The Finances view (under Government → Finances) is your empire's balance sheet. It's a read-only dashboard — every income source, every expense line, your current credit balance, and a history of the weekly net for the last several weeks.
You don't control anything from this view directly (per-planet tax is set on each planet itself), but it's where you go to understand why your credits did what they did last week.
The Finances view draws your empire's weekly credits as a flow:
| Category | What it covers |
|---|---|
| Planets | The income side, where the coins fall from: your tax take plus every building across your empire that generates credits — Financial Hubs, AI Economic Hub, etc. |
| Buildings | Every building with a credit upkeep — the Portal Gate and the Praetorium (−100/week each) stand out. Its breakdown also lets you demolish one building of a chosen type (on a random planet) to cut the bill. |
| Ministers | Per-week salaries of every minister you've appointed. See Cabinet & ministries. |
| Ore Trade | Every active ore conversion you've set up in Resources. Each one costs quantity × the target ore's trade conversion cost per week — higher-tier ores convert at a much higher credit rate. |
| Ship Maintenance | The per-week cost of every ship in your empire, broken down by ship design. Shows ships in production separately from ships in use, so you can see what a new wave will cost when it lands. |
| Spies | Salaries of your active offensive spies. Counter-spy missions are free — only spies you've sent out cost credits. See Spies. |
| Command Hierarchy | Empire-wide overhead based on your total ship count — how they're grouped into fleets makes no difference. At 250 ships or fewer this is zero. Above 250 it ramps up quadratically — at 500 total ships it's 277 credits/week of "command overhead", and the curve gets very steep above that. There's an interactive chart in the detail view that shows the curve. |
Tax is set per planet from each planet's population panel (not from the Finances view). Each planet has its own tax rate, 0–100% in 10% steps. Newly settled and captured planets start at 10%.
Tax generates credits roughly proportional to the planet's population:
credits/week ≈ ceil(population ÷ (100 ÷ tax%))
So a planet of 1,000 population at 50% tax earns 500 credits/week.
Tax above 10% isn't free — it shaves a proportional cut off both production and science on that planet:
| Tax | Production penalty | Science penalty | Tax income |
|---|---|---|---|
| 0–10% | 0% | 0% | Light |
| 20% | −20% | −20% | Moderate |
| 33% | −33% | −33% | Steady |
| 50% | −50% | −50% | High |
| 80%+ | Crushing | Crushing | Maximum |
It's a deliberate trade-off: the more you tax, the more you collect and the slower the planet builds, researches, and scales. Sitting at 0–10% gives you a small income with no growth penalty, which is what most healthy planets should do most of the time.
Raise tax temporarily to recover from negative credits or fund a one-off expense — don't leave the whole empire at 80% out of habit.
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