Difference between revisions of "Economy"

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'''Resources''' are used for various purposes in the game. There are a range of different resources with different in-game impact.
+
{{version|2.7}}
 +
[[File:Resources.png|thumb|330px|A [[gas giant]] with four units of research resources and one unit of the very rare Zro aerosol.]]
  
== Basic resources ==
+
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 heavily on {{iconify|Pop}}s working on different {{iconify|Jobs}}, or mining stations built over various celestial bodies.
Standard resources are gained principally from [[planets]]. On a habitable planet, assigning a population unit to a tile can result in resource production dependent on the tile and any [[buildings]] present. On uninhabited worlds, and also stars and other features, orbital stations can give access to resources without requiring population. The standard resources are:
 
  
=== {{iconify|Energy Credits}} ===
+
Resources can vary from fairly common {{iconify|food}} crops to very rare substances such as {{iconify|dark matter}} and also physical {{iconify|minerals}} to "produce" knowledge, such as {{iconify|research}}.
Energy is described as the game's analogy for money. Some construction and upgrades require Energy expenditure, but also importantly almost all buildings and units come with a monthly Energy maintenance
 
  
=== {{iconify|Minerals}} ===
+
In that way, resources are very important and ought to be quickly scouted, exploited, and developed.
Minerals are the principal building resource. They are mostly gained by constructing Mining Networks on planets or Mining Stations in orbitof uncolonized worlds. They are used for constructing almost any unit or building. Another important use of minerals is fleet maintenance.
 
  
=== {{iconify|Influence}} ===
+
There are three kinds of resources: Material, Abstract and Strategic.
Influence is a diplomatic and political resource. Influence gain remains largely the same throughout the game, however it can be increased by declaring other empires as rivals and by upgrading planetary capitals to the highest level.<ref name="blorg_twitch_5">[https://www.twitch.tv/paradoxinteractive/v/60538040 Extraterrestrial Thursday #5]</ref> It is spent on, among other things: Conducting diplomacy, recruiting leaders, influencing [[election]]s, changing [[policies]], issuing [[edict]]s, changing [[government]] type and [[resettlement]]. [[Frontier outpost]]s also require influence to operate. Being in an alliance costs 3 influence each month.
 
  
=== {{iconify|Food}} ===
+
All material resources and strategic resources (except {{iconify|Trade Value}}) must be stocked. All empires have a 15000 basic storage capacity for each resource except {{iconify|energy}}, which has a 50000 basic storage capacity. An empire can build Resource Silos buildings on colonized planets and starbases to expand their stockpile capacity. Any produced resources that cannot be stockpiled are simply wasted.
Food is a local resource for each inhabited star system. Surplus food results in population growth. If there is insufficient food, POPs will starve and become unhappy.
 
  
== Research ==
+
== Material Resources ==
Research is gained from planets in a similar manner to normal resources. It is automatically used to improve [[technology]]. There are three types of research, each corresponding to the technology type they are applied to.
+
{{SVersion|2.7}}
  
=== {{iconify|Physics}} ===
+
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.
=== {{iconify|Society}} ===
+
 
=== {{iconify|Engineering}} ===
+
=== Basic ===
 +
Basic resources are directly gathered from celestial bodies or resource districts.
 +
 
 +
{| class="mildtable plainlist"
 +
! Resource
 +
! Major uses
 +
! Major source
 +
! width=30% | Description
 +
|- id="Energy"
 +
| {{iconify|Energy}} Credits
 +
|
 +
* {{icon|leader recruitment cost}} Leader Cost and Upkeep
 +
* {{icon|clear blocker cost}} Clear Blockers Cost
 +
* {{icon|terraforming cost}} Terraforming Cost
 +
* {{icon|edict}} Campaingn Edicts Cost
 +
* {{icon|building cost}} Various Upkeep
 +
* {{icon|Mechanical}}{{icon|Machine}} Robotic Pop Upkeep
 +
* {{icon|market fee|24px}} Purchase resources on the Market
 +
* {{icon|megacorp|24px}} Purchase Slaves on the Slave Market
 +
|
 +
* [[File:District generator.png|24px|link=Districts#Generator_District]] Generator Districts ({{iconify|Technician}} Jobs)
 +
* {{icon|Building}} Energy Grid building improves Energy from Jobs
 +
* {{iconify|Trade Value}} conversion
 +
* [[File:Fleet task build mining station action.png|24px]] Mining Stations
 +
| ''Energy Credits ({{icon|Energy}}) is an energy backed currency accepted by all space-faring races.''
 +
|- id="Minerals"
 +
| {{iconify|Minerals}}
 +
|
 +
* {{icon|building cost}} Buildings and Districts Cost
 +
* {{icon|building cost}} Stations Cost
 +
* {{icon|metallurgist}}{{icon|artisan}} Manufacturing Jobs Upkeep
 +
* {{icon|Lithoid}} Lithoid Pop Upkeep
 +
|
 +
* [[File:District mining.png|24px|link=Districts#Mining_District]] Mining Districts ({{iconify|Miner}} Jobs)
 +
* {{icon|Building}} Mineral Purification Plants building improves Minerals from Jobs
 +
* [[File:Fleet task build mining station action.png|24px]] Mining Stations
 +
* Lithoid {{iconify|Pop}}s with the ''Livestock'' slavery or the ''Processing'' purge type.
 +
| ''Minerals ({{icon|Minerals}}) is a collective term for the basic resources we need to construct ships, stations and planetary buildings.''
 +
|- id="Food"
 +
| {{iconify|Food}}
 +
|
 +
* {{icon|starvation}} Biological Pop Upkeep
 +
* {{icon|ship cost}} Colony Ship Cost for Biological Empires
 +
|
 +
* [[File:District farming.png|24px|link=Districts#Agriculture_District]] Agriculture Districts ({{iconify|Farmer}} Jobs)
 +
* {{icon|Building}} Food Processing Facilities building improves Food from Jobs
 +
* Organic {{iconify|Pop}}s with the ''Livestock'' slavery or the ''Processing'' purge type.
 +
| ''Food ({{icon|food}}) represents the various nutrients required to sustain and grow {{iconify|Pop}}s.''
 +
|}
 +
 
