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Economy

Revision as of 08:15, 23 June 2020 by 37.47.162.109 (talk) (Removed closing bracket, which had no opening.)

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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.

Contents

Material Resources

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 resources are directly gathered from celestial bodies or resource districts.

Resource Major uses Major source Description
  Energy Credits
  •   Leader Cost and Upkeep
  •   Clear Blockers Cost
  •   Terraforming Cost
  •   Campaingn Edicts Cost
  •   Various Upkeep
  •    Robotic Pop Upkeep
  •   Purchase resources on the Market
  •   Purchase Slaves on the Slave Market
  •   Generator Districts (  Technician Jobs)
  •   Energy Grid building improves Energy from Jobs
  •   Trade Value conversion
  •   Mining Stations
Energy Credits ( ) is an energy backed currency accepted by all space-faring races.
  Minerals
  •   Buildings and Districts Cost
  •   Stations Cost
  •    Manufacturing Jobs Upkeep
  •   Lithoid Pop Upkeep
  •   Mining Districts (  Miner Jobs)
  •   Mineral Purification Plants building improves Minerals from Jobs
  •   Mining Stations
  • Lithoid   Pops with the Livestock slavery or the Processing purge type.
Minerals ( ) is a collective term for the basic resources we need to construct ships, stations and planetary buildings.
  Food
  •   Biological Pop Upkeep
  •   Colony Ship Cost for Biological Empires
  •   Agriculture Districts (  Farmer Jobs)
  •   Food Processing Facilities building improves Food from Jobs
  • Organic   Pops with the Livestock slavery or the Processing purge type.
Food ( ) represents the various nutrients required to sustain and grow   Pops.

Advanced

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

Resource Major uses Major source Description
  Alloys
  •   Starbase and Ship Cost
  •   Ship Upkeep
  •   Megastructure Cost
  •   Alloy Foundries Buildings (  Metallurgist Jobs)
  •   Ministry of Production building improves Alloys from Jobs
  •   Mining Stations (rare)
Alloys are advanced resources with a military application, which we need to construct Ships and Starbases.
  Consumer Goods
  •   Gestalt Consciousnesses empires do not use consumer goods except for   Rogue Servitors
  •   Pops Upkeep
  •     Various Specialist Jobs Upkeep
  •   Colony Ship Cost
  •   Distribute Luxury Goods decision
  •   Civilian Industries Buildings (  Artisan Jobs)
  •   Ministry of Production building improves Consumer Goods from Jobs
  •   Trade Value conversion (  Consumer Benefits policy)
Consumer Goods is an advanced resource that represents various gadgets, luxuries and goods necessary to give your   Pops a good life and perform intellectual   Jobs such as   Research.

Trade Value

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
  •   Gestalt Consciousness empires do not use Trade Value
  •   Collected Trade Value is converted into   Energy,   Consumer Goods and / or   Unity based on the Trade Policy
  •   Pops (varies based on Living Standards)
  •   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.

Abstract resources

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

Resource Major uses Major source Description & Notes
  Influence
  •   Claims Cost
  •   Starbases Cost
  •   Decisions and Edicts Cost
  •   Diplomatic Pacts Upkeep
  •   Integrating Subjects
  •   Influencing Elections
  •   Reforming the Government
  •   Faction intereactions
  •   Each empire has a base income of +3 and only a few factors can increase it
  •   Factions (+2 in total, affected by Faction Approval)
  •   Protectorates (+0.25 each)
  •   Rivals (+0.5 each)
Other common sources of Monthly Influence
  •    Egalitarian: +25% or +50% from Factions
  •    Authoritarian: +0.5 or +1
  •   Gestalt Consciousness: +1
  •   Parliamentary System: +25% from Factions
  •   The Living State technology: +1 from Factions
  •   Autonomous Agents technology: +1
  •   Finishing the Domination tradition tree: +1
  •   Will to Power ambition: +5
  •   Faction suppression: −1
  •   Faction promotion: −2
  •   Integrating a subject: -5
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.
  Unity
  •   Unity Buildings (Jobs such as   Culture Workers)
  •     Various Ruler, Specialist, and Complex Drone Jobs
  •   Various Civics make some Jobs to produce Unity
  •   Auto-Curating Vault building improves Unity from Jobs
  •   Trade Value conversion (  Marketplace of Ideas policy)
Unity ( ) is used to unlock new Traditions.
  • Unity can be stocked up to two million.
  •   Physics research
  •   Society research
  •   Engineering research
  •   Research Labs buildings (  Researcher Jobs)
  •   Research Institute building improves Research from Jobs
  •   Research Stations
Physics / Society / Engineering Research ( ) is used to research new technologies.
  • Research speed is based on monthly Research Points production, and only then multiplied by Research Speed modifiers.
  • Research can be stored by not working on any research or special project.
  • The moment a research or special project takes place stored research is used to double the progress speed until the storage is emptied.

