Eye of Sauron
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Empire income simulator

Set empire-wide options once (race, research, prices), then add each colony to the list. Run the sim to see per-colony breakdowns + empire totals. Swap to Optimize mode for a single-colony land + research search against a target income mix. Formulas sourced from the wiki's canonical reference.

Race Sets economic modifiers + valid planet types
Turns this cycle How many turns to batch

Research levels (empire-wide)

Housing +1 cap multiplier/level
Commercial +8% CG, +10% empire
Industry +10% per level
Agriculture +10% per level
Mining +10% ore, +40% min/lvl

Market conditions

CGs available on market Off → pop only eats CGs you produced
Food market price 0 = ignore food market
CG market price 0 = ignore CG market
Mineral market price 0 = mining produces no income

Add a colony

Planet type Filtered to what your race can use
Planets in colony 1 / 5 / 25 / 125 for C0–C3 · Viral/Collective natives 1 / 4 / 16 / 64 / 256
Loyalty ×(1 + loyalty/5,000) on tax
Population override Per-colony only — blank = housing × (10+Hr), ×2 for Collective
Housing Leave 0 to auto-staff
Commercial CG (consumes 2 RM/turn each)
Industry CG (consumes 1 RM/turn each)
Agriculture Food + raw materials
Mining Ore + minerals

Colonies in this sim

No colonies yet — fill in the planet + buildings above and click Add colony to list.

All formulas pulled from live game source simulating…

Result

Add colonies and run the sim to see per-colony breakdowns and empire totals.