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This article is considered accurate for the current version (2.2) of the game.

This article is for the PC version of Stellaris only.
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 on 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 Engineering Research engineering 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 stock capacity for each kind of them, and can build Resource Silos building on planet and starbase to expand it. Any produced resources cannot be stocked will be wasted.

In terms of relative value, for organic Empires without any modifiers, 1 Energy Credits.png Energy = 2/3 Food.png Food = 1 Minerals.png Minerals = 0.5 Consumer goods.png Consumer Goods = 0.25 Alloys.png Alloys = 0.4 Physics Research Physics + 0.4 Society Research Society + 0.4 Engineering Research Engineering, while Exotic gases.png Exotic Gases = Rare crystals.png Rare Crystals = Volatile motes.png Volatile Motes = 8.5 Energy Credits.png Energy when refined from Minerals.png Minerals.

Material Resources[edit]

Material resources are the most 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.


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 and "food" for robotic pops.

All empires can use Energy Credits to purchase other material and strategic resources from Internal Market or Galactical Market. If Slave Market is available, it can also be used 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.

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, sell other resources or slaves in internal or galactic market, building solar panel modules in 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.

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


Minerals.png Minerals is a collective term for the basic resources an empire needs to construct stations and planetary buildings. They're also consumed by various jobs as 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 produces 2 Job miner.png Miner Jobs while each Mineral Purification building produces 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 +15% or +25%, 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 to manufacture many advanced resources, such 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.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 15% or 25%, depending on level. Food output is also affected by productivity modifiers such like stability, technology (both regular and repeatable).

Every Agricultural district generates 2Job farmer.pngfarmer jobs (3 for Auth hive mind.png Hive Mind) while every Food processor building generates 1-2Job farmer.pngfarmer 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 is one of the cheapest market resources, rated at 1 Energy Credits.png Energy per unit without fees.


Consumer goods[edit]

Consumer goods.png Consumer goods is an advanced resources that represents the various gadgets, luxuries and goods necessary to give your pops a good life and to perform intellectual jobs such as research. Only non-Gestalt consciousness.png Gestalt consciousness (except Civic machine servitor.png Rogue Servitor) empires have access to Consumer Goods.

The base amount of goods a pop requires per month depends on the living standards set for that particular species, and their current strata. Robot's consumer goods consumption depends on AI Rights Policy, Species right and Technology Level.

Some modifiers changes the need of consumer goods, such as ethics, traits, planet modifiers and whether the empire is engaged in a defensive war. Regardless of what sum present modifiers give, the lowest possible consumer goods cost that an empire can have is capped at Mod pop consumer goods mult.png –90% Consumer Goods Cost.

Consumer goods are also used as the upkeep of several advanced jobs such as Job researcher.png Researcher and Job culture worker.png Culture Worker. Gestalt consciousness.png Gestalt Consciousness empires do not use Consumer goods, and their equivalent job uses basic resources (mostly Minerals.png Minerals) instead.

Consumer Goods can be manufactured at Civilian Industries buildings and Industrial Arcology districts. They can also be earned from Trade value.png Trade Value.


Alloys.png Alloys are advanced resources with a military application, which an empire need to construct Ships and Starbases.

Alloys is used for constructing Starbases, Spacefaring Ships and various Megastrustures, and constantly drained as maintenance cost of ships. Since they're essential for an empire to survive and expand, keep a large stockage and steady production is strongly advised.

Alloys can be manufactured from Alloy Foundry buildings. It can also be found on celestial bodies but it's quite rare.

Ecumenopolis is the best place to manufacture Alloys since its Foundry Arcology districts provides lots of metallurgist/Fabricator/Foundry Drone Jobs.

Trade Value[edit]

Main article: Trade

Trade value.png Trade Value represents Civilian day-to-day economic activity. Only non-Gestalt consciousness.png Gestalt consciousness empires have access to Trade Value.

Starbase collect Trade value.pngTrade Value and convert it into other resources such as Energy Credits.png Energy credits if connected to your capital planet through a Trade Route. Trade value.pngTrade value that is collected by your capital Starbase does not need a Trade Route to generate Resources. Trade value and Amenities are not technically Resources, and thus are not increased by traits or living standards which give bonuses to Resources from jobs.

Abstract Resources[edit]


Influence.png Influence represents the political and diplomatic clout of the empire's leaders (or the processing power of Gestalt consciousness.png Gestalt Consciousness's nexus or core AI), and acts as a limiter of an empire's internal and external affairs. It is used for constructing starbases to claim ownership of new systems, claim other empire's systems, enacting many edicts, incorporate vassals, changing and reforming government types and maintaining diplomatic pacts. Depending on a players' governing ethics and government type, it is also possible to use it to influence elections.

