Difference between revisions of "Economy"

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(Consumer goods)
(Strategic resources: Added new Distant Stars resources. Other resource buffs also changed.)
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| '''{{iconify|Neutronium ore|26px}}'''
 
| '''{{iconify|Neutronium ore|26px}}'''
 
| {{iconify|Neutronium Extraction|18px}}
 
| {{iconify|Neutronium Extraction|18px}}
| {{icon|Ship armor}} {{green|+20%}} Armor
+
| {{icon|Ship hull}} {{green|+20%}} Hull HP
 
|
 
|
 
* Neutron stars
 
* Neutron stars
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| {{iconify|Zro Distillation|18px}}
 
| {{iconify|Zro Distillation|18px}}
 
|{{Plainlist|* {{icon|Ship Speed}} {{green|+50%}} FTL Speed
 
|{{Plainlist|* {{icon|Ship Speed}} {{green|+50%}} FTL Speed
* {{icon|Sensor Range}} {{green|+100%}} Sensor Range }}
+
* {{icon|Sensor Range}} {{green|+1%}} Sensor Range }}
 +
* {{icon|Sensor Range}} {{green|+100%}} Hyperlane Range}}
 
|
 
|
 
* Gas giants inside a [[nebula]]
 
* Gas giants inside a [[nebula]]
 
* Accompanied by 2 {{icon|phy}} Physics and 2 {{icon|soc}} Society
 
* Accompanied by 2 {{icon|phy}} Physics and 2 {{icon|soc}} Society
 
| ''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="NanoCrystal"
 +
| '''{{iconify|Dark matter|26px}}'''
 +
| {{iconify|Dark Matter Drawing|18px}}
 +
| {{icon|weapons damage}} {{green|+10%}} Kinetic Damage
 +
| {{icon|weapons damage}} {{green|+10%}} Energy Damage
 +
| {{icon|weapons damage}} {{green|+10%}} Explosive Damage
 +
|
 +
|- id="NanoScale"
 +
| '''{{iconify|Dark matter|26px}}'''
 +
| {{iconify|Dark Matter Drawing|18px}}
 +
| {{icon|food output}} {{green|+20%}} Food Production
 +
|
 +
|- id="NanoActuator"
 +
| '''{{iconify|Dark matter|26px}}'''
 +
| {{iconify|Dark Matter Drawing|18px}}
 +
| {{icon|research speed}} {{green|+10%}} research speed
 +
|
 +
* Black holes
 +
* Accompanied by 5 {{icon|phy}} Physics
 +
| ''This exotic substance has many properties that seemingly defy the laws of physics. Harvestable concentrations can only be found near Black Holes or in certain nebulas.''
 
|}
 
|}
  
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| '''{{iconify|Engos vapor|26px}}'''
 
| '''{{iconify|Engos vapor|26px}}'''
 
| {{iconify|Engos Vapor Refining|18px}}
 
| {{iconify|Engos Vapor Refining|18px}}
| {{icon|habitability}} {{green|+5%}} Habitability
+
| {{icon|habitability}} {{green|+10%}} Pop Resource output
 
|
 
|
 
* Gas giants and toxic worlds
 
* Gas giants and toxic worlds
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| '''{{iconify|Garanthium ore|26px}}'''
 
| '''{{iconify|Garanthium ore|26px}}'''
 
| {{iconify|Garanthium Mining|18px}}
 
| {{iconify|Garanthium Mining|18px}}
| {{icon|ship hull points}} {{green|+10%}} Ship hull points
+
| {{icon|ship hull points}} {{green|+20%}} Ship hull points
 
|
 
|
 
* Asteroids
 
* Asteroids
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| '''{{iconify|Lythuric gas|26px}}'''
 
| '''{{iconify|Lythuric gas|26px}}'''
 
| {{iconify|Lythuric Gas Refining|18px}}
 
| {{iconify|Lythuric Gas Refining|18px}}
| {{icon|shield hit points}} {{green|+20%}} Shield hit points
+
| {{icon|sublight speed}} {{green|+20%}} Ship sublight speed
 
|
 
|
 
* Gas giants
 
* Gas giants
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* {{green|2x}} chance of finding if inside a [[nebula]]
 
* {{green|2x}} chance of finding if inside a [[nebula]]
 
| ''Small concentrations of this gas has been shown to significantly strengthen the integrity of energy force fields. It also has a dulling effect on the minds of creatures exposed to the gas.''
 
