Console:Planetary management

From Stellaris Wiki
Jump to navigation Jump to search

Version

Outliner top.png
This article has been verified for the current console version (2.2) of the game.

Planetary management involves from district creation, building construction, and assigning workforce for resource production to maintaining peace and order, managing population growth, and setting 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.

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% Mod pop resource output.png resources from jobs, +0.6% Trade value.png Trade Value and +0.4 Mod planet migration all pull.png immigration pull.
  • Each point of Stability below 50 adds −1% Mod pop resource output.png resources from jobs, −1% Trade value.png Trade Value and +2 Mod planet migration all pull.png emigration push.
  • At very low Stability, organic pops (excluding Hive-minded.png Hive-Minded or Nerve Stapled.png Nerve Stapled pops) and sentient Trait mechanical.png 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.

Modifier Effects Duration Required Stability Requires Slaves Description
PM Natural Beauty.png Valiant Citizens Mod pop government ethic attraction.png +33% Governing Ethics Attraction 20 years 25 No Despite high Unrest, Pops on this colony banded together to prevent further violence.
PM Unknown.png Unrest Mod pop ethic shift.png +100% Random Ethic Attraction 20 years 25 No Unrest on this colony caused local Pops to become more attracted to a random ethic.
PM Nationalist Corruption.png Terror Victims Mod pop government ethic attraction.png -33% Governing Ethics Attraction 20 years 25 No Unrest on this colony caused Pops to be victimized in a terror attack and lose faith in the regime.
PM Nationalist Corruption.png Terror Victims (Severe) Mod pop government ethic attraction.png -75% Governing Ethics Attraction 10 years 25 No Unrest on this colony caused Pops to be victimized in a terror attack and lose faith in the regime.
PM Unrest.png Slaves Radicalizing Stability.png -20 Stability 20 years 40 Yes Radical Slave elements are rallying, spreading unrest.
PM Starvation.png Hunger Strike Mod pop slavery tolerance.png -50% Slave Output
Mod pop food req.png -50% Slave Upkeep
5 years 25 Yes It's hard to work when you're doubled over from hunger pangs.
PM Slave Riots.png Slave Riots Mod pop slavery tolerance.png -1000% Slave Output
Mod pop growth req.png -50% Pop Growth Speed
Mod army build speed mult.png -50% Army Build Speed
Mod planet building build speed mult.png -50% Planet Build Speed
10 years 10 Yes Slave Riots inhibit population growth.

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.png 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 Diplomacy opinion.png Opinion.

Type Armies Rebel ethics Requirements
Slave Rebellion 3 Army slave.png Slave Armies for every enslaved Pop Fanatic Egalitarian.png Fanatic Egalitarian Colony has the Slaves Radicalizing modifier
Rebellion 1 Army assault.png Assault Army for every pop Population's current ethics Colony does not have the Slaves Radicalizing modifier

Increasing Stability[edit]

Normal empires primarily increase Stability by having a high Approval Rating or using the Decision martial law.png Declare Martial Law decision and having enough Job soldier.png Soldier jobs. Gestalt consciousness.png Gestalt Consciousness empires primarily increase Stability by having a high number of Amenities.png Amenities or using the Decision martial law hive.png Deploy Hunter-Killer Drones or Decision martial law machine.png Activate Compliance Protocols decisions and having enough Job soldier.png Warrior Drone jobs.

Stability can also be increased by the following:

Source Stability
Empire capital.png Empire Capital +5
Job noble.png Noble Jobs +5
Civic police state.png Police State civic +5
Civic shared burdens.png Shared Burdens civic +5
Sb deep space black site.png Deep Space Black Site starbase building +5
Menu icon traditions.png Finishing the Harmony or Synchronicity tradition tree +5
Building Psi Corps building +5
Building Governor's Palace building +5
Building Governor's Estates building +10
Pacifist.png Pacifist ethic +5
Fanatic Pacifist.png Fanatic Pacifist ethic +10
Leader trait psionic leader.png Psychic governor trait +5
Leader trait psionic chosen one.png Chosen One governor trait +10

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.

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% Mod pop happiness.png Happiness to +2 at 0% Mod pop happiness.png 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.png 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 Job enforcer.png Enforcer or Job patrol drone.png Hunter-Seeker Drone Job.

