Resources & Trading
Resources & Trading
The economy of Fugari Wars runs on two common resources, a Reactor slot, and a unified port system. Buy cargo at any port, fly to another, sell it there. Buy and sell prices are flat — your edge comes from running more laps per session and hunting Reactor ports, not from chasing price conditions. Understanding regen cycles and Trade Lanes is what separates pilots who grind credit by credit from those who build real wealth.
The Two Common Resources
Every standard transaction involves one of two commodities. They share your ship's hold and are not interchangeable. Each has a different scarcity profile across the node map.
Agri Cargo (cargo_agri_common)
Agricultural produce, biological materials, and colony supplies. Agri Cargo is what you trade when you're starting out — it moves everywhere, and the margins are modest but consistent.
Energy Cargo (cargo_energy_common)
Manufactured components, processed materials, and fabricated goods. Higher margins per unit than Agri, but supply at any given port varies. A well-stocked port on an undertrafficked lane is worth defending.
Your Hold
Hold capacity is shared across both common resources. There is no separate cargo bay per type. The constraint is:
agri_cargo + energy_cargo ≤ hold_capacity
Ship hold sizes:
| Ship | Hold Capacity |
|---|---|
| Drifter | 50 |
| Raider | 200 |
| Warship | 150 |
| Hauler | 2,250 |
| Heretic | 2,000 |
| Leviathan | 2,000 |
This means your hold allocation is a constant active decision. Flying into a port with a full hold of the wrong resource wastes an opportunity. Learn to leave room.
Reactor
A Reactor is a separate slot entirely — it does not consume hold space. You can carry one Reactor at a time.
- Purpose: Installing a Reactor on a planet completes full colonization (99% → 100%), unlocking drone production.
- Value: Worth approximately 3× the value of common cargo at ports if looted.
- Sourcing: A handful of ports stock Reactors per epoch. These rotate each epoch. Reactor ports are not visible passively — you can find them via active scan, or by firing ping beacons (80% detection chance per port hop).
- Stock cap: Each Reactor port has a hard stock cap. You cannot farm the same port indefinitely.
- Buy gate: Purchasing a Reactor requires a Hauler or higher (any tier-2+ hull). Attempting to buy with a Drifter returns: "A Reactor requires a Hauler or higher."
- Max held: 1 Reactor. You cannot carry a second one until you install the one you have.
- Persistence: The Reactor is stored on your ship and persists across epoch resets within a cycle.
- Active scan: Scanning another ship reveals whether they are carrying a Reactor.
Ports
All ports in the galaxy are the same type. Each port randomly stocks agri cargo, energy cargo, drones, and credits, reshuffled every epoch. There are no specialized port classes — every port can buy and sell both cargo types, and every port accepts business from any pilot (subject to reputation restrictions).
The simplest trade loop is a two-port shuttle: buy what one port has in surplus, fly to a second port, sell it there, buy what that port has in surplus, and fly back.
No selling back: You cannot sell at the port where you last bought. Your most recent purchase, at any port, sets it; buying somewhere else releases the old one. Sell at a different port. Automated runs (Warp + Port) simply pass through such a port and carry on to the next. Selling to a port you did not last buy from is unrestricted.
Raided port restriction: If you raid a port, that port won't buy your cargo for the rest of the epoch. You can still buy from them — they just won't take your goods. The message "this port won't buy your cargo — you raided them this epoch" will appear if you try to sell.
Prices
Buy and sell prices start from flat base prices per resource type — the same at every port, with no stock-level variance. Three things move the effective price:
- Trade events: Random hourly bulletins put a temporary multiplier (0.45×–1.9×) on one commodity at one port. Selling into a 1.6× event is the biggest price play in the game.
- Accord sell bonus: +5% on all sells at rep ≥ 100 (Good Standing), +15% at rep ≥ 500 (Accord Commission).
- Trade Master mastery: up to +5% on sells for pilots with the Trade Master trophy.
