Economy

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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 resource.

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 primarily on Pop.png pops working Pop job.png jobs to produce most resources, with mining or research stations built over space deposits as a secondary source. Certain buildings and other sources can produce resources as well.

Resources can vary from fairly common Food.png food crops to very rare substances such as Dark Matter.png dark matter and also abstract concepts such as Influence.png influence and Research.png research.

There are two kinds of resources: Material and Abstract. In addition, certain empire capacities (e.g. Mod navy size add.png naval capacity) or planetary values (e.g. Amenities.png amenities) are "produced" in a similar way to resources. If an empire's stored stockpile for a material resource drops to 0 with negative income, a Shortage situation begins.

Resource storage capacity[edit | edit source]

All resources can be stockpiled. All empires have a 15,000 starting storage capacity for each material resource except Energy.png energy, which has a 50,000 starting storage capacity. An empire can build Resource Silos Resource Silos buildings on colonies and Resource Silo Resource Silo buildings on starbases to expand their storage capacity. In addition, when the Galactic Market is founded, all members of the GalacticCommunity mainButton single.png Galactic Community gain 10,000 storage capacity, and researching Tech mega engineering.png Mega-Engineering adds 20,000 to an empire's storage capacity. When an empire's storage capacity for a resource is reached, any additional production of that resource is simply lost.

For abstract resources, only Influence.png influence has a maximum storage capacity: 1,000. Unity.png Unity and Research.png research have unlimited storage capacity; stored research is automatically used when researching a technology or special project, for more see stored research.

Material resources[edit | edit source]

Material resources are the primary means of developing an empire's infrastructure. Most construction – whether buildings, districts, ships, or other – requires at least one material resource. Additionally, material resources are used for most Upkeep upkeep, from Pop.png pops to ships to megastructures and more.

Basic resources[edit | edit source]

Basic resources are directly gathered from space deposits or by Pop job.png jobs from resource districts.

Resource Main uses Description
Energy.png Energy credits
  • Mod planet clear blocker cost mult.png Clear Blockers Cost
  • Mod country terraforming cost.png Terraforming Cost
  • Menu icon edicts.png Campaign Edicts Cost
  • Mod planet building cost mult.png Various Upkeep
  • Trait mechanical.pngMachine unit.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
  • Food.png Biological Pop Upkeep
  • Mod starbase shipyard 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. Building Sb hydroponics bay.png Hydroponics Bays on starbases
  3. Buying more on the Market.

Advanced resources[edit | edit source]

Advanced resources are produced by Pop job.png jobs which refine them from Minerals.png minerals.

Resource Main uses Description
Alloys.png Alloys
  • Mod starbase shipyard 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 District industrial.png Industrial Districts on the surface of colonized planets.
  3. Buying more on the Market.
Consumer goods.png Consumer goods
  • Gestalt consciousness.png Gestalt Consciousness empires do not use consumer goods except for Civic machine servitor.png Rogue Servitors
  • Pop consumer goods upkeep Pops upkeep
  • Job researcher.pngJob culture worker.pngBureaucrat Various Specialist jobs upkeep
  • Mod starbase shipyard 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 District industrial.png Industrial Districts on the surface of colonized planets.
  3. Buying more on the Market.

Strategic resources[edit | edit source]

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

Resource Main uses Required tech (either) Major source Description
Exotic gases.png Exotic Gases
  • Damage Advanced plasma weapon components
  • Shield Advanced shield components
  • Menu icon edicts.png Strategic resource edicts
Building Advanced buildings cost and upkeep0
  • 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
Tech exotic gases.png Exotic Gas Refining
  • Building Exotic Gas Refineries
  • Building Gas Extraction Wells
  • Sb nebula refinery.png Nebula Refinery
  • 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 edicts.png Strategic resource edicts
Building Advanced buildings cost and upkeep0
  • 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
Tech rare crystals.png Rare Crystal Manufacturing
  • Building Synthetic Crystal Plants
  • Building Crystal Mines
  • 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 edicts.png Strategic resource edicts
Building Advanced buildings cost and upkeep0
  • Food Processing Centers
  • Mineral Purification Hubs
  • Advanced alloys buildings
  • Fortress
Tech volatile motes.png Mote Stabilization
Tech volatile motes.png Volatile Material Plants
  • Building Chemical Plants
  • Building Mote Harvesting Traps
  • 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.

Special resources[edit | edit source]

Special Menu icon strategic resource.png strategic resources which cannot be manufactured by regular empires. Space and planetary deposits of these resources are much less common than even the regular strategic resources. Fallen Empires' Dimensional Fabricator buildings will produce these resources (except Nanites) when held by the fallen empire, but not when held by a regular empire.