 +
=== Advanced ===
 +
Advanced resources are resources that are produced by refining them from cruder raw {{iconify|minerals}}.
 +
 
 +
{| class="mildtable plainlist"
 +
! Resource
 +
! Major uses
 +
! Major source
 +
! width=30% | Description
 +
|- id="Alloys"
 +
| {{iconify|Alloys}}
 +
|
 +
* {{icon|ship cost}} Starbase and Ship Cost
 +
* {{icon|ship upkeep}} Ship Upkeep
 +
* {{icon|megastructure build speed}} Megastructure Cost
 +
|
 +
* {{icon|building}} Alloy Foundries Buildings ({{iconify|Metallurgist}} Jobs)
 +
* {{icon|Building}} Ministry of Production building improves Alloys from Jobs
 +
* [[File:Fleet task build mining station action.png|24px]] Mining Stations (rare)
 +
| ''Alloys are advanced resources with a military application, which we need to construct Ships and Starbases.''
 +
|- id="Consumer goods"
 +
| {{iconify|Consumer Goods}}
 +
|
 +
* {{iconify|Gestalt Consciousness}}es empires do not use consumer goods except for {{iconify|Rogue Servitor}}s
 +
* {{icon|consumer goods cost}} Pops Upkeep
 +
* {{icon|researcher}}{{icon|culture worker}}{{icon|bureaucrat}} Various Specialist Jobs Upkeep
 +
* {{icon|ship cost}} Colony Ship Cost (Unless {{iconify|Gestalt Consciousness}})
 +
* [[File:Decision luxuries.png|24px]] Distribute Luxury Goods decision
 +
|
 +
* {{icon|building}} Civilian Industries Buildings ({{iconify|Artisan}} Jobs)
 +
* {{icon|Building}} Ministry of Production building improves Consumer Goods from Jobs
 +
* {{iconify|Trade Value}} conversion ({{icon|policy}} Consumer Benefits policy)
 +
| ''Consumer Goods is an advanced resource that represents various gadgets, luxuries and goods necessary to give your {{iconify|Pop}}s a good life and perform intellectual {{iconify|Jobs}} such as {{iconify|Research}}.''
 +
|}
 +
 
 +
=== Trade Value ===
 +
While not technically a type of resource, Trade Value is an important part of an Empire's economy.
 +
 
 +
{| class="mildtable plainlist"
 +
! Resource
 +
! Major uses
 +
! Major source
 +
! width=30% | Description & Strategy
 +
|- id="Trade value"
 +
| {{iconify|Trade Value}}
 +
|
 +
* {{iconify|Gestalt Consciousness}} empires do not use Trade Value
 +
* {{icon|policy}} Collected Trade Value is converted into {{iconify|Energy}}, {{iconify|Consumer Goods}} and / or {{iconify|Unity}} based on the Trade Policy
 +
|
 +
* {{iconify|Pop}}s (varies based on Living Standards, Civics and/or Traits)
 +
* {{icon|job}} Various jobs
 +
* {{icon|Building}} Galactic Stock Exchange building increases planetary overall Trade Value
 +
* [[File:Planet asteroid.png|24px]] Celestial Body deposits (no stations required)
 +
* {{icon|corporate}} Branch Office buildings
 +
| ''Trade Value represents civilian day-to-day economic activity. Starbases collect Trade Value and convert it into resources such as {{iconify|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.''
 +
|}
 +
 
