
03
Economy & buildings
Different planets encourage specialization and trade. Production continues server-side while you are offline — but only while storage has capacity. Overflowing mines waste output.
Buildings scale exponentially: upgrade costs follow base × cost factor^(level−1), and build times shrink with command center levels (+10% per level) and alliance World Forge bonuses. Gas is drawn from the departure planet for every fleet launch — logistics and fuel are not abstracted away.
Set each world's specialization (Industrial, Mining, Trade, Military, Research) for targeted bonuses. Protected vaults and underground bunkers shield stockpiles from raids. Alliance depot worlds gain +25% base production and exclusive structures like alliance vaults, shipyards, and sensor arrays.

Core resources
Metal (structures, hulls), Crystal (electronics, research), Gas (fuel, industry), Energy (infrastructure), and Rare Elements (endgame tech and megaprojects). Premium currency Dark Matter is account-wide and not lootable.

19 building types
Metal mines, crystal mines, gas extractors, fusion reactors, solar plants, command centers, research labs, shipyards, defense centers, storage facilities, protected vaults, planetary shields, biosphere harvest/preserve, administrative hubs, and more.

Build costs & times
Example L1: metal mine 60M/15C, 45s build. Fusion reactor 900M/360C/180G, 300s, requires energy tech L2. Command center levels reduce all build times on that planet.

Storage & protection
Base storage 20,000 plus storage facility scaling. Protected vault adds 2,500 protected resources per level. Underground bunkers store 2,500 per resource type per bunker level.
World specialization
Per-planet roles: Industrial (+15% metal, +5% crystal), Mining (+20/10/10% M/C/G), Trade (+5% all), Military (−5% output), Research (−5% metal, +10% crystal). Changing costs 5,000M / 3,000C / 5 rare elements.
Trade routes
Recurring convoys at 1h, 6h, or 24h intervals between worlds. Failed convoys log events — distance, blockades, and escorts matter. Trade alliances halve market fees and levy income on galaxy trade routes.
Black market
Syndicate alliances monopolize listings. Scam risk 15–35% (reduced by pirate reputation). Law-enforcement raids scale with wanted level. Contraband never appears on the normal player market.
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