Amenities

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This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for 2.2.

This article is for the PC version of Stellaris only.

Amenities represent planetary infrastructure and jobs dedicated towards fulfilling the day-to-day needs of the population. A Planet that does not meet the Amenities needs of its population will suffer penalties to Happiness. The player can increase Amenities by employing Pops in various jobs such as Entertainers, building various buildings such as Luxury Residences, and upgrading the planets capital.

Amenity Consumption[edit]

Each planet consumes a base of 5 Amenities + 1 per population. Population usage is increased by 1% per 1% habitability below 100%. Slaves consume .75 Amenities per population, instead of 1.

Amenity Production[edit]

Jobs[edit]

Job Stratum Produces Upkeep Description & Requirements
Job administrator.png Administrator Ruler Amenities.png +6 Amenities
Unity.png +3 Unity
N/A The administration of an entire planet is a daunting task that requires dedicated and highly trained individuals.
Job clerk.png Clerk Worker Amenities.png +2 Amenities
Trade value.png +2 Trade Value
N/A White-collar workers perform the various administrative office tasks that are crucial to any sufficiently complex working environment.
Job colonist.png Colonist Specialist Amenities.png +5 Amenities
Food.png +1 Food
N/A None
Job entertainer.png Entertainer Specialist Amenities.png +10 Amenities
Unity.png +2 Unity
Consumer goods.png -1 Consumer Goods AAA
Job priest.png High Priest Ruler Amenities.png +5 Amenities
Unity.png +5 Unity
N/A Civic exalted priesthood.png Exalted Priesthood civic
Job manager.png Executive Ruler Amenities.png +5 Amenities
Unity.png +2 Unity
Trade value.png +4 Trade Value
N/A MegaCorp.png MegaCorp
Only an executive has the power to drive leading-edge initiatives and synergistically benchmark dynamically conceptualized deliverables
Job healthcare.png Medical Worker Specialist Amenities.png +5 Amenities
Mod pop growth req.png +5% Pop Growth Speed
Consumer goods.png -1 Consumer Goods AAA
Job merchant.png Merchant Ruler Amenities.png +4 Amenities
Trade value.png +8 Trade Value
N/A AAA
Job noble.png Noble Ruler Amenities.png +5 Amenities
Unknown.png +5 Planet Stability
N/A Civic aristocratic elite.png Aristocratic Elite civic
Job priest.png Priest Specialist Amenities.png +5 Amenities
Unity.png +3 Unity
Society Research +2 Society Research
Consumer goods.png -2 Consumer Goods AAA
Job priest.png Prosperity Preacher Worker Amenities.png +3 Amenities
Unity.png +1 Unity
Trade value.png +3 Trade Value
N/A Unknown.png MegaChurch civic
Job researcher.png Science Director Ruler Amenities.png +5 Amenities
Research.png +5 Research Output
N/A Civic technocracy.png Technocracy civic or the Research Institute building on the planet
Job servant.png Servant Slave Amenities.png +4 Amenities N/A Organics with the Domestic Servitude slavery or Robots with Domestic protocols.png Domestic Protocols trait
Servants use 0.25 housing, rather than the 0.75 a normal slave does.
Job primitive laborer.png Toiler Slave Amenities.png +2 Amenities N/A Toilers perfom the grueling menial labor required to keep crude infrastructure of the Thrall-World running.
Job duelist.png Duelist Specialist Specialist Amenities.png +12 Amenities
Unity.png +3 Unity
Mod fleet size add.png +2 Naval Capacity
Alloys.png −1 Alloys Civic warrior culture.png Warrior Culture civic
Martial experts who display their deadly art for the entertainment of the masses.

Buildings[edit]

These buildings improves the living condition of the planet by providing amenities and various bonuses.

Amenities Buildings[edit]

These buildings provide jobs that produces amenities for the planet.