| ''Small concentrations of this gas has been shown to significantly strengthen the integrity of energy force fields. It also has a dulling effect on the minds of creatures exposed to the gas.''
|- id="Orillium Ore"
+
|- id="Aldar Crystals"
 +
| '''{{iconify|Orillium ore|26px}}'''
 +
| {{iconify|Orillium Extraction|18px}}
 +
| {{icon|weapons damage}} {{green|+20%}} Explosive weapon damage
 +
|
 +
|- id="Orillium Crystals"
 
| '''{{iconify|Orillium ore|26px}}'''
 
| '''{{iconify|Orillium ore|26px}}'''
 
| {{iconify|Orillium Extraction|18px}}
 
| {{iconify|Orillium Extraction|18px}}
| {{icon|weapons damage}} {{green|+15%}} Explosive weapon damage
+
| {{icon|shield hitpoints}} {{green|+20%}} Shield Hitpoints
 
|
 
|
 
* Asteroids
 
* Asteroids
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| '''{{iconify|Teldar crystals|26px}}'''
 
| '''{{iconify|Teldar crystals|26px}}'''
 
| {{iconify|Teldar Crystal Mining|18px}}
 
| {{iconify|Teldar Crystal Mining|18px}}
| {{icon|weapons damage}} {{green|+15%}} Kinetic weapon damage
+
| {{icon|weapons damage}} {{green|+20%}} Kinetic weapon damage
 
|
 
|
 
* Asteroids and Frozen worlds
 
* Asteroids and Frozen worlds
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| '''{{iconify|Yurantic crystals|26px}}'''
 
| '''{{iconify|Yurantic crystals|26px}}'''
 
| {{iconify|Yurantic Crystal Mining|18px}}
 
| {{iconify|Yurantic Crystal Mining|18px}}
| {{icon|weapons damage}} {{green|+15%}} Energy weapon damage
+
| {{icon|weapons damage}} {{green|+20%}} Energy weapon damage
 
|
 
|
 
* Asteroids and frozen worlds
 
* Asteroids and frozen worlds

Revision as of 21:29, 22 May 2018

Version

Outliner top.png
Please help with verifying or updating older sections of this article. At least some were last verified for version 1.9.

This article is for the PC version of Stellaris only.
A gas giant with four units of research resources and one unit of the very rare Zro aerosol.

In Stellaris, an empire's economy is based around resources which are produced in limited quantities on astronomical objects and are used for various purposes.

Resources are obtained by having a POP on its tile in a colony or by building a specific type of station in space. They can also be produced on a planet by constructing buildings and these stack with already existing resources of the same type. Gathered resources can benefit a planet, a sector or an empire as a whole.

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

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

There are two kinds of resources: basic and strategic.

Basic resources

Basic 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.

Energy credits

Energy Credits.png Energy credits are the game's currency, backed by an empire's ability to produce energy. Their focus is mostly on Production for Maintenance, rather than storing large amounts. They are mainly used for recurring expenses such as maintenance of buildings, ships, spaceport modules, stations and food replacement for Robots. There is a significant maintenance cost for colony ships and colonies that are being established. 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 Energy Credits.png energy), and building robots.

Finally, they can also act as a bargaining chip in trade deals with early empires. However, as empires grow more established, producing and storing larger amounts of energy credits, they become less valuable for trade. However that can make it really cheap to acquire them via trade deals, especially for Minerals.

They can be acquired by building mining stations around celestial bodies with energy deposits, building trading post modules in a starbase and by constructing and upgrading power plants on colonized worlds. They are produced and stored on a sector-by-sector basis as well as empire basis so it is advisable to keep an eye on total energy balance before transferring systems to a sector.

It is very important to keep a positive balance as not having enough energy credits will cause a critical resource shortage that reduces the output of Minerals.png minerals, all research, ship and army build speeds, ship shields and weapons damage by half. Additionally, colonies in the process of establishing themselves on new worlds will halt their progress and the output of robotic pops will be reduced by half.

Generally, consistency of energy output is more important than the amount, unless active expansion is in process.

Empires can stockpile 5000 energy credits at the start of the game. This cap can be increased by technology (1000 for each ship power source technology, 2000 for each Power Plant technology except the first and last, and 2500 for each Power Hub technology). Resource silo buildings can be built on starbases, with each silo increasing energy storage by 2500.

