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 | 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. It 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.
- Planets with less than
25 stability for a year or more can trigger a Planetary Revolt situation.
A colony with any enslaved species and low stability can gain one of the following modifiers once every 2 years. All modifiers can be removed instantly by discontinuing slavery.
Increasing stability[edit | edit source]
Source | ![]() |
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Approval (0% to 50%) | −50 to 0 |
Approval (50% to 100%) | 0 to +30 |
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−50 to 0 |
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0 to +20 |
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−20 to 0 |
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+5 |
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+5 |
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+2 |
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+1 |
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+1 |
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+2.5 |
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+5 |
![]() with Planetary Revolt situation Institute a Crackdown approach |
+3 |
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+2 |
Unusual Snow situation Melt it. All. approach | +5 |
Geomagnetic Storm situation Radiation Damage Medium stage | −30 |
Geomagnetic Storm situation Radiation Damage High stage | −60 |
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+5 |
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+5 |
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+10 |
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+10 |
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+10 |
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+5 |
Empty Progenitor Nest | −10 |
Various planet modifiers | varies |
Crime and Deviancy[edit | edit source]
Crime and Deviancy (for
Gestalt Consciousness empires) are measures of the overall level of non-compliance in the population of a world. Crime and Deviancy are produced by all sapient pops except those undergoing
assimilation, ranging from 0 at
100% happiness to +2 at
0% happiness. While unemployment does not increase Crime or Deviancy directly, 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. Non-sentient
mechanical pops in an organic empire and mechanical pops integrated into a
Machine Intelligence empire do not produce crime or deviancy, despite counting as 50% happiness for the purpose of approval rating.
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.
Decisions[edit | edit source]
Decisions represent planet-wide undertakings. Most decisions have a cost to be used, either when taking the decision or when agreeing to the deal that made the decision available in the first place. Some decisions also take some time to implement, from a few days up to 10 years; these decisions go into the planet's construction queue, and can be paused and resumed by reordering, like other constructions.
Decision | Cost | Effects | Requirements | |
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Planetary Prospecting | ![]() ![]() ![]() |
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Orbital Surveying | ![]() ![]() ![]() |
Enables the construction of one of the following types of Habitat district, chosen at random:
A district type can only be chosen if the corresponding resource can be found as a deposit on the Celestial Body the habitat is built around. Habitats built around habitable worlds can have any of the three districts. |
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Expand Dayside Infrastructure | ![]() ![]() ![]() |
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Transplant Tree of Life | ![]() ![]() |
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Project Cornucopia | ![]() ![]() ![]() |
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Consume World | ![]() |
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Settle Crystalline Refugees | ![]() |
Habitat gains 5 pops with the |
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Upgrade Habitat | ![]() |
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![]() ![]() 0 unbuilt districts |
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![]() ![]() 0 unbuilt districts ![]() | |||
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Expand Planetary Sea | ![]() ![]() ![]() |
![]() Consumes Ice Asteroids or Frozen Worlds |
![]() ![]() ![]() ![]() Can be used up to 3 times per planet |
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Grow a New Progenitor | ![]() ![]() |
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Strip Mining | ![]() ![]() |
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Consecrate Habitat | ![]() ![]() |
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Activate Dimensional Manipulation Device | ![]() |
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Memorial to the Unshackled | ![]() ![]() |
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Terraforming decisions[edit | edit source]
The following decisions will terraform the world to a new class.
Planet modifier decisions[edit | edit source]
The following decisions each add a permanent or temporary planet modifier.
