TELLURION

Resources

14 resources. Pooled ones carry over and need storage; flowing ones are recalculated each turn and can't be saved. The five strategic resources only appear once you can reach the worlds that hold them.

Core resources

ResourceKindScopeSourceFirst seenWhat it's for
◼ Food pooledPlanet GroundAtomicFeeds population, two Food per population per turn, and provisions ships.
◈ Water pooledPlanet GroundAtomicPopulation, industry and ship provisions. One unmet turn costs a head.
● Ore pooledPlanet GroundAtomicThe basic build material. Comes from rock biomes, not from Iron.
⬢ Alloy pooledPlanet RefinedSpace AgeRefined from Ore. Every hull and every advanced building is priced in it.
¤ Credits pooledEmpire (later) GroundAtomicMoney. Per planet until Digital Communication, empire-wide after it.
⚡ Power flowingPlanet GroundAtomicEvery mechanised building draws it. Unspent Power is discarded at commit.
⇄ Logistics flowingPlanet CollectedAtomicOn-planet throughput. A building far from a city centre costs more of it.
⌬ Research flowingEmpire CollectedAtomicThe tech tree's only currency. Shared instantly; knowledge needs no rocket.
◉ Influence pooledEmpire CollectedAtomicPolicies, diplomacy and loyalty projects. The only pooled cap that is not per planet.

Strategic resources

ResourceKindScopeSourceFirst seenWhat it's for
☢ Uranium pooledPlanet GroundInterplanetaryStrategic. Fission and warheads. Volcanic and barren worlds only.
▲ Lithium pooledPlanet GroundInterplanetaryStrategic. Batteries and ion drives. Desert salt basins.
❄ Helium-3 pooledPlanet GroundFusionStrategic. Fusion fuel. Skimmed from a giant, sintered in trace from regolith.
✦ Plasma pooledPlanet RefinedTransferStrategic. Manufactured, never mined. Weapon refits and the Sun Ring.
✧ Dark Matter pooledPlanet CollectedDeep SpaceStrategic. Collected in deep space. The Sun Ring runs on it.