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⚠️ WORK IN PROGRESS

This wiki is under active development. Information may be incomplete or inaccurate.

Game Data API Documentation ​

The Game Data API provides public access to static game configuration data for Galactic Tycoons. This endpoint returns a comprehensive JSON file containing all materials, recipes, buildings, and other game data.

Endpoint ​

GET https://api.g2.galactictycoons.com/gamedata.json

Response Structure ​

The JSON file contains the following root-level properties:

json
{
  "materials": [...],
  "recipes": [...],
  "buildings": [...],
  "workers": [...],
  "systems": [...],
  "baseBuildingCost": [...],
  "shipEmitters": [...],
  "shipReactors": [...],
  "achievements": [...],
  "medalTypes": [...],
  "buildProjects": [...],
  "galaxyConfig": {...},
  "perks": [...]
}

Data Structure ​

materials ​

Array of all material types available in the game.

Fields:

  • id - Unique material identifier
  • sName - Short display name
  • name
  • description
  • type - Material category enum
  • weight - Weight per unit in tonnes
  • source - 1=extraction, 2=crafting/farming
  • reqTech - Required technology level to produce (0=none)
  • tier
  • cp - Calculated base price in cents (price of material calculated by internal algorithm, the actual market price may vary)

recipes ​

Array of all crafting recipes.

Fields:

  • id
  • producedIn - Building type ID where this recipe can be crafted
  • type - Recipe category enum (1=Extraction, 2=Production, 3=Farming)
  • reqTech - Technology level required to produce
  • timeMinutes - Production time in minutes
  • inputs - Array of required input materials:
    • i - Material ID (deprecated, use id instead)
    • id - Material ID
    • a - Amount required (deprecated, use am instead)
    • am - Amount required
  • output - Resulting material:
    • i - Material ID produced (deprecated, use id instead)
    • id - Material ID produced
    • a - Amount produced (deprecated, use am instead)
    • am - Amount required

buildings ​

Array of all buildings in the game.

Fields:

  • id
  • name
  • description
  • cost - Unused
  • constructionMaterials - Array of materials required to build
  • workersNeeded - Worker requirements by type [Worker, Technician, Engineer, Scientist]
  • workersHousing - Housing capacity by type
  • specialization - Building specialization enum (Construction = 1, Manufacturing = 2, Agriculture = 3, ResourceExtraction = 4, Metallurgy = 5, Chemistry = 6, Electronics = 7, FoodProduction = 8, Science = 10)
  • tier
  • requiredResearch - Unused
  • recipesIds - Array of recipe IDs this building can produce

workers ​

Array of worker types.

Fields:

  • type - 1=Worker, 2=Technician, 3=Engineer, 4=Scientist
  • adminCost - Administration overhead (Expansion Burden) per 100 workers
  • consumables - Array of daily consumable requirements:
    • matId - Material ID consumed
    • amount - Daily consumption per 1,000 workers
    • essential

systems ​

Array of star systems.

Fields:

  • id
  • name - System name
  • x, y - Galaxy map coordinates
  • v - Visual variation identifier
  • planets - Array of planets (null for empty systems):
    • id - Planet ID
    • sId - Parent system ID
    • name - Planet name
    • type - Planet classification enum (visual only)
    • mats - Available materials with abundance:
      • id - Material ID
      • ab - Abundance rating (affects extraction speed: 50=half speed, 200=double)
    • fert - Fertility (100 is standard, 0=no farming)
    • x, y - Coordinates
    • size - Planet size (visual only)
    • tier - Planet tier

baseBuildingCost ​

Array of materials required to establish a new base. Each entry contains material ID and amount.

shipEmitters ​

Array of FTL emitters for ships.

Fields:

  • type - Emitter identifier
  • acceleration - ly/h² at full power
  • maxSpeed - ly/h
  • fieldCapacity - Warp field capacity for cargo
  • weight - Component weight
  • energyDraw - Power consumption requirements
  • cost - Construction material ID

shipReactors ​

Array of reactor types ships.

Fields:

  • type - Reactor identifier
  • name - Reactor name
  • weight - Reactor weight
  • energy - Power output
  • fuelConsumption - Fuel usage per hour
  • fuelCapacity - Base Fuel Capacity
  • fuelTanksUsed - Fuel tanks cost per one reactor
  • fuelId - Fuel material ID
  • cost - Construction material ID

achievements ​

Array of achievement definitions with progression milestones.

Fields:

  • type
  • otherId
  • name
  • description
  • milestones - Array of progression thresholds:
    • milestone - Target value to reach
    • rewardAmount - Reward quantity
    • pr - Prestige points earned
  • rewardType - Reward category enum (1=stars, 2=Cash, 3=Material)

medalTypes ​

Array of competitive ranking medals for leaderboards.