Default prices:
| Resource | Buy price | Sell price | Profit per unit |
|---|---|---|---|
| Agri Cargo | 2⬡ | 5⬡ | +3⬡ |
| Energy Cargo | 3⬡ | 7⬡ | +4⬡ |
Buy anywhere. Sell anywhere. The profit is the spread between buy and sell price, multiplied by how much you can carry. A Drifter with a 50-unit hold earns up to 150–200⬡ per run; a Hauler with a 2,250-unit hold earns multiples of that.
What limits your income is not price hunting — it is port stock (limits how much you can buy) and the port credit register (limits how much the port can pay when you sell). Both recover over time.
Credits
Credits are the universal currency. A few things to know:
- Credits live in your account, not your hold. You cannot carry them as cargo, and you cannot lose them in PvP — only resources are lootable.
- Wallet cap scales with rank. Your credit balance is capped by your rank tier — 1,000,000⬡ at tier 1, rising through the tiers to 25,000,000⬡ at the top. Sells that would overflow are trimmed to fit (and the trim is reported); other income is clamped at the cap. The cap exists to prevent veteran wealth from diverging infinitely from newcomers.
- Cycle resets are a hard restart. When the cycle ends, wallets reset to the starting stake and Ledger balances are zeroed. Every cycle is a fresh race.
Port Regen
At every epoch reset, each port regenerates 15% of its max capacity across all commodity types. One modifier adjusts this:
- Trade Lane bonus: +10% regen for ports on designated Trade Lanes. These ports recover faster, making them more consistently tradeable.
Understanding the regen cycle tells you when to trade where. A high-traffic port gets drained fast, bottoms out, then resets and refills. Timing your arrival to match a port's recovery is more valuable than flying the shortest route.
Accumulation Caps
Three hard ceilings prevent runaway resource hoarding:
| Resource | Cap | Enforcement |
|---|---|---|
| Credits | 1M–25M⬡ (rank-tier scaled) | Excess silently rejected on any income event (trade, raid, PvP loot, epoch grant) |
| Planets | 3–20 (rank-tier scaled) | New colonization attempts rejected at cap — existing planets are never removed |
The credit cap is a wallet ceiling — it applies regardless of income source. active_income_earned (visible in Fleet → Check Progress) tracks your gross lifetime trading and raiding income before the cap was applied, and feeds the Fat Sack badge at 1M.
The planet cap is enforced when you attempt to claim an unowned planet. If you're at your slot's limit, the deposit is rejected with an error message. Existing planets are never forcibly removed.
Guardian node deployment is not globally capped. Instead, each node has a proximity-based cap derived from your nearest planet's citadel garrison capacity. The closer to a strong citadel, the more guardians you can station. Nodes within 1–4 hops of a planet get garrison_cap / 2^hops; nodes beyond 4 hops get a flat cap of 50. You cannot deploy guardians at your own planet node — the citadel garrison handles defense there.
Drones
Drones are the game's territorial and combat currency. There are three types, each with a distinct role. All types share a single drone bay on your ship — you allocate freely across types.
| Drone Type | Role | Port Price |
|---|---|---|
| Strikers | Offensive — wave combat damage against ships and garrisons | 25⬡ |
| Guardians | Defensive — absorb incoming strikers 1:1 in wave combat; deploy at nodes as checkpoints or fill planet garrison | 100⬡ |
| Wreckers | Siege — destroy citadel tiers (only after garrison is wiped) | 50⬡ |
Buying drones: Purchase by type at any port. Not every port stocks every type. Guardians are the most widely available; wreckers are the rarest.
Selling drones: You can sell drones back to a port for 50% of the port's buy price (sell_price = port_buy_price × 0.50).
Deploying guardians: Costs 1 turn per deploy action (up to 50 per action). Drones are placed at the node you're currently at. They cannot be moved once deployed. The cap at each node depends on proximity to your nearest planet — see Guardian Deployment above.
Node ownership: The player with the most guardian drones at a node owns it. Ownership drives territory control and scoring.
