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{{update}}<!-- Needs 3.3.2 influence to unity update -->{{version|3.2}} [[File:Resources.png|thumb|330px|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 {{iconify|Pop}}s working on different {{iconify|Jobs}}, or mining stations built over various celestial bodies. Resources can vary from fairly common {{iconify|food}} crops to very rare substances such as {{iconify|dark matter}} and also physical {{iconify|minerals}} to "produce" knowledge, such as {{iconify|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. == Resource storage capacity == {{SVersion|3.2}} All material resources and strategic resources (except {{iconify|trade value}}) must be stocked. All empires have a 15000 basic storage capacity for each resource except {{iconify|energy}}, which has a 50000 basic storage capacity. An empire can build ‘[[Buildings#Resource_Silos|Resource Silos]]’ on colonized planets and a ‘[[Starbase#Resource Silo|Resource Silo]]’ on starbases to expand their stockpile capacity. Any produced resources that cannot be stockpiled are simply wasted. == Material resources == {{SVersion|3.2}} 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 === Basic resources are directly gathered from celestial bodies or resource districts. {| class="mildtable" width="100%" ! Resource ! Main uses ! Description |- id="Energy" | [[File:Energy.png]] Energy credits | {{plainlist| * {{icon|leader recruitment cost}} Leader Cost and Upkeep * {{icon|clear blocker cost}} Clear Blockers Cost * {{icon|terraforming cost}} Terraforming Cost * {{icon|edict}} Campaign Edicts Cost * {{icon|building cost}} Various Upkeep * {{icon|Mechanical}}{{icon|Machine}} Robotic Pop Upkeep * {{icon|market fee|24px}} Market purchases }} | ''{{yellow|Energy Credits}} ([[File:Energy.png|24px]]) is an energy backed currency accepted by all space-faring races. You can gain more energy by:'' # Building {{yellow|Generator Districts}} on the surface of colonized planets. # Using {{yellow|Construction Ships}} to build {{yellow|Mining Stations}} around energy rich planets or stars. # Selling resources on the {{yellow|Market}}. |- id="Minerals" | [[File:Minerals.png]] Minerals | {{plainlist| * {{icon|building cost}} Buildings and Districts Cost * {{icon|building cost}} Stations Cost * {{icon|metallurgist}}{{icon|artisan}} Manufacturing Jobs Upkeep * {{icon|Lithoid}} Lithoid Pop Upkeep }} | ''{{yellow|Minerals}} ([[File:Minerals.png|24px]]) is a collective term for the basic resources we need to construct ships, stations and planetary buildings. We can gain more by:'' # Building {{yellow|Mining Districts}} on the surface of colonized planets. # Using {{yellow|Construction Ships}} to build {{yellow|Mining Stations}} around mineral rich planets or asteroids. # Buying more on the {{yellow|Market}}. |- id="Food" | [[File:Food.png]] Food | {{plainlist| * {{icon|starvation}} Biological Pop Upkeep * {{icon|ship cost}} Colony Ship Cost for Biological Empires }} | ''{{yellow|Food}} ([[File:Food.png|24px]]) represents the various nutrients required to sustain and grow {{icon|pop}} {{yellow|Pops}}. You can gain more by:'' # Building {{yellow|Agriculture Districts}} on the surface of colonized planets. # Buying more on the {{yellow|Market}}. |} === Advanced === Advanced resources are resources that are produced by refining them from {{iconify|minerals}}. {| class="mildtable" ! Resource ! Main uses ! width=50% | Description |- id="Alloys" | [[File:Alloys.png]] Alloys | {{plainlist| * {{icon|ship cost}} Starbase and Ship Cost * {{icon|ship upkeep}} Ship Upkeep * {{icon|megastructure build speed}} Megastructure Cost }} | ''{{yellow|Alloys}} ([[File:Alloys.png|24px]]) are advanced resources with a military application, which we need to construct {{yellow|Ships}} and {{yellow|Starbases}}. We can gain