GUIDES / ECONOMY

Economy

Every war in Aether Ascent is won at the refinery first. This is how the money actually moves.

Two kinds of wealth

Credits are global — one wallet across every world you operate on. Resources are local — regolith, metals, water, and helium-3 belong to the theater they were mined in and never teleport. Moving stock between worlds takes a rocket, a cargo pod, and fuel. That asymmetry is the whole off-world game: credits flow home easily, hardware doesn't.

The harvest loop

What each resource is for

Selling — and the reserve that protects you

Trade Hubs automatically sell surplus stock for credits, but only above a per-resource reserve, so the metals your next rocket needs can't be strip-sold by your own automation. Hoarding instead? Stock caps are real — Storage Silos raise them, a raided silo loses what it stored, and a warehouse sitting at capacity wastes every delivery that arrives into it (the game warns you when that happens). Wealth in stock is wealth someone can burn.

Power

Repairs are an economy too

Repairing a building costs a share of its credit and regolith price — never its metals, which is why repairing almost always beats rebuilding. The Repair Depot does the same for vehicles parked nearby, automatically, for a fee. A repaired army is an army you didn't pay full price for twice.

The one rule

If you're ever unsure what to do next: add income. A second refinery, a better-placed one, another harvester, a converter running. Armies are rebuilt from economies; economies are not rebuilt from armies.

ALL GUIDES GETTING STARTED ECONOMY GOING OFF-WORLD COMBAT MAP EDITOR

REFERENCE GENERATED FROM LIVE GAME DATA — BALANCE v102 · 2026-08-27 · NUMBERS UPDATE WITH EVERY RELEASE