Augury
Galactic Conquest Classic battle sim · log in · register

Exploration

How many scouts to find your next planet. Every turn you spend exploring adds your whole fleet's scanner, and the planet drops the moment the total clears the bar — which climbs 20% per planet you already own. Nothing carries over between finds, so each one starts from zero. Scouts aren't consumed, though, so you buy the fleet once and it keeps exploring.

Your empire

Race Sets which scouts you can build
Planets owned Sets the bar — captured planets count
Colonies owned Sets the ceiling — Terran stops at 16
Scanner you already have Warships count too — every hull with a scanner
Seek targets Advanced Exploration — raises the bar
Turns
2
1 build · 1 explore
Bar to clear
25,799
for planet 11

Scouts vs turns — Viator II

Fewer turns exploring costs more hulls
Explore turns Scanner needed Viator II Build turns Total turns PR added
1 26,000 52 1 2 1,300
2 13,000 26 1 3 650
5 5,500 11 1 6 275
9 3,000 6 1 10 150
18 1,500 3 1 19 75
26 1,000 2 1 27 50
52 500 1 1 53 25

Highlighted row is the fewest turns overall. Buying past it just moves turns from the explore column into the build column.

Scouts

Terran · ranked by total turns
Ship Scanner Built / turn Scanner / build turn Units Turns PR
Viator II 500 160 80,000 52 2 1,300
Viator 9 80 720 478 12 478 Use

Next planets

Holding 26,000 scanner
Planet Bar Explore turns
11 25,799 1
12 30,959 2
13 37,150 2
14 44,581 2
15 53,497 3
16 64,196 3

13 explore turns to take all 6 — each find starts from zero, so nothing carries between them. Stops at 16 colonies, where Terran can no longer explore.