player-guides12 min read
Economy Guide
Master resource management and build an economic powerhouse to fuel your conquest of the stars
Content rendering notice
This document is displayed in raw format.
# Economy Guide > **Navigation**: [Docs](../README.md) > [Player Guides](./) > **Economy Guide** Master resource management and build an economic powerhouse to fuel your conquest of the stars. ## Economic Fundamentals Your economy is the foundation of everything: - **No economy = No ships** - **No ships = No territory** - **No territory = No victory** **Golden Rule:** Economy first, military second. You can't sustain a fleet without the income to support it. ## Understanding Your Economy Dashboard Access via the **Economy** button (hotkey: `E`) ### Key Metrics **Total Income:** - Sum of all resource production per turn - Shown as: +Credits/turn, +Minerals/turn, +Fuel/turn, +Research/turn **Total Expenses:** - Fleet maintenance costs - Building upkeep - Trade route overhead - Shown as: -Credits/turn, etc. **Net Income:** - Income - Expenses - **GREEN = Surplus** (economy growing) - **YELLOW = Breaking even** (sustainable) - **RED = Deficit** (burning reserves, unsustainable) **Treasury Balance:** - Current stockpile of each resource - Buffer for emergencies and large purchases **Income Breakdown:** - See which planets produce what - Identify bottlenecks - Plan expansion priorities ## Resource Production Buildings ### Credits Production **Tax Authority** - **Cost:** 1,000 minerals, 500 credits - **Production:** +100 credits/turn - **Requirements:** Colony population >1,000 - **Best On:** High-population planets **Trade Hub** - **Cost:** 2,000 minerals, 1,000 credits - **Production:** +200 credits/turn + trade route bonuses - **Requirements:** Orbit of planet with trade routes - **Best On:** Trade route junction planets **Financial District** (Advanced) - **Cost:** 5,000 minerals, 3,000 credits - **Production:** +500 credits/turn - **Requirements:** Tech: Advanced Economics, large population - **Best On:** Developed core worlds **Stock Exchange** (Late Game) - **Cost:** 10,000 minerals, 5,000 credits - **Production:** +1,000 credits/turn - **Requirements:** Tech: Galactic Markets, multiple trade routes - **Best On:** Economic capital world ### Minerals Production **Mineral Extractor** - **Cost:** 800 minerals, 300 credits - **Production:** +50 minerals/turn - **Requirements:** Planet has mineral deposits - **Best On:** Rocky planets, high mineral rating **Deep Core Mine** - **Cost:** 2,500 minerals, 1,000 credits - **Production:** +150 minerals/turn - **Requirements:** Tech: Deep Mining - **Best On:** Planets with "Rich Ore" trait **Asteroid Mining Station** - **Cost:** 3,000 minerals, 1,500 credits - **Production:** +200 minerals/turn - **Requirements:** Asteroid belt in system - **Best On:** Systems with dense asteroid fields **Automated Mining Complex** (Late Game) - **Cost:** 8,000 minerals, 3,000 credits - **Production:** +500 minerals/turn - **Requirements:** Tech: Robotics, AI Management - **Best On:** Dedicated mining worlds ### Fuel Production **Fuel Refinery** - **Cost:** 1,500 minerals, 800 credits - **Production:** +100 fuel/turn - **Requirements:** Planet with hydrocarbon deposits - **Best On:** Planets near your fleets **Gas Harvester** - **Cost:** 4,000 minerals, 2,000 credits - **Production:** +300 fuel/turn - **Requirements:** Gas giant in system - **Best On:** Gas giants (obviously) **Fusion Reactor** (Advanced) - **Cost:** 6,000 minerals, 3,000 credits - **Production:** +500 fuel/turn - **Requirements:** Tech: Fusion Power - **Best On:** Industrial worlds **Antimatter Plant** (Late Game) - **Cost:** 15,000 minerals, 8,000 credits - **Production:** +1,000 fuel/turn - **Requirements:** Tech: Antimatter, rare elements - **Best On:** Secure, developed systems ### Research Production **Research Lab** - **Cost:** 2,000 minerals, 1,500 credits - **Production:** +20 research/turn - **Requirements:** None - **Best On:** Every developed world **University Complex** - **Cost:** 5,000 minerals, 3,000 credits - **Production:** +50 research/turn - **Requirements:** Tech: Advanced Education - **Best On:** Core worlds with large populations **Science Academy** - **Cost:** 10,000 minerals, 5,000 credits - **Production:** +100 research/turn - **Requirements:** Tech: Scientific Method, existing research labs - **Best On:** Dedicated research worlds **Quantum Research Facility** (Late Game) - **Cost:** 20,000 minerals, 10,000 credits - **Production:** +250 research/turn - **Requirements:** Tech: Quantum Physics - **Best On:** Your most secure, developed planet ## Colony Management ### Planet Types and Bonuses **Terran (Earth-like)** - **Bonus:** +25% population growth - **Best For:** Credits production (population-based buildings) - **Strategy:** Build tax authorities, financial districts **Rocky/Barren** - **Bonus:** +25% mineral production - **Best For:** Mining operations - **Strategy:** Build mineral extractors, deep core mines **Gas Giant** - **Bonus:** +50% fuel production - **Best For:** Fuel harvesting - **Strategy:** Build gas harvesters only **Ice World** - **Bonus:** +15% research - **Best For:** Research facilities - **Strategy:** Build research labs, universities **Desert** - **Bonus:** +10% all production - **Best For:** Balanced development - **Strategy:** Mix of all building types ### Colony Development Stages **Stage 1: Founding (Turns 1-5)** - Build basic infrastructure - 1 mineral extractor - 1 fuel refinery - 1 research lab - **Goal:** Self-sufficiency **Stage 2: Growth (Turns 6-15)** - Add specialized buildings based on planet type - Build defenses (1 orbital defense platform) - Establish trade route - **Goal:** Net positive income **Stage 3: Mature (Turns 16-30)** - Maximize production buildings - Advanced buildings (universities, deep mines) - Strong defenses - **Goal:** Major contributor to empire **Stage 4: Optimized (Turns 31+)** - Late-game buildings (quantum facilities, antimatter) - Fully defended - Maximum efficiency - **Goal:** Economic powerhouse ### Population Management **Population Growth:** - Grows naturally each turn - Affected by planet type and buildings - Higher population = more tax revenue - Required for some buildings **Population Happiness:** - **Happy (>75%):** +20% production - **Content (50-75%):** Normal production - **Unhappy (25-50%):** -20% production - **Rebellious (<25%):** -50% production, risk of revolt **Increasing Happiness:** - Build entertainment districts - Lower taxes (reduces credit income) - Station defensive fleet (security bonus) - Win battles (morale boost) - Trade routes (goods flow) ### Building Priorities by Game Stage **Early Game (Turns 1-20):** 1. Mineral extractors (build everything else) 2. Fuel refineries (move fleets) 3. Research labs (tech advantage) 4. Tax authorities (sustain economy) **Mid Game (Turns 21-50):** 1. Specialized buildings (based on planet type) 2. Trade hubs (connect economies) 3. Universities (accelerate research) 4. Deep mines (ramp up minerals) **Late Game (Turns 51+):** 1. Advanced production buildings 2. Quantum research facilities 3. Antimatter plants 4. Stock exchanges ## Trade Routes Trade routes multiply your economic output. ### Establishing Trade Routes **Requirements:** - Two friendly colonies - Clear path (no enemy-controlled systems between) - Trade hub on at least one planet **Creating Route:** 1. Click planet with trade hub 2. Select **"Establish Trade Route"** 3. Choose destination planet 4. Route appears as dotted line **Benefits:** - +50 credits/turn per route - +10% production bonus to both planets - Share resources between planets - Visibility along route path ### Trade Route Protection **Threats:** - Enemy raiders - Pirates (random event) - Blockades **Protection Methods:** - Station patrol fleets along route - Build defensive platforms in route systems - Research "Convoy Protection" tech - Insurance (costs credits, compensates losses) ### Trade Route Optimization **Hub and Spoke:** - One central trade hub planet - Multiple routes radiate outward - Maximizes bonuses to hub world - Vulnerable to hub loss **Network:** - Every planet connects to 2-3 others - Redundant paths - Resilient to disruption - Harder to manage **Trunk Line:** - Main trade artery connects core worlds - Branch lines to periphery - Balanced efficiency and resilience - Easier to defend ## Resource Management Strategies ### The Reserve Strategy **Principle:** Always maintain reserves for emergencies **Reserve Targets:** - **Credits:** 5,000 minimum (10,000 mid-game, 25,000 late-game) - **Minerals:** Enough for 5 cruisers - **Fuel:** Enough to move all fleets once - **Research:** N/A (spend immediately) **When to Spend Reserves:** - Emergency ship construction - Critical technology research - Defending against invasion - Opportunity for decisive victory ### The Investment Strategy **Principle:** Spend early to grow faster **Application:** - Spend all minerals on economy buildings early - Accept temporary deficit - Economy snowballs faster - Risky if attacked early **When to Use:** - Single-player games - Peaceful starts - Economic victory goal - Confident in defense ### The Balanced Strategy **Principle:** Maintain positive income while growing **Application:** - Build economy buildings when income is positive - Build military when threatened - Keep small reserve (2,000 credits) - Slower growth, more stable **When to Use:** - Multiplayer games - Aggressive opponents - Learning the game - General purpose ### The Deficit Strategy (Advanced) **Principle:** Run intentional deficit for short-term gain **Application:** - Burn reserves to build faster than opponent - Must win or recoup before reserves empty - High risk, high reward - Requires excellent timing **When to Use:** - Decisive moment (major battle coming) - Racing to key technology - Defending against imminent attack - Experienced players only ## Fleet Maintenance Costs Every ship costs resources to maintain: ### Maintenance Costs by Ship Type - **Scout:** 10 credits/turn - **Fighter:** 20 credits/turn, 5 fuel/turn - **Corvette:** 40 credits/turn, 10 fuel/turn - **Destroyer:** 80 credits/turn, 20 fuel/turn - **Cruiser:** 150 credits/turn, 40 fuel/turn - **Battleship:** 300 credits/turn, 80 fuel/turn - **Carrier:** 250 credits/turn, 60 fuel/turn ### Managing Maintenance **Cost Reduction:** - Research "Efficient Logistics" (-15% maintenance) - Build "Fleet Support Yards" on planets (-10% for orbiting fleets) - Decommission obsolete ships **When to Decommission:** - Economy in deficit - Ships are obsolete (3+ tech levels behind) - Too many ships for no active wars - Scrapping provides 25% of build cost back **Fleet Size Limits:** - Early game: 30-40 ships - Mid game: 60-80 ships - Late game: 100+ ships - Depends on economy strength ## Economic Victory Path To win via economy, you need massive wealth: ### Requirements (Reminder) - 1,000,000 credits in treasury - Control 50% of trade routes - Maintain 10 profitable colonies - Hold for 5 consecutive turns ### Strategy Timeline **Turns 1-20: Foundation** - Expand to 10 planets quickly - Build economy on all (1-2 buildings each) - Establish 5-8 trade routes - Research economic techs - Minimal military (defense only) **Turns 21-40: Acceleration** - Upgrade all colonies (3-4 buildings each) - Expand trade network (15+ routes) - Build financial districts on core worlds - Research advanced economics - Moderate military (protection) **Turns 41-60: Maximization** - All colonies fully developed (5+ buildings) - Trade hub on every colony - Stock exchanges on developed worlds - Control 50%+ of trade routes (block competitors) - Strong defensive fleets **Turns 61+: Victory Push** - Accumulate 1,000,000 credits - Maintain all requirements for 5 turns - Defend against desperate enemy attacks - Claim economic victory ### Key Economic Technologies 1. **Advanced Mining** (Early): +25% mineral production 2. **Efficient Logistics** (Early): -15% fleet maintenance 3. **Trade Networks** (Mid): +50% trade route income 4. **Advanced Economics** (Mid): Unlocks financial districts 5. **Galactic Markets** (Late): Unlocks stock exchanges 6. **Automated Production** (Late): +30% all production ## Common Economic Mistakes **Mistake: Building Too Much Military Early** - **Problem:** Maintenance kills economy - **Fix:** 