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en:expedition [24.04.2026 11:28] – Expeditions description magglishen:expedition [25.04.2026 06:17] (aktuell) – Ship find algorithm description magglish
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 ===Scale of the events=== ===Scale of the events===
-\\+ 
 +For **Slowed Return & Accelerated Return**, a factor of 2 is used for small events, 3 for medium events, and 5 for large events. 
 + 
 +For **Battles with Pirates & Aliens**, there is a different mechanic, which is covered in its own section below. 
 **Raw Material Finds & Fleet Finds**: For a small find, a factor between 10 and 50 is used. For a medium find, a factor of 50–100 is used, and for a large find, a factor of 100–200 is used. **Raw Material Finds & Fleet Finds**: For a small find, a factor between 10 and 50 is used. For a medium find, a factor of 50–100 is used, and for a large find, a factor of 100–200 is used.
 If crystal is rolled, the calculated size is halved; for deuterium, it is reduced to one-third; and for metal, no reduction is applied. If crystal is rolled, the calculated size is halved; for deuterium, it is reduced to one-third; and for metal, no reduction is applied.
 For resource finds, the transport capacity of the ships in the Expo is also a limiting factor!   For resource finds, the transport capacity of the ships in the Expo is also a limiting factor!  
  
-For **ship finds**, the system first determines which ships can be found, then which ship type from the set of possible finds should be selectedand finally the quantity of that type.  +For **ship finds**, the game first works out a total discovery budget. That budget comes from the expedition points and the size of the event (the multiplier for that discovery, the same that applies for resource finds). The expedition then “pays” for the found ships out of that budgetThere is a stricter lower limit on how much value can be used for ship finds than for resource finds, so the two systems do not use the same floor; details belong in the Expedition Points chapter below. 
-Each ship has a specific value, which is calculated based on the production costs of metal and crystal.  + 
-The expedition fleet has a certain amount of expedition points and must use them to “pay” for these ships based on the event’s multiplierNote that there is lower limit (50%) for fleet finds than for resource finds. (More information on this in the chapter **“Expedition Points”**) +Each possible ship has a **value equal to the sum of its metal and crystal construction cost**Deuterium is not part of that price in this step. 
-For exampleif you have budget of 10,000 and a cruiser is rolled that has a value of (20,000 + 7,000= 27,000then you cannot find that ship+ 
-This means you have wasted one of your three attempts. The search for ships stops after the third attemptunless you have found 0 ships+The game first decides which ship types are allowed for that expedition. It depends on the highest relevant ship class you sentSending more advanced ships can unlock wider set of possible finds (including weaker types) - more on that later in the wiki. 
-Because of this mechanic, you often get fewer ships than you could potentially find. And the variety of ship types found favors smaller ships being discoveredThat’s why you find many more probes than any other shipTherefore, the chance of finding a heavy fighter is not 20% of 5 possible ship types (if you have the maximum number of GTs in your expedition fleet) but much less.+ 
 +Ship find algorithm: 
 +  - A ship type is chosen **at random** from the list of types that are allowed. 
 +  - The game works out the **largest number** of that type that would still fit in the **remaining** budget (full ships onlyno fractions). 
 +  - It then draws random number of ships from zero up to that maximum. 
 +  - If the number is greater than zerothose ships are added to the result and their total value is subtracted from the budget. 
 +  - The process can repeat to add more of different types until the run ends. 
 + 
 +A **failed attempt** happens whenfor a chosen typethe type is too expensive for what is left in the budget (so you get zero of that type that step), or when the random count for that step is zero even though some ships could have fit. The search allows **at most three such failed attempts**. After thatno further types are added in that find
 + 
 +**Special case: nothing found yet** - If no ships at all have been found, the run does not give up on the “three failed attempts” rule the same way: it keeps going until at least one ship is found (or the situation makes that impossible)so you are not left with a completely empty result only because the first random rolls were bad
 + 
 +Two ships are not equally likely in practice, even if each allowed type is picked with the same chance on each step. Cheaper ships fit more often into what is left of the budgetand a random count of zero on an expensive type wastes a failed attempt. So you will often see more probes and small ships in the long run than big ships, and the number of found ships is often less than a naive “spend the whole budget on the most efficient mix” would suggest. 
 + 
 +**Example:** 
 +Imagine an expedition finds abandoned ships worth up to 200,000 metal/crystal value. 
 +The fleet sent was advanced enough to find
 +  * small cargo ships 
 +  * large cargo ships 
 +  * light fighters 
 +  * heavy fighters 
 +  * cruisers 
 + 
 +The game might randomly choose cruisers firstIf one cruiser costs 27,000 value, then up to 7 cruisers could fit into the 200,000 budget. The game randomly chooses, for example, 3 cruisers. \\ 
 +That uses 81,000 value, leaving 119,000. \\ 
 +Next, the game randomly chooses large cargo ships. If one large cargo costs 12,000, then up to 9 could fit. The game randomly chooses 4. \\ 
 +That uses another 48,000, leaving 71,000. \\ 
 +Next, the game randomly chooses heavy fighters. If one heavy fighter costs 10,000, then up to 7 could fit. The game randomly chooses 0. \\ 
 +Unfortunately, no heavy fighters have been chosen. \\ 
 +The expedition would then return with: 
 +  * 3 cruisers 
 +  * 4 large cargo ships 
 +This is why found ship rewards can feel varied even when the expedition fleet is similar.
  
-For **Slowed Return & Accelerated Return**, a factor of 2 is used for small events, 3 for medium events, and 5 for large events. 
  
-For **Battles with Pirates & Aliens**, there is a different mechanic, which is covered in its own section below. 
  
 ====Expedition Points==== ====Expedition Points====
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 The “Resource Discovery” and “Fleet Discovery” events are directly dependent on the expedition points (also known as exp points or exp value) of the expedition fleet. The exp value of a [[flotte|fleet]] corresponds to the sum of the exp values of all [[schiffe|ships]]. The higher this value is, the more [[rohstoffe|resources]] or [[schiffe|ships]] are found. The “Resource Discovery” and “Fleet Discovery” events are directly dependent on the expedition points (also known as exp points or exp value) of the expedition fleet. The exp value of a [[flotte|fleet]] corresponds to the sum of the exp values of all [[schiffe|ships]]. The higher this value is, the more [[rohstoffe|resources]] or [[schiffe|ships]] are found.
  
-However, there are various upper and lower limits for the finds, which are explained in the relevant sections. In particular, the amount of [[rohstoffe|resource]] and [[flotte|fleet]] finds is limited by the number of points held by the player in first place in the respective [[universum|Uni]], resulting in a maximum value for exp points; exceeding this limit does not yield higher gains. Additionally, a [[flotte|fleet]] can only find as many resources as will fit in its storage. Expowerts are calculated using the following formula:+However, there are various upper and lower limits for the finds, which are explained in the relevant sections. In particular, the amount of [[rohstoffe|resource]] and [[flotte|fleet]] finds is limited by the number of points held by the player in first place in the respective [[universum|Uni]], resulting in a maximum value for exp points; exceeding this limit does not yield higher gains. Additionally, a [[flotte|fleet]] can only find as many resources as will fit in its storage. Expedition points are calculated using the following formula:
  
 Expedition points = Structure Points * 5 / 1000 Expedition points = Structure Points * 5 / 1000
en/expedition.1777030088.txt.gz · Zuletzt geändert: 24.04.2026 11:28 von magglish