A
gas giant with four units of research resources and one unit of the very rare Zro aerosol.
在群星中,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
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。
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]
All material resources must be stocked. All empires have a 15,000 basic storage capacity for each resource except
能量币, 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 has a 1,000 storage capacity.
海军容量 has a 9,999 storage capacity.
凝聚力 has an infinite storage capacity. For
研究 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 credits
|
Clear Blockers Cost
Terraforming Cost
Campaign Edicts Cost
Various Upkeep
 Robotic Pop Upkeep
Market purchases
|
−50% Minerals from Jobs
−75% Army Damage
−75% Shield Hit Points
−75% Ship Weapons Damage
−100% Infiltration Growth
Trader enclave deals are canceled
|
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.
|
Minerals
|
Buildings and Districts Cost
Stations Cost
 Manufacturing Jobs Upkeep
Lithoid Pop Upkeep
|
−50% Alloys from Jobs
−50% Consumer goods from Jobs
−75% Robot Build Speed
−25% Lithoid Pop Happiness
−75% Lithoid Pop Growth Speed
|
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.
|
Food
|
Biological Pop Upkeep
Colony Ship Cost for Biological Empires
|
−25% Biological Pop Happiness
−75% Biological Pop Growth Speed
−75% Organic Assembly Speed
|
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.
|
Advanced resources[编辑 | 编辑源代码]
Advanced resources are resources that are produced by refining them from
矿物.
Resource
|
Main uses
|
Shortage effects
|
Description
|
Alloys
|
Starbase and Ship Cost
Ship Upkeep
Megastructure Cost
|
−75% Ship Armor
−75% Ship Fire Rate
|
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.
|
Consumer goods
|
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
|
−25% Pop Happiness
−50% Research from Jobs
−50% Unity from Jobs
No happiness from living standards
|
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.
|
Strategic resources[编辑 | 编辑源代码]
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.
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.
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,
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
|
Major source
|
Description
|
Trade value
|
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
|
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.
|