Category: Economy

  • Star Citizen Alpha 4.1 Ship Sales & Rental Prices

    Star Citizen Alpha 4.1 Ship Sales & Rental Prices

    Page last updated: 12 June 2025

    Alpha 4.1.1

    The prices in this article are for Alpha 4.1.0 and may not be up to date. Please be patient while we update this list.

    Alpha 4.1

    Added ships & vehicles:

    • ARGO CVS SM
    • Terrapin Medical
    • Intrepid

    Alpha 4.0 Ships For Sale In Pyro

    Alpha 4.0 added ships for sale at various Pyro locations. Ships can be bought at all Pyro major stations (Orbituary, Checkmate and Ruin Stations). Some outposts in Pyro also sell ships and vehicles.

    Star Citizen Ship Rental & Sale Prices & Locations

    This page shows the prices and locations for ships for sale as well as for rent in Star Citizen.

    Many ships are available for purchase in game – but not all. Some ships are rare in various ways – perhaps they can only be earned in game or maybe not even that.

    Wikelo Trader (Crafter)

    Wikelo has set up shop in Stanton and ships can be earned by trading with him.

    Contested Zone (PVP)

    The Executive Hangar also gives out ships not purchasable in game.

    The location of where ships are sold also varies.

    How to search: On browser use CTRL+F and type the ship model (not manufacturer). On mobile use the find in page option on your browser.

    Ship Sales Prices & Locations

    Star Citizen In Game Ship Sale Prices Alpha 4.0

    Pyro – Major Stations

    ShipPrice In Game (aUEC)Sale Location
    ALTS75,600Ruin, Orbituary and Checkmate
    Greycat STV75,600Ruin, Orbituary and Checkmate
    Cyclone103,950Ruin, Orbituary and Checkmate
    Dragonfly342,720Ruin, Orbituary and Checkmate
    Nova907,200Ruin, Orbituary and Checkmate
    Buccaneer1,663,200Ruin, Orbituary and Checkmate
    Vulture2,646,000Ruin, Orbituary and Checkmate
    Cutlass Red2,857,680Ruin, Orbituary and Checkmate
    Prospector2,929,500Ruin, Orbituary and Checkmate

    New Deal – Lorville (Hurston)

    ShipPrice In Game (aUEC)Sale Location
    Hoverquad56,700New Deal (Lorville)
    Mule68,040New Deal (Lorville)
    ATLS75,600New Deal (Lorville)
    Greycat ROC103,950New Deal (Lorville)
    Cyclone103,950New Deal (Lorville)
    Ursa Rover113,400New Deal (Lorville)
    X1 Velocity119,070New Deal (Lorville)
    Cyclone RC122,850New Deal (Lorville)
    Cyclone TR122,850New Deal (Lorville)
    Cyclone RN122,850New Deal (Lorville)
    X1 Force132,300New Deal (Lorville)
    Ursa Medivac124,740New Deal (Lorville)
    Lynx136,080New Deal (Lorville)
    Greycat ROC-DS141,750New Deal (Lorville)
    Cyclone MT141,750New Deal (Lorville)
    Cyclone AA151,200New Deal (Lorville)
    Pulse185,220New Deal (Lorville)
    Pulse LX211,680New Deal (Lorville)
    MPUV Cargo330,750New Deal (Lorville)
    Dragonfly342,720New Deal (Lorville)
    MPUV Personnel378,000New Deal (Lorville)
    CSV-SM378,000New Deal (Lorville)
    MPUV Tractor415,800New Deal (Lorville)
    Aurora ES423,360New Deal (Lorville)
    Storm453,600New Deal (Lorville)
    Storm AA476,280New Deal (Lorville)
    85X573,300New Deal (Lorville)
    Cutter635,040New Deal (Lorville)
    Mustang Alpha642,600New Deal (Lorville)
    Mustang Beta655,200New Deal (Lorville)
    Aurora MR680,400New Deal (Lorville)
    Aurora LX687,960New Deal (Lorville)
    Cutter Scout705,600New Deal (Lorville)
    Intrepid705,600New Deal (Lorville)
    Fury727,650New Deal (Lorville)
    Fury Mx727,650New Deal (Lorville)
    Cutter Rambler740,880New Deal (Lorville)
    Spartan846,720New Deal (Lorville)
    Aurora LN907,200New Deal (Lorville)
    Nova907,200New Deal (Lorville)
    Aurora CL1,020,600New Deal (Lorville)
    100i1,146,600New Deal (Lorville)
    Centurion1,164,240New Deal (Lorville)
    Herald1,285,200New Deal (Lorville)
    Avenger Titan1,358,280New Deal (Lorville)
    Ballista1,481,760New Deal (Lorville)
    M501,499,400New Deal (Lorville)
    Nomad1,512,000New Deal (Lorville)
    Avenger Stalker1,587,600New Deal (Lorville)
    125a1,587,600New Deal (Lorville)
    Buccaneer1,663,200New Deal (Lorville)
    Hull A1,701,000New Deal (Lorville)
    Reliant Kore1,719,900New Deal (Lorville)
    Razor EX1,757,700New Deal (Lorville)
    Avenger Titan Renegade1,852,200New Deal (Lorville)
    Razor1,863,540New Deal (Lorville)
    Razor LX1,927,800New Deal (Lorville)
    Reliant Tana1,984,500New Deal (Lorville)
    Cutlass Black2,116,800New Deal (Lorville)
    Reliant Sen2,249,100New Deal (Lorville)
    Avenger Warlock2,249,100New Deal (Lorville)
    Gladius2,381,400New Deal (Lorville)
    Reliant Mako2,513,700New Deal (Lorville)
    Vulture2,646,000New Deal (Lorville)
    Cutlass Red2,857,680New Deal (Lorville)
    Gladius Valiant2,910,600New Deal (Lorville)
    Prospector2,929,500New Deal (Lorville)
    Freelancer3,118,500New Deal (Lorville)
    Freelancer DUR3,316,950New Deal (Lorville)
    Mantis3,402,000New Deal (Lorville)
    Raft3,543,750New Deal (Lorville)
    Cutlass Blue3,704,400New Deal (Lorville)
    SRV3,969,000New Deal (Lorville)
    Cutlass Steel3,997,350New Deal (Lorville)
    Sabre Peregrine4,048,380New Deal (Lorville)
    Freelancer Max4,252,500New Deal (Lorville)
    Zeus Mk II ES4,422,600New Deal (Lorville)
    Sabre4,498,200New Deal (Lorville)
    Hornet F7C Mk II4,895,100New Deal (Lorville)
    Sabre Comet4,895,100New Deal (Lorville)
    Freelancer MIS4,961,250New Deal (Lorville)
    Scorpius5,443,200New Deal (Lorville)
    Scorpius Antares5,216,400New Deal (Lorville)
    Sabre Firebird5,874,120New Deal (Lorville)
    Zeus Mk II CL6,804,000New Deal (Lorville)
    Eclipse7,938,000New Deal (Lorville)
    Retaliator7,938,000New Deal (Lorville)
    Corsair6,552,000New Deal (Lorville)
    Constellation Taurus8,043,840New Deal (Lorville)
    Starlancer Max8,820,000New Deal (Lorville)
    Mole8,930,250New Deal (Lorville)
    Vanguard Hoplite9,327,150New Deal (Lorville)
    Constellation Andromeda10,160,640New Deal (Lorville)
    Vanguard Warden10,319,400New Deal (Lorville)
    Vanguard Sentinel10,914,750New Deal (Lorville)
    400i11,466,000New Deal (Lorville)
    Vanguard Harbinger11,510,100New Deal (Lorville)
    Constellation Aquila12,186,720New Deal (Lorville)
    Caterpillar12,474,000New Deal (Lorville)
    Starfarer13,230,000New Deal (Lorville)
    Constellation Phoenix14,817,600New Deal (Lorville)
    Starfarer Gemini14,994,000New Deal (Lorville)
    Hull C16,537,500New Deal (Lorville)
    Redeemer17,199,000New Deal (Lorville)
    M2 Starlifter29,484,000New Deal (Lorville)
    Reclaimer31,752,000New Deal (Lorville)
    Hammerhead47,958,752New Deal (Lorville)
    890 Jump65,365,200New Deal (Lorville)

    Astro Armada – Area 18 (Arrcorp)

    ShipPrice In Game (aUEC)Sale Location
    Greycat PTV28,350Astro Armada (Area 18)
    Hoverquad56,700Astro Armada (Area 18)
    Greycat STV75,600Astro Armada (Area 18)
    ATLS75,600Astro Armada (Area 18)
    X1105,840Astro Armada (Area 18)
    X1 Velocity119,020Astro Armada (Area 18)
    X1 Force132,300Astro Armada (Area 18)
    Pulse185,220Astro Armada (Area 18)
    Pulse LX211,680Astro Armada (Area 18)
    P-52 Merlin283,500Astro Armada (Area 18)
    CSV-SM378,000Astro Armada (Area 18)
    P72 Archimedes449,820Astro Armada (Area 18)
    Pisces Expedition C8X515,970Astro Armada (Area 18)
    Pisces Rescue C8R555,660Astro Armada (Area 18)
    Intrepid705,600Astro Armada (Area 18)
    Nox722,925Astro Armada (Area 18)
    Fury727,650Astro Armada (Area 18)
    Pisces C8745,290Astro Armada (Area 18)
    Fury Lx824,670Astro Armada (Area 18)
    Spartan846,720Astro Armada (Area 18)
    100i1,146,600Astro Armada (Area 18)
    Centurion1,164,240Astro Armada (Area 18)
    Mustang Gamma1,178,100Astro Armada (Area 18)
    Mustang Delta1,228,500Astro Armada (Area 18)
    300i1,375,920Astro Armada (Area 18)
    Ballista1,481,760Astro Armada (Area 18)
    135c1,490,580Astro Armada (Area 18)
    315p1,490,580Astro Armada (Area 18)
    M501,499,400Astro Armada (Area 18)
    MISC Razor EX1,757,700Astro Armada (Area 18)
    325a1,852,200Astro Armada (Area 18)
    MISC Razor LX1,927,800Astro Armada (Area 18)
    Arrow1,984,500Astro Armada (Area 18)
    Hawk2,646,000Astro Armada (Area 18)
    Gatac Syulen2,778,300Astro Armada (Area 18)
    Hornet F7C Mk I2,910,600Astro Armada (Area 18)
    Horet Tracker F7C-R Mk I3,210,480Astro Armada (Area 18)
    Talon3,260,250Astro Armada (Area 18)
    Talon Shrike3,260,250Astro Armada (Area 18)
    Horet F7C-S Ghost Mk I3,307,500Astro Armada (Area 18)
    350r3,748,500Astro Armada (Area 18)
    Gladiator4,365,900Astro Armada (Area 18)
    Hornet Wildfire F7C Mk 14,630,500Astro Armada (Area 18)
    Supr Hornet F7C-M Mk I4,762,800Astro Armada (Area 18)
    Terrapin5,433,120Astro Armada (Area 18)
    Hurricane5,556,600Astro Armada (Area 18)
    Terrapin Medic5,704,770Astro Armada (Area 18)
    Banu Defender6,237,000Astro Armada (Area 18)
    Khartu-al7,229,250Astro Armada (Area 18)
    Blade7,796,250Astro Armada (Area 18)
    Starlancer Max8,820,000Astro Armada (Area 18)
    San’tok.yai9,355,500Astro Armada (Area 18)
    400i11,466,000Astro Armada (Area 18)
    Esperia Prowler18,711,000Astro Armada (Area 18)
    C2 Starlifter18,900,000Astro Armada (Area 18)
    Valkyrie19,845,000Astro Armada (Area 18)
    600i Touring24,938,550Astro Armada (Area 18)
    600i27,231,750Astro Armada (Area 18)
    Carrack34,398,000Astro Armada (Area 18)
    890 Jump65,265,200Astro Armada (Area 18)

