
On them, it is recommended that you maintain a high FTL generation rate and storage capacity at all times.Įmpires start with 250 FTL capacity and a generation rate of 1 FTL/s. Its bonuses depend on the level of the planet. This resource is a scalable resource and cannot be exported or used to level up. Grants vision over all fleets currently in FTL anywhere.Īll FTL jumps leaving from this system are free. Primarily gathered from planets with FTL Crystals FTLįTL energy is used to facilitate faster-than-light travel in Star Ruler 2. The base Energy value of 1 Energy Pressure, before being modified by your storage penalty or inefficient pressure utilization, is 0.5 Energy per second.Īs with Influence, try to spend Energy as quickly as possible to keep your generation high. The more Energy you store above your free storage cap (0 by default, increased by researching Capacitance), the slower you will produce more Energy. EnergyĮnergy is used to activate artifacts, powerful objects scattered throughout the galaxy by automated Seed Ships, as well as for various late-game purposes. Try to spend Influence before running over your Optimal Storage to keep your generation high. For example, if your Influence Stake is 2 your Optimal Storage is (2+2)*2 = 8 The more Influence you store above your Optimal Storage, the slower you will produce Influence. Your Optimal Storage for Influence is determined by ( Influence Stake + (Rounded Up(sqrt(Influance Stake)))) * 2.

The percentage of total galactic generation you are currently claiming is indicated below your stored Influence on the global bar. The more Influence Stake your planets have, the larger your percentage part of the total generation will be. The total generation of Influence in the galaxy for all empires is permanently set to 6*EmpireCount and does not change throughout the game. This would indicate a one-off construction cost of §300k (removed from your current remaining budget), and a permanent maintenance cost of §120k (removed from every future budget until the source of the maintenance - such as a ship - is invalidated by destruction or a change of ownership). Avoid this at all costs!Ī cost in the game could be expressed as §300k / §120k. This initially manifests itself by reducing your population growth based on the severity of the debt, but if the debt is massive enough, all your fleets' weapons will stop firing.

If your Money Income is lower than your total maintenance, your empire is in Debt.

Your total budget for those 3 minutes will be set to the total of your Money Income minus all your Maintenance costs. Every 3 minutes, a new Budget Cycle starts.
