Credits are the monetary unit used in Astro Empires, and are the basis of the game's economy. Credits are used to build structures and defenses on bases, to set up trade routes, to produce fleet (ships), and to invest in researching new technologies.
Credits are received every hour on the hour, based on the total economy of a player's empire. There are three main methods of increasing the amount of credits gained:
Player can also gain more credits by recycling debris left at an astro after ships are destroyed, plundering trade routes, and by pillaging bases that have been conquered, or by scrapping ships or base structures that have been previously built.
When you look at the info of the building you see how much it cost to build it, how much energy it needs and how much credits you gain each hour for having that building up. Credits gain from certain building can vary because sometimes they depend on natural resources like metal or crystal which is available on certain planet types.
Goal of each player in Astro Empires universe is to correctly choose planet to colonize and to optimize the resources at each base so as to efficiently improve them and use them to expand one's empire, by conquering other bases or by building new bases, and thus to increase one's credit income.
Credit transfer between players is not possible at the moment of writing this tutorial, so there is no way that some stronger player can give you money to quicken your way up. The only existing way to “transfer” you funds is to create some defenseless fleet which is easily destroyed and after that debris are collected.
Banking system to deposit some credits is also not available at the moment. With I mean some system to deposit credits so they cannot be spent in the mean time or pillaged by some player after conquering your base. Although bank does not exist, goods do exist. Goods can be considered as a sort of banking system. Here it is how they can be used:
Starting cost of one bundle of goods is 20 credits, and they auto sell at 21 credits each when production finishes. That mean that you invest 20 credits in producing goods, and when they are finished you get 21 credits back. That is 5% interest. And another point is that you cannot spent credits so invested until production is over, and credits used for production of goods cannot be pillaged. Let us see what happen if I invest little more.
My Economy is 2000 credits per hour, and I have 10000 credits saved at the moment. I spent all 10000 credits on goods, that is 500 goods in production. Time needed to produce these goods on fairly developed planet is 50 hours.
After 50 hours goods are produced and I gain 10500 credits back, but in the meantime I also was receiving normal credits and after 50 hours there 100000 normal credits. And nobody could pillage those 10000 invested credits.
This could be created even faster as you can produce goods on every planet you have simultaneously.
Most of the players do not use this as they always build or produce something, but sometimes you have to save credits for something really expensive; goods are way to do it.
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