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 is split into:
| Category | What it covers |
|---|---|
| Planets | Every building across your empire that contributes credits — Financial Hubs, AI Economic Hub, etc. — and every building that costs credits (the Portal Gate's −100/week jumps out). Shows quantity per building type, per-building credit effect, and total. |
| 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 | Fleet overhead. Below 250 ships in a single fleet this is zero. Above 250 it ramps exponentially — a 500-ship fleet costs roughly 270 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. New planets default to 33%.
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% (default) | −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.