The engine randomly draws an outcome category. The two outcomes at 15% are specific to their mode: ships or components in space, and population on land. Each mode therefore has a probability vector totaling 100%.
| Outcome | Space exploration | Ground exploration via the Pillars |
|---|---|---|
| Neutral failure | 15,45 % | 15,45 % |
| Resources, with 2 to 4 additional Echoes | 32,025 % | 32,025 % |
| Ships or components | 15 % | — |
| Population | — | 15 % |
| Hostile presence | 11 % | 11 % |
| Total crash | 2,5 % | 2,5 % |
| Astrium | 3,125 % | 3,125 % |
| Rare item | 4,5 % | 4,5 % |
| Return delay, no gain or loss | 5 % | 5 % |
| Neutral success | 11,4 % | 11,4 % |
| Total | 100 % | 100 % |
The delay postpones the return by 20 to 400 minutes. Among the delays, 70% last 20–60 minutes, 25% last 61–180 minutes, and 5% last 181–400 minutes. The duration in minutes is drawn uniformly from the selected range. In space, this delay is added to the normal return trip. Via the Pillars, the expedition waits for this long before returning to its planet of origin. The units and cargo on board remain unavailable until the return; this outcome yields neither a find nor a loss.
The narrative and duration are preserved: a lost expedition, an unknown entity, a conversation with an extraterrestrial civilization, or an electromagnetic disturbance. The delay changes neither the selected nominal duration nor the economic cap. Quantities obtained from other finds remain unchanged.
A hostile presence then triggers an encounter intensity; its probabilities and the ratios for each mode are listed in Intensity and progression of hostile encounters.
Example
An exploration can return with no gain, bring back useful loot, trigger a battle, or be completely lost.

