Difference between revisions of "Economy"

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(Minerals: corrected the percentage of mineral production increased by mineral purification building)
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{{version|2.3}}
+
{{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.]]
 
[[File:Resources.png|thumb|330px|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 {{iconify|Pop}}s working on different {{iconify|Jobs}}, or mining stations built over various celestial bodies.
 
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.
  
Resources can vary from fairly common {{iconify|food}} crops to very rare substances such as {{iconify|dark matter}} and from physical {{iconify|minerals}} to "produced" knowledge, such as {{iconify|engineering}} research.
+
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}}.
  
 
In that way, resources are very important and ought to be quickly scouted, exploited, and developed.
 
In that way, resources are very important and ought to be quickly scouted, exploited, and developed.
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There are three kinds of resources: Material, Abstract and Strategic.
 
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 stock capacity for each kind of them, and can build Resource Silos building on planet and starbase to expand it. Any produced resources that cannot be stocked will be wasted.  
+
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.
  
 
== Material Resources ==
 
== Material Resources ==
{{SVersion|2.3}}
+
{{SVersion|2.7}}
  
Material resources are the most 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.
+
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 ===
 
=== Basic ===
 +
Basic resources are directly gathered from celestial bodies or resource districts.
  
==== Energy credits ====
+
{| class="mildtable plainlist"
[[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 and "food" for robotic pops.
+
! 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.''
 +
|}
  
All empires can use Energy Credits to purchase other material and strategic resources from Internal Market or Galactical Market.  If Slave Market is available, it can also be used to purchase slaves.({{iconify|Megacorp}} DLC required)
+
=== Advanced ===
 +
Advanced resources are resources that are produced by refining them from cruder raw {{iconify|minerals}}.
  
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 {{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)
 
Finally, they can also act as a bargaining chip in [[diplomacy|trade deals]] with other empires.
 
 
They can be acquired by building mining stations around celestial bodies with energy deposits, sell other resources or slaves in internal or galactic market, building solar panel modules in a [[starbase]] and by constructing generator districts on colonized worlds.  Non-Gestalt Consciousness empires can utilize {{iconify|Trade Value}} to produce extra energy credits.
 
 
Unlike other resources, an empire can stockpile up to 50000 energy credits by default.
 
 
==== Minerals ====
 
[[file:Minerals.png|24px]] '''Minerals''' is a collective term for the basic resources an empire needs to construct stations and planetary buildings.  They're also consumed by various jobs as materials.
 
 
They, like {{iconify|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 {{green|+6}} {{iconify|Minerals}} and there can only be one such building on each Starbase.
 
 
Each Mining District produces '''2''' {{iconify|Miner}} Jobs while each Mineral Purification building produces '''1''' {{iconify|Miner}} Job. Every {{iconify|Miner}} job produces {{green|+4}} {{iconify|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 {{green|+20%}} or {{green|+30%}}, depending on level.
 
The Mineral yield can also be increased via the {{iconify|Mining Guilds}} Civic, which will increase the amount of {{iconify|Minerals}} produced by {{iconify|Miner}} Jobs by {{green|+1}}{{Iconify|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 to manufacture many advanced resources, like {{iconify|Consumer Goods}} and {{iconify|Alloys}}. {{iconify|Consumer Goods}} are needed for things such like 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 Mining Stations 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.
 
 
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.
 
 
==== Food ====
 
{{icon|food}} '''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.
 
 
Each planet grows its own {{iconify|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. Surplus food does not increase [[population]] growth directly, but 1000 {{iconify|food}} can be spent on a planetary [[decision]] to boost local population growth by {{green|25%}}. An empire-wide food shortage leads to starvation, which decreases [[happiness]] by {{red|25%}} and pop growth by {{red|75%}}, although existing pops will not die. Food is only used by organic pops; machine pops use Energy Credits as a replacement.
 
 
Food can be produced by constructing orbital hydroponic farms on [[starbase]]s or by creating [[File:Job farmer.png]][[farmer|farming]] jobs via building Agricultural [[Planetary_management#Districts|districts]], [[Buildings#Food_Production|Hydroponic Farm]]s and Food processors on the surface of a planet. Each Hydroponics Bay building on a starbase produces {{green|3}} {{iconify|food}} while each [[File:Job farmer.png]]farmer job in an agricultural district, hydroponic farm or food processing building produces {{green|6}} {{iconify|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 {{green|20%}} or {{green|30%}}, depending on level.
 