    Crusaer Showroom – Orison (Crusader)

    ShipPrice In Game (aUEC)
    ATLS75,600
    CVS-SM387,000
    Intrepid705,600
    C1 Spirit3,118,500
    Star Fighter Ion4,725,000
    Star Fighter Inferno4,725,000
    A1 Spirit4,961,250
    Mercury Star Runner12,285,000
    C2 Starlifter18,900,000
    M2 Starlifter29,484,000
    A2 Starlifter44,296,876

    Star Citizen In Game Ships Earning Locations

    Wikelo Missions – Hurston – Microtech & Crusader

    C1 SpiritCrusader – Hurston – Microtech
    Constellation TaurusCrusader – Hurston – Microtech
    F8C LightningCrusader – Hurston – Microtech
    IntrepidCrusader – Hurston – Microtech
    GuardianCrusader – Hurston – Microtech
    Sabre PeregrineCrusader – Hurston – Microtech
    Sabre FirebirdCrusader – Hurston – Microtech
    ScorpiusCrusader – Hurston – Microtech
    Starlancer MaxCrusader – Hurston – Microtech
    Zeus CLCrusader – Hurston – Microtech
    Zeus EXCrusader – Hurston – Microtech

    Executive Hangar (Pyro)

    ShipEarn Location
    Corsair ExecutiveExecutive Hangar – Pyro
    Cutlass Black ExecutiveExecutive Hangar – Pyro
    F7A Hornet Mk II ExecutiveExecutive Hangar – Pyro
    F8C Hornet Mk II ExecutiveExecutive Hangar – Pyro
    Syulen ExecutiveExecutive Hangar – Pyro

    Ship Rentals Prices & Locations

    As of Star Citizen Alpha 3.7 players have been able to rent ships.

    Many ships are available for rent in game – but not all. Some ships are rare in various ways – perhaps they can only be earned in game or maybe not even that. However, most of the ships will be available for rent with in game credits.

    Rentals for ships are available for the following periods:

    1 day
    3 days
    7 days
    30 days
    Renting more days grants a bigger price discount.

     

    Players can rent ships also at Refinery Decks and Cargo Decks.

    Star Citizen In Game Ship Rental Prices Alpha 3.23.1

    Regal Luxury Rentals – New Babbage Space Port (Microtech)

    ShipRental Price (aUEC)Rental Location
    85X14,332Regal Luxury Rentals (New Babbage)
    Aurora LN22,679Regal Luxury Rentals (New Babbage)
    Nox27,740Regal Luxury Rentals (New Babbage)
    300i51,529Regal Luxury Rentals (New Babbage)
    M5056,227Regal Luxury Rentals (New Babbage)
    Avenger Warlock84,334Regal Luxury Rentals (New Babbage)
    Constellation Phoenix247,506Regal Luxury Rentals (New Babbage)
    Constellation Andromeda254,012Regal Luxury Rentals (New Babbage)
    600i408,476Regal Luxury Rentals (New Babbage)

    Traveler Rentals – Area 18 (Arccorp)

    ShipRental Price (aUEC)Rental Location
    Tumbril Cyclone2,165Traveler Rentals (Area 18)
    Dragonfly6,854Traveler Rentals (Area 18)
    RSI Aurora ES8,467Traveler Rentals (Area 18)
    Nox10,476Traveler Rentals (Area 18)
    Mustang Alpha12,852Traveler Rentals (Area 18)
    Avenger Titan27,165Traveler Rentals (Area 18)
    Aurora CL29,597Traveler Rentals (Area 18)
    Mustang Gamma35,343Traveler Rentals (Area 18)
    Anvil Arrow39,690Traveler Rentals (Area 18)
    300i41,277Traveler Rentals (Area 18)
    Nomad44,724Traveler Rentals (Area 18)
    Gatac Syulen46,230Traveler Rentals (Area 18)
    Hull A50,808Traveler Rentals (Area 18)
    Cutlass Black61,387Traveler Rentals (Area 18)
    Freelancer92,245Traveler Rentals (Area 18)
    C1 Spirit93,149Traveler Rentals (Area 18)
    Argo Raft105,851Traveler Rentals (Area 18)
    Constellation Taurus128,701Traveler Rentals (Area 18)
    Corsair190,008Traveler Rentals (Area 18)
    Constellation Andromeda203,212Traveler Rentals (Area 18)

    Vantage Rentals – Teasa Spaceport (Hurston)

    ShipRental Price (aUEC)Rental Location
    Tumbril Cyclone2,203 (561)Vantage Rentals (Lorville)
    Dragonfly6,854 (5,454)Vantage Rentals (Lorville)
    Aurora ES8,67 (2,482)Vantage Rentals (Lorville)
    Mustang Alpha12,852 (5,028)Vantage Rentals (Lorville)
    Avenger Titan27,165 (15,712)Vantage Rentals (Lorville)
    Arrow39,690 (19,446)Vantage Rentals (Lorville)
    M50 Interceptor44,982 (35,814)Vantage Rentals (Lorville)
    Razor55,906 (52,836)Vantage Rentals (Lorville)
    Constellation Andromeda203,212 (70,960)Vantage Rentals (Lorville)
    Vanguard Warden309,582 (101,634)Vantage Rentals (Lorville)
    600i816,952 (284,253)Vantage Rentals (Lorville)

    Traveler Rentals – Orison (Crusader)

    ShipRental Price (aUEC)Rental Location
    STV1,890Traveler Rentals (Orison)
    Tumbril Cyclone2,598Traveler Rentals (Orison)
    RSI Ursa2,835Traveler Rentals (Orison)
    Dragonfly8,568Traveler Rentals (Orison)
    Aurora ES6,350Traveler Rentals (Orison)
    Aurora MR17,010Traveler Rentals (Orison)
    Aurora CL20,412Traveler Rentals (Orison)
    Aurora LN22,680Traveler Rentals (Orison)
    Cutter9,525Traveler Rentals (Orison)
    Mustang Alpha9,639Traveler Rentals (Orison)
    C8R Pisces Rescue13,891Traveler Rentals (Orison)
    C8 Pisces18,632Traveler Rentals (Orison)
    Avenger Titan27,165 (15,712)Traveler Rentals (Orison)
    Nomad30,240Traveler Rentals (Orison)
    C162,370Traveler Rentals (Orison)

    Refinery Decks for Renting

    The following can be rented at Refinery Decks:

    • Greycat ROC – 2,598
    • Prospector – 73,237
    • Cutlass Black – 52,919

     

    Refinery Kiosks have ships available for rent in 3.23:

    • MIC L-1
    • HUR L-1
    • ARC L-1
    • CRU L-1
    • Stanton Pyro Gateway
    • Stanton Magnus Gateway
    • Stanton Terra Gateway

     

     

    Cargo Decks for Renting

    What is available for rent in 3.23 at the Cargo Deck Kiosks are:

    • Freelancer – 62,370 aUEC
    • Avenger Titan – 27,156 aUEC
    • Cutlass Black – 42,336 aUEC

     

    The following locations have Cargo Decks:

    • Port Tressler
    • Everus Harbor
    • Baijini Point
    • Stanton Pyro Gateway
    • Stanton Magnus Gateway
    • Stanton Terra Gateway

    Notable Chages

    • Alpha 3.23 saw massive price increases of ships
  • Balance Currency Reputation Item Wipes & Resets

    Balance Currency Reputation Item Wipes & Resets

    Page last edited 13 May 2025

    Wipe Intentions Clarification

    Wipes are not generally to be expected unless announced. With Long Term Persistence player items and vehicles are intended to persist unless a wipe is planned and announced.

    For Alpha 4.1 players were able to keep most of their in game earned ships and equipment however many things such as consumables, ships and equipment were still lost. In game special findings were still preserved. Items looted from boxes were kept while gear looted from bodies was not.

    Please keep in mind that some items persist even through wipes such as special awards earned in game for example:

    • Special items unlocked through events (horror masks, golden tickets, …)
    • Badges & Coins
    • Website events (such as Luminalia presents)

    Sources:

    Looted Items That Count

    In 2024 October it was confirmed again that for looted items to count they must be pulled by the player freshly out of a loot box for an event item to count. This is probably good advice in general, your looted items (not event) out of loot boxes are more likely to stay during resets & wipes.

    Alpha 3.20 Long Term Peristence Update

    With Alpha 3.20 CIG has clarified what players can expect with long term persistence.

    Please read the full post from CIG on Spectrum to read about all the things covered by LTP (Long Term Persistence).

    Star Citizen Character Wipes

    Star Citizen is in active development and the final commercial release has not happened yet. During Star Citizen Alpha (and Beta) player accumulated money, items (including ships and vehicles) and reputation earned in game is subject to periodic wipes / resets. All progress is wiped periodicially. There are some exceptions such as special events and backer distributed rewards for participation that players can currently earn permanently. However, almost all prorgress is periodically lost when there is a requirement to do so. Data becomes corrupt, items or missions are changed significantly and many other reasons.

