经济:修订间差异

本页面部分全部内容上次核对于3.3版本
(文本替换 - 替换“Category:Game concepts”为“Category:游戏概念”)
 
(未显示2个用户的4个中间版本)
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{{update}}<!-- Needs 3.3.2 influence to unity update -->{{version|3.2}}
{{version|3.3}}
[[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.]]


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.
[[Stellaris|群星]] 中,''' 经济''' (economy)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。


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}}


In that way, resources are very important and ought to be quickly scouted, exploited, and developed.
如果一个帝国存储的某一种资源的库存在收入为负的情况下降至 {{red|0}},就会出现资源短缺并带来巨大的惩罚。


There are three kinds of resources: Material, Abstract and Strategic.
游戏中的资源可分为三种:材料资源、概念资源和战略资源。


== Resource storage capacity ==
== Resource storage capacity ==
{{SVersion|3.2}}
{{SVersion|3.3}}
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.
所有资源都可以储存。All empires have a 15,000 basic storage capacity for each resource except {{iconify|energy}}, which has a 50,000 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.
 
{{iconify|Influence}} has a 1,000 storage capacity. {{iconify|Naval Capacity}} has a 9,999 storage capacity. {{iconify|Unity}} has an infinite storage capacity. For {{iconify|research}} storage see [[Stored research]].


== Material resources ==
== Material resources ==
{{SVersion|3.2}}
{{SVersion|3.3}}
 
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.
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 ===
Basic resources are directly gathered from celestial bodies or resource districts.
Basic resources are directly gathered from celestial bodies or resource districts.


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! Resource
! Resource
! Main uses
! Main uses
! Shortage effects
! Description
! Description
|- id="Energy"
|- id="Energy"
| [[File:Energy.png]] Energy credits
| [[File:Energy.png]] Energy credits
| {{plainlist|
| {{plainlist|
* {{icon|leader recruitment cost}} Leader Cost and Upkeep
* {{icon|clear blocker cost}} Clear Blockers Cost
* {{icon|clear blocker cost}} Clear Blockers Cost
* {{icon|terraforming cost}} Terraforming Cost
* {{icon|terraforming cost}} Terraforming Cost
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* {{icon|Mechanical}}{{icon|Machine}} Robotic Pop Upkeep
* {{icon|Mechanical}}{{icon|Machine}} Robotic Pop Upkeep
* {{icon|market fee|24px}} Market purchases
* {{icon|market fee|24px}} Market purchases
}}
| {{plainlist|
* {{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|infiltration}} {{red|−100%}} Infiltration Growth
* {{icon|lev}} Trader enclave deals are canceled
}}
}}
| ''{{yellow|Energy Credits}} ([[File:Energy.png|24px]]) is an energy backed currency accepted by all space-faring races. You can gain more energy by:''
| ''{{yellow|Energy Credits}} ([[File:Energy.png|24px]]) is an energy backed currency accepted by all space-faring races. You can gain more energy by:''
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* {{icon|metallurgist}}{{icon|artisan}} Manufacturing Jobs Upkeep
* {{icon|metallurgist}}{{icon|artisan}} Manufacturing Jobs Upkeep
* {{icon|Lithoid}} Lithoid Pop Upkeep
* {{icon|Lithoid}} Lithoid Pop Upkeep
}}
| {{plainlist|
* {{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 Speed
}}
}}
| ''{{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:''
| ''{{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:''
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* {{icon|starvation}} Biological Pop Upkeep
* {{icon|starvation}} Biological Pop Upkeep
* {{icon|ship cost}} Colony Ship Cost for Biological Empires
* {{icon|ship cost}} Colony Ship Cost for Biological Empires
}}
| {{plainlist|
* {{icon|happiness}} {{red|−25%}} Biological Pop Happiness
* {{icon|growth speed}} {{red|−75%}} Biological Pop Growth Speed
* {{icon|robot build speed}} {{red|−75%}} Organic Assembly Speed
}}
}}
| ''{{yellow|Food}} ([[File:Food.png|24px]]) represents the various nutrients required to sustain and grow {{icon|pop}} {{yellow|Pops}}. You can gain more by:''
| ''{{yellow|Food}} ([[File:Food.png|24px]]) represents the various nutrients required to sustain and grow {{icon|pop}} {{yellow|Pops}}. You can gain more by:''
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|}
|}


=== Advanced ===
=== Advanced resources ===
Advanced resources are resources that are produced by refining them from {{iconify|minerals}}. 
Advanced resources are resources that are produced by refining them from {{iconify|minerals}}. 


