Credits


Last edited about 8 hours ago by Chad.

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Credits are the premium currency in SFC2. Ore, crystal and hydrogen pay for nearly everything you do. Credits pay for the short list of things resources cannot buy: skipping a timer, a handful of Store services, two ships, and a new name for your commander.

Every commander starts with 10,000 credits. Playing the game does not pay out any more, so after that you either buy them or another player sends you some. Nothing in SFC2 is locked behind credits. Everything they buy is a shortcut or a convenience.

Your balance sits in the resource panel at the top right of every page. Click the pink Credits button next to it to open the Credits page.

Buying credits

The Credits page sells six packages. Pay by card or with a PayPal account. The credits land in your account as soon as the payment clears, and your last ten purchases are listed in the sidebar.

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Price Credits Credits per $1
$6.2540,0006,400
$12.5085,0006,800
$25.00180,0007,200
$62.50500,0008,000
$125.001,150,0009,200
$250.002,500,00010,000

The bigger the package the more credits each dollar buys. All purchases are final and credits are not refundable except where the law requires it. See the Terms of Use for the details.

What credits buy

What Where Cost
Finish a job earlyTasks panel on Buildings and Research1.12 per second left
Lucky Draw tokenStore5,000 each
Trade MerchantStore, or the Trade link in the resource panel5,000 per trade
TerraformStore, or the Buildings sidebar5,000 to 60,000
PVE ModeStore15,000 / 60,000 / 160,000
Move PlanetStorefrom 250,000
Rename your commanderSettings, Profile tab20,000
Genesis Solar SatelliteShipyard10,000 each
Shadow ProbeShipyard20,000 each

PVE Mode is 15,000 credits for one day, 60,000 for seven days and 160,000 for thirty. While it runs no other player can attack you and you cannot attack them, but NPC encounters and secret missions are still open. Buying again extends the time you have left.

Move Planet costs 250,000 credits, plus another 250,000 for every galaxy between the planet and where you are sending it. The planet keeps its fields and temperature, and cannot send fleets or missions for 24 hours after it lands.

Finishing a job early

A building, mine or power plant upgrade on the Buildings page, and a tech upgrade on the Research page, can both be finished on the spot. While the job runs its row in the Tasks panel carries a Complete button with the current price on it.

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The price is 1.12 credits for every second still on the clock, rounded up, and it ticks down as the job runs. Ship and defense builds cannot be rushed this way, and neither can missions or fleets.

Time left Cost to finish
5 minutes or lessfree
10 minutes672
1 hour4,032
3 hours12,096
12 hours48,384
1 day96,768

Anything with under five minutes to run is free, and the button says so. Every credit purchase in the game asks you to confirm first, so you cannot spend by accident.

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Ships bought with credits

Two ships in the Shipyard are paid for with credits instead of ore, crystal and hydrogen. They have no build time and do not sit in the build queue, so they appear the moment you press Build.

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  • Genesis Solar Satellite, 10,000 credits. Works like a Helios Class Solar Satellite but collects more energy and has a chance of coming back after it is destroyed.
  • Shadow Probe, 20,000 credits. A one-shot probe that cannot be detected and returns the full report no matter what the target's Espionage Tech level is.

Terraform prices

Terraform adds 5 building fields to the planet you have selected. The price depends on how many fields that planet already has, so rescuing a cramped colony is cheap and pushing a big planet past 300 is not. 320 fields is the ceiling and moons cannot be terraformed at all.

Fields on the planet Cost for +5 fields
under 1005,000
100 to 1497,500
150 to 19910,000
200 to 24915,000
250 to 29930,000
300 to 31960,000

Sending credits to another player

Click Transfer credits on the Credits page. Type at least two letters of the other commander's name, pick them out of the list, put in an amount and send. They get an in-game message saying who sent it, along with your note if you wrote one. Any commander in any active SFC2 universe can receive.

Only credits you paid for can be passed on. Your starting 10,000 and anything another player has sent you stay with your account. The transfer page shows your transferable balance and the most you are allowed to send, so check there before you promise anyone anything.

Notes

  • Credits work in SFC2 only. They cannot be moved to or from SFC1 (Starfleet Commander) games.
  • If something goes wrong with a purchase, open a support ticket. Admins can add credits to an account.
  • Credits are attached to your commander, not to a planet, so it does not matter which planet you have selected when you spend them.

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