 +
== Abstract resources ==
 +
Abstract Resources represent non-physical assets that an empire has access to. They are mostly concepts that represent complex sociopolitical activity within the empire's leadership and population.
 +
 
 +
{| class="mildtable plainlist" width="100%"
 +
! Resource
 +
! Major uses
 +
! Major source
 +
! width=30% | Description & Notes
 +
|- id="Influence"
 +
| {{iconify|Influence}}
 +
|
 +
* [[File:Menu icon claims.png|24px]] Claims Cost
 +
* {{icon|starbase influence cost}} Starbases Cost
 +
* {{icon|edict}} Decisions and Edicts Cost
 +
* {{icon|alliance}} Diplomatic Pacts Upkeep
 +
* {{icon|integrate}} Integrating Subjects
 +
* {{icon|election}} Influencing Elections
 +
* {{icon|unknown}} Reforming the Government
 +
* {{icon|faction}} Faction Interactions
 +
|
 +
* {{icon|influence}} Each empire has a base income of {{green|+3}} and only a few factors can increase it
 +
* {{icon|faction}} Factions ({{green|+2}} in total, affected by Faction Approval)
 +
* {{icon|protectorate}} Protectorates ({{green|+0.25}} each)
 +
* {{icon|rivalry}} Rivals ({{green|+0.5}} each)
 +
 
 +
{{Collapse list
 +
| type= Other common sources of Monthly Influence
 +
| body=
 +
* {{icon|Egalitarian}}{{icon|Fanatic Egalitarian}} Egalitarian: {{green|+25%}} or {{green|+50%}} from Factions
 +
* {{icon|Authoritarian}}{{icon|Fanatic Authoritarian}} Authoritarian: {{green|+0.5}} or {{green|+1}}
 +
* {{iconify|Gestalt Consciousness}}: {{green|+1}}
 +
* {{iconify|Parliamentary System}}: {{green|+25%}} from Factions
 +
* {{iconify|The Living State|24px}} technology: {{green|+1}} from Factions
 +
* {{iconify|Autonomous Agents|24px}} technology: {{green|+1}}
 +
* {{icon|tradition}} Finishing the Domination tradition tree: {{green|+1}}
 +
* {{icon|edict}} Will to Power ambition: {{green|+5}}
 +
* {{icon|faction}} Faction suppression: {{red|−1}}
 +
* {{icon|faction}} Faction promotion: {{red|−2}}
 +
* {{icon|vassal}} Integrating a subject: {{red|-5}}
 +
}}
 +
| ''Influence ({{icon|influence}}) represents political clout, and is used for many things, like enacting Edicts, making Claims, building Outposts and dealing with Factions.''
 +
----
 +
* An empire can store only 1000 Influence and the storage amount cannot be increased.
 +
|- id="Unity"
 +
| {{iconify|Unity}}
 +
|
 +
* {{icon|tradition}} [[Traditions]] Cost
 +
* {{icon|edict}} Ambition Edicts Cost
 +
|
 +
* {{icon|building}} Unity Buildings (Jobs such as {{iconify|Culture Worker}}s)
 +
* {{icon|administrator}}{{icon|enforcer}}{{icon|coordinator}} Various Ruler, Specialist, and Complex Drone Jobs
 +
* {{icon|Jobs}} Various [[Civics]] make some Jobs to produce Unity
 +
* {{icon|Building}} Auto-Curating Vault building improves Unity from Jobs
 +
* {{iconify|Trade Value}} conversion ({{icon|policy}} Marketplace of Ideas policy)
 +
| ''Unity ({{icon|Unity}}) is used to unlock new Traditions.''
 +
----
 +
* Unity can be stocked up to two million.
 +
|- id="Research"
 +
|
 +
* {{iconify|Physics}} research
 +
* {{iconify|Society}} research
 +
* {{iconify|Engineering}} research
 +
|
 +
* {{icon|research speed}} Researching [[Technologies]]
 +
* {{icon|anomaly research speed}} Finishing Special Projects
 +
|
 +
* {{icon|building}} Research Labs buildings ({{iconify|Researcher}} Jobs)
 +
* {{icon|Building}} Research Institute building improves Research from Jobs
 +
* [[File:Fleet task build research station action.png|24px]] Research Stations
 +
| ''Physics / Society / Engineering Research ({{icon|research}}) is used to research new technologies.''
 +
----
 +
* Research speed is based on monthly Research Points production, and only then multiplied by Research Speed modifiers.
 +
* Research can be stored by not working on any research or special project.
 +
* The moment a research or special project takes place stored research is used to double the progress speed until the storage is emptied.
 +
|}
  
