Economy

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Version

Outliner top.png
This article is considered accurate for the current version (2.3) of the game.
A gas giant with four units of research resources and one unit of the very rare Zro aerosol.

In Stellaris, the economy is based on the production and consumption of resources and services either from a specific planet or throughout the empire. It relies heavily on Pop.png Pops working on different Pop job.png Jobs, or mining stations built over various celestial bodies.

Resources can vary from fairly common Food.png food crops to very rare substances such as Dark Matter.png dark matter and from physical Minerals.png minerals to "produced" knowledge, such as Research.png research.

In that way, resources are very important and ought to be quickly scouted, exploited, and developed.

There are three kinds of resources: Material, Abstract and Strategic.

All material resources and strategic resources (except Trade value.png Trade Value) must be stocked. All empires have a 15000 basic storage capacity for each kind of them, and can build Resource Silos building on colonized planets and starbases to expand their stockpile capacity. Any produced resources that cannot be stored or stockpiled are simply wasted.

Material Resources[edit]

Material resources are the most straightforward and important type as they provide the means to expand both geographically, developmentally and technologically. They are gathered and stockpiled on a monthly basis, but not necessarily on the same day. While they all have a stockpile, how that stockpile and the excess is used varies fundamentally between each resource.

Basic[edit]

Energy credits[edit]

Energy Credits.png Energy credits is an energy backed currency accepted by all space-faring races, and acts as the market's currency, replacing Gold and Ducats from previous Paradox games. Energy Credits also serve as "food" for robotic pops. Energy credits themselves can thought of as power cells that are traded and used for many different things.

All empires can use Energy Credits to purchase other material and strategic resources from the Internal Market or the Galactic Market. If the empire has access to the Slave Market, it can also use Energy Credits to purchase slaves.(MegaCorp.png Megacorp DLC required)

Other than trade, they are mainly used for recurring expenses such as maintenance of buildings, ships, spaceport modules, stations and food replacement for Robots. Energy credits are also expended as lump-sum payments for other various tasks, such as recruiting leaders, clearing tile blockers, initiating terraforming (a significant investment, with the cheapest process costing 2000 Energy Credits.png energy), and building robots.

Energy credits are also used to gamble at the caravaneer station and are used for some deals with the caravaneers(MegaCorp.png Megacorp DLC required) Finally, they can also act as a bargaining chip in trade deals with other empires.

They can be acquired by building mining stations around celestial bodies with energy deposits, selling other resources or slaves at the internal or galactic market, building solar panel modules on a starbase and by constructing generator districts on colonized worlds. Non-Gestalt Consciousness empires can utilize Trade value.png Trade Value to produce extra energy credits, generating energy credits with trade is less efficient per pop than using generator districts(although this ineffciency can be offset by various modifiers that improve trade value) and it requires trade routes to the capital, but it can be produced without planetary resources and is produced by jobs that usually provide amenities. Gestalt Consciousness empires (specifically Machine Empires) can construct Bio-Reactor buildings that convert Food.png Food into Energy Credits.png Energy Credits at a 5:4 ratio.

Unlike other resources, an empire can stockpile up to 50000 energy credits by default, as opposed to 15000.

Minerals[edit]

Minerals.png Minerals is a collective term for the basic physical resources an empire needs to construct stations and planetary buildings. They're also consumed by various jobs as raw materials.

They, like Energy Credits.png energy credits, can be obtained by building mining stations around celestial bodies with mineral deposits, or building Mining districts and Mineral Purification buildings on habitable planets. It is also possible to obtain Minerals by building Nebula Refineries on Starbases, as long as the Starbase is located within a Nebula. Nebula Refineries produce +6 Minerals.png Minerals and there can only be one such building on each Starbase.

