Economy Formulas

Economy Formulas

For players who want to optimize every credit. These formulas come directly from the game backend.

Trade Price Calculation

Prices use a logistic curve based on stock ratio.

stockRatio = currentStock / maxStock  (0.0 to 1.0)

L_range = L_max - L_min
normalized = (stockRatio * L_range + L_min)
price_multiplier = 1 / (1 + e^(-k * (normalized - L_midpoint)))

rawPrice = price_multiplier * BASE_PRICE[commodity]

Port type parameters:

Port TypeL_minL_maxSpread
Standard0.602.2010%
Fuel Depot / Agri0.801.406%
Tech Hub0.502.6015%
Black Market0.403.0022%
Pirate Base0.402.8020%
Federation Port0.701.808%

Base commodity prices: Fuel 10 cr, Organics 15 cr, Equipment 25 cr (multiplied by the port-type factor)

Sell price: sellPrice = floor(buyPrice * (1 - spread))

Daily noise: Random variance per day where sigma is 0.5% for Low volatility, 1.0% for Medium, and 1.8% for High.

Price bands (hard limits):

CommodityMinMax
Fuel60 cr220 cr
Organics90 cr350 cr (approx)
Equipment150 cr600 cr (approx)

Combat Power Formula

rawPower = basePower + (fighters × 0.8) + (shields × 1.2) + (torpedoes × 2.0)
effectivePower = rawPower × roleMultiplier × regionMultiplier × xpMultiplier
winProbability = attackerPower / (attackerPower + defenderPower)

Role multipliers vary slightly by ship class, ranging from 1.00 to roughly 1.10 for most ships.

Region bonuses:

  • Federation-aligned ships defending in Fed Core: +10%
  • Federation-aligned ships defending in Fed Space: +5%

Both sides receive a small random multiplier before resolution to prevent fully deterministic outcomes.

Loot Calculation

creditsLooted = min(loser.credits * 0.25, winner.tier.creditCap)
cargoLooted = floor(loser.totalCargo * 0.30)

Credit caps by ship tier:

TierCredit Cap
1 to 25,000 cr
315,000 cr
440,000 cr
5100,000 cr
6200,000 cr

Planet Production

factoryMultiplier = 1 + (0.15 * factoryLevel)
populationMultiplier = 0.2 + ((population / populationCap) * 0.8)

dailyFuel      = floor(80  * factoryMultiplier * populationMultiplier)
dailyOrganics  = floor(60  * factoryMultiplier * populationMultiplier)
dailyEquipment = floor(30  * factoryMultiplier * populationMultiplier)

Population growth (daily):

baseGrowth = 10
growthMultiplier = 1 + (0.10 * habitatLevel)
attrition = floor(population * 0.01)
growth = floor(baseGrowth * growthMultiplier - attrition)
newPopulation = min(population + growth, populationCap)

Structure Upgrade Costs

cost = floor(baseCost * multiplier^(currentLevel - 1))
StructureBase CostMultiplier
Warehouse5,000 cr1.8x
Habitat6,000 cr1.8x
Factory7,500 cr1.8x
Shield Generator10,000 cr2.0x

Factory upgrade cost by level:

LevelLevel CostCumulative
17,5007,500
213,50021,000
324,30045,300
443,74089,040
578,732167,772

NPC Spawn Rates

Effective spawn rate per move equals baseRate multiplied by regionMultiplier multiplied by galaxyEncounterRate.

Base rates: Pirate 5%, Trader 3%, Patrol 2%

Key region multipliers:

RegionPirateTraderPatrol
FED_CORE0.2x1.5x3.5x
FED_SPACE0.4x1.5x3.0x
FRONTIER1.2x1.0x0.5x
PIRATE2.0x0.3x0.1x
DEEP1.3x0.2x0x

Contraband Detection

baseThreshold = 0.75   (75% chance of detection)
withCloakingDevice = 0.25   (25% chance)

roll = random(0, 1)
caught = (roll < threshold)

The cloaking device is consumed whether or not you are caught. One device per scan event. The 30-minute cooldown is shared between patrol scans and port customs scans.

Tech Upgrade Effects

UpgradeEffect Formula
Cargo Compressorsholds += floor(holds * 0.20)
Shield Boostershields += floor(shields * 0.15), upgrades.shields += bonus
Escape Podsescape = min(0.95, escape + 0.15)
Combat AI+20% fighter coefficient in combat (flag)
Stealth Plating-30% detection threshold (flag)
Warp OptimizerwarpTurns -= 1 (flag)