=====Expeditions===== An [[expedition|expedition]] is a fleet mission where you can find [[rohstoffe|resources]] and [[fleets|fleets]]. However, there is also a risk of getting into a [[kampfwerte|battle]] with pirates or aliens. To carry out an [[expedition|expedition]], the [[fleet|fleets]] must be sent to the 16th position of any [[sonnensystem|solar system]]. \\ It doesn't matter whether you select the [[planet|planet]] or the [[mond|moon]] as the destination, since both count as the same expedition area. \\ The only option available as a mission is now “Expedition”. [[astrophysik|Astrophysics]] [[forschung|research]] is required. The maximum number of expeditions that can be conducted simultaneously is determined by the __rounded square root of the [[astrophysik|Astrophysics]] level__:
[[astrophysik|Astrophysics]] level Possible expeditions
1 - 3 1
4 - 8 2
9 - 15 3
16 - 24 4
Since the number of [[planet|planets]] is tied to [[astrophysik|astrophysics]], and [[astrophysik|astrophysics]] remains relatively inexpensive even at higher levels, most players will continue to research it and, almost incidentally, unlock the 4th expedition slot within two years. \\ \\ :!: Note :!: Each [[expedition|expedition]] occupies a normal fleet slot in addition to the expedition slot. ====Instructions=== In addition to the information on this page, you should also read the guide [[expoanleitung|Slippy's ProGame Guide: Chapter 2: Expeditions]], as it provides additional useful information and tips. ====Duration time==== The maximum duration of the expedition in hours corresponds to the level of [[astrophysik|Astrophysics]]. \\ However, it is at least one hour. \\ In speed universes, the duration is reduced by the speed factor. \\ Therefore, it is actually only half, a quarter, or a fifth of the normal value. \\ Increasing the duration does not change the events or their probability of occurring! It is merely helpful for keeping an expedition there long enough overnight so that the fleet is back in time for the morning wake-up and not earlier. ====Possible results==== After the expedition fleet has surveyed the location following the appropriate duration of the stop, you receive a randomly generated message. \\ This message may either have no impact on gameplay or trigger certain events. \\ ===positive results=== * Finding [[rohstoffe|resources]] \\ * Finding [[flotte|fleet]] \\ ===negative results=== * Battle with Pirates * Battle with Aliens * Total loss of the expeditionary fleet without a fight ===neutral results=== * Events that affect the return flight time (delayed or early) * There is also the possibility that nothing happens - that is, that no event takes place. The events “Resource Discovery,” “Fleet Discovery,” “Pirate Attack,” “Alien Attack,” and “Delay” occur in the categories of normal, rare, and extraordinary. \\ Rare events of this type occur on average once every ten times, and extraordinary events once every hundred times. \\ Since the [[flotte|fleet]] can also become involved in battles or be destroyed, you should carefully consider how many and which [[schiffe|ships]] to send. \\ Choosing the right ships is crucial. If you send the wrong [[schiffe|ships]] or a fleet that is too small, \\ only a few [[schiffe|ships]] or [[rohstoffe|resources]] will be brought back. \\ The [[flotte|fleet]] should also be potentially expendable or easily replaceable. ===Probabilities of events=== First, the system checks how many expeditions have already flown to this location in the last 24 hours. This information is always displayed in yellow text in the expedition report. If more than 10 expeditions have flown to this location, it is recommended that you fly somewhere else.
Number of expeditions flownChance of “nothing”
0 - 10 0%
11 - 25 25%
26 - 50 50%
more than 50 75%
This is followed by a second check to identify the event and determine the size of the discovery. Here, too, there is a possibility that nothing will be found.