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! Resource
! Resource
! Main uses
! Main uses
! width=50% | Description
! Shortage effects
! width=35% | Description
|- id="Alloys"
|- id="Alloys"
| [[File:Alloys.png]] Alloys
| [[File:Alloys.png]] Alloys
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* {{icon|ship upkeep}} Ship Upkeep
* {{icon|ship upkeep}} Ship Upkeep
* {{icon|megastructure build speed}} Megastructure Cost
* {{icon|megastructure build speed}} Megastructure Cost
}}
| {{plainlist|
* {{icon|ship armor}} {{red|−75%}} Ship Armor
* {{icon|fire rate}} {{red|−75%}} Ship Fire Rate
}}
}}
| ''{{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:''
| ''{{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:''
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* {{iconify|Gestalt Consciousness}}es empires do not use consumer goods except for {{iconify|Rogue Servitor}}s
* {{iconify|Gestalt Consciousness}}es empires do not use consumer goods except for {{iconify|Rogue Servitor}}s
* {{icon|pop consumer goods upkeep}} Pops upkeep
* {{icon|pop consumer goods upkeep}} Pops upkeep
* {{icon|researcher}}{{icon|culture worker}}{{icon|bureaucrat}} Various Specialist Jobs Upkeep
* {{icon|researcher}}{{icon|culture worker}}{{icon|bureaucrat}} Various Specialist jobs upkeep
* {{icon|ship cost}} Colony Ship Cost (Unless {{iconify|Gestalt Consciousness}})
* {{icon|ship cost}} Colony Ship Cost (Unless {{iconify|Gestalt Consciousness}})
* [[File:Decision luxuries.png|24px]] Distribute Luxury Goods decision
* [[File:Decision luxuries.png|24px]] Distribute Luxury Goods decision
}}
| {{plainlist|
* {{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
}}
}}
| ''{{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:''
| ''{{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:''
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|}
|}


== Abstract resources ==
=== Strategic 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.
{{SVersion|3.3}}
 
