This article has been verified for the current PC
version (3.7) of the game.
Designation represents the production focus on a world and provides a bonus favoring a certain production focus. 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. If automation is turned on the world will build buildings favoring the designation's bonus unless the planet has low Amenities or high Crime or Deviancy, in which case it will first focus on tackling these issues. Each planetary ascension tier increases the effects of the planet designation by 25% and reduces size from the colony by 5%, which includes pops, districts and the colony itself. Ascension tiers are not lost if the designation is changed.
The following designations are available for all planets except Ecumenopolis. On ringworlds, every designation has +10% Pop growth and assembly speed.
Designation
|
Effects
|
Requirements
|
Description
|
Generator World
|
+25% Generator District build speed
+25% Technicians output
+10% Worker pop resource output if The Greater Good resolution 2 was passed
|
None
|
Nigh-endless complexes of generator plants hum and glow on this planet.
|
Mining World
|
+25% Mining District build speed
+25% Miners and strategic resource gatherers output
+10% Worker pop resource output if The Greater Good resolution 2 was passed
|
None
|
Strip mines, quarries, boreholes, and heavy machinery dominate this planet's surface.
|
Tech-World
|
+25% Research Lab build speed
−20% Researcher upkeep
|
None
|
This world is a seat of scientific research and technological advancement.
|
Fortress World
|
+25% Stronghold build speed
−10% Orbital bombardment damage
+20% Defense army damage
|
None
|
Dominated by planetary defenses, bunkers and strongholds, foreign invasion and civil unrest will prove difficult on this world.
|
Refinery World
|
+15% Chemist output
+15% Translucer output
+15% Refiner output
+15% Strategic resources from strategic resource gatherers
+25% Chemist output if Industrial Development resolution 4 was passed
+25% Translucer output if Industrial Development resolution 4 was passed
+25% Refiner output if Industrial Development resolution 4 was passed
+25% Strategic resources from strategic resource gatherers if Industrial Development resolution 4 was passed
|
None
|
Much of the planet surface is covered in a vast network of pipes, refineries, and distilleries. Try not to inhale too deeply.
|
Forge World
|
+25% Industrial District build speed
−20% Metallurgist upkeep
+5% Metallurgist output if Industrial Development resolution 4 was passed
+1 Metallurgist job from Industrial Districts if empire uses consumer goods
−1 Artisan job from Industrial Districts if empire uses consumer goods
|
None
|
The heat of alloy foundries can be felt almost everywhere on this planet.
|
Industrial World
|
+25% Industrial district build speed
−10% Artisan upkeep
−10% Metallurgist upkeep
+5% Artisan output if Industrial Development resolution 4 was passed
+5% Metallurgist output if Industrial Development resolution 4 was passed
|
Uses consumer goods
|
Heavy industry with mixed production dominates this planet.
|
Factory World
|
+25% Industrial district build speed
−20% Artisan upkeep
+1 Artisan job from industrial districts
−1 Metallurgist job from industrial districts
+5% Artisan output if Industrial Development resolution 4 was passed
|
Uses consumer goods
|
This planet specializes in manufactories, workshops, and civilian industries.
|
Agri-World
|
+25% Agriculture district build speed
+25% Farmers output
+10% Worker pop resource output if The Greater Good resolution 2 was passed
|
At least one biological species
|
Picturesque pastoral landscapes featuring flourishing crops are effaced only minutely by the ever-present scent of fertilizer.
|
Unification Center
|
+10% Administrator Output
−10% Administrator Upkeep
+1 Priest job per 25 pops if member of a level 4 Holy Covenant federation
|
  Spiritualist
 Rogue Servitor
|
An entire world dedicated to unifying our empire.
|
Ecclesiastical Center
|
+10% Priest Output
−10% Priest Upkeep
+1 Priest job per 25 pops if member of a level 4 Holy Covenant federation
|
 Spiritualist
|
An entire world dedicated to unifying our empire.
