Expeditions/Rewards: Difference between revisions
More actions
Local CI auto-sync from Expeditions-Rewards.wikitext |
Local CI auto-sync from Expeditions-Rewards.wikitext |
||
| Line 31: | Line 31: | ||
|Earning Γ1.0 β Γ3.0 from D1 to D10 (see [[Expeditions/Depth System|Depth System]]) | |Earning Γ1.0 β Γ3.0 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 | |<code>min(100%, logβ(count + 1) Γ 5%)</code> extra loot and a matching cap lift | ||
|- | |- | ||
| Line 56: | Line 56: | ||
Β Β Β Β Β Γ research + class loot | Β Β Β Β Β Γ research + class loot | ||
Β Β Β Β Β Γ variance roll | Β Β Β Β Β Γ variance roll | ||
Β Β Β Β Β Γ (1 + | Β Β Β Β Β 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#how loot is calculated|Expeditions β How loot is calculated]]. | 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]]. | ||
| Line 82: | Line 82: | ||
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. | 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 <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 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]]. | ||
* In '''Realms 1β3''', relic-piece weights are '''Γ4''' and monument-piece weights '''Γ3''' versus Realm 4 baseline. | * In '''Realms 1β3''', relic-piece weights are '''Γ4''' and monument-piece weights '''Γ3''' versus Realm 4 baseline. | ||
| Line 91: | Line 91: | ||
== Recovered ships == | == Recovered ships == | ||
A <code>ships found</code> 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 | A <code>ships found</code> 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 Science Vessel bonus). | ||
* Pool is '''current realm and previous realm''' only. | * Pool is '''current realm and previous realm''' only. | ||
* Class is capped near '''one above''' the strongest ship you sent (jackpots can stretch that). | * 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 | * Colony ships, Recyclers, Advanced Recyclers, Planetary Harvesters, Support Vessels, and Science Vessels are '''not''' recovered. | ||
== Failure vs rewards == | == Failure vs rewards == | ||
| Line 121: | Line 121: | ||
* '''Per-expedition''' ceiling from player score (slower growth after ~1M) and a '''realm hard cap'''. | * '''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). | * '''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. | * '''Legendary Expeditions''' raises per-run and daily ceilings further. | ||
Revision as of 05:10, 10 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 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) |
| Science Vessels | 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 + 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+ | |
| 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.
- Harder zones, and depths up to 3, weight
item foundmore 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 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.
- In Realms 1β3, relic-piece weights are Γ4 and monument-piece weights Γ3 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 Γ1 / Medium Γ1.5 / Hard Γ2.5 / Extreme Γ4, 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 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).
- 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 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.