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This article has been verified for the current PC version (3.6) of the game.
A gas giant with four units of research resources and one unit of the very rare Zro resource.

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 primarily on Pop.png pops working Pop job.png jobs to produce most resources, with mining or research stations built over space deposits as a secondary source. Certain buildings and other sources can produce resources as well.

Resources can vary from fairly common Food.png food crops to very rare substances such as Dark Matter.png dark matter and also abstract concepts such as Influence.png influence and Research.png research.

There are two kinds of resources: Material and Abstract. In addition, certain empire capacities (e.g. Mod navy size add.png naval capacity) or planetary values (e.g. Amenities.png amenities) are "produced" in a similar way to resources. If an empire's stored stockpile for a material resource drops to 0 with negative income, a Shortage situation begins.

Resource storage capacityEdit

All resources can be stockpiled. All empires have a 15,000 starting storage capacity for each material resource except   energy, which has a 50,000 starting storage capacity. An empire can build   Resource Silos buildings on colonies and   Resource Silo buildings on starbases to expand their storage capacity. In addition, when the Galactic Market is founded, all members of the   Galactic Community gain 10,000 storage capacity, and researching   Mega-Engineering adds 20,000 to an empire's storage capacity. When an empire's storage capacity for a resource is reached, any additional production of that resource is simply lost.

For abstract resources, only   influence has a maximum storage capacity: 1,000.   Unity and   research have unlimited storage capacity; stored research is automatically used when researching a technology or special project, for more see stored research.

Material resourcesEdit

Material resources are the primary means of developing an empire's infrastructure. Most construction – whether buildings, districts, ships, or other – requires at least one material resource. Additionally, material resources are used for most   upkeep, from   pops to ships to megastructures and more.

Basic resourcesEdit

Basic resources are directly gathered from space deposits or by   jobs from resource districts.

Resource Main uses Description
  Energy credits
  •   Clear Blockers Cost
  •   Terraforming Cost
  •   Campaign Edicts Cost
  •   Various Upkeep
  •    Robotic Pop Upkeep
  •   Market purchases
Energy Credits ( ) is an energy backed currency accepted by all space-faring races. You can gain more energy by:
  1. Building Generator Districts on the surface of colonized planets.
  2. Using Construction Ships to build Mining Stations around energy rich planets or stars.
  3. Selling resources on the Market.
  •   Buildings and Districts Cost
  •   Stations Cost
  •    Manufacturing Jobs Upkeep
  •   Lithoid Pop Upkeep
Minerals ( ) is a collective term for the basic resources we need to construct ships, stations and planetary buildings. We can gain more by:
  1. Building Mining Districts on the surface of colonized planets.
  2. Using Construction Ships to build Mining Stations around mineral rich planets or asteroids.
  3. Buying more on the Market.
  •   Biological Pop Upkeep
  •   Colony Ship Cost for Biological Empires
Food ( ) represents the various nutrients required to sustain and grow   Pops. You can gain more by:
  1. Building Agriculture Districts on the surface of colonized planets.
  2. Building   Hydroponics Bays on starbases
  3. Buying more on the Market.

Advanced resourcesEdit

Advanced resources are produced by   jobs which refine them from   minerals.

Resource Main uses Description
  •   Starbase and Ship Cost
  •   Ship Upkeep
  •   Megastructure Cost
Alloys ( ) are advanced resources with a military application, which we need to construct Ships and Starbases. We can gain more by:
  1. Building   Alloy Foundries buildings on the surface of colonized planets.
  2. Building   Industrial Districts on the surface of colonized planets.
  3. Buying more on the Market.
  Consumer goods
  •   Gestalt Consciousness empires do not use consumer goods except for   Rogue Servitors
  •   Pops upkeep
  •     Various Specialist jobs upkeep
  •   Colony Ship Cost (Unless   Gestalt Consciousness)
  •   Distribute Luxury Goods decision
Consumer Goods ( ) is an advanced resource that represents the various gadgets, luxuries and goods necessary to give your   Pops a good life and to perform intellectual   Jobs such as   Research. You can gain more by:
  1. Building   Civilian Industries buildings on the surface of colonized planets.
  2. Building   Industrial Districts on the surface of colonized planets.
  3. Buying more on the Market.

Strategic resourcesEdit

  Strategic resources are special resources required to both build and maintain advanced buildings and ship components. They are harder to obtain than the common basic and advanced resources and are therefore also much more highly valued. Strategic resources can be obtained by either extracting them from natural space or planetary deposits or manufacturing them synthetically. Natural strategic resource deposits are always visible but requires specific technologies to exploit. Synthetic versions are produced from   minerals, albeit at a steep price. All strategic resources can also be manufactured from Fallen Empires' Dimensional Fabricator buildings.