more by:'' # Building {{icon|building}} {{yellow|Alloy Foundries}} buildings on the surface of colonized planets. # Building [[File:Menu icon claims.png|24px]] {{yellow|Industrial Districts}} on the surface of colonized planets. # Buying more on the {{yellow|Market}}. |- id="Consumer goods" | {{Nowrap|[[File:Consumer goods.png]] Consumer goods}} | {{plainlist| * {{iconify|Gestalt Consciousness}}es empires do not use consumer goods except for {{iconify|Rogue Servitor}}s * {{icon|pop consumer goods upkeep}} Pops upkeep * {{icon|researcher}}{{icon|culture worker}}{{icon|bureaucrat}} Various Specialist Jobs Upkeep * {{icon|ship cost}} Colony Ship Cost (Unless {{iconify|Gestalt Consciousness}}) * [[File:Decision luxuries.png|24px]] Distribute Luxury Goods decision }} | ''{{yellow|Consumer Goods}} ([[File:Consumer goods.png|24px]]) is an advanced resource that represents the various gadgets, luxuries and goods necessary to give your {{icon|Pop}} {{yellow|Pops}} a good life and to perform intellectual {{icon|Job}} {{yellow|Jobs}} such as {{icon|researcher}} {{yellow|Research}}. You can gain more by:'' # Building {{icon|building}} {{yellow|Civilian Industries}} buildings on the surface of colonized planets. # Building [[File:Menu icon claims.png|24px]] {{yellow|Industrial Districts}} on the surface of colonized planets. # Buying more on the {{yellow|Market}}. |} == 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. {| class="mildtable" width="100%" ! Resource ! Main uses ! width=50% | Description & notes |- id="Influence" | [[File:Influence.png|40px]] Influence | {{plainlist| * [[File:Menu icon claims.png|link=Claims|24px]] Claims Cost * {{icon|starbase influence cost}} Starbases Cost * {{icon|edict}} Decisions and Edicts Cost * {{icon|alliance}} Diplomatic Pacts Upkeep * {{icon|integrate}} Integrating Subjects * {{icon|election}} Influencing Elections * {{icon|mandate}} Reforming the Government * {{icon|faction}} Faction Interactions }} | ''{{yellow|Influence}} ({{icon|influence}}) represents political clout, and is used for many things, like enacting {{yellow|Edicts}}, making {{yellow|Claims}}, building {{yellow|Outposts}} and dealing with {{yellow|Factions}}. The gain rate remains fairly constant throughout the game, but can be increased by:'' # Winning the support of {{yellow|Factions}} in your empire. # Declaring other empires your {{yellow|Rivals}}. # Having {{yellow|Protectorates}}. # Enacting the Edict "Ambition: Will to Power" (cost Unity). # Acquiring the Domination Tradition: [[File:Tradition domination colonial viceroys.png|24px]] [[Tradition#Domination|Colonial Viceroys]]. # Acquiring the Society technology: [[The Living State]] / {{icon|Gestalt Consciousness}} [[Autonomous Agents]]. ---- * An empire can store only 1000 Influence and the storage amount cannot be increased. * Some [[Anomaly|anomalies]] and [[Archaeology|archaeological sites]] offer Influence as a one-time reward. |- id="Unity" | [[File:Unity.png|40px]] Unity | {{plainlist| * {{icon|tradition}} [[Traditions]] Cost * {{icon|edict}} Ambition Edicts Cost }} | ''{{yellow|Unity}} ({{icon|Unity}}) is used to unlock new {{yellow|Traditions}}. We can increase our output by building an {{icon|building}} {{yellow|Autochton Monument}} or other buildings that provide jobs which produce Unity.'' |- id="Research" | {{plainlist| * {{iconify|Physics|40px}} research * {{iconify|Society|40px}} research * {{iconify|Engineering|40px}} research }} | {{plainlist| * {{icon|research speed}} Researching [[Technologies]] * {{icon|anomaly research speed}} Finishing Special Projects }} | ''{{yellow|Physics}} / {{yellow|Society}} / {{yellow|Engineering Research}} ({{icon|physics}}{{icon|society}}{{icon|engineering}}) is used to research new technologies. We can increase out putput by:'' # Building {{icon|building}} {{yellow|Research