Name Produces Upkeep Time Cost Requirements & Notes
Icon Maintenance Depots +3 Job maintenance drone.png Maintenance Drone Jobs -1 Energy Credits.png 240 Time 200 Minerals.png Workshops where maintenance of machinery and structures is planned, managed, and executed.
  • Yes.pngGestalt consciousness.png Gestalt Consciousness
  • Planetary Government Tech
icon Commercial Zones +5 Job clerk.png Clerk Jobs -2 Energy Credits.png 360 Time 300 Minerals.png
  • Interplanetary Commerce Tech
  • NOT a Habitat
Icon Commerce Megaplexes +10 Job clerk.png Clerk Jobs
+1 Job merchant.png Merchant Job
-2 Energy Credits.png
-1 Rare crystals.png
480 Time 500 Minerals.png
50 Rare crystals.png
  • Interstellar Economics Tech
  • NOT a Habitat
Icon Galactic Stock Exchanges +2 Job merchant.png Merchant Jobs
+20% Trade value.png Trade Value
-5 Energy Credits.png 480 Time 500 Minerals.png
  • Galactic Markets Tech
  • Building capital 2.png Planetary Capital
  • Planetary Unique

Housing Buildings[edit]

Housing Buildings provide extra amenities and housing for the planet.

Name Produces Upkeep Time Cost Requirements & Notes
icon Luxury Residences +3 Housing
+5 Amenities
-2 Energy Credits.png 360 Time 300 Minerals.png
  • NOT a Habitat
Icon Paradise Dome +6 Housing
+10 Amenities
-2 Energy Credits.png
-1 Rare crystals.png
480 Time 400 Minerals.png
40 Rare crystals.png
  • Idyllic Architecture Tech
  • NOT a Habitat
Icon Hive Warren +6 Housing
+1 Job maintenance drone.png Maintenance Drone Jobs
-2 Energy Credits.png 360 Time 300 Minerals.png A vast warren offers shelters for many Drones to rest.
  • Yes.pngGestalt consciousness.png Gestalt Consciousness
  • NOT a Habitat

Others[edit]

Name Job, Output and Effect Upkeep Time Cost Requirements & Notes
Waste Reprocessing Center +10 Minerals.png Minerals
+10 Energy Credits.png energy
+5Amenities.png Amenities
+2Job technician.png Technician jobs
Gestalt consciousness.png+2Job technician.png Tech-Drone jobs
N/A 480 Time 100 Minerals.png A planet's one stop center for converting industrial and biowaste into mostly clean, mostly reusable energy and minerals. Designed by the Racket Industrial Enterprise, Its construction is somewhat arcane, and largely non-reverse-engineerable.
  • Provide by Racket Industrial Enterprise caravaneers

Capitals[edit]

The Colony Capital always occupies the first building slot and provides some of the basic necessities. Administrator Jobs provide Unity.png Unity and Amenities, as well as reducing Crime and spawning Defence Armies. Many other buildings required a sufficiently high-level Capital building before they can be built or upgraded, which gates your colony's development. Capital buildings cannot be demolished, downgraded, ruined, or disabled. Empire Capitals generate an additional Amenities.png +10 Amenities.

Standard Capitals[edit]

Name Produces Jobs Upkeep Time Cost Requirements
Building colony shelter.png Reassembled Ship Shelter
  • Housing.png +3 Housing
  • Amenities.png +3 Amenities
  • (Default) +2 Colonist
  • Ap synthetic evolution.png +1 Colonist and +1 Roboticist
Energy Credits.png −1 Always Present None
Building capital 1.png Planetary Administration
  • Housing.png +5 Housing
  • Amenities.png +5 Amenities
  • +1 Enforcer
  • (Default) +2 Administrator
  • Civic aristocratic elite.png +1 Administrator and +1 Noble
  • Civic exalted priesthood.png +1 Administrator and +1 High Priest
  • Civic merchant guilds.png +1 Administrator and +1 Merchant
  • Civic technocracy.png +1 Administrator and +1 Head Researcher
  • Ap synthetic evolution.png +1 Roboticist
  • Auth corporate.png +1 Executive
Energy Credits.png −3 Time 480 Minerals.png 500
  • Tech planetary government.png Planetary Government technology
  • At least Pop.png 10 pops
Building capital 2.png Planetary Capital
  • Housing.png +8 Housing
  • Amenities.png +8 Amenities
  • +2 Enforcer
  • (Default) +3 Administrator
  • Civic aristocratic elite.png +2 Administrator and +1 Noble
  • Civic exalted priesthood.png +1 Administrator and +2 High Priest
  • Civic merchant guilds.png +1 Administrator and +2 Merchant
  • Civic technocracy.png +2 Administrator and +1 Head Researcher
  • Ap synthetic evolution.png +2 Roboticist
  • Auth corporate.png +3 Executive
Energy Credits.png −5 Time 600 Minerals.png 1000
  • Tech colonial centralization.png Colonial Centralization technology
  • At least Pop.png 40 pops
Building capital 3.png System Capital-Complex
  • Housing.png +10 Housing
  • Amenities.png +10 Amenities
  • +3 Enforcer
  • (Default) +5 Administrator
  • Civic aristocratic elite.png +3 Administrator and +2 Noble
  • Civic exalted priesthood.png +2 Administrator and +3 High Priest
  • Civic merchant guilds.png +2 Administrator and +3 Merchant
  • Civic technocracy.png +3 Administrator and +2 Head Researcher
  • Ap synthetic evolution.png +3 Roboticist
  • Auth corporate.png +5 Executive
Energy Credits.png −10 Time 900 Minerals.png 2000
  • Tech galactic administration.png Galactic Administration
  • At least Pop.png 80 pops

