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* Deeper / harder zones weight <code>item found</code> more heavily. There is '''no guaranteed fragment at depth 5''' and '''no guaranteed relic at depths 9β10'''. | * Deeper / harder zones weight <code>item found</code> more heavily. There is '''no guaranteed fragment at depth 5''' and '''no guaranteed relic at depths 9β10'''. | ||
* 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]]. | * 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]]. | ||
* Above ''' | * Above '''1 trillion''' player score, nano and tech boost weights drop to '''10%''' of normal. Relics, monuments, and cosmetics are unchanged. | ||
Relic drop context: [[Relics#collecting relic pieces|Relics β Collecting relic pieces]]. | Relic drop context: [[Relics#collecting relic pieces|Relics β Collecting relic pieces]]. | ||
Revision as of 10:40, 22 September 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 Γ1.0 / Medium Γ1.2 / Hard Γ1.6 / Extreme Γ2.0 (resources) |
| Depth | Earning Γ1.0 β Γ3.0 from D1 to D10 (see Depth System) |
| Explorer ships | min(100%, logβ(count + 1) Γ 5%) extra loot and a matching cap lift
|
| Explorer class | +12% loot; Warlord β10% |
| Expedition Basics / Legendary Expeditions | Extra lootΒ % |
| Variance roll | 0.7β1.3Γ 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 fleet catalog value Γ 15%
Γ difficulty
Γ depth earning
Γ research + class loot
Γ variance roll
Γ (1 + Explorer-ship 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+ | |
| 3+ |
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.
- Deeper / harder zones weight
item foundmore heavily. There is no guaranteed fragment at depth 5 and no guaranteed relic at depths 9β10. - 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.
- Above 1 trillion player score, nano and tech boost weights drop to 10% of normal. Relics, monuments, and cosmetics are unchanged.
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 Γ1 / Medium Γ1.5 / Hard Γ2.5 / Extreme Γ4, then depth and Explorer-ship 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 Explorer ships 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 15β120 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).
- Explorer-ship 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 7β8 at 6Γ / depth 9β10 at 10Γ with guaranteed relic pieces
- βNo ship loss, stun onlyβ in Realm 1
- Research / blueprint / Codex fragment drops
Those are not how live expeditions pay.