Minerals

Minerals.png Minerals is a collective term for all physical, material resources that are used for constructing and upgrading stations and buildings on planets. Minerals are also required for the upkeep of ships and upkeep for population in the form of consumer goods.

They, like Energy Credits.png energy credits, can be obtained by building mining stations around celestial bodies with mineral deposits, building mines on habitats and by constructing and upgrading mines on the surface of planets and moons. They are also produced and accumulated on a sector-by-sector basis.

Empires can stockpile up to 5000 minerals by default, with mining-related technologies and the Resource Silo starbase building increasing the limit. Sectors have their own separate stockpiles.

The primary purpose of Minerals is 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.

Secondly, Minerals also act as a valuable commodity for trade deals, as they are consumed by a significantly wider range of projects than Energy Credits.png energy credits; there are few times where an otherwise somewhat unattractive trade deal cannot be made attractive to another empire by offering them a modest sum of minerals.

Finally, minerals are used to manufacture consumer goods and maintain ships. Both act as a small but persistent drain especially for large empires. See Consumer Goods and Ship designer for details.

It is often important to have a sizable storage, especially so in times of war, in order to better deal with urgent situations and be able to survive production sites being lost or cut off. Not having enough minerals will cause a critical resource shortage that reduces Mod ship armor mult.png ship armor, Mod army damage mult.png army damage, weapons damage and research speed by half. A careful player should decide how many months or years worth of minerals should be kept in storage as a reserve. Minerals production should be pretty much maximized at all times, unless there is energy shortage or the empire has passed the point of saturation and cannot put minerals to use faster.

Consumer goods

Consumer goods represent a portion of an empire's industrial output that is occupied with seeing to the needs of the population. Each pop in an empire will use a certain amount of consumer goods, primarily dependent on their living standards. Consumer goods cost is represented by a monthly drain of Minerals.png Minerals.

The base amount of goods a pop requires per month depends entirely on the living standards set for that particular species. Each unit of Consumer Goods has a base cost of 0.75 Minerals.png Minerals.

Robots and Droids do not need consumer goods while Synthetics' consumer goods consumption depends on AI Rights Policy.

The base costs are affected by various modifiers to calculate the total amount of minerals necessary to produce enough consumer goods to fulfill the needs of the population. These modifiers depend on factors such as ethics, traits, planet modifiers and whether the empire is engaged in a defensive war. Regardless of what sum present modifiers give, the lowest possible consumer goods cost that an empire can have is capped at Mod pop consumer goods mult.png –90% Consumer Goods Cost.

Modifier Consumer Goods cost change
Diplomacy war.png Defensive war –33%
Menu icon policies and edicts.png Recycling Campaign edict –15%
Menu icon traditions.png Prosperity tradition finish –20%
Egalitarian.png Egalitarian ethic –10%
Fanatic Egalitarian.png Fanatic egalitarian ethic –20%
Civic ascetic.png Ascetic civic –25%
Civic environmentalist.png Environmentalist civic –15%
Conservationist.png Conservationist trait –15%
Trait robotic 3.png Synthetic trait –50%
Wasteful.png Wasteful trait +15%
Residence Citizenship –10%
Residence (Caste system) Citizenship –25%
Living Standards Consumer Goods cost
Chemical Bliss living standards +2.00 Consumer goods.png Consumer Goods
Mandatory Pampering living standards +2.00 Consumer goods.png Consumer Goods
Utopian Abundance living standards +1.50 Consumer goods.png Consumer Goods
Academic Privilege living standards +1.50 Consumer goods.png Consumer Goods
Social Welfare living standards +1.25 Consumer goods.png Consumer Goods
Decent living standards +1.00 Consumer goods.png Consumer Goods
Impoverished Conditions living standards +0.75 Consumer goods.png Consumer Goods
Basic Subsistence living standards +0.50 Consumer goods.png Consumer Goods
Non-Existent living standards +0.00 Consumer goods.png Consumer Goods
Drone living standards +0.50 Consumer goods.png Consumer Goods
Hive Dissociation, Identity Sublimation, Transubstantiation Synthesis or Transcendent Awakening living standards 2x Consumer goods.png Consumer Goods

Food

Each planet grows its own Food.png food and can export or import food. Surplus food increases population growth. Likewise, an empire-wide food shortage leads to starvation, which decreases happiness and halts or even regresses pop growth, although existing pops will not die. Empire food storage can be managed via the empire policies, with the storage limits being 200, 1000 or 5000. Food is only used by organic pops; machine pops use Energy Credits as the replacement, and Machine Empires other than Rogue Servitors are unable to store any food whatsoever.

