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This article is considered accurate for the current version (2.5) 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 ResourcesEdit

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.


Energy creditsEdit

  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 be 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 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), and building robots.

Energy credits are also used to gamble at the caravaneer station and are used for some deals with the caravaneers(  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 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 into   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 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, 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 and there can only be one such building on each Starbase.

Each Mining District generates 2   Miner Jobs while each Mineral Purification building generates 1   Miner Job. Every   Miner job produces +4   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   Mining Guilds Civic, which will increase the amount of   Minerals produced by   Miner Jobs by +1  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 and   Alloys.   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.   Alloys on the other hand are needed for all Space-based construction, including but not limited to; Ships, Starbases 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 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 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 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  farming 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 while each  farmer job in an agricultural district, hydroponic farm or food processing building produces 6   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   farmer jobs (3 for   Hive Mind) while every Food processor building generates 1–2   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 2 farmer 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 per pop every month, although the pops in question will still consume 1   food per month, while Forced Labor and Processing purges yield 3 and 6   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 trait as it increases the   food obtained from each pop by +2.

  Food is usually of little use for   Machine Intelligence Empires, as they use   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   to produce 20   energy and their number per planet is only limited by building slots. Food is one of the cheapest market resources, rated at 1   Energy per unit without fees.


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

  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

  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.

  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,   consumer goods or   unity, depending on trade policy.

Resource Uses Source Description
  •   Starbase construction
  •   Ship construction
  •   Ship upkeep
  •   Building construction
  •   Habitat capital buildings upkeep
  •   Megastructure construction
  •   Caravan trades
  •   Metallurgist jobs produce +3 each
  •   Foundry Drone jobs produce +3 each
  •   Fabricator jobs produce +4 each
  •   Odd Factory Worker jobs produce +4 each
  •   Celestial Body deposits
Alloys are advanced resources with a military application, which we need to construct Ships and Starbases.
  Consumer goods
  •   Gestalt Consciousnesses empires do not use consumer goods except for   Rogue Servitors
  •   Pop and Job upkeep
  •   Building colony ships
  •   Distribute Luxury Goods decision
  •   Racket Industrial Enterprise Caravan trades
  •   Artisan jobs produce +6 each
  •   Artisan Drone jobs produce +8 each
  •   Consumer Benefits policy adds +0.25 per   Trade Value
Consumer Goods is an advanced resource that represents various gadgets, luxuries and goods necessary to give your   Pops a good life and perform intellectual   Jobs such as   Research.
  Trade value
  •   Gestalt Consciousness empires do not use Trade Value
  •   Collected Trade Value is converted into other resources based on the Trade Policy
  •   Various jobs
  •   Celestial Body deposits
  •   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 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 resourcesEdit

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

  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 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 but can also be obtained from Special projects and events.

Resource Uses Sources Notes
  •   Making Claims
  •   Activating Decisions
  •   Activating Edicts
  •   Constructing Starbases
  •   Maintaining Diplomatic Pacts
  •   Integrating Subjects
  •   Influencing Elections
  • Reforming the Government
  •   Factions
  •   Event rewards
  •   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
  •   Protectorates add +0.25 each
  •   Rivals add +0.5 each
  •   Authoritarian ethic adds +0.5
  •   Fanatic Authoritarian ethic adds +1
  •   Gestalt Consciousness ethic adds +1
  •   Autonomous Agents technology adds +1
  •   Finishing the Domination tradition tree adds +1
  •   Deep Connections Ruler trait adds +1
  •   Psionic Ruler trait adds +0.5
  •   Chosen One Ruler trait adds +1
  •   Will to Power ambition adds +5
  •   Covenant: End of the Cycle adds +5
  •   Faction suppression adds −1
  •   Faction promotion adds −2
  •   The Galatron relic adds +3
  • Integrating a subject uses -5
  •   Adopting Traditions
  •   Activating Ambition Edicts
  •   Fulfilling Ruler Mandates
  •   Event rewards
  •   Ruler and   Specialist jobs
  •   Planetary Unification technology adds +2
  •   Marketplace of Ideas policy adds +0.25 per   Trade Value
  •   Deep Space Black Site starbase buildings add +1 each
  •   Art College starbase buildings add +10 each
  •   Fanatic Purifiers civic adds +2 for every purged pop
  •   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 ethic adds +10%
  •   Fanatic Spiritualist ethic adds +20%
  •   Beacon of Liberty civic adds +15%
  •   Inwards Perfection civic adds +20%
  •   Brand Loyalty civic adds +15%
  •   One Mind civic adds +15%
  •   Unitary Cohesion civic adds +15%
  •   Selective Nostalgia agenda adds +10%
  •   Psionic Theory technology adds +5%
  •   One Vision ascension perk adds +10%
  •   Declare Saint edict adds +15%
  •   Fear Campaign adds +10%
  •   Reformer Ruler trait adds +10%
  •   Rulers add +3% per level
  •   Engineering research
  •   Physics research
  •   Society research
  • Researching technologies
  • Finishing Special Projects
  •   Event rewards
  •   Ruler and   Specialist jobs
  •   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 resourcesEdit

