Production
Production is how your Populations produce resources and build infrastructure. Production output is heavily influenced by the Population's race stats, the controlling Empire's technology levels, and the environment.
The quantity of Populations that can work is limited by the level of the Area's infrastructure.
Math
This page is not going to specify the exact math used to calculate the quantity of things produced. I will say that it is some combination of:
- a present Leader's "Builder" skill
- a possible Federation bonus
- a possible Flora-Fauna modifier
- the Empire's technology level
- the population's racial abilities
- the difference between the population's ideal atmosphere and its current atmosphere
- the terrain modifier
- the population's happiness
- the population's quantity
Resources
The primary goal of Production is to create resources. Some of these resources are used in other parts of Production, some are used in other parts of the game.
| Resource | Description |
|---|---|
| Organics | Used as food for Populations, and to make Industrial Units |
| Minerals | Used as food for some silicon-based Populations, and to make Industrial Units |
| Industrial Units | Used to produce Units and Ships |
| Insights | Used to unlock nodes in the Lexicon |
| Trade Goods | Producing trade goods sells them to Populations, producing Exocredits. |
Work Types
The Empire that controls the Area can decide which Work Types to set for the Area. An Area can have 3 work types set: the first Work Type represents 60% of the Populations, the second is 30%, and the third is 10%. This allows an Area to do multiple types of Work, at different intensities.
The quantity of Populations that count as "working" is limited by the Area's infrastructure. If the Area has 2 levels of Organics Infrastructure, only 2 Populations can count as Producing Organics, no matter how many are assigned.
Produce Organics
Make some food
Produce Minerals
Mine for minerals
Produce Industrial Units
Consume 1 Organics and 2 Minerals for every 1 Industrial Unit produced.
Produce Research
Generate Insights. The exact Insights created depends on the Area's terrain.
Produce Trade Goods
Generate trade goods. The exact Trade Good produced is based on the Area's terrain and the highest level of Infrastructure.
| Terrain Archetype | Highest Infrastructure | ||||
|---|---|---|---|---|---|
| Organics | Mining | Manufacturing | Research | Spaceport | |
| Plains | bio-consumables | crafted | manufactured | advanced electronics | luxury |
| Desert | exotic | crafted | manufactured | advanced electronics | luxury |
| Rough | bio-consumables | metal alloy | manufactured | advanced electronics | luxury |
| Barren | crafted | metal alloy | manufactured | advanced electronics | luxury |
| Mountains | metal alloy | metal alloy | manufactured | advanced electronics | luxury |
| Hills | bio-consumables | metal alloy | manufactured | advanced electronics | luxury |
| Ocean | exotic | crafted | manufactured | pharmaceuticals | luxury |
| Swamp | exotic | crafted | manufactured | pharmaceuticals | luxury |
| Forest | crafted | metal alloy | manufactured | pharmaceuticals | luxury |
| Tundra | crafted | metal alloy | manufactured | advanced electronics | luxury |
Build Organics
Increase Organics Infrastructure
Build Minerals
Increase Minerals Infrastructure
Build Manufacturing
Increase Manufacturing Infrastructure
Build Research
Increase Research Infrastructure
Build Population
Increase Population Infrastructure
Build Spaceport
Increase Spaceports Infrastructure
Build Garrison
Increase the level of the Garrison on the Area.
Build Shipyard
Increase the level of the Shipyard on the Area