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 Space), 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).
- Sources: high-class wormhole encounters, expeditions, antimatter-producing artifacts.
- Used by: late-game weaponry and the Alcubierre Drive, which spends antimatter in addition to the normal hydrogen fuel for fast, cloaked travel.
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
- Pirate Camps — higher-tier camps have a chance to drop fragments
- Wormholes — encounter rewards, especially from deeper Season 0 classes
- Dead Zone Expeditions — precursor vaults and ancient wreckage
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
- Every building consumes energy when active.
- Energy buildings (solar, thermal, fusion, zero-point) generate energy.
- Positive balance — all buildings operate at full efficiency.
- Negative balance — resource production drops proportionally across your colony.
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. |
Storage
Resources can only accumulate up to your storage capacity. If production would exceed your cap, the excess is lost.
- The Storage Complex increases capacity for all basic resources.
- Storage capacity scales exponentially with level — higher levels provide dramatically more space.
- Research like Expanded Warehousing further increases storage capacity.
Population
Population is a colony-level resource that grows over time up to the planet's capacity. More population means more efficient operations.
- Residential Complex — primary population housing (adds capacity and a small growth bonus per level)
- Bio Complex — accelerates population growth and produces bio-extract; does not add population capacity by itself
- Medical Bay — adds modest population capacity and a strong growth bonus
- Terra planets have the highest natural population bonus
- The Scientist commander gets an empire-wide population growth bonus
Only production buildings that expose a power control can be throttled manually. Infrastructure and defense buildings cannot all be switched off. Damaged production buildings also operate below full effectiveness until repaired.
Workforce Management
After researching Workforce Management, population becomes an assignable workforce rather than only a growth and capacity number.
- Assign workers to production buildings from the colony Overview. More staffing increases that building's output up to the bonus shown by the UI.
- Higher-level industry needs more staff to reach full efficiency. The workforce panel shows demand, assigned workers, and the resulting production effect without requiring you to calculate it.
- Automatic distribution provides a balanced starting allocation. Manual assignments let you prioritize the resources that matter now.
- Keep free workers available — ships require crew from the unassigned population, so assigning everyone to buildings can temporarily block ship construction.
- Population can be transported only between your own planets with Transfer or Deliver, using ships that have population capacity. Only free, unassigned population is available, and at least 50 population must remain on the source planet. Moons and Gift missions do not accept population. Delivered colonists arrive as free workers and must be assigned if you want them to staff buildings.
Starter Boost, Vacation, and Inactivity
Season 0 Starter Boost
For the first 14 days after joining Season 0, positive resource production and personal economic queues run at 2× speed. This does not accelerate fleet travel, combat, repairs, activity cycles, cooldowns, or asteroid-mining cycles.
Vacation Mode
- A vacation lasts at least 2 days and at most 15 days. After it ends, there is a 7-day cooldown before another vacation can begin.
- While active, gameplay mutations are blocked, your assets cannot be selected as hostile targets, production becomes zero, and planet, moon, research, and shipyard queues pause rather than completing in the background.
- You cannot enter vacation with your own fleets active; an incoming hostile Attack, Raid, Cyber Attack, Moon Attack, or Outpost Attack targeting your assets; a station garrison; active market or artifact orders; or active alliance trade orders. Espionage, mine, logistics, and garrison missions do not block vacation.
Inactivity
Production is reduced in stages after 2, 4, 7, and 14 days without activity. After an inactive account is attacked, colonies outside Sentinel can fall to zero production after a further 24 hours. Returning to the game clears the inactivity state.
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. |