Each Mining District generates 2 Job miner.png Miner Jobs while each Mineral Purification building generates 1 Job miner.png Miner Job. Every Job miner.png Miner job produces +4 Minerals.png Minerals by default but the yield can be increased by building Mineral Purification buildings on the planet. A Mineral Purification building will increased the Resource Output of Miner jobs on the planet by +20% or +30%, depending on level. The Mineral yield can also be increased via the Civic mining guilds.png Mining Guilds Civic, which will increase the amount of Minerals.png Minerals produced by Job miner.png Miner Jobs by +1Minerals.png Minerals.

The primary purpose of Minerals is to function as the raw material for Space and Planetary Construction. Significant lump sum expenses are applied to these projects upon queuing them up, which will then take some time to complete. Here it acts as the primary limiter on expansion and planet development.

Minerals are arguably one of the most vital resources in the game as they used by certain jobs to manufacture advanced resources, like Consumer goods.png Consumer Goods and Alloys.png Alloys. Consumer goods.png Consumer Goods are needed for things such like upholding Living Standards and producing Amenities (which are both vital for ensuring internal stability and economic output) as well as for Research.png Research. Alloys.png Alloys on the other hand are needed for all Space-based construction, including but not limited to; Ships, Starbases, Mining Stations, and the like.

Minerals can also act as a bargaining chip in trade deals with other empires and can be bought from other empires if needed.

It is often important to have a sizable storage and output, in order to better deal with urgent situations and be able to survive production sites being lost or cut off. Minerals production should be pretty much maximized at all times, unless there is an energy shortage or the empire has passed the point of saturation and cannot put minerals to use faster.

Food[edit]

Food.png Food represents the various nutrients requires to sustain and grow organic pops. Empire food rationing and distribution can be managed via the empire policies, evaluating food spending against pop growth and happiness.

Each planet grows its own Food.png food which is then added to an empire-wide stockpile that feeds the whole empire, with every planet exporting and importing food according to production and consumption. Surplus food does not increase population growth directly, but 1000 Food.png food can be spent on a planetary decision to boost local population growth by 25%. An empire-wide food shortage leads to starvation, which decreases happiness by 25% and pop growth by 75%, although existing pops will not die. Food is only used by organic pops; machine pops use Energy Credits as a replacement.

Food can be produced by constructing orbital hydroponic farms on starbases or by creating Job farmer.pngfarming jobs via building Agricultural districts, Hydroponic Farms and Food processors on the surface of a planet. Each Hydroponics Bay building on a starbase produces 3 Food.png food while each Job farmer.pngfarmer job in an agricultural district, hydroponic farm or food processing building produces 6 Food.png food. The yield can be increased by building food processors; these buildings provide farmer jobs and will also increase the food output of all farmer jobs on the planet by either 20% or 30%, depending on level. Food output is also affected by productivity modifiers such like stability, technology (both regular and repeatable).

Every Agricultural district generates 2 Job farmer.png farmer jobs (3 for Auth hive mind.png Hive Mind) while every Food processor building generates 1–2 Job farmer.png farmer jobs, depending on level. Each starbase can only support one Hydroponics Bay building. Every planet can support a certain amount of agricultural districts, with the amount varying depending on the size of the planet and any planetary features. If one wants to increase a planet's food production beyond that, the empire can do so by building Hydroponics farms, with each one taking up a building slot and provide 2Job farmer.pngfarmer jobs, making the amount limited by building slots. As for Food Processor buildings; every planet can only support one such building.

An empire can also obtain food by extracting it from pops, which is done by either enslaving the species and setting the slavery policy to "Livestock" or by purging the species and setting the purge policy to "Forced Labor" or "Processing". Livestock yields 4 Food.png food per pop every month, although the pops in question will still consume 1 Food.png food per month, while Forced Labor and Processing purges yield 3 and 6 Food.png food per pop every month without any upkeep until the pops are killed. In the case of Livestock and Processing, the yield can be increased by Gene-modding the targeted species to have the Delicious.png Delicious trait as it increases the Food.png food obtained from each pop by +2.

