This article is for the PC version of Stellaris only.
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 pops working 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 crops to very rare substances such as dark matter and also abstract concepts such as influence and research.
There are two kinds of resources: Material and Abstract. In addition, certain empire capacities (e.g. naval capacity) or planetary values (e.g. 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 capacity[edit | edit source]
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 resources[edit | edit source]
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 resources[edit | edit source]
Basic resources are directly gathered from space deposits or by jobs from resource districts.
Advanced resources[edit | edit source]
Advanced resources are produced by jobs which refine them from minerals.
Strategic resources[edit | edit source]
Strategic resources are specialized 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.
Special resources[edit | edit source]
Special strategic resources which cannot be manufactured by regular empires. 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||Main uses||Required tech||Major source||Description|
|Zro||Zro Distillation||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 Drawing||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||
||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||—||Simple but powerful nanoactuators, allowing for complex manipulations and experiments of macroscopic scales.|
Minor artifacts[edit | edit source]
|Available only with the Ancient Relics DLC enabled.|
Minor Artifacts are a special resource that cannot be gained passively from deposits and is obtained primarily from archaeology sites. They can be used for special actions,
Abstract resources[edit | edit source]
Abstract resources represent an empire's sociopolitical and technological capabilities.
|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 your Power Projection.|
Power Projection grants up to 2 Influence depending on how many ships you have compared to your Empire Size.
|Unity||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 output by:
Trade value[edit | edit source]
- 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.
References[edit | edit source]
|Exploration||Exploration • FTL • Anomaly • Archaeological site • Relics • Pre-FTL species • Fallen empire • Events • Spaceborne aliens • Guardians • Marauders • Caravaneers|
|Celestial bodies||Celestial body • Colonization • Terraforming • Planetary features • Planet modifiers|
|Species||Species • Traits • Population • Pop modification • Species rights • Ethics|
|Governance||Empire • Government • Civics • Policies • Edicts • Leader • Factions • Technology • Traditions • Situations|
|Economy||Economy • Planetary management • Districts • Buildings • Holdings • Jobs • Designation • Trade • Megastructures|
|Diplomacy||Diplomacy • Relations • Galactic community • Federations • Subject empires • Intelligence • AI personalities|
|Warfare||Warfare • Space warfare • Land warfare • Starbase • Ship • Ship designer • Crisis|
|Others||The Shroud • L-Cluster • Unique systems • Preset empires • AI players • Easter eggs|