{| 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.
{{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"
{| class="mildtable"
! Resource
! Resource
! Major uses
! Major uses
! Shortage effects
! Required tech
! Required tech
! Major source
! Major source
! width=30% | Description
! width=22% | Description
|- id="Exotic gases"
|- id="Exotic gases"
| [[File:Exotic gases.png]] Exotic Gases
| [[File:Exotic gases.png]] Exotic Gases
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* {{icon|Rogue Servitor}} Organic Paradise
* {{icon|Rogue Servitor}} Organic Paradise
}}
}}
| {{icon|pop resource output}} {{red|−25%}} Resources from Jobs
| {{iconify|Exotic Gas Extraction|30px}}
| {{iconify|Exotic Gas Extraction|30px}}
| {{plainlist|
| {{plainlist|
* {{icon|building}} Exotic Gas Refineries
* {{icon|building}} Exotic Gas Refineries
* {{icon|building}} Gas Extraction Wells (rare planetary features required)
* {{icon|building}} Gas Extraction Wells
* [[File:sb nebula refinery.png|24px]] Nebula Refinery (if Exotic Gas Extraction has been researched)
* [[File:sb nebula refinery.png|24px]] Nebula Refinery
* [[File:Planet gas giant.png|24px]] Gas giant deposits
* [[File:Planet gas giant.png|24px]] Gas giant deposits
* [[File:Planet toxic.png|24px]] Toxic world deposits}}
* [[File:Planet toxic.png|24px]] Toxic world deposits}}
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* {{icon|Corporate}} Xeno-Outreach Agency
* {{icon|Corporate}} Xeno-Outreach Agency
}}
}}
| {{icon|pop resource output}} {{red|−25%}} Resources from Jobs
| {{iconify|Rare Crystal Mining|30px}}
| {{iconify|Rare Crystal Mining|30px}}
| {{plainlist|
| {{plainlist|
* {{icon|building}} Synthetic Crystal Plants
* {{icon|building}} Synthetic Crystal Plants
* {{icon|building}} Crystal Mines (rare planetary features required)
* {{icon|building}} Crystal Mines
* [[File:Planet asteroid.png|24px]] Ice asteroid deposits
* [[File:Planet asteroid.png|24px]] Ice asteroid deposits
* [[File:Planet frozen.png|24px]] Frozen world deposits}}
* [[File:Planet frozen.png|24px]] Frozen world deposits}}
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* Fortress
* Fortress
}}
}}
| {{icon|pop resource output}} {{red|−25%}} Resources from Jobs
| {{iconify|Mote Stabilization|30px}}
| {{iconify|Mote Stabilization|30px}}
| {{plainlist|
| {{plainlist|
* {{icon|building}} Chemical Plants
* {{icon|building}} Chemical Plants
* {{icon|building}} Mote Harvesting Traps (rare planetary features required)
* {{icon|building}} Mote Harvesting Traps
* [[File:Planet asteroid.png|24px]] Asteroid deposits
* [[File:Planet asteroid.png|24px]] Asteroid deposits
* [[File:Planet molten.png|24px]] Molten world deposits}}
* [[File:Planet molten.png|24px]] Molten world deposits}}
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| {{plainlist|
| {{plainlist|
* [[File:Ship part psi shield.png|24px]] Psionic Shields component}}
* [[File:Ship part psi shield.png|24px]] Psionic Shields component}}
| Cannot have shortages
| {{iconify|Zro Distillation|30px}}
| {{iconify|Zro Distillation|30px}}
| {{plainlist|
| {{plainlist|
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* {{icon|nem}} Star-Eater construction
* {{icon|nem}} Star-Eater construction
* {{icon|nem}} Aetherophasic Engine upgrade}}
* {{icon|nem}} Aetherophasic Engine upgrade}}
| Cannot have shortages
| {{iconify|Dark Matter Drawing|30px}}
| {{iconify|Dark Matter Drawing|30px}}
| {{plainlist|
| {{plainlist|
* [[File:Black Hole.png|24px]] Black hole deposits
* [[File:Black Hole.png|24px]] Black hole deposits
* [[File:Observatory.png|24px]] Black Hole Observatory (if Dark Matter Drawing has been researched)
* [[File:Observatory.png|24px]] Black Hole Observatory
* {{icon|nem}} Star-Eaters}}
* {{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.''
| ''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.''
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| {{plainlist|
| {{plainlist|
* {{icon|edict}} Living Metal Mega-Construction edict}}
* {{icon|edict}} Living Metal Mega-Construction edict}}
| Cannot have shortages
| {{icon|Living Metal tech|30px}} Living Metal
| {{icon|Living Metal tech|30px}} Living Metal
| {{plainlist|
| {{plainlist|
* Anomaly deposits
* Anomaly deposits
* Destroyed Contingency Sterilization Hubs
* Destroyed Contingency Sterilization Hubs
* Sentinels archaeology site
* {{icon|anr|24px}} Sentinels archaeology site
* {{icon|megacorp|24px}} Sold rarely by the Racket Industrial Enterprise caravan}}
* {{icon|mgc|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.''
| ''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"
|- id="Nanites"
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* {{icon|building}} Nanite Transmuter building upkeep
* {{icon|building}} Nanite Transmuter building upkeep
* {{icon|edict}} Nanite Actuators edict}}
* {{icon|edict}} Nanite Actuators edict}}
| {{icon|pop resource output}} {{red|−100%}} Nanite Transmuter Output
| {{plainlist|
| {{plainlist|
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|}
|}


== Shortages ==
== Abstract resources ==
{{SVersion|3.2}}
{{SVersion|3.3}}
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.
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
! Shortage effects
! width=45% | Description & notes
|- id="Influence"
| [[File:Influence.png|40px]] Influence
| {{plainlist|
* [[File:Menu icon claims.png|link=Claims|24px]] Claims Cost
* {{icon|starbase influence cost}} Outpost Cost
* {{icon|alliance}} Diplomatic Pacts Upkeep
* {{icon|integrate}} Integrating Subjects}}
| {{icon|happiness}} {{red|−20%}} Happiness
| ''{{yellow|Influence}} ({{icon|influence}}) represents political clout and is used for things like making {{yellow|Claims}} and building {{yellow|Outposts}}. The gain rate remains fairly constant throughout the game, but can be increased by declaring other empires your {{yellow|Rivals}} or increasing you {{yellow|Power Projection}}.
 
