Economy

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This article has been verified for the current PC version (3.0) 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 also physical Minerals.png minerals to "produce" 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 resource except Energy.png energy, which has a 50000 basic storage capacity. An empire can build Resource Silos buildings on colonized planets and starbases to expand their stockpile capacity. Any produced resources that cannot be stockpiled are simply wasted.

Material resources

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

Basic resources are directly gathered from celestial bodies or resource districts.

Resource Main uses Description
Energy.png Energy credits
  • Mod leader influence cost.png Leader Cost and Upkeep
  • Mod planet clear blocker cost mult.png Clear Blockers Cost
  • Mod country terraforming cost.png Terraforming Cost
  • Menu icon policies and edicts.png Campaign Edicts Cost
  • Mod planet building cost mult.png Various Upkeep
  • Trait mechanical.pngAuth machine intelligence.png Robotic Pop Upkeep
  • Navbar icons market.png Market purchases
Energy Credits (Energy.png) is an energy backed currency accepted by all space-faring races. You can gain more energy by:
  1. Building Generator Districts on the surface of colonized planets.
  2. Using Construction Ships to build Mining Stations around energy rich planets or stars.
  3. Selling resources on the Market.
Minerals.png Minerals
  • Mod planet building cost mult.png Buildings and Districts Cost
  • Mod planet building cost mult.png Stations Cost
  • Job foundry.pngJob artisan.png Manufacturing Jobs Upkeep
  • Trait lithoid.png Lithoid Pop Upkeep
Minerals (Minerals.png) is a collective term for the basic resources we need to construct ships, stations and planetary buildings. We can gain more by:
  1. Building Mining Districts on the surface of colonized planets.
  2. Using Construction Ships to build Mining Stations around mineral rich planets or asteroids.
  3. Buying more on the Market.
Food.png Food
  • Mod pop food req.png Biological Pop Upkeep
  • Mod spaceport ship build cost mult.png Colony Ship Cost for Biological Empires
Food (Food.png) represents the various nutrients required to sustain and grow Pop.png Pops. You can gain more by:
  1. Building Agriculture Districts on the surface of colonized planets.
  2. Buying more on the Market.

Advanced

Advanced resources are resources that are produced by refining them from Minerals.png minerals.

Resource Main uses Description
Alloys.png Alloys
  • Mod spaceport ship build cost mult.png Starbase and Ship Cost
  • Mod ship upkeep mult.png Ship Upkeep
  • Mod megastructure build speed.png Megastructure Cost
Alloys (Alloys.png) are advanced resources with a military application, which we need to construct Ships and Starbases. We can gain more by:
  1. Building Building Alloy Foundries buildings on the surface of colonized planets.
  2. Building Menu icon claims.png Industrial Districts on the surface of colonized planets.
  3. Buying more on the Market.
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 Pops Upkeep
  • Job researcher.pngJob culture worker.pngJob bureaucrat.png Various Specialist Jobs Upkeep
  • Mod spaceport ship build cost mult.png Colony Ship Cost (Unless Gestalt consciousness.png Gestalt Consciousness)
  • Decision luxuries.png Distribute Luxury Goods decision
Consumer Goods (Consumer goods.png) is an advanced resource that represents the various gadgets, luxuries and goods necessary to give your Pop.png Pops a good life and to perform intellectual Pop job.png Jobs such as Job researcher.png Research. You can gain more by:
  1. Building Building Civilian Industries buildings on the surface of colonized planets.
  2. Building Menu icon claims.png Industrial Districts on the surface of colonized planets.
  3. Buying more on the Market.

Abstract resources

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.

Resource Main uses Description & notes
Influence.png Influence
  • Menu icon claims.png Claims Cost
  • Mod country starbase influence cost mult.png Starbases Cost
  • Menu icon policies and edicts.png Decisions and Edicts Cost
  • Diplomacy alliance.png Diplomatic Pacts Upkeep
  • Diplomacy being integrated.png Integrating Subjects
  • Election vote share.png Influencing Elections
  • Unknown.png Reforming the Government
  • Menu icon factions.png Faction Interactions
Influence (Influence.png) represents political clout, and is used for many things, like enacting Edicts, making Claims, building Outposts and dealing with Factions. The gain rate remains fairly constant throughout the game, but can be increased by:
  1. Winning the support of Factions in our empire.
  2. Declaring other empires you Rivals.
  3. Having Protectorates.
  4. Declare Edict "Ambition: Will to Power" (cost Unity)

  • An empire can store only 1000 Influence and the storage amount cannot be increased.
Unity.png Unity
Unity (Unity.png) is used to unlock new Traditions. We can increase our output by building an Building Autochton Monument or other buildings that provide jobs which produce Unity.
  • Physics Research Physics research
  • Society research Society research
  • Engineering research Engineering research
Physics / Society / Engineering Research (Physics ResearchSociety researchEngineering research) is used to research new technologies. We can increase out putput by:
  1. Building Building Research Labs buildings on our colonies.
  2. Using Construction Ships to build Research Stations around mineral certain planets or stars.

  • Research speed is based on monthly Research Points production, and only then multiplied by Research Speed modifiers.
  • 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.

