WIKI / GUIDE

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, and a raided silo loses what it stored. 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.

REFERENCE GENERATED FROM LIVE GAME DATA — BALANCE v51 · 2026-07-28 · NUMBERS UPDATE WITH EVERY RELEASE