Fleet Value

When someone asks "what's my fleet worth?", the answer is always the same two things: how much it's worth and how much life it has left.
Mining Power + Fuel
A fleet's total value comes from the combination of its Mining Power (MP) and its Fuel level. They're not separate numbers you look at independently. They're two halves of the same picture.
Mining Power is the combined value of every Worker and Ship in the fleet. It decides the value you risk on every run, which works out to your MP divided by 7. A fleet at 5,000 MP risks a lot, so its wins are big and its losses are big. A fleet at 200 MP risks little, so both swings stay small. Here's the part that surprises people: MP does not change your odds. A 5,000 MP fleet and a 200 MP fleet sent into the same zone face the same wipe chance and the same payout range. The zone sets the risk. Your MP only sets how much is riding on it.
Fuel is operational energy. A brand-new fleet starts at 100%. Every expedition burns fuel. A fleet at full fuel has its whole operational life ahead of it. A fleet at 12% is almost grounded and needs Cargo pumped into it before it can launch again.
Put them together and you've got the picture. A high-MP fleet with full fuel is the most valuable thing on the Marketplace. A high-MP fleet running on fumes is still powerful, but someone's going to need to fill the tank before it flies again.
Fleet MP, fuel percentage, ship count, and worker count are all visible on the fleet card in the Hangar and on Marketplace listings. No surprises. Everything is transparent.

When You're Buying
If you're shopping on the Marketplace, always check both numbers. A fleet might look impressive because of its MP, but if the fuel is nearly empty, you're buying something that needs immediate investment before it can deploy. That's not a bad deal if the price reflects it. It's a bad deal if it doesn't.
When You're Selling
Buyers notice fuel levels. A full-fuel fleet sells faster and commands a better price than the same fleet at 20%. If you're planning to list, consider refueling first. It's a small cost that usually pays for itself in the listing price.
When You're Building
Every Worker and Ship you add increases your fleet's MP, and more MP means you risk more each run. Higher-tier, higher-rarity assets add more MP per unit. There's no MP threshold you need to "handle" a zone. Any fleet can run any zone at the same odds. What MP decides is how much you risk, so build a small fleet for small, steady runs or a large one to risk more. Keep fuel topped up either way so you can run expeditions back to back without getting grounded mid-session.
Refueling
Fuel is consumed with every expedition. When your fleet gets low, you refuel using Cargo. It's an operational cost, like keeping the lights on. The more you deploy, the more fuel you burn.
Smart Commanders watch their fuel the way pilots watch their gauges. Running out mid-session means you're sitting in the Hangar while everyone else is flying.