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Economy — Energy, Storage & Production

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Production and energy at your colony

Three HQ panels form the economic core of every map. Open them from the location hub after you have basic industry running.

Energy

The energy panel shows whether your map produces enough power for factories and citizens.

  • Production vs consumption per building — net balance per hour.
  • Energy storage — a buffer that drains when you run a deficit.
  • If net energy is negative, production across the map slows or stops until you build generators or cut load.

Build power plants and special energy structures before you scale heavy industry.

Storage

The storage panel lists all resources held on the current map (shared warehouse pool).

  • One capacity for normal goods — everything competes for space.
  • When the warehouse is nearly full, production pauses — goods have nowhere to go.
  • If the pool stays critically full for a long time, a decay event can shrink stockpiles — avoid hoarding forever at 100%.

Energy is not stored here — it has its own system.

Map production

The production panel is your control center for industry:

  • Each resource shows stock, production per hour, consumption, and net flow.
  • Toggle resources on or off if you want to pause one chain without demolishing buildings.
  • Population mood scales output — unhappy citizens produce less from the same buildings.
  • Gates: needs positive energy, inputs available, and storage not full.

Check production after every building spree — numbers lie when energy or storage silently cap you.

Loop to remember

Build → produce → fill storage → trade or transport surplus → reinvest. Break any link and growth stalls.