Credits
Credits are a digital currency in G1–G4. You have one personal balance in each galaxy, shared across all your stations there. New empires start with 100,000 Credits, including when you join another galaxy. Existing empires keep their current balance.
Every player earns 5 Credits every five minutes: 60 per hour or
1,440 per day, regardless of planet count. Income continues while offline
or on vacation. Only complete five-minute intervals pay; partial time carries
forward. If payouts are delayed, the next payout includes the missed intervals.
Existing empires begin earning when this feature is enabled, with no retroactive
income for earlier playtime. Passive income increases your balance but is hidden
from the wallet history.
The wallet limit is 1,000,000,000,000,000 Credits; income above it is discarded.
In 3.0.5, Quantum Datacenter adds station income to that galaxy's
wallet, on top of the unchanged empire baseline. At 100% production, a completed
level L can earn 60 × L × 1.1^(L−1) Credits/hour before research:
levels 1, 2 and 3 produce 60, 132 and 217.80 Credits/hour while fueled.
Its operating drain is 1 Fuel Cell + 10 Deuterium/hour at level 1 and
100% production. Both drains multiply by L × 1.1^(L−1) and by the selected
production percentage; Quantum Computing raises Credit output but does not
increase fuel consumption. Both resources must be available for operating time:
when either runs out, Datacenter income stops until supplies resume, including
while offline. Unfueled hours are not backpaid. Quantum Datacenter appears in
the regular Resource Settings building table on desktop and among the resource
building cards on phone, with a Credits column/metric alongside its fuel drains,
production control and stocked-fuel state. The station Credit total is potential
income while fueled; it excludes the unchanged galaxy-wide empire baseline,
which is earned once per player, not once per station. Construction details show
current and next rates. Temperature, grid power and
galaxy speed do not change the formula. Partial Credits carry across upgrades,
settings and research changes; earlier elapsed income settles at its earlier
rate, including delayed queue events. The fuel installation boundary leaves
income earned before installation under its existing formula and does not charge
old hours for Fuel Cells or Deuterium; the earlier linear-formula cutover is also
preserved.
In Engineering, Quantum Computing increases Datacenter income by 10% at research level 1. Quantum Datacenter Optimization reduces its construction material and Credit costs by 2% at level 1, capped at 90%. Both use the standard tiered research progression, support up to level 100 and start at 75 base RP. Completed research affects future income or new construction quotes, not already earned Credits or paid construction. Other buildings and empire baseline income are unchanged.
Level 1 has a base cost of 900 Metal, 360 Crystal and 180 Deuterium, scaling materials by 1.8 per level before applicable discounts. The ordinary building Credit charge also applies. Datacenter income uses hidden passive-income audit entries and the wallet ceiling; no unfinished level earns income and there is no backfill before the first completion.
For example, 5,000 Credits in G1 are available throughout your G1 empire. They do not increase your G2 balance. Other players have their own separate balances.
Your Credits balance and hexagonal currency mark use the interface's light blue color, distinct from gold G. Select the symbol or amount to open your wallet. On desktop, the balance stays in the bottom-left corner. It uses two decimal places: 1.00 K, 1.00 M, 1.00 B, or 1.00 T for thousands, millions, billions, or trillions. Smaller amounts also keep two decimals, such as 42.00 or 0.00. On mobile and phone-layout PWAs, Credits appear at the bottom left of the footer.
Select your Credits balance to open your wallet and transaction ledger. Switch galaxies to view another galaxy’s wallet; other players cannot see your history.
Use Return to game at the top right to go back to the current galaxy’s overview and game navigation, including the mobile menu.
- Your available balance is always the full balance for the selected galaxy.
- Search transaction descriptions, choose income/refunds, spending/removals, or Upkeep, and filter by an inclusive date range. Dates and times use the game server’s timezone, shown above the ledger.
- Received, Spent, Upkeep, and Net change total all matching transactions, including entries on other pages. Passive income is excluded from these totals and the history list, even when you clear filters. Your full balance still includes it.
- Upkeep shows Credits actually charged for fleet maintenance during your selected date range and filters. It is already included in Spent, so it is not subtracted again from Net change. Unpaid maintenance and stasis deficits are not charges and do not increase this total. Upkeep entries carry an Upkeep label; select that transaction type to see only those charges.
- Each entry shows its description, transaction number, signed Credit amount, timestamp, and balance after that transaction. Older and Newer browse your visible history while keeping your filters.
- Starting and imported balances are not transaction entries. Activity that was never recorded cannot be reconstructed. Balances between visible entries may also increase because of hidden passive income.
Credits are not stored on a planet, do not occupy cargo space and cannot be looted. They cannot be sent through fleet missions or Galaxy Transfers.
Earn Credits by selling ships or resources to the Credit Market in your galaxy. Verified Station Defense payouts can also earn Credits. Direct Credit transfers to other players are not available.
Exchange pricing
Your Exchange quote shows the full Credit cost or estimated sale proceeds at current market rates. There is no research-based sale multiplier or purchase refund. Purchases require the full quoted amount; sales settle at the market rate when goods arrive.
Construction costs
Buildings, facilities and ships require Credits in addition to their usual materials. The baseline is 1 Credit per 100 Metal + Crystal + Deuterium, adjusted by construction type before rounding:
| Construction | Credit multiplier | Change from the baseline |
|---|---|---|
| Buildings and facilities (stations) | 1.5× | 50% higher |
| Ships | 0.75× | 25% lower |
Material cost discounts apply first. Multiply the discounted material total divided by 100 by the rate above, then round up once for each ship or building upgrade, with a minimum of 1 Credit. Energy and Fuel Cells do not add to this price. Construction materials and ship upkeep are unchanged.
For example, an upgrade costing 10,000 Metal, 4,000 Crystal and 1,000 Deuterium also costs 225 Credits. A ship with the same material total costs 113 Credits after rounding; ten of those ships require 1,130 Credits, plus their construction materials. The displayed quote is authoritative if the construction rate changes.
- Buildings pay when construction starts. Waiting queue entries have not paid; their price and affordability are checked again when they start. An entry that cannot be funded at that time is canceled, like an unfunded material cost.
- Canceling active building construction refunds the exact Credits charged, even if the construction rate has changed. Canceling a waiting entry gives no Credit refund because it has not paid yet.
- Ships pay for the quantity ordered immediately. The maximum quantity includes both available materials and Credits. Ship orders cannot be canceled.
- Defenses, demolition and research are unchanged by construction charges.
- Transaction history shows charges with a minus sign and grants/refunds with a plus sign. All charges use your current galaxy's wallet.
There is no debt: if you cannot afford one ship or upgrade, the order is rejected. Passive income and Exchange sales can help fund your next order.
Ship maintenance
Fleet upkeep is enabled for G1–G4; the disabled G5 preview is excluded. Your applicable grace period must end before billing starts.
- Your empire receives an initial 24-hour warning period before charging. New empires also receive this grace period.
- Upkeep settles daily at noon US Eastern, paying for 24 hours of fleet maintenance from your galaxy's Credits. Missed bills during downtime are not charged later.
- Solar Satellites currently count as ships in the upkeep rate calculation despite supplying local grid power. Keep their upkeep in mind when sizing a satellite field; they are not exempt.
- If Credits cannot cover upkeep, unaffordable stationary ships enter stasis rather than being destroyed immediately. Affordable ships recover automatically; ships continuously in stasis for more than ten days are lost.
- Flights already underway finish normally. Returning ships can enter stasis after arrival if upkeep is unaffordable. Vacation prevents new bills and new stasis, but does not stop existing stasis from expiring.
Keep Credits available for your fleet. Shipyard (mobile: Units → Build) shows your galaxy-wide stasis inventory and daily Credit shortfall. In 3.0.5, select Restore eligible ships there to check recovery immediately against the current galaxy’s existing upkeep coverage; this does not make a new bill or guarantee all ships recover. Ships return to their original station if it still exists. Otherwise, collect them from My Deliveries in the Credit Market. You can also sell ships directly from stasis on that market.
In 3.0.5, the Credits wallet keeps transaction history and Upkeep charges but removes the separate Latest settlement results panel. The local preview's immediate first charge does not apply to the normal production warning period.
G1/G2/G3 permanently pay 25%/50%/75% of normal fleet upkeep. An additional temporary reduction applies to those rates on a shared calendar: 99% reduction on October 1, 2026, decreasing one percentage point each day at noon US Eastern. On October 12, the reduction is 88%, so the final charge is 3%/6%/9% of normal upkeep. The temporary reduction ends on January 8, 2027. Activation or downtime does not restart it. G4 always pays 100% of normal upkeep and receives no temporary subsidy. Under 3.0.3, previously paid G1–G3 upkeep Credits were returned as separate wallet credits; the original charges remain visible in your history. Ships held in upkeep stasis were restored to their original station when still available and owned. Otherwise, find a pending delivery in the Credit Market and choose where to receive those ships. G4 balances and fleets were unchanged.
Related
- Resources
- Accounts and Universes
- Galaxy Transfers
- Quantum Datacenter — station income and fuel in 3.0.5
- Quantum Datacenter Research — output and cost upgrades in 3.0.5