Decision | Cost | Duration | Modifier effects | Requirements | |
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Distribute Luxury Goods | ![]()
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10 Years | ![]() ![]() | |
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Launch Anti-Crime Campaign | ![]() |
Until ended (no cost) |
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Negotiate with Crime Lords | ![]() |
Until ended |
Ending the modifier adds the Broken Crime Lord Deal modifier for 5 years: |
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Expel Excess Population | ![]() |
5 Years |
Expels enough Pops (max 10) from the planet as refugees to fix the housing shortage |
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Declare Population Controls | ![]() |
Until ended (no cost) |
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Discourage Planetary Growth | ![]() |
Until ended (no cost) |
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Cease Robot Assembly | ![]() |
Until ended (no cost) |
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Cease Drone Production | ![]() |
Until ended (no cost) |
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Declare Martial Law | ![]() |
Until ended (no cost) |
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Deploy Hunter-Killer Drones | ![]() |
Until ended (no cost) |
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Activate Compliance Protocols | ![]() |
Until ended (no cost) |
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Activate Oracle Nexus | ![]() ![]() |
10 Years |
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Mastery of Nature | Permanent | ![]() |
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Galactic Market Hub Nomination | Until ended ( ![]() |
Applies a Base Marketplace Competition Rating modifier to the world | ||
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Boost Nomination Bid | Increase the planet's Base Marketplace Competition Rating modifier one stage | |||
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Deploy Tissue Growth Stimulants | ![]() |
10 years | ||
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Construct Explosive Fungifoam Housing Units | ![]() |
Permanent | ![]() |
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Flood Habitat | ![]() ![]() ![]() |
Permanent | ||
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Exhibit Art Monument | ![]() |
Until ended ( ![]() |
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Implement Divine Algorithm | 10 years | ![]() | ||
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Trium Atmospheric Deodorizer Deployment | None | 80 Years | ||
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Trium Bunk Beds Deployment | None | 80 Years | ![]() |
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Trium Food Container Deployment | None | 80 Years | ![]() |
![]() One use per purchase |
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Send Artifacts to Museum Exhibits | ![]() |
10 Years | ![]() |
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Initiate Performance Competition | ![]() |
10 Years | ![]() | |
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Incorporate Artifact Relays | ![]() |
10 Years | ![]() | |
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Send Artifacts to Organic Sanctuaries | ![]() |
10 Years | ![]() |
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Initiate Yuht Cleansing Process | Permanent | ![]() |
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Extradimensional Experimentation | ![]() |
Until ended (no cost) |
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Crystalline Construction | ![]() |
Permanent | ||
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Introduce Chaos | Permanent | ![]() |
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Shroudwalker Teacher | ![]() |
50 years |
Specialized planet decisions[edit | edit source]
Specialized planet decisions cost 1000 Unity and will give a planet a permanent modifier that, aside from its effects, will change the planet's designation. Ringworlds, habitats and capital worlds cannot be specialized. A planet can only have one specialization modifier. Abolishing a specialization costs 2500
Unity
Decision | Modifier effects | Requirements | |
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Create Penal Colony |
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Create Resort World |
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Create Thrall-World |
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Create Crucible World |
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Consecrate World[edit | edit source]
The Consecrate World decision requires the Consecrated Worlds ascension perk and can be used on up to three uncolonized planets within your borders at the same time at the cost of
500 unity. It can be canceled at any time for the same cost, and if taken again the result is re-rolled. When the decision is taken, the planet gains a Consecrated modifier – which gives the planet a visual effect, and the empire gains the Consecrated World Worship modifier with following bonuses, cumulative for each consecrated world:
Having three worlds with Consecrated (Holy World) gives a slight additional bonus, for a total of +25%,
+15%,
+25%.
If a system containing a Consecrated planet is conquered the previous owner will lose −10% Happiness for 5 years.
Consecrating one of the Holy Guardians' Holy Worlds gives a cumulative
+30 opinion with the fallen empire; deconsecrating a Holy World removes all opinion bonuses gained by consecration with the Holy Guardians.
Empires with the Knights of the Toxic God origin have a chance to consecrate
toxic worlds as a holy world.
References[edit | edit source]
Exploration | Exploration • FTL • Anomaly • Archaeological site • Relics • Pre-FTL species • Fallen empire • Events • Spaceborne aliens • Guardians • Marauders • Caravaneers |
Celestial bodies | Celestial body • Colonization • Terraforming • Planetary features • Planet modifiers |
Species | Species • Traits • Population • Pop modification • Species rights • Ethics |
Governance | Empire • Government • Civics • Policies • Edicts • Leader • Factions • Technology • Traditions • Situations |
Economy | Economy • Planetary management • Districts • Buildings • Holdings • Jobs • Designation • Trade • Megastructures |
Diplomacy | Diplomacy • Relations • Galactic community • Federations • Subject empires • Intelligence • AI personalities |
Warfare | Warfare • Space warfare • Land warfare • Starbase • Ship • Ship designer • Crisis |
Others | The Shroud • L-Cluster • Unique systems • Preset empires • AI players • Easter eggs |