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Planetary management

(Redirected from Crime)

Version

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This article is considered accurate for the current version (2.5) of the game.

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

DistrictsEdit

Districts represent large areas of development on the planet dedicated towards a particular purpose, whether that be housing or resource gathering. The total number of districts that can be built on a planet is equal to the planet size. The number of mining, generator and agriculture districts is further constrained by the deposits on the planet.

Each district contributes to the Empire Sprawl (with one district being equivalent to one system), which can increase costs such as, but not limited to   Research and   Unity if above the Administrative Capacity, but since districts provide more raw resources than average systems, it should not be a strong limitation.

Unlike buildings, districts will be retained in case of planetary depopulation.

Planetary districtsEdit

Each normal planet can support four different types of districts: a housing district and three different resource districts.

HousingEdit

A housing district mainly provides   housing for Pops living on the planetary surface. The maximum number of housing districts that can be built per planet is equivalent to its planetary size.

  • Upkeep:   −2
  • Time:   480
  • Cost:   500
  •   Agrarian Idyll civic:   −1
  •   Public works tradition:   +1
  •   Weather Control Systems tech:   +1
  •   Anti-Gravity Engineering (   Agrarian Idyll):   +1
District     Jobs Government Description
  City District 5
  Clerk: +1
   Clerk: +1
   Gestalt Consciousness These dense urban centers provide large amounts of housing and office space for clerical workers.
  Hive District 6   Hive Mind These towering spires are where the drones gather when not working to rejuvenate and consume nutrients.
  Nexus District 5   Maintenance Drone: +1
  Tech-Drone: +1
  Machine Intelligence Centralized districts where drones are serviced and repaired before they are deployed to their work assignments.

ResourceEdit

A resource district provides some additional housing, and creates jobs that generate   energy,   minerals, or   food resources. The number of resource districts that can be built varies on the planetary tiles that generate the specific resource type, except on Hive Worlds and Machine Worlds. Resource districts do not generate resources per se, but rather the jobs that the district provides are the source of the resources. Agriculture Districts cannot be build on Machine Worlds.

  • Upkeep:   −1
  • Time:   240
  • Cost:   300
District   Housing Regular Jobs   Hive Mind Jobs   Machine Intelligence Jobs Description
  Generator District +2
+3 with   Agrarian Idyll
  Technician: +2   Tech-Drone: +3   Tech-Drone: +2 Rows of massive power plants that generate massive amounts of energy which can then be used or converted into energy credits.
  Mining District +2
+3 with   Agrarian Idyll
  Miner: +2   Mining Drone: +3   Mining Drone: +2 These mining towns and resource extraction centers drill deep into the mantle to access mineral deposits.
  Agriculture District +2
+3 with   Agrarian Idyll
+4 with   Agrarian Utopias
  Farmer: +2   Agri-Drone: +3   Agri-Drone: +2 Land set aside for cultivation, either through the growing of crops or animal husbandry.

Ring World districtsEdit

Ringworlds have their own set of districts called Segments. They are the most powerful district types available but also the most expensive. Each Segment takes 600 days to complete.

District Regular Jobs   Hive Mind Jobs   Machine Intelligence Jobs   Cost Upkeep Description
  City Segment   Clerk: +20
  Enforcer: +1
    80   2000   −10 Urban centers fill this Ring World section, providing large amounts of housing and office space for clerical workers.
  Hive Segment     60   2000   −10 Towering spires stretch across this Ring World section for drones to gather when not working to rejuvenate and consume nutrients.
  Nexus Segment       Maintenance Drone: +10
  Tech-Drone: +10
60   2000   −10 Efficient districts fill this Ring World section, provide locations for drones to be serviced and repaired before they are deployed to their work assignments.
  Commercial Segment   Clerk: +10
  Artisan: +5
  Merchant: +5
    20   2000
  90
  −10
  −2
Civilian industry and infrastructure populate this Ring World segment dedicated to commerce.
  Generator Segment     Tech-Drone: +30   Tech-Drone: +20 20   2000
  90
  −10
  −2
Reactors fill this Ring World section, focused on the generation of energy.
  Research Segment   Researcher: +20   Brain Drone: +20   Calculator: +20 20   2000
  90
  −10
  −2
Research facilities of all kinds fill this Ring World Segment.
  Agricultural Segment   Farmer: +20   Agri-Drone: +30   Agri-Drone: +20 20   2000
  90
  −10
  −2
Endless seas of farmland stretch across this Ring World section, growing massive amounts of food.

