Resources are split into two categories: Global and Local.
Each Colony's energy income is added to the global energy reserve, and all energy spent is withdrawn from this pool. Colonies can increase their energy income by building energy Sector Exploitations in their Province Sectors and assigning Colonists to energy Colonists Slots.
Energy can be traded through Diplomacy.
Cosmite is a rare material that has an origin beyond the void, harnessed by the Star Union for highly advanced weapons and technology. It is a global strategic resource used for the building of Tier III and Tier IV units, the upkeep of Tier IV units and the purchase of equipping unit mods.
Cosmite Resource Nodes are the primary source of cosmite income and are relatively rare in the world, making it a highly valuable resource. A small amount of cosmite income can be generated by certain Colony Structures that are unlocked through Research
Knowledge is the global resource used for Researching the lost technologies of the fallen empire.
You can accumulate more knowledge through the following actions:
- Annexing Landmarks that provide knowledge
- Annexing Resource Nodes that provide knowledge
- Producing Sector Exploitations that grant knowledge bonuses
- Producing Colony Structures
- Assigning Colonists to Slots that generate knowledge
- The use of Doctrines
- Specific Operational Strength
Influence is the currency used for performing diplomatic actions involving other players, NPC factions and settlements. It is gained by completing NPC faction quests and trough building certain colony structures.
Influence is used in the following actions:
- Making Pronouncements about other players
- Trading with NPC faction dwellings
- Convincing an NPC faction to leave their position
- Peacefully resolving an encounter with a settlement
- Priming certain covert operations
Influence income can be increased in the following ways:
- Achieving peaceful relations with native factions (+1 per level, capping at +3)
- Annexing sectors containing exploration sites that give influence
- Building influence generating buildings in the capitol
- Annexing dwellings of native factions either peacefully or through conquest
Tactical Operation Points
Tactical Operation Points are only used during combat to cast Tactical Operations. Unlocking more tactical operation points requires you to invest research in the Operations Tech Group to unlock some of the Empire Upgrades that award these operation points. The Operator doctrine will also add 2 Tactical Operation Points along with making operations 15% cheaper.
Strategic Operation Points
Strategic Ops points are used for priming Operations that are launched on the Strategic Map. You can prime them by selecting them in the operations tab. You then need to spend Energy and operation points to launch the operation. If you do not have enough points to prime an operation in one turn, the operation will consume points each turn until it has accumulated enough.
Operations that use strategic operation points include:
Unlocking more strategic operation points requires you to invest research in the Operations Tech Group to unlock some of the Empire Upgrades that award operation points. An Orbital Relay Sector upgrade can also give +1 Strategic Operation Points for each one built.
Doctrine Slots are used to indefinitely sustain Doctrines. Every player has up to 7 (8 for syndicate) doctrine slots, limiting the number of doctrines you can have active at once. Additional doctrine slots can be acquired by unlocking the Empire Upgrades that grant doctrine slots, located in the Operations Tech Group as well as select research nodes along the topmost branch of society research.
Popular Support: Overall morale of your empire affecting Unit Morale and the Happiness of your colonists. It is influenced by the wars you enter and how justified they are perceived to be.
Reputation determines the way you are perceived by the world. It reflects your actions, good and bad, as you build a new civilization from the Ruins of the Star Union. Reputation influences the opinion of other players and the cost of Dwelling shops. Players with a negative reputation grant other players a Casus Belli on them.
Reputation is divided into 7 levels; each is dependent on the reputation value:
|Honorable||400 - 599|
|Trustworthy||200 - 399|
|Neutral||-199 - 199|
|Untrustworthy||-399 - -200|
|Dishonorable||-599 - -400|
Local resources are stored in colonies individually.
Food is a resource that is separate for each colony. It drives Colonist Growth which in turn leads to Colony Expansion and higher economic income. Food is also crucial for Colonist Upkeep, as insufficient food income can lead to Starvation
Food can be shared between colonies using the Food Sharing mechanic.
Food sharing allows players to distribute Food between colonies to support other colonies with low food income This can help new and struggling colonies grow faster, or prevent Starvation at colonies that have focused their colonists on different production slots.
All food sharing options distribute unused food in a colony after Upkeep of their colonists needs.
There are 4 options for Food Sharing in a colony:
- Prevent Deficit - This is the default option, taking no food from the Global Pool unless needed to prevent deficit (Starvation). All unused food is put towards growing the colony and adding a new colonist to the population.
- Share All and Sell Excess - This option distributes any unused food to the global pool, allowing other colonies to take from it. Food remaining from the global pool at the end of the turn is sold for Energy at a rate of 2 food per energy.
- Share Half - This option provides half of the unused food from the colony to the global pool, remaining food is put towards growing the colony and adding a new colonist to the population.
- Take - This option means that the colony takes all food available from the sharing pool to increase growth speed, if multiple colonies have this option selected food in the shared pool will be evenly split between them
When sharing food with other colonies, 40% is lost through Food Sharing Tax. This tax can be reduced with colony upgrades.
Production is a measure of the total productivity of a colony, it is used for both building colony structures, producing units, and can be converted into knowledge or energy at a highly inefficient rate. production is produced by basic colony structures and is produced most effectively using production exploitation and colonist jobs . it is recommended to carefully balance energy and production empire wide since production is nearly worthless without any energy to fuel it. Excess energy is still useful for a variety of things but if you have more energy than you can spend you may want to look into expanding production
Production specialization For every production sector you can build one of two production specialization buildings in the exploitations tab, if the sector has a landmark or other structure that adds special buildings they are built in the same way.you may only have one of each per colony
- The civilian engineering center reduces production costs for buildings in the colony and increases production per colonist, best used in the early game, limited use late game
- The military engineering center reduced production costs for units in the colony and at higher levels adds armor to non-elite units
Happiness indicates how content the population of a particular colony is with their situation.Positive happiness can trigger economic boosts, whereas negative happiness can cause Riots.
You can gain happiness through Colony Structures which also provide happiness slots which in turn generate more happiness when colonists are assigned to them trough Colonist Management The happiness income of a Colony is added to a happiness pool at the end of each turn. When the happiness pool reaches the Happiness Event threshold, a happiness event occurs.
If happiness income is negative, the amount is subtracted form the happiness pool instead. Once happiness reaches its lower threshold, an Unhappiness Event occurs. Once either a happiness or unhappiness event has occurred, the happiness pool wil be reset to 0.
The following Colony Structures provide happiness in your Colony:
The more colonists a colony has, the harder it is for happiness events to occur, and the easier it is for unhappiness events to occur.
|Colonists||Positive threshhold (ver:Triceratops)||Negative threshhold|