Social manufacturing refers to all non-ship manufacturing performed at colonies.
Generation[edit | edit source]
Social manufacturing is allocated by assigning population to manufacturing, and then setting the social/military manufacturing slider. The total multiplier to social manufacturing is independent of the multiplier to all manufacturing: a +20% bonus to manufacturing and a +20% bonus to social manufacturing will result in a 1.44x multiplier to net social manufacturing.
Types[edit | edit source]
Improvement[edit | edit source]
The primary type of social manufacturing is improvements: constructions that take up one hex each on the planet surface and provide a bonus to the colony.
Project[edit | edit source]
Social manufacturing may be spent on projects to increase the output of other resources. Each 10 points of social manufacturing gives +10% to the production of the resource specified by the project for that turn:
|Resource||Project||Unlocked by tech|
|Income||Economic Stimulus||At start|
|Research||Research Project||Institutional Research|
|Influence||Cultural Festival||At start|
|Growth||Birthing Subsidies||Xeno Biology|
|Military Manufacturing||Military Subsidies||Orbital Manufacturing|
The more production a planet has, the more efficient these projects are; however, they are generally less effective than appropriately specialized planets unless extreme amounts (~hundreds) of production are reached.
Synthetic assembly[edit | edit source]
Synthetic races increase their population via project.
|Fast Assembly||4||182||Spark of Life (Yor tech)|
|High Capacity Assembly||6||273||Spark Replication (Yor tech)|
|Ultimate Assembly||8||410||Spark Continuity (Yor tech)|
Shipyard[edit | edit source]
Colonies may produce shipyards in order to manufacture ships. The shipyard itself is social manufacturing; however, the ships are military manufacturing.