Modifier Effects Duration Requirements Description
Criminal Underworld
  • Job criminal.png +15 Crime
  • Job criminal.png +1 Criminal Job
  • Job criminal.png +1 Criminal Job per 33 Crime
Permanent 30 Job criminal.png Crime or Refusing the Increased Benefits modifier This world is home to a large criminal underworld.
Drone Deviancy
  • Job criminal.png +15 Deviancy
  • Job criminal.png +1 Deviant Drone Job
  • Job criminal.png +1 Deviant Drone Job per 33 Deviancy
Permanent 30 Job criminal.png Deviancy or Refusing the Activity Program modifier This world is home to large communities of deviant drones, who no longer respond to commands from the Hive Mind.
Drone Corruption
  • Job criminal.png +15 Deviancy
  • Job criminal.png +1 Corrupt Drone Job
  • Job criminal.png +1 Corrupt Drone Job per 33 Deviancy
Permanent 30 Job criminal.png Deviancy or Refusing the Standby Mode modifier This world is home to several networks of deviant and corrupted drone units, who operate outside the established parameters set by the core intelligence.
Center of Drug Trade
  • Job criminal.png +30 Crime
  • Job criminal.png +3 Criminal Jobs
  • Removes the Criminal Underworld modifier
Permanent 30 Job criminal.png Crime and Criminal Underworld modifier The world has become a major center of drug trade. Illegal narcotics and being smuggled planetside on a daily basis, with a large segment of the populace being regular users.
Gang Wars
  • Job criminal.png +30 Crime
  • Job criminal.png +3 Criminal Jobs
  • Removes the Criminal Underworld modifier
Permanent 30 Job criminal.png Crime and Criminal Underworld modifier The world is currently in the middle of a very destructive gang war between two or more organized crime factions. Heavy fighting is ongoing between the rivaling gangs, with local security forces trapped in the middle.
Mob Rule
  • Job criminal.png +30 Crime
  • Job criminal.png +3 Criminal Jobs
  • Removes the Criminal Underworld modifier
Permanent 30 Job criminal.png Crime and Criminal Underworld modifier The world is currently dominated by a single criminal organization. They have infiltrated all layers of society, and little happens here without their involvement or permission.
Crime Boss Arrested Job criminal.png -30 Crime 10 years Criminal Underworld modifier An important crime boss was recently arrested on this world, crippling a major criminal organization.
Bribed Officials Stability.png -20 Stability 10 years Criminal Underworld modifier Several high-ranking officials on this world were recently discovered to have been in the pay of local criminal organizations.
Crime Wave Job criminal.png +30 Crime 10 years Criminal Underworld modifier This world is currently experiencing a crime wave.
Smuggler Activity Trade value.png -20% Trade Value 10 years Criminal Underworld modifier An increase in smuggler activity on this world has had a negative impact on profits from trade.
Substance Abuse Mod pop resource output.png -20% Resources from Jobs 10 years Criminal Underworld modifier The illegal use of dangerous and highly addictive drugs is widespread on this world.
Cartel War Stability.png -20 Stability 10 years Center of Drug Trade modifier The powerful drug cartels that have carved up this world between themselves are currently fighting a low-intensity war.
Travel Advisory Trade value.png -20% Trade Value 10 years Gang Wars modifier The violent gang warfare on this world has led to a travel advisory which has greatly diminished the number of visiting traders.
Corrupt Administration Stability.png -20 Stability 10 years Mob Rule modifier The vast majority of this world's planetary administration was recently revealed to have been in the employ of its dominant crime syndicate.
Protection Racket Mod pop resource output.png -20% Resources from Jobs 10 years Mob Rule modifier The mobsters who rule this world have implemented an extensive protection racket.
Trade Pilfering Trade value.png -20% Trade Value 10 years Mob Rule modifier The gangster syndicate ruling this world has assumed control over several spaceports through intermediaries. A large portion of local trade now has to go through them.
Deviant Ringleader Killed Job criminal.png -30 Deviancy 10 years Drone Deviancy modifier An important ringleader among the deviant drones of this world was recently terminated.
Deviant Interference Stability.png -30 Stability 10 years Drone Deviancy modifier Deviant drones are interfering with our facilities on this world.
Corrupt Network Terminated Job criminal.png -30 Deviancy 10 years Drone Corruption modifier A virus recently terminated one of the corrupt drone networks on this world.
Drone Signal Interference Stability.png -30 Stability 10 years Drone Corruption modifier Signals from the corrupted drone networks on this world are interfering with the functionality of our loyal units.

