Expeditions
Expeditions send a fleet to slot 16 (Deep Space) for a chance at resources, ships, Dark Matter, or a merchant visit. They are a reliable passive income source — especially for miners and mid-game players.
Expeditions have been part of OGame since 2009 and require Astrophysics technology. The mission has three stages: (a) fly to slot 16, (b) explore deep space (minimum 1 hour), (c) return.
How Many Expeditions Can You Send?
| Astrophysics | Expeditions |
|---|---|
| 1 | 1 |
| 4 | 2 |
| 9 | 3 |
| 16 | 4 |
| 25 | 5 |
| 36 | 6 |
The Admiral officer grants +1 expedition slot on top of the formula.
You can launch expeditions directly from the Galaxy View (click the expedition icon on slot 16). With Commander, you can save a preset fleet composition; with Admiral, you can select it directly from Galaxy View.
Expedition Points
Each ship contributes Expedition Points based on its Structural Integrity (metal + crystal cost):
| Ship | Expedition Points |
|---|---|
| Light Fighter | 20 |
| Small Cargo | 20 |
| Espionage Probe | 5 |
| Heavy Fighter | 50 |
| Large Cargo | 60 |
| Cruiser | 135 |
| Battleship | 300 |
| Battlecruiser | 350 |
| Bomber | 375 |
| Destroyer | 550 |
Deathstars, Colony Ships, and Recyclers cannot be found on expeditions and contribute nothing useful — don't bring them.
Resource & Fleet Caps
The base cap is determined by the rank 1 player's general highscore points. Each expedition draws a random amount between 10% and 100% of that cap:
| Rank 1 general points | Metal cap |
|---|---|
| < 10,000 | 40,000 |
| < 100,000 | 500,000 |
| < 1,000,000 | 1,200,000 |
| < 5,000,000 | 1,800,000 |
| < 25,000,000 | 2,400,000 |
| < 50,000,000 | 3,000,000 |
| < 75,000,000 | 3,600,000 |
| < 100,000,000 | 4,200,000 |
| ≥ 100,000,000 | 5,000,000 |
Resource Find Formula
Each expedition finds one resource type (metal, crystal, or deuterium) chosen at random. is a uniform random roll between 10% and 100% — every expedition draw is independent, so you can get the full cap or just a tenth of it.
Multipliers:
| Multiplier | Value | Condition |
|---|---|---|
| (Discoverer) | ×1.5 | Player is Discoverer class |
| (other) | ×1.0 | Any other class |
| ×2 | Fleet contains a Pathfinder | |
| Enhanced Sensor Technology | +0.2%/level | Adds to |
| Sixth Sense | +0.2%/level | Adds to |
| Kaelesh Discoverer Enhancement | +0.2%/level | Amplifies Discoverer class bonus |
Optimal Fleet Compositions
For Raiders (maximize combat safety, include cargo)
Recommended: 1 Destroyer + 1 Espionage Probe + Large/Small Cargos
The Destroyer contributes 550 points. Fill the rest with Cargos to carry loot. A Bomber is sometimes added to deter pirates and aliens.
| Rank 1 points | Target points | Optimal cargo (×1 eco, no bonus) |
|---|---|---|
| < 100k (2,500 pts) | 2,500 | 1 Destroyer + 1 Probe + 33 Large Cargo |
| < 1M (6,000 pts) | 6,000 | 1 Destroyer + 1 Probe + 91 Large Cargo |
| < 5M (9,000 pts) | 9,000 | 1 Destroyer + 1 Probe + 141 Large Cargo |
| < 25M (12,000 pts) | 12,000 | 1 Destroyer + 1 Probe + 191 Large Cargo |
| ≥ 100M (25,000 pts) | 25,000 | 1 Destroyer + 1 Probe + 417 Large Cargo |
For Miners (maximize cargo, avoid combat)
Recommended: Large or Small Cargos + 1 Espionage Probe
| Rank 1 points | Target points | Optimal cargo (×1 eco, no bonus) |
|---|---|---|
| < 100k (2,500 pts) | 2,500 | 42 Large Cargo + 1 Probe |
| < 1M (6,000 pts) | 6,000 | 100 Large Cargo + 1 Probe |
| < 5M (9,000 pts) | 9,000 | 150 Large Cargo + 1 Probe |
| ≥ 100M (25,000 pts) | 25,000 | 400 Large Cargo + 1 Probe |
The cargo counts above are for ×1 eco speed with no class bonus and no Pathfinder. Multiply by your total find multiplier (eco_speed × k_class × k_pathfinder) to find the actual cargo needed. A full resource find with no cargo space wastes the entire yield.
What Can You Find?
| Event | Probability |
|---|---|
| Resources | 32.5% |
| Abandoned ships | 22% |
| Nothing | 18.6% |
| Delay (fleet returns 2×, 3×, or 5× late) | 7% |
| Dark Matter | 9% |
| Pirates | 5.8% |
| Aliens | 2.6% |
| Early return | 2% |
| Merchant | 0.7% |
| Black hole (fleet lost) | 0.33% |
Ship Finds
Ship finds use the same formula and multipliers as resource finds. The SI value of ships found scales with the same cap and multipliers.
Dark Matter Finds
- Small package: 300–400 DM
- Medium package: 500–700 DM
- Large package: 1,000–1,800 DM
Pirates & Aliens
- Pirates: combat technology = yours − 3; fleet size ±30–80% of your structural integrity
- Aliens: combat technology = yours + 3; fleet size 40–120% of your structural integrity
Aliens are significantly more dangerous than pirates. A Bomber in your expedition fleet reduces losses against both.
Merchant
If a merchant is found, you'll see a black trade button. Click the black button — not the green one. The green button dismisses your expedition merchant and charges 3,500 DM for a new one.
System Depletion
Sending too many expeditions to the same solar system depletes it, reducing loot and increasing empty results. The system regenerates at 10 expeditions per day.
| Message received | Status | Action |
|---|---|---|
| Zone not exhausted | 0–10 expeditions/day | Keep sending |
| Zone a little exhausted | 10–25 expeditions/day | Consider switching system |
| Zone exhausted | 25+ expeditions/day | Switch system or wait |
How to avoid depletion:
- Uni speed ≤ ×2: max 3 non-stop expeditions per solar system position
- Uni speed > ×2: max 2 non-stop expeditions per solar system
- Avoid sending to systems where a Discoverer class player is also expeditioning — you'll deplete the system for both of you
- Ideal: send from systems where you are the only resident, with no neighbours in the adjacent 2 systems
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