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Pitharan Dust maybe have been replaced by newly seen Satramene Gas/Refining seen in the 5th Blorg Stream, but it's not confirmed yet.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[edit source]

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%

— Preceding unsigned comment added by Fiordhraoi (talk) 22:49, 24 October 2016‎ (CEST)

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[edit source]

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.

Dazz (talk) 05:22, 11 June 2020 (UTC)

Is the information held anywhere else on the wiki? Dauth (talk) 08:17, 11 June 2020 (UTC)

Reply[edit source]

A short question but I will answer you.

Text Anywhere else Note
Energy.png 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.png 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.png 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.png 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.png 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.png Food into Energy.png Energy Credits at a 5:4 ratio. N/A Can be abridged into a list. Minor sources can be ommited.
Minerals.png 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.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. N/A Can be abridged into a list. Minor sources can be ommited.
Each Mining District generates 2 Job miner.png Miner Jobs while each Mineral Purification building generates 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 +20% or +30%, 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.

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.png Consumer Goods and Alloys.png Alloys. Consumer goods.png 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.png Research. Alloys.png 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.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. N/A Obsulete.
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. N/A Nonsense. Every kind of resource is like that.
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%. 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 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 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 Job farmer.png farmer jobs (3 for Auth hive mind.png Hive Mind) while every Food processor building generates 1–2 Job farmer.png 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 2Job farmer.pngfarmer 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.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.

Species rights How much do you rely on this way for food?
Food.png Food is usually of little use for Auth machine intelligence.png Machine Intelligence Empires, as they use Energy.png 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 Food.png to produce 20 Energy.png 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.png 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)

Naval Capacity as Resource[edit source]

I propose that Naval Capacity should not be considered a resource as it cannot be accrued or spent, nor do the game's files consider it a resource (see common/strategic_resources/00_strategic_resources.txt). The details of Naval Capacity are already listed in Ships#Naval capacity. --CaesarVincens (talk) 19:50, 12 May 2022 (UTC)