Credits
Payouts scale with the global completion tier reached and your individual contribution percentile. Top brackets routinely pay tens of millions for a few evenings of work.
E:D Black Box
A Community Goal (CG) is a time-limited, server-wide cooperative event where the playerbase collectively pushes one objective — combat, trade, mining, passenger ferry, or exploration — while competing individually for a share of the reward pool. Role-agnostic and opt-in: sign up at any Mission Board, fly to the host system, and earn in whatever loop you already fly. Payout scales with both the global tier the community reaches and your personal contribution percentile.
Nothing you do counts toward a CG until you have signed up at the mission board (signup is remote; earning is local). The most common rookie mistake is grinding bounties or cargo for hours, then discovering none of it registered because the sign-up step was skipped. Sign up first.
A Community Goal is a time-limited, server-wide cooperative event where every commander in the galaxy can contribute toward one shared objective sponsored by an in-fiction faction or megacorporation. They were the headline feature of game update 1.1 back in 2015 and have run continuously ever since — typically one to two active at any time, usually starting on a Thursday and running for roughly a week (occasionally up to four weeks, or ending early if the community blows through every target).
Mechanically, a CG is a giant shared mission. The sponsoring faction asks the playerbase to deliver something — combat bounty vouchers, combat bonds, trade commodities, mined ore, ferried passengers, exploration or exobiology data — toward a single galaxy-scale counter. Crucially, a CG is simultaneously cooperative and competitive: everyone pushes the same counter up together, but you are also individually ranked against every other participant for a share of the reward pool.
The fiction is not decoration. CG outcomes genuinely reshape the lived galaxy. Past goals have built brand-new starports, megaships and surface settlements, upgraded outposts into full starports, expanded station services, and decided the victor of system-level conflicts. The very first CG ever run constructed the Orbis starport Unity in the New Yembo system — a structure still in the galaxy today.
CGs are powered by the shared Background Simulation, so they progress identically whether you play in Open, Private Group, or Solo. You can even switch modes mid-goal. You never have to expose yourself to PvP to participate — a major reassurance if you prefer to keep play PvE-only.
CGs are widely regarded as the most legitimate "get-rich" loop in the game, but the credits are only one of five reasons to run them.
Payouts scale with the global completion tier reached and your individual contribution percentile. Top brackets routinely pay tens of millions for a few evenings of work.
Many CGs grant rewards money can't otherwise buy: limited-availability or pre-engineered modules, permits, discounts on hulls/outfitting, decals, paint jobs and bobbleheads.
Contributing builds reputation with the sponsoring minor faction, which flows up to its superpower — the engine behind Federal & Imperial rank.
Your tonnage and kills literally help build the station or win the war. CGs are the clearest way a solo pilot leaves a permanent mark on the map.
A CG concentrates demand in one place: a single station buying one commodity at inflated prices, or one RES worth of targets all paying toward your counter. Less searching, more doing.
The appeal is the stacking: a CG lets you do the activity you already enjoy, get paid above-market money for it, and bank reputation toward a superpower rank — three rewards from one run.
Everyone, at every stage. A brand-new commander in a stock Sidewinder can meaningfully contribute to a bounty-hunting CG and bank a six-figure reward; a fully-engineered fleet owner can dominate a Top-10 leaderboard. Because rewards scale relative to the community, you are never priced out — you simply earn a bracket appropriate to the effort you put in.
CGs are an especially good fit if you:
If you keep a few role-specialised hulls in the hangar — something for combat, a hauler, a miner, a passenger ship, a multirole — you are already equipped for any CG type that appears, and just pick the right ship for the live goal rather than scrambling to fit one.
Every CG is scored on two independent axes. Understanding both is the whole game.
The community as a whole fills a progress bar through a series of tiers, usually Tier 1 through Tier 10 (Frontier sometimes extends to Tier 11 if T10 falls early, or pulls the ceiling down to end a goal on schedule). Each tier the playerbase unlocks raises the size of the entire reward pool. A CG that only reaches T3 pays everyone far less than the same CG completed to T10. This is the cooperative half: every commander's contribution helps drag the whole bar upward, benefiting all participants.
Within that pool, your slice is determined by where your personal contribution ranks against every other participant. The brackets are fixed percentile bands — your reward jumps each time you climb into a higher one:
| Top 100% | Participation floor |
| Top 75% | Light effort |
| Top 50% | Solid evening |
| Top 25% | Committed run |
| Top 10% | Serious grind |
| Top 10 CMDRs | Leaderboard / prestige |
You are paid the minimum pool figure at Top 100% and the maximum at Top 10%, with the Top 10 Commanders receiving the single largest payout — a prestige tier worth chasing if you commit hard to one goal.
