The loops, and the tool for each
Hauling & trading
The steadiest earner: buy low, sell high, or run cargo-hauling contracts. Profit scales with your
hold and your capital, so the real question is which run pays most for your ship right now.
→ Best trade routes — enter your budget and cargo SCU and it sizes
each run by money, hold and stock, then ranks by total profit per trip.
Salvage
Hull-scrape wrecks into Recycled Material Composite (RMC), and structural-salvage the frames into
Construction Materials (CMAT). Low entry cost, reliable, and the modules and yields get re-tuned
most patches — so sell where the price is actually live.
→ RMC 7,800 aUEC/SCU · CMAT 13,000 aUEC/SCU — find the best sell point and what a full hold is worth on salvage.
Mining & refining
Extract raw ore, then refine it before selling — refined minerals are worth far more than
raw, and the method you pick trades yield against speed and cost. Don't sit and watch the clock:
drop the job and let a timer call you back.
→ Ore & mineral values for live sell prices and where to sell ·
Refinery methods & work-order timers to pick a method and get alerted when a job is done.
Bounties & combat
Bounty and combat contracts pay well once your ship is fit for the fight, and ship balance is an
active target patch to patch — check what changed before you commit a build.
→ Ships & loadouts to build and share a fit · News for the latest balance passes.
Refueling & industry
Refueling and other industrial loops reward players who read the economy: fuel prices and tank
sizes change, which changes what's worth doing. Anchor decisions to live numbers, not last patch's guide.
→ Trade routes for fuel & commodity prices · News for economy changes.