Your income is the amount of credits you receive per tick (1 minute). This number is increased by your revenue and decreased by your expenses, a breakdown of which can be seen by moussing over the number of credits you have. A more detailed breakdown can be seen by clicking on this number.


Income can have two percentage-based modifiers applied to it. These are a % increase from the aptly-named Income facility, and a % decrease from Productivity below 100%. A breakdown of these effects can be found by opening the income breakdown.

Below is a list of all unit-based sources of income and any additional effects they may have.

  • Every Industrial worker increases your income by 8 Credits per tick. Also adds a small amount of productivity to the Factory.
  • Every Commercial worker increases your income by 30 Credits per tick. Reduces productivity if your number of Commercial works is greater than your number of Industrial workers.
  • Every Mine slave increases your income by 50 Credits per tick. Also produces a small amount of Iron, Gold, and Coal. Must have acquired slaves to train mine slaves.

Alternative Income

There are two primary alternative income sources, the Market, and Investments.

The Market

The Market is a player-based area to buy and sell raw materials and non-Credit currencies, such as Diamonds and Doge. Excess resources can be sold to other players to make up budget deficits, while needed resources can be bought to make up resource deficits.


Investments are a more risky, but potentially infinitely rewarding, alternative source of income. By depositing money in the bank, then clicking over to the Investments tab of the bank, you can invest your money in any of the available investments. Each has a variety of statistics and attributes, but the most important are share cost, interest rate, hold limit, and risk.

The share cost is exactly what it sounds like - the current price to buy 1 share. The price you pay, however, is modified by the buy fee - a % fee that is paid in addition to the cost per share, and is universal for all investments, but varies depending on the current state of the galaxy. This can be seen both in the buy screen, and on the Central Bank tab.

The interest rate of a given investment is a % of the current equity (total credits invested) that is paid back into the equity fund every 31 ticks, though this is displayed in a 24 hour format for ease of understanding.

The hold limit is the maximum amount of the market cap a single investor can have. A hold limit of 10% means that no more than 10% of the total value of the investment can be bought by one investor at any given time - if other investors sell their shares, the amount a given investor owns may go over the hold limit, but an investor over the limit still cannot buy more shares.

The risk of an investment is how much of the total equity a given investor can sell their shares for at once. This is important because when an investor sells their shares, the amount paid to them is taken from the equity of the investment. Thus, a risk value of 110% means it is possible for an investor to buy shares worth 110% of the equity pool, and then sell them off, thereby emptying the pool, and potentially killing the investment.

Balancing income and risk is going to be a different process for everyone. It is a game that everyone is going to want to play, however, as with a bit of luck and some forward thinking, you can be catapulted into wealth.


Below is a rough guide to how income generation changes through the course of the game, though it is by no means complete nor the most efficient way to do things.

Early Game

The initial way to generate credits is industrial and commercial workers. Other ways of generating credits may be faster, but it all starts with workers. Below is a list of all unit-based sources of credits, the rate at which they generate credits, and any other effects they may have.

Industrial workers are the cheapest way to increase your income, and are vital in the early game, in that they increase the number of Commercial workers you can safely have, but are less efficient than Commercial workers.

Mine slaves are the best source of income. They produce 90 credits per tick, ignore the productivity penalty Commercial workers suffer from, and produce Iron, Gold, and Coal, which can be sold on the Market for massive profits. They do, however, require Slaves, which can only be gotten by raiding another player or buying them off the market. This makes them a limited and desirable commodity until the very late game when resource production from units is outstripped by other sources.

Mid Game

Mid-game will be defined as the point at which you have your first 1 quadrillion credits. At this point, resource management is less a matter of 'what can I do,' and more 'how long will this take.' Credits are less limiting than Iron and Gold, and to a lesser extent Tritium, becoming both easy to acquire and therefore the less valuable part of a project.

Mid-game, alternative revenue sources become more desirable. At this point, the profits you receive from selling resources to other players on the market will far outstrip anything your units could produce. This makes it most worthwhile to untrain all of your commercial workers, in exchange for units that better serve producing resources - the most obvious being Mine Workers, but Engineers are a more efficient option. Not only can you create Mining ships that can mine at lava planets for Iron, the units required to support the Gold Mine facility will make several times the amount of Gold per tick compared to the same number of units trained as Mine Workers.

Mid-game is also the point where many investment opportunities will open up to you. Many high-interest investments can have share prices of multiple quadrillion, even hundreds of quadrillions of credits. At this point, you have some chance of becoming a major share holder in an investment.

End Game

Where exactly the line separating and end-game player and a mid-game player lies is hard to figure out, but in the end-game, your primary money-making venture is going to be investments. The massive number of shares that can be bought in any given investment are going to mean you're getting immense gains from investments, even assuming you haven't decided to create your own investment. At this point, the Income facility provides enough of a boost to income that you can possibly use units to produce enough credits to cover for your expenses. The world is, effectively, your oyster, with your capital planet a glittering jewel.


Down here is the more detailed breakdown of things like the Income facility and Productivity. It's not vital to understand, but interesting nonetheless.


Your income is effected by productivity in the following way:

(amount gathered from workers) * Productivity

In order to have 100% Happiness and 100% Productivity, neither your number of Mine workers nor Commercial workers can exceed your number of Industrial workers. These counts are separate however, meaning 1,000 Industrial workers can support 1,000 Commercial workers and 1,000 Mine workers. Mine slaves do not affect this equation in the slightest, but are affected by productivity.

This can never be a bonus to your income, so just be sure you've got enough Industrial workers to support your Mine and Commercial workers.

Income Facility

The income facility is currently the only source of an increase to the amount of income your units produce. Initially, this is a small bonus, at just +0.4% per level, but this quickly increases. By level 100, the bonus is +100.4%, by 500 it's +693.2%, and by 1000 it's +1,592.4%.

The income facility affects your income in the following way:

(amount gained from workers) * (1 + income facility boost)

Unit Income Equation

Below is the full unit income equation, as currently understood.

Income = ((Industrial workers * 10) + (Commercial workers * 30) + (Mine slaves * 90)) * (Productivity) * (1 + Income facility boost)