Food output is also affected by productivity modifiers such like [[stability]], [[technology]] (both regular and repeatable).
 
 
Every Agricultural district generates {{yellow|2}} {{iconify|farmer}} jobs ({{yellow|3}} for {{iconify|Hive Mind}}) while every Food processor building generates {{yellow|1–2}} {{iconify|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 {{yellow|2}}[[File:Job farmer.png]]farmer jobs, making the amount limited by building slots. As for Food Processor buildings; every planet can only support one such building.
 
 
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 [[purge|purging]] the species and setting the purge policy to "'''Forced Labor'''" or "'''Processing'''". Livestock yields {{green|4}} {{iconify|food}} per pop every month, although the pops in question will still consume {{yellow|1}} {{iconify|food}} per month, while Forced Labor and Processing purges yield {{green|3}} and {{green|6}} {{iconify|food}}<!-- and 2 {{iconify|social science}} or {{iconify|unity}} for devourers/purifiers--> 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 {{iconify|Delicious}} trait as it increases the {{iconify|food}} obtained from each pop by {{green|+2}}.
 
 
Food is one of the cheapest [[market]] resources, rated at {{yellow|1}} {{iconify|Energy}} per unit without fees.
 
 
=== Advanced ===
 
 
{| class="mildtable plainlist"
 
{| class="mildtable plainlist"
 
! Resource
 
! Resource
! Uses
+
! Major uses
! Source
+
! Major source
! width=32% | Description
+
! width=30% | Description
 
|- id="Alloys"
 
|- id="Alloys"
 
| {{iconify|Alloys}}
 
| {{iconify|Alloys}}
 
|  
 
|  
* {{icon|spaceport build cost}} Starbase construction
+
* {{icon|ship cost}} Starbase and Ship Cost
* {{icon|ship cost}} Ship construction
+
* {{icon|ship upkeep}} Ship Upkeep
* {{icon|ship upkeep}} Ship upkeep
+
* {{icon|megastructure build speed}} Megastructure Cost
* {{icon|building}} Building construction
 
* {{icon|building}} Habitat capital buildings upkeep
 
* {{icon|cost}} Megastructure construction
 
* {{icon|mgc}} Caravan trades
 
 
|  
 
|  
* {{iconify|Metallurgist}} jobs produce {{green|+3}} each
+
* {{icon|building}} Alloy Foundries Buildings ({{iconify|Metallurgist}} Jobs)
* {{iconify|Foundry Drone}} jobs produce {{green|+3}} each
+
* {{icon|Building}} Ministry of Production building improves Alloys from Jobs
* {{iconify|Fabricator}} jobs produce {{green|+4}} each
+
* [[File:Fleet task build mining station action.png|24px]] Mining Stations (rare)
* {{iconify|Odd Factory Worker}} jobs produce {{green|+4}} each
 
* [[File:Fleet task build mining station action.png|24px]] Celestial Body deposits
 
 
| ''Alloys are advanced resources with a military application, which we need to construct Ships and Starbases.''
 
| ''Alloys are advanced resources with a military application, which we need to construct Ships and Starbases.''
 
|- id="Consumer goods"
 
|- id="Consumer goods"
| {{iconify|Consumer goods}}
+
| {{iconify|Consumer Goods}}
 
|  
 
|  
* {{iconify|Gestalt Consciousness}}es empires do not use consumer goods except for {{iconify|Rogue Servitor}}s  
+
* {{iconify|Gestalt Consciousness}}es empires do not use consumer goods except for {{iconify|Rogue Servitor}}s
* {{icon|consumer goods cost}} Pop and Job upkeep
+
* {{icon|consumer goods cost}} Pops Upkeep
* [[File:Ship.png|24px]] Building colony ships
+
* {{icon|researcher}}{{icon|culture worker}}{{icon|bureaucrat}} Various Specialist Jobs Upkeep
 +
* {{icon|ship cost}} Colony Ship Cost
 