EventChanceSmallMediumLarge
[[rohstoffe|Resource find]]37%89%10%1%
[[metall|Metal]]37% /3
[[kristall|Crystal]]37% /3
[[deuterium|Deuterium]]37% /3
Ship discovery26,5%89%10%1%
Pirates5,8%89%10%1%
Aliens2,6%89%10%1%
Black Hole (loose entire fleet)0,3%
Delayed return6,75%70%20%10%
Early return2,25%70%20%10%
Remaining (nothing happens)18,8%
\\ ===Scale of the events=== For **Slowed Return & Accelerated Return**, a factor of 2 is used for small events, 3 for medium events, and 5 for large events. For **Battles with Pirates & Aliens**, there is a different mechanic, which is covered in its own section below. **Raw Material Finds & Fleet Finds**: For a small find, a factor between 10 and 50 is used. For a medium find, a factor of 50–100 is used, and for a large find, a factor of 100–200 is used. If crystal is rolled, the calculated size is halved; for deuterium, it is reduced to one-third; and for metal, no reduction is applied. For resource finds, the transport capacity of the ships in the Expo is also a limiting factor! For **ship finds**, the game first works out a total discovery budget. That budget comes from the expedition points and the size of the event (the multiplier for that discovery, the same that applies for resource finds). The expedition then “pays” for the found ships out of that budget. There is a stricter lower limit on how much value can be used for ship finds than for resource finds, so the two systems do not use the same floor; details belong in the Expedition Points chapter below. Each possible ship has a **value equal to the sum of its metal and crystal construction cost**. Deuterium is not part of that price in this step. The game first decides which ship types are allowed for that expedition. It depends on the highest relevant ship class you sent. Sending more advanced ships can unlock a wider set of possible finds (including weaker types) - more on that later in the wiki. Ship find algorithm: - A ship type is chosen **at random** from the list of types that are allowed. - The game works out the **largest number** of that type that would still fit in the **remaining** budget (full ships only, no fractions). - It then draws a random number of ships from zero up to that maximum. - If the number is greater than zero, those ships are added to the result and their total value is subtracted from the budget. - The process can repeat to add more of different types until the run ends. A **failed attempt** happens when, for a chosen type, the type is too expensive for what is left in the budget (so you get zero of that type that step), or when the random count for that step is zero even though some ships could have fit. The search allows **at most three such failed attempts**. After that, no further types are added in that find. **Special case: nothing found yet** - If no ships at all have been found, the run does not give up on the “three failed attempts” rule the same way: it keeps going until at least one ship is found (or the situation makes that impossible), so you are not left with a completely empty result only because the first random rolls were bad. Two ships are not equally likely in practice, even if each allowed type is picked with the same chance on each step. Cheaper ships fit more often into what is left of the budget, and a random count of zero on an expensive type wastes a failed attempt. So you will often see more probes and small ships in the long run than big ships, and the number of found ships is often less than a naive “spend the whole budget on the most efficient mix” would suggest. **Example:** Imagine an expedition finds abandoned ships worth up to 200,000 metal/crystal value. The fleet sent was advanced enough to find: * small cargo ships * large cargo ships * light fighters * heavy fighters * cruisers The game might randomly choose cruisers first. If one cruiser costs 27,000 value, then up to 7 cruisers could fit into the 200,000 budget. The game randomly chooses, for example, 3 cruisers. \\ That uses 81,000 value, leaving 119,000. \\ Next, the game randomly chooses large cargo ships. If one large cargo costs 12,000, then up to 9 could fit. The game randomly chooses 4. \\ That uses another 48,000, leaving 71,000. \\ Next, the game randomly chooses heavy fighters. If one heavy fighter costs 10,000, then up to 7 could fit. The game randomly chooses 0. \\ Unfortunately, no heavy fighters have been chosen. \\ The expedition would then return with: * 3 cruisers * 4 large cargo ships This is why found ship rewards can feel varied even when the expedition fleet is similar. ====Expedition Points==== The “Resource Discovery” and “Fleet Discovery” events are directly dependent on the expedition points (also known as exp points or exp value) of the expedition fleet. The exp value of a [[flotte|fleet]] corresponds to the sum of the exp values of all [[schiffe|ships]]. The higher this value is, the more [[rohstoffe|resources]] or [[schiffe|ships]] are found. However, there are various upper and lower limits for the finds, which are explained in the relevant sections. In particular, the amount of [[rohstoffe|resource]] and [[flotte|fleet]] finds is limited by the number of points held by the player in first place in the respective [[universum|Uni]], resulting in a maximum value for exp points; exceeding this limit does not yield higher gains. Additionally, a [[flotte|fleet]] can only find as many resources as will fit in its storage. Expedition points are calculated using the following formula: Expedition points = Structure Points * 5 / 1000