Decisions[edit]

Decisions represent planet-wide undertakings.

Decision Cost Effects Requirements Description DLC
Decision resources.png Encourage Planetary Growth Food.png 1000 Growth Encouraged modifier added for 120 months, giving the following effects:
  • Mod pop growth req.png +25% Pop Growth Speed
No.pngAuth machine intelligence.png Machine Intelligence
No.pngDecision politics.png Declared Population Controls
No.pngDecision politics.png Drone Population Controls
Healthy and rapid growth will be assured by the generous distribution of proper nutrition.
Decision luxuries.png Distribute Luxury Goods Consumer goods.png 100 per 10 pops
(max 1000)
Luxuries Distributed modifier added for 120 months, giving the following effects:
  • Amenities.png +25% Amenities
  • Mod planet migration all pull.png +25% Immigration Pull
No.pngGestalt consciousness.png Gestalt Consciousness Come for the sights, stay for the brand new home holo-theatre installations and custom-fit athleisure wear.
Decision default.png Launch Anti-Crime Campaign Influence.png 25 Anti-Crime Campaign modifier added, giving the following effects:
  • Amenities.png +10 Enforcer Crime Reduction
  • Energy Credits.png +2 Enforcer Upkeep

Can be ended at any time.

No.pngGestalt consciousness.png Gestalt Consciousness
Job criminal.pngCrime higher than 10
Launches an extensive crime-prevention campaign which empowers our Enforcers with additional resources to combat rising crime levels.
Decision default.png Negotiate with Crime Lords Influence.png 50 Crime Lord Deal modifier added, giving the following effects:
  • Stability.png +10 Stability
  • Job criminal.png +50% Crime
  • Will block further severe crime events from firing

Can be ended at any time but will add the Broken Crime Lord Deal modifier for 5 years, giving the following effects:

  • Stability.png -10 Stability
No.pngGestalt consciousness.png Gestalt Consciousness
Job criminal.pngCrime higher than 10
Secretly negotiate a deal with the planet's prominent criminal leaders where they agree to keep their organizations partly in line in exchange for various concessions.
Decision expel population.png Expel Excess Population Influence.png 25 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:
  • Stability.png -10 Stability
Housing.png Housing is less than 0
No.pngDecision expel population.png Population Expelled
The overcrowding conditions on this world require drastic measures. A massive planet-wide lottery is held, and the "winners" are expelled - by force, if necessary.
Decision politics.png Declare Population Controls Influence.png 25 Declared Population Controls modifier added, giving the following effects:
  • Mod pop growth req.png -100% Pop Growth
  • Stability.png -5 Stability
  • Mod planet migration all pull.png +100 Emigration Push

Can be ended at any time.

No.pngGestalt consciousness.png Gestalt Consciousness
Population Controls policy is set to Allowed
Population growth must not be allowed to outstrip administrative capacity, even if it requires drastic measures.
Decision politics.png Discourage Planetary Growth Influence.png 25 Growth Discouraged modifier added, giving the following effects:
  • Mod pop growth req.png -75% Pop Growth Reduction
  • Amenities.png +25% Pop Amenities Usage
  • Consumer goods.png +25% Pop Upkeep
  • Mod planet migration all pull.png +100 Emigration Push

Can be ended at any time.

No.pngGestalt consciousness.png Gestalt Consciousness
Population Controls policy is set to Prohibited
If resources and living spaces are at a premium, population planning might be necessary on this world. Measures will then be taken to voluntarily curtail population growth.
Decision politics.png Cease Robot Assembly Influence.png 25 Robot Assembly Ceased modifier added, giving the following effects:
  • Mod pop robot build speed mult.png -100% Robotic Pop Assembly Speed
  • Cost -75% Pop Assembly Cost

Can be ended at any time.