 
== Strategic resources ==
 
== Strategic resources ==
Strategic resources are rare resources that can be found throughout the galaxy. They have an unusual and useful behaviour when processed. Each strategic resource can be used for either a special building or a [[spaceport]] module, and their effects can range from financial to destructive. Certain [[Technology|technologies]] are needed to reveal and process strategic resources. They can also be traded with other empires, and may take an important role in diplomacy. Due to their rarity and potency, strategic resources may lead to tensions with rival empires which might try to acquire them by force.  
+
{{SVersion|2.7}}
 
+
{{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"
+
{| class="mildtable plainlist"
|-
+
! Resource
!Resource
+
! Major uses
!Required Technology
+
! Required tech
!Effect
+
! Major source
!Description
+
! width=30% | Description
|-
+
|- id="Exotic gases"
|Betharian Stone<ref name="let's_try_stellaris">[https://www.youtube.com/watch?v=r5rmqiyxxjY Let's Try: Stellaris] by Quill18</ref>
+
| {{iconify|Exotic Gases}}
|Betharian Refining
+
|
|Allows: [[Betharian Power Plant]] ({{icon|enc}} 6)
+
* {{icon|damage}} Advanced Plasma weapon components
|''These rare stones have been deposited on many worlds through meteor strikes. They burn very slowly and are very efficient energy sources.''
+
* {{icon|shield}} Advanced Shield components
|-
+
* {{icon|edict}} Strategic Resource edicts
|Engos Vapor<ref name="dev_diary_10">[https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-10-the-spaceport-and-rare-resources.892292/ Dev Diary #10 - The Spaceport and rare resources]</ref>
+
{{Collapse list
|Engos Vapor Refining
+
| type= {{icon|building}} Advanced Buildings Cost and Upkeep
 +
| body=
 +
* Cyto-Revitalization Center
 +
* Hall of Judgement
 +
* Energy Nexus
 +
* Advanced research buildings
 +
* Hyper-Entertainment Forums
 +
* {{icon|Corporate}} Executive Retreat
 +
* {{icon|Rogue Servitor}} Organic Paradise
 +
}}
 +
| {{iconify|Exotic Gas Extraction|30px}}
 +
|
 +
* {{icon|building}} Exotic Gas Refineries ({{iconify|Gas Refiner}} Jobs)
 +
* {{icon|building}} Gas Extraction Wells (rare planetary features required)
 +
* [[File:Planet gas giant.png|24px]] Gas Giant deposits (rare)
 +
* [[File:Planet toxic.png|24px]] Toxic World deposits (rare)
 +
| ''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"
 +
| {{iconify|Rare Crystals}}
 +
|
 +
* {{icon|damage}} Advanced Laser weapon components
 +
* {{icon|health}} Advanced Hull components
 +
* {{icon|edict}} Strategic Resource edicts
 +
{{Collapse list
 +
| type= {{icon|building}} Advanced Buildings Cost and Upkeep
 +
| body=
 +
* Advanced consumer goods buildings
 +
* Commerce Megaplexes
 +
* Advanced housing buildings
 +
* Advanced unity buildings
 +
* {{icon|Corporate}} Xeno-Outreach Agency
 +
}}
 +
| {{iconify|Rare Crystal Mining|30px}}
 +
|
 +
* {{icon|building}} Synthetic Crystal Plants ({{iconify|Translucer}} Jobs)
 +
* {{icon|building}} Crystal Mines (rare planetary features required)
 +
* [[File:Planet asteroid.png|24px]] Ice Asteroid deposits (rare)
 +
* [[File:Planet frozen.png|24px]] Frozen World deposits (rare)
 +
| ''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"
 +
| {{iconify|Volatile Motes}}
 +
|
 +
* {{icon|damage}} Advanced Kinetic and Missile weapon components
 +
* {{icon|edict}} Strategic Resource edicts
 +
{{Collapse list
 +
| type= {{icon|building}} Advanced Buildings Cost and Upkeep
 +
| body=
 +
* Food Processing Centers
 +
* Mineral Purification Hubs
 +
* Advanced alloys buildings
 +
* Fortress
 +
}}
 +
| {{iconify|Mote Stabilization|30px}}
 
