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.

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 adds more credits on top of taxes. The bonus grows with the system's workforce. See mobility.
Buildings
| Building | Built on | Effect |
|---|---|---|
| Commercial Artery | Habitable Planets | +2+40/h → +10+200/h Credit per Local Population |
| Industrial Hub | Habitable Planets | +6+120/h → +30+600/h Credit per Industrial Potential |
| Network of Artificial Islands | Habitable Planets | +1+20/h → +8+160/h Credit per Local Population |
| Orbital Link | Habitable Planets | +8+160/h → +40+800/h Credit per Industrial Potential |
| Reflect District | Habitable Planets | +2+40/h → +10+200/h Credit per Mobility |
| Residential Archipelago | Habitable Planets | +5+100/h → +40+800/h Credit per Appeal Potential |
| Holodome | Barren Planets | +0.4+8/h → +2+40/h Credit per Local Population |
| Omnimarket | Barren Planets | +1.2+24/h → +6+120/h Credit per Local Population |
| Business Arch | Moons and Asteroids | +1.2+24/h → +6+120/h Credit per Mobility |
| Orbital Terminus | Moons and Asteroids | +20+400/h → +100+2,000/h Credit |
| Refining Ducts | Moons and Asteroids | +8+160/h → +20+400/h Credit per Industrial Potential |
| 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.