Automation Basics
Status: Planned Feature - This system is currently in development. This article describes how automation will work when released.
ECON Galaxy is designed around one core idea: build a company that runs itself.
You won't click "trade" a thousand times. Instead, you'll design systems that trade for you. The game continues even when you're offline - your ships haul cargo, your stations produce goods, your managers make decisions.
The Philosophy
Active play should be about strategy and optimization, not repetitive clicking.
- When you're online: Plan expansion, react to events, optimize routes
- When you're offline: Production runs, trade routes execute, managers handle routine decisions
Both playstyles are valid. Active players grow faster, but passive players still progress.
Automation Levels
Level 1: Manual Control (Early Game)
You control everything directly:
- Navigate your ship manually
- Buy and sell at stations
- Make every decision yourself
This teaches you the mechanics. You'll understand prices, routes, and demand firsthand.
Level 2: Trade Routes (Early-Mid Game)
Your first automation: repeating routes.
A trade route is a simple rule:
- Go to Location A
- Buy Commodity X (if price < threshold)
- Go to Location B
- Sell Commodity X (if price > threshold)
- Repeat
Ships assigned to trade routes run automatically. You can have dozens of routes running simultaneously.
Level 3: Production Rules (Mid Game)
When you have production facilities, you set production rules:
- "Produce Electronics while: Refined Metals available AND Electronics stock < 500"
- "Prioritize: Own fleet supply > Contracts > Open market"
- "If storage > 80%, activate emergency pricing"
Production continues 24/7 based on your rules.
Level 4: Manager System (Mid-Late Game)
Managers are NPCs you hire to make decisions you'd rather not make:
| Manager Type | Decisions They Make |
|---|---|
| Trade Manager | Find profitable routes, adjust pricing |
| Production Manager | Optimize product mix, handle shortages |
| Logistics Manager | Coordinate fleet movements |
| Security Manager | Respond to threats, plan escorts |
Managers have:
- Skill Levels - Better managers make better decisions
- Specializations - Raw materials, high-tech, logistics, etc.
- Autonomy Settings - How much can they decide alone?
- Salary - Good managers cost more
Level 5: Full Automation (Late Game)
Your empire runs itself:
- Multiple stations producing goods
- Fleet of ships running optimized routes
- Managers handling day-to-day decisions
- You focus on expansion and strategy
Setting Up Your First Trade Route
Here's how to automate a simple trade:
-
Identify a profitable route
- Station A sells Water at 10 credits
- Station B buys Water at 18 credits
- Profit: 8 credits per unit
-
Create the route
- Open Fleet Management
- Select your ship
- Click "Create Trade Route"
-
Configure the stops
- Stop 1: Station A - Buy Water (max 100 units, max price 12)
- Stop 2: Station B - Sell Water (min price 15)
-
Activate the route
- Assign a ship
- Toggle "Active"
- Watch it run
Your ship will now loop this route forever (or until you stop it).
Trade Route Tips
Set Price Limits
Don't just "buy everything" - set maximum buy prices and minimum sell prices. Markets fluctuate.
Leave Margin for Error
If your route barely profits at current prices, it'll lose money when prices shift. Build in buffer.
Use Conditional Logic
Advanced routes support conditions:
- "Only buy if stock > 50" (avoid depleting your supplier)
- "Skip stop if cargo full"
- "Priority: Fuel first, then cargo"
Monitor Performance
Check route profitability regularly. A good route today might be bad tomorrow.
When Manual Beats Automation
Automation isn't always better:
- Emergency deliveries - Manual response to sudden demand
- Market manipulation - Precise timing for market plays
- New opportunities - Scout routes before automating them
- PvP situations - Humans adapt faster than rules
The best players mix automated routine with manual intervention for opportunities.
Common Mistakes
- Automating too early - Learn the route manually first
- No price limits - Your ship buys at terrible prices
- Over-complicated routes - Simple routes are reliable routes
- Ignoring reports - Check performance, routes break
- One big route - Multiple small routes are more resilient
Automation Progression
| Phase | Focus | Tools |
|---|---|---|
| Week 1-2 | Learn mechanics | Manual trading |
| Week 3-4 | First automation | 2-3 trade routes |
| Month 2 | Expand operations | Production rules, more routes |
| Month 3+ | Scale up | Managers, complex logistics |
Next Steps
- Trade Routes - Detailed route configuration
- Manager System - Hiring and configuring managers
- Production Chains - What to produce