Machine Intelligence Capitals[edit]

Auth machine intelligence.png Machine Intelligence empires have a different set of capital buildings.

Name Produces Jobs Upkeep Time Cost Requirements
Building deployment post.png Deployment Post
  • Housing.png +3 Housing
  • Amenities.png +3 Amenities
  • +1 Coordinator
  • +1 Replicator
  • +1 Hunter-Seeker Drone
  • +1 Maintenance Drone
Energy Credits.png −1 Always present None
Building machine capital 1.png Administrative Array
  • Housing.png +5 Housing
  • Amenities.png +5 Amenities
  • +2 Coordinator
  • +2 Replicator
  • +1 Hunter-Seeker Drone
  • +2 Maintenance Drone
Energy Credits.png −3 Time 480 Minerals.png 500
  • Tech planetary government.png Planetary Government technology
  • At least Pop.png 10 pops
Building machine capital 2.png Planetary Processor
  • Housing.png +8 Housing
  • Amenities.png +8 Amenities
  • +3 Coordinator
  • +3 Replicator
  • +2 Hunter-Seeker Drone
  • +3 Maintenance Drone
Energy Credits.png −5 Time 600 Minerals.png 1000
  • Tech colonial centralization.png Colonial Centralization technology
  • At least Pop.png 40 pops
Building machine capital 3.png Primary Nexus
  • Housing.png +10 Housing
  • Amenities.png +10 Amenities
  • +5 Coordinator
  • +4 Replicator
  • +3 Hunter-Seeker Drone
  • +4 Maintenance Drone
Energy Credits.png −10 Time 900 Minerals.png 2000
  • Tech galactic administration.png Galactic Administration
  • At least Pop.png 80 pops

Hive Mind Capitals[edit]

Auth hive mind.png Hive Mind empires only have two capital buildings, equivalent to the level 2 and 3 buildings of other empires. New colonies start with a Hive Core.

Name Produces Jobs Upkeep Time Cost Requirements
Building hive core.png Hive Core
  • Housing.png +5 Housing
  • Amenities.png +10 Amenities
  • +2 Synapse Drone
  • +2 Maintenance Drone
  • +1 Hunter-Seeker Drone
Energy Credits.png −2 Always present Minerals.png 1000[1]
Building hive nexus.png Hive Nexus
  • Housing.png +10 Housing
  • Amenities.png +10 Amenities
  • +3 Synapse Drone
  • +5 Maintenance Drone
  • +2 Hunter-Seeker Drone
Energy Credits.png −4 Time 480 Minerals.png 1000
  • Tech colonial centralization.png Colonial Centralization technology
  • At least Pop.png 40 pops

Special Capitals[edit]

Habitats, Resort Worlds and Thrall-Worlds have their own capital buildings.

Name Produces Upkeep Time Cost Requirements & description
Building capital 1.png Habitat Administration
  • Housing.png +3 Housing
  • Amenities.png +3 Amenities
  • Job roboticist.png +1 Roboticist job if Trait mechanical.png Mechanical
  • Depending on government:
Type Modifier
  • Default
Job administrator.png +1 Administrator job
Auth corporate.png Corporate Job executive.png +1 Executive job
Auth hive mind.png Hive Mind Job synapse drone.png +1 Synapse Drone job
Auth machine intelligence.png Machine Intelligence
  • Job administrator.png +1 Coordinator job
  • Job replicator.png +1 Replicator job
  • Energy Credits.png −3
  • Alloys.png −5
Always present None Is a habitat

The administrative hub of the Habitat, serving as its capital and the seat of the local government.