Food.png Food is usually of little use for Auth machine intelligence.png Machine Intelligence Empires, as they use Energy Credits.png Energy instead, although they can still derive some use from it by constructing Bio-Reactor buildings on colonized planets. Each Bio-Reactor building consumes 25 Food.png to produce 20 Energy Credits.png energy and their number per planet is only limited by building slots. Food is one of the cheapest market resources, rated at 1 Energy Credits.png Energy per unit without fees.

Advanced[edit]

Advanced resources are resources that are produced by refining them from cruder raw resources, usually Minerals.png minerals.

Alloys.png Alloys represent refined metals and objects made from them that are used for the construction and upkeep of starships, starbases and other deep space constructs. They are produced from Minerals.png minerals

Consumer goods.png Consumer Goods represent the various goods, products, items, trinkets and other equipment needed to allow pops to live a healthy and good life as well as to facilitate intellectual work. They are produced from Minerals.png minerals.

Trade value.png Trade Value represents trade and movement of trade goods through a given area as well as tolls and tariffs collected by the empire for such commerce. The more active commerce an area has, the higher trade value it has and this can be increased with the appropriate buildings and jobs. Trade value itself is not produced from any other resource but it can be converted into Energy Credits.png energy, Consumer goods.png consumer goods or Unity.png unity, depending on trade policy.

Resource Uses Source Description
Alloys.png Alloys
  • Mod country spaceport cost mult.png Starbase construction
  • Mod spaceport ship build cost mult.png Ship construction
  • Mod ship upkeep mult.png Ship upkeep
  • Building Building construction
  • Building Habitat capital buildings upkeep
  • Cost Megastructure construction
  • MegaCorp.png Caravan trades
  • Job foundry.png Metallurgist jobs produce +3 each
  • Job foundry.png Foundry Drone jobs produce +3 each
  • Job foundry.png Fabricator jobs produce +4 each
  • Job foundry.png Odd Factory Worker jobs produce +4 each
  • Fleet task build mining station action.png Celestial Body deposits
Alloys are advanced resources with a military application, which we need to construct Ships and Starbases.
Consumer goods.png Consumer goods
  • Gestalt consciousness.png Gestalt Consciousnesses empires do not use consumer goods except for Civic machine servitor.png Rogue Servitors
  • Mod pop consumer goods mult.png Pop and Job upkeep
  • Menu icon ship designer.png Building colony ships
  • Decision luxuries.png Distribute Luxury Goods decision
  • MegaCorp.png Racket Industrial Enterprise Caravan trades
  • Job artisan.png Artisan jobs produce +6 each
  • Job artisan.png Artisan Drone jobs produce +8 each
  • Menu icon policies.png Consumer Benefits policy adds +0.25 per Trade value.png Trade Value
Consumer Goods is an advanced resource that represents various gadgets, luxuries and goods necessary to give your Pop.png Pops a good life and perform intellectual Pop job.png Jobs such as Research.png Research.
Trade value.png Trade value
  • Gestalt consciousness.png Gestalt Consciousness empires do not use Trade Value
  • Menu icon policies.png Collected Trade Value is converted into other resources based on the Trade Policy
  • Pop job.png Various jobs
  • Fleet task build mining station action.png Celestial Body deposits
  • Auth corporate.png Branch Office buildings
Trade Value represents civilian day-to-day economic activity. Starbases collect Trade Value and convert it into resources such as Energy Credits.png Energy Credits if connected to your capital planet through a Trade Route. Trade Value that is directly collected by your capital Starbase does not need a trade route to generate resources.

Abstract resources[edit]

Abstract Resources represent non-physical assets that an empire has access to. They are mostly concepts that represent complex sociopolitical activity within the empire's leadership and population.

Influence.png Influence represents the political power and authority of the central government and is used to exert authority over the empire and others.

Unity.png Unity is a catch-all phrase acting as an umbrella term for representing the cultural and societal progress and evolution of the empire. It is used for adopting and advancing traditions as well as for adopting and maintaining ambitions.

