
Exotic Materials
Six rare substances scattered across the galaxy - each locked to specific planet biomes, each a prerequisite for the most powerful ship components and grand projects in the game. Exotic materials are the late-game economy layer that separates empires that plan ahead from those that don't.
The Six Materials
| Material | Rarity | Yield/hr (base) | Planet Types |
|---|---|---|---|
| Alloy | 15% | 5–20 | Rocky, Asteroid |
| Exotic Gas | 12% | 3–15 | Gas Giant, Storm |
| Rare Crystal | 10% | 2–12 | Ice World, Frozen |
| Living Metal | 6% | 1–8 | Ocean, Desert |
| Dark Matter | 4% | 1–5 | Barren, Tidally Locked |
| Zro | 2% | 1–3 | Tidally Locked only |
Rarity is the probability that a planet of the matching type has an exploitable deposit. Deposits are assigned at galaxy generation and never change.
Harvesters
Each deposit requires a dedicated Exotic Harvester structure. Harvesters are placed on the planet's surface and consume a building slot.
Base harvester cost: 10,000 Metal · 15,000 Crystal · 5,000 Deuterium Build time: 1 hour base
Costs and build times scale with each additional harvester on the same planet (cost exponent: 1.8, yield exponent: 1.3), so each successive unit costs more but yields slightly less per unit of investment. The first harvester is always the most efficient.
Storage
Exotic materials are stored in a per-material stockpile on the player, not on individual planets. The storage cap scales with your Command Center level:
Cap = 1,000 × Command Center Level²
A level-5 Command Center gives 25,000 capacity per material. Production beyond the cap is lost.
Uses
Exotic materials feed two major late-game systems:
Ship Components (Tiers 3–4): Every tier-3 component requires an exotic material alongside the engineering research gate. Tier-4 components demand the rarest materials (Dark Matter, Zro) and deep-era engineering research.
Grand Projects: Each of the five grand project types requires a different exotic material for final construction stages - Solar Harvesters need Dark Matter; Forge Complexes need Alloy; Quantum Nexuses need Zro.
Void Conduit construction also requires 10 Dark Matter per conduit.
Strategy
- Prioritize colonizing planet types that yield rarer materials early - a Tidally Locked world producing Dark Matter is worth contesting.
- Build storage first. Running out of cap while harvesting means wasted production.
- Exotic Gas and Alloy are the easiest to acquire and cover most tier-3 component needs. Dark Matter and Zro require deep-galaxy expansion.