* [[File:Decision luxuries.png|24px]] Distribute Luxury Goods decision
 
* [[File:Decision luxuries.png|24px]] Distribute Luxury Goods decision
* {{icon|mgc}} Racket Industrial Enterprise Caravan trades
 
 
|
 
|
* {{iconify|Artisan}} jobs produce {{green|+8}} each
+
* {{icon|building}} Civilian Industries Buildings ({{iconify|Artisan}} Jobs)
* {{iconify|Artisan Drone}} jobs produce {{green|+8}} each
+
* {{icon|Building}} Ministry of Production building improves Consumer Goods from Jobs
* {{icon|policy}} Consumer Benefits policy adds {{green|+0.25}} per {{iconify|Trade Value}}
+
* {{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}}.''
 
| ''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"
 
|- id="Trade value"
| {{iconify|Trade value}}
+
| {{iconify|Trade Value}}
 
|  
 
|  
 
* {{iconify|Gestalt Consciousness}} empires do not use Trade Value
 
* {{iconify|Gestalt Consciousness}} empires do not use Trade Value
* {{icon|policy}} Collected Trade Value is converted into other resources based on the Trade Policy
+
* {{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)
 
* {{icon|job}} Various jobs
 
* {{icon|job}} Various jobs
* [[File:Fleet task build mining station action.png|24px]] Celestial Body deposits
+
* {{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
 
* {{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.''
 
| ''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.''
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== Abstract resources ==
 
== Abstract resources ==
Abstract Resources represent non-physical assets that an empire has access to.
+
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"
+
 
 +
{| class="mildtable plainlist" width="100%"
 
! Resource
 
! Resource
! Uses
+
! Major uses
! Sources
+
! Major source
! Notes
+
! width=30% | Description & Notes
 
|- id="Influence"
 
|- id="Influence"
 
| {{iconify|Influence}}
 
| {{iconify|Influence}}
 
|  
 
|  
* [[File:Menu icon claims.png|24px]] Making Claims
+
* [[File:Menu icon claims.png|24px]] Claims Cost
* {{icon|edict}} Activating Decisions
+
* {{icon|starbase influence cost}} Starbases Cost
* {{icon|edict}} Activating Edicts
+
* {{icon|edict}} Decisions and Edicts Cost
* {{icon|starbase influence cost}} Constructing Starbases
+
* {{icon|alliance}} Diplomatic Pacts Upkeep
* {{icon|alliance}} Maintaining Diplomatic Pacts
 
 
* {{icon|integrate}} Integrating Subjects
 
* {{icon|integrate}} Integrating Subjects
 
* {{icon|election}} Influencing Elections
 
* {{icon|election}} Influencing Elections
* Reforming the Government
+
* {{icon|unknown}} Reforming the Government
 +
* {{icon|faction}} Faction intereactions
 
|  
 
|  
* {{icon|faction}} Factions
+
* {{icon|influence}} Each empire has a base income of {{green|+3}} and only a few factors can increase it
* [[File:Leader_trait_magnifying_glass.png|24px]] Event rewards
+
* {{icon|faction}} Factions ({{green|+2}} in total, affected by Faction Approval)
* {{icon|opinion}} Humiliate Wargoal
+
* {{icon|protectorate}} Protectorates ({{green|+0.25}} each)
|  
+
* {{icon|rivalry}} Rivals ({{green|+0.5}} each)
* An empire produces a base gain of 3 Influence per month
+
 
* A number of modifiers reducing the influence cost of various actions
 
* An empire can store only 1000 Influence and the storage amount cannot be increased
 
 
{{Collapse list
 
{{Collapse list
| type= Monthly Influence can be increased by the following
+
| type= Other common sources of Monthly Influence
 
