GLOBAL FLEET & TRADE · HANDBOOK

Preparing and Starting an Expedition

An expedition cannot start with an ordinary trading vessel. Adventure state, expedition vessel, empty hold, fuel and a navigable connection to the first waypoint are checked before departure.

Preparing and Starting an Expedition in Global Fleet & Trade
Preparing and Starting an Expedition: player functions, connections and safe operation.

At a Glance

  • Only a valid expedition vessel can take the assignment.
  • Ordinary and contract cargo must be removed completely before departure.
  • The expedition cost is processed only during a successful route start.

Departure check

  1. Open the active adventure assignment.
  2. Choose an available expedition vessel.
  3. Unload all ordinary goods and separate contract cargo.
  4. Check fuel, condition and the vessel’s actual location.
  5. Review the first waypoint, route and displayed costs.
  6. Confirm departure once; an expedition already under way cannot be started a second time.

Why the hold must be empty

Ordinary goods and contract cargo are kept separate from expedition finds. The empty hold creates a safe boundary for mission items and prevents ordinary unloading or selling from changing adventure progress.

Waypoints instead of free destination choice

The mission number also determines waypoint count: mission 1 has one, mission 7 has seven and mission 10 has ten points. The adventure defines their sequence and position; searching is possible only at the final waypoint. The route is connected to the navigable sea network and every stage is server-validated.