Economy, Trade, and Crafting: Credits Make the Galaxy Go Round

By Ashton Data Publishing, LLC — balancing spreadsheets so you don’t have to (much)

Greetings, traders, scavengers, and professional loot optimizers!

Welcome to Dev Blog #11! You’ve got weapons, vehicles, and planets to explore — but none of that matters if you can’t afford fuel, ammo, or that suspiciously expensive multitool.

This week, we dove headfirst into the economic backbone of AD Galaxy Traveler:
trade, crafting, and the many ways players accidentally go broke.

The Galactic Economy: Not All Credits Are Created Equal

The galaxy now runs on a dynamic economic simulation. Prices aren’t static — they react to what’s happening around them.

Each system tracks:

  • Supply and demand
  • Faction control
  • Recent mission outcomes
  • Planetary hazards
  • Trade traffic
  • Player interference (yes, we see you)

If pirates disrupt shipping, prices spike.
If miners flood the market, values crash.
If you “liberate” an entire warehouse… well, someone notices.

Trade Routes: Risk, Reward, and Poor Life Choices

We implemented early trade route logic:

  • High-profit routes = higher danger
  • Safe routes = modest returns
  • Black market routes = questionable legality

Smugglers can:

  • Bypass tariffs
  • Hide contraband
  • Make enemies very quickly

Legitimate traders enjoy:

  • Stable income
  • Faction protection
  • Slightly less shooting

Both playstyles are valid.
Both end in trouble eventually.

Crafting System: Build It, Fix It, Improve It

Crafting is now fully integrated into the gameplay loop.

Players can craft:

  • Weapon upgrades
  • Suit enhancements
  • Vehicle components
  • Survival gear
  • Specialized tools

Crafting requires:

  • Raw materials
  • Refined components
  • Blueprints
  • Access to proper facilities

Crafting in a starport is easy.
Crafting in a storm-ravaged ruin?
Less so.

Resource Gathering: Everything Has Value (Sometimes)

Resources come from:

  • Mining asteroids
  • Salvaging wrecks
  • Stripping abandoned facilities
  • Completing missions
  • Questionable deals

Some resources are common.
Some are rare.
Some are illegal in three systems and sacred in another.

Guess which ones pay the most.

Workbenches and Facilities: Location Matters

Not all crafting stations are equal.

Facilities provide:

  • Efficiency bonuses
  • Reduced material cost
  • Access to advanced recipes
  • Specialized modifications

A makeshift bench works in a pinch.
A top-tier facility turns you into a gear wizard.

Economic Consequences: The Galaxy Remembers

Your financial decisions have ripple effects:

  • Corner a market → prices shift
  • Support a faction → trade improves
  • Sabotage a competitor → retaliation follows
  • Flood a system with goods → economy destabilizes

Yes — you can crash an economy.
No — the NPCs will not be happy about it.

Memorable Bugs of the Week

  • A trader NPC became absurdly wealthy overnight.
  • Crafting 1 item produced 47 helmets.
  • A black market dealer refused to accept money.
  • A resource labeled “Unknown” was worth everything.

We fixed most of these.
The mystery resource remains… mysterious.

Final Thoughts for Dev Blog #11

Economy, trade, and crafting transform AD Galaxy Traveler from an action game into a living simulation. Every credit earned has context. Every purchase has consequences.

Next week:
Dev Blog #12 — “User Interface, Accessibility, and Teaching the Galaxy to Make Sense”

Until then, balance your books, guard your cargo, and remember:
If a deal sounds too good to be true, it probably involves pirates.

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