| body=
 
| body=
* {{icon|protectorate}} Protectorates add {{green|+0.25}} each
+
* {{icon|Egalitarian}}{{icon|Fanatic Egalitarian}} Egalitarian: {{green|+25%}} or {{green|+50%}} from Factions
* {{icon|rivalry}} Rivals add {{green|+0.5}} each
+
* {{icon|Authoritarian}}{{icon|Fanatic Authoritarian}} Authoritarian: {{green|+0.5}} or {{green|+1}}
* {{iconify|Authoritarian}} ethic adds {{green|+0.5}}
+
* {{iconify|Gestalt Consciousness}}: {{green|+1}}
* {{iconify|Fanatic Authoritarian}} ethic adds {{green|+1}}
+
* {{iconify|Parliamentary System}}: {{green|+25%}} from Factions
* {{iconify|Gestalt Consciousness}} ethic adds {{green|+1}}
+
* {{iconify|The Living State|24px}} technology: {{green|+1}} from Factions
* {{iconify|Autonomous Agents|24px}} technology adds {{green|+1}}
+
* {{iconify|Autonomous Agents|24px}} technology: {{green|+1}}
* {{icon|tradition}} Finishing the Domination tradition tree adds {{green|+1}}
+
* {{icon|tradition}} Finishing the Domination tradition tree: {{green|+1}}
* {{iconify|Deep Connections}} Ruler trait adds {{green|+1}}
+
* {{icon|edict}} Will to Power ambition: {{green|+5}}
* {{iconify|Psionic}} Ruler trait adds {{green|+0.5}}
+
* {{icon|faction}} Faction suppression: {{red|−1}}
* {{iconify|Chosen One}} Ruler trait adds {{green|+1}}
+
* {{icon|faction}} Faction promotion: {{red|−2}}
* {{icon|edict}} Will to Power ambition adds {{green|+5}}
+
* {{icon|vassal}} Integrating a subject: {{red|-5}}
* [[File:Mod shroud unavailable.png|24px]] Covenant: End of the Cycle adds {{green|+5}}
 
* {{icon|faction}} Faction suppression adds {{red|−1}}
 
* {{icon|faction}} Faction promotion adds {{red|−2}}
 
* [[File:R galatron.png|24px]] The Galatron relic adds {{green|+3}}
 
* Integrating a subject uses {{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"
 
|- id="Unity"
 
| {{iconify|Unity}}
 
| {{iconify|Unity}}
 
|  
 
|  
* {{icon|tradition}} Adopting Traditions
+
* {{icon|tradition}} [[Traditions]] Cost
* {{icon|edict}} Activating Ambition Edicts
+
* {{icon|edict}} Ambition Edicts Cost
|
 
* {{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}}
 
* [[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|Fanatic Purifiers}} civic adds {{green|+2}} for every purged pop
 
* {{icon|mgc}} Mega Art Installation megastructure adds {{green|+100}} per level
 
 
|  
 
|  
* An empire produces a base gain of 1 Unity per month
+
* {{icon|building}} Unity Buildings (Jobs such as {{iconify|Culture Worker}}s)
* Unity can be stockpiled up to 2 million
+
* {{icon|administrator}}{{icon|enforcer}}{{icon|coordinator}} Various Ruler, Specialist, and Complex Drone Jobs
{{Collapse list
+
* {{icon|Jobs}} Various [[Civics]] make some Jobs to produce Unity
| type= Monthly Unity can be increased by the following
+
* {{icon|Building}} Auto-Curating Vault building improves Unity from Jobs
| body=
+
* {{iconify|Trade Value}} conversion ({{icon|policy}} Marketplace of Ideas policy)
* {{iconify|Spiritualist}} ethic adds {{green|+10%}}
+
| ''Unity ({{icon|Unity}}) is used to unlock new Traditions.''
* {{iconify|Fanatic Spiritualist}} ethic adds {{green|+20%}}
+
----
* {{iconify|Beacon of Liberty}} civic adds {{green|+15%}}
+
* Unity can be stocked up to two million.
* {{iconify|Inwards Perfection}} civic adds {{green|+20%}}
 
* {{iconify|Brand Loyalty}} civic adds {{green|+15%}}
 
* {{iconify|One Mind}} civic adds {{green|+15%}}
 
* {{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%}}
 
* {{icon|edict}} Fear Campaign adds {{green|+10%}}
 
* {{iconify|Reformer}} Ruler trait adds {{green|+10%}}
 
* [[File:Ruler.png|24px]] Rulers add {{green|+3%}} per level
 
}}
 
 
|- id="Research"
 
|- id="Research"
 
|  
 
|  
* {{iconify|Engineering}} research
 
 
* {{iconify|Physics}} research
 
* {{iconify|Physics}} research
 
* {{iconify|Society}} research
 
* {{iconify|Society}} research
 +
* {{iconify|Engineering}} research
 
|  
 
|  
* Researching technologies
+
* {{icon|research speed}} Researching [[Technologies]]
* Finishing Special Projects
+
* {{icon|anomaly research speed}} Finishing Special Projects
 
