Consumable Commodities[edit | edit source]

These commodities are consumed by various fleet operations

Crew[edit | edit source]


Skilled personnel experienced in the maintenance and day-to-day operation of spaceships and smaller ground-based installations.

–In-Game Description

Each ship has a minimum required or skeleton crew which is required to maintain baseline 70% Combat readiness.

Crew are also potentially consumed during accidents when performing salvaging and planetary survey operations, as well as 1000 crew being consumed when starting a Colony. Fleets specialising in these will often contain dedicated crew transports like the Mudskipper, Nebula or Valkyrie to support them.

Crew salaries of 10 credits per month are due each month. Failure to pay may see some crew be lost when the ship next docks.

Crew can be lost in combat due to hull damage, with Blast Doors mitigating this. Most fighters require crew, and these are lost every time a fighter is destroyed. This may necessitate serious extra crew considerations for large scale use of crewed fighters.

Crew can be produced and is also required as an input commodity for some Industries in a Colony
-Produced by Population & Infrastructure, Spaceport/Megaport, Patrol HQ/Military Base/High Command
-Demanded by Waystation, Orbital Station

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Only up to date for version 0.9. It is likely still broadly correct but not verified for the most up to date data yet. Please double check the Version History

Supplies[edit | edit source]

Assorted supplies required by ships and crew, ranging from rations and uniforms to munitions, spare parts, microfab feedstock, and prefab components.

–In-Game Description

Supplies are a vital resource demanded throughout the sector. They are sold on nearly every market, and most-all activies will reward or consume supplies.

Usage[edit | edit source]

Supplies are consumed by various different activies throughout the game.

Maintenance[edit | edit source]

Maintenance is one of the most commons way a fleet will consume supplies. Every ship consumes a set amount of supplies over each in-game month. This amount varies based on the vessel, and can be decreased by the Efficiency Overhaul hullmod and Fleet Logistics skill, with the potential to be decreased with the skill Field Repairs. Maintenance can also increase with the Increased Maintenance damage hullmod.

Combat Readiness[edit | edit source]

Main article: Combat Readiness

Suspend and Resume Repair Options.png

Various tasks and occurances throughout the sector reduce a ship's Combat Readiness (CR). To replenish this stat, supplies are either consumed from the fleet over-time whilst in space or immediately when repaired at a shipyard. The amount of supplies taken to replenish CR is based on the vessel, and the speed at which it is replenished can be increased by the Efficiency Overhaul hullmod, though the supplies consumed cannot be decreased or increased.

The consumption of supplies to replenish CR can be halted in the Fleet menu, via the 'Suspend all repairs' button. In exchange, all vessel's CR will stop recovering until reenabled with the 'Resume all repairs' button. Mothballed ships will also not attempt to replenish their CR, and thus do not consume supplies on repair.

Conversely, a complete lack of supplies within the fleet will cause CR to drain instead.

Deployment[edit | edit source]

Combat is an activity that consumes a moderate amount of supplies from the fleet. Deploying ships into combat incurs a Recovery Cost in supplies taken after the engagement, which varies based on the ship and is reduced by Damage hullmods. Combat also indirectly consumes supplies via Combat Readiness, which decreases the longer a vessel is engaged in combat.

Colonies[edit | edit source]

Main article: Industry
Main article: Colony

Various industries found on Colonies consume supplies in order to function. This demand is often filled via Trade Convoys untaken by AI fleets, whether from the colonies' faction or other factions, though it may be necessary for supplies from the colonies' stockpile to be consumed, which can be directly contributed to from the fleet. The number of supplies consumed can vary wildly based on a number of factors, including colony size, the type of industry, and AI Cores in use.

The following industries consume supplies to operate:

The establishment of a colony also requires 200 supplies from the fleet.

Surveys[edit | edit source]

Main article: Survey

Planetary Surveys require supplies to be undertaken. The amount of supplies demanded varies based on the planet's difficulty, which is determined by its size and hazard rating. The amount of supplies consumed can be decreased to a minimum of 5 using the Surveying Equipment hullmod.

Salvaging[edit | edit source]

Main article: Salvaging

Salvaging does not always consume supplies, however the operation will occasionally suffer an accident which has a chance of consuming a random amount of supplies, as well as the potential loss of Heavy Machinery and Crew casualties. The chance of this occuring is stated before the salvage operation takes place, and accidents may only consume one of the other two components.

Excess Cargo[edit | edit source]

If the fleet is holding more cargo, fuel, or crew/marines than it has capacity for, it will begin to suffer an over capacity penalty. This is equal to 0.1 supplies per day for each unit of excess the fleet is carrying. For instance, carrying 110 crew with a capacity of 100 crew will penalise the fleet with an increase of 1 supply per day, equal to 10 crew multiplied by 0.1 supplies.

Acquisition[edit | edit source]

Supplies can be acquired through various methods, with a financial investment generally required.

Market[edit | edit source]

Markets in the sector sell supplies at almost all times, with a base price of 100 credits. Every market will steadily replenish their stock of supplies over time either through local production or via imports through trade convoys, the latter of which can be interrupted by pirate, terrorist, wartime, or player activity.

Player colonies with the Commerce industry have an identical function.

Bars[edit | edit source]

Persean League-controlled bars sometimes have port authority employees willing to sell you misappropriated supplies duty-free and below market value (around ¢70 per unit).

