Help CenterResources & TradingCommodities Overview

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.

CommoditySourceDescription
IceAsteroid fields, Ice GiantsFrozen water, processed into Water + Hydrogen
OreAsteroid fields, PlanetsMetal-bearing rock for refining
GasesGas Giants, NebulaeIndustrial gases for chemical processing
CrystalAsteroid fields (rare)Rare crystalline formations for electronics
Rare MineralsDeep space asteroidsExotic elements for advanced manufacturing
Organic MatterInhabited planetsBiological matter for polymers and biofuel

Tier 1: Processed Materials

Refined goods created from raw materials. Processing creates value - and sometimes byproducts.

CommodityCreated FromDescription
WaterIceEssential for life and industry
HydrogenIceFuel component and chemical feedstock
Refined MetalsOreConstruction material (creates Slag byproduct)
ChemicalsGasesIndustrial compounds
Noble GasesGasesSpecialty gases for advanced applications
PolymersOrganic MatterSynthetic materials for manufacturing
BiofuelOrganic MatterAlternative fuel source

Tier 2: Components

Intermediate goods that combine processed materials. This is where complexity begins.

CommodityCreated FromDescription
AlloysRefined Metals + ChemicalsHigh-strength construction materials
CircuitsPolymers + ElectronicsProcessing components
CoolantWater + ChemicalsTemperature management systems
Fuel CellsHydrogen + Noble GasesPortable power storage
ElectronicsRefined Metals + ChemicalsBasic electronic components

Tier 3: Modules

Sophisticated goods assembled from components. High value, complex logistics.

CommodityCreated FromDescription
Computer CoresCircuits + Alloys + CrystalProcessing brains for ships/stations
Heat SinksAlloys + CoolantThermal management systems
ReactorsFuel Cells + MachineryPower generation units
MachineryRefined Metals + ElectronicsIndustrial equipment

Tier 4: End Products

Final goods consumed by populations and used for construction.

CommodityDescription
Ship ComponentsParts for ship construction and repair
Station ModulesEquipment for station building
WeaponsCombat systems and armaments
Consumer GoodsWhat populations actually buy
Medical SuppliesHealthcare products (basic population need)
FoodSustenance (basic population need)

Special Categories

Luxury Items

High-value goods that satisfy population comfort needs. Not part of industrial production chains.

CommodityDescription
SpicesRare flavorings, high value-to-volume
TextilesFine fabrics and materials
JewelryPrecious decorative items
EntertainmentMedia and recreation goods

Contraband

Illegal goods - profitable but risky. ECON monitors and penalizes smuggling.

CommodityDescriptionRisk Level
NarcoticsControlled substancesHigh
Unlicensed WeaponsMilitary hardware without permitsHigh
Stolen GoodsMarked cargo from piracyMedium
Unregistered TechUnlicensed research materialsMedium

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.

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