|  
 
|  
* [[File:Leader_trait_magnifying_glass.png|24px]] Event rewards
+
* {{icon|building}} Research Labs buildings ({{iconify|Researcher}} Jobs)
* {{iconify|Ruler}} and {{iconify|Specialist}} jobs
+
* {{icon|Building}} Research Institute building improves Research from Jobs
* [[File:Fleet task build research station action.png|24px]] Celestial Body deposits
+
* [[File:Fleet task build research station action.png|24px]] Research Stations
|  
+
| ''Physics / Society / Engineering Research ({{icon|research}}) is used to research new technologies.''
* 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
+
* 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 ==
{{SVersion|2.3}}
+
{{SVersion|2.7}}
{{icon|Strategic}} Strategic resources are rare resources required to both build and maintain advanced buildings and ship components. They are valued far more than the common basic resources. Natural strategic resource deposits are always visible but requires specific technology to exploit.
+
{{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"
 
{| class="mildtable plainlist"
 
! Resource
 
! Resource
! Uses
+
! Major uses
 
! Required tech
 
! Required tech
! Source
+
! Major source
! width=40% | Description
+
! width=30% | Description
 
|- id="Exotic gases"
 
|- id="Exotic gases"
 
| {{iconify|Exotic Gases}}
 
| {{iconify|Exotic Gases}}
Line 226: Line 213:
 
* {{icon|damage}} Advanced Plasma weapon components
 
* {{icon|damage}} Advanced Plasma weapon components
 
* {{icon|shield}} Advanced Shield components
 
* {{icon|shield}} Advanced Shield components
* {{icon|edict}} Exotic Gases as Fuel edict
+
* {{icon|edict}} Strategic Resource edicts
* {{icon|edict}} Exotic Gases for Shield Boost edict
 
* {{icon|edict}} Terraforming Gasses edict
 
 
{{Collapse list
 
{{Collapse list
| type= {{icon|building}} Building Cost and Maintenance
+
| type= {{icon|building}} Advanced Buildings Cost and Upkeep
 
| body=
 
| body=
 
* Cyto-Revitalization Center
 
* Cyto-Revitalization Center
Line 242: Line 227:
 
| {{iconify|Exotic Gas Extraction|30px}}
 
| {{iconify|Exotic Gas Extraction|30px}}
 
|
 
|
* [[File:Planet gas giant.png|24px]] Gas Giant deposits
+
* {{icon|building}} Exotic Gas Refineries ({{iconify|Gas Refiner}} Jobs)
* [[File:Planet toxic.png|24px]] Toxic World deposits
+
* {{icon|building}} Gas Extraction Wells (rare planetary features required)
* [[File:Planet tropical.png|28px]][[File:Planet continental.png|28px]][[File:Planet ocean.png|28px]] Wet planet features
+
* [[File:Planet gas giant.png|24px]] Gas Giant deposits (rare)
* {{icon|lev}} XuraCorp Trader Enclave deal
+
* [[File:Planet toxic.png|24px]] Toxic World deposits (rare)
* {{icon|mgc}} Caravan offers
 
* {{icon|building}} Exotic Gas Refineries (refined from {{iconify|Minerals}})
 
 
| ''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 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"
 
|- id="Rare crystals"
Line 254: Line 237:
 
* {{icon|damage}} Advanced Laser weapon components
 
* {{icon|damage}} Advanced Laser weapon components
 
* {{icon|health}} Advanced Hull components
 
* {{icon|health}} Advanced Hull components
* {{icon|edict}} Crystalline Sensors edict
+
* {{icon|edict}} Strategic Resource edicts
* {{icon|edict}} Focusing Crystals edict
 
