Resource production and upkeep
A system's printed building output is a baseline. Local conditions and empire modifiers decide what reaches the shared stockpile each tick.
From deposit to stockpile
- 01Start with completed buildings
Each stack contributes its configured production and upkeep per building.
- 02Apply the local system
Common, rare, and fuel extraction scale with that system's abundance percentages.
- 03Apply labor and technology
Civilian workforce and completed production technologies multiply output.
- 04Apply disruption
Active resource-production sabotage reduces positive output without reducing upkeep.
- 05Settle the empire ledger
Upkeep, fleet wages, queues, diplomacy, tribute, and orbital mining complete the empire-wide result.
A useful production estimate
base output × count × abundance × workforce × technology × sabotagemodified production − modified building consumptionall systems + mining + diplomacy − queues − fleets − tributeThe engine settles whole units for each building stack, so small fractional bonuses may not appear until the stack is large enough. Resource balances never fall below zero; an unfunded deficit consumes what is available.
What changes production
Common, rare, and fuel percentages are local deposit quality. Prioritize the matching extraction building where the percentage is strongest.
The civilian share is 100% − troop allocation. Moving more population into troops reduces productive labor.
Happiness matters most to the credit economy and strategic-material productivity. Stable core worlds make strong industrial centers.
Completed effects compound with existing production and consumption modifiers. Specialized paths improve both output and efficiency.
Successful hostile operations can suppress a system or empire's positive resource production for several ticks.
Power is local infrastructure capacity rather than a stockpiled commodity. Compare system supply and demand when planning expansion.
Buildings to compare
FactoryGenerates credits, strategic materials, and planetary construction throughput.
Ground MineExtracts common and rare minerals from the planet.
Fuel RefineryProduces fuel for fleets, buildings, and expansion.
Core MineA deep extraction complex producing large volumes of common minerals and some rare minerals.
Asteroid MineExtracts rare and strategic materials from orbital bodies.
StarportConnects trade and migration routes, adds 20 passenger capacity, and increases housing migration capacity by 25% per Starport.
Orbital MinerDeploys automated extraction rigs that mine common and rare minerals while stationary in orbit, including at uncolonized systems. Can also salvage battle debris while stationed within orbital range.Resource technologies
Sort systems by their deposits, then place mines and refineries where every building receives the best local multiplier.
A large producer may still be a weak investment when its fuel, minerals, power, or population demands strain the rest of the empire.
Rare minerals, strategic materials, and fuel gate advanced development. Defend the few systems that carry those supply chains.