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Resources

Galactic Conquest has 10 resources split into two categories: goods used in the economy and minerals used for ship construction.

Goods

Resource Description
Food The central commodity of the player economy. Tax players cannot function without a steady supply — population starves without it. Produced by Agriculture.
Ore Used to construct buildings on colonies. Produced by Mining as a bonus.
Raw Material Byproduct of food production. Primary input for Industry to produce Consumer Goods.
Consumer Goods (CGs) Produced by Industry and Commercial infrastructure. Purchased by Tax players to boost income — desirable but not required for survival.

Ship Minerals

Used exclusively for building ships. They have no other purpose.

Resource
Terran Metal
Red Crystal
White Crystal
Rutile
Composite
Strafez Organism

The Market

The market is player-driven. Sellers post resources at a price they choose within dev-set min/max bounds (per-resource). Buyers always purchase at the cheapest posted price first. As of Patch 106, when multiple sellers have the good posted at that lowest price, the seller whose post gets filled is chosen randomly among all of them — it's no longer first-posted/oldest-listing order.

If no players are selling a resource, buyers are out of luck — with one exception. A black market provides an NPC source for Ore, Raw Material, and the 6 ship minerals at quantity-scaling prices. It does not sell Food or Consumer Goods. On the live (real-time) server, Raw Material is unavailable on the black market — only Ore and the 6 minerals are sold there. The black market is buy-only; there is no NPC buyer of last resort. If demand dries up, sellers are stuck.

Black-market unit prices scale with how much of the resource you'd hold after the purchase — your current stock plus the amount you're buying — so bulk buying gets progressively more expensive within a single order:

  • Minerals: 1,250 × 1.05^(owned ÷ 1,000,000), capped at 1,000,000/unit
  • Ore: 25,000 × 1.1^(owned ÷ 10,000), capped at 10,000,000/unit

Resource Flow

Agriculture → Food + Raw Material
     ↓                   ↓
  Market          Industry → Consumer Goods → Market
     ↓                                           ↓
Tax players ←——————————————————————————— Tax players (optional boost)
     ↓
Population growth → Tax income

Mining produces ship minerals sold directly on the market. Commercial infrastructure produces CGs (consuming 2 Raw Materials per building per turn) and a flat empire-wide credit stream that has no resource cost.

Resource Caps

Hard ceilings on stored resources. Production beyond these caps is discarded.

Resource Cap
Credits (positive) 50,000,000,000,000 (50 trillion)
Credits (debt floor) -200,999,999,999
Raw Materials 100,000,000,000 (100 billion)
Food 100,000,000,000 (100 billion)
Goods 100,000,000,000 (100 billion)
Ore 10,000,000,000 (10 billion)
Each ship mineral (1–6) 10,000,000,000 (10 billion)

Caps raised in Patch 106 (June 2026): Credits 5T → 50T; Food / Goods / Raw Materials 25B → 100B each; Ore and each ship mineral 2B → 10B. The debt floor was not changed. Market post caps were raised alongside to accommodate the new storage ceilings.

Going into negative credits triggers compounding 1.5%-per-turn debt interest — see Formulas.

Goods → Credits (Population Consumption)

Each colony's population demands (pop ÷ 10) × race_good goods per turn, drawn from your empire-wide good stockpile. The goods your population consumes are what generate income: each consumed good converts to 5.5 credits. Any surplus goods beyond population demand are kept in your stockpile (up to the 100-billion cap), not auto-sold.

In other words: you are paid 5.5 credits for every good your population eats — you are not paid for leftovers, and leftovers are retained, not dumped. This is the primary mechanism by which produced goods become income — see the full per-colony order in Formulas.