Arcology districtsEdit

Ecumenopolis worlds have their own set of districts called Arcologies. They provide a far larger amount of housing and jobs than planet districts but cannot produce basic resources.

District Regular Jobs   Hive Mind Jobs   Machine Intelligence Jobs   Cost Upkeep Description
  Residential Arcology   Clerk: +5   Maintenance Drone: +2   Maintenance Drone: +2 15   1000   −5 With these special ecumenopolistic city districts, integrated vertical architecture is utilized to maximize population density over land surface area.
  Foundry Arcology   Metallurgist: +10   Foundry Drone: +10   Fabricator: +10 10   1000
  50
  −5
  −2
Geared towards military industries, this ecumenopolistic district is filled with the roar of smelters and the clang of metallurgies.
  Industrial Arcology   Artisan: +10      Artisan Drone: +10 10   1000
  50
  −5
  −2
Workshops filled with artisans and civilian industries line the stacked streets of this district.
  Leisure Arcology
  •   Culture Worker: +5
  •   Entertainer: +5
  •     Duelist: +5
    10   1000
  50
  −5
  −2
Where denizens of the ecumenopolis unwind in their leisure hours.

Habitat districtsEdit

Each Habitat has up to 3 Districts available. A fourth one becomes available if the Habitat is built above a planet with certain resource deposits.

  • Upkeep:   −2
  • Time:   240
  • Cost:   400
District Regular Jobs   Hive Mind Jobs   Machine Intelligence Jobs   Requirements Description
  Habitation District None   Maintenance Drone: +1   Maintenance Drone: +1 8 A habitat housing district provides comfortable, if compact residences for its population.
  Trade District   Clerk: +5     3    Gestalt Consciousness A sprawling habitat trading district where merchants and clerks conduct business.
  Leisure District
  •   Culture Worker: +1
  •   Entertainer: +2
  •    Duelist: +2
 
  •    Maintenance Drone: +1
  •    Bio-Trophy: +5
3    Gestalt Consciousness Who needs the great outdoors, with hubs of habitat entertainment like these?
  Astro-Mining Bay   Miner: +3   Mining Drone: +4   Mining Drone: +3 3   Minerals or   Alloys deposit on the planet With no natural resources on their own, Habitats depend on these facilities to mine and process minerals from nearby asteroids and planetoids.
  Reactor District   Technician: +3   Tech-Drone: +4   Tech-Drone: +3 3   Energy deposit on the planet or   Gestalt Consciousness Habitat-side energy production plant districts generate energy-credits, as well as provide power to the arcology on which they are built.
  Research District   Researcher: +3   Brain Drone: +3   Calculator: +3 3   Research deposit on the planet Centers of scientific discovery, these habitat districts employ researchers from myriad fields of study.

DecisionsEdit

Decisions represent planet-wide undertakings.

Decision Cost Effects Requirements DLC
  Encourage Planetary Growth   1000 Growth Encouraged modifier added for 120 months, giving the following effects:
  •   +25% Pop Growth Speed
   Machine Intelligence
   Declared Population Controls
   Drone Population Controls
  Distribute Luxury Goods   100 per 10 pops
(max 1000)
Luxuries Distributed modifier added for 120 months, giving the following effects:
  •   +25% Amenities
  •   +25% Immigration Pull
   Gestalt Consciousness
  Launch Anti-Crime Campaign   25 Anti-Crime Campaign modifier added, giving the following effects:
  •   +10 Enforcer Crime Reduction
  •   +2 Enforcer Upkeep

Can be ended at any time.

   Gestalt Consciousness
 Crime higher than 10
  Negotiate with Crime Lords   50 Crime Lord Deal modifier added, giving the following effects:
  •   +10 Stability
  •   +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:

  •   −10 Stability
   Gestalt Consciousness
 Crime higher than 10
  Expel Excess Population   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:
  •   −10 Stability
  Housing is less than 0
   Population Expelled
  Declare Population Controls   25 Declared Population Controls modifier added, giving the following effects:
  •   −100% Pop Growth
  •   −5 Stability
  •   +100 Emigration Push

Can be ended at any time.

