Markets
All of the resources an Empire produces on a world go into that world's Market for that Empire. There is only ever one Market for an Empire on a world. It is the game’s user interface for managing an Empire's economy. Markets hold the Resources and Trade Goods produced on Areas and allow them to be moved to other Markets off world through Trade Routes.
Creating
Markets are created automatically when an Empire claims its first Area on a world.
Removing
Markets are removed automatically when an Empire loses control of its last Area on a world.
Trade
The exchange in value of Resources and Trade Goods for Exocredits. For trade to occur the owner of a Market defines how Imports and/or Exports for Market goods are handled.
Resources
Raw materials, like organics, metals, crystals and industrial units, used to produce goods.
| Organics | Agricultural products | |
| Minerals | Need to be mined | |
| Crystals | Source of unique powers | |
| Industrial Units |
Base measurement of production value |
Trade Goods
| Specialty product produced in each market area that is freely interchangeable for Exocredits between empires. |
Imports
To set an Import, the Market owner specifies a quantity and Exocredits price for a Resource. This allows other players to set up a Trade Route that delivers the resource requested in exchange for the preset price. Trade Goods are always allowed to be Imported, with the price set by the game’s supply-and-demand calculation.
Exports
Exports are largely the same as Imports, except when Resources leave the exporting market the owner will receive Exocredits at an agreed upon price.
Status
The accessibility of a Market to outside Empires.
Open
Allows other Empires to connect Trade Routes to the Market.
Closed
Only allows Empires with a Trade Agreement to connect Trade Routes to the Market.