Research.png Research represents application of knowledge and information to facilitate scientific research, development and experimentation that is carried out with the intent of discovering and developing more advanced technology. It is usually produced from Minerals.png Minerals but can also be obtained from Special projects and events.

Resource Uses Sources Notes
Influence.png Influence
  • Menu icon claims.png Making Claims
  • Menu icon policies and edicts.png Activating Decisions
  • Menu icon policies and edicts.png Activating Edicts
  • Mod country starbase influence cost mult.png Constructing Starbases
  • Diplomacy alliance.png Maintaining Diplomatic Pacts
  • Diplomacy being integrated.png Integrating Subjects
  • Election vote share.png Influencing Elections
  • Reforming the Government
  • Menu icon factions.png Factions
  • Leader trait magnifying glass.png Event rewards
  • Diplomacy opinion.png Humiliate Wargoal
  • An empire produces a base gain of 3 Influence per month
  • A number of modifiers reducing the influence cost of various actions
  • An empire can store only 1000 Influence and the storage amount cannot be increased
Monthly Influence can be increased by the following
  • Diplomacy isprotectorate.png Protectorates add +0.25 each
  • Diplomacy rivalry.png Rivals add +0.5 each
  • Authoritarian.png Authoritarian ethic adds +0.5
  • Fanatic Authoritarian.png Fanatic Authoritarian ethic adds +1
  • Gestalt consciousness.png Gestalt Consciousness ethic adds +1
  • Tech living state.png Autonomous Agents technology adds +1
  • Menu icon traditions.png Finishing the Domination tradition tree adds +1
  • Trait ruler deep connections.png Deep Connections Ruler trait adds +1
  • Trait psionic species.png Psionic Ruler trait adds +0.5
  • Leader trait psionic chosen one.png Chosen One Ruler trait adds +1
  • Menu icon policies and edicts.png Will to Power ambition adds +5
  • Mod shroud unavailable.png Covenant: End of the Cycle adds +5
  • Menu icon factions.png Faction suppression adds −1
  • Menu icon factions.png Faction promotion adds −2
  • R galatron.png The Galatron relic adds +3
  • Integrating a subject uses -5
Unity.png Unity
  • Menu icon traditions.png Adopting Traditions
  • Menu icon policies and edicts.png Activating Ambition Edicts
  • Auth democratic.png Fulfilling Ruler Mandates
  • Leader trait magnifying glass.png Event rewards
  • Pop cat ruler.png Ruler and Specialist Specialist jobs
  • Tech planetary unification.png Planetary Unification technology adds +2
  • Menu icon policies.png Marketplace of Ideas policy adds +0.25 per Trade value.png Trade Value
  • Sb deep space black site.png Deep Space Black Site starbase buildings add +1 each
  • Sb artist college.png Art College starbase buildings add +10 each
  • Civic fanatic purifiers.png Fanatic Purifiers civic adds +2 for every purged pop
  • MegaCorp.png Mega Art Installation megastructure adds +100 per level
  • An empire produces a base gain of 1 Unity per month
  • Unity can be stockpiled up to 2 million
Monthly Unity can be increased by the following
  • Spiritualist.png Spiritualist ethic adds +10%
  • Fanatic Spiritualist.png Fanatic Spiritualist ethic adds +20%
  • Civic beacon of liberty.png Beacon of Liberty civic adds +15%
  • Civic inwards perfection.png Inwards Perfection civic adds +20%
  • Civic brand loyalty.png Brand Loyalty civic adds +15%
  • Civic one mind.png One Mind civic adds +15%
  • Civic machine unitary cohesion.png Unitary Cohesion civic adds +15%
  • Agenda Selective Nostalgia agenda adds +10%
  • Tech psionic theory.png Psionic Theory technology adds +5%
  • Ap one vision.png One Vision ascension perk adds +10%
  • Menu icon policies and edicts.png Declare Saint edict adds +15%
  • Menu icon policies and edicts.png Fear Campaign adds +10%
  • Trait ruler reformer.png Reformer Ruler trait adds +10%
  • Ruler.png Rulers add +3% per level
  • Engineering Research Engineering research
  • Physics Research Physics research
  • Society Research Society research
  • Researching technologies
  • Finishing Special Projects
  • Leader trait magnifying glass.png Event rewards
  • Pop cat ruler.png Ruler and Specialist Specialist jobs
  • Fleet task build research station action.png Celestial Body deposits
  • Research can be stored by not working on any research or special project
  • The moment a research or special project takes place stored research is used to double the progress speed until the storage is emptied

