack together.ย  โ€ข Cargo limits what you can bring back.


== Strategy Tip ==
* The first 100โ€“200 specialist ships or probes give the biggest impact.
A balanced expedition fleet often includes:
* 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.


* Probes (to increase chance of discovery)
Balanced fleets are usually more efficient than extreme stacking.
* Exploration Ships (to improve reward quality & amount)
* One focused specialist ship (based on desired reward)
* Combat ships (to unlock discovery tiers)
* Sufficient cargo ships


Building fleets with a clear objective will consistently outperform random compositions.
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