Credit

Credit Credits are the money of your empire. They pay for buildings, ships, agent salaries and fleet maintenance. Credit is one of your systems' outputs. Each of your systems makes credits from taxes, the mobility bonus, buildings and a few other sources.

Taxes

Every whole point of population pays 2 credits per tick40 credits per hour in taxes. Whole points of population are the system's workforce. You can read rates in ticks or in hours. See Game time.

The credit breakdown of a system
The highlighted Taxes row in a system's credit breakdown.

For example, a system with 15 workforce pays 15 × 2 credits per tick40 credits per hour = 30 credits per tick600 credits per hour.

Mobility bonus

Mobility Mobility adds more credits on top of taxes. The bonus grows with the system's workforce. See mobility.

Buildings

Building Built on Effect
Commercial Artery Commercial Artery Habitable Planets +2+40/h → +10+200/h Credit per Local Population
Industrial Hub Industrial Hub Habitable Planets +6+120/h → +30+600/h Credit per Industrial Potential
Network of Artificial Islands Network of Artificial Islands Habitable Planets +1+20/h → +8+160/h Credit per Local Population
Orbital Link Orbital Link Habitable Planets +8+160/h → +40+800/h Credit per Industrial Potential
Reflect District Reflect District Habitable Planets +2+40/h → +10+200/h Credit per Mobility
Residential Archipelago Residential Archipelago Habitable Planets +5+100/h → +40+800/h Credit per Appeal Potential
Holodome Holodome Barren Planets +0.4+8/h → +2+40/h Credit per Local Population
Omnimarket Omnimarket Barren Planets +1.2+24/h → +6+120/h Credit per Local Population
Business Arch Business Arch Moons and Asteroids +1.2+24/h → +6+120/h Credit per Mobility
Orbital Terminus Orbital Terminus Moons and Asteroids +20+400/h → +100+2,000/h Credit
Refining Ducts Refining Ducts Moons and Asteroids +8+160/h → +20+400/h Credit per Industrial Potential
Zero-G Arena Zero-G Arena Moons and Asteroids +2+40/h → +8+160/h Credit per Appeal Potential

An effect with an arrow runs from the building's first level to its top level.

Production, credit, technology, ideology and upkeep amounts are per tick.Production, credit, technology, ideology and upkeep amounts are per hour.

Other sources

Source Type Effect
Centralization of Power Lex +2+40/h Credit per Population
Erased — Finance Agent skill +5 % Credit

Production, credit, technology, ideology and upkeep amounts are per tick.Production, credit, technology, ideology and upkeep amounts are per hour.

Penalties

Penalties can reduce a system's credits. See System penalties.

Your income

Your empire's income is the sum of your systems' credits plus a share of your dominions' credits, minus Agents' salaries and Fleet maintenance.

Numbers shown for Legacy games. Other speeds: Tactic Flash