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Economy & Resources

Every ship built, every lab running, every missile in flight traces back to three resources. Metal, Crystal, and Deuterium are the lifeblood of empire - and Energy is the invisible constraint that governs how efficiently you harvest them all.

Resources

ResourcePrimary UseProduced by
MetalShips, buildings, defensesMetal Extractor
CrystalResearch, advanced shipsCrystal Synthesizer
DeuteriumFuel for fleet travelDeuterium Refinery

Production Formula

Hourly output for a resource building at level L on planet type P:

production = baseOutput × L × planetBonus(P) × efficiencyFactor^L

Where efficiencyFactor = 1.1 for resource extractors (solar plant uses 1.05). This means production is slightly super-linear - a level-10 extractor produces more than 10× a level-1 extractor.

The raw hourly rate is then multiplied by all active bonuses before being applied:

finalProduction = hourlyRate × efficiency × researchMul × commanderMul × habitabilityMul × socialMul × moraleMul × sabotageMul × crisisDebuffMul × policyMul

Production Multipliers

Bonuses stack multiplicatively - a high-level empire stacking several of these simultaneously can produce dramatically more than its raw building levels suggest.

MultiplierSourceEffect
Research bonusWarfare/Engineering techs+N% per tech level
Commander (Industrialist)Commander archetype+15% all production
HabitabilityCommander biome preference±10% on preferred/disliked planet types
Mentor bonusHaving an active mentee+5% all production
Specialization nodesEconomist/Scientist treeVaries (up to +35% per node)
MoralePlanet morale level0.70× at morale 0, 1.00× at morale 50, 1.10× at morale 100
Sabotage debuffActive espionage sabotage×0.80 (–20%) for 4 hours
Crisis debuffActive crisis event×0.80 (–20%) while active
Civic policyActive production policiesVaries (e.g. +15% metal from Metal Surge)

Planet Type Bonuses

Each planet type applies a multiplier to specific resources. An Asteroid world produces double the metal output but reduced crystal and deuterium. See the Planet Types reference for full modifiers.

Energy Balance

Buildings consume energy when active. The production efficiency formula is:

  • Energy surplus (balance > 0): 100% efficiency
  • Zero balance (balance = 0): 90% efficiency
  • Energy deficit (balance < 0): efficiency reduced proportionally by the shortage percentage - at 50% deficit, production runs at 50%

Maintain a positive energy buffer - especially before building energy-hungry shipyards or defense platforms.

Interplanetary Research Network (IRN)

The Interplanetary Research Network building links Research Labs across your planets. Each linked lab contributes 50% of its level in research points per hour to your primary lab's output:

totalResearchPoints = primaryLabLevel × 100 + Σ(linkedLabLevel × 50)

The number of linked labs is determined by your IRN building level. Specialization and research speed bonuses apply after this base total.

Storage Capacity

Resources accumulate up to a cap determined by your Resource Storage Facility level. Once full, excess production is lost. Upgrade storage or spend resources before your cap is hit.

The storage formula:

capacity = baseCapacity + storageBaseAmount × level × 1.5^level

Ship Build Time

Ship construction time for a batch scales with shipyard level:

buildTimeMs = floor(template.buildTimeMs / speedFactor) × count

Where speedFactor = 1 + shipyardLevel × 0.05. Each shipyard level reduces per-ship build time by 5%. The civic policy ship_build_speed stacks multiplicatively on top. Each ship class has its own base build time defined in its template (e.g. Fighter: 45 min, Cruiser: 2h 30m, Dreadnought: 12h).

Fleet Fuel

Every fleet mission consumes Deuterium for propulsion. Fuel cost scales with distance and fleet size:

fuelCost = Σ(shipCount × fuelPerKUnit) × (distance / 1000)

Deducted at launch. Astrophysics research reduces fuel consumption via the fuel_cost effect target.