Salvaging[edit | edit source]

Main article: Salvaging

Salvaging rewards the salvager with supplies, amongst other materials. The amount varies based on what is being salvaged and can also be modified by the player's Salvaging skill and the Salvage Gantry hullmod, as well as other factors such as the fleet's supply of Heavy Machinery, crew numbers, and the density of the salvage if a debris field.

After defeating an opposing fleet in battle, the player will also have a chance to salvage the remains of the enemy fleet directly. This is affected differently by modifiers compared to normal salvaging; the Salvage Gantry only has 20% effectiveness, and only Salvaging level 3 has any effect.

Colonies[edit | edit source]

Main article: Colony
Main article: Industry

Colonies can produce supplies of their own using certain industries. These industries will often send their supplies to other industries, whether within the same colony or between other colonies belonging to the same faction, and extra supplies that are not needed in-faction are exported. In the rare case of excess supplies being left over, these supplies will be put into the colonies' stockpile, where they can be taken by the fleet at the base cost of 100 credits which will be deducted from that colonies' income at the end of the month.

The following industries produce supplies;

Supplies can also be purchased normally from a colony if the Commerce industry is built. This functions the same as a Market, including tariffs for legal trade.

Scuttling[edit | edit source]

An emergency option, Scuttling allows players to destroy their fleets ships to reclaim some materials from the hull, including a single months worth of maintenance supplies.

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Up to date for version 0.9.1

Fuel[edit | edit source]

Hyperspace Travel Fuel
Standard starship fuel on which interstellar civilization relies. Composed of anti-matter trapped in fullerine shells mixed in a semi-stable foam with heavy isotopes of hydrogen. Fairly safe.

–In-Game Description

Fuel is an important resource required for hyperspace travel, traversing between hyperspace & real space, the Emergency Burn & Transverse Jump abilities as well as orbital bombardments.

Fuel is not consumed when stationary in hyperspace. Fuel consumption does not increase with burn speeds exceeding 20 burn, although this is not normally achievable outside of Hyperspace Storm Surfing

Running out of fuel will disable those abilities, traversing to hyperspace and any fleets in hyperspace will be slowly pulled into the nearest gravity well. Ships can be scuttled as an emergency measure to recover fuel equal to their monthly supply cost.

Some worlds are particularly notable for large scale fuel production at cheap prices, in particular the Sindrian Diktat homeworld of Sindria, in Askonia.

Fuel can be produced and is also required as an input commodity for some Industries in a Colony
-Produced by Fuel Production, Tech Mining
-Demanded by Patrol HQ/Military Base/High Command, Waystation, Spaceport/Megaport

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Only up to date for version 0.9. It is likely still broadly correct but not verified for the most up to date data yet. Please double check the Version History

Heavy Machinery[edit | edit source]

Various standardized modules for manipulating matter on an industrial scale. They accept manual input, most common design template formats, or can be slaved to network control.

–In-Game Description

Heavy Machinery is used to increase the success rate of salvage activities or required for Surveys. It is potentially consumed during accidents while performing planetary surveys and scavenging debris fields. It is also consumed to reactivate system infrastructure, or 100 consumed to start a Colony.

Scuttled ships provide 1/2/3/4 heavy machinery per hull size

Heavy Machinery can be produced and is also required as an input commodity for some Industries in a Colony
-Produced by Heavy Industry/Orbital Works, Tech Mining
-Demanded by Mining, Farming, Refining

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Only up to date for version 0.9. It is likely still broadly correct but not verified for the most up to date data yet. Please double check the Version History

Volatiles[edit | edit source]

Rare isotopes of lighter elements - such as deuterium - with critical applications in fuel production and other advanced industrial processes.

–In-Game Description

Volatiles are a commodity found throughout the sector.

Volatiles are a moderately rare material found primarily on Gas and Ice Giants, and additionally often found on Frozen, Toxic, and Cryovolcanic planets. They are extracted by the Mining industry, and demanded by the Fuel Production industry.

Volatiles are also consumed by the Neutrino Detector fleet ability, at a rate of 1 unit per day while the ability is active.

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Up to date for version 0.9.1

Notable Commodities[edit | edit source]

These commodities have notable interactions

Marines[edit | edit source]

Heavily armed and equipped with powered armor, marines specialize in breaching and boarding disabled ships and providing security for planetside operations.

–In-Game Description

Marines are used to perform raid operations. They require a monthly salary of 20 credits.

Marines can be produced by and are also required as an input commodity for some colony industries:

  • Produced by Patrol HQ/Military Base/High Command
  • Demanded by Ground Defenses/Heavy Batteries, Orbital Station

Icon check temp.png

Only up to date for version 0.9. It is likely still broadly correct but not verified for the most up to date data yet. Please double check the Version History

Food[edit | edit source]

Various food products, preserved and packaged for export. Guaranteed shelf-life no less than five Domain-standard years.

–In-Game Description

Food is a commodity found throughout the sector.

Food is a moderately common product guarenteed to appear on most 'habitable' planet types; Arid, Jungle, Terran, and Tundra planets. It can also appear on Desert planets, though is not guarenteed. It is extracted by the Farming industry, and demanded by Population & Infrastructure.

Though Water planets hold the habitable condition, farmland is not found there. However, the unique Aquaculture industry allows food to be harvested regardless. No other planet types can host farmland.

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Up to date for version 0.9.1

Commodities[edit | edit source]

These commodities have no specific fleet usage nor particularly notable interactions

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