It's much harder to earn extra influence than other basic resources. More influence can be obtained by keeping factions happy, finishing events or anomalies or winning wars using the "Humiliate" and "Stop Atrocity" war goals. Some modifiers also allows empire to use influence more efficiently by reducing the influence cost of some actions.

A normal empire produces a base of 3 Influence.png influence a month, can store only 1000 and the storage amount cannot be increased. The amount 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


Unity.png Unity is a resource used to acquire traditions and activate Ambition edicts. Every empire has a base gain of Unity.png +1 Unity. Additional unity is generated by buildings, in particular the Planetary Capital building. Research and traditions can add a number of unity generation buildings. Civics, ethics and certain Traits can also affect unity gain rather drastically. Democratic governments can get extra unity by fulfilling their ruler's mandate.

Unity can be stockpiled, although it will stop accumulating at 2 million.


Research is used to acquire new technologies in the Physics Research Physics, Society Research Society, and Engineering Research Engineering departments. It is also spent on some special projects.

It can be acquired by building research stations and by constructing and upgrading science labs on the surface of planets and moons. It, like Influence.png influence, is produced on an empire basis.

Stored research works totally differently from other stored resources. Storage can only be acquired from any time spent not working on either an active research topic or by finishing special projects, including salvage operations. The moment active research does take place, stored research is used to speed up the progress. For every point of research income, an additional point from the storage is used to effectively double the speed. As such research tends towards 0 storage eventually, while still allowing lump sums to be gained and stored.

Research points gained from anomaly investigation and from salvaging debris are added to the stored research pool; research points are not added to the stored research pool when conducting special projects such as debris salvage or genetic modification.

Research.png Population Governance Planet Technology
  • "Pleased" modifier
  • "Precursor Data Cache" modifier
  • Erudite.png Erudite
  • Trait robotic 3.png Synthetic
  • PM assist research.png Research Assistance (improved)
  • PM Strong Magnetic Field.png Magnetic Miracle
  • Menu icon policies and edicts.png Spirit of Science
  • "Curator Insight" modifier
  • Intelligent.png Intelligent
  • Logic engines.png Logic engines
  • Trait psionic species.png Psionic
  • Consumer goods.png Living standards – Academic privilege
  • Leader trait intellectual.png Analytical
  • Leader trait intellectual.png Intellectual
  • PM assist research.png Research Assistance
  • PM Irradiated.png Uncertain History
  • Module Observatory
  • Trait psionic species.png Latent psionic
  • Purge.png Labor Camps
  • Ghost Signal Ghost Signal
  • "AIs Patched" modifier
  • Menu icon policies.png AI – Servitude
  • "Stellar Culture Shock (early space age)" modifier
  • "War Protester" modifier
  • "Withdrawal Symptoms" modifier
  • Trait primitive.png Serviles
  • "Enraged" modifier
  • Ghost Signal Ghost Signal (2)
  • Ghost Signal Ghost Signal (machine 4)
  • Trait robotic 2.png Droid
  • Menu icon policies.png AI – Outlawed
  • Ghost Signal Ghost Signal (3)
  • Ghost Signal Ghost Signal (machine 5)
  • "Stellar Culture Shock (atomic age)" modifier
  • Slavery.png Battle Thralls
  • Ghost Signal Ghost Signal (4)
  • Consumer goods.png Living standards – Chemical Bliss
  • "Stellar Culture Shock (machine age)" modifier
  • Ghost Signal Ghost Signal (5)
  • Nerve Stapled.png Nerve Stapled
  • Slavery.png Chattel Slavery
  • Slavery.png Domestic Servitude
  • Trait robotic 1.png Robot
  • "Stellar Culture Shock (industrial age)" modifier
  • "Stellar Culture Shock" modifier

Strategic Resources[edit]

Strategic.png Strategic resources are rare resources required to both build and maintain advanced buildings and ship components. They are valued far more than the common basic resources. Natural strategic resource deposits are always visible but requires specific technology to exploit.

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
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. (exotic_gases)
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
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
These preternatural particles contain a tremendous amount of energy which could be exploited in energy production, as fuel or even as explosives. (volatile_motes)
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. (sr_zro)
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. (sr_living_metal)
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.


A resource shortage occurs when an empire's storage for a certain resource is 0. Resource shortages should be avoided at all costs as the negative effects they bring are massive:

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


Game concepts
Governance CrimeEmpireEthicsGovernmentPoliciesEdictsLeaderFactionsPopulationSpecies rightsTraditions
Exploration ExplorationMapSpeciesAnomalyEventsFTLFallen empirePre-FTL speciesSpaceborne aliens
Colonization ColonizationCelestial bodyPlanetary managementEconomyTechnologyConstructionStarbaseShip
Diplomacy DiplomacyTradeSubject empireFederationsAI personalities
Warfare WarfareSpace warfareLand warfareShip designer
Others TraitsTerraformingPop modificationSlaveryCrisisPreset empiresAI playersEaster eggs