Resource Major uses Required tech (either) Major source Description
  Exotic Gases
  •   Advanced plasma weapon components
  •   Advanced shield components
  •   Strategic resource edicts
  Advanced buildings cost and upkeep0
  • Cyto-Revitalization Center
  • Hall of Judgement
  • Energy Nexus
  • Advanced research buildings
  • Hyper-Entertainment Forums
  •   Executive Retreat
  •   Organic Paradise
  Exotic Gas Extraction
  Exotic Gas Refining
  •   Exotic Gas Refineries
  •   Gas Extraction Wells
  •   Nebula Refinery
  •   Gas giant deposits
  •   Toxic world deposits
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
  •   Advanced laser weapon components
  •   Advanced hull components
  •   Strategic resource edicts
  Advanced buildings cost and upkeep0
  • Advanced consumer goods buildings
  • Commerce Megaplexes
  • Advanced housing buildings
  • Advanced unity buildings
  •   Xeno-Outreach Agency
  Rare Crystal Mining
  Rare Crystal Manufacturing
  •   Synthetic Crystal Plants
  •   Crystal Mines
  •   Ice asteroid deposits
  •   Frozen world deposits
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
  •   Advanced kinetic and missile weapon components
  •   Strategic resource edicts
  Advanced buildings cost and upkeep0
  • Food Processing Centers
  • Mineral Purification Hubs
  • Advanced alloys buildings
  • Fortress
  Mote Stabilization
  Volatile Material Plants
  •   Chemical Plants
  •   Mote Harvesting Traps
  •   Asteroid deposits
  •   Molten world deposits
These preternatural particles contain a tremendous amount of energy which could be exploited in energy production, as fuel or even as explosives.'

Rare resourcesEdit

Rare resources are special   strategic resources which cannot be manufactured by regular empires. Additionally, space and planetary deposits of these resources are much less common than even the regular strategic resources. Fallen Empires' Dimensional Fabricator buildings will produce these resources (except Nanites) when held by the fallen empire, but not when held by a regular empire.

Resource Major uses Required tech Major source Description
  •   Psionic Shields component
  Zro Distillation
  •   Toxic world deposits
  •   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
  •   Dark Matter Deflectors component
  •   Dark Matter Reactor component
  •   Dark Matter Thrusters component
  •   Star-Eater construction
  •   Aetherophasic Engine upgrade
  Dark Matter Drawing
  •   Black hole deposits
  •   Black Hole Observatory
  •   Star-Eaters
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
  •   Living Metal Mega-Construction edict
  Living Metal
  • Anomaly deposits
  • Destroyed Contingency Sterilization Hubs
  •   Sentinels archaeology site
  •   Sold rarely by the caravaneers
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.
  •   Nanite Repair System component
  •   Nanite Transmuter building upkeep
  •   Nanite Actuators edict
  •   L-Cluster celestial bodies
  •   Broken world in Scavenger Bot system
Simple but powerful nanoactuators, allowing for complex manipulations and experiments of macroscopic scales.

Abstract resourcesEdit

Abstract resources represent an empire's sociopolitical and technological capabilities.

Resource Main uses Description & notes
  •   Making claims
  •   Building outposts
  •   Decisions that increase planet size
  •   Megastructures that improve movement
  •   Artificial planets
  •   Diplomatic pacts upkeep
  •   Modifying subject agreements
  •   Integrating subjects
Influence ( ) represents political clout and is used for things like making Claims and building Outposts. The gain rate remains fairly constant throughout the game, but can be increased by declaring other empires your Rivals or increasing your Power Projection.

Power Projection grants up to 2 Influence depending on how many ships you have compared to your Empire Size.

  •   Leader recruitment and upkeep
  •   Unlocking Traditions
  •   Edicts cost and upkeep
  •   Planetary decisions cost
  •   Influencing elections
  •   Reforming the government
Unity ( ) is used to unlock new Traditions, recruit Leaders and enact Edicts. We can increase our output by building an   Autochton Monument or other buildings that provide jobs which produce Unity.
  Research Physics / Society / Engineering Research (   ) is used to research new technologies. We can increase out output by:
    • 1. Building   Research Labs buildings on our colonies.
    • 2. Using Construction Ships to build Research Stations around certain planets or stars.

  • Research speed is based on monthly research production, multiplied by   Research Speed modifiers.
  • Research can be stored by not working on any technology or special project.
  • Stored research doubles the progress speed of technology and special projects until the storage is emptied.

Trade valueEdit

Main article: Trade

Trade value is not strictly a resource; thus it cannot be stockpiled and instead is collected at the capital via trade routes and converted monthly into   energy credits,   consumer goods and / or   unity based on the empire's trade policy.   Gestalt Consciousness empires cannot and do not use trade value.

Resource Major source Description
  Trade value
  •   Pops (varies based on Living Standards, Civics and/or Traits)
  •   Various jobs
  •   Galactic Stock Exchange building increases planetary overall trade value
  •   Celestial Body deposits (no stations required)
  •   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 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.

Minor artifactsEdit

Main article: Relics#Minor_Artifacts

  Minor Artifacts are a special resource gained primarily from archaeology sites. They can be used for special actions,


Game concepts
Exploration ExplorationFTLAnomalyArchaeological siteRelicsPre-FTL speciesFallen empireEventsSpaceborne aliensGuardiansMaraudersCaravaneers
Celestial bodies Celestial bodyColonizationTerraformingPlanetary featuresPlanet modifiers
Species SpeciesTraitsPopulationPop modificationSpecies rightsEthics
Governance EmpireGovernmentCivicsPoliciesEdictsLeaderFactionsTechnologyTraditionsSituations
Economy EconomyPlanetary managementDistrictsBuildingsHoldingsJobsDesignationTradeMegastructures
Diplomacy DiplomacyRelationsGalactic communityFederationsSubject empiresIntelligenceAI personalities
Warfare WarfareSpace warfareLand warfareStarbaseShipShip designerCrisis
Others The ShroudL-ClusterUnique systemsPreset empiresAI playersEaster eggs