Food can be produced by constructing orbital hydroponic farms on starbases or by building and upgrading hydroponic farms on the surface.

Starvation penalties apply once the deficit reaches at least 2; a deficit causes a "starvation" penalty of -5% happiness per missing food, stacking. Whilst happiness penalties do not affect food production (to avoid starting an escalating feedback loop where unhappy farmers produce less food, and then become even more upset because they aren't farming enough to feed themselves), the happiness penalties can cause significant reductions to all other resource outputs and causes unrest to skyrocket which can lead to major problems with maintaining order. As such, starvation should be avoided at all costs.

Food can be stockpiled; how big the stockpile is depends on the Food stockpiling policy set by the empire.

Influence

Influence.png Influence represents the political and diplomatic clout of the empire's leaders. It is used for constructing starbases to claim ownership of new systems, enacting most edicts, incorporating vassals, changing and reforming government types, building some empire-unique buildings, maintaining defensive pacts and federations, revoking planets from sectors, taking their resources, and dealing with factions. Depending on a players' governing ethics and government type, it is also possible to use it to influence elections.

It can be gained by declaring rivalries, researching technologies that increase influence output, keeping factions happy, by finishing events or anomalies, having protectorates, winning wars using the "Humiliate" and "Stop Atrocity" war goals. It is produced on an empire basis so it doesn't matter if a given system is managed by a sector.

The base cost of claiming a new system is 75 Influence.png influence, which is increased the further away the system is from one's existing borders.

While not as important as Energy Credits.png energy credits or Minerals.png minerals in the day-to-day economy, it is nonetheless critical in the long-term strategic sense—correct application of influence in critical moments may give an empire much-needed edge.

Empires produce a base of 3 Influence.png influence a month, can store only 1000, and the storage amount cannot be increased.

An influence shortage causes an empire-wide −20% Mod pop happiness.png happiness penalty.

Influence.png Population Governance Planet Technology
+3
  • "Sponsored Rebels" modifier
+2
  • "Servitor Morale: Maximum" modifier
+1.5
  • "Servitor Morale: High" modifier
+1
  • Fanatic Authoritarian.png Fanatic Authoritarian
  • Gestalt consciousness.png Gestalt Consciousness
  • "Servitor Morale: Average" modifier
  • Civic cutthroat politics.png Cutthroat Politics
  • Civic inwards perfection.png Inward Perfection
  • Civic subsumed will.png Subsumed Will
  • Menu icon traditions.png Synchronicity tree completion
  • Leader trait psionic chosen one.png Chosen One
  • Trait ruler deep connections.png Deep Connections
  • Tech planetary unification.png Planetary Unification
+0.5
  • Authoritarian.png Authoritarian
  • "Servitor Morale: Low" modifier
  • Leader trait psionic leader.png Psychic
−1
  • "Servitor Morale: Abysmal" modifier
  • "(Faction) Suppressed" modifier
−2
  • "(Faction) Promoted" modifier

Unity

Unity is a resource used to acquire traditions, allowing one to progress through tradition trees and gain ascension perks. Note: choosing an ascension perk does NOT spend unity. Unity can also be spent on Ambitions, which are similar to edicts. Ambitions require the Apocalypse.png Apocalypse DLC and the Ascension Theory technology.

Every empire has a base gain of Unity.png +1 Unity. Additional unity is generated by buildings, in particular the Planetary Capital building. Research and traditions can add a number of unity generation buildings. Civics, ethics and certain Traits can also affect unity gain rather drastically. Democratic governments can get extra unity by fulfilling their ruler's mandate.

Unity can be stockpiled and there is no cap to it.

Research

Research is used to acquire new technologies in the Physics Research Physics, Society Research Society, and Engineering Research Engineering departments. It is also spent on some special projects.

It can be acquired by building research stations and by constructing and upgrading science labs on the surface of planets and moons. It, like Influence.png influence, is produced on an empire basis.

Stored research works totally differently from other stored resources. Storage can only be acquired from any time spent not working on either an active research topic or by finishing special projects, including salvage operations. The moment active research does take place, stored research is used to speed up the progress. For every point of research income, an additional point from the storage is used to effectively double the speed. As such research tends towards 0 storage eventually, while still allowing lump sums to be gained and stored.