Planet Production
Colonized planets generate drones every epoch — not cargo. The owner configures a production split across the three drone types from the Planet menu.
- Guardians auto-feed the planet's garrison until full; excess overflows to surplus.
- All other drone types accumulate in surplus for manual extraction.
To extract surplus drones: fly to the planet and use the Extract action (1 turn). Drones move from surplus to your ship's drone bay. Extracted drones can be sold at any port for passive income.
See Planets & Citadels for the full production formula and citadel upgrade system.
Port Raiding
Port raiding uses the wave combat loop — the same system used for ship-to-ship and assault combat. You fight through waves to deal damage to the port, then choose to breach (loot) or destroy.
Requirements: Any pilot can attempt a raid (no rep gate). Cost: 1T to initiate. Each subsequent wave within the same combat engagement is free.
Trade-then-raid: You can trade at a port and then raid it in the same epoch. The order matters — you cannot trade at a port you have already raided in the current epoch.
Breach and Destroy
After dealing damage to a port through wave combat, you commit to one of two outcomes:
- Breach (loot): Attempt to steal credits from the port's register. Breach success chance scales with how much damage you dealt to the port. A partial breach is possible.
- Destroy: Demolish the port entirely for the epoch.
Failed breach (bust): If the breach attempt fails, you take 25% HP damage (minimum 1 HP). A bust never kills you.
Credit raid cap: The maximum credits you can take from a single breach is capped at your ship's base price:
| Ship | Breach Cap |
|---|---|
| Drifter | 500⬡ |
| Raider | 8,000⬡ |
| Leviathan | 128,000⬡ |
Rep penalties:
- Breach (successful or failed): −20 rep
- Port destruction: −100 rep
Breach cooldown: You cannot breach the same port more than once per 24-hour window.
Port Access Restrictions
Ports don't forget. As your rep deteriorates, ports will refuse you entirely:
| Rep | Consequence |
|---|---|
| ≤ −350 | All ports refuse trade. |
Reputation and Port Access
Reputation raises your sell prices at high standing (+5% at rep ≥ 100, +15% at rep ≥ 500) and controls whether individual ports will deal with you at all.
Alignment Drift
Every trade at a port — buys and sells alike — gives +5 rep, but only while your rep is above −100. Below that floor, trading still works but grants no rep, so committed rogues don't drift positive by accident.
Port Access Gates
There is no galaxy-wide trade lockout. Access is per-port: a port where you've been busted raiding flags your vessel hostile and refuses trade and repairs for the rest of the cycle — unless your rep is 100 or higher, in which case ports trust you despite the flag. And any port you raided this epoch won't buy your cargo until the next epoch.
Finding Good Trade Routes
The difference between a mediocre trader and a strong one comes down to route efficiency — how many units you move per turn, not how much any individual trade pays.
Start with two nearby ports. Two ports within 2–3 warps form the archetype loop. Buy at one, fly to the other, sell, repeat. The margins are fixed; what you're optimizing is how fast you can complete laps.
Check Trade Lanes. Ports on Trade Lanes regen 10% faster, meaning they stay stocked between sessions. A 2-hop loop on a Trade Lane beats a longer loop off-lane because you can run it repeatedly without hitting empty ports.
Use active scan before committing. An active scan (1 turn) on a port reveals exact stock levels. If a port has no stock, there is nothing to buy and the trip is wasted. Check before flying.
Hunt Reactor ports. Each epoch, a handful of ports quietly stock Reactors. Fire ping beacons to sweep the area — each port hop has an 80% chance to reveal a Reactor, so a single ping covering a Reactor port will almost certainly find it. Active scanning a specific port also reveals Reactor stock. A Reactor lives in its own slot — it never competes with your hold — and is the key to full planetary colonization.
Track the cycle's age. Early cycle: ports are full, lanes are clean, easy credits. Mid-cycle: high-traffic ports deplete faster. Late cycle: efficiency matters more than ever, and specialty exporters may have rotated.