Empire
Economy and resources
The eight resources, how income and maintenance work, and how to build a thriving empire.
The eight resources
Your empire produces, stores, and spends eight resources:
- Energy — keeps colonies and fleets running. Run out and ships shut down.
- Minerals — raw material for buildings and new ships.
- Research — pays for technological progress.
- Influence — currency of diplomacy. Spend it on treaties and trade deals.
- Exotic Matter — rare; harvested from anomalies. Powers high-tier propulsion.
- Dark Energy — rarer still. Required for the most advanced weapons.
- Biological Samples — collected from habitable worlds. Boosts research and population growth.
- Credits — the fungible trade currency. Sell surplus, buy what you need.
How income works
Each turn, every colony produces a base amount of each resource. Bonuses stack on top — your faction has innate bonuses, your buildings add more, certain technologies add even more. Maintenance comes off the top: fleets eat energy, colonies pay an upkeep cost.
If your maintenance exceeds your income, your stockpile drains. If a stockpile hits zero, the things that depend on it (ships, buildings) start running at reduced effectiveness or shut down outright.
Building an economy
Three principles:
- Specialise colonies. A research colony with a research lab and a population focus produces more research than a balanced colony does. Two specialists usually beat three generalists.
- Don’t over-extend. Each new colony costs a one-time settlement charge and an ongoing maintenance bill. Found a third colony only once your second is paying for itself.
- Research economy techs early. Unlocking improved buildings has a compounding effect — every turn you have them is a turn you produce more.
Trade
Once diplomacy ships, you’ll be able to trade resources directly with other civilisations. Influence is the unlock — sign a trade agreement, then convert your surplus minerals into the energy or research you actually need.
Markers and warnings
If a colony or fleet is operating at reduced effectiveness because of a shortage, a warning marker appears in the resource HUD. Hover the marker to see which resource and which entity. Address shortages by increasing production, decreasing maintenance (mothball ships, demolish buildings), or trading.