{{yellow|Power Pojection}} grants up to {{yellow|2 Influence}} depending on how many ships you have compared to your {{yellow|Empire Size}}.''
|- id="Unity"
| [[File:Unity.png|40px]] Unity
| {{plainlist|
* {{icon|leader recruitment cost}} Leader Cost and Upkeep
* {{icon|tradition}} [[Traditions]] Cost
* {{icon|edict}} Edicts Cost
* {{icon|edict}} Planetary Decisions Cost
* {{icon|election}} Influencing Elections
* {{icon|mandate}} Reforming the Government
* {{icon|faction}} Faction Interactions}}
| {{plainlist|
* {{icon|stability}} {{red| −20}} Stability
* {{icon|governing ethics attraction}} {{red|−100%}} Governing Ethics Attraction}}
| ''{{yellow|Unity}} ({{icon|Unity}}) is used to unlock new {{yellow|Traditions}}, recruit {{yellow|Leaders}} and enact {{yellow|Edicts}}. We can increase our output by building an {{icon|building}} {{yellow|Autochton Monument}} or other buildings that provide jobs which produce Unity.''
|- id="Research"
| [[File:Research.png|40px]] Research
| {{plainlist|
* {{icon|research speed}} Researching [[Technologies]]
* {{icon|anomaly research speed}} Finishing Special Projects
}}
| Cannot have shortages
| ''{{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.
|- id="Naval Capacity"
| [[File:Mod_navy_size_add.png|40px]] Naval Capacity
| {{plainlist|
* {{icon|ship upkeep}} Going above it increases ship upkeep
* {{icon|apc}} Each 200 Naval Capacity enables the construction of an additional Titan
}}
| {{icon|ship upkeep}} {{red|+1%}} Ship Upkeep per point above
| ''Exceeding you {{yellow|Naval Capacity}} will cause your ships to have an increase upkeep cost. The {{yellow|Naval Capacity}} is increased by your number of {{yellow|Pops}} and {{yellow|Starbase Anchorages}}, and also by certain {{yellow|Technologies}} and {{yellow|Traditions}}.''
|}
 
== Trade value ==
{{See also|Trade}}
{{SVersion|3.3}}
Trade value cannot be stockpiled and instead is collected at the capital via trade routes and converted monthly into {{iconify|energy credits}}, {{iconify|consumer goods}} and / or {{iconify|unity}} based on the [[Policies#Trade Policy|empire's trade policy]]. {{iconify|Gestalt Consciousness}} empires do not use it.


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"
{| class="mildtable plainlist"
! {{iconify|Energy}}
! Resource
! {{iconify|Minerals}}
! Major source
! {{icon|starvation}} Food
! width=50% | Description
! {{iconify|Alloys}}
|- id="Trade value"
! {{iconify|Consumer Goods}}
| [[File:Trade value.png]] Trade value
! {{iconify|Influence}}
! {{iconify|Exotic Gases}}
! {{iconify|Rare Crystals}}
! {{iconify|Volatile Motes}}
|-
* {{icon|minerals}} {{red|−50%}} Minerals from jobs
* {{iconify|Pop}}s (varies based on Living Standards, Civics and/or Traits)
* {{icon|army damage}} {{red|−75%}} Army Damage
* {{icon|job}} Various jobs
* {{icon|ship shield}} {{red|−75%}} Shield hit points
* {{icon|Building}} Galactic Stock Exchange building increases planetary overall trade value
* {{icon|weapons damage}} {{red|−75%}} Ship weapons damage
* [[File:Planet asteroid.png|link=Celestial body|24px]] Celestial Body deposits (no stations required)
|
* {{icon|corporate}} Branch Office buildings
* {{icon|alloys from jobs}} {{red|−50%}} Alloys from jobs
| ''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.''
* {{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 ==
== 参考资料 ==
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<references />


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[[Category:游戏概念]]
[[Category:游戏概念]]
[[Category:Colonization]]
[[Category: 殖民]]

2023年7月19日 (三) 15:33的最新版本

A gas giant with four units of research resources and one unit of the very rare Zro aerosol.