|
Sanctuary World
|
+10% Bio-Trophies Output
+10% Pop Growth Speed
|
Rogue Servitor
|
An world dedicated to the care and protection of organic life.
|
Urban World
|
+25% City district build speed
−10% Building and district upkeep
+20% Trade value
|
 Gestalt Consciousness
|
A densely populated world where one glowing metropolis leads almost directly into the next.
|
Nest Planet
|
−10% Building and district upkeep
+5% Complex drone output
|
Hive Mind
|
A teeming planet-wide network of bustling hives crisscross this world.
|
Machine Nexus
|
−10% Building and district upkeep
+5% Complex drone output
|
Machine Intelligence
|
A mechanical network of thousands of unit service and repair facilities dominate this planet's surface.
|
Rural World
|
+25% Agriculture district build speed
+25% Generator district build speed
+25% Mining district build speed
+10% Worker pop resource output
|
 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
+10% Menial drone pop resource output
|
Gestalt Consciousness
|
This planet is a sparsely populated world on the fringes of the collective.
|
Resort World
|
Cannot support districts
Cannot support certain buildings
- Slave Processing Facility
- Psi Corps
- Clone Vats
- (Grand) Embassy Complex
- Hydroponics Farms
- Food Processing Facilities / Centers
- Mineral Purification Plant / Hub
- Energy Grid / Nexus
- Resource Silo
- Alloys buildings
- Consumer goods buildings
- Strategic resource refineries and mines
- Ministry of Production
- Research buildings
- Galactic Stock Exchange
|
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
|
Create Penal Colony decision
|
A bleak penal colony, filled with criminals paying off their debt to society in labor camps.
|
Thrall-World
|
Can build Slave Huts and Overseer Residences buildings
Cannot grow free pops
Cannot support city districts
Cannot support specialist buildings
Allowed buildings are:
- Slave Processing Facility
- Clone Vats
- Gaia Seeders
- Hydroponics Farms
- Food Processing Facilities / Centers
- Mineral Purification Plants / Hubs
- Energy Grid / Nexus
- Bio-Reactor
- Slave Huts
- Overseer Residences
- Military Academy
- Stronghold
- Fortress
- Planetary Shield Generator
- Special feature buildings
|
Create Thrall-World decision
|
This world is purpose-built to maximize the growth rate of its enslaved population.
|
Crucible World
|
+10% Pop growth speed
|
Create Crucible World decision
|
A world dedicated to the growth of cyborg drones, ensuring the progeny will quickly become productive components of the collective.
|
The following designations are only available for Hive Worlds.
Designation
|
Effects
|
Description
|
Hive World
|
+25% Agriculture district build speed
+25% Generator district build speed
+25% Mining district build speed
+5% Menial drone output
|
A planet-sized organism that has not been specialized for any particular production type.
|
Hive World Foundry
|
+25% Industrial district build speed
−20% Metallurgist upkeep
+5% Metallurgist output if Industrial Development resolution 4 was passed
|
A planet-sized organism designated to produce vast amounts of alloys.
|
Machine World designations[edit | edit source]
The following designations are only available for Machine Worlds.
Designation
|
Effects
|
Requirements
|
Description
|
Machine World
|
+25% Generator district build speed
+25% Mining district build speed
+5% Menial drone output
|
None
|
A machine world that has not been specialized for any particular production type.
|
Machine World Foundry
|
+25% Industrial district build speed
−20% Foundry drone upkeep
+5% Foundry drone output if Industrial Development resolution 4 was passed
|
None
|
An enormous planet-sized machine, designated to produce vast amounts of alloys.
|
Machine World Factory
|
+25% Industrial district build speed
−20% Artisan drone upkeep
+5% Artisan drone output if Industrial Development resolution 4 was passed
|
Rogue Servitor
|
An enormous planet-sized machine, designated to produce vast amounts of consumer goods.
|
The following designations are only available for Ecumenopolis planets.
