Exploration
Exploration sends a Wayfinder-led fleet into deep space to search for abandoned resources, derelict ships, and hostile contacts. It is the highest-variance deep-space mission in the game: some ticks do nothing, some pay well, and some end in a total fleet loss.
Quick Rules
| Rule | Value |
|---|---|
| Mission ID | 15 |
| Target | Deep space at position 16 |
| Return trip | Yes, unless the fleet is lost |
| Tick interval | Every 30 minutes while holding |
| Launch requirement | Hold time is required |
| Unlock | Wayfinder research level 1 |
| Required ships | At least 1 Wayfinder |
Launch Requirements
To launch Exploration:
- choose a target system and the game sends the fleet to deep space at
position
16 - include at least 1 Wayfinder
- set a hold time
Exploration does not launch as a zero-hold mission. If you do not set hold time, the mission is blocked before launch.
The Outcome Roll
Every 30 minutes while the fleet is holding, Exploration makes one outcome roll.
The logic happens in two stages:
Stage 1: Combat Check
If roll 1-100 is 1 to 10:
hostile encounter
That gives Exploration a 10% combat chance per tick.
Stage 2: Non-Combat Check
If the combat check does not trigger, the mission rolls a second table on a
1-90 scale:
| Non-Combat Roll | Result |
|---|---|
| 1-50 | Nothing |
| 51 | Fleet lost |
| 52-75 | Resources found |
| 76-90 | Ships found |
Combined into overall chances per 30-minute tick, the real results are:
| Final Outcome | Chance |
|---|---|
| Nothing | 50% before Gravitational Navigation |
| Fleet lost | 1% |
| Resources found | 24% |
| Ships found | 15% |
| Hostile encounter | 10% |
Gravitational Navigation changes that non-combat table after the hostile check:
- each level removes 1 percentage point from Nothing
- that removed chance is split equally into Resources found and Ships found
- Fleet lost stays at 1%
Fleet Points
Exploration rewards scale from your fleet's fleet points.
The mission calculates fleet points as the total resource cost of the ships in the expedition:
fleet_points
= sum(metal_cost + crystal_cost + deuterium_cost of every ship)
Wayfinders count extra:
each Wayfinder counts at 250% of its normal point value
That means a fleet with Wayfinders gets stronger Exploration outcomes than an equal-cost fleet without them.
Reward Multiplier
Exploration rewards are multiplied by mission bonuses, then adjusted by universe score scaling.
The mission bonus is:
exploration_reward_multiplier
= fuel_cell_reward_multiplier
× gravitational_navigation_multiplier
× wayfinder_research_multiplier
gravitational_navigation_multiplier
= 1 + (0.05 × Gravitational Navigation level)
wayfinder_research_multiplier
= 1 + (0.05 × Wayfinder research level)
So if you have:
- Wayfinder research level 4
- a 3x Fuel Cell boost
and Gravitational Navigation level 2, your total Exploration reward multiplier is:
3.0 × 1.10 × 1.20 = 3.96x
Universe Score Scaling
Deep-space rewards also compare your overall score to the average overall score
of the top player in each of the four research focuses. If a focus has no scored
leader yet, that focus contributes 0 to the average.
- If you are below that average, Exploration rewards scale up.
- At 0 score, Exploration rewards can be up to 2x.
- At the focus-leader average, Exploration rewards are 1x.
- Above the focus-leader average, Exploration rewards scale down quickly.
- At 200% of that average or higher, Exploration rewards are reduced to the 1% floor.
This keeps Exploration strong enough to lead the universe while preventing one explorer from pulling too far ahead of every other focus.
Resource Finds
When Exploration finds resources, it uses:
base_resource_find
= floor(fleet_points × random 5% to 20%)
final_resource_find
= floor(base_resource_find × exploration_reward_multiplier)
That total is then split into:
- 50% Metal
- 30% Crystal
- 20% Deuterium (whatever remains after Metal and Crystal are assigned)
The resources are loaded into the mission fleet, so cargo capacity still matters. If the fleet does not have enough free cargo for the full find, Exploration loads only what fits and reports the loaded amount.
Ship Finds
When Exploration finds ships, it creates a ship-value budget:
ship_find_budget
= floor(fleet_points × random 1% to 4% × exploration_reward_multiplier)
The mission then fills that budget with a random mix of eligible recovered ships, including:
- Small Cargo
- Large Cargo
- Light Fighter
- Heavy Fighter
- Cruiser
- Recycler
- Espionage Probe
- Wayfinder
Recovered ships are added directly to the expedition fleet.
Hostile Encounters
If the hostile branch triggers, Exploration creates an Unknown enemy fleet and resolves a full combat report.
Enemy strength is based on your fleet points:
enemy_fleet_score
= fleet_points × random 30% to 150%
× (1 - (0.05 × Gravitational Navigation level))
Nomads, Raiders, and Aliens all apply a 0.45 strength modifier to that base range. In practice, hostile fleet strength now lands between 13.5% and 67.5% of your expedition fleet score.
Fuel Cell reward boosts do not make these hostile fleets larger. They only affect reward outcomes after the branch is chosen.
Gravitational Navigation does reduce hostile encounter size, because it is part of the base Exploration research path rather than a Fuel Cell mission boost.
The contact is generated as one of these enemy themes:
- Nomads
- Raiders
- Aliens
If your fleet survives and still has Wayfinders, surviving Wayfinders automatically salvage the combat debris into available cargo space.
Any debris left after automatic Wayfinder salvage is placed into a random debris
slot in the same system. Exploration debris never stays at deep-space position
16; it lands in a normal slot from 1 to 15, and the encounter message
tells you which coordinates to recycle.
If your fleet is destroyed, the mission ends immediately and nothing returns.
Fuel Cell Reward Boost
Exploration uses the reward-style Fuel Cell boost.
You can spend up to 500 Fuel Cells on an Exploration launch, but that spend shares the same 500 Fuel Cells per calendar day player cap with other reward-style Fuel Cell mission boosts, Sensor Phalanx scans, and Jump Gate activations:
fuel_cell_reward_multiplier
= 1 + min(5, fuel_cells_spent / 100)
That gives these breakpoints:
| Fuel Cells Spent | Reward Multiplier |
|---|---|
| 0 | 1x |
| 100 | 2x |
| 200 | 3x |
| 300 | 4x |
| 400 | 5x |
| 500 | 6x |
The Fuel Cell boost affects:
- found resources
- found ship value
- debris created by hostile encounter combat, but only up to 2x from the Fuel Cell portion of the bonus
It does not increase the size of the hostile fleet when the encounter branch rolls.
Strategy Tips
- Always bring more cargo than your target payout, not just enough for the launch fuel.
- Wayfinders are mandatory, and they also improve the size of Exploration outcomes.
- Wayfinder Research now also makes surviving Wayfinders materially harder to kill by adding shield strength from base value.
- Gravitational Navigation improves positive outcomes, reduces hostile encounter size, and shifts empty ticks into finds over time.
- Long holds increase your expected value because you get more 30-minute rolls.
- Never treat Exploration as guaranteed income. It is a high-upside gamble.
Related
- Missions - Mission overview
- Fleet Mechanics - Travel time, fuel, and Fuel Cell rules
- Wayfinder - The required ship for Exploration
- Wayfinder Research - Adds Exploration mission slots plus reward scaling and Wayfinder shield strength
- Gravitational Navigation - Explorer end-tier outcome control