The basic principle of expedition fleets
The expedition fleet in OGame serves three purposes simultaneously: build up fleet value (for larger finds), provide cargo capacity (transport resources home) and bring combat power (withstand pirates and aliens). A well-optimised fleet balances these three elements without causing unnecessary deuterium costs.
The secret lies in the ratio: enough fleet value for maximum find ceiling, enough transporters for the expected resources, but no more ships than necessary — each ship increases deuterium consumption.
The most important ships for expeditions
Pathfinder — The heart
The Pathfinder was introduced with the OGame redesign and is specifically designed for expeditions. It provides a direct bonus on expedition results and has low deuterium consumption compared to its fleet value. For every expedition fleet: send at least one Pathfinder, preferably several.
- Direct expedition bonus (officially confirmed)
- Fast enough not to extend expedition times
- Low deuterium consumption relative to fleet value
- Can be used alone or as fleet core
Large Cargo — Indispensable
Without sufficient transporter capacity you lose found resources. The Large Cargo holds 25,000 units and is the most efficient transport ship for expeditions. The Small Cargo (5,000 units) is too inefficient — consumes too much deuterium relative to its capacity.
Battleships — For higher fleet value
Battleships and Battlecruisers increase fleet value and thus the find ceiling. At the same time they protect the expedition against pirates. The downside: high deuterium consumption. Use battleships strategically — only up to the find ceiling of the respective universe, no more.
Recycler — Optional
If your expedition encounters pirates or aliens and debris is created, a Recycler can collect it. In practice rarely necessary — the debris amount after pirate battles is small. For players with many expedition slots a Recycler is worthwhile as a permanent addition.
Fleet packages by game progress
Beginner expedition (early phase)
| Ship | Number | Purpose |
|---|---|---|
| Pathfinder | 5–10 | Fleet value + bonus |
| Large Cargo | 10–15 | Cargo capacity |
| Light Fighter | 20–30 | Basic protection |
Mid-level expedition
| Ship | Number | Purpose |
|---|---|---|
| Pathfinder | 10–20 | Fleet value + bonus |
| Large Cargo | 20–30 | Cargo capacity |
| Battleship | 5–10 | High fleet value |
| Cruiser | 10–20 | Protection + fleet value |
Advanced expedition (endgame)
| Ship | Number | Purpose |
|---|---|---|
| Pathfinder | 20+ | Bonus + fleet value |
| Large Cargo | 30–50 | Maximum capacity |
| Battlecruiser | 10–20 | Anti-pirate + fleet value |
| Battleship | 10–20 | High fleet value |
Explorer class changes everything
With the Explorer class you get more expedition slots and better finds with the same fleet. This means: you can split the same ships across multiple expeditions and still — or precisely because of this — get more out of it than with a single giant fleet without class bonus.
Instead of one expedition with 200 Pathfinders send four expeditions with 50 Pathfinders each. Same ships, four times as many chances for finds — and four times the opportunity to discover Dark Matter.
Common mistakes in fleet planning
- Too few transporters: Resource finds cannot be completely taken along
- Too many expensive battleships: Deuterium costs exceed the added value from fleet value
- No Pathfinder included: Biggest single influencing factor on expedition success is wasted
- Inflating fleet beyond find ceiling: More deuterium without more yield
- Expedition as fleetsave with wrong return time: Fleet lands in the window when you're offline — but the timing is then right for the attack
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