70% economy, 30% military in early game **Mistake: Ignoring Trade Routes** - **Problem:** Miss out on huge bonuses - **Fix:** Build trade hubs by turn 15 **Mistake: Not Checking Net Income** - **Problem:** Running deficit without knowing - **Fix:** Check economy dashboard every 3-5 turns **Mistake: Neglecting Research** - **Problem:** Fall behind technologically - **Fix:** Build research labs on every colony **Mistake: Overexpanding** - **Problem:** Can't develop all colonies - **Fix:** Only expand if you can develop new colony **Mistake: Hoarding Resources** - **Problem:** Resources not working for you - **Fix:** Invest in buildings - they multiply over time ## Advanced Economic Concepts ### The Economic Multiplier Effect Buildings pay for themselves over time: **Example: Mineral Extractor** - Cost: 800 minerals - Production: +50 minerals/turn - **Payback time:** 16 turns - **After 30 turns:** Net +700 minerals - **Build ASAP for maximum return** ### Resource Conversion Convert abundant resources to needed ones: **Market Trading:** - Sell excess fuel for credits - Buy minerals when needed - Prices fluctuate based on supply/demand - Use strategically, not as primary source **Building Priorities:** - If mineral-rich: Build extractors, sell excess - If fuel-rich: Build refineries, support large fleets - If credit-rich: Rush construction with instant builds ### Opportunity Cost Every choice has alternatives: **Example:** - 3,000 minerals can build: - 1 cruiser (immediate military power) - OR 3 mineral extractors (+150 minerals/turn) - **Short term:** Cruiser is better (protection) - **Long term:** Extractors pay off after 20 turns - **Decision:** Depends on threat level ## Economic Tips & Tricks 1. **Build Economy Buildings First:** First 10 turns, 80% economy, 20% military 2. **Prioritize Minerals:** Minerals build everything else 3. **Trade Routes ASAP:** Huge bonuses, build trade hubs early 4. **Check Efficiency:** Buildings on wrong planet types waste potential 5. **Research Economic Techs:** Each tier multiplies output 6. **Don't Hoard:** Invest resources into buildings immediately 7. **Monitor Maintenance:** Decommission obsolete ships 8. **Protect Trade:** One raider can cost thousands of credits 9. **Specialize Planets:** Focus each planet on its strength 10. **Plan Ahead:** Build economy for your desired fleet size --- **Next Steps:** - Apply economic power in [Fleet Command](./fleet-command.md) - Research priorities in [Technology Guide](./technology-guide.md) - Overall strategy in [Tips & Strategies](./tips-and-strategies.md) --- ## See Also ### Related Documentation - **[Technology Guide](./technology-guide.md)** - Research economic technologies and advanced buildings - **[Fleet Command Guide](./fleet-command.md)** - Spend your resources on military power - **[Combat Tactics Guide](../player-guides/combat-tactics.md)** - Economic warfare and resource management in battle - **[Tips and Strategies](../player-guides/tips-and-strategies.md)** - Advanced economic strategies and victory paths - **[Keyboard Shortcuts Reference](../player-guides/keyboard-shortcuts.md)** - Access economy screen (E) and trade routes (T) quickly ### For More Information - **[Game Systems - Economy](../concepts/game-systems.md)** - Technical details of economy processing and balancing - **[Operations Runbook](../operator-guides/operations.md)** - Production deployment considerations for large-scale economies - **[API Integration Guide](../operator-guides/api-integration.md)** - Display economic data in your custom interfaces - **[Player Guides Index](../player-guides/index.md)** - Complete collection of gameplay guides --- Last updated: 2026-02-27
Related Documentation
๐ฎ
player-guides
Combat Guide
Master space combat to dominate your enemies and control the galaxy
Read more โ๐ฎ
player-guides
Combat Tactics Guide
Master the art of space warfare with this comprehensive guide to tactical combat
Read more โ๐ฎ
player-guides
Fleet Command Guide
Master fleet management to dominate space combat and control the galaxy
Read more โWas this page helpful?
Help us improve our documentation