
Expeditions
Expeditions send a fleet into uncharted space to explore anomalies and unknown stellar phenomena. Unlike combat or transport missions, the outcome is unknown until the fleet returns - every expedition is a calculated risk.
Dispatching an Expedition
To launch an expedition:
- Open Fleet Command and assemble a fleet on any planet.
- Select Expedition as the mission type.
- Choose a destination - any star system visible or adjacent to your sensor range.
- Confirm the dispatch. Fuel is deducted at launch.
The fleet departs immediately and returns automatically after the mission duration elapses. No return destination needs to be set.
Fleet Power Thresholds
The tier of outcome you receive scales with the total fleet power you send. Higher fleet power increases the chance of reaching better event tiers and unlocks access to Epic-tier events entirely.
| Tier | Fleet Power Required | Description |
|---|---|---|
| Common | Any fleet | Standard resource caches, minor encounters |
| Rare | ≥ 5,000 fleet power | Derelict hulks, alien artifacts, ambush skirmishes |
| Epic | ≥ 25,000 fleet power | Ancient constructs, massive resource deposits, blueprint fragments |
Sending a weak fleet to an Epic-tier region still results in a Common or Rare outcome - the threshold gates the event pool, not the outcome weight.
Outcome Types
Each expedition resolves to exactly one outcome, drawn from the weighted pool for the achieved tier:
| Outcome | Effect |
|---|---|
| Resources | Metal, Crystal, and Deuterium deposited directly to your planet reserves |
| Ships | Fighter reinforcements added to the returning fleet |
| Research Boost | Active research completion times reduced by 10% |
| Damage | Random hull damage applied to the expedition fleet (5–40%) |
| Navigation | Nearby unknown star systems are revealed on the galaxy map |
| Blueprint Fragment | A random blueprint fragment added to your inventory (Rare+ only) |
| Nothing | Fleet returns empty-handed |
Damage outcomes do not destroy ships - they reduce hull integrity, which regenerates on the next full tick at your home planet.
Event Tiers in Detail
Common Events
- Small resource caches (5,000–20,000 per resource)
- Navigation reveals (1–3 nearby systems)
- Minor damage events (5–15% hull)
- Empty expeditions (fleet returns with nothing)
Rare Events
- Moderate resource deposits (20,000–100,000 per resource)
- Derelict fighter squadrons (2–8 Fighter reinforcements)
- Research boost (active tech cut by 10%)
- Heavier damage events (15–30% hull)
Epic Events
- Large resource hauls (100,000–500,000 per resource)
- Significant fighter reinforcements (8–20 Fighters)
- Blueprint fragment drops
- Severe damage events (25–40% hull) with proportionally large compensation rewards
Expedition Log
All completed expeditions are recorded in the Reports section under the Expeditions tab. Each log entry shows:
- Departure and return timestamps
- Fleet composition sent
- Tier achieved
- Outcome type and value received
Logs are retained for 30 days before being archived.
Strategic Notes
- Expeditions do not consume fleet slots while traveling - they use a dedicated expedition queue separate from offensive and transport missions.
- Blueprint fragments are the primary driver of the long-term crafting economy. Running regular Epic-tier expeditions is the most reliable way to build fragment stocks.
- Damaged fleets returning from expeditions should be assigned to a patrol mission at a safe planet to regenerate hull before being used in combat.
- The Explorer commander archetype receives a +20% fleet speed bonus on all missions, including expeditions, significantly reducing round-trip time.