    Star Citizen Balance Reset Schedule and History

    Next Estimated Wipe – Alpha 4.2 (June). Partial Wipe Expected
    Alpha 4.1.1 – March 13 2025. Partial Wipe
    Alpha 4.1 – March 28 2025. Partial Wipe
    Alpha 4.0.2 – February 28 2025. Partial Wipe
    Alpha 4.0 – December 20 2024. Full Wipe
    Alpha 3.24.3 – November 20 2024. No LTP or balance wipe (19 months without wipe)
    Alpha 3.24.2a – November 5 2024. No LTP or balance wipe. (19 months without wipe)
    Alpha 3.24.2 – October 19 2024. No LTP or balance wipe. (18 months without wipe)
    Alpha 3.24.1 – September 13 2024. No LTP or balance wipe. (17 months without wipe)
    Alpha 3.24 – August 27 2024. No LTP or balance wipe. (16 months without wipe)
    Alpha 3.23 – May 10 2024. No LTP wipe. Balance and some reputation. (13 months without wipe)
    Alpha 3.22.1 – February 22 2024. No LTP wipe (10 months without wipe)
    Alpha 3.22.0a – January 25 2024. No LTP wipe (9 months without wipe)
    Alpha 3.22 – December 14 2023. No LTP wipe (8 months without wipe)
    Alpha 3.21.1 – November 19 2023. No LTP wipe (7 months without wipe)
    Alpha 3.21 – October 19 2023. No LTP wipe. (6 months without wipe)
    Alpha 3.20 – September 19 2023. No LTP wipe. (5 months without wipe)
    Alpha 3.19.1 – June 15th 2023. Only some ships and items were wiped. Not balance or reputation. (2 months since last wipe)
    Alpha 3.19 – May 16th 2023. No Wipe (1 month since last wipe)
    Alpha 3.18.2 – April 21st 2023. Partial wipe. Item wipe only (1 week since last wipe)
    Alpha 3.18.1 – April 12th 2023. Full item, reputation and balance wipe (1 month since last wipe)
    Alpha 3.18 – March 10th 2023. Full item, reputation and balance wipe. (7 months since last wipe)
    Alpha 3.17.2 – July 28th 2022. Balance and item wipe but not reputation. (8 months since last wipe)
    Alpha 3.17 – April 29th 2022 (No wipe). 5 months since previous reset.
    Alpha 3.16 – December 22nd 2021 (No wipe). 1 month since previous reset.
    Alpha 3.15 – November 10th 2021. Full account and reputation wipe. (2 years since previous grind reset)
    Alpha 3.14 – August 6th 2021 (No wipe). Players kept aUEC and most purchased ships and items. Closing in on 2 years without a balance reset.
    Alpha 3.13 – April 22nd 2021 (No wipe). Players kept aUEC and most purchased ships and items. One year and 3 months without a balance reset.
    Alpha 3.12 – December 16th 2020 (No wipe). Players kept aUEC and most purchased ships and items. Almost a year without balance reset
    Alpha 3.11 – October 8th 2020 (No wipe). Players kept aUEC and most purchased ships and items. 10 months without balance reset.
    Alpha 3.10 – August 6th 2020 (No wipe). Players kept aUEC and some purchased ships and items. 7 months without balance reset.
    Alpha 3.9 – April 29th 2020 (No wipe). Players kept aUEC and purchased ships and items. This marks 3 months without balance reset.
    **Next Estimated Wipe – February 2020 Alpha 3.8.2 (2-4 weeks grind estimated) – This wipe did not happen due to the 1st iteration of Persistence
    Alpha 3.8.1 – January 24th 2020 (4 weeks grind from previous reset)
    Alpha 3.8* – December 23rd 2019 (2 months grind from previous reset)
    Alpha 3.7.1 – October 26th 2019 (2 weeks grind from previous reset)
    Alpha 3.7 – October 11th 2019 (5 weeks grind from previous reset)
    Alpha 3.6.2 – September 6th 2019 (4 weeks grind from previous reset)
    Alpha 3.6.1 – 8th August 2019 (3 weeks grind from previous reset)
    Alpha 3.6 – 19th July 201 (6 weeks grind from previous reset)
    Alpha 3.5.1 – 3rd June 2019 (6 weeks grind from previous reset)
    Alpha 3.5 – 18th April 2019 (3 months grind from previous reset)
    * Note for Alpha 3.8 – This patch brought in new starting money rules effectively reducing what playtesters start with each patch. Additionally, an interim patch, Alpha 3.7.2 did not have a balance rest.

    **Star Citizen Alpha 3.8.2 introduced the first implementation of persistence. Player account resets will happen more sporadically going forward.

    Why is progress periodically reset?

    While Star Citizen is in Early Access / Alpha Development many of the planned features are still not in player’s hands. The final list of features to for Star Citizen to be considered playable more than testable is still to be determined. As a result, during the creation of the game the early testing phase is being periodically reset. The goal is for player’s in-game items to persist as soon as the game can allow for it reliably and is in a more polished and playable state. Star Citizen 1.0 should happen after the “Alpha” label is dropped.

    Sources

    Sources for this article:

  • Making Money Easily – Star Citizen Money Guide

    Making Money Easily – Star Citizen Money Guide

    How to make money in Star Citizen the easy way

    This guide is aimed for starting players looking to easily make money in Star Citizen. It is broken down primarily by ship.

    Valid up to Alpha 3.17

    Disclaimer

    This guide does not take into consideration bugs from patches which might interfere with certain ships ability to earn an easy income by the methods discussed in this guide. This guide assumes “normal” ship operability and average Persistent Universe stability.

    Making Money (aUEC) Without A Ship

    There are a several possible ways players can make money without having access to a ship in Star Citizen. Some ships in Star Citizen do not have quantum drives making them almost as effective as not having a ship when it comes to money making in Star Citizen Alpha. These money making methods apply to players who cannot quantum but still need to earn money in Star Citizen Alpha.

    Ask to take part in shared missions

    The easiest way to make Star Citizen currency in game is to ask players in the chat to share a mission with you and help you earn money as a new player. This could end up in the adventure of a gaming lifetime so this is the first thing you should try when trying to earn money without a ship.

     

    Dangers: It could be a trap.

     

     

    Hand Mining

    To make money mining by hand you will require the following items:

    • Rucksack (To store the mined material)
    • Multi-tool
    • Orbig Mining Attachment

    In Game Availability of Hand Mining Parts

    Hand mining requires a multi-tool and mining attachment. Also useful is a spacesuit with inventory such as the Rucksack.

    Prices for the equipment vary but are about:

    • Mining-tool – 500 aUEC
    • Mining-attachment – 350 aUEC
    • Rucksack – 3000 aUEC

     

    Mining without a Ship

    If you don’t have a ship you can fly to the caves to mine you can ask players in chat to take you to the entrance of a cave for hand mining. Generally, you will find someone after a while that will offer to take you.

    Once at the cave you will find mining deposits that you will be able to mine provided you have the above mentioned items equipped.

    Payouts can be worth thousands of aUEC so hand mining can be profitable albeit grindy and often dangerous.

     

    Dangers: You could be killed in the cave by other players or NPCs and lose your mined goods as well as your mining multi-tool and attachment.

    Where to buy mining parts

    As of Alpha 3.17 mining parts can be found also at refinery stations as well as previous locations. This means that hand mining equipment is available at many locations. To find items in Alpha 3.17 please use an item finder.

    Search for Missing Person In Cave Missions

    Combine your mining in caves with the Missing Persons game-generated missions for extra money.

     

    Dangers: You could get lost in the caves searching for the body.

    Game Generated Missions

    By opening MobiGlas there are available different types of missions. Some missions will ask you to locate missing people or even activate disabled comm arrays. These missions will sometimes pay well but can be hard to figure out and complete. When all else fails, these types of missions are easy ways to make money and other players can take you to the locations if needed.

     

    Dangers: You could get frustrated trying to finish some missions.

    Bunker Missions

    First Person Shooter players can go on missions to clear bunkers or space stations of NPCs. Ask in chat for people looking for more players to go on bunker missions. It shouldn’t take long to find a crew!

     

    Dangers: You might get killed and will have to respawn far away.

    Asking for money

    If you really have hit rock bottom in Star Citizen then perhaps it is worth trying to simply ask for money. Players during Alpha amass large amounts of credits and are often happy to help someone out by sharing their wealth.

     

    Dangers: You could lose your pride.

    Starter Ships Under $100

    Aurora (MR, ES, LN, LX)

    The Auroras can easily make money via delivery box runs as well as with combat.

    Delivery Missions

    Delivery box missions are a good source of cash. Some missions overlap at delivery locations so players can take multiple boxes and increase their earnings. Always check your routes and missions before you start to maximize easy profit!

     

    Dangers: Your own greed.

     

    Call To Arms / Combat

    The Auroras can handle some combat, enough so that taking the easy missions might be able to generate some income. If you have missiles just remember that they cost money to restock.

     

    Dangers: Your life (Respawn / Reclaim time).

    Aurora CL

    The Auroras CL is the cargo runner of the Aurora series and as such it can make decent money even compared to larger ships.

    Delivery Missions & Trade Runs

    Combine cargo running with delivery missions. Check your Mobiglas for the Delivery run routes and check your trading lanes with the latest trading apps on the Star Citizen Resources page.

     

    Dangers: Your cargo investment and time.

     

    Mustang Alpha

    The Mustang Alpha is designed to be a starting money maker. It can do a little combat as well as trade cargo. It is also a fast ship meaning your time to travel will be much shorter. The real money maker for the Mustang Alpha however is:

    Combat

    The Mustang Alpha can equip 4 weapons and no missiles. Due to its great maneuverability it can do decently well in combat. Take the Call to Arms missions for extra money. Test your skills as a combat pilot!

     

    Dangers: You could die in combat.

     

    Cargo Running

    The Mustang Alpha can do trade runs and generate a little income. For players who are not suited to combat this is one option to make easy money.

     

    Dangers: You could lose your investment.

     

    Game Generated Missions

    Players with this ship should also look into the missions generated in game such as ECN or Private Investigation missions. While not a great option the investment is zero, besides your time, that is.

     

    Dangers: You might fail the mission and waste your time.

    Mustang Gamma and Omega

    Racers at this time have basically the same options as players without a ship. The difference being your racer can get you to the mission quickly.

    See Making Money Without A Ship

     

    Dangers: If you wanted to make money fast and easy you shouldn’t have bought a racing ship.

    Mustang Beta

    The Mustang Beta can bring the player nearly anywhere in the verse but when it comes to making money it goes nowhere fast. Look at the section for making money without a ship.

    Dangers: How much money can you make in a single person camper van?

    Mustang Delta

    The Mustang Delta is a combat ship and besides the money making methods available to anyone this ship is combat focused.

    Combat Missions

    Take combat missions from the MobiGlas. Call to Arms mission for bonus kills.

    Danger: Rockets could cost more than you make. Git gud.

    Anvil Pisces

    This small ship is capable of doing cargo running and delivery box missions.

    Delivery Missions & Trade Runs

    Combine cargo running with delivery missions. Check your MobiGlas for the delivery routes and check your trade routes with the latest trading apps on the Star Citizen Resources page.

     

    Dangers: Your cargo investment and time.

    Avenger Stalker & Warlock

    Combat Missions

    These ships should take the combat missions available to earn aUEC easily.

     

    Danger: That moment when you realize your true skill in combat.

    Avenger Stalker Titan & Renegade

    These Avengers with Cargo can make money in combat as well as combining cargo and delivery runs.

    If you’re not able to earn aUEC easily with these ships then maybe Star Citizen isn’t the game for you.

     

    Dangers: Your own ego.

    Arrow

    The Arrow is a lethal light fighter that is suited only for combat.

    Combat Missions

    Take combat missions in your MobiGlas. Try to combine things like Call to Arms with other missions for extra profit.

     

    Dangers: Rearming missiles can be expensive.

    300i

    The 300i is a strong starting all-rounder.

    Combat Missions

    Take combat missions in your MobiGlas. Try to combine things like Call to Arms with other missions for extra profit.

     

    Dangers: Rearming missiles can be expensive.

     

    Cargo Missions & Delivery Missions

    With 8SCU of cargo, the 300i can combine delivery runs with trade routes to make a decent living, effortlessly.

     

    Dangers: Your investment in cargo.

    315p

    The 315p is a great money maker for a solo pilot.

    Cargo Missions & Delivery Missions

    With 12SCU of cargo, the 315p can combine delivery runs with trade routes to earn decent profits.

     

    Dangers: Your investment in cargo.

    325a

    The 325a is best suited for combat but can also earn credits with delivery boxes and trading.

    Combat Missions

    The 325a is a combat ship that is quite capable. Take combat missions in the MobiGlas.

     

    Dangers: Missiles and repairs can get expensive.

     

    Cargo Missions & Delivery Missions

    With only 4SCU of cargo, the 325a can combine delivery runs with trade routes to additional limited profits.

     

    Dangers: Your investment in cargo.

     

    350r

    The 350r is a racing ship with a bed. As such one should probably stick to fast delivery box runs to earn quick credits.

