Corebound

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.