Research points gained from anomaly investigation and from salvaging debris are added to the stored research pool; research points are not added to the stored research pool when conducting special projects such as debris salvage or genetic modification.

Research.png Population Governance Planet Technology
+25%
  • "Pleased" modifier
  • "Precursor Data Cache" modifier
+20%
  • Erudite.png Erudite
  • Trait robotic 3.png Synthetic
  • PM assist research.png Research Assistance (improved)
  • PM Strong Magnetic Field.png Magnetic Miracle
  • Menu icon policies and edicts.png Spirit of Science
+15%
  • "Curator Insight" modifier
+10%
  • Intelligent.png Intelligent
  • Logic engines.png Logic engines
  • Trait psionic species.png Psionic
  • Consumer goods.png Living standards – Academic privilege
  • Leader trait intellectual.png Analytical
  • Leader trait intellectual.png Intellectual
  • PM assist research.png Research Assistance
  • PM Irradiated.png Uncertain History
  • Module Observatory
+5%
  • Trait psionic species.png Latent psionic
–10%
  • Purge.png Labor Camps
  • Ghost Signal Ghost Signal
  • "AIs Patched" modifier
–20%
  • Menu icon policies.png AI – Servitude
  • "Stellar Culture Shock (early space age)" modifier
  • "War Protester" modifier
  • "Withdrawal Symptoms" modifier
–25%
  • Trait primitive.png Serviles
  • "Enraged" modifier
  • Ghost Signal Ghost Signal (2)
  • Ghost Signal Ghost Signal (machine 4)
–40%
  • Trait robotic 2.png Droid
  • Menu icon policies.png AI – Outlawed
  • Ghost Signal Ghost Signal (3)
  • Ghost Signal Ghost Signal (machine 5)
  • "Stellar Culture Shock (atomic age)" modifier
–50%
  • Slavery.png Battle Thralls
–55%
  • Ghost Signal Ghost Signal (4)
–60%
  • Consumer goods.png Living standards – Chemical Bliss
  • "Stellar Culture Shock (machine age)" modifier
–70%
  • Ghost Signal Ghost Signal (5)
–75%
  • Nerve Stapled.png Nerve Stapled
  • Slavery.png Chattel Slavery
  • Slavery.png Domestic Servitude
–80%
  • Trait robotic 1.png Robot
  • "Stellar Culture Shock (industrial age)" modifier
–100%
  • "Stellar Culture Shock" modifier
Engineering Research Population Governance Planet Technology
+20%
  • PM Unstable Tectonics.png Unstable Tectonics
+15%
  • Natural Engineers.png Natural Engineers
–30%
  • "Subterranean Tech Provision" modifier
Physics Research Population Governance Planet Technology
+20%
  • Dark Matter.png Dark Matter
  • PM Wild Storms.png Wild Storms
+15% Natural Physicists.png Natural Physicists
+10%
  • "Prismatic Lenses" modifier
+5%
  • PM Strong Magnetic Field.png Strong Magnetic Field
Society Research Population Governance Planet Technology
+25%
  • PM Dangerous Wildlife.png Odd Animal Life
  • PM Titanic Life.png Titanic Life
+20%
  • "Pharmaceutical Innovation" modifier
  • PM Dangerous Wildlife.png Hostile Fauna
+15% Natural Sociologists.png Natural Sociologists
+10%
  • "Well Rested Scientists" modifier
  • PM Atmospheric Hallucinogen.png Atmospheric Hallucinogen
  • PM Atmospheric Hallucinogen.png Filtered Atmospheric Hallucinogen
  • PM Hollow Planet.png Subterranean Civilization
–10%
  • "Loss of Personnel" modifier
  • PM faith in science.png AI Failure
–20%
  • PM Unknown.png Unproductive Without Experiments

Strategic resources

Strategic.png Strategic resources are rare resources that provide an empire-wide modifier boost. To exploit them, they must first be revealed by researching technologies. The resources do not stack and require only a single item of the resource to get the boost. They can also be traded with other empires and are valued far more than the common basic resources.

A celestial body can have only one type of strategic resource present.