Labs}} buildings on our colonies. # Using {{yellow|Construction Ships}} to build {{yellow|Research Stations}} around mineral certain planets or stars. ---- * 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. |} == Trade value == Trade value is a planetary resource as opposed to an empire one and is converted into {{iconify|energy credits}}, {{iconify|consumer goods}} and / or {{iconify|unity}} based on the empire's trade policy. {{iconify|Gestalt Consciousness}} empires do not use it. {| class="mildtable plainlist" ! Resource ! Major source ! width=50% | Description |- id="Trade value" | [[File:Trade value.png]] Trade value | * {{iconify|Pop}}s (varies based on Living Standards, Civics and/or Traits) * {{icon|job}} Various jobs * {{icon|Building}} Galactic Stock Exchange building increases planetary overall trade value * [[File:Planet asteroid.png|link=Celestial body|24px]] Celestial Body deposits (no stations required) * {{icon|corporate}} Branch Office buildings | ''Trade Value represents civilian day-to-day economic activity. {{yellow|Starbases}} collect Trade Value and convert it into resources such as {{icon|Energy}} {{yellow|Energy Credits}} if connected to your capital planet through a {{yellow|Trade Route}}. Trade Value that is directly collected by your capital Starbase does not need a trade route to generate resources.'' |} == Strategic resources == {{SVersion|3.2}} {{icon|Strategic}} 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 {{iconify|minerals}}, albeit at a steep price. All strategic resources can also be manufactured from Dimensional Fabricator buildings. {| class="mildtable" ! Resource ! Major uses ! Required tech ! Major source ! width=30% | Description |- id="Exotic gases" | [[File:Exotic gases.png]] Exotic Gases | {{plainlist| * {{icon|damage}} Advanced plasma weapon components * {{icon|shield}} Advanced shield components * {{icon|edict}} Strategic resource edicts}} {{Collapse list | type= {{icon|building}} Advanced buildings cost and upkeep | body= * Cyto-Revitalization Center * Hall of Judgement * Energy Nexus * Advanced research buildings * Hyper-Entertainment Forums * {{icon|Corporate}} Executive Retreat * {{icon|Rogue Servitor}} Organic Paradise }} | {{iconify|Exotic Gas Extraction|30px}} | {{plainlist| * {{icon|building}} Exotic Gas Refineries * {{icon|building}} Gas Extraction Wells (rare planetary features required) * [[File:sb nebula refinery.png|24px]] Nebula Refinery (if Exotic Gas Extraction has been researched) * [[File:Planet gas giant.png|24px]] Gas giant deposits * [[File:Planet toxic.png|24px]] 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.'' |- id="Rare crystals" | [[File:Rare crystals.png]] Rare Crystals | {{plainlist| * {{icon|damage}} Advanced laser weapon components * {{icon|health}} Advanced hull components * {{icon|edict}} Strategic resource edicts}} {{Collapse list | type= {{icon|building}} Advanced buildings cost and upkeep | body= * Advanced consumer goods buildings * Commerce Megaplexes * Advanced housing buildings * Advanced unity buildings * {{icon|Corporate}} Xeno-Outreach Agency }} | {{iconify|Rare Crystal Mining|30px}} | {{plainlist| * {{icon|building}} Synthetic Crystal Plants * {{icon|building}} Crystal Mines (rare planetary features required) * [[File:Planet asteroid.png|24px]] Ice asteroid deposits * [[File:Planet frozen.png|24px]] 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.'' |- id="Volatile motes" | [[File:Volatile motes.png]] Volatile Motes | {{plainlist| * {{icon|damage}} Advanced kinetic and missile weapon components * {{icon|edict}} Strategic resource edicts}} {{Collapse list | type= {{icon|building}} Advanced buildings cost and upkeep | body= * Food Processing Centers * Mineral Purification Hubs * Advanced alloys buildings * Fortress }} | {{iconify|Mote