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Economy guide: production, storage and what to upgrade next

How the Works and Store really behave, payback times for producer upgrades, why the Command Core is the true gate and how to keep your stock out of other fleets’ holds.

Updated

The economy serves the fleet

Astera is not a game you win by building the tallest refinery. Production exists to pay for ships, fuel, sensors and the occasional colony, and every resource sitting idle in your Store is a resource someone else may carry home. A strong economy is one that turns production into decisions quickly: the next ship, the next probe, the next upgrade that makes the following decision cheaper.

That gives a simple test for every purchase. Does it let me act sooner, act more often or lose less when I am attacked? Producer upgrades, the Command Core, storage and queues all pass that test at different moments. This guide shows when.

Two tanks: the Works and the Store

Every planet produces into the Works first. The Works hold about 14.7 hours of each resource’s production; after that, that resource stops accumulating. You spend only from the Store, and collecting moves resources from the Works to the Store as long as the Store has room. Two full tanks mean wasted production, so the rhythm of your visits matters as much as your building levels.

The Store’s size is counted in hours of production. A level 1 Store holds about 31 hours, level 5 about 62 and level 10 about 100. Its protection rule is precise: a raid cannot take the smaller of 10% of capacity or 8 hours of that resource’s production. Everything above that line can be taken.

A worked example: with an Alloy Refinery at level 5 (about 482 alloy per hour) and a Store at level 3 (about 46 hours), your alloy capacity is roughly 22,300. Ten percent of that is about 2,230 and eight hours of production is about 3,860, so about 2,230 alloy is protected. The Works fill in under 15 hours, around 7,100 alloy. If you play once in the morning and once in the evening, you lose nothing; if you skip a day, you lose the second half of it.

Which producer to upgrade: payback times

The cleanest way to compare upgrades is payback: how many hours of the new, extra production it takes to earn back the price. For the Alloy Refinery, using its own alloy cost and the extra alloy per hour each level adds:

Alloy Refinery: alloy cost divided by the extra alloy per hour
UpgradeAlloy costExtra alloy per hourPayback
2 → 3154101.7≈ 1.5 h
4 → 5886121.4≈ 7.3 h
7 → 81,65890.1≈ 18 h
10 → 113,599125.3≈ 29 h
12 → 138,199212.2≈ 39 h
15 → 1616,356271.1≈ 60 h

Early levels pay for themselves within a single session, which is why the first hours of a season belong to producers. From the mid levels the payback stretches to a day or more, and at that point a ship that wins one good raid, or a sensor that prevents one bad loss, can be worth more than another refinery level. The Crystal Extractor follows the same curve: level 2 to 3 costs 58 crystal for about 40.7 extra crystal per hour, roughly 1.4 hours.

The Foundry satellite adds 6% to all three resources on its planet. It costs 4,109 alloy and 2,055 crystal and uses an orbit slot, so it is a long-term investment for a planet that will keep producing, not an opening move.

The Command Core is the real gate

Most buildings cannot pass the level of their planet’s Command Core, so the Core decides how far everything else can grow. It also opens the things money cannot otherwise buy: flight bays for more missions in the air, orbit slots for satellites and ground capacity for defences. On the capital, levels 9, 13 and 16 open your three colony slots, and the capital’s Core sets research timing and some research requirements.

What Command Core levels open
Core levelFlight baysOrbit slots
1–231
3–541
6–851
9–1162
12–1472
15–1783
1894

Remember that the Core also sets your development tier: your highest Core level divided by three, rounded up. Raising it widens what you can do and changes who may attack you. A Core 9 world makes you tier 3; Core 10 makes you tier 4, where raids against you expose a larger share of your stock. Time that step for when your defence and Store are ready for it.

Deuterium: the scarce resource

Deuterium is produced slowly. A Deuterium Refinery at level 5 makes about 13 per hour, against roughly 482 alloy from a refinery at the same level, and its upgrades are also capped by the Deuterium Synthesis research. Yet every flight burns it, from a short transfer to a long raid. Running out of deuterium is the most common reason an otherwise ready fleet stays home.

The merchant shows how scarce it is: in an equal-value trade, 32 alloy or 16 crystal are worth 1 deuterium. Two habits help. Slow down missions that are not urgent: a personal raid or transfer at 50% speed takes twice as long and burns 25% less fuel before rounding, and at 10% speed the saving is 45%. And keep a fuel reserve that is never spent on upgrades, so that a Radar warning or a passing pirate never finds you unable to move.

Queues and absence

Each planet has a Construction queue and a Yard queue, and you have one Research queue for all your planets. Each holds three orders including the active one. You pay when you place an order; cancelling a Construction or Yard order refunds only 50%, and started research cannot be cancelled. The AI Robots research shortens new Construction orders and Yard Automation shortens new Yard orders; neither adds queue room or lowers prices.

The practical consequence is that a long absence should start with long orders. Before you sleep, put your longest useful upgrade at the front of each queue and make sure the Store has been spent down to the protected line, so that the Works can be collected when you return. Before a short visit, queue the next cheap producer and leave.

Keeping your stock out of other holds

A raid takes a share of the stock above the protected line and of the uncollected Works. Against tiers 1–3 a decisive raid takes 25% of the stock and 15% of the Works; from tier 4 on it is 60% and 30%. The best protection is therefore not a bigger Store but a smaller pile: resources spent on ships, buildings or research cannot be stolen.

  • Spend before you log off. Leave fuel and repair money, not a mountain of alloy.
  • Collect when you are about to spend or before the Works fill. Resources in the Works are exposed too, but at a lower rate than the Store.
  • Move surplus to a colony that needs it, or turn it into units, rather than leaving it on your most-watched world.
  • Keep a defence at home. The Store does not absorb combat damage, and Aegis alone cannot hold a planet.

A first-week approach

Every galaxy is different, but this order of priorities holds up well. In the first hours, raise the Alloy Refinery and Crystal Extractor while their payback is measured in minutes, and keep the Works collected. Then raise the Command Core whenever it blocks the next producer, and the Store when a purchase no longer fits. Add ships once production comfortably exceeds what you spend, starting with the classes your neighbours’ probe reports suggest. Bring the Deuterium Refinery and its Synthesis research along before fuel becomes the limit, not after.

By the end of the first week, aim for a capital whose queues never sit empty, whose Store is spent down before each absence and whose fuel reserve can always launch one meaningful mission. That economy will carry you to your first colony, which is the subject of its own guide.