Planetary management
Planetary management involves district creation, building construction, and assigning a workforce for resource production to maintain peace and order, manage population growth, and set up garrisons for planetary defense.
Planets are, without a doubt, a vital part of a stellar empire because they provide the overwhelming majority of resources and the population required for an empire to grow and prosper. If a planet is managed properly, it could provide the needs of its populace and the demands of its empire and if an empire has a large collection of prosperous, productive planets within its borders, it can quite easily be seen as a successful empire.
Contents
Stability[edit]
Stability is a measure of the overall stability of a world, either socio-political or in terms of drone functionality, and is influenced by a large number of factors such as happiness, housing, amenities and crime or deviancy.
Stability effects[edit]
Stability ranges from 0 to 100 and has a base level of 50.
- Each point of Stability above 50 adds +0.6%
resources from jobs, +0.6%
Trade Value and +0.4
immigration pull.
- Each point of Stability below 50 adds −1%
resources from jobs, −1%
Trade Value and +2
emigration push.
- At very low Stability, organic pops (excluding
Hive-Minded or
Nerve Stapled pops) and sentient
Mechanical pops may cause unrest events.
Low Stability can give a planet one of the following modifiers once every 2 years. Modifiers that require Slaves can be removed instantly by discontinuing Slavery.
Rebellion[edit]
If a colony's Stability decreases below 10, a rebellion can take place. If the rebel armies are defeated the world will get +20 Stability for 10 years. If the rebel armies win the rebel colony will take control of the system's starbase and every other colony present in the system and create a rebel empire with −100
Opinion. This empire will often be annexed by a hostile empire nearby.
Increasing Stability[edit]
Normal empires primarily increase Stability by having a high Approval Rating or using the Declare Martial Law decision and having enough
Soldier jobs.
Gestalt Consciousness empires primarily increase Stability by having a high number of
Amenities or using the
Deploy Hunter-Killer Drones or
Activate Compliance Protocols decisions and having enough
Warrior Drone jobs. Empires with the
Byzantine Bureaucracy civic can also gain it from
Bureaucrat jobs.
Stability can also be increased by the following:
Stability is also increased by +10 on all human player worlds if the game difficulty is set to Cadet and by +5 all AI player worlds for each difficulty step above Ensign.
Decisions[edit]
Decisions represent planet-wide undertakings.
Decision | Cost | Effects | Requirements | ||||||||||||||||||||||||||
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Distribute Luxury Goods | ![]() (max 1000) |
Luxuries Distributed modifier added for 120 months, giving the following effects: | ![]() ![]() | |||||||||||||||||||||||||
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Launch Anti-Crime Campaign | ![]() |
Anti-Crime Campaign modifier added, giving the following effects:
Can be ended at any time. |
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Negotiate with Crime Lords | ![]() |
Crime Lord Deal modifier added, giving the following effects:
Can be ended at any time but will add the Broken Crime Lord Deal modifier for 5 years, giving the following effects: |
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Expel Excess Population | ![]() |
Expels up to 10 Pops from the Planet to reduce overcrowding. Expelled Pops will become refugees and may settle in other empires. Population Expelled modifier added for 60 months, giving the following effects: |
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Declare Population Controls | ![]() |
Declared Population Controls modifier added, giving the following effects:
Can be ended at any time. |
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Discourage Planetary Growth | ![]() |
Growth Discouraged modifier added, giving the following effects:
Can be ended at any time. |
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Cease Robot Assembly | ![]() |
Robot Assembly Ceased modifier added, giving the following effects:
Can be ended at any time. |
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Cease Drone Production | ![]() |
Drone Population Controls modifier added, giving the following effects:
Can be ended at any time. |
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Declare Martial Law | ![]() |
Martial Law modifier added, giving the following effects:
Can be ended at any time. |
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Deploy Hunter-Killer Drones | ![]() |
Hunter-Killer Drones modifier added, giving the following effects:
Can be ended at any time. |
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Activate Compliance Protocols | ![]() |
Compliance Protocols modifier added, giving the following effects:
Can be ended at any time. |
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Planetary Prospecting | ![]() ![]() ![]() |
Adds a random Planetary Feature to the planet | ![]() Once per Planet | |||||||||||||||||||||||||
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Mastery of Nature | ![]() ![]() ![]() |
Mastery of Nature modifier added, giving the following effects: | ![]() ![]() ![]() Must be a planet | |||||||||||||||||||||||||
