Havor Wiki

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

MaterialRarityYield/hr (base)Planet Types
Alloy15%5–20Rocky, Asteroid
Exotic Gas12%3–15Gas Giant, Storm
Rare Crystal10%2–12Ice World, Frozen
Living Metal6%1–8Ocean, Desert
Dark Matter4%1–5Barren, Tidally Locked
Zro2%1–3Tidally 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.