Seven resources pay for almost every order.
Food, Water, Metals, Biogel, Energy, Composites, and Helium fund construction, research, unit production, and facility actions. The cost preview on an order lists the exact spend. Gold is separate: it is not a resource extractor product, and units are not paid for in Gold.
Extractors
Open a resource panel and upgrade its extractors one slot at a time. Each resource also has a research program. Hydroponic Efficiency is the food program. Every research level adds 5% to that resource’s base production, up to program level 100. How many slots a plot has is decided by the plot type, described in the grid manual.
While you are away
Production continues offline. The server calculates it when the base is updated, with a maximum of 24 hours per resource checkpoint, and it stops at the storage cap. The number on screen between updates is an estimate. After an action, the server reconciles that estimate against actual resources, storage capacity, and the action cost. If the total moves, the estimate was ahead of the server. Refresh if the display is stale.
Storage Vaults
Storage Vaults raise capacity. Open the building and upgrade each resource on its own. A vault can also build a cellar. Each cellar level reserves 1,000 resources multiplied by the server speed, up to level 100. Cellars are what protect resource reserves. The Bunker protects units, not stockpiles.
Market
The Market exchanges one resource for a different one. You choose the source, the destination, and an amount inside the building’s limit. The rate is one-for-one, then the building’s fee is taken off. The full result has to fit in storage. Demand-based pricing is not in the game.
Trade Port
A trade pod needs a destination base, one resource, a payload inside your pod capacity, and a free pod slot. Reach depends on Trade Port level: level 1 reaches your own bases, level 3 reaches alliance members, level 5 reaches coalition members, and level 10 reaches anyone. Pods use the same wrapped distance as attacks.
If the destination cannot store the whole payload, the pod waits. You can change that to drop the excess or to return with it. A pod can be sent home, or its cargo dropped, at any time.
A raid that returns with more than you can store behaves differently. By default the squad keeps the excess aboard and waits, and it cannot deploy again until storage frees up. Squads are not haulers: they cannot carry resources on to another base or another player. Set the squad to drop excess plunder, abandon the cargo, or disband it if you need to launch again.