Expeditions

Overview

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?

Max simultaneous expeditions=Astrophysics level\text{Max simultaneous expeditions} = \lfloor\sqrt{\text{Astrophysics level}}\rfloor
AstrophysicsExpeditions
11
42
93
164
255
366
Admiral bonus

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):

Expedition points=Structural Integrity×51000\text{Expedition points} = \frac{\text{Structural Integrity} \times 5}{1000}
ShipExpedition Points
Light Fighter20
Small Cargo20
Espionage Probe5
Heavy Fighter50
Large Cargo60
Cruiser135
Battleship300
Battlecruiser350
Bomber375
Destroyer550
Not all ships count

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 pointsMetal cap
< 10,00040,000
< 100,000500,000
< 1,000,0001,200,000
< 5,000,0001,800,000
< 25,000,0002,400,000
< 50,000,0003,000,000
< 75,000,0003,600,000
< 100,000,0004,200,000
≥ 100,000,0005,000,000

Resource Find Formula

Metal found=U[0.1, 1]×base_cap×eco_speed×kclass×kpathfinder\text{Metal found} = \mathcal{U}[0.1,\ 1] \times \text{base\_cap} \times \text{eco\_speed} \times k_{\text{class}} \times k_{\text{pathfinder}} Crystal found=Metal found×23Deuterium found=Metal found×13\text{Crystal found} = \text{Metal found} \times \tfrac{2}{3} \qquad \text{Deuterium found} = \text{Metal found} \times \tfrac{1}{3}

Each expedition finds one resource type (metal, crystal, or deuterium) chosen at random. U[0.1, 1]\mathcal{U}[0.1,\ 1] 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:

MultiplierValueCondition
kclassk_{\text{class}} (Discoverer)×1.5Player is Discoverer class
kclassk_{\text{class}} (other)×1.0Any other class
kpathfinderk_{\text{pathfinder}}×2Fleet contains a Pathfinder
Enhanced Sensor Technology+0.2%/levelAdds to kclassk_{\text{class}}
Sixth Sense+0.2%/levelAdds to kclassk_{\text{class}}
Kaelesh Discoverer Enhancement+0.2%/levelAmplifies Discoverer class bonus
Maximum possible find — 8× eco, Discoverer, Pathfinder, rank 1 ≥ 100M points
5,000,000×8×1.5×2=120,000,000 metal5{,}000{,}000 \times 8 \times 1.5 \times 2 = 120{,}000{,}000 \text{ metal}

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 pointsTarget pointsOptimal cargo (×1 eco, no bonus)
< 100k (2,500 pts)2,5001 Destroyer + 1 Probe + 33 Large Cargo
< 1M (6,000 pts)6,0001 Destroyer + 1 Probe + 91 Large Cargo
< 5M (9,000 pts)9,0001 Destroyer + 1 Probe + 141 Large Cargo
< 25M (12,000 pts)12,0001 Destroyer + 1 Probe + 191 Large Cargo
≥ 100M (25,000 pts)25,0001 Destroyer + 1 Probe + 417 Large Cargo

For Miners (maximize cargo, avoid combat)

Recommended: Large or Small Cargos + 1 Espionage Probe

Rank 1 pointsTarget pointsOptimal cargo (×1 eco, no bonus)
< 100k (2,500 pts)2,50042 Large Cargo + 1 Probe
< 1M (6,000 pts)6,000100 Large Cargo + 1 Probe
< 5M (9,000 pts)9,000150 Large Cargo + 1 Probe
≥ 100M (25,000 pts)25,000400 Large Cargo + 1 Probe
Cargo capacity

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?

EventProbability
Resources32.5%
Abandoned ships22%
Nothing18.6%
Delay (fleet returns 2×, 3×, or 5× late)7%
Dark Matter9%
Pirates5.8%
Aliens2.6%
Early return2%
Merchant0.7%
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 receivedStatusAction
Zone not exhausted0–10 expeditions/dayKeep sending
Zone a little exhausted10–25 expeditions/dayConsider switching system
Zone exhausted25+ expeditions/daySwitch 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
Updated 16 May 2026