    Delivery Missions

    Use the 350r’s speed to delivery your boxes slightly faster.

     

    Danger: To yourself and others by going too fast.

     

    Reliant Kore

    The Reliant Kore is quite a large ship and as such it can be a big target in combat. For easy money stick to delivery and cargo running.

    Delivery Missions & Trading

    Combine delivery boxes with profitable cargo routes for optimal results.

     

    Dangers: The ship is overly large for its capabilities.

     

    Reliant Mako & Sen

    Ships without their gameplay can be quite poor at earning money in game. See also the section for making money without a ship.

    Delivery Missions

    Delivery mission boxes for profit.

     

    Danger: Boredom

     

    Reliant Tana

    The most exciting in the Reliant series for making money.

    Combat Missions

    Open your MobiGlas and do combat missions. Combine with Call to Arms mission for extra payouts.

     

    Dangers: Large target. Missiles could get expensive.

     

    Herald

    Delivery Missions

    Open your MobiGlas and do delivery box missions.

     

    Dangers: You might travel too fast.

     

    Gladius

    Combat Missions

    Open your MobiGlas and do combat missions.

    Dangers: What danger? They should fear you!

     

    Combat Ships (Any Price)

    Fighter ships generally are capable enough to teach a player the ropes of combat in Star Citizen. All combat ships should focus on… well… combat to earn a living.

    Combat Missions

    Take combat missions from your MobiGlas. Once you have gotten enough skill and are bored of crushing the NPC enemies then you can start looking into PVP Bounty Missions.

    • Mercenary Missions
    • Bounty Hunting Missions (PVP then PVE)
    • ECN Combat Missions
    • Claim Jumpers
    • Pro Tem Bounty

    The Pro Tem bounty contract will start you on the bounty hunting missions that will lead to PVP bounties.

    Call To Arms contract will pay you per criminal neutralized based on their CrimeStat.

     

    Dangers: You could die, repeatedly.

    Cargo Ships $100+

    Dedicated freight ships for over $100 should focus on cargo running. Trading requires investment money and familiarity with the routes. If you have no initial capital to invest you will need to do box delivery missions until you have several tens of thousands of aUEC to invest in cargo running.

    Cargo Running

    Basically combine trade routes for profitable goods. Check the Star Citizen Resources Page to look at Trade apps to help you find the best routes.

     

    Dangers: You could lose all your money.

    Mining Ships

    Mining ships make money by… mining!

    Mining

    There are several mining guides available online. The best and most up to date is still Space4Games Mining Guide.

     

    Dangers: Mistakes go boom!

    Scout Ships

    Scout ships are not for making money, they are for scouting. If you really only have a scouting ship then refer to the section for Making Money Without a Ship. At least you will have a fast scout ship to get places.

     

    Dangers: Your own poor judgement.

    Exploration Ships

    Exploration ships generally have a fair amount of cargo space in order to bring back things found while exploring.

    Unless you have a large exploration ship with a lot of cargo space like a Carrack then:

    Combine Cargo Running and Delivery Missions

    By taking box delivery missions and finding optimal trade routes to the same locations exploration ships above $100 are easily capable of earning good income.

     

    Dangers: You could lose your cargo and time without discovering anything.

    Racing Ships (Excluding 350r)

    So all you have with a quantum drive is a single-seater racing ship? And you still need to make money fast you say? Well with your fast ship you can use it to do the missions for people who have no ship.

     

    Dangers: You bought your ship too fast if this is your only ship capable of earning aUEC.

    General Tips For All Money Grubbers

    If you want to make cash faster always consider the following:

    • Upgrade your quantum drive – This will greatly reduce travel time!
    • Plan your routes ahead – This will save running out of fuel or routing problems!
    • Avoid missions on planets! – Going in and out of atmosphere takes more time
    • Check your time – Keep track of how long it takes you to make money with each method
    • Combine missions / trading routes
    • Check the server stability before start

    Sources for this article

    Experience playtesting Star Citizen Alpha

  • Star Citizen In-Game Economy

    Star Citizen In-Game Economy

    Updated 29 June 2022

    Star Citizen In-Game Economy

    The Star Citizen in game economy will be dynamically controlled by the systems in place to create a supply and demand based system. This video from 2013 explains the vision for planned the in-game economy in Star Citizen.

    It is highly recommend for new players interested in learning about the economy to start with this video.

    About The In Game Star Citizen Economy Category

    This Economy Category is designed to give players an idea about the in game economy in Star Citizen. If instead you’re looking for the real world Star Citizen economy information please visit the Real World Economy Page for Star Citizen. We remind readers that the pages on this website are intended to be used as a reference for ourselves to check information as well as for our organization members to read. This information is freely available to all readers. All information on this website is designed to provide an edited experience from this org’s point of view and is not supposed to offer an exact representation of the views of the community or the developers of the game.

    The information provided about the economy is designed to give readers a possible scenario of how the economy could work and any advantages / tips that can be learned from it. Readers are always recommended to compare and contrast the latest information from official sources.

    In-Game Currency in Star Citizen

    There are various different currencies planned for Star Citizen in game universe. Each one has different purposes so it is very important for players to familiarize themselves with the various in-game currencies.

    The different currencies in Star Citizen are as follows:

    • UEC – United Earth Credits
    • aUEC – Alpha United Earth Credits
    • REC – Rental Equipment Credits
    • Store Credit

    UEC – United Earth Credits

    UEC is the currency of the Star Citizen Universe. This currency is used to purchase weapons, equipment, decoration, ships, hangars, land claims and more. Additionally, it is also used to pay fees and fines.

    UEC becomes active once Star Citizen is launched and the game is considered live (post alpha / beta). During Star Citizen Alpha, UEC is referred to as aUEC (Alpha UEC).

    aUEC – Alpha United Earth Credits

    aUEC is the Star Citizen Alpha currency.

    How much aUEC that players start with was changed going forward from Alpha 3.8. Players testing during Alpha will start with the following total amount of aUEC:

    aUEC = Bonus UEC + Account Balance UEC

    Game Package UEC does not count towards aUEC starting amounts and will be attributed once the game goes live after Alpha and Beta.

    Basically whatever the UEC balance shown in the account is the starting Alpha UEC amount.

    To check what your starting aUEC balance will be during Alpha Patches log into your RSI account and check the figures in the top right corner of the website as per the image below (your amounts will vary):

    aUEC Wipes

    aUEC is reset periodically during Alpha development. This is done because Alpha testing happens while core development of the game is still in progress. As such there will be exploits and bugs that drastically alter player balances. Additionally, the Alpha testing phase is to test the economy and therefore account balance wipes are scheduled to continue throughout all of Star Citizen Alpha and most of Star Citizen Beta. See balance reset schedule and history.

    REC – Rental Equipment Credits

    REC is used in the simulator within the Star Citizen universe. The simulator is an important aspect of the game that many backers are either not aware of or do not understand the implications.

    Think of the simulator as being an arcade training world within Star Citizen. The currency in the Star Citizen simulator is separate to UEC (and aUEC).

    REC currency is accumulated throughout Star Citizen Alpha by playing Arena Commander and persists until commercial release.

    Unlike aUEC, REC is not wiped during Alpha testing.

    Why is REC Important?

    Death in Star Citizen will be very severe. Currently during Alpha testing many playtesters have no regard for allowing their characters to die. However, once more advanced player death mechanics enter the game it will be a lot more serious if a player dies.

    The Star Citizen simulator allows for players to test various combat scenarios without risk to the character life.

    As the Star Citizen Alpha matures the importance of the simulator and REC will grow accordingly.

    Playtesters are advised to accumulate REC by participating in Arena Commander.  Unlike aUEC, REC is not wiped periodically and accumulates until launch.

    REC allows players to rent vehicles, ships, weapons, armor and more for the simulator.

    Read more about Renting in Star Citizen at the official post here: https://support.robertsspaceindustries.com/hc/en-us/articles/115013172187

    Store Credit

    Store Credit can be gained by Reclaiming items purchased with real money as well as via gift cards. Store Credit can be used to purchase additional items (such as ships) in the RSI store.

    Star Citizen Economic Basics

    When the final game goes live UEC from game packages will be attributed to players and the Star Citizen economy will be permanent. Until that future unknown date Playtesters will use aUEC instead.

    Pro Tip: During Alpha development aUEC gathered between patches are periodically reset, however REC persist. REC can be farmed by participating in some Arena Commander multiplayer modes (primarily Ship Combat and Racing). It is possible to accumulate REC and the potential for renting is currently unknown.

    As more of the Star Citizen universe becomes persistent the aUEC resets should cease or become less frequent.

    Earning UEC in game is the goal of most players and therefore understanding the Star Citizen economy should be the starting point for any player new to Star Citizen.

    For Star Citizen Alpha it is recommended that players do not farm / grind aUEC seriously as there are periodic balance resets. Playtesters grinding aUEC should do so for testing purposes only.

    Starting Money

    The image above is taken from the Aurora Starter Pack. Both the Aurora and Mustang Starter Packs come with 1,000 UEC in game starting currency. The first step in your Star Citizen adventures is to make sure you use a referral code as using the referral code when you create your account and purchase will grant an additional 5,000 UEC. Read more about the Star Citizen Referral Code.

    Starting Money From Alpha 3.8

    It was announced that from Alpha 3.8 players starting balance will be equal to the UEC in the account plus any bonus UEC (such as the Referral UEC). Credits that come with game packages such as the 1000 UEC that come with the Aurora MR or Mustang Alpha starter ships does not count towards your Alpha testing balance.

    Game package credits will start once Star Citizen game releases (after Alpha and potentially Beta testing phases).

    Star Citizen In Game Economy During Alpha

    The Star Citizen Alpha does not represent the final implementation of the economy. It is a common error seen in online forums (like Reddit or Spectrum) that players think the prices, earning potential, aUEC farming rates or any number of economic features are final. Generally, the Alpha builds are solely for testing purposes to help CIG create the final economy that is being built into the game. Often things like insurance timers or earning rates are faked to allow players to meaningfully test a set of features.

    Pro Tip: Do not purchase ships or items for real cash based on ANY Alpha build. Alpha builds have a tendency to showcase inaccurately the in game value of a ship. For example, patch 3.2 released the prospector which was able to mine to generate faster aUEC than other professions. Another example is the Misc Razor which debuted in 3.1 and was the dominant racing ship until 3.2. Prematurely buying a ship based on its performance in an alpha patch is probably a bad idea.

    As a general rule, when purchasing ships it is important to understand the final view of where the ship is intended to fit into the Star Citizen universe. For the time being, it is possible to upgrade a ship via Cross Chassis Upgrade to a ship of greater value. The upgraded ship retains the insurance term of the original ship. Read our in depth article about Cross Chassis Upgrades.

    Star Citizen Alpha Economy Resets

    Update 2nd March 2020: Alpha 3.8.2 introduced the first version of persistence. This means that player accounts are being reset less frequently and the developers can control what gets reset: money, items, etc…

    Up until Alpha 3.8.2 the player account balance was wiped clean every major patch. This also included some in-between patches such as 3.5.1.

    Currently players have more time than before to grind credits in game (and spend them) before the next full account wipe. While before it was weeks to a couple months between resets, going forward it could be 6 months or more between resets. This information will be updated again once we have the first post-persistence reset.