   Gestalt Consciousness
Population Controls policy is set to Allowed
  Discourage Planetary Growth   25 Growth Discouraged modifier added, giving the following effects:
  •   −75% Pop Growth Reduction
  •   +25% Pop Amenities Usage
  •   +25% Pop Upkeep
  •   +100 Emigration Push

Can be ended at any time.

   Gestalt Consciousness
Population Controls policy is set to Prohibited
  Cease Robot Assembly   25 Robot Assembly Ceased modifier added, giving the following effects:
  •   −100% Robotic Pop Assembly Speed
  •   −75% Pop Assembly Cost

Can be ended at any time.

Robotic Workers policy is set to Allowed
  Cease Drone Production   25 Drone Population Controls modifier added, giving the following effects:
  •   −100% Pop Growth

Can be ended at any time.

  Gestalt Consciousness  
 
  Declare Martial Law   50 Martial Law modifier added, giving the following effects:
  •   +2 Soldier Jobs
  •   +5 Stability from Soldier Jobs
  •   −33% Job Resource Output
  •   −50% Pop Growth

Can be ended at any time.

   Gestalt Consciousness
  Deploy Hunter-Killer Drones   50 Hunter-Killer Drones modifier added, giving the following effects:
  •   +2 Warrior Drone Jobs
  •   +5 Stability from Warrior Drone Jobs
  •   −33% Job Resource Output
  •   −50% Pop Growth

Can be ended at any time.

  Hive Mind  
  Activate Compliance Protocols   50 Compliance Protocols modifier added, giving the following effects:
  •   +2 Warrior Drone Jobs
  •   +5 Stability from Warrior Drone Jobs
  •   −33% Job Resource Output
  •   −50% Pop Growth

Can be ended at any time.

  Machine Intelligence  
  Planetary Prospecting   500
  25
  180 Days
Adds a random Planetary Feature to the planet.   Adaptability Tradition finished
Once per Planet
  Mastery of Nature   2000
  100
  360 Days
Mastery of Nature modifier added, giving the following effects:
  •   +2 Max Districts
  Mastery of Nature ascension perk
Must be a planet
No Mastery of Nature modifier
  Galactic Market Hub Nomination   1000
  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
  Boost Nomination Bid   2000
  300
Augment the planet's Base Marketplace Competition Rating with additional measures. Usable up to 2 times.   Galactic Market Hub Nomination
  Revoke Nomination   10 Base Marketplace Competition Rating modifier removed. Prior Investments will not be returned.   Galactic Market Hub Nomination
  Create Penal Colony   100 Adds the Penal Colony Designation   Penal Colonies technology
  Planet Size 15 or greater
  Create Resort World   100 Adds the Resort World Designation   Resort Worlds technology
  Planet Size 15 or greater
No Districts or Buildings
  Create Thrall-World   100 Adds the Thrall-World Designation, which has the following effects:
  •   +50% Pop Growth Speed
  • Free Pops can no longer grow
  • Disables construction of City Districts and most Buildings
  • Capital building is changed to a Governor's Palace
  • Allows construction of Slave Huts
  • Resource districts can be rebuilt after applying this Decision
  Thrall-Worlds technology
   Ecumenopolis
   Habitat
 existing Districts or Buildings
  At least 1 pop from a fully enslaved species
  Restore Ecumenopolis   20000
  200
  3600 Days
The planet is terraformed into an Ecumenopolis and gains the   Former Relic World Planetary Feature   Relic World
  Anti-Gravity Engineering technology
  All Blockers removed
  Consume World   360 Days Creates 1-2   Lithoid Devastation blockers and 10-20   Devastation and destroys a district if any exists but will grant 300-2500   Minerals, 300-1500   Alloys or a pop.   Terravore civic  
  Exhibit Art Monument None Art Monument Exhibited modifier added, giving the following effects:
  •   +15% Amenities
  •   +50 Immigration Pull

Can be ended at any time but not reused.