群星中,经济(economy)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 Pop job.png Jobs上的 人口 Pop 人口Pop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 Food 食物Food 到极其稀有的暗物质 Dark Matter 暗物质Dark Matter暗物质,同时也可用矿物 Minerals 矿物Minerals 生产研究 Research 研究Research

如果一个帝国存储的某一种资源的库存在收入为负的情况下降至 0,就会出现资源短缺并带来巨大的惩罚。

游戏中的资源可分为三种:材料资源、概念资源和战略资源。

Resource storage capacity[编辑 | 编辑源代码]

所有资源都可以储存。All empires have a 15,000 basic storage capacity for each resource except 能量币 Energy Credits 能量币Energy Credits, 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.

影响力 Influence 影响力Influence has a 1,000 storage capacity. 海军容量 Naval Capacity 海军容量Naval Capacity has a 9,999 storage capacity. 凝聚力 Unity 凝聚力Unity has an infinite storage capacity. For 研究 Research 研究Research storage see Stored research.

Material resources[编辑 | 编辑源代码]

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[编辑 | 编辑源代码]

Basic resources are directly gathered from celestial bodies or resource districts.

Resource Main uses Shortage effects Description
Energy.png Energy credits
  • 清除障碍花费 Clear Blocker Cost Clear Blockers Cost
  • 环境改造花费 Terraforming Cost Terraforming Cost
  • 法令 Edict Campaign Edicts Cost
  • 建筑花费 Building Cost Various Upkeep
  • 机械体 Mechanical机械 Machine Robotic Pop Upkeep
  • 市场中介费 Market Fee Market purchases
  • 矿物 Minerals −50% Minerals from Jobs
  • 陆军伤害 Army Damage −75% Army Damage
  • 护盾承受值 Shield Hit Points −75% Shield Hit Points
  • 舰船武器伤害 Ship Weapons Damage −75% Ship Weapons Damage
  • 渗透等级 Infiltration Level −100% Infiltration Growth
  • 星神兽故事包 Leviathans Story Pack Trader enclave deals are canceled
Energy Credits (Energy.png) is an energy backed currency accepted by all space-faring races. You can gain more energy by:
  1. Building Generator Districts on the surface of colonized planets.
  2. Using Construction Ships to build Mining Stations around energy rich planets or stars.
  3. Selling resources on the Market.
Minerals.png Minerals
  • 建筑花费 Building Cost Buildings and Districts Cost
  • 建筑花费 Building Cost Stations Cost
  • 冶金师 Metallurgist工匠 Artisan Manufacturing Jobs Upkeep
  • 石质 Lithoid Lithoid Pop Upkeep
  • 岗位生产的合金 Alloys from Jobs −50% Alloys from Jobs
  • 岗位生产的合金 Alloys from Jobs −50% Consumer goods from Jobs
  • Mod pop robot build speed mult.png −75% Robot Build Speed
  • 幸福度 Happiness −25% Lithoid Pop Happiness
  • Mod pop growth req.png −75% Lithoid Pop Growth Speed
Minerals (Minerals.png) is a collective term for the basic resources we need to construct ships, stations and planetary buildings. We can gain more by:
  1. Building Mining Districts on the surface of colonized planets.
  2. Using Construction Ships to build Mining Stations around mineral rich planets or asteroids.
  3. Buying more on the Market.
Food.png Food
  • Mod pop food req.png Biological Pop Upkeep
  • 造舰费用 Ship Build Cost Colony Ship Cost for Biological Empires
  • 幸福度 Happiness −25% Biological Pop Happiness
  • Mod pop growth req.png −75% Biological Pop Growth Speed
  • Mod pop robot build speed mult.png −75% Organic Assembly Speed
Food (Food.png) represents the various nutrients required to sustain and grow 人口 Pop Pops. You can gain more by:
  1. Building Agriculture Districts on the surface of colonized planets.
  2. Buying more on the Market.

Advanced resources[编辑 | 编辑源代码]

Advanced resources are resources that are produced by refining them from 矿物 Minerals 矿物Minerals.