Designation
|
Effects
|
Requirements
|
Description
|
Ecumenopolis
|
−25% Building and District Upkeep
+20% Trade Value
|
None
|
This city planet has not been specialized in any particular industry.
|
Ecumenopolis Research
|
+25% Research Lab Build Speed
−20% Researcher Upkeep
|
None
|
A vast city-planet that specializes in the latest cutting-edge research.
|
Ecumenopolis Foundry
|
+25% Foundry Build Speed
+25% Foundry Arcology Build Speed
−20% Metallurgist Upkeep
+5% Metallurgist Output if Industrial Development resolution 4 was passed
|
None
|
A vast city-planet that specializes in the ceaseless production of alloys.
|
Ecumenopolis Industrial
|
+25% Industrial District Build Speed
−10% Metallurgist Upkeep
−10% Artisan Upkeep
+5% Metallurgist Output if Industrial Development resolution 4 was passed
+5% Artisan Output if Industrial Development resolution 4 was passed
|
Uses consumer goods
|
A vast city-planet that splits its focus between that of alloys and consumer goods.
|
Ecumenopolis Factory
|
+25% Factory Build Speed
+25% Industrial Arcology Build Speed
−20% Artisan Upkeep
+5% Artisan Output if Industrial Development resolution 4 was passed
|
Uses consumer goods
|
A vast city-planet that specializes in the ceaseless production of consumer goods.
|
The following designations are only available for Ringworlds. Every ringworld designation also has +10% Pop growth and assembly speed.
The following designations are only available for Habitats.
Designation
|
Effects
|
Requirements
|
Description
|
Research Station
|
+25% Research District Build Speed
+10% Researcher output
|
None
|
An artificial deep-space arcology dedicated to scientific research.
|
Hydroponics Station
|
+25% Hydroponics Farm Build Speed
+1 Farmer Job from Habitation Districts
−2 Housing from Habitation Districts
|
None
|
An artificial deep-space arcology dedicated to the growing of crops.
|
Fortress Station
|
+25% Stronghold Build Speed
−10% Orbital Bombardment Damage
+20% Defense Army Damage
+1 Defense Army per Pop if Order's Keep
+10% Lord Commander and Knight Output if Order's Keep
|
None
|
An artificial deep-space arcology dedicated to defensive structures.
|
Foundry Station
|
+25% Habitat Industrial District Build Speed
−20% Metallurgist Upkeep
+1 Metallurgist Job from Industrial Districts
−1 Artisan Job from Industrial Districts
+5% Metallurgist Output if Industrial Development resolution 4 was passed
|
None
|
An artificial deep-space arcology dedicated to alloy production.
|
Factory Station
|
+25% Habitat Industrial District Build Speed
−20% Artisan Upkeep
+1 Artisan Job from Industrial Districts
−1 Metallurgist Job from Industrial Districts
+5% Artisan Output if Industrial Development resolution 4 was passed
|
Uses consumer goods
|
An artificial deep-space arcology dedicated to consumer good production.
|
Industrial Station
|
+25% Habitat Industrial District Build Speed
−10% Artisan Upkeep
−10% Metallurgist Upkeep
+5% Artisan Output if Industrial Development resolution 4 was passed
+5% Metallurgist Output if Industrial Development resolution 4 was passed
|
Uses consumer goods
|
An artificial deep-space arcology dedicated to balanced alloy and consumer good production.
|
Refinery Station
|
+10% Chemist output
+10% Translucer output
+10% Refiner output
+15% Strategic resources from strategic resource gatherers
|
None
|
An artificial deep-space arcology dedicated to the production of strategic resources.
|
Habitat
|
+5 Stability
+10 Amenities
|
Less than 5 Pops
|
An artificial deep-space arcology.
|
Unification Station
|
+10% Administrator Output
−10% Administrator Upkeep
+1 Priest job per 25 pops if member of a level 4 Holy Covenant federation
|
  Spiritualist
|
An entire habitat dedicated to unifying our empire.
