“Wars are won by the side that is still paying for them.”
— Fleet Admiral Selene Voss
The four currencies
| Currency | How you get it | What it pays for |
|---|---|---|
| Minerals | Mineral Mines | Almost everything: buildings, ships, research, modules, repairs |
| Helium-3 | Helium-3 Extractors (Bridge level 2) | Mid-tier buildings, ships and research |
| Antimatter | Antimatter Condensers (Bridge level 5) | The most advanced buildings, hulls and modules |
| Coins | Daily orders and the login reward, commander training, Tide incursions, your alliance's weekly orders, and refunds | Finishing timers early, and Mark upgrades for ships and modules |
Two more are banked: Tide cores and fragments. They come from the weekly Tide bounties and from Tide incursions, and fragments from medals too. They have no storage cap, and what you have shows at the foot of the bounty panel. They are spent at the Relic Forge.
The VIP level on the HUD is a placeholder for now.
Production and collecting
Mines, extractors and condensers produce around the clock, even while you are offline. Each one fills its own buffer. Nothing reaches your wallet until you collect it: open the Base View and press Collect All.
| Building | Produces | Bridge | Rate (Mk1) | Buffer (Mk1) |
|---|---|---|---|---|
| Minerals | Level 1 | 600 / hour | 4,800 (8 h) | |
| Helium-3 | Level 2 | 300 / hour | 2,400 (8 h) | |
| Antimatter | Level 5 | 40 / hour | 320 (8 h) |
A buffer holds a fixed number of hours of production, and the number grows with the building's Mark. When the buffer is full, the building stops producing. Collect before that happens.
| Mark | Output | Buffer holds |
|---|---|---|
| Mk1 | ×1 | 8 h |
| Mk2 | ×1.25 | 18 h |
| Mk3 | ×1.55 | 28 h |
| Mk4 | ×1.95 | 38 h |
| Mk5 | ×2.45 | 48 h |
Storage
Your wallet can only hold as much as your storage allows. Each Warehouse and Shielded Vault adds capacity:
| Building | Bridge | Minerals | Helium-3 | Antimatter |
|---|---|---|---|---|
| Level 1 | 80,000 | 40,000 | 2,000 | |
| Level 4 | 32,000 | 16,000 | 1,000 |
Storage bonuses grow with each building's Mark (the Output multiplier).
Collect All only takes what fits. Anything over your cap stays safely in the building's buffer until you have room. Demolishing a Warehouse lowers your cap, and anything above the new cap is lost.
Coins and XP have no cap.
Finishing early with Coins
Every timer (building, upgrades, research, ship and module builds, repairs) can be finished instantly with Coins. The end of every timer is free, and new commanders get more of it: the last 30 minutes below commander level 10, the last 15 minutes from level 10 to 19, and the last 5 minutes from level 20 on. Above that, each started five minutes costs one Coin. The repairs of a raided base keep the 5 minutes at every level.
| Time left | Below level 10 | Levels 10 to 19 | Level 20 and up |
|---|---|---|---|
| 5m | 0 | 0 | 0 |
| 15m | 0 | 0 | 2 |
| 30m | 0 | 3 | 5 |
| 1h | 6 | 9 | 11 |
| 4h | 42 | 45 | 47 |
| 8h | 90 | 93 | 95 |
| 24h | 282 | 285 | 287 |
Coins = time left minus the free part (30, 15 or 5 minutes), divided by 5 minutes, rounded up.
Coins buy time, not materials: finishing a build, a research or a repair with Coins does not return any of the resources you paid to start it.
Cancelling
Cancelling a timer refunds its cost in proportion to the time left. An item still waiting in a queue refunds in full. Coins spent on speed-ups are not refunded. In the Shipyard, cancelling a ship build or a hull research returns its full cost, and cancelling a repair returns the share that matches the time left. The game asks you to confirm first and says what you will get back.