Empire Rising

Production Calculator
⚙ Settings
100% Use the slider or the minus and plus buttons. Current text size is shown beside the control.
Player:
Player tools
Open-source application · browser-local data

Turn a target item into a practical production plan.

Trace materials, refining steps, colonies, and local cost assumptions in one workspace.

View source on GitHub
Start here

Set up a local player profile

Your profile stays in this browser. Faction changes economic estimates, not recipe access. After setup, choose an item and the calculator will show what to obtain, move, refine, manufacture, and spend.

  1. 1Choose an itemBrowse or search the catalog
  2. 2Set quantity and colonyTell us what and where
  3. 3Calculate your planFollow the production checklist
⚡ Advanced slot setup
Set energy in levels 1–20 and cooling to off or levels 1–20. The recommended default is 15 energy, 15 cooling, five clicks below max. These shared settings apply to mining, refinement, and production slot-batch costs. Each energy level adds 1.5 UC and each cooling level 1 UC per run. Cooling keeps heat down, and heat drags effectiveness and speed with it. These totals are the price of a cold start; a long run drifts cheaper per unit. See How a slot actually works on the Colonies tab.
Colony tax rates and ownership are stored locally per device. Use the export/import controls when you want to share a snapshot.
How planning works
Browse or search final items by category above. Add several items to the plan tray for a combined production run — owned stock carries between items. Pick a refinement colony first, then a production colony, or use “Same location” to set both at once. / jumps to search · Ctrl+Z undoes an applied plan.
📊 Inventory Charts
Units by colony
Top 10 items held
Units by category
Materials vs finished goods, per colony
STOCK LEDGER

Inventory by colony / zone — you

Choose where the items are stored, then add what you have. Each player and colony is tracked separately.

Saved in this browser
Pick a zone above to view and edit its stock. Use Add item to log new material gathered at that zone.
2 Add stock to this zone
Enter a quantity and press Add to keep stocking this zone.
Selected item
Choose an item icon below
Choose a mined or refined item Icons show the materials most useful for final-item production.
MATERIALS FIRST

Armor Loadout

Click a loadout slot to choose compatible gear from the compatible gear picker.

Helmet
Shoulders
Torso
Arms
Gloves
Legs
Booster / Food 1
Booster / Food 2
Medikit
Loadout toggles: Checked = included in Loadout Stats. Unchecked = excluded. Applies to implants, boosters / food, and medikits.

Loadout Stats

📖 Stat guide — what each number means

Protection — five damage channels, each countered by one stat:

StatCountersFaction set
ArmorBallisticFDC
ShieldingEnergyVI
EnduranceStaminaCMG
ResistanceBioEC
ReflectionAuraBoS

Defense Rating = chance to reduce an attack of any type · Block Rating = chance to negate one entirely · Protection Reduction = debuff cutting all five protections at once.

Regen floors (nothing equipped): HP 2.0% · Stam 2.0% · Bio 0.0% · Aura 2.5% · Addiction Treatment 0.0% · Medkit CD 0.0s. Health/stam/aura regen are free; bio must be fed (bio cells, injectors, illegal substances).

Drains are the upkeep cost of gear/boosters — 0 with nothing on. Every regen source list includes illegal substances, and addiction only clears at the slow natural rate without Addiction Treatment (BoS's specialty).

Hover any stat below for its full official definition.

Set Recipe Cost

⚔️ Combat Stats Reference

The reference list below is for comparison. To equip an item, click a compatible loadout slot above; craftable items link back to calculator data. Open the published source sheet.

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💊 Drug / Booster Production

Combat boosters — effects from the ER Balance Sheet snapshot, code combination, tier, and effect duration. Positive and negative effects are separated using the published stat direction. Source sheet.

🛡️ Gear 1.10 — Proposed Armor Patch

Preview of the supplied Gear 1.10 notes. Gear 1.9 and Calculator values remain unchanged. Stat deltas are shown exactly as proposed; undocumented combat conversions are not inferred.

What do you want your build to do?

Pick a goal to rank every armor piece and implant by how well it delivers that stat — current vs. after the patch.

🛡️ Defense tradeoffMany heavy families lose Armor and Shielding while gaining Agility.
❤️ Sustain tradeoffHypobaric and Metabolic lose defenses but gain Health Regen.
🧠 Implant changeResistance Amp loses 0.5 Health Regen and gains 25 Armor + 25 Shielding.
🧩 Common build2 EC Aramid + 3 Pythica armor pieces, including gloves, with Stamina Amplification in the chest slot.

Build planner

Default: two EC Aramid pieces plus three Pythica pieces, including gloves, with Stamina Amplification in the chest slot. Chest choices (torso armor, Stamina Amplification, or Shield Implant) are mutually exclusive; the leg slot can hold leg armor or Resistance Amp. Add any two food/drug boosters and one healing medikit to see the complete stat picture; medical guns remain separate gun-slot items.

Gear explorer

Browse every published item grouped by exact stat profile, or see only what the patch changes.

Protection guide

This is the published Gear-page mapping, retained here so the stat names are easy to interpret.

StatProtects againstFaction association
ArmorBallisticFDC
ShieldingEnergyVI
EnduranceStaminaCMG
ResistanceBioEC
ReflectionAuraBoS

⚔️ Faction Battle Nodes

Hackable nodes per colony with the nearest Vortex Gate spawn. ● Powernode ● Powerplant ● Node

🗺️ Pick a colony map — tap any to switch:

📝 Community Notes

A neutral home for contribution notes, data corrections, and public project context.

Report an issue or suggest an improvement in the repository issue tracker. Include steps to reproduce data corrections and describe feature proposals. Do not post private inventories, account details, credentials, or personal information.

World operations

🌍 Colonies

See who controls each production world, what it mines, and how ownership changes your calculator costs.

● Local world state
production colonies
your faction
Global Dominion worlds
taxed worlds
World data
Saved on this device
Actionable worlds

Production colonies

Reference

Other known worlds

⛏️ How a slot works — energy, cooling, heat and cost

Cost of one batch

Start from the item's listed price, add the slot upkeep, then the colony's tax. Mining triples the base before any of that, which is already baked into the material prices shown elsewhere in the app.

  • Energy runs 1–20 and cooling is off or runs 1–20. The recommended default is 15 energy, 15 cooling, five clicks below max; these shared settings apply to mining, refinement, and production.
  • Both raise the price, by a flat amount per level: 1.5 UC per energy level and 1 UC per cooling level.
  • Tax is not a plain markup. A rate above 10% discounts the base first.

Heat and speed

Energy generates heat continuously and cooling removes it. As heat rises, effectiveness falls and production slows. A long hot run is slower but cheaper per unit.

Still not modelled: exact speed loss. This page estimates cost, not run duration.