Changes

Jump to navigation Jump to search

Economy

361 bytes removed, 2 months ago
m
Shortages
{{version|2.37}}
[[File:Resources.png|thumb|330px|A [[gas giant]] with four units of research resources and one unit of the very rare Zro aerosol.]]
There are three kinds of resources: Material, Abstract and Strategic.
All material resources and strategic resources (except {{iconify|Trade Value}}) must be stocked. All empires have a 15000 basic storage capacity for each kind of themresource except {{iconify|energy}}, and which has a 50000 basic storage capacity). An empire can build Resource Silos building buildings on colonized planets and starbases to expand their stockpile capacity. Any produced resources that cannot be stored or stockpiled are simply wasted.
== Material Resources ==
{{SVersion|2.37}}
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 credits ====
[[file:Energy Credits.png|24px]] '''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.({{iconify|Megacorp}} DLC required)
Other than trade, they are mainly used for recurring expenses such as maintenance of buildings, ships, [[spaceport]] [[module]]s, 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 two thousand credits of {{iconify|energy|18px}}), and building [[robots]].
Energy credits are also used to gamble at the caravaneer station and are used for some deals with the caravaneers({{iconify|Megacorp}} DLC required)
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 {{iconify|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 {{iconify|Food}} into {{iconify|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 ====
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 {{iconify|Consumer Goods}} and {{iconify|Alloys}}. {{iconify|Consumer Goods}} are needed for things such like as upholding Living Standards and producing Amenities (which are both vital for ensuring internal stability and economic output) as well as for {{iconify|Research}}. {{iconify|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 [[diplomacy|trade deals]] with other empires and can be bought from other empires if needed.
=== Advanced ===
Advanced resources are resources that are produced by refining them from cruder raw resources, usually {{iconify|minerals}}.
 
{{iconify|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 {{iconify|minerals}}
 
{{iconify|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 {{iconify|minerals}}.
 