Bought for   600 from Artisan Enclave
One use only
 
  Arcology Project   20000
  200
  3600 Days
The planet is terraformed into an Ecumenopolis   Arcology project ascension perk
  All District slots filled with City Districts
  All Blockers removed
 
  Implement Divine Algorithm   50
  360 Days
Divine Algorithm modifier added for 120 months, giving the following effects:
  •   +10% Energy from Jobs
Numistic Order caravan deal  
  Trium Atmospheric Deodorizer Deployment None Atmospheric Deodorizer Deployed modifier added for 960 months, giving the following effects:
  •   +30% Immigration Pull
  •   +10% Pop Growth from Immigration
Vengralian Trium caravan deal
One use only
 
  Trium Bunk Beds Deployment None Bunk Beds Deployed modifier added for 960 months, giving the following effects:
  •   +10% Housing
Vengralian Trium caravan deal
One use only
 
  Trium Food Container Deployment None Food-Preserving Containers Deployed modifier added for 960 months, giving the following effects:
  •   −10% Pop Food Upkeep
Vengralian Trium caravan deal
One use only
 
  Send Artifacts to Museum Exhibits   2 Artifact Exhibition modifier added for 120 months, giving the following effects:
  •   +20% Culture Worker Output
   Gestalt Consciousness
   Corporate Authority
 
  Initiate Performance Competition   2 Performance Competition modifier added for 120 months, giving the following effects:
  •   +10% Executive Output
  •   +10% Manager Output
  Corporate Authority  
  Incorporate Artifact Relays   2 Artifact Relays modifier added for 120 months, giving the following effects:
  •   Synapse Drones on the planet provide +1% Menial Drone Output and +2 Stability
  •   Coordinators on the planet provide +1% Menial Drone Output and +2 Stability
  Gestalt Consciousness  
  Send Artifacts to Organic Sanctuaries   2 Artifact Exhibition modifier added for 120 months, giving the following effects:
  •   +10% Bio-Trophies Output
  Rogue Servitor  
  Nu-Baol Life-Seeding None Planet is terraformed into a Gaia World. The first time the Decision is used will also create 4 Nu Baol Pops that have the   Agrarian,   Communal,   Venerable,   Delicious and   Slow Breeders traits.   The Last Baol Relic Activation  
  Deploy Tissue Growth Stimulants   200 Tissue Growth Stimulants modifier added for 120 months, giving the following effects:
  •   +10% Pop Growth Speed
  •   −10% Happiness
  •   −5 Stability
City of Bones Excavation complete
   Machine Intelligence
 
  Construct Explosive Fungiform Housing Units   500 Explosive Fungiform Housing modifier added, giving the following effects:
  •   −10% Pop Housing Usage
City of Bones Excavation complete
  Machine Intelligence
 
  Initiate Yuht Cleansing Process   500 Yuht Cleansing modifier added, giving the following effects:
  •   +10% Habitability
  •   +50 Devastation
Delve into the Secrets of the Yuht Special Project  
  Consecrate World   50 Adds this world to our canon of Consecrated Worlds (up to 3), increasing Spiritualist Ethics Attraction and boosting   Unity Generation, scaling to the spiritual significance of the planet.
Consecrated modifier   Unity   Amenities   Spiritualist 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.

  Consecrated Worlds ascension perk

DesignationEdit

Designation represents the production focus on a world. It is by default determined by the most common type of Districts or Buildings constructed but can be chosen manually at any point. Capitals have their own unique designation which cannot be changed.