    Star Citizen Alpha Balance Reset History

    Progress was reset at the last patches:

    Next Estimated Wipe – Alpha 4.2 (June). Partial Wipe Expected
    Alpha 4.1.1 – March 13 2025. Partial Wipe
    Alpha 4.1 – March 28 2025. Partial Wipe
    Alpha 4.0.2 – February 28 2025. Partial Wipe
    Alpha 4.0 – December 20 2024. Full Wipe
    Alpha 3.24.3 – November 20 2024. No LTP or balance wipe (19 months without wipe)
    Alpha 3.24.2a – November 5 2024. No LTP or balance wipe. (19 months without wipe)
    Alpha 3.24.2 – October 19 2024. No LTP or balance wipe. (18 months without wipe)
    Alpha 3.24.1 – September 13 2024. No LTP or balance wipe. (17 months without wipe)
    Alpha 3.24 – August 27 2024. No LTP or balance wipe. (16 months without wipe)
    Alpha 3.23 – May 10 2024. No LTP wipe. Balance and some reputation. (13 months without wipe)
    Alpha 3.22.1 – February 22 2024. No LTP wipe (10 months without wipe)
    Alpha 3.22.0a – January 25 2024. No LTP wipe (9 months without wipe)
    Alpha 3.22 – December 14 2023. No LTP wipe (8 months without wipe)
    Alpha 3.21.1 – November 19 2023. No LTP wipe (7 months without wipe)
    Alpha 3.21 – October 19 2023. No LTP wipe. (6 months without wipe)
    Alpha 3.20 – September 19 2023. No LTP wipe. (5 months without wipe)
    Alpha 3.19.1 – June 15th 2023. Only some ships and items were wiped. Not balance or reputation. (2 months since last wipe)
    Alpha 3.19 – May 16th 2023. No Wipe (1 month since last wipe)
    Alpha 3.18.2 – April 21st 2023. Partial wipe. Item wipe only (1 week since last wipe)
    Alpha 3.18.1 – April 12th 2023. Full item, reputation and balance wipe (1 month since last wipe)
    Alpha 3.18 – March 10th 2023. Full item, reputation and balance wipe. (7 months since last wipe)
    Alpha 3.17.2 – July 28th 2022. Balance and item wipe but not reputation. (8 months since last wipe)
    Alpha 3.17 – April 29th 2022 (No wipe). 5 months since previous reset.
    Alpha 3.16 – December 22nd 2021 (No wipe). 1 month since previous reset.
    Alpha 3.15 – November 10th 2021. Full account and reputation wipe. (2 years since previous grind reset)
    Alpha 3.14 – August 6th 2021 (No wipe). Players kept aUEC and most purchased ships and items. Closing in on 2 years without a balance reset.
    Alpha 3.13 – April 22nd 2021 (No wipe). Players kept aUEC and most purchased ships and items. One year and 3 months without a balance reset.
    Alpha 3.12 – December 16th 2020 (No wipe). Players kept aUEC and most purchased ships and items. Almost a year without balance reset
    Alpha 3.11 – October 8th 2020 (No wipe). Players kept aUEC and most purchased ships and items. 10 months without balance reset.
    Alpha 3.10 – August 6th 2020 (No wipe). Players kept aUEC and some purchased ships and items. 7 months without balance reset.
    Alpha 3.9 – April 29th 2020 (No wipe). Players kept aUEC and purchased ships and items. This marks 3 months without balance reset.
    **Next Estimated Wipe – February 2020 Alpha 3.8.2 (2-4 weeks grind estimated) – This wipe did not happen due to the 1st iteration of Persistence
    Alpha 3.8.1 – January 24th 2020 (4 weeks grind from previous reset)
    Alpha 3.8* – December 23rd 2019 (2 months grind from previous reset)
    Alpha 3.7.1 – October 26th 2019 (2 weeks grind from previous reset)
    Alpha 3.7 – October 11th 2019 (5 weeks grind from previous reset)
    Alpha 3.6.2 – September 6th 2019 (4 weeks grind from previous reset)
    Alpha 3.6.1 – 8th August 2019 (3 weeks grind from previous reset)
    Alpha 3.6 – 19th July 201 (6 weeks grind from previous reset)
    Alpha 3.5.1 – 3rd June 2019 (6 weeks grind from previous reset)
    Alpha 3.5 – 18th April 2019 (3 months grind from previous reset)
    * Note for Alpha 3.8 – This patch brought in new starting money rules effectively reducing what playtesters start with each patch. Additionally, an interim patch, Alpha 3.7.2 did not have a balance rest.

    **Star Citizen Alpha 3.8.2 introduced the first implementation of persistence. Player account resets will happen more sporadically going forward.

    How much will ships cost in Star Citizen?

    Prices will not be final until commercial release sometime after Beta (currently in Alpha). However, this does not stop this article from speculating and providing rough guesses as to prices.

    In this video interview from 2016 with Chris Roberts ship prices in game are discussed.

    It’s true there is no way to know what prices will be like in the final game. However, it has been mentioned that prices will scale similar to real life. The following table follows (roughly):

    ShipPictureEquivalentEquivalent Price (USD*)Est Price (UEC**)
    Aurora MR$25,000100K UEC
    Aurora LX$45,000220K UEC***
    85X$120,000600K UEC***
    Prospector$350,0001.6M UEC***
    Freelancer$150,0001.7M UEC
    Cutlass Red$150,0001.8M UEC
    Misc Razor$170,0002.2M UEC
    Caterpillar$2M4.9M UEC
    Hull E$5M7M UEC
    Hammerhead$150M22M UEC***
    890 Jump$200M30M UEC
    Javelin$500M500M UEC

    *USD prices are very roughly based on a broad range of pricing. The idea is to provide a scale of reference. Until more is released about the economy it is impossible to give anything close to accurate figures – nor is this intended – as mentioned at the start.

    **UEC prices are speculative based on 1) Starting UEC amounts in game packages and 2) Sources are also scarce and this chart is loosely based on a combination of info including this REC design spec (2015).

    ***UEC Prices of The Aurora LX, 85X, Prospector and Hammerhead taken from the 2018 CitizenCon presentation where the following prices were shown. Also the Mustang Alpha & Aurora MR are estimated to be … maybe 100,000 or something.

    ****UEC Prices taken from Teasa Spaceport at Lorville in Alpha 3.3.5.

    Note: All of the information on this article is highly speculative and provided as a very rough breakdown. As more about the economy becomes finalized this page will be updated.

    Star Citizen Alpha Ship Price History

    For in-game ship prices see Star Citizen Ship Sales & Rental Prices.

    The Star Citizen Economy Will Be Hard

    Growing your economy in Star Citizen is going to be hard. Over time it has been repeatedly stated that rarity and in game item value are set things in the Star Citizen Universe. Grinding for credits is done via any number of professions with each one providing distinct challenges and rewards. Already during the Alpha, players are finding themselves better suited at some roles and worse at others. How fast players will be able to earn in game credits will be dictated by what roles suit their skillset.

    For players looking for less challenging ways to earn in game currency, there will be areas and mission contracts that cater to starting players that will be easier to generate UEC but the payouts will be lower. Star Citizen is very much risk vs reward. Higher paying contracts will be riskier and require more skill.

    Less Ships = More Progress

    Star Citizen is about ships! Progress in Star Citizen comes from growing with your ship via missions (whether self created or assigned). If you want to be a trader, then which trading ship you operate and how is what will determine how quickly you can generate UEC.

    One of the most common misunderstandings about Star Citizen is that ALL SHIPS currently sold are the base model of the ship. Each ship has many components that can be upgraded (engines, shields, furniture, modules, equipment…).

    This means that having many ships on starting day is going to be slower to progress than having just a lone ship that you upgrade as you go. The base model of a ship will be the worst version of that ship at earning a living in game. The best progress will come from taking care of your ship and having the upgrades that make it excel at its profession. This goes for both solo players as well as teams and orgs.

    In Star Citizen upgrading the ship to its maximum potential will cost more than the original ship itself. Higher tier component prices scale up in price and a more upgraded ship can outperform a more expensive unupgraded ship. This means that having 5 ships (for example) to operate, maintain and upgrade will set a player back compared to those who have just one ship that they focus on. Additionally, it means that players who plan on rotating several “copies” of the same ship in order to abuse insurance claims will lose to teams of players who have the same version of the ship but upgraded and cared for.

    If this sounds incorrect or strange, consider this again from the following different perspective. The ship type affects the missions available. Different locations offer different missions and travel location is persistent. This means that as a general rule, unless the ship is specifically for transit, players will want to maximize usage from one ship suited to their skills rather than spend too much time changing ships, traveling to mission locations and having to “restart” some progress each time.

    There are multiple reasons why having more ships could set players back and this is a heated topic that will be revisited in the future.

    Star Citizen Advanced Economy

    For players with fleets and orgs the starting game is radically different to players starting with just Starter Ships. Some players have accumulated hundreds of thousands or millions of UEC and the starting game for these players will be very different. Earning economy on large scale with Star Citizen to generate a profit operating and outfitting very expensive ships will be a challenge.

    To outfit and sustain a deep space fleet it will be important to have a strong economic setup. Exploratory fleets require significant financing and therefore SC FOCUS plans to take part in Salvage and other professions to finance the expeditions. With an estimated 70% of players interested in exploration it is unlikely that exploration alone will be highly profitable. A deep space fleet aims to go way beyond what would be considered safe space.

    Relevant Deep Space Exploration Rewards:

    • Sales of chart data
    • Auctions of location data for valuable resource finds
    • Ancient alien artifacts
    • Trade goods from alien races (Xi’an to Start)

     

    This image shows some players have already reached over 1 million UEC in their accounts by Alpha 3.4.

    New To Star Citizen? Your economy starts here:

    If you’re new to Star Citizen you’ll want to follow these steps:

     

    1. Create account & Use the referral code (it gives you +5,000 UEC only when you create your account and pledge for the game)
    2. Join an org (Star Citizen is a massively MULTIPLAYER online game)

     

    Also we provide the following general advice:

    • If you upgrade your starting ship (or back a concept sale), make sure you consider to keep or own enough UEC to scale for parts and upgrades
    • While it should be perfectly possible to play Star Citizen solo, it is designed as a multiplayer game so the fastest economic progress will be made by cooperating players rather than soloers
    • Do not upgrade your computer specifically for the Star Citizen Alpha testing unless you don’t mind having to upgrade parts regularly (Star Citizen is under active early development)

     

    Check out the Easy Money Making Guide for beginners

    Sources

    Reliable sources are important to get an early idea of how the economy will work in Star Citizen.

    Currencies of Star Citizen (Official Website) – January 2020

    CitizenCon 2948 Keynote (Youtube)

    CIG Dev responses to the Alpha 3.2 Economy (Reddit)

    Real Life Equivalents Of SC Ships (Reddit)

    Price of Ship Components (Reddit)

  • Jobs & Professions In Star Citizen

    Jobs & Professions In Star Citizen

    Page Last Updated: 11 April 2025

    Star Citizen Occupations List

    The Star Citizen universe is scheduled to have a massive economy that is living and breathing. “Star Citizen is, at its heart, a vast living world that combines a remarkably detailed space combat simulation with an equally in-depth model of the economy of a star-spanning empire.” – From the Star Citizen Economy

     

    With such a complex and interdependent economy there will be many roles available for players. This post examines some of the more certain roles that will exist and then at the end of this article, we will look at some of the more hypothetical roles that may one day exist in the ‘verse.

