Resources

## Overview

Resources in Ixion come in several forms from power to people. Power is what runs the station, Science generates tech and so on. Your resources can be found in at the top of the HUD.

## Survival Materials

### Power

Power is obtained by adding Solar Panels to the exterior of the Tiqqun. Power can also be obtained from the Nuclear Plant (researchable in Tier 4) by converting Hydrogen to energy. Inside the Tiqqun, power can be adjusted by turning buildings on and off. As buildings are built, you have to option to turn off power prior to their completion, allowing you to build more than your power grid can handle (albeit sometimes with penalties). As a primary game mechanic, power also has the ability to affect your crews' happiness levels. A brownout or blackout creates dissatisfaction among your crew. The Firestarter upgrade ability (located in the Workshop tech tree) reduces the effect blackouts and brownouts have on your population.

### Science

Science is the core ingredient for Research. Discovering planets, old ships and stations provide the opportunity to gather Science. Decisions made at each of these discoveries may grant you additional Science and other resources. Use your Science wisely, as it is a scarce commodity!

### Food

Food is another resource that can be hard to come by at first. Starting with Insect Farms, food production ramps up with Crop Farms, the Mushroom Wall and finally the Algae Farm. Each of these farms has additional upgrades (obtained through Research) that enhance the value of the farm. Insect Farms only require Power and Workers to operate; all other farms require additional resources to function, and thus have other structures as prerequisites.

Insect farms need no additional resources to produce food but produce the lowest quantity per cycle. They will be your first and only sustainable food source for the early game, although stockpiles can be found in space by Science Ships.

Mushroom Walls require a side wall to build on and use Waste as the primary growing medium. They can only be used once a DLS Center is researched and built in the sector, Waste Management is set as a policy, and a Stockpile is dedicated to Waste.

Crop Farms and Algae Farms produce significantly more food, but use Water (processed from Ice) and occupy a lot of sector space. They can only be used once a Fusion Station is researched and built in the sector, and a Stockpile is dedicated to relay Ice to the Fusion Station. Water needs no Stockpile; it is stored in the Fusion Station and sent directly to the farms requiring it.

Each Crop Farm supports 9 fields, each requiring 16 Alloy to build. Farms must be physically connected to the fields they support. This can be accomplished by building the field either next to the farm building or next an adjoining field.

Algae Farms support 4 fields, each requiring 24 Alloy to build, and produce the largest amount of Food per cycle. They are the most cost-efficient form of food production, requiring the least amount of Water for the maximum product. Additionally, Algae Farms have an upgrade allowing 1 additional field per farm.

### Cryo-pods

Cryo-pods are the primary means to increase the Tiqqun's population. They are found throughout the systems you traverse, and several plot lines require them. Decisions you make may reveal Cryo-pods. Cryo-pods can be stored in a Stockpile and require the Cryonics Center to "thaw" them. Having more Cryopods stored in a Sector than the Sector's total Population will temporarily decrease the Sector's Stability. Once opened, each Cryopod is converted into one Population. While thawing Cryopods, as Administrator you can set the Cryonics Center to directly allocate new crew to a specific Sector.

### Population

Once thawed, Cryopods randomly produce both Workers and Non-Workers. A DLS Center can set a policy of only awakening Workers, at a Sector penalty of -3 Stability. Both types of crew occupy housing space, and will require careful planning to ensure to many people aren't homeless. Homelessness can be another negative impact to your crew's Stability. The first homeless milestone is "more than 25% of population homeless" and produces a -1 to Stability.

Almost every non-housing building in the Tiqqun requires Workers to operate; as more buildings are added, each Sector's required number of Workers will change. If there are fewer Workers available than the required number, Worker Conditions will drop. Worker Conditions come in 3 flavors:

* Optimal: More Workers than required in a sector.
* Extra Hours: slightly fewer Workers than required, but not so much as to be Overworked.
* Overworked: over 25% fewer Workers than required.

As Worker Conditions grow poorer, the chances of workplace accidents increase, causing delays, disruptions and deaths. Bad Work Conditions will also have a negative impact on Stability if left unaddressed for too long.

As Administrator, you can migrate your population from one Sector to another using the Population Management Tool. While setting up the transfer, you can select which type of personnel are transferred: Any, Workers, Non-workers or Colonists. You may also select from where and to where the transfer will take place. Clicking the + or - sign increases the population count by 5. Transferring population takes time; this time can be reduced by researching Trains and building Train Stations between Sectors.

### Waste

Waste is another resource and is generated by your factories and other buildings. Once built up in sufficient numbers, the building will shut down to dispose of the Waste. By building a DLS Center and setting a Waste Recycling policy, Waste can instead be removed, stockpiled, transferred, and utilised within a Sector, at a cost of -1 Stability. After all, nobody really likes to live next to a garbage dump in a cramped and steamy spaceship.

When not being destroyed, Waste is used by Mushroom Farms, Waste Treatment Centers and Water Treatment Centers. Mushroom Farms convert small amounts of Waste to Food; Waste Treatment Centers convert large amounts of Waste to Alloy, Polymer or Electronics. Water Treatment Centers consume large amounts of Waste and Power in exchange for filling an entire Sector's Water demands. Waste is produced by all other Factories, and can be produced by housing structures (with the appropriate Research).

## Raw Materials

Throughout the various star systems the Tiqqun traverses, various asteroids, planets and other landmarks can be mined by Mining Ships for raw materials. They can also be found through Science Ship actions. None of these materials can be used as-is; they must all be processed to convert them into other, more useful Resources.

 Carbon
 Silicon
 Hydrogen
 Ice

## Processed Materials

Processed materials are the key to expanding, improving and sustaining the Tiqqun. There are three processed materials that will keep your ship alive and flying:

 Polymer
 Electronics

In addition, Alloy and Electronics are used to open new Sectors for expansion.

## Transfers

Transfers are the final piece of the resource puzzle. Transfers, as the name implies, allows you to move resource around the Tiqqun to meet your ever changing resource needs.

*NOTE: as of 1.0.3.6 patch, there is a simpler, rather straightforward, Transfer interface. TODO : to update this article*

First, let's take a minute to talk about priorities. A large square is a high priority item. A bordered square (for lack of a better term and you'll see what I mean when you see it) is a medium priority and the small square is a low priority. A blank square is no priority and will not received any resources.

They are relatively straightforward to complete. Selecter the Sector to transfer resources *FROM* from the tabs at the top. Click the "Active" box. In the FROM Sector, adjust the Min/Max of the resources you want to maintain in the Sector. Then select the Sector you want to Export the resources *TO* (by default all Sectors are selected with low priority when first activated).

Next, select the Sector to transfer resources *TO* from the tabs at the top. Repeat the *FROM* process here, keeping in mind how many you want to maintain in the FROM Sector.

Finally, to make the whole process work, you must have **active** Stockpiles in both the *FROM* and *TO* Sectors for the resources you want to transfer. Remember, you may be juggling Power requirements to keep the Tiqqun running, so if it isn't working, try checking to make sure your Stockpiles have Power.

Resources are transferred by Stockpiles at an initial maximum rate of 25 units at a time (5 units per Stockpile vehicle). Certain Stockpile upgrades can increase the number of vehicles available; additionally, researching and constructing the Drone Bay adds automated transfer capabilities to a Sector.