Designation Effects Celestial body Requirements Description
  Empire Capital
  •   +5% Stability
  •   +10 Amenities
  •   +100% Governing Ethics Attraction
Any
  • Capital world
  •    Gestalt Consciousness
The capital planet of an interstellar empire is a vast complex of government buildings, bureaus and agency headquarters.
  Hive Capital
  •   +5 Stability
  •   +10 Amenities
  •   −20 Deviancy
Any
  • Capital world
  •   Hive Mind
The capital planet of a Hive Mind is the primary seat of the Mind, from where the collective's thoughts and actions spring.
  Machine Capital
  •   +5 Stability
  •   +10 Amenities
  •   −20 Deviancy
  •   +5% Drone Output
Any
  • Capital world
  •   Machine Intelligence
The capital planet of a Machine Intelligence is the primary focus of its central networked consciousness, from where all units and drones are tasked, controlled and administered.
  Colony
  •   +20% Pop Growth Speed
  •   +10% Happiness
Any   Reassembled Ship Shelter A balanced settlement and a bold new frontier.
  Urban World
  •   +25% City District Build Speed
  •   −10% City District Cost
  Planet    Gestalt Consciousness A densely populated world where one glowing metropolis leads almost directly into the next.
  Nest Planet
  •   −10% Hive District Cost
  •   +5% Complex Drone Output
  Planet   Hive Mind A teeming planet-wide network of bustling hives crisscross this world.
  Machine Nexus
  •   −10% Nexus District Cost
  •   +5% Complex Drone Output
  Planet   Machine Intelligence A mechanical network of thousands of unit service and repair facilities dominate this planet's surface.
  Mining World
  •   +25% Mining District Build Speed
  •   +20% Miners output
  Planet None Strip mines, quarries, boreholes, and heavy machinery dominate this planet's surface.
  Agri-World
  •   +25% Agriculture District Build Speed
  •   +20% Farmers Output
  Planet None Picturesque pastoral landscapes featuring flourishing crops are effaced only minutely by the ever-present scent of fertilizer.
  Generator World
  •   +25% Generator District Build Speed
  •   +20% Technicians output
  Planet None Nigh-endless complexes of generator plants hum and glow on this planet.
  Forge World
  •   +25% Foundry District Build Speed
  •   −20% Metallurgist Upkeep
  Planet None The heat of alloy foundries can be felt almost everywhere on this planet.
  Industrial World
  •   +25% Civilian Industries District Build Speed
  •   −20% Artisan Upkeep
  Planet None This planet specializes in manufactories, workshops, and civilian industries.
  Refinery World
  •   +25% Chemical Plant Build Speed
  •   +25% Crystal Plant Build Speed
  •   +25% Refinery Build Speed
  •   −10% Chemist Upkeep
  •   −10% Translucer Upkeep
  •   −10% Refiner Upkeep
  Planet None Much of the planet surface is covered in a vast network of pipes, refineries, and distilleries. Try not to inhale too deeply.
  Tech-World
  •   +25% Research Lab District Build Speed
  •   −20% Researcher Upkeep
  Planet None This world is a seat of scientific research and technological advancement.
  Fortress World
  •   −20% Fortress Cost
  •   −10% Orbital Bombardment Damage
  •   +20% Defense Army Damage
  Planet None Dominated by planetary defenses, bunkers and strongholds, foreign invasion and civil unrest will prove difficult on this world.
  Rural World
  •   +25% Agriculture District Build Speed
  •   +25% Generator District Build Speed
  •   +25% Mining District Build Speed
  •   +5% Worker Output
  Planet    Gestalt Consciousness The nature of this planet's production dispenses with the need for major urban centers.
  Fringe Planet
  •   +25% Agriculture District Build Speed
  •   +25% Generator District Build Speed
  •   +25% Mining District Build Speed
  •   +5% Menial Drone Output
  Planet   Gestalt Consciousness This planet is a sparsely populated world on the fringes of the collective.
  Resort World
  •   +100% Habitability
  •   +1 Clerk job per 2 Pops
  •   Cannot support Districts
  •   Cannot support certain buildings
  •   +15% Amenities on other colonies
  •   +15% Immigration Pull on other colonies
  Planet   Create Resort World decision A tranquil, weather-controlled resort world with beautiful nature that has not yet been scarred by large-scale development.
  Penal Colony
  •   +33% Immigration Pull
  •   +100% Crime
  •   −25% Crime on other colonies
  Planet   Create Penal Colony decision A bleak penal colony, willed with criminals paying off their debt to society in labor camps.
  Thrall-World
  •   +50% Pop Growth Speed
  •   Cannot grow free Pops
  •   Cannot support City Districts
  •   Cannot support Specialist buildings
  •   Can build Slave Huts and Overseer Residences buildings
  Planet   Create Thrall-World Decision This world is purpose-built to maximize the growth rate of its enslaved population.
  Ecumenopolis   −5% District Cost   Ecumenopolis None This city planet has not been specialized in any particular industry.
