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| [[File:Resources.png|thumb|330px|A [[gas giant]] with four units of research resources and one unit of the very rare Zro aerosol.]] | | [[File:Resources.png|thumb|330px|A [[gas giant]] with four units of research resources and one unit of the very rare Zro aerosol.]] |
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| 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.
| | 在[[Stellaris|群星]] 中,经济基于资源和服务的生产和消费,这些资源和服务有的来自特定星球,有的产生于帝国修正。二者严重依赖于工作在不同 {{iconify|Jobs}} 上的 {{iconify|Pop}} 和星球上的资源建筑与采矿站。 |
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| 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}}.
| | 资源多种多样,从普通的{{iconify|food}} 到极其稀有的{{iconify|dark matter}} 暗物质,同时也可用{{iconify|minerals}} 生产{{iconify|research}} 。这样看来,尽快的勘察、开采、升级资源显得尤为重要。 |
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| In that way, resources are very important and ought to be quickly scouted, exploited, and developed.
| | 游戏中的资源可分为三种:材料资源、抽象资源和战略资源。 |
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| There are three kinds of resources: Material, Abstract and Strategic.
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| == Resource storage capacity == | | == Resource storage capacity == |
2022年3月16日 (三) 21:52的版本
A
gas giant with four units of research resources and one unit of the very rare Zro aerosol.
在群星中,经济基于资源和服务的生产和消费,这些资源和服务有的来自特定星球,有的产生于帝国修正。二者严重依赖于工作在不同 Jobs上的 人口和星球上的资源建筑与采矿站。
资源多种多样,从普通的 食物 到极其稀有的 暗物质暗物质,同时也可用 矿物 生产 研究。这样看来,尽快的勘察、开采、升级资源显得尤为重要。
游戏中的资源可分为三种:材料资源、抽象资源和战略资源。
Resource storage capacity
All material resources and strategic resources (except trade value) must be stocked. All empires have a 15000 basic storage capacity for each resource except 能量币, which has a 50000 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.
Material resources
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.
Resource
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Main uses
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Description
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Energy credits
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- Leader Cost and Upkeep
- Clear Blockers Cost
- Terraforming Cost
- Campaign Edicts Cost
- Various Upkeep
- Robotic Pop Upkeep
- Market purchases
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Energy Credits () is an energy backed currency accepted by all space-faring races. You can gain more energy by:
- Building Generator Districts on the surface of colonized planets.
- Using Construction Ships to build Mining Stations around energy rich planets or stars.
- Selling resources on the Market.
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Minerals
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- Buildings and Districts Cost
- Stations Cost
- Manufacturing Jobs Upkeep
- Lithoid Pop Upkeep
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Minerals () is a collective term for the basic resources we need to construct ships, stations and planetary buildings. We can gain more by:
- Building Mining Districts on the surface of colonized planets.
- Using Construction Ships to build Mining Stations around mineral rich planets or asteroids.
- Buying more on the Market.
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Food
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- Biological Pop Upkeep
- Colony Ship Cost for Biological Empires
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Food () represents the various nutrients required to sustain and grow Pops. You can gain more by:
- Building Agriculture Districts on the surface of colonized planets.
- Buying more on the Market.
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Advanced
Advanced resources are resources that are produced by refining them from 矿物.
Resource
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Main uses
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Description
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Alloys
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- Starbase and Ship Cost
- Ship Upkeep
- Megastructure Cost
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Alloys () are advanced resources with a military application, which we need to construct Ships and Starbases. We can gain more by:
- Building Alloy Foundries buildings on the surface of colonized planets.
- Building Industrial Districts on the surface of colonized planets.
- Buying more on the Market.
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Consumer goods
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- 格式塔意识es empires do not use consumer goods except for 失控机仆s
- Pops upkeep
- Various Specialist Jobs Upkeep
- Colony Ship Cost (Unless 格式塔意识)
- Distribute Luxury Goods decision
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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:
- Building Civilian Industries buildings on the surface of colonized planets.
- Building Industrial Districts on the surface of colonized planets.
- Buying more on the Market.
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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
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Main uses
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Description & notes
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Influence
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- Claims Cost
- Starbases Cost
- Decisions and Edicts Cost
- Diplomatic Pacts Upkeep
- Integrating Subjects
- Influencing Elections
- Reforming the Government
- Faction Interactions
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Influence () represents political clout, and is used for many things, like enacting Edicts, making Claims, building Outposts and dealing with Factions. The gain rate remains fairly constant throughout the game, but can be increased by:
- Winning the support of Factions in your empire.
- Declaring other empires your Rivals.
- Having Protectorates.
- Enacting the Edict "Ambition: Will to Power" (cost Unity).
- Acquiring the Domination Tradition: Colonial Viceroys.
- Acquiring the Society technology: The Living State / Autonomous Agents.
- An empire can store only 1000 Influence and the storage amount cannot be increased.
- Some anomalies and archaeological sites offer Influence as a one-time reward.
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Unity
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Unity () is used to unlock new Traditions. We can increase our output by building an Autochton Monument or other buildings that provide jobs which produce Unity.
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- 物理学研究 research
- 社会学研究 research
- Engineering research
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Physics / Society / Engineering Research () is used to research new technologies. We can increase out putput by:
- Building Research Labs buildings on our colonies.
- Using Construction Ships to build 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.
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Trade value
Trade value is a planetary resource as opposed to an empire one and is converted into 能量币, 消费品 and / or 凝聚力 based on the empire's trade policy. 格式塔意识 empires do not use it.
Resource
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Major source
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Description
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Trade value
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- 人口s (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
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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.
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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 矿物, albeit at a steep price. All strategic resources can also be manufactured from Dimensional Fabricator buildings.
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.
能量币
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矿物
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Food
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合金
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消费品
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影响力
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异星天然气
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稀有水晶
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易爆微粒
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- −50% Minerals from jobs
- −75% Army Damage
- −75% Shield hit points
- −75% Ship weapons damage
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- −50% Alloys from jobs
- −50% Consumer goods from jobs
- −75% Robot build speed
- −25% Lithoid pop happiness
- −75% Lithoid pop growth
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- −25% Biological pop happiness
- −75% Biological pop growth
- −75% Organic Assembly Speed
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- −75% Ship armor
- −75% Fire rate
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- −25% Pop happiness
- −50% Research from jobs
- −50% Unity from jobs
- No happiness from living standards
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- −20% Happiness
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- −25% Job output
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- −25% Job output
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- −25% Job output
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References