Strategic resources[edit]

Strategic.png Strategic resources are special rare resources required to both build and maintain advanced buildings and ship components. They are much harder to obtain than the common basic resources and are therefore also much more highly valued. Strategic resources can be obtained by either extracting them from natural deposits or manufacturing them synthetically. Natural strategic resource deposits are always visible but requires specific technology to exploit. Synthetic versions are produced from Minerals.png minerals, albeit at a steep price. All strategic resources can also be manufactured from Dimensional Fabricator buildings.

Resource Uses Required tech Source Description
Exotic gases.png Exotic Gases
  • Damage Advanced Plasma weapon components
  • Shield Advanced Shield components
  • Menu icon policies and edicts.png Exotic Gases as Fuel edict
  • Menu icon policies and edicts.png Exotic Gases for Shield Boost edict
  • Menu icon policies and edicts.png Terraforming Gasses edict
Building Building Cost and Maintenance
  • Cyto-Revitalization Center
  • Hall of Judgement
  • Energy Nexus
  • Advanced research buildings
  • Hyper-Entertainment Forums
  • Auth corporate.png Executive Retreat
  • Civic machine servitor.png Organic Paradise
Tech exotic gases.png Exotic Gas Extraction
  • Planet gas giant.png Gas Giant deposits
  • Planet toxic.png Toxic World deposits
  • Planet tropical.pngPlanet continental.pngPlanet ocean.png Wet planet features
  • Leviathans.png XuraCorp Trader Enclave deal
  • MegaCorp.png Caravan offers
  • Building Exotic Gas Refineries (refined from Minerals.png Minerals)
Rare and exotic gases with a variety of uses, particularly in the operation of advanced energy-based weaponry and force fields. Some of the gases can also be used as starship fuel or even as recreational drugs.
Rare crystals.png Rare Crystals
  • Damage Advanced Laser weapon components
  • Health Advanced Hull components
  • Menu icon policies and edicts.png Crystalline Sensors edict
  • Menu icon policies and edicts.png Focusing Crystals edict
Building Building Cost and Maintenance
  • Advanced consumer goods buildings
  • Commerce Megaplexes
  • Advanced housing buildings
  • Advanced unity buildings
  • Auth corporate.png Xeno-Outreach Agency
Tech mine rare crystals.png Rare Crystal Mining
  • Planet asteroid.png Ice Asteroid deposits
  • Planet frozen.png Frozen World deposits
  • Planet alpine.pngPlanet tundra.pngPlanet arctic.png Cold planet features
  • Leviathans.png Muutagan Merchant Guild Trader Enclave deal
  • MegaCorp.png Caravan offers
  • Building Synthetic Crystal Plants (refined from Minerals.png Minerals)
These crystals have properties that make them extremely effective at focusing laser beams, and they are also a critical component in most advanced electronics. In addition, many cultures treasure them as decorations and adornments.
Volatile motes.png Volatile Motes
  • Damage Advanced Kinetic weapon components
  • Damage Advanced Missile weapon components
  • Menu icon policies and edicts.png Volatile Ammunition edict
  • Menu icon policies and edicts.png Volatile Explosives edict
  • Menu icon policies and edicts.png Volatile Reactive Armor edict
  • Menu icon policies and edicts.png Volatile Land Clearance edict
Building Building Cost and Maintenance
  • Food Processing Centers
  • Mineral Purification Hubs
  • Advanced alloys buildings
  • Fortress
Tech volatile motes.png Mote Stabilization
  • Planet asteroid.png Asteroid deposits
  • Planet molten.png Molten World deposits
  • Planet desert.pngPlanet arid.pngPlanet savannah.png Dry planet features
  • Leviathans.png Riggan Commerce Exchange Trader Enclave deal
  • Building Chemical Plants (refined from Minerals.png Minerals)
These preternatural particles contain a tremendous amount of energy which could be exploited in energy production, as fuel or even as explosives.'
Zro.png Zro
  • Ship part psi shield.png Psionic Shields component
Tech mine zro.png Zro Distillation
  • Planet gas giant.png Gas Giant anomalies
  • Planet toxic.png Toxic World deposits
An extremely rare aerosol of exotic particles. It has been deposited on a number of worlds through meteor impacts, but its true origin is a mystery. If ingested by psionically-gifted individuals, zro acts as a very potent (and addictive) drug that enhances PSI abilities.
Dark Matter.png Dark Matter
  • Ship part dark matter shield.png Dark Matter Deflectors component
  • Ship part dark matter power core.png Dark Matter Reactor component
  • Ship part thruster 5.png Dark Matter Thrusters component
Tech mine dark matter.png Dark Matter Drawing
  • Black Hole.png Black Hole deposits
This exotic substance has many properties that seemingly defy several natural laws. Harvestable concentrations can only be found near Black Holes or in certain nebulas.
Living Metal.png Living Metal
  • Menu icon policies and edicts.png Living Metal Mega-Construction edict
Tech mine living metal.png Living Metal
  • Anomaly deposits
  • Destroyed Contingency Sterilization Hubs
  • Sold rarely by the Racket Industrial Enterprise caravan
This inorganic metal shows characteristics usually seen only in biological life forms. It will always attempt to regenerate back into the shape it was stabilized into.
Nanites.png Nanites
  • Menu icon policies and edicts.png Nanite Actuators edict
  • Ship part auto repair.png Nanite Repair System component
  • Building Nanite Transmuter building upkeep
  • Distant Stars.png L-Cluster celestial bodies
Simple but powerful nanoacutators, allowing for complex manipulations and experiments of macroscopic scales.

