This Mod Is Currently in Active Development
This mod adds an economy system where players take contracts, deliver resources for credits, and purchase items with those credits. The core idea is to give manufacturing a meaningful purpose.
Getting Started
To start taking contracts, first research the Contract System technology — available early, requiring only Automation and Electronics.
Then craft a Contract Terminal, a 2×2 building where items are deposited for contract deliveries. Open it by clicking it or pressing button on toolbar.
Players can hold up to 6 active contracts at a time across four tiers:
- Small
- Medium
- Large
- Mega
New contracts appear on a rolling schedule scaled to your current production rate. Required quantities are calibrated so each contract can just barely be completed within its time limit — a gentle incentive to expand production.
Complete contracts to increase Prestige, boosting contract payouts. Poor performance lowers Prestige, reducing rewards and increasing shop prices.
Credits are spent in the Shop, which stocks machines, modules, vehicles, science packs, and more. Credits can also buy temporary boosts for movement speed, mining, research speed, pollution reduction and more.
Planned Features
- Option to choose whether contracts and credits are shared among all players or tracked separately
- Unique items that can be purchased with credits and cannot be crafted
- Continuous contracts
- Additional endgame content