System penalties

Part of the Population guide

System penalties reduce a system's outputs after every bonus is counted. There are three penalties:

Tooltip label When How much
Besieged a Navarch is conquering, bombarding or pillaging the system all of its production
Over-mobilized population buildings mobilize more than the workforce the share over-mobilized, see workforce
Insufficient stability the Population status is not Normal set by the status

What they reduce

Besieged reduces production only. The other two reduce all of these:

  • Production
  • Credit
  • Technology
  • Ideology
  • Defense
  • Intelligence
  • Cybersecurity
  • Fighter Ships' Initial XP
  • Corvette Ships' Initial XP
  • Frigate Ships' Initial XP
  • Capital Ships' Initial XP

They never reduce stability, housing, mobility or S.L.S.D. An output that is already negative is not reduced.

How they combine

Each penalty takes its share of what the previous one left.

Example, where Protests is a Population status with a 25 % penalty:

production 150 with a 20 % workforce penalty:  150 − 20 % = 120
also Protests (25 %):  120 − 25 % = 90
also besieged (100 %):  90 − 100 % = 0

Separately, an output that starts negative stays untouched:

credit −50 in Protests:  stays −50

Temporary stability penalties are something else. See stability.

Numbers shown for Flash games. This page is the same at every speed.