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Mining for credits

Mining for credits — this guide explains how to make consistent credits in CONTRABAND without grinding. The economy in CONTRABAND rewards routes, not raw activity.

The principle

Every market in the game has a price spread relative to other markets. Profit comes from buying low and selling high — but the game's spreads are dynamic, and the best routes shift between chapters. The pilots who consistently make money are the ones who keep notes.

Best routes right now

This guide focuses on stable routes that work across chapters. Specific systems and ports listed in the related links below have the most reliable spreads. Plan your warp chain to hit 2–3 ports per loop.

Cargo to focus on

Some cargo types appreciate faster than others. Light, high-value cargo is best for early ships with limited cargo holds. Bulk cargo only becomes profitable once you have a hull with 200+ capacity.

Reputation discounts

Friendly reputation with a region's dominant faction discounts your buy prices and improves sell prices. The economic value of high reputation is non-trivial — pilots underestimate it.

When to mine vs trade vs hunt bounties

Each income source has a chapter where it dominates. Mining pays best in early Keros. Trade dominates the Verge throughout. Bounties become the dominant income from Chapter 3 onward. Switching between sources prevents burnout.

Base income

Once you have an Asterion base running, machine output becomes a steady passive stream. Pilots who set up base machines early have significantly more credits available in the late game.

Long-term planning

Save for the Keystone-class ship if you intend to pursue the corresponding ending. It costs 1.2 million credits — start the savings campaign in Chapter 2.