|
Ecclesiastical Station
|
+10% Priest Output
−10% Priest Upkeep
+1 Priest job per 25 pops if member of a level 4 Holy Covenant federation
|
 Spiritualist
|
An entire habitat dedicated to unifying our empire.
|
Leisure Station
|
+25% Leisure District Build Speed
+10% Happiness
|
 Gestalt Consciousness unless Rogue Servitor
|
An artificial deep-space arcology dedicated to the pursuit of leisure and culture.
|
Trade Station
|
+25% Trade District Build Speed
+20% Trade Value
|
 Gestalt Consciousness
|
An artificial deep-space arcology dedicated to trade.
|
Generator Station
|
+25% Reactor District Build Speed
+10% Technicians output
+10% Worker pop resource output if The Greater Good resolution 2 was passed
|
Can build Reactor Districts
|
An artificial deep-space arcology dedicated to the generation of energy.
|
Mining Station
|
+25% Astro-Mining Bay Build Speed
+10% Miners and strategic resource gatherers output
+10% Worker pop resource output if The Greater Good resolution 2 was passed
|
Can build Astro-Mining Bays
|
An artificial deep-space arcology dedicated to the harvesting of minerals.
|
The following designations are available for all habitable celestial bodies but have special requirements. On ringworlds, capital and colony designations also have +10% Pop growth and assembly speed.
Designation
|
Effects
|
Requirements
|
Description
|
Empire Capital
|
+5% Stability
+10 Amenities
+10% Resources from Jobs
+100% Governing Ethics Attraction
+10% Automatic Resettlement Destination Chance
|
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
+10% Resources from Jobs
−20 Deviancy
+10% Automatic Resettlement Destination Chance
|
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
+15% Resources from Jobs
−20 Deviancy
+10% Automatic Resettlement Destination Chance
|
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
|
+5 Stability
+10 Amenities
+10% Happiness
+25% Automatic Resettlement Destination Chance
|
Less than 5 Pops
 Gestalt Consciousness
|
A balanced settlement and a bold new frontier.
|
Colony
|
+5 Stability
+10 Amenities
+25% Automatic Resettlement Destination Chance
|
Less than 5 Pops
Machine Intelligence
|
A new colony of our empire, purposely designed for frictionless, everyday efficiency.
|
Fallen Empire Capital
|
+10% Stability
|
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
|
|
Though its empire may be in decline, the level of technological advancement on this world is astounding.
|
Contingency World
|
None
|
Contingency
|
This planet has been taken over by the Contingency.
|
Infested World
|
None
|
Prethoryn Scourge
|
This planet has been infested by the Prethoryn Scourge.
|
Planets (including
habitats and
ringworlds) can be ascended using
unity, which increases the effects of the planet's designation and reduces
empire size from that planet (from the colony, districts, and pops).
Each planetary ascension tier increases the effects of the planet's designation by +25% of the base and reduces
empire size contribution from the colony, its districts, and its pops by −5% each. Secondary modifiers (such as bonuses to resource gathering designations from
the Greater Good line of resolutions) are not increased. The maximum planetary ascension tier depends on the number of unlocked
ascension perk slots, with the first tier being unlocked by the third ascension perk slot. Each additional ascension perk unlocked allows an additional planetary ascension tier. Once all eight ascension perk slots have been unlocked, an additional four planetary ascension tiers are unlocked for a maximum of 10, a possible total +250% designation effect increase and −50% reduction in empire size from that planet.
For example, a Generator World with 2 ascension tiers would give a +37.5% bonus to
technician output; i.e. the original +25% bonus, multiplied by a +50% increase.
The cost of increasing a planet's ascension tier depends on the empire's size and total number of planetary ascension tiers already present in the empire, whether on the same planet or other planets. For example, an empire with
200 size and 3 total ascension tiers (whether from three planets at tier 1, one at tier 3, or one at tier 2 and one at tier 1) would need to spend
5600 unity to increase the ascension tier of a planet. The precise formula is shown below: