Table of Contents
Resources
A resource is anything produced by a structure that is not a unit. Resources are used to produce units, other resources, and to meet planetary population needs. All resource types except life support resources can be moved by trade routes. All resources have a defined mass and can be carried in transports.
Consumer Goods
Consumer goods are produced by the consumer goods autofac structure on any planet, or on dedicated worlds if intended for export. Consumer goods production is a factor of planet type, labor allocation to the consumer goods autofac structure, and planetary efficiency. The mixture of consumer goods produced by the consumer goods autofac is not under the player's control; it is based on demand.
Consumer goods consumption is a factor of planetary population and tech level. It is not affected by planetary efficiency.
If less than 100% of demand for any consumer good is met on a world, the revolution index will increase and the planet will lose efficiency and slowly regress in tech level.
Organic Food
Population on all worlds must consume organic food every watch. If less than 50% of demand is met, population will die. Planets with a biosphere require less labor than normal to produce organic food.
Durable Goods
Population on TL4 and higher worlds must also consume durable goods every watch. Producing durable goods consumes trillum.
Luxury Goods
Population on TL7 and higher worlds must also consume luxury goods every watch. Producing luxury goods consumes trillum.
Raw Materials
Raw materials are produced by structures on any planet with appropriate deposits, or on designated worlds if intended for export. Raw materials production is a factor of planetary deposit abundance, labor allocation to the producing structure, and planetary efficiency.
Raw materials are consumed by many different kinds of structures in order to create units or other resources. Raw materials consumption is a factor of tech level, unit types being built, labor allocation to the consuming structure, and planetary efficiency.
Trillum
Trillum is an orange mineral that is the cornerstone of the game's economy; trillum is used to produce all units (except ramjets and ground units) and to produce many other resources. Trillum deposits are present on all planets.
Hexacarbide
Hexacarbide is a grey mineral used in producing almost all units and many components. Producing hexacarbide consumes trillum.
Chronimium
Chronimium is a purple gas used in producing many high-tech units (but not ramjets) and components. Producing chronimium is labor-intensive and consumes trillum.
Aetherium
Aetherium is a pinkish-white gas used in producing ramjets and ramjet components. It is common on some planet classes that are only found in nebulas, particularly in bright nebulas.
Chtholon
Chtholon is a black mineral that is required to produce high-tech ramjets and their components. It is common on some classes of worlds that are only found in nebulas, particularly in dark nebulas. Producing chtholon consumes aetherium.
Life Support Resources
Life support resources are produced by habitat structures on planet classes that do not have a biosphere. These worlds are referred to as “hostile worlds” by Anacreon players. Life support resources are consumed on the same planets that they are produced on. Production is entirely based on demand and consumption is a factor of planetary population. Production and consumption are not affected by planetary efficiency or tech level.
There are several types of life support resources. If less than 100% of demand for any life support resource is met on a world, population will die, the revolution index will increase and the planet will lose efficiency and slowly regress in tech level.
Components
Components are produced by autofac structures (other than the consumer goods autofac), most commonly on designated autofac planets. At least one component type is required to produce all units other than explorers, gunships, basic infantry, and imperial guards. There are many different types of components. The mixture of components produced by an autofac is not under the player's control; it is based on demand.