Strategic resources

  Strategic resources 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.

Resource Major uses Required tech Major source Description
  Exotic Gases
  •   Advanced Plasma weapon components
  •   Advanced Shield components
  •   Strategic Resource edicts
  Advanced Buildings Cost and Upkeep
  • Cyto-Revitalization Center
  • Hall of Judgement
  • Energy Nexus
  • Advanced research buildings
  • Hyper-Entertainment Forums
  •   Executive Retreat
  •   Organic Paradise
  Exotic Gas Extraction
  •   Exotic Gas Refineries (  Gas Refiner Jobs)
  •   Gas Extraction Wells (rare planetary features required)
  •   Gas Giant deposits (rare)
  •   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
  •   Advanced Laser weapon components
  •   Advanced Hull components
  •   Strategic Resource edicts
  Advanced Buildings Cost and Upkeep
  • Advanced consumer goods buildings
  • Commerce Megaplexes
  • Advanced housing buildings
  • Advanced unity buildings
  •   Xeno-Outreach Agency
  Rare Crystal Mining
  •   Synthetic Crystal Plants (  Translucer Jobs)
  •   Crystal Mines (rare planetary features required)
  •   Ice Asteroid deposits (rare)
  •   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
  •   Advanced Kinetic and Missile weapon components
  •   Strategic Resource edicts
  Advanced Buildings Cost and Upkeep
  • Food Processing Centers
  • Mineral Purification Hubs
  • Advanced alloys buildings
  • Fortress
  Mote Stabilization
  •   Chemical Plants (  Chemist Jobs)
  •   Mote Harvesting Traps (rare planetary features required)
  •   Asteroid deposits (rare)
  •   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
  •   Psionic Shields component
  Zro Distillation
  •   Toxic World deposits (rare)
  •   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
  Dark Matter Drawing
  •   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
  •   Strategic Resource edicts
  Living Metal
  • Anomaly deposits
  • Destroyed Contingency Sterilization Hubs
  • Sentinels archaeology site
  •   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
  •   Nanite Repair System component
  •   Nanite Transmuter building upkeep
  •   Strategic Resource edicts
  •   L-Cluster celestial bodies
Simple but powerful nanoactuators, allowing for complex manipulations and experiments of macroscopic scales.

Shortages

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 shortage   Minerals shortage   Food shortage   Alloys shortage   Consumer Goods shortage   Influence shortage   Exotic Gases shortage   Rare Crystals shortage   Volatile Motes shortage
  •   -50% Minerals from Jobs
  •   -75% Army Damage
  •   -75% Shield Hit Points
  •   -75% Weapons Damage
  •   -50% Alloys from Jobs
  •   -50% Consumer Goods from Jobs
  •   -75% Robot Build Speed
  •   -25% Lithoid Pop Happiness
  •   -75% Lithoid Pop Growth
  •   -25% Biological Pop Happiness
  •   -75% Biological Pop Growth
  •   -75% Ship Armor
  •   -75% Fire Rate
  •   -25% Pop Happiness
  •   -50% Research from Jobs
  •   -50% Unity from Jobs
  •   -20% Pop Happiness
  •   -25% Resource from Jobs
  •   -25% Resource from Jobs
  •   -25% Resource from Jobs

References