Fields:

  • eventType
  • otherId
  • period
  • pe - Array of prestige rewards by rank (unscaled)

buildProjects ​

Array of large-scale construction projects for communities.

Fields:

  • id
  • name
  • description
  • ownerType - (4=Guild)
  • cost - Array of costs for level ranges:
    • from - From level
    • to - To level
    • cost - Material required for this level range ({id, am})
  • cons - Array of consumables for level ranges; same format as cost
  • maxLevel - Maximum level
  • buff - Bonus effect per level
  • pr - (not used)

perks ​

Array of all unlockable company perk types that players can invest perk points into to gain passive bonuses.

Fields:

  • id - Perk identifier (CompanyPerkIdEnum)
  • c - Category ID the perk belongs to (1=Bases, 2=Workforce, 3=Logistics, 4=Missions)
  • group - Exclusivity group ID; perks in the same group are mutually exclusive (0=no exclusivity, 1=Supervision, 2=MissionPreference)
  • tier - Perk tier; tiers above 1 require a minimum number of perk points already allocated in the same category before they can be unlocked
  • maxLvl - Maximum level this perk can be upgraded to
  • costBase - Perk point cost for the first level
  • costIncrement - Additional perk point cost per level; cost at a given level = costBase + costIncrement × (level - 1)
  • bonuses - Array of bonuses this perk provides, each scaled by the current perk level:
    • type - Bonus type identifier (BonusType enum, see details below)
    • perLevel - Bonus value added per level
    • growth - Growth modifier applied to the bonus scaling
  • req (optional) - Requirement to unlock this perk; if set, the perk branches from another perk:
    • id - Required perk ID
    • lvl - Minimum level the required perk must be at
BonusType Enum Reference
ValueNameDescription
0NoneNo bonus
1Ship Speed+x% to ship speed. Additive with Guild Flight Center and Company Starting bonuses.
2Overhead Reduction (Flat)Reduces overhead by x%. Positive values reduce overhead, capped at 50% total. Applied after multiplicative overhead bonuses.
3Exchange Warehouse CapacityFlat +x tonnes to exchange warehouse capacity.
4Base Warehouse Capacity+x% to base warehouse capacity.
5Housing Size+x% to housing size (workers that can be housed).
6Building Degradation+x% to building degradation rate. Negative values reduce degradation. Sources combine multiplicatively (each is a ×(1 + x/100) factor). Only affects production buildings.
7Production Speed+x% to production speed. Additive with technology production speed bonus.
8Production Speed (×)×(1 + x/100) to final production speed.
9Consumable Use+x% to workforce consumable consumption. Negative values reduce consumption. Optional material target; an untargeted source applies to every consumable. Sources combine multiplicatively (each is a ×(1 + x/100) factor). A full -100% reduction removes the need entirely: nothing is consumed and the consumable counts as provided.
10Overhead Reduction (×)×(1 − x/100) to raw expansion overhead, before flat reduction. Granted by Administrative Optimization.
11Ship Cargo Capacity+x% to ship cargo capacity. Does not affect base ship weight.
12Ship Degradation (×)×(1 − x/100) to ship degradation rate. Multiplicative with all other degradation modifiers.
13Ship Fuel Consumption+x% to ship fuel consumption. Negative values reduce consumption.
14Mission Cooldown+x% to mission cooldown time. Negative values reduce cooldown.
15Mission Reward+x% to all mission rewards (Credits, Prestige, Stars, Salvage).
16Donation Mission Chance (×)×(1 − x/100) to Donation mission roll chance.
17Explore Mission Chance (×)×(1 − x/100) to Exploration mission roll chance.
18Produce Mission Chance (×)×(1 − x/100) to Production mission roll chance.
19Deliver Packages Chance (×)×(1 − x/100) to Deliver Packages mission roll chance.
20Source & Deliver Chance (×)×(1 − x/100) to Source and Deliver mission roll chance.
21Salvage Mission Chance (×)×(1 − x/100) to Salvage mission roll chance.
22Mission Size+x% to mission size. Increases both task size and rewards.
23Extra Mission Choice+x% chance for an additional choice when new missions are generated.
24Contract Fee+x% to contract sale fee. Negative values reduce the fee.
25Base Permits+x base permits (allows building or expanding additional bases).
26Overhead Reduction B (×)×(1 − x/100) to raw expansion overhead, before flat reduction. Granted by Supervision perks.
27Ship Speed (×)×(1 − x/100) to Company Flight Speed Multiplier (reduces travel time). Granted by Haul and Crawl perk.

Notes ​

  • All prices are in cents (divide by 100 for actual currency values)
  • The gamedata.json is a static file that is regenerated when the game server restarts
  • Data may vary between different game servers