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.
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
- Open the active adventure assignment.
- Choose an available expedition vessel.
- Unload all ordinary goods and separate contract cargo.
- Check fuel, condition and the vessel’s actual location.
- Review the first waypoint, route and displayed costs.
- 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.