Commodities Overview
Commodities are the lifeblood of the galactic economy. Everything you trade, produce, or transport is organized into a tiered production system - from raw materials to end products.
The Production Tiers
ECON Galaxy uses a 5-tier production system. Understanding these tiers is key to profitable trading.
Tier 0: Raw Materials
Basic resources extracted from planets, moons, and asteroids. The foundation of all production.
| Commodity | Source | Description |
|---|---|---|
| Ice | Asteroid fields, Ice Giants | Frozen water, processed into Water + Hydrogen |
| Ore | Asteroid fields, Planets | Metal-bearing rock for refining |
| Gases | Gas Giants, Nebulae | Industrial gases for chemical processing |
| Crystal | Asteroid fields (rare) | Rare crystalline formations for electronics |
| Rare Minerals | Deep space asteroids | Exotic elements for advanced manufacturing |
| Organic Matter | Inhabited planets | Biological matter for polymers and biofuel |
Tier 1: Processed Materials
Refined goods created from raw materials. Processing creates value - and sometimes byproducts.
| Commodity | Created From | Description |
|---|---|---|
| Water | Ice | Essential for life and industry |
| Hydrogen | Ice | Fuel component and chemical feedstock |
| Refined Metals | Ore | Construction material (creates Slag byproduct) |
| Chemicals | Gases | Industrial compounds |
| Noble Gases | Gases | Specialty gases for advanced applications |
| Polymers | Organic Matter | Synthetic materials for manufacturing |
| Biofuel | Organic Matter | Alternative fuel source |
Tier 2: Components
Intermediate goods that combine processed materials. This is where complexity begins.
| Commodity | Created From | Description |
|---|---|---|
| Alloys | Refined Metals + Chemicals | High-strength construction materials |
| Circuits | Polymers + Electronics | Processing components |
| Coolant | Water + Chemicals | Temperature management systems |
| Fuel Cells | Hydrogen + Noble Gases | Portable power storage |
| Electronics | Refined Metals + Chemicals | Basic electronic components |
Tier 3: Modules
Sophisticated goods assembled from components. High value, complex logistics.
| Commodity | Created From | Description |
|---|---|---|
| Computer Cores | Circuits + Alloys + Crystal | Processing brains for ships/stations |
| Heat Sinks | Alloys + Coolant | Thermal management systems |
| Reactors | Fuel Cells + Machinery | Power generation units |
| Machinery | Refined Metals + Electronics | Industrial equipment |
Tier 4: End Products
Final goods consumed by populations and used for construction.
| Commodity | Description |
|---|---|
| Ship Components | Parts for ship construction and repair |
| Station Modules | Equipment for station building |
| Weapons | Combat systems and armaments |
| Consumer Goods | What populations actually buy |
| Medical Supplies | Healthcare products (basic population need) |
| Food | Sustenance (basic population need) |
Special Categories
Luxury Items
High-value goods that satisfy population comfort needs. Not part of industrial production chains.
| Commodity | Description |
|---|---|
| Spices | Rare flavorings, high value-to-volume |
| Textiles | Fine fabrics and materials |
| Jewelry | Precious decorative items |
| Entertainment | Media and recreation goods |
Contraband
Illegal goods - profitable but risky. ECON monitors and penalizes smuggling.
| Commodity | Description | Risk Level |
|---|---|---|
| Narcotics | Controlled substances | High |
| Unlicensed Weapons | Military hardware without permits | High |
| Stolen Goods | Marked cargo from piracy | Medium |
| Unregistered Tech | Unlicensed research materials | Medium |
Warning: Transporting contraband in High-Sec will result in ECON fines and reputation loss. Low-Sec and Null-Sec have no such restrictions.
Commodity Properties
Each commodity has several key properties:
Rarity
- Common - Widely available, lower profit margins
- Uncommon - Less available, moderate profits
- Rare - Hard to find, high profit potential
- Exotic - Extremely scarce, maximum profits
Volume
How much cargo space each unit takes. A ship with 100 cargo space might fit:
- 100 units of Electronics (volume: 1)
- 20 units of Machinery (volume: 5)
- 10 units of Ship Parts (volume: 10)
Plan your trades accordingly. High-volume goods need bigger ships.
Legality
- Legal - Trade anywhere without issues
- Restricted - Some factions limit or tax these goods
- Illegal - Contraband. High profits, high risk.
Finding the Best Deals
Prices vary by location based on supply and demand. A station that produces a commodity will sell it cheap. A station that consumes it will pay more.
Check the Location Details panel to see what each station produces and consumes. The bigger the gap between production and consumption, the better the trade opportunity.
Pro tip: Industrial stations usually have cheap manufactured goods. Agricultural stations need them badly. Connect the dots.
Related Topics
- Production Chains - How commodities are transformed through production
- Trading Guide - How to buy and sell commodities profitably
- Population & Demand - What populations actually need
- Security Zones & PvP - Where contraband is legal