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Economy Guide

Review the economy documentation for credits, exium, planetary buildings, trade, and supporting logistics.

Trade

Trading is how empires exchange credits, exium and designs without needing to conquer each other.

Planetary trade tools

  • The Trade Resources panel appears in the manage-colony toolbar. From there you can buy or sell credits/exium with another player, or send resources directly to an allied planet for a fee that depends on parsec distance (0 when both planets are linked by a stargate).
  • The multiple resource transfer screens let you queue batch transfers between several source/destination planets. Those screens are ideal for regularly scheduled supply runs to frontline worlds.
  • Transfer validation errors are reported immediately beside the form and keep the entered amounts, destination, and selected planets available for correction. Successful transfers refresh the current panel and show a one-time confirmation; when exactly one destination received resources, the confirmation links directly to it.
  • Hold Shift and click another checkbox to apply the same checked state to every visible row between them.
  • Fleets can also carry resources; the Move fleets workflow displays the cargo bay and lets you load credits/exium before take-off.
  • Fleet cargo degradation applies to transported resources: if a fleet holds more than 150,000 credits or exium, the excess degrades by 1% per tick.

Trade agreements

  • Long-term trade partners are listed on the trade agreements screen. Each entry shows the two empires participating in the deal so you can audit who is currently supplying you (or who you owe shipments to).
  • A trade agreement allows you to move resources to a partner’s stargate at the reduced “ally” distance even if you are not in the same alliance, and unlocks the share-tech/unit features in the diplomacy tab.
  • Agreements can be cancelled from the diplomacy menu, so double-check before you break one—the other party receives an in-game notification.

Auto-Transport

For players who regularly haul exium from mining colonies or credits from housing/city colonies to silo worlds, the Auto-Transport feature provides full automation. Utility-labeled fleets always route qualifying exium pickup first and use credit pickup only as a fallback, then fly to the nearest reachable silo world by estimated travel time (ETA), unload, and return for more -- all without manual intervention. Valid dropoff worlds must be planet type 41 with at least 1 silo built. See Automated Transports for setup and behavior details.

Tips

  • Keep a dedicated logistics planet with high scanners. That world can host the marketplaces, run multiple transfer orders and monitor incoming fleets from the same screen.
  • If you rely on missions to automate hauling, remember that the route planner prefers stargates, then wormholes, then raw distance. Keeping trade partners connected via stargates will lower fuel/time costs for both sides.
  • You can always delete and recreate trade agreements, so do not hesitate to renegotiate prices as your empire's needs change.
  • For internal logistics, consider using Auto-Transport instead of manual fleet hauling or multiple transfers.

Buildings Guide

There are nine types of building that can be constructed on planets in Galactic Empires. They are:

  • Housing - Build these to produce credits.
  • Laboratories - Build these to reduce the credit cost of researching.
  • Barracks - Build these to reduce the credit cost of training soldiers.
  • Factories - Build these to reduce the credit cost of building ground units (except soldiers).
  • Orbital Facilities - Build these to reduce the credit cost of constructing space units.
  • Command Centres - Build these to increase the number of colonies you can own before receiving a build cost penalty. Only the planet with the most command centres is used to calculate the number of colonies, so you will not get more by building these in multiple locations. Every 33 of these will allow you to support one extra colony, unless you are playing as an expansionist in which case you need to build 25 to support an extra colony. If these are destroyed by an opponent then their effect is not lost.
  • Silos - Build these to increase the maximum number of credits and exium you can store on the planet.
  • Scanners - Build these to clear the fog of war on nearby star systems. Building 25 results in a scan distance of 1 Parsec.
  • Exium Mines - Build these on planets containing exium in order to generate exium on the planet.
  • Nuke factories: Reduce the cost of building nukes, only available to build when nukes are available for research.

Note: Whilst a planet is under 500 development it is only possible to construct housing on the planet.

Note 2: All effects granted by construction of buildings (except command centres) apply only to the planet they are built upon.

The Autobuild bulk selection view supports a faster shortcut: Hold Shift and click another checkbox to apply the same checked state to every visible row between them.

Credits

Credits are one of two resources in Galactic Empires (The other is Exium) and are required to build or research anything.

All planets with housing will produce credits, with more housing resulting in a higher production per tick.

Credits stored in fleets are subject to fleet resource degradation: if a fleet carries more than 150,000 credits, the excess amount will degrade by 1% per tick.

The amount of credits required for unit production and research can be reduced by building specific developments on your planet.

Auto-Transport

Housing/city colonies with credits above the configured Resource threshold can be pickup sources for Utility fleets using Auto-Transport. The same threshold applies independently to exium and credits, and exium pickup is always routed first. A credit route is selected only when no safe, reachable exium work remains after inbound fleet capacity is accounted for. See Automated Transports for setup and routing details.

The developments are:

  • Barracks - Reduces the credit cost for training soldiers.
  • Factory - Reduces the credit cost for building ground units (except soldiers).
  • Orbital Station - Reduces the credit cost for building space units.
  • Laboratory - Reduces the credit cost for all research tasks.

Exium

Exium is one of two resources available in Galactic Empires (in addition to Credits) and is needed in order to build or research anything.

Exium can only be produced on some planets and must be extracted through the development of exium mines upon those planets. The higher the exium percentage (max = 30%) on these planets, the more exium that will be extracted per mine.

Exium stored in fleets is subject to fleet resource degradation: if a fleet carries more than 150,000 exium, the excess amount will degrade by 1% per tick.

Battles also produce exium: destroyed ships and ground units leave debris on the planet where the fight happened. That salvage is added to the local colony (or held as pending resources on uncolonized worlds).

Unlike the credit cost, there is no way to reduce the exium cost of building/researching.

Auto-Transport

Players with resource-producing colonies and silo worlds can enable Auto-Transport to have Utility fleets automatically haul exium from mining colonies and credits from housing/city colonies each battle turn. Exium pickup is always routed before credit pickup, using the same configured resource threshold for both. See Automated Transports for setup instructions and details.

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