  Ecumenopolis Foundry
  •   +25% Foundry Build Speed
  •   +25% Foundry Arcology Build Speed
  •   −20% Metallurgist Upkeep
  Ecumenopolis None A vast city-planet that specializes in the ceaseless production of alloys.
  Ecumenopolis Industrial
  •   +25% Factory Build Speed
  •   +25% Industrial Arcology Build Speed
  •   −20% Artisan Upkeep
  Ecumenopolis None A vast city-planet that specializes in the ceaseless production of consumer goods.
  Ecumenopolis Research
  •   +25% Research Lab Build Speed
  •   −20% Researcher Upkeep
  Ecumenopolis None A vast city-planet that specializes in the latest cutting-edge research.
  Ring World
  •   +20% Immigration Pull
  •   +5% Resources from Jobs
  Ring World None An immense ringworld, its massive area spread between all matters of produce.
  Research Ring World   +15% Research from Jobs   Ring World None An immense ringworld section is dedicated to the advancement of knowledge.
  Agriculture Ring World   +25% Food from Jobs   Ring World None Endless fields are supported by the infrastructure of this ring world section to maximize growing potential.
  Commercial Ring World   +20% Trade Value   Ring World    Gestalt Consciousness If you can't buy it here, it either doesn't exist or you didn't really want it anyway.
  Generator Ring World   +25% Energy from Jobs   Ring World   Gestalt Consciousness Linking generator segments together across this ring world section provides efficiencies of scale.
  Habitat None   Habitat None An artificial deep-space arcology.
  Leisure Station
  •   −10% Leisure District Build Speed
  •   +10% Happiness
  Habitat None An artificial deep-space arcology dedicated to the pursuit of leisure and culture.
  Trade Station
  •   −10% Trade District Build Speed
  •   +20% Trade Value
  Habitat    Gestalt Consciousness An artificial deep-space arcology dedicated to trade.
  Research Station
  •   −10% Research District Build Speed
  •   +10% Research from Jobs
  Habitat None An artificial deep-space arcology dedicated to research.
  Fortress Station
  •   −30% Fortress Cost
  •   −10% Orbital Bombardment Damage
  •   +20% Defense Army Damage
  Habitat None An artificial deep-space arcology dedicated to defensive structures.
  Foundry Station
  •   +25% Foundry Build Speed
  •   −20% Metallurgist Upkeep
  Habitat None An artificial deep-space arcology dedicated to allow production.
  Factory Station
  •   +25% Factory Build Speed
  •   −20% Artisan Upkeep
  Habitat None An artificial deep-space arcology dedicated to consumer good production.
  Refinery Station
  •   +25% Chemical Plant Build Speed
  •   +25% Crystal Plant Build Speed
  •   +25% Refinery Build Speed
  •   −20% Chemist Upkeep
  •   −20% Translucer Upkeep
  •   −20% Refiner Upkeep
  Habitat None An artificial deep-space arcology dedicated to the production of strategic resources.
  Generator Station
  •   −10% Reactor District Build Cost
  •   +10% Energy from Jobs
  Habitat   Energy deposit on the planet or   Gestalt Consciousness An artificial deep-space arcology dedicated to the generation of energy.
  Mining Station
  •   −10% Astro-Mining Bay Build Cost
  •   +10% Minerals from Jobs
  Habitat   Minerals or   Alloys deposit on the planet An artificial deep-space arcology dedicated to the harvesting of minerals.
  Hive World
  •   +25% Agriculture District Build Speed
  •   +25% Generator District Build Speed
  •   +25% Mining District Build Speed
  •   +5% Menial Drone Output
  Hive World   Hive Mind A planet-sized organism that has not been specialized for any particular production type.
  Machine World
  •   +25% Generator District Build Speed
  •   +25% Mining District Build Speed
  •   +5% Menial Drone Output
  Machine World    Hive Mind A machine world that has not been specialized for any particular production type.
  Machine World Foundry
  •   +25% Generator District Build Speed
  •   +25% Mining District Build Speed
  •   −20% Foundry Drone Upkeep
  Machine World    Hive Mind An enormous planet-sized machine, designated to produce vast amounts of alloys.
  Machine World Factory
  •   +25% Generator District Build Speed
  •   +25% Mining District Build Speed
  •   −20% Artisan Drone Upkeep
  Machine World   Rogue Servitor An enormous planet-sized machine, designated to produce vast amounts of consumer goods.
  Fallen Empire Capital   +10% Stability Any
  • Capital world
  • Fallen Empire
Though its empire may be in decline, the level of technological advancement on this world is astounding.
  Fallen Empire Colony   +5% Stability Any
  • Fallen Empire
Though its empire may be in decline, the level of technological advancement on this world is astounding.
  Primitive World None Any Pre-FTL civilization A primitive planet that is home to a pre-FTL society.
  Contingency World None Any Contingency This planet has been taken over by the Contingency.
  Infested World None   Infested None This planet has been infested by the Prethoryn Scourge.

