Console: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.
Stability[edit source]
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 source]
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 source]
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 source]
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 source]
Decisions represent planet-wide undertakings.
Decision | Cost | Effects | Requirements | ||
---|---|---|---|---|---|
![]() |
Distribute Luxury Goods | ![]() (max 1000) |
Luxuries Distributed modifier added for 120 months, giving the following effects: | ![]() ![]() | |
![]() |
Launch Anti-Crime Campaign | ![]() |
Anti-Crime Campaign modifier added, giving the following effects:
Can be ended at any time. |
![]() ![]() ![]() | |
![]() |
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: |
![]() ![]() ![]() | |
![]() |
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: |
![]() ![]() ![]() ![]() | |
![]() |
Declare Population Controls | ![]() |
Declared Population Controls modifier added, giving the following effects:
Can be ended at any time. |
![]() ![]() ![]() | |
![]() |
Discourage Planetary Growth | ![]() |
Growth Discouraged modifier added, giving the following effects:
Can be ended at any time. |
![]() ![]() ![]() | |
![]() |
Cease Robot Assembly | ![]() |
Robot Assembly Ceased modifier added, giving the following effects:
Can be ended at any time. |
![]() | |
![]() |
Cease Drone Production | ![]() |
Drone Population Controls modifier added, giving the following effects:
Can be ended at any time. |
![]() | |
![]() |
Declare Martial Law | ![]() |
Martial Law modifier added, giving the following effects:
Can be ended at any time. |
![]() ![]() | |
![]() |
Deploy Hunter-Killer Drones | ![]() |
Hunter-Killer Drones modifier added, giving the following effects:
Can be ended at any time. |
![]() | |
![]() |
Activate Compliance Protocols | ![]() |
Compliance Protocols modifier added, giving the following effects:
Can be ended at any time. |
![]() | |
![]() |
Planetary Prospecting | ![]() ![]() ![]() |
Adds a random Planetary Feature to the planet | ![]() Once per Planet | |
![]() |
Mastery of Nature | ![]() ![]() ![]() |
Mastery of Nature modifier added, giving the following effects: | ![]() ![]() ![]() Must be a planet | |
![]() |
Upgrade Habitat | ![]() ![]() |
![]() |
![]() ![]() | |
![]() |
Upgrade Habitat | ![]() ![]() |
![]() |
Advanced Space Habitation technology![]() | |
![]() |
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 | |
![]() |
Boost Nomination Bid | ![]() ![]() |
Augment the planet's Base Marketplace Competition Rating with additional measures. Usable up to 2 times. | ![]() |
|
![]() |
Revoke Nomination | ![]() |
Base Marketplace Competition Rating modifier removed. Prior Investments will not be returned. | ![]() |
|
![]() |
Create Penal Colony | ![]() |
Adds the Penal Colony Designation | ![]() ![]() |
|
![]() |
Create Resort World | ![]() |
Adds the Resort World Designation | ![]() ![]() ![]() |
|
![]() |
Create Thrall-World | ![]() |
Adds the Thrall-World Designation, which has the following effects: |
![]() ![]() ![]() ![]() ![]() ![]() ![]() |
|
![]() |
Restore Ecumenopolis | ![]() ![]() ![]() |
The planet is terraformed into an Ecumenopolis, loses the ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]() ![]() | |
![]() |
Exhibit Art Monument | ![]() |
Art Monument Exhibited modifier added, giving the following effects:
Can be ended at any time to reuse. |
Bought for ![]() One use only | |
![]() |
Transplant Tree of Life | ![]() ![]() |
Adds a ![]() |
![]() ![]() ![]() | |
![]() |
Consume World | ![]() |
Creates 1-2 ![]() ![]() ![]() ![]() |
![]() | |
![]() |
Arcology Project | ![]() ![]() ![]() |
The planet is terraformed into an Ecumenopolis | ![]() ![]() ![]() | |
![]() |
Implement Divine Algorithm | ![]() ![]() |
Divine Algorithm modifier added for 120 months, giving the following effects: | ![]() | |
![]() |
Trium Atmospheric Deodorizer Deployment | None | Atmospheric Deodorizer Deployed modifier added for 960 months, giving the following effects: | ![]() One use only | |
![]() |
Trium Bunk Beds Deployment | None | Bunk Beds Deployed modifier added for 960 months, giving the following effects: | ![]() One use only | |
![]() |
Trium Food Container Deployment | None | Food-Preserving Containers Deployed modifier added for 960 months, giving the following effects: | ![]() One use only | |