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Upgrade Habitat | ![]() ![]() |
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Galactic Market Hub Nomination | ![]() ![]() |
Applies a Base Marketplace Competition Rating modifier to the planet, according to its local conditions. The better the rating, the more likely the planet will play host to the future Galactic Market. | Form the Galactic Market Resolution Number of Pops is greater than 20 | |||||||||||||||||||||||||
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Boost Nomination Bid | ![]() ![]() |
Augment the planet's Base Marketplace Competition Rating with additional measures. Usable up to 2 times. | ![]() |
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Revoke Nomination | ![]() |
Base Marketplace Competition Rating modifier removed. Prior Investments will not be returned. | ![]() |
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Create Penal Colony | ![]() |
Adds the Penal Colony Designation | ![]() ![]() |
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Create Resort World | ![]() |
Adds the Resort World Designation | ![]() ![]() ![]() |
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Create Thrall-World | ![]() |
Adds the Thrall-World Designation, which has the following effects: |
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Restore Ecumenopolis | ![]() ![]() ![]() |
The planet is terraformed into an Ecumenopolis and gains the ![]() |
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Exhibit Art Monument | ![]() |
Art Monument Exhibited modifier added, giving the following effects:
Can be ended at any time but not reused. |
Bought for ![]() One use only | |||||||||||||||||||||||||
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Transplant Tree of Life | ![]() ![]() |
Adds a ![]() |
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Consume World | ![]() |
Creates 1-2 ![]() ![]() ![]() ![]() |
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Arcology Project | ![]() ![]() ![]() |
The planet is terraformed into an Ecumenopolis | ![]() ![]() ![]() | |||||||||||||||||||||||||
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Implement Divine Algorithm | ![]() ![]() |
Divine Algorithm modifier added for 120 months, giving the following effects: | ![]() | |||||||||||||||||||||||||
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Trium Atmospheric Deodorizer Deployment | None | Atmospheric Deodorizer Deployed modifier added for 960 months, giving the following effects: | ![]() One use only | |||||||||||||||||||||||||
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Trium Bunk Beds Deployment | None | Bunk Beds Deployed modifier added for 960 months, giving the following effects: | ![]() One use only | |||||||||||||||||||||||||
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Trium Food Container Deployment | None | Food-Preserving Containers Deployed modifier added for 960 months, giving the following effects: | ![]() One use only | |||||||||||||||||||||||||
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Send Artifacts to Museum Exhibits | ![]() |
Artifact Exhibition modifier added for 120 months, giving the following effects: | ![]() ![]() ![]() ![]() | |||||||||||||||||||||||||
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Initiate Performance Competition | ![]() |
Performance Competition modifier added for 120 months, giving the following effects: | ![]() | |||||||||||||||||||||||||
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Incorporate Artifact Relays | ![]() |
Artifact Relays modifier added for 120 months, giving the following effects: | ![]() | |||||||||||||||||||||||||
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Send Artifacts to Organic Sanctuaries | ![]() |
Artifact Exhibition modifier added for 120 months, giving the following effects: | ![]() | |||||||||||||||||||||||||
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Nu-Baol Life-Seeding | None | Planet is terraformed into a Gaia World and populated with 4 Nu-Baol pops that have the ![]() ![]() ![]() ![]() ![]() ![]() |
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Deploy Tissue Growth Stimulants | ![]() |
Tissue Growth Stimulants modifier added for 120 months, giving the following effects: | ![]() ![]() ![]() | |||||||||||||||||||||||||
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Construct Explosive Fungiform Housing Units | ![]() |
Explosive Fungiform Housing modifier added, giving the following effects: | ![]() ![]() | |||||||||||||||||||||||||
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Initiate Yuht Cleansing Process | ![]() |
Yuht Cleansing modifier added, giving the following effects: | ![]() | |||||||||||||||||||||||||
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Project Cornucopia | ![]() ![]() ![]() |
Adds a ![]() |
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Extradimensional Experimentation | ![]() |
Extradimensional Experimentation modifier added, giving the following effects to Advanced Research Complexes:
Can be ended at any time. |
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Consecrate World | ![]() |
Adds this world to our canon of Consecrated Worlds (up to 3). Applies an empire wide bonus scaling to the spiritual significance of the planet.
