As of today, Vetex gave us the formula and somewhat explonation for how fleets work. If you want his text, here’s the link:
So here’s how fleets apperently work
Every 60 seconds, each ship’s task is processed. Each task has a chance value, which starts at some base and is increased (or “ticked”) every 60 seconds according to a formula. When the chance reaches or exceeds 1, the reward function for that task activates. After the reward activates, chance is reduced by 1.
So for example fishing = 1.4280 this exact minute.
- Reward triggers 1 time → chance left = 0.4280
- Next tick adds another 1.4280 → chance = 1.856 → reward triggers 1 time → chance left = 0.856
- Next tick adds 1.428 → chance = 2.284 → reward triggers 2 times → chance left = 0.284
By “reward” it usualy means an item, which probably has their own “costs” to them, but its unknown. What do we know, is the scaling…
Most formulas include a logarithmic term based on your number of active followers aka fleet size. Example: math.log(1 + (FleetSize*0.001), 2)
This slowly increases the chance as your fleet grows, but with diminishing returns, because logarithms increase slowly at higher values. Each task uses slightly different scaling factors and logarithm bases.
I’ve decided to calculate the ‘reward’ each minute with a step of 500 followers for different tasks. For that, i first needed to find formulas, and here which i used:
| Task | Formula (chance per tick) |
|---|---|
| Fishing & Exploring | (0.2 + LOG(1 + FleetSize*0.001, 2)) * 0.8 |
| Harvesting | (0.4 + LOG(1 + FleetSize*0.002, 2)) * 1.12 |
| Conquest Lv1 | (0.0625 + LOG(1 + FleetSize*0.0004, 3)) * 1.26 * 1.0 |
| Conquest Lv2 | (0.0625 + LOG(1 + FleetSize*0.0004, 3)) * 1.26 * 1.25 |
| Conquest Lv3 | (0.0625 + LOG(1 + FleetSize*0.0004, 3)) * 1.26 * 1.5 |
| Conquest Lv4 | (0.0625 + LOG(1 + FleetSize*0.0004, 3)) * 1.26 * 1.75 |
| Conquest Lv5 | (0.0625 + LOG(1 + FleetSize*0.0004, 3)) * 1.26 * 2.0 |
| Trading | 0.1 + 14 * (LOG(1 + 0.0004*FleetSize) / LOG(1 + 0.0004*26000)) |
| Plunder (item) | (0.1 + LOG(1 + FleetSize*0.002, 2)) * 0.75 |
| Plunder (follower) | 0.1 + LOG(1 + FleetSize*0.002, 2) |
Few notes before we go. All tasks has modifers at the end (Conquest has 2), they are the avereged out randomness chances, as Vetex’s formulas have technically 2 formulas per task.
Exploring:
chance = 0.2 + (math.log(1+(FleetSize*0.001), 2))
chance *= random(6,10)x0.1
So i just turned random(6,10)x0.01 into a base multiplier of 0.8 (since (6+10)/2 is 8 and 8 x 0.1 is 0.8). But Conqueest has another modifer, those are levels. As apperently Conquest also takes in its task’s level, while other tasks use levels to expand their “shops” where they can spend their “Reward points”.
Conquest:
chance = 0.0625 + (math.log(1+(FleetSize*0.0004), 3))
chance *= random(4,10)*0.14
chance *= (conquest level rate multiplier)
For sake of sanity i chose simple 1, 1.25, 1.5, 1.75 and 2 as level multipliers, because if multiplier was 1, 2, 3, 4, 5, then Conquest 5 would litteraly give more rewards than Trading 5, which it is not…So anyway… I plugged those numbers into google spreadsheets and got this…
| Tasks / Followers | Fishing & Exploring | Harvesting | Conquest Lv1 | Conquest Lv2 | Conquest Lv3 | Conquest Lv4 | Conquest Lv5 | Trading | Plunder (item) | Plunder (follower) |
|---|---|---|---|---|---|---|---|---|---|---|
| 0 | 0.1600 | 0.4480 | 0.0788 | 0.0984 | 0.1181 | 0.1378 | 0.1575 | 0.1000 | 0.0750 | 0.1 |
| 500 | 0.6280 | 1.5680 | 0.2879 | 0.3598 | 0.4318 | 0.5037 | 0.5757 | 1.1489 | 0.8250 | 1.1 |
| 1000 | 0.9600 | 2.2232 | 0.4647 | 0.5808 | 0.6970 | 0.8131 | 0.9293 | 2.0356 | 1.2637 | 1.7 |
| 1500 | 1.2175 | 2.6880 | 0.6178 | 0.7722 | 0.9267 | 1.0811 | 1.2356 | 2.8038 | 1.5750 | 2.1 |
| 2000 | 1.4280 | 3.0486 | 0.7529 | 0.9411 | 1.1293 | 1.3175 | 1.5058 | 3.4814 | 1.8164 | 2.4 |
| 2500 | 1.6059 | 3.3432 | 0.8737 | 1.0922 | 1.3106 | 1.5290 | 1.7474 | 4.0875 | 2.0137 | 2.7 |
| 3000 | 1.7600 | 3.5922 | 0.9830 | 1.2288 | 1.4745 | 1.7203 | 1.9661 | 4.6358 | 2.1805 | 2.9 |
| 3500 | 1.8959 | 3.8080 | 1.0828 | 1.3535 | 1.6242 | 1.8949 | 2.1657 | 5.1364 | 2.3250 | 3.1 |
| 4000 | 2.0175 | 3.9983 | 1.1746 | 1.4683 | 1.7619 | 2.0556 | 2.3493 | 5.5968 | 2.4524 | 3.3 |
| 4500 | 2.1275 | 4.1686 | 1.2596 | 1.5745 | 1.8894 | 2.2043 | 2.5192 | 6.0232 | 2.5664 | 3.4 |
| 5000 | 2.2280 | 4.3226 | 1.3388 | 1.6734 | 2.0081 | 2.3428 | 2.6775 | 6.4201 | 2.6696 | 3.6 |
| 5500 | 2.3204 | 4.4632 | 1.4128 | 1.7660 | 2.1192 | 2.4723 | 2.8255 | 6.7913 | 2.7637 | 3.7 |
| 6000 | 2.4059 | 4.5925 | 1.4823 | 1.8529 | 2.2234 | 2.5940 | 2.9646 | 7.1401 | 2.8503 | 3.8 |
| 6500 | 2.4855 | 4.7122 | 1.5479 | 1.9348 | 2.3218 | 2.7087 | 3.0957 | 7.4689 | 2.9305 | 3.9 |
| 7000 | 2.5600 | 4.8237 | 1.6099 | 2.0123 | 2.4148 | 2.8173 | 3.2197 | 7.7799 | 3.0052 | 4.0 |
| 7500 | 2.6300 | 4.9280 | 1.6687 | 2.0859 | 2.5030 | 2.9202 | 3.3374 | 8.0750 | 3.0750 | 4.1 |
| 8000 | 2.6959 | 5.0260 | 1.7247 | 2.1558 | 2.5870 | 3.0181 | 3.4493 | 8.3557 | 3.1406 | 4.2 |
Conclusions
Uh…Idk. I love doing silly calculations…
Trading is by far the best tasks but you need more than about 1250 followers.
Oh, and yeah, for those who actually read all that, here’s little something to settle the debate among fleet captains.
ship types dont affect fleet output they only make it so ships are less damaged, from what i can tell (cuz moochezz coded the fleet system) only active followers affect the output of tasks and such
-Vetex
So yeah, brigs in command and vice command, whatever in fleets…oooor brigs to pay less for repairs…they just dont affect tasks.