Trade value

Trade value is a planetary resource as opposed to an empire one and is converted into Energy.png energy credits, Consumer goods.png consumer goods and / or Unity.png unity based on the empire's trade policy. Gestalt consciousness.png Gestalt Consciousness empires do not use it.

Resource Major source Description
Trade value.png Trade value
  • Pop.png Pops (varies based on Living Standards, Civics and/or Traits)
  • Pop job.png Various jobs
  • Building Galactic Stock Exchange building increases planetary overall trade value
  • Planet asteroid.png Celestial Body deposits (no stations required)
  • 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.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.

Strategic resources

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 Major uses Required tech Major source Description
Exotic gases.png Exotic Gases
  • Damage Advanced Plasma weapon components
  • Shield Advanced Shield components
  • Menu icon policies and edicts.png Strategic Resource edicts
Building Advanced Buildings Cost and Upkeep
  • - 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
  • Building Exotic Gas Refineries
  • Building Gas Extraction Wells (rare planetary features required)
  • Sb nebula refinery.png Nebula Refinery (if Exotic Gas Extraction has been researched)
  • Planet gas giant.png Gas Giant deposits
  • Planet toxic.png Toxic World deposits
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 Strategic Resource edicts
Building Advanced Buildings Cost and Upkeep
  • - Advanced consumer goods buildings
  • - Commerce Megaplexes
  • - Advanced housing buildings
  • - Advanced unity buildings
  • - Advanced administrative (bureaucracy) buildings
  • - Auth corporate.png Xeno-Outreach Agency
Tech mine rare crystals.png Rare Crystal Mining
  • Building Synthetic Crystal Plants
  • Building Crystal Mines (rare planetary features required)
  • Planet asteroid.png Ice Asteroid deposits
  • Planet frozen.png Frozen World deposits
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 and Missile weapon components
  • Menu icon policies and edicts.png Strategic Resource edicts
Building Advanced Buildings Cost and Upkeep
  • - Food Processing Centers
  • - Mineral Purification Hubs
  • - Advanced alloys buildings
  • - Fortress
Tech volatile motes.png Mote Stabilization
  • Building Chemical Plants
  • Building Mote Harvesting Traps (rare planetary features required)
  • Planet asteroid.png Asteroid deposits
  • Planet molten.png Molten World deposits
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 toxic.png Toxic World deposits
  • Planet gas giant.png Gas Giant anomalies
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
  • Nemesis.png Star-Eater construction
  • Nemesis.png Aetherophasic Engine upgrade
Tech mine dark matter.png Dark Matter Drawing
  • Black Hole.png Black Hole deposits
  • Observatory.png Black Hole Observatory (if Dark Matter Drawing has been researched)
  • Nemesis.png Star-Eaters
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
  • Sentinels archaeology site
  • MegaCorp.png 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
  • Ship part auto repair.png Nanite Repair System component
  • Building Nanite Transmuter building upkeep
  • Menu icon policies and edicts.png Nanite Actuators edict
  • Distant Stars.png L-Cluster celestial bodies
Simple but powerful nanoactuators, allowing for complex manipulations and experiments of macroscopic scales.

Shortages

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.

The Market can be utilized to overcome a short term deficit but this isn't a long-term solution, because the resources you buy from the market will become more and more expensive and what you sell will become cheaper and cheaper overtime.

Energy.png Energy Minerals.png Minerals Mod pop food req.png Food Alloys.png Alloys Consumer goods.png Consumer Goods Influence.png Influence Exotic gases.png Exotic Gases Rare crystals.png Rare Crystals Volatile motes.png Volatile Motes
  • Minerals.png -50% Minerals from jobs
  • Mod army damage mult.png -75% Army Damage
  • Mod ship shield hp mult.png -75% Shield hit points
  • Mod ship weapon damage.png -75% Ship weapons damage
  • Alloys.png -50% Alloys from jobs
  • Consumer goods.png -50% Consumer goods from jobs
  • Mod pop robot build speed mult.png -75% Robot build speed
  • Mod pop happiness.png -25% Lithoid pop happiness
  • Mod pop growth req.png -75% Lithoid pop growth
  • Mod pop happiness.png -25% Biological pop happiness
  • Mod pop growth req.png -75% Biological pop growth
  • Mod pop robot build speed mult.png -75% Organic Assembly 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 from jobs
  • Unity.png -50% Unity from jobs
  • Mod pop happiness.png -20% Pop happiness
  • Mod pop resource output.png -25% Job output
  • Mod pop resource output.png -25% Job output
  • Mod pop resource output.png -25% Job output

References


Game concepts
Governance EmpireEthicsGovernmentCivicsPoliciesEdictsLeaderFactionsPopulationSpecies rightsEconomyTechnologyTraditionsCrime
Exploration ExplorationMapSpeciesAnomalyEventsFTLFallen empirePre-FTL speciesPrecursorsSpaceborne aliens
Colonization ColonizationCelestial bodyPlanetary featuresPlanetary managementDistrictsBuildingsShipStarbaseMegastructures
Diplomacy DiplomacyTradeSubject empireFederationsGalactic communityAI personalities
Warfare WarfareSpace warfareLand warfareShip designer
Others TraitsTerraformingPop modificationSlaveryCrisisPreset empiresAI playersEaster eggs