Children of Titan

The Economy

The Resource Loop

The economy runs on 9 harvestable resources, each produced by one zone, plus Gold, which no zone produces. Every resource base consumes a different resource as fuel. On Titan, three zones use a different fuel than on other moons, which closes Titan's six resources into a loop.

ResourceZoneFuel on TitanFuel on other moons
SilverLunar Lab (1)ElectricityElectricity
Moon BricksQuarry (2)InfrastructureInfrastructure
InfrastructureOffice (3)CropsCrops
ElectricityPower Plant (4)Moon BricksMagic
WaterExtractor (5)Not on TitanMoon Bricks
CropsGreenhouse (6)InfluenceWater
MagicShrine (7)Not on TitanInfluence
CultureMuseum (8)Not on TitanSilver
InfluenceMoon Pad (9)SilverCulture
GoldNo zone--

A harvest yields a base amount of 30 (Lunar Lab: 20) before bonuses and burns 5 fuel (Museum: 3).

Where Resources Go

  • ›Claim fees: every zone's claim fee includes Silver plus two other resources
  • ›Base upgrades and research: each upgrade track and each research track costs one specific resource
  • ›Troops: Influence, Crops and Electricity, with Culture, Moon Bricks, Water and Magic added for the combat units
  • ›Ships: Moon Bricks, Infrastructure and Electricity (the Cruiser also needs Water and Magic)
  • ›Names and backgrounds: Culture

Water, Magic and Culture only come from bases on other moons (or from other players), and you start with none. That's why exploration matters early.

Gold

Gold sits outside the production loop. You earn it from tutorial and progression quests, from exploring moons (100 Gold per exploration, plus 1,000 Gold and 50 gems if you are the first player ever to explore that moon), and by selling resources on the Exchange, where every price is paid in Gold.

You spend it on your Lifetime Moon Visa (80), permits (85 each), exploration missions (75 Gold + 40 Electricity), visa missions (100 Gold + 60 Electricity), rezoning a base (80 Gold + 50 gems), Exchange purchases, and founding an alliance (5,000).

Fuel & Harvesting

Refilling

A resource base (zones 1-9) only produces while it holds fuel. Refill it from its base page, or use Refill All to top up every base you own at once. A base stores 10 harvests' worth of fuel, plus 4 more per Storage upgrade level. Military zones (Training Camp, Research Facility, Shipyard) take no fuel and cannot be harvested.

Harvesting

Each harvest burns the base's fuel, costs you 1 harvest energy, and pays out the yield.

  • ›Your own base: 100% of the yield goes into the base's stake. Owners wait at least 48 hours between harvests of the same base. With more than 32 resource bases the wait grows to 1.5 hours per resource base you own, so large empires rely on other players harvesting for them
  • ›Someone else's base: you receive 25% of the yield straight into your inventory, and the other 75% goes into the owner's stake. A base is ready for other players 10 hours after its last harvest, and you personally can hit the same base at most once per hour
  • ›Energy: regenerates 1 per hour up to your maximum. Raise the maximum by 1 for 50 gems on your dashboard, up to 50

The Harvest page lists ready, fuelled bases on moons you have access to (Titan with your Lifetime Moon Visa, other moons with a moon visa, forged moons for everyone). Blockaded bases can't be harvested.

Stakes

What owners earn accumulates in each base's stake. Every harvest of a base (by anyone) also compounds its stake: +1% of the staked amount, plus 1% per Staking upgrade level while the stake is below 25,000. Stakes of 50,000 or more stop compounding. Withdraw a stake from its base page at any time (not during a battle), or use Withdraw All for 100 Gold (it skips bases that have a Staking upgrade).