    So let’s look at some of the professions that will very likely be available. Please note that in Star Citizen there is no leveling or character skill selection, player roles will simply be how they choose to play. Player experience, knowledge and playstyle will determine what roles are available for the player.

    Professions Already Testable in Early Versions (Alpha 3.0 and on)

    Professions possibly coming in 2025

    Future Professions (2025 and beyond)

    Crafting in Star Citizen

    Trading / Cargo Hauling

    UPDATE (August 2024)
    Cargo Hauling missions are scheduled to be released in Alpha 3.24. In game missions will be created to have players pick up cargo and deliver it to locations.

    The Star Citizen economy will require a vast array of cargo transport to keep the empire working. If a certain material runs low in one system it will have to be brought in. As seen originally in Wing Commander Privateer the price of goods could vary in different locations and a player could take on shipping contracts offered by the in-game mission system.

    The in-game contract system will generate jobs where players will ship goods from one location to another. Availability of jobs is determined by player reputation with the various NPC cargo guilds in the game.

    This article (Official) shows how interactions will happen with Cargo. You will also be able to move cargo inventory around with the help of your MobiGlas device ( See also this video). Players will need to physically move cargo around the universe. Loading and unloading can be done either manually by using tractor beams, forklifts and cranes or by paying NPC or player services. Players can also choose to have their cargo automatically loaded with a timer and loading / unloading fees.

    About Cargo

    With the importance of cargo being so high there are very large Cargo Hauling Ships, the largest of which is currently planned is the Hull-E.

    Star Citizen will have containers of various sizes from backpacks to shipping sized containers.

    Some ships also have the ability to swap turrets for storage such as the Hornet F7A. View the Stor-All container information here

     

    Shoopkeeper

    The Banu Merchantman and Kraken Privateer are also huge flying marketplaces. These types of ships allow the player to have their own flying marketplace to make their fortunes around the galaxy.

    Cargo Running vs Cargo Hauling vs Trading vs Cargo Delivery

    Star Citizen offers several different options for players looking to move around goods for a profit. Lets take a look at the more popular options available:

    Package Delivery

    Much like delivery services people are familiar with today, these missions involve players picking up carriable packages from locations and delivering them to other locations. The pay is small and these missions are designed for the player to travel and learn the basics of the game. If things go wrong you will lose time and reputation but not your own money.

    Cargo Running / Trading

    This activity allows players to risk their own capital when buying commodities or items and then looking for a better price to sell at a profit elsewhere in the galaxy. If things go wrong you will lose time and your investment (can be offset slightly in the future with cargo insurance).

    Cargo Hauling

    Cargo Hauling missions were introduced in Alpha 3.24 and allow players to take missions that ask the player to delivery cargo to locations. This differs from package delivery in the size of the cargo being delivered. Package delivery has players delivering hand held packages while Cargo Hauling involves moving larger volumes and container sizes. Like Package Delivery these missions do not require an initial investment but missing or lost cargo will affect payout and reputation.

     

     

     

     

     

     

     

    Cargo and Trading Questions & Answers

    Will the loading of cargo onto bigger ships be automated or will specialized small cargo loading ships like the Argo be required?

    • Loading and unloading of cargo ships will require storage containers and cargo to be moved and loaded. This may be carried out by players or NPCs. Expect large ships to take longer to load / unload cargo and for crews to have to be hired. Some stations will provide more loading / unloading facilities than others. For example, large space ports will have many systems in place to speed up the process. More remote locations will require more involvement from the crew.
    • Cargo loading / unloading can be an independent profession.
    • Loading of large ships in space harbors can be manual or automatic. In the case of automatic loading NPC crews will be used.

     

    What type of hazards can we expect when cargo running?

    • When cargo running there will be wear and tear of components that will need fixing during journeys. Additionally there will be the following potential hazards to name a few: Pirates, comets, meteors, small black holes!

     

    How will item persistence work for spawning and despawning items?

    • Small disposable items like bullet casings will despawn.
    • Large and important items will stay in the area based on an “area manager” which programmatically controls the longevity of the items in a given area. Rare items, cargo, ships and such will persist.
    • Broken windows on space stations will create job tasks for cleaning & maintenance crews (human and NPC).

     

    Will ship autopilot be available or do pilots need to be in the flight seat?

    • During long periods of cruise, quantum or other travel, it will be possible to set the ship into autopilot mode to be able to carry out maintenance, preparations or any number of tasks. Ships will automatically be pulled out of their flight mode to avoid obstacles or dangers.
    • While away from the pilot’s seat, ships will sound alarms based on sensor data (such as collision alert or “contact”).

    Delivery

    Delivery missions are available in Star Citizen since Alpha 3.0. Players can accept missions to visit locations to pick up a variety of things from deployable beacons to cargo for delivery.

    The delivery career makes it possible for starter ships like the Aurora MR to earn more UEC with delivery missions than with pure cargo running.

    Currently in-game delivery missions are generated by the system. Eventually players will have things they need delivered by other players.

    Players who deliver ships have their own career category – Ship Delivery.

    Mining

    Mining in Star Citizen can be performed various ways:

    • Hand mining – using a multi-tool and corresponding mining attachment
    • Vehicle mining
    • Ship mining
    • Drone mining (TBC)

    About The Mining Profession in Star Citizen

    Mining was the first occupation to be detailed in Star Citizen and represents the best example of a profession which is not only essential to the running of the universe but also one that is being built to not be boring. This is quite a challenge because in most MMOs mining is synonymous with redundant and low skill labor.

    In CIG’s own words:

    Mining presents players with a variety of challenges requiring skill and intelligence, whereas mindless repetition of a task and idle drudgery are explicitly avoided. There are no aspects of mining that allow a player to simply press a button and wait without concern for a result, or that require players to perform an action repeatedly without some element of thought and/or dexterity coming into play.

    In Star Citizen, the construction of everything from missiles to ship plating will require resources. Players will use the resources either directly, such as applying a specific mix of elements to repair a ship’s hull or indirectly, for example, a factory on a planet that is not player controlled will require certain resources to be able to produce missiles.

    Should a particular resource be exhausted in a given system this will cause an increase in demand as well as price for said resource. This information will be spread throughout the verse via the job system and will propagate at the speed of communications in Star Citizen spawning job information for players to take up contracts.

    Additionally, it might not be possible to make a specific product in the system if there is a shortage of one or more required commodities – this would also drive up the price of the product (such as missiles). Will players be willing to buy missiles at a premium to conduct their military activities in a system that is temporarily unable to manufacture any due to a resource shortage?

    Imagine traversing several jump points and using up missiles and ballistic ammo in combat during the journey and arriving at your destination star system only to find out there is a shortage of missiles and ammo! Luckily it won’t be just players that have to mine to keep the empire well stocked as NPCs will also be performing dynamically generated missions based on supply and demand to ensure minimum stocks for essential products are maintained throughout the empire. Since there will be an estimated 9 NPCs to every player, CIG is able to control the economy hence why Star Citizen does not have a true player run economy like in some other MMOs.

    It is also important to note that mining in star citizen can be a risky endeavor as the most lucrative resources will be in dangerous to reach and extract.

    From CIG about the dangers of mining:

    The most valuable materials will often reside deep within a dense field, the result of less experienced pilots being unable to extricate them without suffering serious damage to their ship. Compressed pockets of gas, volatile materials that can explode in the presence of excessive energy (which is required in some capacity in order to liberate the ore from its parent asteroid), and elements that can explode when subjected to seismic vibrations as caused by repeated fragmentation operations all present their own unique types of jeopardy.

    Mining without a ship

    This video from Inside Star Citizen gives an quick introduction.

    Players are able to mine by hand without the use of ships in Star Citizen. Hand mining is carried out by use of a hand held tool and players must have the inventory necessary to store mined or harvested material.

    First Person Mining (often referred to as FPS Mining) will also be the starting point towards repair and salvage by hand
    .

    Hand Mining

    Mining with a ground vehicle

    With the introduction of the ROC mining vehicle in Alpha 3.10, it is now possible to mine using a ground vehicle.

    Freelance Mining vs Contracted Mining

    Mining will have costs associated with the profession. Ship fuel, mining materials, wear and tear, and NPC crew hire costs are just some of the costs associated with mining that players will encounter. Miner’s who choose to pick their own mining jobs can achieve bigger rewards than contracted miners who take known jobs for known rewards but freelance miners also run a bigger risk. This Orion mining minigame created by CIG introduces the player to some of the mining concepts that will exist in Star Citizen.

    Sources:
    Careers: Mining
    WIP Prospector
    Mining Rocks
    Orion Mining Platform
    10 For The Chairman – Professions in Alpha 3.0

    Mining & Land Claims

    “The land claim system will be important beyond Pioneer construction. Land claims will prevent other players from building in your territory and will offer different options relevant to gameplay (such as giving you surface rights, for pure construction, versus mineral rights that would include mining.)

    The above quote is from CNOU Pioneer Q & A about Land Claims. Prospecting for land is a viable profession in Star Citizen as the composition of the land revealed by tests and scanners will also determine the best license for the land registry. We suggest reading also our full article about Land Claims as much of that is applicable to mining and mining contracts. Read more about Star Citizen Land Claims.

    Mining Consumables

    There are different types of consumable items that can be used for the mining profession.

    Watch this Inside Star Citizen episode from November 2021 for Mining Gadgets.

    Mining Questions & Answers

    What type of hazards can we expect when mining?

    • Players who embark on mining missions will face some of the similar threats that traders and explorers will face. Mini black holes, radiation, meteors, pirates and more.

    CR: Yeah, I had else to say that the other things, well obviously we talked about mining potentially hitting a gas vent that can cause an explosion and those sort of things.

    Will a player need to be in a mining guild to pick up the most lucrative contracts?

    • There will usually be entryway points where you can do “junior” mining missions. Then you will build up a personal reputation that’s global, everybody knows how good you are in general at this particular profession versus that one, etc. You get into the personal relationships to where you worked your way up.

    Refining

    Mined ores will need to be taking to a refinery for processing. The valued of refined minerals is much greater than the ores and therefore after players have mined ores they need have the option to either sell the ore at trade stations that buy them or they choose to take the mined material to a refinery. At the refinery there are options to processes the goods and after the process is complete players can then load the refined materials into cargo ships for transport to sales hubs.

    Where can material be refined?

    Mined material such as ores or gases can be refined at refineries which are pysically located in the universe. There are refineries on space stations as well as space ships. Ships like the MISC Starfarer and MISC Expanse have onboard refineries that can refine certain natural material into refined materials and fuels.

    Bounty Hunting

    Bounty Hunter profession in Star Citizen covers hunting wanted Players and NPCs for rewards.

    Capturing and killing outlaws and figures of interest make up some of the Bounty Hunter profession that is very popular and features dedicated vessels like the 300i “… flown by the hottest bounty hunters in the galaxy… ” – from this sale.

    Captured players will have to go to prison (read below).

    Source: Bounty Hunting News piece

    Update January 20109: It appears that as of some point around Alpha 3.4 it is possible to receive Player Bounty missions. Bounty Hunters will progress by completing some NPC bounty missions before the Player bounties appear available.

