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 Pops working on different Jobs, or mining stations built over various celestial bodies.
If an empire's stored stockpile for a certain resource drops to 0 with negative income it will trigger a Shortage situation.
There are three kinds of resources: Material, Abstract and Strategic.
Resource storage capacityEdit
All material resources must be stocked. All empires have a 15,000 basic storage capacity for each resource except energy, which has a 50,000 basic storage capacity. An empire can build ‘Resource Silos’ on colonized planets and a ‘Resource Silo’ on starbases to expand their stockpile capacity. Any produced resources that cannot be stockpiled are simply wasted.
Influence has a 1,000 storage capacity. Naval Capacity has a 9,999 storage capacity. Unity has an infinite storage capacity. For research storage see Stored research.
Material resources are the most straightforward and important type as they provide the means to expand 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 resources are directly gathered from celestial bodies or resource districts.
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, albeit at a steep price. All strategic resources can also be manufactured from Dimensional Fabricator buildings.
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||Main uses||Description & notes|
|Influence||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 you Power Projection.
Power Projection grants up to 2 Influence depending on how many ships you have compared to your Empire Size.
||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.|
||Physics / Society / Engineering Research ( ) is used to research new technologies. We can increase out putput by:
- See also: Trade
Trade value 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 do not use it.