Expeditions
Send an XP0 fleet into deep space for resources, ships or items, with a chance of pirates.
Expeditions send a fleet past position 16 into deep space to search for finds. You choose how many hours it explores, and the server rolls the outcome when it gets there.
Requirements
- Expedition Technology. Each level needs Astrophysics at twice that level (level 1 needs Astrophysics 2, level 2 needs 4, …).
- At least one XP0 in the fleet. The XP0 is built at the Shipyard.
Launches and time
Each level of Expedition Technology gives you one more launch per day and one more hour of maximum exploration, up to 8 of each at level 8. Higher levels keep improving reward value. The daily count resets at midnight UTC.
What can happen
| Outcome | Chance |
|---|---|
| Resources | Most likely; more cargo ships make it likelier |
| Ships | Recyclers in the fleet make it likelier |
| Items | Espionage Probes in the fleet make it likelier |
| Nothing found | 15% |
| Delay | 5%; the fleet comes back 25% of the exploration time later |
| Pirates | Up to 10%; combat escorts lower it towards 2% |
The launch screen shows the exact odds for the fleet you've selected before you send.
Making finds bigger
- More XP0s increase discovery capacity, with diminishing returns.
- Longer exploration and higher Expedition Technology raise the reward value.
- Items found are Bronze (80%), Silver (17%) or Gold (3%) Technotrons, Nanotrons or Production Boosters. See Items.
- Found ships never include Colony Ships, Deathstars, XP0s or Solar Satellites.
Rules to know
- Expeditions can't carry cargo on the way out.
- Rewards are delivered only when the surviving ships return home.
- Recalling before the outcome is rolled gives no outcome and doesn't refund the day's launch.
- Pirate fights use your fleet's combat tech; losses are real.