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 Tactic games. This page is the same at every speed.