Resources & Energy

Everything in Galaxy runs on resources. Understanding what you need — and where to get it — is the key to growth.

Basic Resources

Four core resources drive your economy. They're produced by buildings, harvested from asteroid fields, looted from pirate camps, and traded at market hubs.

Ore

The most fundamental resource. Used in every building and ship. Produced by the Ore Mine.

Bonus: Rocky planets produce significantly more ore. The Industrialist commander further boosts ore output.

Silicates

Essential for technology and advanced construction. Produced by the Silicate Mine.

Bonus: Crystalline planets have vastly superior silicate yields. The Industrialist commander boosts silicate output empire-wide.

Hydrogen

Fuel for ships, ingredient for alloys, and used in advanced buildings. Produced by the Hydrogen Processor.

Bonus: Gas Giants produce enormous amounts of hydrogen. Cold worlds also provide a small production bonus.

Alloys

Advanced material synthesized from ore and silicates. Required for ships, military buildings, and mid-to-late game structures. Produced by the Alloy Foundry.

Bonus: The Industrialist commander boosts alloy production; the Scientist gets bonus energy that helps keep foundries running efficiently.

Sector Resource Effects

Security zones affect resource income differently depending on the source. Planetary colonies in safer space are stable, while operating beyond Sentinel improves the value of many resource opportunities. Asteroid fields use their own rules: dangerous zones tend to produce richer fields and unlock rarer field types, but the local star type still shapes what can appear in a specific system.

Rare Resources

Exotic materials that unlock powerful technologies and are required for advanced ships and buildings. They're much harder to obtain — produced in small quantities, found in dangerous space, or dropped as loot.

Resource How to Obtain Used For
Cryo-Ice Rare Extractor on ice planets, ice asteroid fields, pirate loot Advanced ships, stealth technology, ice drilling equipment
Quantum Dust Quantum Synthesizer (Dead/Rift zones), quantum asteroid fields (Dead Space), wormhole loot, deep-space expeditions Capital ships, advanced research, quantum computing
Plasma Core Rare Extractor on volcanic planets, plasma asteroid fields Battleships, assault craft, advanced weaponry
Bio-Extract Bio Complex (doubled output on terra worlds — the primary source) Colony ships, carriers, medical and population tech
Dark Matter Dark matter asteroid fields (Dead Space), high-class wormholes, deep-space expeditions Titans, Alcubierre drive, late-game technologies

Antimatter

Antimatter sits between "rare resource" and "fuel" — it's stored per-planet and consumed to power certain late-game operations. No building produces it directly; you harvest it from deep-space content (and certain artifacts can grant a passive trickle).

Tip: Rare resources become increasingly important in Eras 3-5. Plan ahead — identify planet types and asteroid fields that produce what you need before you run out.

Precursor Fragments

Mysterious crystalline shards left behind by an ancient civilization. These are not a traditional resource — they're a special currency used to accelerate research.

When starting a research project, you can spend Precursor Fragments to reduce the research time. The more fragments you invest, the faster the research completes.

Where to Find Fragments

Warning: Fragments are rare and valuable. Spend them wisely on research that matters most to your strategy.

Energy

Energy works differently from other resources — it's not stored. Instead, it's a balance between production and consumption that affects your entire colony.

How Energy Works

Energy Sources

Building Tier Notes
Solar Plant Starter Available immediately. Cheap, reliable, but output scales modestly.
Thermal Plant Mid-game Requires research. More expensive but higher output per level.
Fusion Reactor Advanced Requires research. Very high output but consumes hydrogen.
Zero-Point Generator Endgame Requires advanced research. Near-limitless energy with no fuel cost.
Tip: Volcanic planets have a natural energy production bonus, making them ideal locations for energy-hungry operations. The Scientist commander also gets a direct boost to energy production.

Storage

Resources can only accumulate up to your storage capacity. If production would exceed your cap, the excess is lost.

Watch your caps! If you're producing resources faster than you can spend them, upgrade your Storage Complex. Overflowing resources are wasted resources.

Population

Population is a colony-level resource that grows over time up to the planet's capacity. More population means more efficient operations.

Where to Get Resources

Method Resources Details
Colony Buildings All basic + some rare Steady passive income. See Buildings.
Asteroid Mining Depends on field type Send mining ships to extract resources. See Mining.
Pirate Camps Basic + rare + fragments Defeat pirates for loot. Higher tiers = better rewards. See Pirates.
Wormholes Rare + fragments Multi-encounter gauntlets with escalating rewards. See Wormholes.
Trade All tradeable Buy and sell on the galactic market. See Trade.
Outposts Based on field type Autonomous production facilities. See Outposts.
Combat Salvage Basic resources Debris from destroyed ships can be collected. See Combat.
Raids Stolen from enemy Attack or raid other players. See Raids.