Trade resources are a type of resource found on planets. They can be traded to other empires. Trade resource tiles can be destroyed to make room for other improvements. overhauled the resource system, including trade resources.
Trade Resources in Crusade[edit | edit source]
In , trade resources accumulate at a rate increasing with the level of the resource tile improvement, which also gives intrinsic bonuses. Resources can be spent on improvements, citizen promotions, and shipyard missions.
There are two main types of trade resources: mined and harvested. Each type has three levels of extraction, gated by specific technologies. Improving mines to Level 2 requires the Xeno Resource Mining, and Level 3 requires Advanced Resource Mining. Upgrading farms requires Terrestrial Harvesting and Advanced Resource Harvesting. There is also the special resource Precursor Nanites, upgrades of which depend on Precursor Studies and Precursor Exploitation.
|Tile||Type||Level 1||Level 2||Level 3||Applications|
|Thulium Deposit||Mine||0.1||0.25||0.5||See Thulium|
|Crystallized Elerium||Mine||0.1||0.25||0.5||See Elerium|
|Prometheus Stone||Mine||0.1||0.25||0.5||See Promethion|
Alternative sources[edit | edit source]
- , Thulium and Elerium are also found as Promethiongalactic resources.
- , Helios Ore, and Hyper Silicates are available from Arnor Spicemissions.
Trade Resources in the Base Game[edit | edit source]
Bonus to Adjacent Improvements[edit | edit source]
Each trade resource on a planet provides an adjacency bonus to surrounding tiles.
Player Achievement Bonus[edit | edit source]
Each trade resource has a bonus associated with owning the resource. This is a global bonus that applies to your entire civ. The bonuses do indeed stack (despite the tooltip when looking at the resource saying "One Per Player") so owning 2 Precursor Nanites, for example, will give you a global +10% to your manufacturing on all of your colonies.
Note that if you trade a resource away to another civ and then lose your access to that resource, the civ that you traded the resource to continues to receive that resource until the number of turns expire, leaving you with a negative number of that resource. You do not receive any penalties from having a negative number of trade resources. There are several ways you could lose access to a trade resource:
- Destroy the trade resource on the colony screen of one of your planets.
- Give away or lose a planet to another civ.
- An agreement from another civ granting you the trade resource expires.
Types of trade resources[edit | edit source]
|Artocarpus Viriles||Growth +5%||+2 Adjacent Population|
|Aurorus Arboretum||Tourism Income +5%||+2 Adjacent Influence|
|Crystallized Elerium||Shield Strength +5%||+2 Adjacent Military|
|Epimetheus Pollen||Ship Range +5%||+2 Adjacent Military|
|Harmony Crystals||Morale +1||+2 Adjacent Approval|
|Helios Ore||Capacity +5%||+2 Adjacent Military|
|Hyper Silicates||Research +5%||+2 Adjacent Research|
|Monsatium Deposit||Food +1||+2 Adjacent Population|
|Precursor Nanites||Manufacturing +5%||+2 Adjacent Manufacturing|
|Prometheus Stone||Moves +5%||+2 Adjacent Military|
|Snuggler Colony||Influence Growth +5%||+2 Adjacent Influence|
|Techapod Hive||Maintenance -5%||+2 Adjacent Manufacturing|
|Thulium Catalyst||Sensor Range +5%||+2 Adjacent Research|
|Ultra Spice||Gross Income +5%||+2 Adjacent Wealth|
|Xanthium Deposit||Hit Points +5%||+2 Adjacent Military|