Talk:Economy
Pitharan Dust maybe have been replaced by newly seen Satramene Gas/Refining seen in the 5th Blorg Stream, but it's not confirmed yet.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)
Reply[edit source]
A short question but I will answer you.
Text | Anywhere else | Note |
---|---|---|
![]() |
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.(![]() |
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 ![]() |
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(![]() |
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 ![]() ![]() ![]() |
N/A | Can be abridged into a list. Minor sources can be ommited. |
![]() |
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 ![]() ![]() |
N/A | Can be abridged into a list. Minor sources can be ommited. |
Each Mining District generates 2 ![]() ![]() ![]() ![]() The Mineral yield can also be increased via the |
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 ![]() ![]() ![]() ![]() ![]() |
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. |
![]() |
N/A | Obsulete. |
Each planet grows its own ![]() |
N/A | Nonsense. Every kind of resource is like that. |
Surplus food does not increase population growth directly, but 1000 ![]() |
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 ![]() ![]() ![]() ![]() Food output is also affected by productivity modifiers such like stability, technology (both regular and repeatable). Every Agricultural district generates 2 |
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 ![]() ![]() ![]() In the case of Livestock and Processing, the yield can be increased by Gene-modding the targeted species to have the |
Species rights | How much do you rely on this way for food? |
![]() ![]() ![]() |
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 ![]() ![]() |
Buildings | Since the implementation of Market this building is neglectable, for honest. |
Food is one of the cheapest market resources, rated at 1 ![]() |
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)
[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)