Brackets are relative, not banked. If you stop contributing while others keep going, you can be overtaken and slide from, say, Top 25% down to Top 50% by the time the goal closes. This is why the final hours of a CG matter most — heavy contributors dump everything at the end to lock their position. Don't assume an early lead is safe.
Rewards are not paid instantly. When the CG ends, you collect at the host station, ideally within two weeks. Earned credits auto-deposit to your balance if you forget; other rewards (modules, decals, etc.) remain available for pickup at the host station essentially indefinitely. There is no penalty for collecting late — but get the special modules before you forget which goal they came from.
All CGs share the two-axis structure above; they differ only in what you deliver. These are the recurring categories.
| Type | What you deliver | Where you earn it | Typical hull |
|---|---|---|---|
| Combat — Bounty | Bounty vouchers for the sponsoring faction | RES, Nav Beacons & system policing in/near the CG system | Any combat-fit medium/large |
| Combat — Bonds | Combat bonds from Conflict Zones | Space or on-foot Conflict Zones for the right side | Any combat-fit medium/large |
| Passenger | Ferried / evacuated passengers | Passenger lounge at origin → CG station | Passenger ship (cabins) |
| Cargo / Trade | Specific commodity tonnage | Buy cheap elsewhere → sell at CG station | Dedicated hauler |
| Mining | Mined ore / minerals / materials | Mine in rings → deliver raw to CG station | Mining ship (refinery + cargo) |
| Exploration / Exobiology | Cartographic or biological data / samples | Scan out in the black → hand in at CG | Explorer (jump range) |
| PowerPlay CG | PowerPlay merits via the above activities | Tied to a Power's campaign in a system | Role-dependent |
| CQC | Arena (close-quarters) match performance | The CQC playlist menu | n/a — instanced |
Combat CGs come in two distinct flavours that are easy to confuse:
Both types reward assisted kills (you only need to land meaningful damage before the kill registers), which makes RES "tag-and-move" tactics viable even in a modest ship.
A newer breed ties CGs directly into PowerPlay campaigns — recent examples include the dueling "Opening Federal Campaign" and "Opening Independence Campaign" for the same contested system. These can advance a superpower's interests directly, but they interact with PowerPlay pledging and merits. Read the goal's faction and Power alignment carefully before committing — especially if you're pledged or working a particular superpower rank (see Section 09).
This is the full loop, from "I've never done one" to "reward in the bank." Do it once and it's second nature.
Check what's running before you fly anywhere. Three reliable sources: the in-game Galaxy Map (active CG systems show a distinctive gold marker), the official Elite Dangerous Community Goals page, and — best of all — the INARA Community Goals tracker, which shows live global progress, your own contribution, and estimated bracket boundaries.
Each CG has a GalNet write-up stating the exact deliverable, the sponsoring faction, the host station, and any constraints (e.g. "bounties for Faction X"). Decide whether the activity, location, and reward justify the trip. A 20,000 Ly goal paying a few million is rarely worth it; a goal a few jumps from the Bubble usually is.
You can register from any station's Mission Board → Community Goals tab without flying there first. Open the goal and select Sign Up. This is mandatory and the most-skipped step. Until you sign up, nothing counts.
Match the ship to the deliverable using the table in Section 05 — a combat fit for bounty/bond goals, a hauler for trade, a passenger ship for ferry goals, a mining ship for mineral goals, an explorer for data goals. Fit a cargo rack if it's a trade/mining CG and confirm the right module set before you leave the dock.
Signing up is remote, but contributing is local. You must physically be in the CG system, earning/delivering for the sponsoring faction, for it to register. For combat goals, the qualifying RES / Conflict Zone is in or immediately around the host system.
Earn the deliverable, then hand it in at the host station's relevant Contact (bounty/bond voucher office, Commodities market, passenger lounge, etc.). Bank frequently — uncashed bounty vouchers are lost if your ship is destroyed before you redeem them. Track progress live on the Transactions tab of your left HUD panel.
Watch INARA and the in-game CG screen to see which percentile you're in and how far the next bracket is. Decide whether "one more run" is worth it (Section 07). Remember your standing can erode as others contribute.
When the goal ends, return to the host station and claim at the CG board / Contacts. Grab any special modules or cosmetics in person; credits will auto-deposit if you don't.