Robotic Workers policy is set to Allowed Ceases the assembly of Robot, Droid, and Synthetic Pops on this planet.
Decision politics.png Cease Drone Production Influence.png 25 Drone Population Controls modifier added, giving the following effects:
  • Mod pop growth req.png -100% Pop Growth

Can be ended at any time.

Gestalt consciousness.png Gestalt Consciousness There is no need for further Drones on this planet at the moment. Utopia.png
Synthetic Dawn.png
Decision martial law.png Declare Martial Law Influence.png 50 Martial Law modifier added, giving the following effects:
  • Job soldier.png +2 Soldier Jobs
  • Stability.png +5 Stability from Soldier Jobs
  • Mod pop resource output.png -33% Job Resource Output
  • Mod pop growth req.png -50% Pop Growth

Can be ended at any time.

No.pngGestalt consciousness.png Gestalt Consciousness Most local functions of government are temporarily suspended, and the planet is placed under direct military control in an attempt to restore civil order.
Decision martial law hive.png Deploy Hunter-Killer Drones Influence.png 50 Hunter-Killer Drones modifier added, giving the following effects:
  • Job soldier.png +2 Warrior Drone Jobs
  • Stability.png +5 Stability from Warrior Drone Jobs
  • Mod pop resource output.png -33% Job Resource Output
  • Mod pop growth req.png -50% Pop Growth

Can be ended at any time.

Auth hive mind.png Hive Mind Through the deployment of specialized warforms the Hive Mind can ensure that rogue elements on the planet are found and dealt with. Utopia.png
Decision martial law machine.png Activate Compliance Protocols Influence.png 50 Compliance Protocols modifier added, giving the following effects:
  • Job soldier.png +2 Warrior Drone Jobs
  • Stability.png +5 Stability from Warrior Drone Jobs
  • Mod pop resource output.png -33% Job Resource Output
  • Mod pop growth req.png -50% Pop Growth

Can be ended at any time.

Auth machine intelligence.png Machine Intelligence Through the use of extensive drone surveillance the Machine Intelligence can ensure that rogue elements on the planet are found and dealt with. Synthetic Dawn.png
Decision prospect.png Planetary Prospecting Energy Credits.png 500
Influence.png 25
Time 180 Days
Adds a random Planetary Feature to the planet. Menu icon traditions.png Adaptability Tradition finished
Once per Planet
Extensive surveying and prospecting of the planet will let us uncover the presence of natural resources that may otherwise have eluded us.
Decision mastery of nature.png Mastery of Nature Energy Credits.png 2000
Influence.png 100
Time 360 Days
Mastery of Nature modifier added, giving the following effects:
  • Mod planet max districts add.png +2 Max Districts
Ap mastery of nature.png Mastery of Nature ascension perk
Must be a planet
No Mastery of Nature modifier
Our population requires room to grow, and so we shall make that room. Nature must not stand in the way of progress.
Decision default.png Galactic Market Hub Nomination Energy Credits.png 1000
Influence.png 150
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. Galactic Market established
Number of Pops is greater than 20
Being nexus of galactic trade is a position as prestigious as it is profitable. The market is fickle, but with enough incentives we might be able to lure the big players to establish themselves on this planet.
Decision default.png Boost Nomination Bid Energy Credits.png 2000
Influence.png 300
Augment the planet's Base Marketplace Competition Rating with additional measures. Usable up to 2 times. Decision default.png Galactic Market Hub Nomination Reduced administrative overhead. Special economic zones. Bribes.
Decision default.png Revoke Nomination Influence.png 10 Base Marketplace Competition Rating modifier removed. Prior Investments will not be returned. Decision default.png Galactic Market Hub Nomination Sometimes you don't want to be the center of attention.
Decision penal colony.png Create Penal Colony Influence.png 100 Adds the Penal Colony Designation Decision penal colony.png Penal Colonies technology
Planet Size.png Planet Size 15 or greater
This entire world is set aside as a massive penal colony. The vast prison communities are largely self-managed by the prisoners, and punishment often means exile into the unforgiving wilderness.
Decision resort colony.png Create Resort World Influence.png 100 Adds the Resort World Designation Decision resort colony.png Resort Worlds technology
Planet Size.png Planet Size 15 or greater
No Districts or Buildings
This world is set aside as a peaceful resort world, attracting tourists and visitors from far away. To preserve the planet's natural beauty construction on the surface is severely limited.
Decision slave colony.png Create Thrall World Influence.png 100 Adds the Thrall World Designation Decision slave colony.png Thrall Worlds technology
No.pngPlanet city.png Ecumenopolis
No Districts or Buildings
At least 1 pop from a fully enslaved species
This entire world is purpose-built to maximize the growth rate of its enslaved population through a variety of reproductive incentives.
Decision art monument.png Exhibit Art Monument None Art Monument Exhibited modifier added, giving the following effects:
  • Amenities.png +15% Amenities
  • Mod planet migration all pull.png +50 Immigration Pull

Can be ended at any time but not reused.