{{iconify|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 {{iconify|energy}}, {{iconify|consumer goods}} or {{iconify|unity}}, depending on trade policy.
{| class="mildtable plainlist"
* {{icon|policy}} Collected Trade Value is converted into other resources based on the Trade Policy
|
* {{iconify|Pop}}s (varies based on Living Standards)
* {{icon|job}} Various jobs
* [[File:Fleet task build mining station action.png|24px]] Celestial Body deposits
{{iconify|Influence}} represents the political power and authority of the central government and is used to exert authority over the empire and others.
{{iconify|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. It is usually produced from {{iconify|Consumer Goods}} but can also be obtained from Special projects and events.
{{iconify|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 {{iconify|MineralsConsumer Goods}} but can also be obtained from Special projects and events.{| class="mildtable plainlist" width="100%"
! Resource
! Uses
* {{icon|integrate}} Integrating Subjects
* {{icon|election}} Influencing Elections
* {{icon|unknown}} Reforming the Government
|
* {{icon|faction}} Factions
* [[File:Leader_trait_magnifying_glass.png|24px]] Event rewards
* {{icon|opinion}} Humiliate Wargoal
|
* {{iconify|Chosen One}} Ruler trait adds {{green|+1}}
* {{icon|edict}} Will to Power ambition adds {{green|+5}}
* [[File:Mod shroud unavailable.png|24px]] Covenant: Whispers in the Void adds {{green|+15%}}
* [[File:Mod shroud unavailable.png|24px]] Covenant: End of the Cycle adds {{green|+5}}
* {{icon|faction}} Faction suppression adds {{red|−1}}
|
* {{icon|democratic}} Fulfilling Ruler Mandates
* [[File:Leader_trait_magnifying_glass.png|24px]] Event rewards
* {{iconify|Ruler}} and {{iconify|Specialist}} jobs
* {{iconify|Planetary Unification|24px}} technology adds {{green|+2}}
* {{icon|policy}} Marketplace of Ideas policy adds {{green|+0.25}} per {{iconify|Trade Value}}
* {{iconify|Driven Assimilator}} Assimilating pops yields 15 base unity
* [[File:Sb deep space black site.png|24px]] Deep Space Black Site starbase buildings add {{green|+1}} each
* [[File:Sb artist college.png|24px]] Art College starbase buildings add {{green|+10}} each
* {{iconify|Unitary Cohesion}} civic adds {{green|+15%}}
* {{icon|agenda}} Selective Nostalgia agenda adds {{green|+10%}}
* {{iconify|Psionic Theory|24px}} technology adds {{green|+5%}}
* [[File:ap one vision.png|24px]] One Vision ascension perk adds {{green|+10%}}
* {{icon|edict}} Declare Saint edict adds {{green|+15%}}
* Finishing Special Projects
|
* [[File:Leader_trait_magnifying_glass.png|24px]] Event rewards
* {{iconify|Ruler}} and {{iconify|Specialist}} jobs
* [[File:Fleet task build research station action.png|24px]] Celestial Body deposits
== Strategic resources ==
{{SVersion|2.37}}
{{icon|Strategic}} 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 {{iconify|minerals}}, albeit at a steep price. All strategic resources can also be manufactured from Dimensional Fabricator buildings.
{| class="mildtable plainlist"
* [[File:Planet gas giant.png|24px]] Gas Giant deposits
* [[File:Planet toxic.png|24px]] Toxic World deposits
* [[File:Planet tropical.png|28px24px]][[File:Planet continental.png|28px24px]][[File:Planet ocean.png|28px24px]] Wet planet features* {{iconify|Gaseous Byproducts}} lithoid trait
* {{icon|lev}} XuraCorp Trader Enclave deal
* {{icon|mgc}} Caravan offers
* {{icon|building}} Exotic Gas Refineries (refined from {{iconify|Minerals}})
* {{icon|building}} Gas Extraction Wells (limited by planetary features)
| ''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.''
|- id="Rare crystals"
* [[File:Planet asteroid.png|24px]] Ice Asteroid deposits
* [[File:Planet frozen.png|24px]] Frozen World deposits
* [[File:Planet alpine.png|28px24px]][[File:Planet tundra.png|28px24px]][[File:Planet arctic.png|28px24px]] Cold planet features* {{iconify|Scintillating Skin}} lithoid trait
* {{icon|lev}} Muutagan Merchant Guild Trader Enclave deal
* {{icon|mgc}} Caravan offers
* {{icon|building}} Synthetic Crystal Plants (refined from {{iconify|Minerals}})
* {{icon|building}} Crystal Mines (limited by planetary features)
| ''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.''
|- id="Volatile motes"
* [[File:Planet asteroid.png|24px]] Asteroid deposits
* [[File:Planet molten.png|24px]] Molten World deposits
* [[File:Planet desert.png|28px24px]][[File:Planet arid.png|28px24px]][[File:Planet savannah.png|28px24px]] Dry planet features* {{iconify|Volatile Excretions}} lithoid trait
* {{icon|lev}} Riggan Commerce Exchange Trader Enclave deal
* {{icon|building}} Chemical Plants (refined from {{iconify|Minerals}})
* {{icon|building}} Mote Harvesting Traps (limited by planetary features)
| ''These preternatural particles contain a tremendous amount of energy which could be exploited in energy production, as fuel or even as explosives.'
|- id="Zro"
* Destroyed Contingency Sterilization Hubs
* Sold rarely by the Racket Industrial Enterprise caravan
* Sentinels archaeology site
| ''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.''
|- id="Nanites"
|
* {{icon|dst}} L-Cluster celestial bodies
| ''Simple but powerful nanoacutatorsnanoactuators, allowing for complex manipulations and experiments of macroscopic scales.''
|}
== Shortages ==
{{SVersion|2.37}}If an empire's stored stockpile for a certain resource drops to {{red|0}} with negative income, a resource shortage will occur. Resource shortages should be avoided at all costs as they impart massive penalties:.
{| class="mildtable plainlist"
! {{iconify|Energy}} shortage
* {{icon|consumer goods}} {{red|-50%}} Consumer Goods Output
* {{icon|robot build speed}} {{red|-75%}} Robot Build Speed
* {{icon|happiness}} {{red|-25%}} Lithoid Pop Happiness
* {{icon|growth speed}} {{red|-75%}} Lithoid Pop Growth
|
* {{icon|happiness}} {{red|-25%}} Organic Pop Happiness
* {{icon|growth speed}} {{red|-75%}} Organic Pop Growth Speed
|
* {{icon|ship armor}} {{red|-75%}} Ship Armor
31
edits

Navigation menu