Resources Pre-requisites Effects Location Description
Dark Matter.png Dark matter Tech mine dark matter.png Dark Matter Drawing Physics Research +20% Physics research
  • Black holes
  • Accompanied by 5 Physics Research Physics
This exotic substance has many properties that seemingly defy the laws of physics. Harvestable concentrations can only be found near Black Holes or in certain nebulas.
Living Metal.png Living metal Tech mine living metal.png Living Metal Tech
  • +0.5% daily hull regeneration
  • +0.5% daily armor regeneration
  • -20% Megastructure build cost
  • Only found on ring worlds or destroyed Contingency sterilization hubs or from the A New Metal event
  • Accompanied by 5 Engineering Research Engineering.
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.
Neutronium.png Neutronium ore Tech mine neutronium.png Neutronium Extraction (unrecognized string “ship hull” for Template:Icon) +20% Hull HP
  • Neutron stars
  • Accompanied by 5 Engineering Research Engineering
  • 2x chance of finding if inside a nebula
Neutronium is a super-dense substance composed of neutrons that can be forged into extremely resistant and durable armor.
Pitharan.png Pitharan dust Tech volatile motes.png Pitharan Dust Refining Country resource food mult.png +10% Food output
  • Gas giants and toxic worlds
  • Accompanied by 1 Society Research Society and 1 Engineering Research Engineering
  • 4x chance of finding in systems with class G, K, or F-type stars
This energy-dense fine dust serves as an excellent fertilizer.
Satramene.png Satramene gas Tech mine satramene.png Satramene Refining Mod pop government ethic attraction.png +10% Government ethics attraction
  • Gas giants and toxic worlds
  • Accompanied by 4 Energy Credits.png energy
  • 4x chance of finding in systems with class G, K, or F-type stars
This gas is a naturally occurring 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. Its addictive nature is a well-documented side-effect.
Terraform Gases.png Terraforming gases Tech terrestrial sculpting.png Terrestrial Sculpting −25% Terraforming cost
  • Gas giants
  • Accompanied by 3 Energy Credits.png energy
  • 2x chance of finding if inside a nebula
Mined from Gas Giants, Terraforming Gases represents an assortment of gases such as Hydrogen, Helium and Methane. Access to Terraforming Gases will make it easier for us to terraform planets.
Terraform Liquids.png Terraforming liquids Tech terrestrial sculpting.png Terrestrial Sculpting −25% Terraforming speed
  • Frozen worlds
  • Accompanied by 3 Energy Credits.png energy
  • 2x chance of finding if inside a nebula
Mined from Frozen planets, Terraforming Fluids represents different types of fluids such as water. Access to Terraforming Fluids will make it easier for us to terraform planets.
Zro.png Zro Tech mine zro.png Zro Distillation
  • Mod ship speed mult.png +50% FTL Speed
  • Mod planet sensor range mult.png +1% Sensor Range
  • Mod planet sensor range mult.png +100% Hyperlane Range}}
  • Gas giants inside a nebula
  • Accompanied by 2 Physics Research Physics and 2 Society Research Society
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 Tech mine dark matter.png Dark Matter Drawing Mod ship weapon damage.png +10% Kinetic Damage Mod ship weapon damage.png +10% Energy Damage Mod ship weapon damage.png +10% Explosive Damage
Dark Matter.png Dark matter Tech mine dark matter.png Dark Matter Drawing Country resource food mult.png +20% Food Production
Dark Matter.png Dark matter Tech mine dark matter.png Dark Matter Drawing Mod country all tech research speed.png +10% research speed
  • Black holes
  • Accompanied by 5 Physics Research Physics
This exotic substance has many properties that seemingly defy the laws of physics. Harvestable concentrations can only be found near Black Holes or in certain nebulas.

Clustered resources

Clustered resources are located in only one area of the galaxy. Due to their rarity and potency, clustered resources may lead to tensions with other empires, sometimes leading to war in an attempt to acquire them by force.