Bought for Energy Credits.png 600 from Artisan Enclave
One use only
Exhibit the stirring art monument created for our nation by the Artisan Troupe. It is sure to delight and inspire our citizens. Leviathans.png
Decision arcology project.png Arcology Project Minerals.png 20000
Influence.png 200
Time 3600 Days
Increases Housing, Resource Production and Pop Growth
Enables Arcology Districts
Disables construction of Generator, Mining and Agriculture Districts
Ap arcology project.png Arcology project ascension perk
District city.png All District slots filled with City Districts
Tile Blocker.png All Blockers removed
An unceasing stretch of arcologies will unite the planet from pole to pole, creating one global megacity, one ecumenopolis. MegaCorp.png
Decision divine algorithm.png Implement Divine Algorithm Influence.png 50
Time 360 Days
Divine Algorithm modifier added for 120 months, giving the following effects:
  • Pop resource energy mult.png +10% Energy from Jobs
Numistic Order caravan deal The local drive on this hub is running Numa's Divine Algorithm add-on for improved energy production planetwide. MegaCorp.png
Decision resources.png Trium Atmospheric Deodorizer Deployment None Atmospheric Deodorizer Deployed modifier added for 960 months, giving the following effects:
  • Mod planet migration all pull.png +30% Immigration Pull
  • Mod pop growth req.png +10% Pop Growth from Immigration
Vengralian Trium caravan deal
One use only
Atmospheric scrubbers lend the air on this planet a quality of minty freshness. MegaCorp.png
Decision resources.png Trium Bunk Beds Deployment None Bunk Beds Deploymed modifier added for 960 months, giving the following effects:
  • Housing.png +10% Housing
Vengralian Trium caravan deal
One use only
Efficient Trium-brand stackable sleep enclosures reduces housing needs on this world. MegaCorp.png
Decision resources.png Trium Food Container Deployment None Food-Preserving Containers Deploymed modifier added for 960 months, giving the following effects:
  • Mod pop food req.png -10% Pop Food Upkeep
Vengralian Trium caravan deal
One use only
The use of Trium-brand food storage containers reduces food waste on this world. MegaCorp.png
Decision consecrated worlds.png Consecrate World Influence.png 50 Adds this world to our canon of Consecrated Worlds (up to 3), increasing Spiritualist Ethics Attraction and boosting Unity.png Unity Generation, scaling to the spiritual significance of the planet.
Consecrated modifier Unity.png Unity Amenities.png Amenities Spiritualist.png Ethic Attraction
Holy World +8% +4% +8%
Venerated +6% +3% +6%
Respected +4% +2% +4%
Profane +2% +1% +2%

Can be canceled at any time.

Ap consecrated worlds.png Consecrated Worlds ascension perk Declare this to be a sacred place, consecrated in the traditions of our faith. Pilgrims will travel from afar to rejoice in its holy aura.

References[edit]

Game concepts
Governance EmpireEthicsGovernmentCivicsPoliciesEdictsLeaderFactionsPopulationSpecies rightsEconomyTechnologyTraditionsCrime
Exploration ExplorationMapSpeciesAnomalyEventsFTLFallen empirePre-FTL speciesPrecursorsSpaceborne aliens
Colonization ColonizationCelestial bodyPlanetary featuresPlanetary managementDistrictsBuildingsShipStarbaseMegastructures
Diplomacy DiplomacyTradeSubject empireFederationsGalactic communityAI personalities
Warfare WarfareSpace warfareLand warfareShip designer
Others TraitsTerraformingPop modificationSlaveryCrisisPreset empiresAI playersEaster eggs

[[Category:Stellaris co nsole]]