|
 
|
|''A naturally occurring stimulant that helps all forms of life adapt and evolve. It can also be used as a very potent conductor for energy weapons.''<ref name="blorg_twitch_4">[https://www.twitch.tv/paradoxinteractive/v/59117784 Extraterrestrial Thursday #4]</ref>
+
* {{icon|building}} Chemical Plants ({{iconify|Chemist}} Jobs)
|-
+
* {{icon|building}} Mote Harvesting Traps (rare planetary features required)
|Garanthium Ore<ref name="let's_try_stellaris" />
+
* [[File:Planet asteroid.png|24px]] Asteroid deposits (rare)
|Garanthium Mining
+
* [[File:Planet molten.png|24px]] Molten World deposits (rare)
|Ship Armor: {{green|+25%}}
+
| ''These preternatural particles contain a tremendous amount of energy which could be exploited in energy production, as fuel or even as explosives.'
|''This ore is several times stronger than diamond and is useful in the construction of ship armor.''
+
|- id="Zro"
|-
+
| {{iconify|Zro}}
|Pitharan Dust<ref name="dev_diary_10" />
+
|  
|Research Station
+
* [[File:Ship part psi shield.png|24px]] Psionic Shields component
|Happiness: {{green|+10%}}
+
| {{iconify|Zro Distillation|30px}}
|''This fine dust is a natural occuring stimulant found on some worlds. It has a calming effect on most beings, and can be used as a non-violent way of pacifying hostile individuals.''
 
|-
 
|Satramene Gas
 
|Satramene Refining
 
 
|
 
|
|''This gas is a natural occuring stimulant found on some worlds. It has a calming effect on most beings, and can be used as a non-violent way of pacifying hostile individuals.''
+
* [[File:Planet toxic.png|24px]] Toxic World deposits (rare)
|-
+
* [[File:Planet gas giant.png|24px]] Gas Giant anomalies
|Taldar Crystals
+
| ''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.''
 +
|- id="Dark matter"
 +
| {{iconify|Dark Matter}}
 +
|
 +
* [[File:Ship part dark matter shield.png|24px]] Dark Matter Deflectors component
 +
* [[File:Ship part dark matter power core.png|24px]] Dark Matter Reactor component
 +
* [[File:Ship part thruster 5.png|24px]] Dark Matter Thrusters component
 +
| {{iconify|Dark Matter Drawing|30px}}
 
|
 
|
 +
* [[File:Black Hole.png|24px]] Black Hole deposits
 +
| ''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.''
 +
|- id="Living metal"
 +
| {{iconify|Living Metal}}
 +
|
 +
* {{icon|edict}} Strategic Resource edicts
 +
| {{icon|Living Metal tech|30px}} Living Metal
 
|
 
|
 +
* Anomaly deposits
 +
* Destroyed Contingency Sterilization Hubs
 +
* Sentinels archaeology site
 +
* {{icon|megacorp|24px}} Sold rarely by the Racket Industrial Enterprise caravan
 +
| ''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"
 +
| {{iconify|Nanites}}
 +
|
 +
* [[File:Ship part auto repair.png|24px]] Nanite Repair System component
 +
* {{icon|building}} Nanite Transmuter building upkeep
 +
* {{icon|edict}} Strategic Resource edicts
 +
|
 
|
 
|
 +
* {{icon|dst|24px}} L-Cluster celestial bodies
 +
| ''Simple but powerful nanoactuators, allowing for complex manipulations and experiments of macroscopic scales.''
 +
|}
 +
 +
== Shortages ==
 +
{{SVersion|2.7}}
 +
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.
 +
 +
The [[Market]] can be utilized to overcome a short term deficit but this isn't a long term solution, because the resources you buy from the market will become more and more expensive and what you sell will become cheaper and cheaper overtime.
 +
{| class="mildtable plainlist"
 +
! {{iconify|Energy}} shortage
 +
! {{iconify|Minerals}} shortage
 +
! {{icon|starvation}} Food shortage
 +
! {{iconify|Alloys}} shortage
 +
! {{iconify|Consumer Goods}} shortage
 +
! {{iconify|Influence}} shortage
 +
! {{iconify|Exotic Gases}} shortage
 +
! {{iconify|Rare Crystals}} shortage
 +
! {{iconify|Volatile Motes}} shortage
 
|-
 
|-
|Zro
+
|  
|Zro Distillation
+
* {{icon|minerals}} {{red|-50%}} Minerals from Jobs
|
+
* {{icon|army damage}} {{red|-75%}} Army Damage
*Accuracy: {{green|+5%}}
+
* {{icon|ship shield}} {{red|-75%}} Shield Hit Points
*Warp Speed: {{green|+20%}}
+
* {{icon|ship damage}} {{red|-75%}} Weapons Damage
*Sensor Range: {{green|+100%}}
+
|
|''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.''
+
* {{icon|alloys}} {{red|-50%}} Alloys from Jobs
 +
* {{icon|consumer goods}} {{red|-50%}} Consumer Goods from Jobs
 +
* {{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%}} Biological Pop Happiness
 +
* {{icon|growth speed}} {{red|-75%}} Biological Pop Growth
 +
|
 +
* {{icon|ship armor}} {{red|-75%}} Ship Armor
 +
* {{icon|fire rate}} {{red|-75%}} Fire Rate
 +
|
 +
* {{icon|happiness}} {{red|-25%}} Pop Happiness
 +
* {{icon|research}} {{red|-50%}} Research from Jobs
 +
* {{icon|unity}} {{red|-50%}} Unity from Jobs
 +
|
 +
* {{icon|happiness}} {{red|-20%}} Pop Happiness
 +
|
 +
* {{icon|pop resource output}} {{red|-25%}} Resources from Jobs
 +
|
 +
* {{icon|pop resource output}} {{red|-25%}} Resources from Jobs
 +
|
 +
* {{icon|pop resource output}} {{red|-25%}} Resources from Jobs
 