    Prison Gameplay

    Captured bounties (whether players or NPCs) will be transported to prisons. Players with bounties who are captured will go to prison where they will have to work off their crimes or escape.

    This image shows Klescher Prison, a fully automated correction facility that includes housing, security, and work release opportunities to allow prisoners to be productive while paying their debt to society.

    Merc / Escort

    Update: 12th August 2020 – As of Alpha 3.10 it is possible for players to trade aUEC directly with each other. This opens up more mercenary possibilities. Escort has been added as a separate profession / role as it appears to be more fleshed out.

    Hiring mercenaries will be necessary to assist with mining and shipping operations. Guns for hire jobs will be readily available and the Mercenary profession is getting close to being playable.

    Source: OPNET Personal Security

    Escort

    As of Alpha 3.10 players can trade money directly with each other. This opens up the player escort profession.

    Military

    Military roles will be varied from police type work to massive battles against Vanduul fleets. Players will be able to take on defense roles from the electronic job board as well as from other players who need soldiers in their crews.

    Since in Star Citizen players cannot be part of the UEE Military officially, there are mercenary and militia options that allow players to carry out military operations to help the UEE.

    Having a criminal status affects player reputation and any player with criminal status does not receive contracts for legal military operations. Players wanting to receive “good guy” contracts will need to keep an immaculate criminal record.

    Pirating

    Outlaws and pirates are a large part of the game making up some very large organizations (examples: TABOO and OVERDRIVE).

    Additional source: http://starcitizen.wikia.com/wiki/Piracy

    Update 18th October 2021

    Star Citizen Alpha 3.15 introduces looting of player bodies and ships and added levels of persistence. This means that from Alpha 3.15 there are enough piracy related activities where it can be considered a viable in game profession.

    Salvage

    Being able to recover parts from destroyed ships can be a valuable way to earn a living in Star Citizen. Salvage is one of the most anticipated professions and promises significant gameplay.

    Current Salvage Ships in Star Citizen announced are:

    • Aegis Reclaimer (Large Salvage Ship)
    • Drake Vulture (Small Salvage Ship)

     

    What’s in store for salvaging? What’s it going to be like? (From 10 FTC – Professions in Alpha 3.0)

    Salvage in Star Citizen is broken down into four different concepts:

    • Hull Scraping
    • Components Salvage
    • The Maw – Crunching of salvage for disposal
    • Siphoning

    These various planned features make up the core of salvage gameplay. The capabilities and size of the salvage ship will determine which salvage tasks are possible for that ship.

    Structural Salvage

    Structures of ships will be able to be separated and recycled or repaired.

     

    Hull Scraping (Released in Alpha 3.18)

    Hull Scraping involves using a tool to scrape the material off the hull which can then be reused or sold.

     

    Components Salvage

    This involves moving over to the ship to be salvaged and taking out computers, coolers, power planets and other components.

     

    The Maw – Crunching up of ships for disposal

    The Maw involves crunching up ship (or other) parts using special facilities like the Reclaimer’s grinder room. Parts of ships must be broken up using detonation charges.

     

    Siphoning

    Siphoning involves taking information or resources. Fuel, oxygen from life support and other gases can be siphoned for future sale or use. Information from computer systems (such as flight logs) can be recovered.

     

    Hunter Gatherer

    Hunter-Gatherer missions were announced for Alpha 3.23. Traveling the far reaches of the galaxy to look for and bring back exotic animal species is the passion for those spacefarers looking to fulfill more primitive passions.

    Like many MMORPGs, players will be issued missions to retrieve pelts and other animal products. Since crafting is also confirmed, this profession fits in with exploration and hunting enthusiasts who aim to earn a living in the ‘verse gathering through capture or kill.

    Creature Hunting

    The RSI roadmap defines Creature Hunting as

    …missions that require players to locate, kill and retrieve valuable parts of creatures roaming the environment

    Exploration

    Eventually there will be many locations added to the Public Universe that will create discovery opportunities. Vessels equipped with sensors will scan distant locations such as asteroid fields for mineable resources. From prospecting for future land claims to establishing contact with Banu Merchants the other side of Gliese, the exploration profession is going to be complex. In many cases there might not be any scripted content at all for your flavor of exploration.

    Exploration could be one of the most dangerous professions but also one of the most rewarding. Especially with the promise of your name being entered into The Ark. Oh you’re doing it for cold hard credits? That works too.

    This Star Citizen mini-game is an example of the gameplay we can expect from the exploration role (Hint: Won’t be easy).

    Sources:

    RSI Roadmap – Creature Hunting (Official)

    Of all the Star Citizen videos this is one of our favorites inspiring exploration of the Star Citizen Universe.

    The original Wanderers – a short film by Erik Wernquist

    Repair

    Star Citizen is, at heart, a space sim and ship to ship combat will be the center of the action. Ships will need frequent repairs and modifications making ship repair a lucrative enterprise.

    Ships like the Anvil Crucible will make deep space repairing a real profession.

    Sources:

    Ship Repair & Maintenance
    Anvil Crucible Q & A

    Engineering

    Star Citizen ships are use components to function and include:

    • Shield Generators
    • Power Plants
    • Gravity Generators
    • Coolers
    • Thrusters (Engines, VTOL, Maneuvering, etc…)
    • Scanning Suites
    • Computers
    • Gimbal Weapon Mounts
    • Rocket Pods
    • Missile Racks
    • Utility Items
    • Quantum Enforcement Devices
    • Quantum Drives (and Jump Drives)
    • Fuel Pods
    • Fuel Intakes
    • Fuel Refineries
    • Batteries
    • Turrets

     

    The resource management system in Star Citizen allows for engineering to be an important gameplay role. An engineer is responsible for the resource management of the ship, the priorities of the items and countering any dangers that might be encountered throughout the flight. Engineers face mechanical dangers that might affect the performance of the ship as opposed to pilots whose main responsibility is to fly the ship.

     

    Dangers that could be faced by engineers:

    • Overheating (Might require fire extinguisher)
    • Overcooling (Might require flamethrower)
    • Wear and tear / damage
    • Malfunctions

    Design Brief: Engineer

    Component Tuning

    Components can be modified to tweak performance.

    The MISC Endeavor even features an entire particle supercollider so that players may have the very best equipment whether they be racing or dogfighting.

    The most visually unique Endeavor module, the distinct circular supercollider is actually only one small piece of a more elaborate overclocking facility. This large module includes a pair of ‘white room’ workbench labs ideal for tweaking and overclocking starship components. Enthusiasts and professionals seeking to push their weapons, thrusters or other upgrades to the limit can do so with atomic precision thanks to the attached accelerator that allows for safe testing of new theoretical limits; raising the bar on component performance as high as possible.” – From The Endeavor

    Medical

    With character death being a big deal in Star Citizen the healing profession is going to be very busy. There will be NPC’s that can be hired as medics for your crew but will they perform as well as a player surgeon when an emergency occurs?

    Taking care of injured players will be a full profession in Star Citizen. In Alpha the damage and healing mechanics have been very simple but as more gameplay comes into Star Citizen the medical profession will quickly grow in complexity. Taking damage will cause body parts to go through various states. While the specifics are not final, how severe the damage is will result in different medical treatments being required.

    While a medpen might be able to save a player from bleeding out, it is expected that serious damage will cause loss or impairment of function and will require more advanced treatment. This means players will require different types of medical services depending on what their character needs.

    A medical gameplay post states:

     

    While some injuries won’t fully heal until the player has received the correct level of treatment, the more basic medical facilities will still be able to keep non-fatally injured players alive and stop bleeding. However, it’s not recommended for any injured person to stay in a ‘semi-injured’ state for too long, as there will be consequences, such as reduced stamina. Staying in a damaged state for a long time will also make you weaker against further damage, so it should always be a priority to heal yourself as soon as possible to prevent future mishaps.

     

    While recovering health by yourself (respawning or recovering from basic injuries in a medical outpost) will cost less, it may not be the best way to heal yourself depending on the scenario. Calling someone for help via the beacon service will still cost a fee (varying on the severity and/or the distance of the medical ship), but it may be the only way to fully recover from that injury.

    Possible mission types for the medical profession include:

    • Medical Delivery (Supplies, organs, and more)
    • Recovery (Restoring the health of injured players)
    • Forensics (Piecing together clues about how a character died)
    • Rescue (This is more related to Search & Rescue ops detailed below)

    Medical Ships & Respawning – Updated

    Some medical ships will act as respawn locations. Specifically, some medical beds will be used as respawn locations for players “killed” in non-permadeath.

    Medical Bed Tiers and Functions

    • Tier 1 – Recover from near-death experiences and fatal injuries
    • Tier 2 – Recover from serious injuries, such as multiple limb bleed-outs or ruined limbs
    • Tier 3 – Recover from minor injuries, such as limbs being damaged

    While the exact details are still being developed, it seems reasonable that players who suffer critical wounds will have the option of respawning at the closest suitable medical installations whether NPC or Player operated. The player will probably wake up in a medical bed.

    Ships that can be outfitted with Spawn-capable medical beds currently include:

    • RSI Apollo
    • MISC Endeavor
    • Cutlass Red (Confirmed)
    • Origin 890 Jump (Update)

     

    Dedicated Medical Ships By Role

    • MISC Endeavor – Complete Hospital
    • RSI Apollo – Medium-sized clinic for uncharted regions
    • Drake Cutlass Red – Well-equipped ambulance

    Update January 17th 2020 – 890 Jump

    Patch Alpha 3.8.1 has added the first piece of medical gameplay – being able to heal and spawn from medical beds. The Origin 890 Jump has a medbay which as of Alpha 3.8.1 is capable of healing players as well as allowing players to set / unset the respawn location to the bed.

    This allows the 890 Jump to function as a fully functioning exploration ship with the possibility of re-spawning players who may get killed on away journeys in snub craft like the Pisces.

    Ships with medical beds that are capable of re-spawning (reviving) players will be highly coveted in Star Citize as the functionality they provide is literally life-saving.

    Healing from medical beds sets the foundation for the future medical gameplay that is coming.

    From the Alpha 3.8 Patch notes:

    “Gameplay
    Added basic “MedBed” gameplay functionality.
    Medical beds can now be used for healing and respawn after death. Initial game login is still set by the menu selection, if it’s the first login, or by the last ATC landing at a major station. After initial login, players can manually set their respawn to a medical bed by entering the bed and selecting the “Set as preferred ICU” interaction. Medical bed spawning can also be cleared in the same way by selecting “Clear as preferred ICU”. Upon death, the player will respawn at the desired medical bed. Currently this functionality is only available on ships with medical beds (just the 890 for this build) and will only work if the ship is available (not despawned or destroyed). If the ship is not available, players will instead respawn at their default location until they have manually set another medical bed. Additionally, if the player is injured they can use a medical bed to heal by selecting the “Treat Injuries” interaction, which is only visible when the player has treatable wounds.”

    From Alpha 3.8.1 Patch Notes -> https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/star-citizen-alpha-3-8-1b-ptu-4125354-patch-notes

    Update January 24th 2020 – Cutlass Red

    Patch Alpha 3.8.1 also brought the Cutlass Red with its two MedBeds.

