Resources are split into two categories: Global and Local.
Energy: Energy is the main universal currency in the game. It is used for the production and upkeep of units, colony structures, unit modules and operations. Energy is generated by your colonies and no empire can go without it. Energy can be traded, and can be found as nodes and pickups on the map.
Cosmite: This rare material has an origin beyond the void and is required for advanced units and unit modules. Cosmite is mainly gained from map nodes. The rarity of this material means that high tier units can’t be mass produced and Sectors containing Cosmite are highly contested.
Influence: Influence is the diplomatic currency used to manipulate other players and NPC factions, it can be used for things like asking NPCs to surrender locations, hire NPCs mercenaries, and to make diplomatic pronouncements. Influence is gained by performing Quests and from an inherent generation of your empire. Cooperative Doctrines and friendly play styles give bonuses on Influence generation.
Tactical Ops: Tactical Operations Points are used to launch the Operations (Air strikes, Psi Storms, etc) you can call in during tactical combat, when a battle takes place within your Operational Coverage. The Tac Ops value resets every turn.
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 how other commanders and NPC factions see a commander. It affects a commander's Influence gain and Popular Support and is influenced by the commander's actions. Virtuous reputation is required to launch the Planetary Unification Protocol operation and with a unifier victory.
|Honorable||400 - 599|
|Trustworthy||200 - 399|
|Neutral||-199 - 199|
|Untrustworthy||-399 - -200|
|Dishonorable||-599 - -400|
Local resources and stored in colonies individually.
Food sharing is managed individually per colony via the income tab in the colony interface, where a commander can set whether they want the colony to take food or share food and to what degree.
Food sharing is set to Prevent Deficit by default, meaning the colony will take food until it’s food income is 0, and will not give away food. If all colonies are set to Prevent Deficit, no Food sharing will occur.
Happiness indicates how content the population of a particular colony is with their life. 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 random resource will have its income boosted to 300% for a turn. In case of negative happiness income, the income is subtracted from the happiness pool instead. With enough negative income subtracted from the happiness pool colonists may become rioters. Once either a happiness or unhappiness event has occurred, the happiness pool will be set to 0.
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||Colony size||Max provinces|