![]() |
Send Artifacts to Museum Exhibits | ![]() |
Artifact Exhibition modifier added for 120 months, giving the following effects: | ![]() ![]() ![]() ![]() | |
![]() |
Initiate Performance Competition | ![]() |
Performance Competition modifier added for 120 months, giving the following effects: | ![]() | |
![]() |
Incorporate Artifact Relays | ![]() |
Artifact Relays modifier added for 120 months, giving the following effects: | ![]() | |
![]() |
Send Artifacts to Organic Sanctuaries | ![]() |
Artifact Exhibition modifier added for 120 months, giving the following effects: | ![]() | |
![]() |
Nu-Baol Life-Seeding | None | Planet class is changed into a ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
| |
![]() |
Deploy Tissue Growth Stimulants | ![]() |
Tissue Growth Stimulants modifier added for 120 months, giving the following effects: | ![]() ![]() ![]() | |
![]() |
Construct Explosive Fungiform Housing Units | ![]() |
Explosive Fungiform Housing modifier added, giving the following effects: | ![]() ![]() | |
![]() |
Initiate Yuht Cleansing Process | ![]() ![]() |
Yuht Cleansing modifier added, giving the following effects: | ![]() | |
![]() |
Project Cornucopia | ![]() ![]() ![]() |
Adds a ![]() |
![]() | |
![]() |
Extradimensional Experimentation | ![]() |
Extradimensional Experimentation modifier added, giving the following effects to Advanced Research Complexes:
Can be ended at any time. |
![]() |
Consecrate World[edit source]
The Consecrate World decision requires the Consecrated Worlds ascension perk and can only be used on up to 3 uncolonized planets at the same time at the cost of 50
influence. It can be canceled at any time for the same cost and if taken again the result will be re-rolled. When the decision is taken the empire will gain a Consecrated modifier and give the empire the following bonuses:
Crime and Deviancy[edit source]
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.
![]() |
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 source]
![]() |
Available only with the MegaCorp DLC enabled. |
Empires that have Corporate authority can establish a Branch Office on another empire's worlds if the Corporate empire has a
Commercial Pact with, is the
overlord of, or is
Federated with the owner of the world, and there is not already a Branch Office of another Corporate empire present. Branch Offices cannot be established on the worlds of an empire with the
Corporate,
Hive Mind or
Machine Intelligence authority.
Branch Offices give the Corporate empire Energy Credits equal to 50% of the world's
Trade Value, or 60% if the Corporate empire has the
Free Traders civic.
Establishing a Branch Office costs 1000 Energy Credits and 50
Influence, and increases the Corporate empire's
Empire Sprawl by 2. The cost/sprawl can be reduced by the following:
Source | Cost Reduction | Note |
---|---|---|
![]() |
![]() |
Cannot be taken by ![]() |
![]() |
−25% ![]() |
Branch Offices can be closed by their Corporate owner at any time. If a Branch Office exists on a world after a Commercial Pact or
Federation is left or the
Subsidiary becomes independent, the Branch Office will remain open, but the world's owner will get the Expropriation Casus Belli on the Corporate empire to remove it through war.
Corporate Buildings[edit source]
4 mutually beneficial corporate buildings can be built in a Branch office, giving a resource or empire-wide bonus to the Corporate empire, and a planet-based bonus or Jobs to the Branch Office world.
1-3 Building Slots are unlocked by the planets Capital building, depending on planet type and level. An additional slot is unlocked by the owning empire getting the Insider Trading Diplomacy Tradition.
Criminal Heritage[edit source]
Empires with the Criminal Heritage can establish Branch Offices without the need of a
Commercial Pact or other relationship. Their Branch Offices still generate
Energy Credits normally based on the world's
Trade Value, but generate additional
Energy Credits based on the world's
Crime value, ranging from 25% of trade with 0
crime to 75% with 100
crime.
Criminal Heritage Corporate 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 source]
- ↑ 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 • Intelligence |
Warfare | Warfare • Space warfare • Land warfare • Ship designer |
Others | Traits • Terraforming • Pop modification • Slavery • Crisis • Preset empires • AI players • Easter eggs |