  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, albeit at a steep price. All strategic resources can also be manufactured from Dimensional Fabricator buildings.

Resource Uses Required tech Source Description
  Exotic Gases
  •   Advanced Plasma weapon components
  •   Advanced Shield components
  •   Exotic Gases as Fuel edict
  •   Exotic Gases for Shield Boost edict
  •   Terraforming Gasses edict
  Building Cost and Maintenance
  • Cyto-Revitalization Center
  • Hall of Judgement
  • Energy Nexus
  • Advanced research buildings
  • Hyper-Entertainment Forums
  •   Executive Retreat
  •   Organic Paradise
  Exotic Gas Extraction
  •   Gas Giant deposits
  •   Toxic World deposits
  •     Wet planet features
  •   Gaseous Byproducts lithoid trait
  •   XuraCorp Trader Enclave deal
  •   Caravan offers
  •   Exotic Gas Refineries (refined from   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
  •   Advanced Laser weapon components
  •   Advanced Hull components
  •   Crystalline Sensors edict
  •   Focusing Crystals edict
  Building Cost and Maintenance
  • Advanced consumer goods buildings
  • Commerce Megaplexes
  • Advanced housing buildings
  • Advanced unity buildings
  •   Xeno-Outreach Agency
  Rare Crystal Mining
  •   Ice Asteroid deposits
  •   Frozen World deposits
  •     Cold planet features
  •   Scintillating Skin lithoid trait
  •   Muutagan Merchant Guild Trader Enclave deal
  •   Caravan offers
  •   Synthetic Crystal Plants (refined from   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
  •   Advanced Kinetic weapon components
  •   Advanced Missile weapon components
  •   Volatile Ammunition edict
  •   Volatile Explosives edict
  •   Volatile Reactive Armor edict
  •   Volatile Land Clearance edict
  Building Cost and Maintenance
  • Food Processing Centers
  • Mineral Purification Hubs
  • Advanced alloys buildings
  • Fortress
  Mote Stabilization
  •   Asteroid deposits
  •   Molten World deposits
  •     Dry planet features
  •   Volatile Excretions lithoid trait
  •   Riggan Commerce Exchange Trader Enclave deal
  •   Chemical Plants (refined from   Minerals)
These preternatural particles contain a tremendous amount of energy which could be exploited in energy production, as fuel or even as explosives.'
  •   Psionic Shields component
  Zro Distillation
  •   Gas Giant anomalies
  •   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
  •   Dark Matter Deflectors component
  •   Dark Matter Reactor component
  •   Dark Matter Thrusters component
  Dark Matter Drawing
  •   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
  •   Living Metal Mega-Construction edict
  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.
  •   Nanite Actuators edict
  •   Nanite Repair System component
  •   Nanite Transmuter building upkeep
  •   L-Cluster celestial bodies
Simple but powerful nanoacutators, allowing for complex manipulations and experiments of macroscopic scales.


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 shortage   Minerals shortage   Food shortage   Alloys shortage   Consumer Goods shortage   Influence shortage   Exotic Gases shortage   Rare Crystals shortage   Volatile Motes shortage
  •   -50% Minerals Output
  •   -75% Army Damage
  •   -75% Shield Hit Points
  •   -75% Weapons Damage
  •   -50% Alloys Output
  •   -50% Consumer Goods Output
  •   -75% Robot Build Speed
  •   -25% Lithoid Pop Happiness
  •   -25% Organic Pop Happiness
  •   -75% Pop Growth Speed
  •   -75% Ship Armor
  •   -75% Fire Rate
  •   -25% Pop Happiness
  •   -50% Research Output
  •   -50% Unity Output
  •   -20% Pop Happiness
  •   -25% Resource Output
  •   -25% Resource Output
  •   -25% Resource Output