|}
 
|}
  
 
== References ==
 
== References ==
 +
<references />
 +
 +
{{Template:ConceptsNavbox}}
 
[[Category:Game concepts]]
 
[[Category:Game concepts]]
 +
[[Category:Colonization]]

Latest revision as of 04:00, 5 August 2020

Version

Outliner top.png
This article has been verified for the current PC version (2.7) of the game.
A gas giant with four units of research resources and one unit of the very rare Zro aerosol.

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 heavily on Pop.png Pops working on different Pop job.png Jobs, or mining stations built over various celestial bodies.

Resources can vary from fairly common Food.png food crops to very rare substances such as Dark Matter.png dark matter and also physical Minerals.png minerals to "produce" knowledge, such as Research.png research.

In that way, resources are very important and ought to be quickly scouted, exploited, and developed.

There are three kinds of resources: Material, Abstract and Strategic.

All material resources and strategic resources (except Trade value.png Trade Value) must be stocked. All empires have a 15000 basic storage capacity for each resource except Energy Credits.png energy, which has a 50000 basic storage capacity. An empire can build Resource Silos buildings on colonized planets and starbases to expand their stockpile capacity. Any produced resources that cannot be stockpiled are simply wasted.

Material Resources[edit]

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.

Basic[edit]

Basic resources are directly gathered from celestial bodies or resource districts.

Resource Major uses Major source Description
Energy Credits.png Energy Credits
  • Mod leader influence cost.png Leader Cost and Upkeep
  • Mod planet clear blocker cost mult.png Clear Blockers Cost
  • Mod country terraforming cost.png Terraforming Cost
  • Menu icon policies and edicts.png Campaingn Edicts Cost
  • Mod planet building cost mult.png Various Upkeep
  • Trait mechanical.pngAuth machine intelligence.png Robotic Pop Upkeep
  • Navbar icons market.png Purchase resources on the Market
  • MegaCorp.png Purchase Slaves on the Slave Market
  • District generator.png Generator Districts (Job technician.png Technician Jobs)
  • Building Energy Grid building improves Energy from Jobs
  • Trade value.png Trade Value conversion
  • Fleet task build mining station action.png Mining Stations
Energy Credits (Energy Credits.png) is an energy backed currency accepted by all space-faring races.
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
  • District mining.png Mining Districts (Job miner.png Miner Jobs)
  • Building Mineral Purification Plants building improves Minerals from Jobs
  • Fleet task build mining station action.png Mining Stations
  • Lithoid Pop.png Pops with the Livestock slavery or the Processing purge type.
Minerals (Minerals.png) is a collective term for the basic resources we need to construct ships, stations and planetary buildings.
Food.png Food
  • Mod pop food req.png Biological Pop Upkeep
  • Mod spaceport ship build cost mult.png Colony Ship Cost for Biological Empires
  • District farming.png Agriculture Districts (Job farmer.png Farmer Jobs)
  • Building Food Processing Facilities building improves Food from Jobs
  • Organic Pop.png Pops with the Livestock slavery or the Processing purge type.
Food (Food.png) represents the various nutrients required to sustain and grow Pop.png Pops.

Advanced[edit]

Advanced resources are resources that are produced by refining them from cruder raw Minerals.png minerals.

Resource Major uses Major source Description
Alloys.png Alloys
  • Mod spaceport ship build cost mult.png Starbase and Ship Cost
  • Mod ship upkeep mult.png Ship Upkeep
  • Mod megastructure build speed.png Megastructure Cost
  • Building Alloy Foundries Buildings (Job foundry.png Metallurgist Jobs)
  • Building Ministry of Production building improves Alloys from Jobs
  • Fleet task build mining station action.png Mining Stations (rare)
Alloys are advanced resources with a military application, which we need to construct Ships and Starbases.
Consumer goods.png Consumer Goods
  • Gestalt consciousness.png Gestalt Consciousnesses empires do not use consumer goods except for Civic machine servitor.png Rogue Servitors
  • Mod pop consumer goods mult.png Pops Upkeep
  • Job researcher.pngJob culture worker.pngJob bureaucrat.png Various Specialist Jobs Upkeep
  • Mod spaceport ship build cost mult.png Colony Ship Cost (Unless Gestalt consciousness.png Gestalt Consciousness)
  • Decision luxuries.png Distribute Luxury Goods decision
  • Building Civilian Industries Buildings (Job artisan.png Artisan Jobs)
  • Building Ministry of Production building improves Consumer Goods from Jobs
  • Trade value.png Trade Value conversion (Menu icon policies.png Consumer Benefits policy)
Consumer Goods is an advanced resource that represents various gadgets, luxuries and goods necessary to give your Pop.png Pops a good life and perform intellectual Pop job.png Jobs such as Research.png Research.