Expedition points per ship
[[schiffe|Ship]] Expedition points Expedition points per 1.000 [[MSE]] (Ratio 2:1:1) Expedition points per 1.000 [[MSE]] (Ratio 3:2:1) Expedition points per 1.000 [[MSE]] (Ratio 2,1:0,5:1)
[[recycler|Recycler]] 80 3,08 3,20 2,03
[[kolonieschiff|Colony Ship]] 150 2,14 2,14 1,30
[[todesstern|Battle Fortress]] 45.000 3,00 3,21 1,88
[[spionagesonde|Spy probe]] 5 2,50 3,33 1,19
[[kleiner_transporter|Light Cargo]] 20 3,33 4,00 1,92
[[leichter_jaeger|Light Fighter]] 20 4,00 4,44 2,78
[[grosser_transporter|Large Cargo]] 60 3,33 4,00 1,92
[[schwerer_jager|Heavy Fighter]] 50 3,7 4,26 2,36
[[kreuzer|Cruiser]] 135 3,55 3,70 2,52
[[schlachtschiff|Battleship]] 300 4,00 4,44 2,78
[[schlachtkreuzer|Battle Cruiser]] 350 2,50 2,59 1,53
[[bomber|Planet Bomber]] 375 2,88 2,83 2,01
[[zerstorer|Destroyer]] 550 2,89 3,06 1,82
[[schwerer_kreuzer|Heavy Cruiser]] 210 3,28 3,33 2,31
[[sturmtransporter|Storm Transporter]] 40 3,25 3,65 2,00
[[optimierter_recycler|Optimized Recycler]] 200 3,12 3,22 2,10
Maximum useful expedition points Points 1st place under 10.000 10.000–100.000 100.000–1.000.000 1.000.000–5.000.000 5.000.000-25.000.000 25.000.000-50.000.000 50.000.000-75.000.000 75.000.000-100.000.000 more than 100.000.000 Discovery of resources 200 2.400 6.000 9.000 12.000 15.000 18.000 21.000 25.000 Fleet Finds 100 1.200 3.000 4.500 6.000 7.500 9.000 10.500 12.500 ====What can I find and how (fleet finds)==== For fleet discoveries, the highest-tier [[schiffe|ship]] included in the fleet determines the types of ships that can be discovered. A [[flotte|fleet]] consisting solely of [[grosser_transporter|large transports]] can discover only [[schwerer_jaeger|heavy fighters]] at most. ^ ^ Findable ships ||||||||||| | Existing ship | [[spionagesonde|Spy]] | [[kleiner_transporter|LC]] | [[leichter_jaeger|LF]] | [[grosser_transporter|HC]] | [[schwerer_jaeger|HF]] | [[kreuzer|CR]] | [[schlachtschiff|BS]] | [[schlachtkreuzer|BC]] | [[bomber|BB]] | [[zerstoerer|D]] | all other [[schiffe|ships]] | | [[spionagesonde|Spy Probe]] | X | X | | | | | | | | | | | [[kleiner_transporter|Light Cargo]] | X | X | X | | | | | | | | | | [[leichter_jaeger|Light Fighter]] | x | X | X | X | | | | | | | | | [[grosser_transporter|Heavy Cargo]] | X | X | X | X | X | | | | | | | | [[schwerer_jaeger|Heavy Fighter]] | X | X | X | X | X | X | | | | | | | [[kreuzer|Cruiser]] | X | X | X | X | X | X | X | | | | | | [[schlachtschiff|Battleship]] | X | X | X | X | X | X | X | X | | | | | [[schlachtkreuzer|BattleCruiser]] | X | X | X | X | X | X | X | X | X | | | | [[bomber|Bomber]] / [[zerstoerer|Destroyer]] | X | X | X | X | X | X | X | X | X | X | | | all other [[schiffe|ships]] | X | X | | | | | | | | | | ====Enemy encounters==== The mechanics for enemy encounters (i.e., pirates or aliens) are as follows: Depending on the event itself, your opponent has a fixed number of ships! In addition, the enemy fleet copies a certain percentage of the ships you send. So if you send a lot of combat ships, the enemy will also copy a lot of combat ships. If you send a lot of GTs, the enemy will also copy a lot of GTs (which is good, since they deal little damage). In addition, the enemy fleet will copy your three combat technologies with a modification. Therefore, for players who don’t actively participate in raids, it may be worth keeping weapon technology low while continuing to upgrade armor. This can significantly reduce losses in some cases. However, it puts you at a disadvantage against other players! ^ Pirates ^ fixed portion ^ variable portion (rounded) ^ Weapons/Shield/Armor ^ | Small | 5 Light Fighters| 27% - 33% | -3 | | Medium | 3 Cruisers| 45% - 55% | -3 | | Large | 2 Battleships| 72% - 88% | -3 | ^ Aliens ^ fixed portion ^ variable portion (rounded) ^ Weapons/Shield/Armor ^ | Small | 5 Heavy Fighter | 36% - 44% | +3 | | Medium | 3 Battlecruiser | 54% - 66% | +3 | | Large | 2 Destroyer | 81% - 99% | +3 | ====Cost estimation tools==== There are various websites that provide simulations for expedition results and battles. One of them is: http://bontchev.my.contact.bg/ogame/expeditions.html However, due to the new ship types in pr0game, they can only be used to a limited extent to simulate battles. You also need to use the correct settings. "New Expeditions v3.x" & Points for the highest-scoring player & "Holding time 1h"