Pitharan Dust maybe have been replaced by newly seen Satramene Gas/Refining seen in the 5th Blorg Stream, but it's not confirmed yet. — Preceding unsigned comment added by Umega (Talk) 20:53, 14 April 2016 (CEST)
Strategic Resources as of 1.3
Here's what I've found so far for full empire bonuses.
- Teldar Crystals - Kinetic Weapon Damage: +10%
- Satramene Gas - Ethics Divergence: -10%
- Orillium Ore - Explosive Weapon Damage: +10%
- Neutronium Ore - Armor: +15%
- Engos Vapor - Habitability: +5%
- Garanthium Ore - Ship Hull Points: +10%
- Lythuric Gas - Shield Hit Points: +15%
- Pitharan Dust - Food: +20%
- Dark Matter - Physics Output: +15%
- Zro - FTL Speed: +50%, Sensor Range: +100%
Living metal says "Only found on ring worlds or destroyed Contingency sterilization hubs.", but I am 100% sure there is a rare anomaly that makes it available on regular planets as well. ShiroSWR (talk) 16:28, 15 January 2018 (CET)
Arbitrarily abridged this page
I abridged resource sources. I think we only need to list major sources, and we don't need to list all the unrepeatable events and / or misc DLC stuff that are not viable enough for the players to aim for (unless that's all of the sources or one of the few sources, making it notable).
I also abridged basic resource section because I think it's too detailed and wordy. It's more important to let the reader know the key informations in an eye.
A short question but I will answer you.
|Energy credits is an energy backed currency accepted by all space-faring races,||Market||It's an in-game tooltip.|
|and acts as the market's currency, replacing Gold and Ducats from previous Paradox games.||N/A||But we don't need to know that.|
|Energy Credits also serve as "food" for robotic pops.||Population#Upkeep||It's obvious that one can hardly be uninformed of that.|
|Energy credits themselves can be thought of as power cells that are traded and used for many different things.||N/A||Influence can be traded and used for many different things too.|
|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)||Market|
|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 two thousand credits of energy), and building robots.||N/A||Can be abridged into a list.|
|Energy credits are also used to gamble at the caravaneer station and are used for some deals with the caravaneers( Megacorp DLC required)||Caravaneers|
|Finally, they can also act as a bargaining chip in trade deals with other empires.||Diplomacy|
|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.||N/A||Can be abridged into a list. Minor sources can be ommited.|
|Minerals is a collective term for the basic physical resources an empire needs to construct stations and planetary buildings.||N/A||It'an in-game tooltip.|
|They're also consumed by various jobs as raw materials.||N/A||It's obvious that one can hardly be uninformed of that.|
|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.||N/A||Can be abridged into a list. Minor sources can be ommited.|
|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.||Districts, Jobs||Maybe add another list here to tell available resource boosts.|
|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.||N/A|
|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 as 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.||Jobs||The use of other resources have been listed elsewhere on this page.|
|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.
|N/A||Strategies. Can be abridged into several lines of tips.|
|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.||N/A||Obsulete.|
|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.||N/A||Nonsense. Every kind of resource is like that.|
|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%.||N/A||Obsulete.|
|An empire-wide food shortage leads to starvation, which decreases happiness by 25% and pop growth by 75%, although existing pops will not die.||The same page|
|Food is only used by organic pops; machine pops use Energy Credits as a replacement.||Population#Upkeep||Discribed twice on the same page.|
|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.
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 2farmer jobs, making the amount limited by building slots. As for Food Processor buildings; every planet can only support one such building.
|Districts, Buildings, Jobs||Just list it.|
|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.||Species rights||How much do you rely on this way for food?|
|Food is usually of little use for Machine Intelligence Empires, as they use Energy instead,||Population#Upkeep||Discribed three times on the same page.|
|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.||Buildings||Since the implementation of Market this building is neglectable, for honest.|
|Food is one of the cheapest market resources, rated at 1 Energy per unit without fees.||Market|
Is it only me to feel uncomfortable when all other resources are in tables and have their uses and sources listed while only three of them are described by a large chunk of text that each takes up almost a screen? Dazz (talk) 16:19, 11 June 2020 (UTC)