Excursions
Excursions
An excursion sends a fleet to explore empty space, the void or an unclaimed planet. If the trip succeeds, the fleet comes home with Void Experience and, sometimes, Xenogen, Artifacts, resources and even a relic. Excursions need no target colony and no battle, so they are a way to earn the currencies behind Biolab research and relic creation without attacking anyone.
Send an excursion
- Open Galaxy and pick a target that nobody owns: empty space, a void location or an unclaimed planet. Enter the coordinate in Fleet if you prefer.
- Select the ships to send. Any fleet can go; stronger fleets succeed more often and bring back more. Leave cargo room if you want to carry resources, Xenogen or Artifacts home.
- Choose the Excursion mission, check the SEM fuel cost and travel time, and launch. Excursion is a separate mission from Extract, which recovers visible debris.
- The fleet explores on arrival and then flies home on its own. Carried rewards become available when it returns. See Fleet Operations for recall and return rules.
Success
Not every excursion succeeds. The base success chance is 15%, and three things can raise it:
- Fleet strength: a stronger fleet improves the chance, up to double.
- Travel time: a longer trip improves the chance, up to 1.5 times.
- Time since the last excursion to the same location: the longer a location has rested, the better, up to double. A failed trip only partly resets that rest time.
A failed excursion pays nothing, and its report says the fleet found nothing useful. Try a longer trip, a stronger fleet or a different location.
Rewards
A successful excursion always pays at least 1 VXP. It then rolls separately for each extra reward:
| Reward | Chance on success |
|---|---|
| Void Experience | Always |
| Xenogen | 40% |
| Artifacts | 40% |
| Resources (Aslit, Crlit, Iopla, SEM; one to four kinds) | 30% |
| Relic | 10% of full excursions, see below |
Amounts grow with the strength of your fleet and with flight time. Fleet strength counts up to a ceiling that depends on the world's strongest active players, so a fleet far above that ceiling gains nothing extra. Xenogen, Artifacts and resources must fit in the fleet's cargo, and they are filled in that order: Xenogen, then Artifacts, then resources. Anything that does not fit is lost. VXP and relics need no cargo space.
Full excursions and the daily quota
Only your first 3 successful excursions within any 24 hours pay in full. These are called full excursions. Later successes in the same window still succeed but pay only 2–6% of the normal amounts, and they cannot find relics.
- Galaxy shows a Full excursions tile with your used slots, for example 1/3. Fleet shows how many full excursions you have left, and when the next slot frees up.
- The window is rolling: a used slot returns 24 hours after the excursion that used it arrived.
- Only successful trips use a slot. A failed trip does not.
Plan around this by saving strong fleets for your full slots rather than sending many small ones.
Finding relics
On a full excursion that succeeds, there is a 10% chance to find a relic. Of those finds, 99% are Common and 1% are Uncommon. The relic goes straight into your collection at no cost. You find nothing if Archeotech is not yet researched or your collection has no free slot, so unlock Archeotech first and delete relics you no longer need. Other relic sources are the Ancient dig site in Planet Events and creating them yourself in Archeotech.
Reports
Each arrival creates an excursion report in Reports, and an arrival message in Inbox tells you the fleet has completed its excursion and is returning. The report says whether the trip succeeded and lists what was found.
Tips
- Check the quota tile before launching, and send your strongest fleet on a full slot.
- A longer flight helps both success chance and reward size.
- Bring cargo capacity if you want the Xenogen, Artifacts and resources, not just VXP.
- Spread trips across different locations to avoid short rest times.
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