The core decision in every CG is whether the next batch of effort crosses a bracket boundary. Because bracket jumps are worth far more than linear contribution, knowing you're 20 tonnes / one bounty stack short of Top 25% changes everything. INARA and dedicated CG threshold calculators estimate these boundaries from community-submitted data and tell you how many more runs a bracket costs. Use them; don't grind blind.
Brackets are relative and most heavily contested in the final 24 hours, when committed players dump their stockpiles. Two viable approaches: contribute steadily and accept some bracket drift, or — if chasing Top 10% / Top 10 — hold a reserve and push hard near the close to leapfrog people who finished early.
On combat CGs you can run a kill-mission for the same faction and earn the CG vouchers from the same kills — collecting mission reward and CG credit simultaneously. On trade CGs, source the commodity in bulk where it's cheapest and confirm the CG station's buy price; the inflated CG demand often makes the haul profitable on its own before the reward even lands.
When two CGs of the same type run at once (or two phases of one campaign), check whether one shares a system or commodity with the other. Stacking compatible goals doubles your reward for the same activity. When they conflict (opposing PowerPlay campaigns), pick the side that matches your long-term allegiance.
If Open feels risky near a popular combat CG (gankers do camp host stations), drop to Solo or a Private Group. Progress and rewards are identical. There is no mechanical reason to take PvP risk for a CG unless you want to.
Every CG type runs the same two-axis scoring; only the deliverable changes. Below is the on-the-ground workflow for each role. Find your activity, fly the loop, bank often.
The most consistently available type — there is almost always a combat CG running. It comes in two flavours: bounties and combat bonds are separate currencies handed in at different contacts, so confirm which the goal wants.
Sign up, fly to the CG system, locate a HIGH or LOW Resource Extraction Site (avoid Hazardous unless you want the heat — they're unpoliced).
It raises bounty values and, critically, lets you reliably accrue vouchers for the faction the CG actually wants in multi-faction systems.
Follow the system security ships (green contacts) and engage whatever they're attacking. Assisted kills pay you the full bounty, so even chipping in damage before the police finish a kill counts. Redeem vouchers at the bounty contact.
If the goal wants combat bonds, drop into a Conflict Zone in/near the CG system and, in the side-selection tab, choose the faction the CG is sponsoring.
Kill the opposing faction's ships for bonds, then redeem them at the combat-bond contact (not the bounty office). Bank to the CG station before your hold of vouchers gets dangerous, then repeat.
On bounty CGs, vouchers held in your hold are forfeit if you're destroyed before redeeming. In a busy combat CG, bank in shorter cycles than you would for normal bounty hunting. (Combat bonds are credited on kill and are safer, but the discipline of frequent banking is good practice for every role.)
Trade CGs ask for a specific commodity delivered to the host station's market — often the most profitable type on its own, before the reward even lands.
Register the goal at any Mission Board → Community Goals tab and note the exact demanded commodity and host station.
Source the demanded commodity in bulk where it's cheapest — a high-supply producer system a few jumps out is ideal.
Fly the loaded hauler to the host system. Bigger holds mean fewer trips and a better contribution rate.
Sell at the host station's Commodities market to the sponsoring faction. Each sale credits the CG and banks the profit. Bank often, then run the loop again.
A trade CG wants one specific commodity — selling anything else, however profitable, earns zero CG credit. Confirm the exact deliverable before you buy, and remember it's tonnage delivered that drives your bracket, not your margin.
Exploration CGs are less frequent than the others, but they reward data you may already be carrying back from the black.
Register the goal and confirm exactly what data it wants — cartographic scans, or specific exploration/system data.
Honk and detail-scan the requested bodies or systems; build up a cargo of unsold cartographic data.
Fly back to the CG host system with your data un-sold (selling it elsewhere won't count toward the goal).
Hand the data in at Universal Cartographics in the host station, which credits the CG. Bank, then head back out for more.
Exploration data only counts when sold at the host's Universal Cartographics — selling it elsewhere won't register — and unsold data is lost if you're destroyed on the way in. Hand in promptly rather than carrying a full trip's data home in one fragile run.
Mining CGs ask for a demanded mineral or metal sold raw to the host market — fit a refinery and as much cargo as you can.
Register the goal and note the demanded mineral/metal and the host station.
Fly a mining ship (refinery + cargo racks) to a ring carrying the target material and extract until your hold is full.