Resource Main uses Required tech Major source Description
Zro.png Zro
  • Ship part psi shield.png Psionic Shields component
  • Menu icon edicts.png Sight Beyond Sight edict
  • Menu icon edicts.png Zro Additives edict
  • Menu icon edicts.png Zro Catalysis edict
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
  • 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 edicts.png Living Metal Mega-Construction edict
Living Metal Living Metal
  • Anomaly deposits
  • Destroyed Contingency Sterilization Hubs
  • Ancient Relics.png Sentinels archaeology site
  • MegaCorp.png Sold rarely by the caravaneers
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 edicts.png Nanite Actuators edict
  • Distant Stars.png L-Cluster celestial bodies
  • Planet barren.png Broken world in Scavenger Bot system
Simple but powerful nanoactuators, allowing for complex manipulations and experiments of macroscopic scales.

Minor artifacts[edit | edit source]

Minor artifacts.png Minor Artifacts are a special resource that cannot be gained passively from deposits and is obtained primarily from archaeology sites. They can be used for special actions,

Resource Main uses Major source Description
Minor artifacts.png Minor artifacts
  • Decision museum.png Decisions that improve job output
  • Ancient Relics.png Minor artifact applications
  • MegaCorp.png Upgrading a Mega Art Installation past its final stage
  • Archaeology map icon.png Archaeological sites
  • Ancient Relics.png Percursor anomalies
  • R rubricator.png The Rubricator relic activation
Minor Artifacts (Minor artifacts.png) represent obscure technology and half-forgotten lore recovered from archaic civilizations, only partially understood by our own science. They are more common than Relics, and can be spent to enact various empire-wide effects.

Abstract resources[edit | edit source]

Abstract resources represent an empire's sociopolitical and technological capabilities.

Resource Main uses Description & notes
Influence.png Influence
  • Mod country influence gain mult.png Making claims
  • Mod country starbase influence cost mult.png Building outposts
  • Decision default.png Decisions that increase planet size
  • Hyper Relays Megastructures that improve movement
  • Planet habitat.png Artificial planets
  • Diplomacy alliance.png Diplomatic pacts upkeep
  • Diplomacy isvassal.png Modifying subject agreements
  • Diplomacy being integrated.png Integrating subjects
Influence (Influence.png) represents political clout and is used for things like making Claims and building Outposts. The gain rate remains fairly constant throughout the game, but can be increased by declaring other empires your Rivals or increasing your Power Projection.

Power Projection grants up to 2 Influence depending on how many ships you have compared to your Empire Size.
Unity.png Unity
  • Mod leader influence cost.png Leader recruitment and upkeep
  • Menu icon traditions.png Unlocking Traditions
  • Menu icon edicts.png Edicts cost and upkeep
  • Decision default.png Planetary decisions cost
  • Election vote share.png Influencing elections
  • Mandate Reforming the government
Unity (Unity.png) is used to unlock new Traditions, recruit Leaders and enact Edicts. We can increase our output by building an Building Autochton Monument or other buildings that provide jobs which produce Unity.
Research.png Research Physics / Society / Engineering Research (Physics ResearchSociety researchEngineering research) is used to research new technologies. We can increase out output by:
    • 1. Building Building Research Labs buildings on our colonies.
    • 2. Using Construction Ships to build Research Stations around certain planets or stars.

  • Research speed is based on monthly research production, multiplied by Mod country all tech research speed.png Research Speed modifiers.
  • Research can be stored by not working on any technology or special project.
  • Stored research doubles the progress speed of technology and special projects until the storage is emptied.
  • The amount of stored research can be checked by hovering over the research output.

Trade value[edit | edit source]

Main article: Trade

Trade value is not strictly a resource; thus it cannot be stockpiled and instead is collected at the capital via trade routes and converted monthly 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 cannot and do not use trade value.

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.

References[edit | edit source]


Game concepts
Exploration ExplorationFTLAnomalyArchaeological siteRelicsPre-FTL speciesFallen empireEventsSpaceborne aliensGuardiansMaraudersCaravaneers
Celestial bodies Celestial bodyColonizationTerraformingPlanetary featuresPlanet modifiers
Species SpeciesTraitsPopulationPop modificationSpecies rightsEthics
Governance EmpireGovernmentCivicsPoliciesEdictsLeaderFactionsTechnologyTraditionsSituations
Economy EconomyPlanetary managementDistrictsBuildingsHoldingsJobsDesignationTradeMegastructures
Diplomacy DiplomacyRelationsGalactic communityFederationsSubject empiresIntelligenceAI personalities
Warfare WarfareSpace warfareLand warfareStarbaseShipShip designerCrisis
Others The ShroudL-ClusterUnique systemsPreset empiresAI playersEaster eggs