 
{{Collapse list
 
{{Collapse list
| type= {{icon|building}} Building Cost and Maintenance
+
| type= {{icon|building}} Advanced Buildings Cost and Upkeep
 
| body=
 
| body=
 
* Advanced consumer goods buildings
 
* Advanced consumer goods buildings
Line 267: Line 249:
 
| {{iconify|Rare Crystal Mining|30px}}
 
| {{iconify|Rare Crystal Mining|30px}}
 
|
 
|
* [[File:Planet asteroid.png|24px]] Ice Asteroid deposits
+
* {{icon|building}} Synthetic Crystal Plants ({{iconify|Translucer}} Jobs)
* [[File:Planet frozen.png|24px]] Frozen World deposits
+
* {{icon|building}} Crystal Mines (rare planetary features required)
* [[File:Planet alpine.png|28px]][[File:Planet tundra.png|28px]][[File:Planet arctic.png|28px]] Cold planet features
+
* [[File:Planet asteroid.png|24px]] Ice Asteroid deposits (rare)
* {{icon|lev}} Muutagan Merchant Guild Trader Enclave deal
+
* [[File:Planet frozen.png|24px]] Frozen World deposits (rare)
* {{icon|mgc}} Caravan offers
 
* {{icon|building}} Synthetic Crystal Plants (refined from {{iconify|Minerals}})
 
 
| ''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.''
 
| ''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"
 
|- id="Volatile motes"
 
| {{iconify|Volatile Motes}}
 
| {{iconify|Volatile Motes}}
 
|  
 
|  
* {{icon|damage}} Advanced Kinetic weapon components
+
* {{icon|damage}} Advanced Kinetic and Missile weapon components
* {{icon|damage}} Advanced Missile weapon components
+
* {{icon|edict}} Strategic Resource edicts
* {{icon|edict}} Volatile Ammunition edict
 
* {{icon|edict}} Volatile Explosives edict
 
* {{icon|edict}} Volatile Reactive Armor edict
 
* {{icon|edict}} Volatile Land Clearance edict
 
 
{{Collapse list
 
{{Collapse list
| type= {{icon|building}} Building Cost and Maintenance
+
| type= {{icon|building}} Advanced Buildings Cost and Upkeep
 
| body=
 
| body=
 
* Food Processing Centers
 
* Food Processing Centers
Line 293: Line 269:
 
| {{iconify|Mote Stabilization|30px}}
 
| {{iconify|Mote Stabilization|30px}}
 
|
 
|
* [[File:Planet asteroid.png|24px]] Asteroid deposits
+
* {{icon|building}} Chemical Plants ({{iconify|Chemist}} Jobs)
* [[File:Planet molten.png|24px]] Molten World deposits
+
* {{icon|building}} Mote Harvesting Traps (rare planetary features required)
* [[File:Planet desert.png|28px]][[File:Planet arid.png|28px]][[File:Planet savannah.png|28px]] Dry planet features
+
* [[File:Planet asteroid.png|24px]] Asteroid deposits (rare)
* {{icon|lev}} Riggan Commerce Exchange Trader Enclave deal
+
* [[File:Planet molten.png|24px]] Molten World deposits (rare)
* {{icon|building}} Chemical Plants (refined from {{iconify|Minerals}})
 
 
| ''These preternatural particles contain a tremendous amount of energy which could be exploited in energy production, as fuel or even as explosives.'
 
| ''These preternatural particles contain a tremendous amount of energy which could be exploited in energy production, as fuel or even as explosives.'
 
|- id="Zro"
 
|- id="Zro"
Line 305: Line 280:
 
| {{iconify|Zro Distillation|30px}}
 
| {{iconify|Zro Distillation|30px}}
 
|
 
|
 +
* [[File:Planet toxic.png|24px]] Toxic World deposits (rare)
 
* [[File:Planet gas giant.png|24px]] Gas Giant anomalies
 
* [[File:Planet gas giant.png|24px]] Gas Giant anomalies
* [[File:Planet toxic.png|24px]] Toxic World deposits
 
 
| ''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.''
 
| ''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"
 
|- id="Dark matter"
Line 321: Line 296:
 
| {{iconify|Living Metal}}
 
| {{iconify|Living Metal}}
 
|  
 
|  
* {{icon|edict}} Living Metal Mega-Construction edict
+
* {{icon|edict}} Strategic Resource edicts
 
| {{icon|Living Metal tech|30px}} Living Metal
 
| {{icon|Living Metal tech|30px}} Living Metal
 
|
 
|
 
* Anomaly deposits
 
* Anomaly deposits
 
* Destroyed Contingency Sterilization Hubs
 
* Destroyed Contingency Sterilization Hubs
* Sold rarely by the Racket Industrial Enterprise caravan
+
* 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.''
 
