1. How Credits Work in Starminer
Credits are the universal currency. You need them for everything:
- Colonists — 100 credits each, auto-generated in habitats
- Research unlocks — every tech tree node costs credits on top of RP
- Module purchases — some advanced modules require direct credit payment
- Debt repayment — you start with a debt to the Governance. Pay it off slowly or fast.
- Emergency supplies — when things go wrong, credits buy you out of trouble
The primary way to earn credits is selling refined resources at Reclamation 9. There's no auction house, no player trading — just you, your ore, and the Governance's buy orders.
💡 Credits Are Not the Goal
Unlike many games, hoarding credits in Starminer is inefficient. Credits sitting in your account do nothing. Spend them on research, colonists, and expansion. A growing operation generates more credits than a big bank balance.
2. Resource Sell Prices: What's Worth Selling
Not all resources are created equal. Here's the definitive ranking:
| Resource | Sell Price (per unit) | Credits/Hour (est.) | Sell or Keep? |
|---|---|---|---|
| Iron (Fe) | 12 credits | Low | 🔴 Keep — essential for all construction |
| Silicates (Si) | 8 credits | Low | 🔴 Keep — needed for repairs |
| Cobalt (Co) | 72 credits | Medium-High | 🟡 Best early-game money. Sell surplus. |
| Thorium (Th) | 360 credits | High | 🟡 Best mid-game money. Keep some for reactors. |
| Eonite (Eo) | Very High | Very High | 🟡 Late-game. Hoard for Link Gates, sell excess. |
| H₂O (Water) | Low | Very Low | 🔴 Keep — colonists die without it |
⚠️ The #1 New Player Money Mistake
Selling Iron and Silicates for quick credits, then having no materials to build or repair. You'll end up spending more credits buying back what you sold. Only sell Cobalt, Thorium, and Eonite surplus.
3. Early Game Money Strategy (First 5 Hours)
Your early income depends on Cobalt. Here's the step-by-step:
- Build a T1 Refinery immediately — you can't sell unrefined ore. Refining is step one.
- Target debris fields — scattered small fragments almost always contain Cobalt. Much easier than hunting Cobalt asteroids.
- Mine → Refine → Sell at Reclamation 9 — complete the loop. One debris field run nets 500–1,500 credits.
- Rush T2 Refinery — triples your processing speed AND unlocks Thorium. This is your income multiplier.
- Invest in G2 Solar (5,000 credits) — more power = more modules = more mining = more credits. It pays for itself.
- Buy colonists strategically — each costs 100 credits. Only buy when you have habitats and jobs for them.
4. Mid Game Money: Thorium Farming
Once you have a T2 Refinery, Thorium becomes your economic engine:
- C-class asteroids are your primary target. Learn to identify them — large, dark, heavily cratered.
- One C-class asteroid typically yields 5–15 Thorium chunks. At 360 credits each, that's 1,800–5,400 credits per asteroid.
- Build a dedicated mining ship — specialized for speed and cargo capacity, not combat. You want to mine fast and move on.
- Set up Drill Nodes on known C-class fields — passive income while you do other things.
- Multiple T2 Refineries — one refinery becomes a bottleneck. Two or three running in parallel dramatically increases throughput.
💡 The Dual Refinery Setup
Build two T2 Refineries: one for Iron/Silicates (construction materials), one for Cobalt/Thorium (sellables). This way your construction supply never runs dry while you're selling for profit.
5. Late Game Economy: Eonite & Automation
Late-game wealth comes from scale, not price per unit:
- Eonite sells for massive amounts but is exceedingly rare. Found only in deep-space rare asteroids with glowing veins.
- Automated mining fleets — multiple Drill Nodes across multiple asteroid fields, feeding a central processing hub via hauler networks.
- Link Gates unlock interstellar travel, giving access to richer systems with more valuable resources.
- T3 Refinery processes 5 chunks simultaneously — essential for late-game volume.
- By this stage, credits should be self-sustaining. Your operation generates more than you can spend.
6. Debt Management: Should You Pay It Off Early?
You start the game with a debt to the Governance. It's displayed in the top-left menu. Here's the strategy:
| Strategy | When | Result |
|---|---|---|
| Minimum payments | Early game | Preserves credits for expansion. Interest accrues slowly — expansion outpaces it. |
| Aggressive payoff | Mid game (after T2 Refinery + G2 Solar) | Clears the debt and removes the interest drain. Frees up monthly cash flow. |
| Ignore it | Late game | By the time you're farming Eonite, the debt is a rounding error. Pay it off whenever. |
Bottom line: Don't prioritize debt in the first few hours. Expand first, pay later. The ROI on a T2 Refinery far exceeds the interest cost.
7. Hidden Money-Making Methods
- Mission rewards — Campaign missions give significant credit payouts. Don't ignore them — they're essentially free money for doing what you'd do anyway.
- Disassembling captured ships — if you defeat enemy ships, their wreckage can be salvaged and refined. Free resources = free credits.
- Sell before you log off — resources sitting in storage earn nothing. Make a selling run before ending your session.
- Overproduce colonists — once you have excess water and habitats, extra colonists cost nothing and increase productivity across all modules.
- Heat-efficient builds save credits — less heat = fewer enemies = less combat damage = fewer repairs = more credits in your pocket.
8. Common Money Mistakes to Avoid
| Mistake | Cost | Fix |
|---|---|---|
| Selling Iron/Silicates early | Can't build or repair | Only sell Cobalt, Thorium, Eonite surplus |
| Buying colonists with no jobs | 100 credits each, wasted | Only buy when you have habitats + work |
| Researching weapons before economy | Thousands in research costs | Economy first, weapons only when needed |
| Not selling often enough | Credits sitting in ore form | Sell at Reclamation 9 after every 2-3 mining runs |
| Overbuilding modules too early | Power-starved, overheated | Expand one module at a time, test stability |
| Ignoring Drill Nodes | Missing passive income | Place Drill Nodes on large asteroids ASAP |
🔴 The Debt Spiral
If you expand too fast without a stable income, you'll burn credits on colonists and modules, fall behind on debt payments, and be unable to afford research or repairs. Always maintain a credit buffer of ~2,000 for emergencies.