Can be canceled as long as the planet has not been colonized, and the result will be re-rolled every time the decision is enacted. |
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Crime and Deviancy[edit]
Crime and Deviancy are measures of the overall level of non-compliance in the population of a world. Crime and Deviancy are produced by any Pop, ranging from 0 at 100% Happiness to +2 at 0%
Happiness. While Unemployment does not increase Crime or Deviancy it can add modifiers that cause them if measures aren't taken. Crime and Deviancy are reduced by certain Jobs as well as Governor leaders.
Every year one of the following modifiers can be added as long as the requirements are met. Another modifier cannot be added for the next 10 years. Alternatively 15 Devastation can be added instead of a modifier. Once a planet has below 10 Crime or Deviancy all modifiers will be removed after 15 years. The timer is reduced by 50% for each
Enforcer or
Hunter-Seeker Drone Job. All modifiers are also removed if a planet changes ownership.
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Available only with the MegaCorp DLC enabled. |
If a Branch Office belonging to an empire with the Criminal Heritage civic is open on a planet with 0 Crime there is a 5% chance that the Branch Office will be closed. The same empire cannot close another Branch Office for 10 years but the
Corporate empire will not be able to establish another Branch Office on the same world for 10 years either.
Branch Offices[edit]
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Available only with the MegaCorp DLC enabled. |
Empires that have Corporate authority can always establish a Branch Office on another empire's worlds as long as the world owner has a Commercial Pact or Federation with the corporation empire or is their Subject. Branch Offices give the Corporate empire
Energy Credits equal to half of the world's
Trade Value, regardless of either empire's Trade Policy. It also increases the Corporate empire's Empire Sprawl by 2. The amount of converted
Trade Value can be increased by +10% by the
Free Traders civic.
Establishing a Branch Office costs 1000 Energy Credits and 50
Influence. The cost is reduced to 850
Energy Credits and 43
Influence for empires that took the
Universal Transactions ascension perk. Branch Offices cannot be established on the worlds of an empire with
Corporate,
Hive Mind or
Machine Intelligence authority.
For every 25 Pops on the world the Corporate empire can construct a mutually beneficial Corporate Building in the Branch Office, which gives a flat resource income to the Corporate empire and Jobs or planet bonuses to the world owner. A world can have up to 4 Corporate Buildings.
Branch Offices can be closed at any point. If a Branch Office exists on a world after a Commercial Pact or
Federation is left or the Subject becomes independent the world's owner will get the Expropriation Casus Belli.
Criminal Heritage[edit]
Empires with the Criminal Heritage can establish Branch Offices without the need of a
Commercial Pact. Their Branch Offices generate additional
Energy Credits based on the world's
Crime value, ranging from 25% of trade with 0
crime to 75% with 100
crime. Such empires do not have access to the regular Corporate Buildings aside from the Temple of Prosperity, instead using a unique set of Corporate Buildings that increases a planet's
Crime.
The world owner will get the Expropriation Casus Belli as soon as such a Branch Office is opened.
References[edit]
- ↑ Not Ecumenopolis, Machine World, Relic World, Hive World, habitat, or ringworld.
Governance | Empire • Ethics • Government • Civics • Policies • Edicts • Leader • Factions • Population • Species rights • Economy • Technology • Traditions • Crime |
Exploration | Exploration • Map • Species • Anomaly • Events • FTL • Fallen empire • Pre-FTL species • Precursors • Spaceborne aliens |
Colonization | Colonization • Celestial body • Planetary features • Planetary management • Districts • Buildings • Ship • Starbase • Megastructures |
Diplomacy | Diplomacy • Trade • Subject empire • Federations • Galactic community • AI personalities |
Warfare | Warfare • Space warfare • Land warfare • Ship designer |
Others | Traits • Terraforming • Pop modification • Slavery • Crisis • Preset empires • AI players • Easter eggs |