| ''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"
 
|- id="Nanites"
 
| {{iconify|Nanites}}
 
| {{iconify|Nanites}}
 
|  
 
|  
* {{icon|edict}} Nanite Actuators edict
 
 
* [[File:Ship part auto repair.png|24px]] Nanite Repair System component
 
* [[File:Ship part auto repair.png|24px]] Nanite Repair System component
 
* {{icon|building}} Nanite Transmuter building upkeep
 
* {{icon|building}} Nanite Transmuter building upkeep
 +
* {{icon|edict}} Strategic Resource edicts
 
|  
 
|  
 
|
 
|
* {{icon|dst}} L-Cluster celestial bodies
+
* {{icon|dst|24px}} L-Cluster celestial bodies
| ''Simple but powerful nanoacutators, allowing for complex manipulations and experiments of macroscopic scales.''
+
| ''Simple but powerful nanoactuators, allowing for complex manipulations and experiments of macroscopic scales.''
 
|}
 
|}
  
 
== Shortages ==
 
== Shortages ==
{{SVersion|2.3}}
+
{{SVersion|2.7}}
A resource shortage occurs when an empire's storage for a certain resource is {{red|0}}. Resource shortages should be avoided at all costs as the negative effects they bring are massive:
+
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"
 
{| class="mildtable plainlist"
 
! {{iconify|Energy}} shortage
 
! {{iconify|Energy}} shortage
Line 355: Line 333:
 
|-
 
|-
 
|  
 
|  
* {{icon|minerals}} {{red|-50%}} Minerals Output
+
* {{icon|minerals}} {{red|-50%}} Minerals from Jobs
 
* {{icon|army damage}} {{red|-75%}} Army Damage
 
* {{icon|army damage}} {{red|-75%}} Army Damage
 
* {{icon|ship shield}} {{red|-75%}} Shield Hit Points
 
* {{icon|ship shield}} {{red|-75%}} Shield Hit Points
 
* {{icon|ship damage}} {{red|-75%}} Weapons Damage
 
* {{icon|ship damage}} {{red|-75%}} Weapons Damage
 
|  
 
|  
* {{icon|alloys}} {{red|-50%}} Alloys Output
+
* {{icon|alloys}} {{red|-50%}} Alloys from Jobs
* {{icon|consumer goods}} {{red|-50%}} Consumer Goods Output
+
* {{icon|consumer goods}} {{red|-50%}} Consumer Goods from Jobs
 
* {{icon|robot build speed}} {{red|-75%}} Robot Build Speed
 
* {{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|happiness}} {{red|-25%}} Biological Pop Happiness
* {{icon|growth speed}} {{red|-75%}} Pop Growth Speed
+
* {{icon|growth speed}} {{red|-75%}} Biological Pop Growth
 
|  
 
|  
 
* {{icon|ship armor}} {{red|-75%}} Ship Armor
 
* {{icon|ship armor}} {{red|-75%}} Ship Armor
Line 371: Line 351:
 
|  
 
|  
 
* {{icon|happiness}} {{red|-25%}} Pop Happiness
 
* {{icon|happiness}} {{red|-25%}} Pop Happiness
* {{icon|research}} {{red|-50%}} Research Output
+
* {{icon|research}} {{red|-50%}} Research from Jobs
* {{icon|unity}} {{red|-50%}} Unity Output
+
* {{icon|unity}} {{red|-50%}} Unity from Jobs
 
|  
 
|  
 
* {{icon|happiness}} {{red|-20%}} Pop Happiness
 
* {{icon|happiness}} {{red|-20%}} Pop Happiness
 
|  
 
|  
* {{icon|pop resource output}} {{red|-25%}} Resource Output
+
* {{icon|pop resource output}} {{red|-25%}} Resource from Jobs
 
|  
 
|  
* {{icon|pop resource output}} {{red|-25%}} Resource Output
+
* {{icon|pop resource output}} {{red|-25%}} Resource from Jobs
 
|  
 
|  
* {{icon|pop resource output}} {{red|-25%}} Resource Output
+
* {{icon|pop resource output}} {{red|-25%}} Resource from Jobs
 
|}
 
|}
  

Latest revision as of 08:15, 23 June 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
  • 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)
  • 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 intereactions
  • 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% Resource from Jobs
  • Mod pop resource output.png -25% Resource from Jobs
  • Mod pop resource output.png -25% Resource 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