Shortages[edit]

If an empire's stored stockpile for a certain resource drops to 0 with negative income, a resource shortage will occur. Resource shortages should be avoided at all costs as they impart massive penalties:

Energy Credits.png Energy shortage Minerals.png Minerals shortage Mod pop food req.png Food shortage Alloys.png Alloys shortage Consumer goods.png Consumer Goods shortage Influence.png Influence shortage Exotic gases.png Exotic Gases shortage Rare crystals.png Rare Crystals shortage Volatile motes.png Volatile Motes shortage
  • Minerals.png -50% Minerals Output
  • Mod army damage mult.png -75% Army Damage
  • Mod ship shield hp mult.png -75% Shield Hit Points
  • Mod ship weapon damage.png -75% Weapons Damage
  • Alloys.png -50% Alloys Output
  • Consumer goods.png -50% Consumer Goods Output
  • Mod pop robot build speed mult.png -75% Robot Build Speed
  • Mod pop happiness.png -25% Organic Pop Happiness
  • Mod pop growth req.png -75% Pop Growth Speed
  • Mod ship armor mult.png -75% Ship Armor
  • Mod ship fire rate mult.png -75% Fire Rate
  • Mod pop happiness.png -25% Pop Happiness
  • Research.png -50% Research Output
  • Unity.png -50% Unity Output
  • Mod pop happiness.png -20% Pop Happiness
  • Mod pop resource output.png -25% Resource Output
  • Mod pop resource output.png -25% Resource Output
  • Mod pop resource output.png -25% Resource Output

References[edit]


Game concepts