FIELD MANUALSKIE ALLIANCE / OGAME GUIDES
GUIDE 07 / Intermediate

Expeditions

Build a replaceable fleet around the reward limit, cargo capacity and launches you can actually maintain.

4 MIN READ10 SECTIONSREVIEWED 2026-11-09

Evidence reviewed 9 November 2026. Read the linked reference for formulas, sources and version limits; current account settings remain the final check.

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What this guide covers

  • Identify the inputs behind an expedition fleet.
  • Avoid mistaking long holding time for larger rewards.
  • Measure net results and operational risk.
SECTION 01

What an expedition actually does

Expeditions travel to position 16, hold, resolve a random event and return surviving ships. They need both expedition allowance and a free ordinary fleet slot. Their value depends on the launches you can sustain, not just the size of one find.

SECTION 02

Build the slot count correctly

Astrophysics provides the baseline allowance; class, Admiral and items can add slots. Ordinary fleet slots remain a separate limit. The detailed table distinguishes the additions and the capacity that may disappear when a bonus expires.

SECTION 03

Record the account you are calculating for

Use your class, universe settings, top-player bracket, active bonuses and current game version. October Orion test notes changed non-Discoverer economy scaling; the later live notices do not independently settle activation on every older universe. Do not assume one recipe applies everywhere.

SECTION 04

Separate reward value from cargo capacity

Expedition points qualify fleet value for a reward bracket; cargo carries the resources home. More ships beyond the useful threshold do not indefinitely increase rewards. Base Metal-plus-Crystal cost defines the classic points, not Armour Technology.

SECTION 05

Build a replaceable working fleet

Choose cargo and support ships for their specific effects, with enough reserves to replace a lost launch. A Pathfinder’s multiplier does not repeatedly double with more Pathfinders. Advanced Deathstar composition changes combat-event exposure but does not remove black-hole risk.

SECTION 06

Fleet verification before expansion

Review the complete schedule and preserve ordinary transport and fleetsave capacity. Verify a working composition, its reports and delayed returns before expanding it across the available slots. A fleet you cannot replace is too large for a routine gamble.

SECTION 07

Avoid the two common scheduling traps

Longer holding time changes event chance, not the maximum resource reward, and can increase delays. Depletion and practical round-trip time also matter. Compare actual launches per day rather than rewarding a longer hold by assumption.

SECTION 08

Keep a simple performance log

Record resources, fuel, losses, delays and launches over a meaningful period. Keep ship finds separate from immediately spendable resources unless you have a realistic conversion use. Use net returns and an explicit valuation basis.

SECTION 09

Change one thing at a time

Change the bottleneck your reports identify: value, cargo, slots, cycle time or replacement funding. Recalculate after class, bracket or major bonus changes. One exceptional reward or loss is not enough evidence for a new fleet recipe.

SECTION 10

Detailed reference

Calculate value, carrying space, slots and replacement exposure separately.

Quick checks

Review the key points. Ticks stay in this browser when storage is available.

Sources & version context

Evidence reviewed 9 November 2026. Read the linked reference for formulas, sources and version limits; current account settings remain the final check. Planning workflows and examples are Skie guidance. Game rules and interface requirements should be checked against the linked references and your current account.

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