Stabilization|30px}} | {{plainlist| * {{icon|building}} Chemical Plants * {{icon|building}} Mote Harvesting Traps (rare planetary features required) * [[File:Planet asteroid.png|24px]] Asteroid deposits * [[File:Planet molten.png|24px]] 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.' |- id="Zro" | [[File:Zro.png]] Zro | {{plainlist| * [[File:Ship part psi shield.png|24px]] Psionic Shields component}} | {{iconify|Zro Distillation|30px}} | {{plainlist| * [[File:Planet toxic.png|24px]] Toxic world deposits * [[File:Planet gas giant.png|24px]] 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.'' |- id="Dark matter" | [[File:Dark Matter.png]] Dark Matter | {{plainlist| * [[File:Ship part dark matter shield.png|24px]] Dark Matter Deflectors component * [[File:Ship part dark matter power core.png|24px]] Dark Matter Reactor component * [[File:Ship part thruster 5.png|24px]] Dark Matter Thrusters component * {{icon|nem}} Star-Eater construction * {{icon|nem}} Aetherophasic Engine upgrade}} | {{iconify|Dark Matter Drawing|30px}} | {{plainlist| * [[File:Black Hole.png|24px]] Black hole deposits * [[File:Observatory.png|24px]] Black Hole Observatory (if Dark Matter Drawing has been researched) * {{icon|nem}} 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.'' |- id="Living metal" | [[File:Living Metal.png]] Living Metal | {{plainlist| * {{icon|edict}} Living Metal Mega-Construction edict}} | {{icon|Living Metal tech|30px}} Living Metal | {{plainlist| * Anomaly deposits * Destroyed Contingency Sterilization Hubs * Sentinels archaeology site * {{icon|megacorp|24px}} 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.'' |- id="Nanites" | [[File:Nanites.png]] Nanites | {{plainlist| * [[File:Ship part auto repair.png|24px]] Nanite Repair System component * {{icon|building}} Nanite Transmuter building upkeep * {{icon|edict}} Nanite Actuators edict}} | | {{plainlist| * {{icon|dst|24px}} L-Cluster celestial bodies}} | ''Simple but powerful nanoactuators, allowing for complex manipulations and experiments of macroscopic scales.'' |} == Shortages == {{SVersion|3.2}} If an empire's stored stockpile for a certain resource drops to {{red|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. {| class="mildtable plainlist" ! {{iconify|Energy}} ! {{iconify|Minerals}} ! {{icon|starvation}} Food ! {{iconify|Alloys}} ! {{iconify|Consumer Goods}} ! {{iconify|Influence}} ! {{iconify|Exotic Gases}} ! {{iconify|Rare Crystals}} ! {{iconify|Volatile Motes}} |- | * {{icon|minerals}} {{red|−50%}} Minerals from jobs * {{icon|army damage}} {{red|−75%}} Army Damage * {{icon|ship shield}} {{red|−75%}} Shield hit points * {{icon|weapons damage}} {{red|−75%}} Ship weapons damage | * {{icon|alloys from jobs}} {{red|−50%}} Alloys from jobs * {{icon|alloys from jobs}} {{red|−50%}} Consumer goods from jobs * {{icon|robot build speed}} {{red|−75%}} Robot build speed * {{icon|happiness}} {{red|−25%}} Lithoid pop happiness * {{icon|growth speed}} {{red|−75%}} Lithoid pop growth | * {{icon|happiness}} {{red|−25%}} Biological pop happiness * {{icon|growth speed}} {{red|−75%}} Biological pop growth * {{icon|robot build speed}} {{red|−75%}} Organic Assembly Speed | * {{icon|ship armor}} {{red|−75%}} Ship armor * {{icon|fire rate}} {{red|−75%}} Fire rate | * {{icon|happiness}} {{red|−25%}} Pop happiness * {{icon|research}} {{red|−50%}} Research from jobs * {{icon|unity}} {{red|−50%}} Unity from jobs * {{icon|happiness}} No happiness from living standards | * {{icon|happiness}} {{red|−20%}} Happiness | * {{icon|pop resource output}} {{red|−25%}} Job output | * {{icon|pop resource output}} {{red|−25%}} Job output | * {{icon|pop resource output}} {{red|−25%}} Job output |} == References == <references /> {{Template:ConceptsNavbox}} [[Category:Game concepts]] [[Category:Colonization]]
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