StabilityEdit

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 effectsEdit

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.

Modifier Effects Duration Required Stability Requires Slaves Description
  Valiant Citizens   +33% Governing Ethics Attraction 20 years 25 No Despite high Unrest, Pops on this colony banded together to prevent further violence.
  Unrest   +100% Random Ethic Attraction 20 years 25 No Unrest on this colony caused local Pops to become more attracted to a random ethic.
  Terror Victims   −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.
  Terror Victims (Severe)   −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.
  Slaves Radicalizing   −20 Stability 20 years 40 Yes Radical Slave elements are rallying, spreading unrest.
  Hunger Strike   −50% Slave Output
  −50% Slave Upkeep
5 years 25 Yes It's hard to work when you're doubled over from hunger pangs.
  Slave Riots   −1000% Slave Output
  −50% Pop Growth Speed
  −50% Army Build Speed
  −50% Planet Build Speed
10 years 10 Yes Slave Riots inhibit population growth.

RebellionEdit

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.

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

Increasing StabilityEdit

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.

Stability can also be increased by the following:

Source Stability
  Empire Capital +5
  Noble Jobs +5
  Police State civic +5
  Shared Burdens civic +5
  Deep Space Black Site starbase building +5
  Finishing the Harmony or Synchronicity tradition tree +5
  Psi Corps building +5
  Governor's Palace building +5
  Governor's Estates building +10
  Pacifist ethic +5
  Fanatic Pacifist ethic +10
  Psychic governor trait +5
  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 DeviancyEdit

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.

Modifier Effects Duration Requirements Description
Criminal Underworld
  •   +15 Crime
  •   +1 Criminal Job
  •   +1 Criminal Job per 33 Crime
Permanent 30   Crime or Refusing the Increased Benefits modifier This world is home to a large criminal underworld.
Drone Deviancy
  •   +15 Deviancy
  •   +1 Deviant Drone Job
  •   +1 Deviant Drone Job per 33 Deviancy
Permanent 30   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
  •   +15 Deviancy
  •   +1 Corrupt Drone Job
  •   +1 Corrupt Drone Job per 33 Deviancy
Permanent 30   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
  •   +30 Crime
  •   +3 Criminal Jobs
  • Removes the Criminal Underworld modifier
Permanent 30   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
  •   +30 Crime
  •   +3 Criminal Jobs
  • Removes the Criminal Underworld modifier
Permanent 30   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
  •   +30 Crime
  •   +3 Criminal Jobs
  • Removes the Criminal Underworld modifier
Permanent 30   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   −30 Crime 10 years Criminal Underworld modifier An important crime boss was recently arrested on this world, crippling a major criminal organization.
Bribed Officials   −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   +30 Crime 10 years Criminal Underworld modifier This world is currently experiencing a crime wave.
Smuggler Activity   −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   −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   −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   −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   −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   −20% Resources from Jobs 10 years Mob Rule modifier The mobsters who rule this world have implemented an extensive protection racket.
Trade Pilfering   −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   −30 Deviancy 10 years Drone Deviancy modifier An important ringleader among the deviant drones of this world was recently terminated.
Deviant Interference   −30 Stability 10 years Drone Deviancy modifier Deviant drones are interfering with our facilities on this world.
Corrupt Network Terminated   −30 Deviancy 10 years Drone Corruption modifier A virus recently terminated one of the corrupt drone networks on this world.
Drone Signal Interference   −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.

  Corporate empires with the   Criminal Heritage civic both produce and benefit from Crime on worlds where they established Branch Offices. Low Crime on the other hand will reduce the income of the Branch Office. If such a Branch Office is opened 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 be established another Branch Office on the same world for 10 years either.

ReferencesEdit