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Dreams Gate · World open · 250

Colony

Economy

Credits, ore, crystal, energy, salvage, the market and artifacts — where the money comes from.

Updated November 11, 20263 min

The economy rests on a simple choice: grow, save, or invest in defence. Income from mines and the daily upkeep of a base create the tension that stops you from simply stockpiling and forgetting.

Resources

Resource What it is What it is for
Credits The universal contract currency Construction, upkeep, ships, services
Ore and metal The basic material Hulls, structures, ammunition
Crystal A rare material Electronics, shields, jump drives
Energy Local base power Production, shields, defence
Salvage Random components from debris Repair and rare parts
Standing A faction’s attitude to you Blueprints, contracts, services
Blueprints Permanent unlocks New ships and modules

On today’s frontier the working currency is credits and ore. Crystal and energy are local concerns of a colony: they do not sit in a shared wallet, they work where they are produced.

Blueprints are never sold. They are a permanent unlock: once earned, they stay with you and cross the season boundary.

Income

  • A mining plant produces 60 cr a minute per level while it runs and is paid for.
  • Salvage from wrecks pays credits, ore, and sometimes an artifact or a blueprint.
  • Fleet contracts pay for specific work: a patrol leader, a derelict, a convoy, a colony capture.
  • The market turns ore into credits, for a fee.
  • Starter goals pay 2,500 cr for six steps.

Costs

Item Cost
First base 5,000 cr
Capture beacon 2,000 cr, up to three in the rack
Command post repair 2,500 cr plus arrears
Upkeep 40 cr plus module upkeep per level each day
Module 1,800 to 9,000 cr for level one
Ship part 110 to 1,200 cr
Weapon upgrade 2,000 cr, then 5,000 cr
Corporation 5,000 cr

The market

Wayfarer Station runs an ore market. It is simple, and it counts every credit.

Parameter Value
Buy ore 30 cr per unit
Sell ore 25 cr per unit
Sale fee 5%
Trade volume Limited by a 40-unit hold
Repricing Every 5 minutes, within a narrow band

Quotes move in a wave: the price neither runs away nor stands still. If you carry a full hold, a couple of credits per unit already matters.

Artifacts

An artifact is a rare find that changes how you play rather than the numbers in storage. You can hold at most five; a duplicate turns into 750 cr.

Artifact Effect
Targeting Core +2 damage
Salvage Rig +25% loot
Siege Analyzer +3 shield damage, +1 capture
Patrol Decryptor +2 security drop
Market Uplink +5% ore sale

Every source and chance is in Loot.

Corporations

A corporation costs 5,000 cr and gives you a shared purse and a structure:

  • A tag of up to five characters.
  • Roles: leader, officer, member.
  • A shared treasury that pays for common ventures.

A corporation is more than a chat channel. It is a way to fold several bases into one economy instead of counting every trip alone.

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