Resource Main uses Shortage effects Description
Alloys.png Alloys
  • 造舰费用 Ship Build Cost Starbase and Ship Cost
  • 舰船维护费 Ship Upkeep Ship Upkeep
  • 巨型结构建造速度 Megastructure Build Speed Megastructure Cost
  • 装甲值 Armor Hit Points −75% Ship Armor
  • 舰船武器射速 Ship Fire Rate −75% Ship Fire Rate
Alloys (Alloys.png) are advanced resources with a military application, which we need to construct Ships and Starbases. We can gain more by:
  1. Building 建筑 Building Alloy Foundries buildings on the surface of colonized planets.
  2. Building Menu icon claims.png Industrial Districts on the surface of colonized planets.
  3. Buying more on the Market.
Consumer goods.png Consumer goods
  • 格式塔意识 Gestalt Consciousness 格式塔意识Gestalt Consciousnesses empires do not use consumer goods except for 失控机仆 Rogue Servitor 失控机仆Rogue Servitors
  • 消费品维护费 Pops upkeep
  • 研究人员 Researcher文化工作者 Culture Worker官僚 Bureaucrat Various Specialist jobs upkeep
  • 造舰费用 Ship Build Cost Colony Ship Cost (Unless 格式塔意识 Gestalt Consciousness 格式塔意识Gestalt Consciousness)
  • Decision luxuries.png Distribute Luxury Goods decision
  • 幸福度 Happiness −25% Pop Happiness
  • 研究 Research −50% Research from Jobs
  • 凝聚力 Unity −50% Unity from Jobs
  • 幸福度 Happiness No happiness from living standards
Consumer Goods (Consumer goods.png) is an advanced resource that represents the various gadgets, luxuries and goods necessary to give your 人口 Pop Pops a good life and to perform intellectual 岗位 Jobs Jobs such as 研究人员 Researcher Research. You can gain more by:
  1. Building 建筑 Building Civilian Industries buildings on the surface of colonized planets.
  2. Building Menu icon claims.png Industrial Districts on the surface of colonized planets.
  3. Buying more on the Market.

Strategic resources[编辑 | 编辑源代码]

Menu icon strategic resource.png 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 Minerals 矿物Minerals, albeit at a steep price. All strategic resources can also be manufactured from Dimensional Fabricator buildings.

Resource Major uses Shortage effects Required tech Major source Description
Exotic gases.png Exotic Gases
  • 伤害 Damage Advanced plasma weapon components
  • 护盾 Shields Advanced shield components
  • 法令 Edict Strategic resource edicts
建筑 Building Advanced buildings cost and upkeep0
  • Cyto-Revitalization Center
  • Hall of Judgement
  • Energy Nexus
  • Advanced research buildings
  • Hyper-Entertainment Forums
  • 企业政府 Corporate Executive Retreat
  • 失控机仆 Rogue Servitor Organic Paradise
人口资源产出 Pop Resource Production −25% Resources from Jobs 异星天然气开采 Exotic Gas Extraction 异星天然气开采Exotic Gas Extraction
  • 建筑 Building Exotic Gas Refineries
  • 建筑 Building Gas Extraction Wells
  • Sb nebula refinery.png Nebula Refinery
  • Planet gas giant.png Gas giant deposits
  • Planet toxic.png 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.
Rare crystals.png Rare Crystals
  • 伤害 Damage Advanced laser weapon components
  • 船体值 Hull Points Advanced hull components
  • 法令 Edict Strategic resource edicts
建筑 Building Advanced buildings cost and upkeep0
  • Advanced consumer goods buildings
  • Commerce Megaplexes
  • Advanced housing buildings
  • Advanced unity buildings
  • 企业政府 Corporate Xeno-Outreach Agency
人口资源产出 Pop Resource Production −25% Resources from Jobs 稀有水晶开采 Rare Crystal Mining 稀有水晶开采Rare Crystal Mining
  • 建筑 Building Synthetic Crystal Plants
  • 建筑 Building Crystal Mines
  • Planet asteroid.png Ice asteroid deposits
  • Planet frozen.png 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.
Volatile motes.png Volatile Motes
  • 伤害 Damage Advanced kinetic and missile weapon components
  • 法令 Edict Strategic resource edicts
建筑 Building Advanced buildings cost and upkeep0
  • Food Processing Centers
  • Mineral Purification Hubs
  • Advanced alloys buildings
  • Fortress
人口资源产出 Pop Resource Production −25% Resources from Jobs 微粒稳定化 Mote Stabilization 微粒稳定化Mote Stabilization
  • 建筑 Building Chemical Plants
  • 建筑 Building Mote Harvesting Traps
  • Planet asteroid.png Asteroid deposits
  • Planet molten.png 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.'
Zro.png Zro
  • Ship part psi shield.png Psionic Shields component
Cannot have shortages 蒸馏泽珞 Zro Distillation 蒸馏泽珞Zro Distillation
  • Planet toxic.png Toxic world deposits
  • Planet gas giant.png 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.png Dark Matter
  • Ship part dark matter shield.png Dark Matter Deflectors component
  • Ship part dark matter power core.png Dark Matter Reactor component
  • Ship part thruster 5.png Dark Matter Thrusters component
  • 灭世天罚 Nemesis Star-Eater construction
  • 灭世天罚 Nemesis Aetherophasic Engine upgrade
Cannot have shortages 暗物质收集 Dark Matter Drawing 暗物质收集Dark Matter Drawing
  • Black Hole.png Black hole deposits
  • Observatory.png Black Hole Observatory
  • 灭世天罚 Nemesis 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.
Living Metal.png Living Metal
  • 法令 Edict Living Metal Mega-Construction edict
Cannot have shortages 活体金属 Living Metal Living Metal
  • Anomaly deposits
  • Destroyed Contingency Sterilization Hubs
  • 上古之遗故事包 Ancient Relics Story Pack Sentinels archaeology site
  • 寰宇企业 Megacorp 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.png Nanites
  • Ship part auto repair.png Nanite Repair System component
  • 建筑 Building Nanite Transmuter building upkeep
  • 法令 Edict Nanite Actuators edict
人口资源产出 Pop Resource Production −100% Nanite Transmuter Output
  • 遥远繁星故事包 Distant Stars Story Pack L-Cluster celestial bodies
Simple but powerful nanoactuators, allowing for complex manipulations and experiments of macroscopic scales.