Trade Value[edit]

While not technically a type of resource, Trade Value is an important part of an Empire's economy.

Resource Major uses Major source Description & Strategy
Trade value.png Trade Value
  • Gestalt consciousness.png Gestalt Consciousness empires do not use Trade Value
  • Menu icon policies.png Collected Trade Value is converted into Energy Credits.png Energy, Consumer goods.png Consumer Goods and / or Unity.png Unity based on the Trade Policy
  • 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 Credits.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.

Abstract resources[edit]

Abstract Resources represent non-physical assets that an empire has access to. They are mostly concepts that represent complex sociopolitical activity within the empire's leadership and population.

Resource Major uses Major source Description & Notes
Influence.png Influence
  • Menu icon claims.png Claims Cost
  • Mod country starbase influence cost mult.png Starbases Cost
  • Menu icon policies and edicts.png Decisions and Edicts Cost
  • Diplomacy alliance.png Diplomatic Pacts Upkeep
  • Diplomacy being integrated.png Integrating Subjects
  • Election vote share.png Influencing Elections
  • Unknown.png Reforming the Government
  • Menu icon factions.png Faction Interactions
  • Influence.png Each empire has a base income of +3 and only a few factors can increase it
  • Menu icon factions.png Factions (+2 in total, affected by Faction Approval)
  • Diplomacy isprotectorate.png Protectorates (+0.25 each)
  • Diplomacy rivalry.png Rivals (+0.5 each)
Other common sources of Monthly Influence
  • Egalitarian.pngFanatic Egalitarian.png Egalitarian: +25% or +50% from Factions
  • Authoritarian.pngFanatic Authoritarian.png Authoritarian: +0.5 or +1
  • Gestalt consciousness.png Gestalt Consciousness: +1
  • Civic parliamentary system.png Parliamentary System: +25% from Factions
  • Tech living state.png The Living State technology: +1 from Factions
  • Tech living state.png Autonomous Agents technology: +1
  • Menu icon traditions.png Finishing the Domination tradition tree: +1
  • Menu icon policies and edicts.png Will to Power ambition: +5
  • Menu icon factions.png Faction suppression: −1
  • Menu icon factions.png Faction promotion: −2
  • Diplomacy isvassal.png Integrating a subject: -5
Influence (Influence.png) represents political clout, and is used for many things, like enacting Edicts, making Claims, building Outposts and dealing with Factions.
  • An empire can store only 1000 Influence and the storage amount cannot be increased.
Unity.png Unity
  • Building Unity Buildings (Jobs such as Job culture worker.png Culture Workers)
  • Job administrator.pngJob enforcer.pngJob coordinator.png Various Ruler, Specialist, and Complex Drone Jobs
  • Pop job.png Various Civics make some Jobs to produce Unity
  • Building Auto-Curating Vault building improves Unity from Jobs
  • Trade value.png Trade Value conversion (Menu icon policies.png Marketplace of Ideas policy)
Unity (Unity.png) is used to unlock new Traditions.
  • Unity can be stocked up to two million.
  • Physics Research Physics research
  • Society Research Society research
  • Engineering Research Engineering research
  • Building Research Labs buildings (Job researcher.png Researcher Jobs)
  • Building Research Institute building improves Research from Jobs
  • Fleet task build research station action.png Research Stations
Physics / Society / Engineering Research (Research.png) is used to research new technologies.
  • Research speed is based on monthly Research Points production, and only then multiplied by Research Speed modifiers.
  • Research can be stored by not working on any research or special project.
  • The moment a research or special project takes place stored research is used to double the progress speed until the storage is emptied.

Strategic resources[edit]

Strategic.png 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 Minerals.png minerals, albeit at a steep price. All strategic resources can also be manufactured from Dimensional Fabricator buildings.

