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How the credit loop works
Scrap is the basic source of credits. Workers find it inside facilities and around the exterior of moons, carry it back to the ship, then take it to the Company on Gordion to sell. The Company is also where credits can be spent in the in-game store. Community-maintained references describe traveling to Gordion as not using quota time, but game mechanics and values can change between versions.
At the Company, place scrap on the desk and ring the bell to complete the sale. Your practical goal is to deliver enough value for the current quota while keeping the crew and its accumulated credits intact.
Meet quota without sacrificing more value than necessary
A quota sets a credit target and deadline. Community-maintained quota references report a first target of 130 credits and a four-day cycle, with targets increasing over time. These figures are version-sensitive: the community wiki search result notes a quota change in Version 80, so check the current game version rather than assuming a fixed starting target or formula.
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The selling guide reports that the Company pays a higher share of scrap value as the deadline approaches. Its listed schedule is:
| Days remaining | Reported share of scrap value | Reported efficiency bonus |
|---|---|---|
| Three | 30% | 45 credits |
| Two | 53% | 30 credits |
| One | 77% | 15 credits |
| None | 100% | No bonus |
These are figures from an undated community guide, not an official guarantee for every current build. The guide describes three exploration days followed by a final selling day; the quota reference also describes a four-day cycle. Treat the schedule as a useful model of the tradeoff, not a promise that every version uses identical timing.
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Selling early can make quota progress safer and put credits in hand sooner, but the guide’s listed payout is lower. Waiting can improve the scrap payout if you can still meet the deadline. The community quota page also reports an overtime reward for delivering above quota: 15 credits at the start, plus one additional credit for each five credits over-fulfilled. It says the early-delivery penalty cannot reduce that overtime calculation below zero. These calculations are likewise version-sensitive.
A practical selling decision
- Sell earlier when your delivered value is short of quota, the crew needs credits for a purchase, or another trip looks too risky to justify delaying.
- Wait for a later payout when quota is already secure and the crew can safely bring in more scrap before the deadline.
- Do not count on a bonus to rescue a shortfall. Plan around the current quota and the value you can actually deliver, rather than assuming a particular bonus or payout schedule will remain unchanged.
Choose moons for value you can extract
A community analysis ranks Artifice highest for total scrap on average, followed by Titan. That does not make either moon the best choice for every crew. Titan’s large interior can take longer to clear, while other moons may have denser scrap that is quicker to find. Average loot comparisons do not establish a universally optimal route.
Compare a moon’s likely haul with travel cost, hazard, map size, crew experience, and the time available to return. A large theoretical haul is of little use if the crew cannot carry it out before the deadline or loses members trying.
Prioritize scrap by what you can carry back
Players have four scrap slots, according to a community item guide. Two-handed items restrict other carrying options, and item weight affects movement and stamina. So a high listed value is only part of an item’s practical value.
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- Favor valuable items that fit the crew’s remaining carrying capacity.
- Consider weight and the distance to the ship: a lighter item that is easier to extract may be a better use of a trip than a heavy item far away.
- Account for two-handed items, which limit what else you can carry.
- Leave time to get back to the ship rather than filling every slot with items the crew may not be able to extract.
This is a way to reason from carrying limits and item properties, not a tested or quantified optimal loot ranking.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Protect the credits you have already earned
A community contract guide reports that the crew can lose up to 20% of its credits for each dead or left-behind member whose body is not recovered. Because the penalty is described as applying to accumulated credits, extraction and recovery matter to wealth-building as much as finding another item.
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Weigh an extra haul against the risk to the crew and its existing balance. When a body is recoverable, bringing it back can help avoid the reported penalty; do not treat the figure as an official or version-proof rule.
A repeatable plan for each quota
- Check the current quota and deadline. Use the figures displayed in your game rather than relying on community guides’ older starting values.
- Pick a moon the crew can clear. Weigh expected loot against travel, map size, danger, and how quickly your crew can return.
- Collect for extractable value. Use slot limits, item weight, and distance to decide what is worth carrying.
- Track delivered value against quota. If you need credits or a safer margin, consider selling sooner; if quota is covered, a later sale may pay more under the cited guide’s schedule.
- Bring the crew home and recover bodies when feasible. Avoid risking the run’s existing credits for a marginal increase in scrap.
- Sell at the Company on Gordion. Place scrap at the desk and ring the bell.
The cited mechanics come from community-maintained wiki pages and guides, not official developer documentation. Exact quota values, payout percentages, moon loot comparisons, and penalties may change with updates.
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