Commerce Upgrades
These ten Commerce technologies help you produce, store and move supplies. Choose the resource or cargo ship you actually use. Each upgrade affects your own empire in the selected universe.
Quick Stats
At level 0 every bonus is zero. Level 1 grants the amount below; each fifth completed level adds another level-one amount before compounding the bonus by 1% per later level and applying its cap. Production and charging stop at level 9; storage and freight packing stop at level 16.
| Technology | Level 1 | Level 2 | Cap / final level | What changes |
|---|---|---|---|---|
| Ore Market Optimization | +2% | +2.02% | +10%, level 9 | Positive base hourly metal production |
| Crystal Supply Optimization | +2% | +2.02% | +10%, level 9 | Positive base hourly crystal production |
| Deuterium Supply Optimization | +2% | +2.02% | +10%, level 9 | Positive net base hourly deuterium production |
| Bulk Metal Warehousing | +5% | +5.05% | +20%, level 16 | Finite metal storage |
| Crystal Vaulting | +5% | +5.05% | +20%, level 16 | Finite crystal storage |
| Deuterium Tank Logistics | +5% | +5.05% | +20%, level 16 | Finite deuterium storage |
| Compact Freight Packing | +5% | +5.05% | +20%, level 16 | Small Cargo base carrying capacity |
| Bulk Freight Packing | +5% | +5.05% | +20%, level 16 | Large Cargo base carrying capacity |
| Fuel Cell Supply Contracts | +2% | +2.02% | +10%, level 9 | Fuel-cell charging rate |
| Fuel Cell Reserve Banking | +5% | +5.05% | +20%, level 16 | Finite fuel-cell storage |
Production upgrades add their percentage of positive hourly output before Plasma Technology. They do not multiply Plasma's bonus. Deuterium uses the net base rate after Energy Cell Factory and Deuterium Power Plant fuel consumption; zero or negative output gets no bonus. For example, 1,000 Metal per hour with a 10% Plasma bonus and maxed Ore Market Optimization produces 1,200 Metal per hour. Ordinary energy, vacation and storage limits still apply. Buying a level settles prior resource production before the new bonus begins.
Storage upgrades multiply capacity after existing storage modifiers. A 25,000-unit store becomes 26,250 at level 1 and reaches 30,000 at its capped level 16. They do not grant resources, protect extra loot from raids, or change unlimited storage. Recalculating capacity does not repeatedly apply research; resetting a level reduces capacity without confiscating stored resources.
Freight packing adds a percentage of the ship's base hold alongside Hyperspace Technology. At max level it adds 2,000 capacity to a Small Cargo's 10,000 base hold, or 10,000 to a Large Cargo's 50,000 base hold. Ordinary fleet capacity checks and Exchange cargo selection use the enlarged holds; travel fuel is paid separately and does not occupy cargo capacity. It does not change speed, fuel consumption, other ships, or the fixed holds of cargo ships embedded in Industry.
Fuel Cell Supply Contracts multiplies charging after existing Fuel Cell Technology bonuses. It still needs Fuel Cell Technology level 1 and an operating, fueled Energy Cell Factory. It does not reduce power-deficit drain. Fuel Cell Reserve Banking multiplies capacity after existing grid, factory and research modifiers, but generates no charge. A 100-per-hour charging rate becomes 110 at max level; 5,000 capacity becomes 6,000 with maxed reserve banking.
Cost & Requirements
All ten are in Commerce. Research itself has no lab, technology or adjacency prerequisite in 3.0; ship construction and fuel-cell operation retain their own requirements. These upgrades unlock no new ship, building or mission.
In RP mode, each technology starts at 75 base RP for level 1 and grows exponentially with its own level. Completed tiers in other domains then add their configured surcharge; the current quote and server purchase use the same calculation.
Strategy Tips
- Buy production upgrades for your bottleneck resource first; a full store cannot receive more mine production.
- Improve only the hold you use. Small Cargo packing does not improve Large Cargo, and neither upgrade improves Industry transport nodes.
- Choose storage before a long absence. Choose charging only when your Energy Cell Factory has Deuterium and your Fuel Cell reserve has room.
- Compare each next bonus with its quoted RP cost and other-domain tier surcharge.
Related
- Research — research points, tier pricing and availability
- Plasma Technology — the separate production bonus
- Hyperspace Technology — cargo bonuses across your fleet
- Fuel Cell Technology — charging and storage foundations