Resource Major uses Required tech Major source Description
Exotic gases.png Exotic Gases
  • Damage Advanced Plasma weapon components
  • Shield Advanced Shield components
  • Menu icon policies and edicts.png Strategic Resource edicts
Building Advanced Buildings Cost and Upkeep
  • 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
  • Building Exotic Gas Refineries (Job gas refiner.png Gas Refiner Jobs)
  • Building Gas Extraction Wells (rare planetary features required)
  • Planet gas giant.png Gas Giant deposits (rare)
  • Planet toxic.png Toxic World deposits (rare)
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 policies and edicts.png Strategic Resource edicts
Building Advanced Buildings Cost and Upkeep
  • 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
  • Building Synthetic Crystal Plants (Job translucer.png Translucer Jobs)
  • Building Crystal Mines (rare planetary features required)
  • Planet asteroid.png Ice Asteroid deposits (rare)
  • Planet frozen.png Frozen World deposits (rare)
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 policies and edicts.png Strategic Resource edicts
Building Advanced Buildings Cost and Upkeep
  • Food Processing Centers
  • Mineral Purification Hubs
  • Advanced alloys buildings
  • Fortress
Tech volatile motes.png Mote Stabilization
  • Building Chemical Plants (Job chemist.png Chemist Jobs)
  • Building Mote Harvesting Traps (rare planetary features required)
  • Planet asteroid.png Asteroid deposits (rare)
  • Planet molten.png Molten World deposits (rare)
These preternatural particles contain a tremendous amount of energy which could be exploited in energy production, as fuel or even as explosives.'
Zro.png Zro
  • Ship part psi shield.png Psionic Shields component
Tech mine zro.png Zro Distillation
  • Planet toxic.png Toxic World deposits (rare)
  • 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
Tech mine dark matter.png Dark Matter Drawing
  • Black Hole.png Black Hole deposits
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 policies and edicts.png Strategic Resource edicts
Tech mine living metal.png Living Metal
  • Anomaly deposits
  • Destroyed Contingency Sterilization Hubs
  • Sentinels archaeology site
  • MegaCorp.png Sold rarely by the Racket Industrial Enterprise caravan
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 policies and edicts.png Strategic Resource edicts
  • Distant Stars.png L-Cluster celestial bodies
Simple but powerful nanoactuators, allowing for complex manipulations and experiments of macroscopic scales.

Shortages[edit]

If an empire's stored stockpile for a certain resource drops to 0 with negative income, a resource shortage will occur. Resource shortages should be avoided at all costs as they impart massive penalties.

The Market can be utilized to overcome a short term deficit but this isn't a long term solution, because the resources you buy from the market will become more and more expensive and what you sell will become cheaper and cheaper overtime.

Energy Credits.png Energy shortage Minerals.png Minerals shortage Mod pop food req.png Food shortage Alloys.png Alloys shortage Consumer goods.png Consumer Goods shortage Influence.png Influence shortage Exotic gases.png Exotic Gases shortage Rare crystals.png Rare Crystals shortage Volatile motes.png Volatile Motes shortage
  • Minerals.png -50% Minerals from Jobs
  • Mod army damage mult.png -75% Army Damage
  • Mod ship shield hp mult.png -75% Shield Hit Points
  • Mod ship weapon damage.png -75% Weapons Damage
  • Alloys.png -50% Alloys from Jobs
  • Consumer goods.png -50% Consumer Goods from Jobs
  • Mod pop robot build speed mult.png -75% Robot Build Speed
  • Mod pop happiness.png -25% Lithoid Pop Happiness
  • Mod pop growth req.png -75% Lithoid Pop Growth
  • Mod pop happiness.png -25% Biological Pop Happiness
  • Mod pop growth req.png -75% Biological Pop Growth
  • Mod ship armor mult.png -75% Ship Armor
  • Mod ship fire rate mult.png -75% Fire Rate
  • Mod pop happiness.png -25% Pop Happiness
  • Research.png -50% Research from Jobs
  • Unity.png -50% Unity from Jobs
  • Mod pop happiness.png -20% Pop Happiness
  • Mod pop resource output.png -25% Resources from Jobs
  • Mod pop resource output.png -25% Resources from Jobs
  • Mod pop resource output.png -25% Resources from Jobs

References[edit]


Game concepts
Governance EmpireEthicsGovernmentCivicsPoliciesEdictsLeaderFactionsPopulationSpecies rightsEconomyTechnologyTraditionsCrime
Exploration ExplorationMapSpeciesAnomalyEventsFTLFallen empirePre-FTL speciesPrecursorsSpaceborne aliens
Colonization ColonizationCelestial bodyPlanetary featuresPlanetary managementDistrictsBuildingsShipStarbaseMegastructures
Diplomacy DiplomacyTradeSubject empireFederationsGalactic communityAI personalities
Warfare WarfareSpace warfareLand warfareShip designer
Others TraitsTerraformingPop modificationSlaveryCrisisPreset empiresAI playersEaster eggs