Why calculate expeditions?
Expeditions are one of the most profitable resource sources in OGame — if you use them correctly. Many players simply send any old fleet without checking whether the deuterium costs eat up the yield. A simple calculation model helps you optimise expeditions as a genuine income source.
The three decisive variables: fleet value (determines find cap), transporter capacity (limits takeable resources) and deuterium costs (fixed costs per expedition). Only those who know all three can calculate their actual profit.
Calculating deuterium costs
The deuterium consumption of an expedition depends on fleet composition, researched drive levels and distance to the target sector. In the game, you see the consumption display directly when setting up the mission — use this as your basis.
Rule of thumb for daily consumption
If an expedition costs 50,000 deuterium and you send 4 times daily (outbound and return flight each ~3 hours), you have fixed costs of 200,000 deuterium daily. The average daily find must significantly exceed this value for expeditions to be worthwhile.
Drive and consumption
| Ship | Drive | Consumption (relative) | Fleet value/Deuterium |
|---|---|---|---|
| Pathfinder | Hyperspace | Low | Very good |
| Large Cargo | Impulse | Medium | Good |
| Battleship | Hyperspace | High | Medium |
| Battlecruiser | Hyperspace | High | Medium |
| Reaper | Hyperspace | Very high | Poor |
Find cap: how much an expedition can bring
OGame caps the maximum expedition find based on the value of the fleet sent. This cap depends on the universe and can vary through server speed and settings. The exact multiplier is not officially documented, but guide values can be derived from community data.
Practical example
You send a fleet worth 2,000,000 resources (metal + crystal + deuterium of the ships). The maximum resource find is thus approximately 400,000 to 700,000 units. More ships above this limit provide no additional value — but increase deuterium costs.
Ship finds follow different rules
Ship finds have a separate cap that is also tied to fleet value. You can find ships worth a maximum of ~10–15% of the fleet value brought. Dark matter is uncapped and always a surprise.
Sizing transporter capacity correctly
One of the most expensive mistakes: the resource find exceeds the cargo capacity of the transporters sent. The excess find is lost — you can't retrospectively send additional transporters.
Capacity planning
| Ship | Cargo capacity | Recommendation |
|---|---|---|
| Small Cargo | 5,000 | Only for small fleets |
| Large Cargo | 25,000 | Standard for expeditions |
| Colony Ship | 7,500 | Not suitable |
Rule of thumb: take at least enough Large Cargos so their total capacity covers the expected maximum find. For an expected maximum find of 500,000 units, you need at least 20 Large Cargos (20 × 25,000 = 500,000).
Including discoverer bonus
With the Discoverer class, the calculation changes significantly. The Discoverer receives higher find probabilities and quantities — without you having to send more ships. The expected value effectively increases at the same costs.
- More expedition slots: More simultaneous missions with the same resource investment
- Increased find probability: More resource and ship finds
- Better dark matter chances: Rarer, but real advantage over other classes
For players using expeditions as their primary income source, the Discoverer class is virtually mandatory — the efficiency gains over General or Collector are considerable.
Calculating break-even point
The simplest question: is my current expedition fleet even worthwhile? Calculate the break-even point — how often must the expedition deliver a find for costs to be covered.
If your expedition costs 80,000 deuterium and brings back resources worth an average of 200,000 (deuterium equivalent), you achieve a net profit of 120,000 per expedition. Empty expeditions and pirate attacks reduce the average — plan conservatively.
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