Economy & queues
Three resources: metal (asteroid fields) for ships, energy (gas giants, relays) for upkeep, credits (every sector) for pilots. Your storage holds 12 hours of income, so a night away never wastes anything – but a weekend does.
Upkeep
Every ship costs 1 energy per command point and hour. Upkeep never drives you into debt: energy stops at zero.
Queues
| Queue | Builds | Time |
|---|---|---|
| Shipyard | ships | fighter 10 min, bomber 25 min, frigate/cruiser 45 min, capital ship 3 h |
| Academy | pilots (cadets) | 30 min |
| Infirmary | injured pilots | 1–4 hours, depending on the lost ship |
| Research | flagship upgrades | 30 min, then 2–12 hours |
Each queue runs 2 jobs at once with up to 5 more waiting – enough to fill for a night. A waiting job starts the moment a slot frees up, even while you are away.
Ships, pilots and damage
Every ship in a battle needs a pilot. Destroyed ships are gone; their pilots survive and spend some time in the infirmary. Damaged ships keep their damage and are repaired at your flagship: 10 % of the hull every 10 minutes, for a little metal. The winner of a battle salvages 20 % of the metal of every destroyed ship.
While you are away
When you come back, a report sums it up: resources, finished ships and pilots, battles and new sectors. A battle that started while you were gone is fought automatically after 10 minutes, using a simple rule: EMP at first contact.
Cancelling orders
Changed your mind? Every order in the shipyard, the academy and research has a small ✕ in its corner. Cancelling gives you the full cost back – all you lose is the time it already ran; if it was running, the next waiting order starts right away. Healing in the infirmary can't be cancelled.