    From the Cutlass Red concept sale details (January 2020):

    “Back in action – Should you fall in battle, with a Cutlass Red in the area, all is not lost. After your initial visit to the ship’s med bay, subsequent vital failings will cause you to reawaken back there, ready to re-enter the fray.”

     

    Update January 3rd July 2021 – Downed State

    Players who are critical will go into a downed state. The player will then have perhaps hours to live while medical players can come and lend assistance. This is planned so that when it becomes a big deal when you die in terms of lost items, the downed state will allow players to recover their things if a doctor or other medical player rescues them.

     

    Update September 2021 – Healing

    Inside Star Citizen episode from September 9th talks about player death and healing.

    Players will go from currently dying to requiring medical assistance.

    Medical assistance can be provided in several forms:

    • Medical pens – will provide limited restoration from Alpha 3.15
    • Tier 3 medical facilities like the Cutlass Red. Can treat minor injuries.
    • Tier 2 medical facilities like the Carrack and 890 Jump and rest stops. Can treat minor and moderate injuries.
    • Tier 1 medical facilities like hospitals at cities. Can remove any injuries.
    • Medical tools with specialized attachments

     

    Players who die will be able to regenerate instantly but will lose any inventory. Players who choose to stay in an injured state until rescued and treated will keep their equipment.

    Search & Rescue

    Escape pods are and ejection seats have a use in Star Citizen. Sometimes players will be in need of rescue and there are dedicated S & R ships like the Drake Cutlass Red.

    The Drake Interplanetary Cutlass Red is a space ambulance designed to go in and out of hot zones to bring back survivors. The ship features first responder facilities to provide emergency services while en-route to more advanced medical clinics.

    Science Research

    Exploring in Star Citizen will sometimes result in unidentified items being discovered that will need to be scientifically processed with the right instrumentation to discover their composition and secrets. Although this mechanic is still far from being implemented, there is a little information out there hinting at potential gameplay.

    Further reading: The Endeavor

    Info Runner / Hacking

    Transporting information about valuable locations can yield high rewards. There will be dedicated ships for info running and hacking. The Drake Herald is suited for Hacking and Data Running while the .

    From here

    Drake Herald – Knowledge is power, and one of the most valuable commodities is pure information: the 1s and 0s behind everything from UEC ledgers to Citizenship ratings. Whether it’s colonists struggling to stay in contact with the UEE’s central worlds or criminals trading in illicit data, there will always be a need to securely move data. The Drake Herald, small, armored ship, is designed to fit that need and safely get that information from Point A to Point B. Featuring a powerful central engine (for high speed transit and generating the power needed for effective data encryption/containment), advanced encryption software and an armored computer core, the Herald is unique among personal spacecraft in that it is designed to be easily ‘cleaned’ when in danger of capture. The Herald includes an array of heavy duty internal options for data protection, including redundant power subsystems and EMP shielding, and a high-powered broadcast array for data transmission.

    Electronic warfare also plays a role in the game with ships like the Avenger Warlock able to use EMP (currently playable) to knock out other ship’s systems temporarily.

     
    Current Hacking Ships:

    • Vanguard Sentinel
    • Drake Herald

     

    Data Running Ships:

    • Drake Herald
    • Mercury Star Runner

     

    Data can be stolen from other ships and resold (source).

    Racing

    One of the most polished gameplay elements is racing. While players can currently compete in the Arena Commander simulator, the PU is still waiting to receive it’s racing mechanics. The Alpha 2.5 patch brought in Grimhex – an asteroid station with a racecourse.

    Read more sources of racing information in Star Citizen:

    Lore Builder Racing Sataball
    The Murray Cup
    Lore Builder Racing
    Racing Ships Available

    Farming

    Farming is certainly intended to be a viable profession within the Star Citizen universe, and depending upon the level of risk a player is willing to endure and the skill and knowledge that they bring to bear anything from a meager existence to an opulent lifestyle may be attained.

    Source:

    MISC Endeavour Q & A Part 3

    There will probably be planet-based and space-based farming but it seems unlikely that certain foods will have to be consumed for survival mechanics.

    Source: MISC Endeavor

    Farming and Land Claims

    Obtaining land in Star Citizen will probably have several methods players can use to gain access go arable land. Being able to stake land claims is confirmed – For more information read our full article about Land Claims in Star Citizen.

    Passenger Transport / Taxi driver

    The galaxy is big and getting around can be expensive. It might be cheaper to hire a ride to get from one place to another than to bring out your own potentially expensive-to-run starship.

    With planetary landings possible this means that the danger of players becoming stranded is a real possibility. Being able to pick up stranded players could pay handsomely depending on urgency and danger level of the location. Space Taxi profession confirmed!

    Sources:

    Genesis Starliner

    Genesis Starliner Q & A

    Design Civilian Passenger Transport

    24 Million Goal

    Luxury / Diplomatic Transport

    Ships like the 600i could potentially be used to transport special envoys to and from exclusive events. It’s worth noting that those who wish to embark on a life of VIP transport will probably need to gain reputation in established networks to reach the juiciest luxury transport missions. Diplomacy could be an unconfirmed profession but transporting NPCs to and from Diplomatic meetings could potentially earn you a living with a luxury ship.

    Espionage

    There are very large player run organizations and it will be advantageous for other orgs to know where to strike. Infiltrated players into enemy factions will be a gameplay mechanic not for the faint-hearted.

    News Reporter

    Further reading: MISC Reliant Mako News Van

    Barista

    As can be seen in these images, there are beverages in the verse of various effects. Star Citizen currently includes a mechanic for getting drunk (Video). Serving exotic drinks from around the verse at your bar on your spaceship may even be a lucrative profession!

    Refueling

    Ships consume fuel to travel around the verse and there are dedicated refueling ships such as the Misc Starfarer in the game to make sure your fleet can travel that much farther into the unknown.

    Update: April 2018 – The Shipyard: Fuel Mechanics

    The career of Refueling is one of the many non-combat professions in Star Citizen. There are two categories of fuel Quantum Fuel and the previously called “Hydrogen Fuel”.  Some ships are capable of scooping gases from space or atmosphere and using them for fuel to power engine or thrusters. Hydrogen fuel isn’t limited to hydrogen and some ships, like the Origin 100i are capable of scooping different gases to use as “Hydrogen fuel”.

    Quantum fuel, however, is only scheduled to be sold at stations like Cry Astro. This section will be expanded as we the Refueling profession becomes more fleshed out.

    How Thrurst Works With Fuel

    1. Fuel Intakes scoop natural gases from the environment and funnel them into the ship.
      a. To get the most amount of gas into your ship, seek out areas of concentrated gas.
      b. Using your Fuel Intakes in regular space may scoop limited quantities of gas or none at all.
    2. These gases are converted into plasma
      a. Fuel Intakes will do a basic conversion on a limited range of gas types.
      b. Refineries will provide more conversion options.
    3. Converted plasma is stored in the Fuel Tank, previously called the Hydrogen Fuel Tank.
      a. These tanks can only store one type of plasma at a time.
    4. When thrust is needed, plasma pumps through the Power Plant and is converted/agitated into energized plasma.
    5. The energized plasma is funneled into thrusters.
    6. Thrust is produced and the ship moves appropriately.

    *Taken from The Shipyard: Fuel Mechanics linked above.

    Archaeology

    Most of those who are willing to traverse on to the planets are xenoarchaeologists and tomb raiders. Despite the widespread devastation, thousands of structures have been identified on Hades’ graveyard worlds, and many more are believed to exist underground. Countless artifacts are taken (or stolen) from these sites each year, and it is believed that there are a number of ongoing, formal ‘outlaw’ operations running to try to locate some of the technology that the Hadesians used to destroy themselves.

    From Galacti Guide Hades System

    Space Tourist

    Let’s face it, Star Citizen is a beautiful living universe that will have breathtaking vistas. There are luxurious ships in the game that are designed for space tourism. The Origin 890 Jump even has a boat hangar so that the lucky 1% can take out their speedboat for a spin… on distant planets.

    For those with less UEC in their accounts, the Consolidated Outlander Mustang Beta offers the more traditional camper-van-in-space experience.

    Translator

    The alien species in Star Citizen have their own detailed languages. This means that translators will be required to communicate with alien NPCs who do not speak english. Additionally, since alien relics, items and artifacts will be discoverable, it will be required to have accurate translations to identify components and other valuables retrieved. Read more about CIG’s creation of alien languages.

    Ship Delivery

    In the Star Citizen universe, ships are real objects that persist, even when the player is logged out. When a ship is purchased or replaced through insurance, it may need to be delivered to the location of the player. For example, if a player is at the ship dealership on a planet but the replacement ship is only available in a near by system, the ship dealership may employ a single ship delivery pilot, also known as Iso Pilot (short for isolated pilot). Other ship delivery crew configurations also exist and it will be up to the player to decide which system is best for them (and most profitable). The best pilots will be able to single handedly deliver the largest of ships while others may have to settle for a smaller cut by working in a team.

    It’s important to note that small ships can be delivered inside other ships but for large ships, depending on insurance level and risk locations, it may require a solo pilot to perform the delivery. This career seems to be the most profitable when performed alone.

    Additional reading:
    Observist Lifestyle – Iso Pilots

    Ship Recovery – Tug

    February 2019 saw the introduction of the ARGO SRV – a dedicated Tug ship that uses tractor beams to tow other ships and even cargo / objects.

    The ship recovery job is a key piece of any major fleet operation as stranded ships should be common (both NPC and player operated).

    Rearming

    Players looking to make a handsome profit by resupplying combat operations need look no further than the rearming profession. This profession is ideally suited to players who enjoy the support role as well as who those who aim to turn handsome profits by buying armament cheap and then selling at a premium by venturing near or into conflict areas.

    Specialised ships for rearmament include the Anvil Crucible and the Aegis Vulcan. These ships, while being repair ships, are also able to restock and refuel ships they repair.

    Sataball Player

    UPDATE December 2023: Sataball has been removed as a profession in Star Citizen. It seems this was some type of early concept that became obsolete. The original content from this article remains because it seemed like a cool concept.

    Sataball is a game popularised by the movie Ender’s Game and Star Citizen hosts its very own Sataball as a popular galactic playable sport.

    Additional reading:
    Lore Builder Sataball

    Prison Worker

    In Alpha 3.10 players are able to transfer both in-game currency (aUEC) and prison Merits. This creates a possible profession for players to work in prisons and be paid by others players.

    Players may seek to pay prison labor for:

    • Trading prison Merits to aUEC
    • Paying players to help them escape prison
    • Other

    Crafting Tools

    Crafting in Star Citizen started with the ability for the Salvage machine on the Reclaimer and Vulture salvage ships. Players have been able to craft multi-tools and attachments by scraping and munching material from ship hulls. Many ships have dedicated facilities related to production and crafted tools can be used or sold.

    Crafting Components

    Components are an important part of Star Citizen that determine a ship or vehicles ability to succeed on a mission. Components are planned to be able to be crafted. Players will find, unlock or purchase blueprints that will enable the creation of advanced components. More on this to come as things are announced.

    Crafting Medical Supplies

    Medical Supplies is another possible craftable item that could come into Star Citizen. Kopion horns that are gatherable are could be used for such ends.

    Crafting Food

    Star Citizen should have cooking recipes like other MMORPGs before it. Already harvestables have different properties and can be eaten raw, however many ships have kitchens suggesting cooking will be included as a form of crafting.