How the Yield Is Calculated

  1. 1.Base yield (30, or 20 for Lunar Lab), minus the Sim activity reduction (below)
  2. 2.Multiplied by card boost + Production upgrade: these two add together. A Common card (+35%) plus Production level 5 (+100%) gives 2.35x
  3. 3.Then each of these multiplies in turn: Staking upgrade penalty (-0.5% per level), sabotage debuff, Moon Controller bonus (+10%), alliance bonus (member count, war rating tier and forged moon tier combined), Xenotech harvest booster, liberation bonus (+15% on a moon your alliance liberated), and the balance modifiers below
  4. 4.Luck roll: without a Luck upgrade there is a 1% chance of a 2x bonus harvest. With Luck the chance is 2.5% per level and the bonus is 2x per level (up to 20x), but a bonus harvest burns extra fuel

Balance Modifiers

  • ›Catch-up bonus: small empires get more per harvest. +36% with 1 base, +20% with 5, +4% with 9, none from 10 bases
  • ›Casual bonus: after your first 3 days, averaging under 1 harvest per day gives +15%, tapering to nothing at 2 per day
  • ›Large-empire cap: from 50 bases yield tapers down, reaching -12% at 75 bases

The Sim Link

Galaxy yield is tied to Sim activity. For the first days after a Sim round ends there is no reduction. After that, base yield drops by 2 per day (Lunar Lab by half as much), down to at most 18 below normal, until the next round finishes. The Harvest page shows the current production rate.

The Exchange

The Exchange unlocks after 10 harvests. There is no NPC market: every listing and every buy order comes from another player.

Listings

  1. 1.List: choose a resource, an amount (at least 300) and a price per unit between 0.2 and 100 Gold. Listing requires your Lifetime Moon Visa and at least one base. You can have one active listing per resource: a new listing for the same resource replaces the old one
  2. 2.Buy: pick a listing and an amount. The buyer pays the price plus a 5% tax in Gold; the seller receives the full price. A partial purchase must leave at least 300 units on the listing, otherwise buy it in full
  3. 3.Cancel: cancelling returns the unsold resources to you

Buy Orders

Post a buy order for any resource except Gold. The Gold for the order (including the 5% tax) is locked up front, sellers fill it in parts of at least 300 units (or whatever remains), and the order expires after 7 days with unused Gold returned. You can have up to 10 active buy orders.

Banker Cards

Every purchase adds 5% of the traded quantity to a commission pool for that resource. Banker cards (the Titan Traders line and Founding Pioneer #8) are assigned to a resource, and all bankers on that resource split its pool evenly. Withdraw your share from the Exchange.

Strategy

  • ›Check recent trades before you price a listing
  • ›Exploration resources (Water, Magic, Culture) can't be produced on Titan, so newer players have to buy them
  • ›Buy orders let you name your price and wait for sellers instead of chasing listings

Cards, Gems & Card Packs

Cards

Apply one card to a resource base (zones 1-9) to boost its harvest yield. Each card only fits the zones it belongs to (a few special cards fit every zone), a base holds one card at a time, and a card stays active for as long as it is applied.

CardHarvest boost
Common+35%
Uncommon+45%
Rare+55%
Epic+65%
Colonist (#1, all zones)+75%
Founding Pioneer (#2-12)+100%
Partner cards+20% to +25%

Where cards come from: the Card Shop (priced in gems per card), Card Packs, the player Card Market, and the Commander Pass weekly card.

Card Packs

Each pack holds 3 cards. Higher tiers roll better rarities.

PackPrice
Starter Pack1,000 gems
Explorer Pack2,200 gems
Commander Pack4,500 gems
Elite Pack6,600 gems

Some progression quests also award packs for free.

Gems

How you get gems:

  • ›500 on sign-up
  • ›Trophies: achievements pay their gem reward automatically when you unlock them
  • ›Referrals: 250 gems for each referred player who reaches 15 bases
  • ›First discovery of a moon: 50 gems
  • ›Gem packages by card ($4.99 to $99.99, 500 to 15,000 gems)
  • ›The optional Commander Pass subscription: a daily gem drop and a random Common card every week

What gems buy: cards and card packs, the Card Market, speed-ups for troop training, ship builds and research, rezoning a base (50 gems + 80 Gold), the NFT extraction fee, Sim extras, and colony conveniences and cosmetics (see the Colony chapter). Tutorial and progression quests do not pay gems.