Resources Pre-requisites Effects Location Description
Engos.png Engos vapor Tech exotic gases.png Engos Vapor Refining Mod habitability.png +10% Pop Resource output
  • Gas giants and toxic worlds
  • Accompanied by 1 Physics Research Physics and 1 Society Research Society
A naturally occurring stimulant that helps all forms of life adapt and evolve.
Garanthium.png Garanthium ore Tech mine garanthium.png Garanthium Mining Mod ship hitpoints add.png +20% Ship hull points
  • Asteroids
  • Accompanied by 3 Minerals.png minerals
  • 2x chance of finding if inside a nebula
This ore can be refined into a metal that is both very malleable and durable. It is an excellent material used for the construction of ships.
Lythuric.png Lythuric gas Tech lythuric gas.png Lythuric Gas Refining Mod ship speed mult.png +20% Ship sublight speed
  • Gas giants
  • Accompanied by 1 Physics Research Physics and 1 Society Research Society
  • 2x chance of finding if inside a nebula
Small concentrations of this gas has been shown to significantly strengthen the integrity of energy force fields. It also has a dulling effect on the minds of creatures exposed to the gas.
Orillium.png Orillium ore Tech mine orillium.png Orillium Extraction Mod ship weapon damage.png +20% Explosive weapon damage
Orillium.png Orillium ore Tech mine orillium.png Orillium Extraction (unrecognized string “shield hitpoints” for Template:Icon) +20% Shield Hitpoints
  • Asteroids
  • Accompanied by 2 Engineering Research Engineering
Orillium is a very dense and unstable element that can be used for powerful explosives.
Teldar.png Teldar crystals Tech mine teldar.png Teldar Crystal Mining Mod ship weapon damage.png +20% Kinetic weapon damage
  • Asteroids and Frozen worlds
  • Accompanied by 1 Society Research Society and 1 Engineering Research Engineering
  • 2x chance of finding if inside a nebula
Extremely durable crystals that enhance the armor-piercing capabilities and destructive potential of projectile weapons.
Yurantic.png Yurantic crystals Tech mine rare crystals.png Yurantic Crystal Mining Mod ship weapon damage.png +20% Energy weapon damage
  • Asteroids and frozen worlds
  • Accompanied by 1 Society Research Society and 1 Engineering Research Engineering
  • 2x chance of finding if inside a nebula
These crystals have rare reflective properties that enhance the power output of energy weapons.

Local resources

In addition to the global-modifier resources there are also some local resources which provide a certain boost only to the planet they are on. These resources require the construction of a special building on the resource tile to exploit them.

Resources Pre-requisites Effects Location Description
Alien Pets.png Alien Pets Building alien zoo.png Alien Zoo Society Research +4 Society Output
Unity.png +4 Unity
Mod pop happiness.png +5% Happiness
Mod planet migration all pull.png +25% Migration Attraction
  • Accompanied by 3 Society Research Society.
  • Not found on owned planets, Tomb worlds, in any empire's home system
  • 2x chance if it's a Gaia world.
  • 5x chance if world has either the Lush or the Dangerous Wildlife modifiers.
These docile non-sentient creatures can easily be domesticated, and their friendly demeanor and appealing looks would make them popular as pets and companions. Xenophiles value them highly and proudly present them in their zoos.
Betharian.png Betharian stone Building betharian power plant 1.png Betharian Power Plant Energy Credits.png +10 Energy credits
  • Accompanied by 2 Energy Credits.png energy.
  • Not found on owned planets, Tomb worlds, in any empire's home system
  • 2x chance if it's a Gaia world.
  • 5x chance if world has either the Lush or the Dangerous Wildlife modifiers.
These rare stones have been deposited on many worlds through meteor strikes. They burn very slowly and are very efficient energy sources.

Trader Enclave Resources

Each trader enclave has one strategic resource they'll sell for 1000 Energy Credits.png energy credits for 120 months. You will receive a notification to extend the deal for the same cost and time each time it expires. If a trader enclave is destroyed the resource it provides becomes unobtainable.

Resources Pre-requisites Effects Enclave Description
Muutagan.png Muutagan crystals +50 Diplomacy opinion.png opinion Mod pop government ethic attraction.png +10% Governing ethics attraction
  • Muutagan Merchant Guild.
The Muutagan Merchant Guild are the only group that posses the knowledge of crafting these crystals. If struck, these 'singing' crystals start to vibrate while emitting a unique humming sound. They are often used as musical instruments, and have a calming effect on most beings.
Riggan Spice.png Riggan spice +50 Diplomacy opinion.png opinion Mod pop happiness.png +5% Happiness
  • Riggan Commerce Exchange.
The secret methods of extracting and mixing this spice is something that is not known outside the Riggan Commerce Exchange. The spice has a unique flavor and is a popular food ingredient.
Xuran.png XuraGel +50 Diplomacy opinion.png opinion Mod habitability.png +5% Habitability
  • XuraCorp.
Produced by XuraCorp, this gel claims various positive medicinal effects for creatures living in inhospitable environments.

References


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