Return to the host station and sell the raw mined commodity to the sponsoring faction's Commodities market — that sale credits the CG.
Bank the proceeds, then run the mining loop again until you've hit the bracket you want.
Only the exact mineral or metal the CG names counts — confirm it before a long extraction run. Mined cargo in your hold is lost if you're destroyed, so sell to the host market in shorter cycles than a normal mining session.
Passenger CGs ask you to ferry tourists or evacuees in a cabin-fitted ship to a destination and deliver them there.
Register the goal and confirm the passenger type (tourist or evacuation) and the destination.
In a passenger ship (economy or first-class cabins as required), pick up the requested passengers from the passenger lounge at the origin.
Fly the loaded ship to the CG destination, keeping shields/heat sinks handy if it's an evacuation from a hot station.
Drop the passengers at the destination's passenger contact, which credits the CG. Bank, then collect the next batch.
Lose your ship and you lose the passengers — that's a mission failure and a reputation hit, not just a rebuy. Honour each cabin's class and any time limit, or the passengers cancel and the contribution is wasted.
Reputation in Elite Dangerous is unified: completing a CG for a minor faction raises your standing with that faction and with its parent superpower. Pick a CG whose host faction matches the superpower you're building, and the reputation lands on top of the credits. How that reputation pays off depends on which superpower you're working toward.
CG work for Federation-aligned sponsors banks Federal reputation, which fills the Federal Navy rank bar. Reputation alone doesn't promote you — each rank is still hand-finished with a named "Federal Navy" promotion mission that appears once the bar is full. Endgame: Rear Admiral unlocks the Federal Corvette; the climb also grants the Sol permit and the Federal Gunship / Dropship / Assault Ship line along the way.
Empire-aligned CGs bank Imperial reputation toward Imperial Navy rank (the ladder of noble titles), again finished with an "Imperial Navy" promotion mission per rank. Endgame: Duke unlocks the Imperial Cutter; Baron the Imperial Clipper; Squire the Achenar permit.
The Alliance runs no navy and no rank ladder, so its Lakon ships (Chieftain, Challenger, Crusader, Type-10) need no rank — any pilot can buy them outright. Alliance CGs therefore build plain faction / Alliance reputation (useful toward the Alioth permit and standing), not a rank.
Reputation is unified, so faction work raises the parent superpower too. Standing above 75% slowly decays back toward 75% over time, so periodic CGs are a tidy way to stay topped up. You can serve more than one superpower at once — the bars are tracked independently and don't cancel each other. Before flying any goal, check the sponsor's allegiance on INARA so the reputation lands where you want it.
PowerPlay CGs are not automatically aligned to your interests. Before joining one, confirm two things: (1) the sponsoring faction's superpower allegiance, and (2) which Power the campaign serves. A campaign that advances the superpower you're building is a bonus; one for an opposing Power can undercut a rank grind or your PowerPlay standing. When in doubt, stick to plain (non-PowerPlay) CGs for clean reputation without the entanglement.
Hours of work register as zero. Always sign up at the Mission Board before you start earning.
Earning combat bonds for a bounty CG (or vice-versa). Confirm the exact deliverable in the brief.
Bounties/bonds must be for the CG's sponsoring faction. A Kill Warrant Scanner keeps your vouchers on-target.
Unbanked bounty vouchers are lost on destruction. Bank in short cycles during combat CGs.
An early Top 25% can slide to Top 50% if you stop. The last day is where positions are decided.
A goal thousands of light-years out rarely pays for the travel time. Weigh reward against distance.
You can sign up anywhere, but you must earn/deliver in the host system. Vouchers from elsewhere may not count.
A PowerPlay CG may serve a Power you oppose. Check allegiance before committing.
Run this every time.
Check INARA / official page for active goals.
Read the brief — deliverable, faction, host system, distance, reward.
Sign up at the Mission Board → Community Goals tab.
Pick the matching hull; fit cargo if it's trade/mining.
Fly to the host system (signup is remote, earning is local).
Earn the right currency for the right faction (KWS on for combat).
Hand in at the host station; bank often.
Watch your bracket; push the final hours if chasing Top 10%/Top 10.
Collect rewards — grab special modules in person.
If you're building a superpower rank, favour host factions of that allegiance, and treat each CG as both credits and reputation — finished with the navy's named promotion mission for Federation/Empire (the Alliance has no rank). You can build more than one superpower at once; they don't conflict. Verify allegiance before joining any PowerPlay CG.
Figures on this page are verified against the sources below.