Abstract resources[编辑 | 编辑源代码]

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 Shortage effects Description & notes
Influence.png Influence
  • Menu icon claims.png Claims Cost
  • 恒星基地影响力花费 Starbase Influence Cost Outpost Cost
  • Diplomacy alliance.png Diplomatic Pacts Upkeep
  • 正在被整合 Is being integrated Integrating Subjects
幸福度 Happiness −20% Happiness Influence (影响力 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 Pojection grants up to 2 Influence depending on how many ships you have compared to your Empire Size.

Unity.png Unity
  • 领袖招募花费 Leader Recruitment Cost Leader Cost and Upkeep
  • 传统 Traditions Traditions Cost
  • 法令 Edict Edicts Cost
  • 法令 Edict Planetary Decisions Cost
  • 选举 Election Influencing Elections
  • 承诺 Mandate Reforming the Government
  • 派系 Faction Faction Interactions
  • 稳定度 Stability −20 Stability
  • 主流思潮吸引力 Governing Ethics Attraction −100% Governing Ethics Attraction
Unity (凝聚力 Unity) is used to unlock new Traditions, recruit Leaders and enact Edicts. We can increase our output by building an 建筑 Building Autochton Monument or other buildings that provide jobs which produce Unity.
Research.png Research
Cannot have shortages Physics / Society / Engineering Research (物理学研究 Physics Research社会学研究 Society ResearchEngineering research) is used to research new technologies. We can increase out putput by:
  1. Building 建筑 Building Research Labs buildings on our colonies.
  2. 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.

Trade value[编辑 | 编辑源代码]

See also: Trade

Trade value cannot be stockpiled and instead is collected at the capital via trade routes and converted monthly into 能量币 Energy Credits 能量币Energy Credits, 消费品 Consumer Goods 消费品Consumer Goods and / or 凝聚力 Unity 凝聚力Unity based on the empire's trade policy. 格式塔意识 Gestalt Consciousness 格式塔意识Gestalt Consciousness empires do not use it.

Resource Major source Description
Trade value.png Trade value
  • 人口 Pop 人口Pops (varies based on Living Standards, Civics and/or Traits)
  • 岗位 Jobs Various jobs
  • 建筑 Building Galactic Stock Exchange building increases planetary overall trade value
  • Planet asteroid.png Celestial Body deposits (no stations required)
  • 企业政府 Corporate Branch Office buildings
Trade Value represents civilian day-to-day economic activity. Starbases collect Trade Value and convert it into resources such as 能量币 Energy Credits 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.

参考资料[编辑 | 编辑源代码]


游戏概念