Building capital 2.png Habitat Central Control
  • Housing.png +5 Housing
  • Amenities.png +5 Amenities
  • Job enforcer.png +1 Enforcer job if No.png not Gestalt consciousness.png Gestalt Consciousness
  • Job roboticist.png +2 Roboticist job if Trait mechanical.png Mechanical
  • Depending on government:
Type Modifier
Default Job administrator.png +2 Administrator jobs
Auth corporate.png Corporate Job executive.png +2 Executive jobs
Civic exalted priesthood.png Exalted Priesthood
  • Job administrator.png +1 Administrator job
  • Job priest.png +1 High Priest job
Civic aristocratic elite.png Aristocratic Elite
  • Job administrator.png +1 Administrator job
  • Job noble.png +1 Noble job
Civic technocracy.png Technocracy
  • Job administrator.png +1 Administrator job
  • Job researcher.png +1 Science Director job
Civic merchant guilds.png Merchant Guilds
  • Job administrator.png +1 Administrator job
  • Job merchant.png +1 Merchant job
Auth hive mind.png Hive Mind Job synapse drone.png +2 Synapse Drone jobs
Auth machine intelligence.png Machine Intelligence
  • Job administrator.png +2 Coordinator jobs
  • Job replicator.png +1 Replicator job
Energy Credits.png −2 Always present Minerals.png 500

An extensive complex of bureaucratic offices that oversees the administration of a highly-populated habitat.

Building capital 1.png Resort Administration
  • Housing.png +5 Housing
  • Amenities.png +5 Amenities
  • Job administrator.png +1 Administrator job if No.png not Auth corporate.png Corporate
  • Job executive.png +1 Executive job if Auth corporate.png Corporate
  • Job entertainer.png +1 Entertainer job
  • Job roboticist.png +1 Roboticist job if Trait mechanical.png Mechanical
  • Energy Credits.png −2
Always present None Has the planet modifier (unrecognized string “resort world” for Template:Icon) Resort World

The central complex from where this planet-wide resort is administrated.

Building capital 2.png Resort Capital-Complex
  • Housing.png +10 Housing
  • Amenities.png +10 Amenities
  • Job administrator.png +1 Administrator job if No.png not Auth corporate.png Corporate
  • Job executive.png +1 Executive job if Auth corporate.png Corporate
  • Job entertainer.png +2 Entertainer job
  • Job roboticist.png +1 Roboticist job if Trait mechanical.png Mechanical
Energy Credits.png −4 Time 480 Minerals.png 500
  • Has planet modifier (unrecognized string “resort world” for Template:Icon) Resort World
  • At least Pop.png 10 pops

A huge sprawling complex capable of administrating an even greater number of resorts and tourist attractions.

Building capital 1.png Governor's Palace
  • Housing.png +5 Housing
  • Amenities.png +5 Amenities
  • Job administrator.png +2 Administrator job if No.png not Auth corporate.png Corporate
  • Job executive.png +2 Executive job if Auth corporate.png Corporate
  • Job enforcer.png +2 Slave Overseer jobs
  • Stability.png +5 Stability
Energy Credits.png −2 Always present None Has planet modifier (unrecognized string “thrall-world” for Template:Icon) Thrall-World

The lavish palace from which this Thrall-World is governed.

Building capital 2.png Governor's Estates
  • Housing.png +10 Housing
  • Amenities.png +10 Amenities
  • Job administrator.png +2 Administrator job if No.png not Auth corporate.png Corporate
  • Job executive.png +2 Executive job if Auth corporate.png Corporate
  • Job enforcer.png +4 Slave Overseer jobs
  • Stability.png +10 Stability
Energy Credits.png −4 Time 480 Minerals.png 500
  • Has planet modifier (unrecognized string “thrall-world” for Template:Icon) Thrall-World
  • At least Pop.png 10 pops

Sprawling and luxurious palaces that house the ruling elite of the Thrall-World.

  1. Only relevant if converting a non-hive capital.