Wiki Economy Economy guide
Economy guide
Where Credits and Silicite come from and where they go: ways to earn, what to spend on first and a few small tips.
Galaxy has two main currencies: Credits (the base of everything) and Silicite (a power shortcut). A third resource, Data Cores, goes only into research. Each one is defined on the Currencies page; this page is about using them wisely.
Where do you earn?
- Exiles. Every enemy drops Credits, XP, Silicite and cargo; each rung of the ladder pays twice what the one before it does (Enemies). The reward goes to the pilot who dealt the most damage (in Paragon it is shared by contribution).
- Cargo and Storage. Everything that drops in space (Plunder, Dust, Cores and Refinery materials) goes into your ship's cargo and takes up room; there is no separate storage at the station. Sell Plunder / Dust / Cores turns goods into Credits anywhere in space, and refining materials in the Refinery frees cargo room (4 units → 1). Production goods (such as Protection Seals and Beam Cores) take no room. The Storage window in the menu shows everything you own in one place. If your cargo fills up, the rest stays in the crate; refine or sell first.
- Quests. Career pays well (the end of each chapter gives you the money for your next ship); Daily and Weekly quests also give Silicite and Data Cores (Career).
- Ring shard crates. A nice extra income, but chasing crates pays less than hunting: in 120 s the first 2 crates pay in full and the rest pay 10%.
- Wormhole. The fastest way to hunt Silicite, with higher ships and good gear (Wormhole).
- Market. In the Market window (A) players buy and sell through an order book (buy order, sell order, buy now, sell now, price chart); tier 3 and 4 modules (LT, RK, KJ, HJ, KG) are traded between pilots here too. The Black Market tab is the auction the game itself opens (tier 3 and 4 module lots as well); an item you win while you are offline is delivered to you.
Where do you spend?
- Upgrade the cheap laser first. Tier-1 modules (LT, RK, KJ, HJ, KG) upgrade up to Lv15, tier-2 ones up to Lv20 (tiers 3 and 4 have no cap); each level adds 6% damage. Before you buy an expensive module, raising the level of the one you own is often the better deal (Weapons).
- Ammo is the biggest ongoing cost. An LC-2 pack costs 15,000 Credits, holds 1,000 shots and multiplies damage by ×2. Use it where it pays off; the free LC-1 never runs out (Ammo).
- Renew your ship at every step. For the first five ships you pay either Credits or Silicite: if you have plenty of Silicite, pay with that and keep your Credits for ammo and upgrades. Neyra asks for both. The end-game ships cost 1,000,000 Silicite (Ships).
- Research. It gives permanent bonuses and is never reset; you can queue up to 5 jobs, and it keeps running while you are away (Research).
- Repair fee. After level 10 every death costs level squared × 10 Credits; the Repair Contract in the Logistics part of the research tree lowers it.
Drones
A drone's price rises with the number of drones you own: the Escort Drone starts at 20,000 Credits, the Wreck Drone at 857 Silicite. The whole price ladder is on the Drones page.
Selling what you own
If you tap an item in Storage and choose “Sell”, you get back half of what you paid (Credits for an item bought with Credits, Silicite for an item bought only with Silicite).
Your unit's perk
Unit perks (XP, price discount, repair, crate reward) are switched off for the length of alpha; they give no unit an economy advantage while we prepare better-balanced versions (Units page).