Economy — Energy, Storage & Production

Three HQ panels form the economic core of every map. Open them from the location hub after you have basic industry running.
Energy
The energy panel shows whether your map produces enough power for factories and citizens.
- Output and use per hour, plus the battery that covers a shortfall.
- Factories keep running while charge remains in storage.
- When the battery is empty and you use more than you generate, production stops until you add plants or cut load.
Build power plants and special energy structures before you scale heavy industry.
Storage
The storage panel lists the goods you actually hold on this map.
- Each good has its own silo. A full metal store does not crowd out regulit.
- A home-world silo starts larger than one on a new colony. Bonuses can raise that.
- When one silo is full, only the buildings that make that good pause.
- If one silo stays nearly full for a long time, only that good can rot. The rest of the warehouse stays.
Energy is not stored here — it has its own system.
Map production
The production panel is your control center. One card per good:
- Open Production at the location.
- Read stock, output, use, and the hourly balance.
- Switch a good off to stop that whole chain without demolishing buildings. On starts it again.
- Details show which buildings make it and which ones consume it.
Unhappy citizens lower the output of the same buildings. A chain runs only while you have power, the inputs last, and that good's silo is not full.
Check production after every building spree — numbers lie when energy or storage silently cap you.
Loop to remember
Build → produce → fill storage → trade or transport surplus → reinvest. Break any link and growth stalls.