Planetary management

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Version

Outliner top.png
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.

Districts[edit]

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.png Research and Unity.png 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 districts[edit]

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

Housing[edit]

A housing district mainly provides Housing.png 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: Energy Credits.png −2
  • Time: Time 480
  • Cost: Minerals.png 500
  • Civic agrarian idyll.png Agrarian Idyll civic: Housing.png −1
  • Tradition prosperity public works.png Public works tradition: Housing.png +1
  • Industry.png Weather Control Systems tech: Housing.png +1
  • Industry.png Anti-Gravity Engineering (No.pngCivic agrarian idyll.png Agrarian Idyll): Housing.png +1
District Housing.png Pop job.png Jobs Government Description
District city.png City District 5
Job clerk.png Clerk: +1
Tradition prosperity trans stellar corporations.pngJob clerk.png Clerk: +1
No.pngGestalt consciousness.png Gestalt Consciousness These dense urban centers provide large amounts of housing and office space for clerical workers.
District hive.png Hive District 6 Auth hive mind.png Hive Mind These towering spires are where the drones gather when not working to rejuvenate and consume nutrients.
District nexus.png Nexus District 5 Job maintenance drone.png Maintenance Drone: +1
Job technician.png Tech-Drone: +1
Auth machine intelligence.png Machine Intelligence Centralized districts where drones are serviced and repaired before they are deployed to their work assignments.

Resource[edit]

A resource district provides some additional housing, and creates jobs that generate Energy Credits.png energy, Minerals.png minerals, or Food.png 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: Energy Credits.png −1
  • Time: Time 240
  • Cost: Minerals.png 300
District Housing.png Housing Regular Jobs Auth hive mind.png Hive Mind Jobs Auth machine intelligence.png Machine Intelligence Jobs Description
District generator.png Generator District +2
+3 with Civic agrarian idyll.png Agrarian Idyll
Job technician.png Technician: +2 Job technician.png Tech-Drone: +3 Job technician.png Tech-Drone: +2 Rows of massive power plants that generate massive amounts of energy which can then be used or converted into energy credits.
District mining.png Mining District +2
+3 with Civic agrarian idyll.png Agrarian Idyll
Job miner.png Miner: +2 Job miner.png Mining Drone: +3 Job miner.png Mining Drone: +2 These mining towns and resource extraction centers drill deep into the mantle to access mineral deposits.
District farming.png Agriculture District +2
+3 with Civic agrarian idyll.png Agrarian Idyll
+4 with Tech housing agrarian idyll.png Agrarian Utopias
Job farmer.png Farmer: +2 Job farmer.png Agri-Drone: +3 Job farmer.png Agri-Drone: +2 Land set aside for cultivation, either through the growing of crops or animal husbandry.

Ring World districts[edit]

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 Auth hive mind.png Hive Mind Jobs Auth machine intelligence.png Machine Intelligence Jobs Housing.png Cost Upkeep Description
District city.png City Segment Job clerk.png Clerk: +20
Job enforcer.png Enforcer: +1
No.png No.png 80 Minerals.png 2000 Energy Credits.png −10 Urban centers fill this Ring World section, providing large amounts of housing and office space for clerical workers.
District hive.png Hive Segment No.png No.png 60 Minerals.png 2000 Energy Credits.png −10 Towering spires stretch across this Ring World section for drones to gather when not working to rejuvenate and consume nutrients.
District nexus.png Nexus Segment No.png No.png Job maintenance drone.png Maintenance Drone: +10
Job technician.png Tech-Drone: +10
60 Minerals.png 2000 Energy Credits.png −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.
District hab commercial.png Commercial Segment Job clerk.png Clerk: +10
Job artisan.png Artisan: +5
Job merchant.png Merchant: +5
No.png No.png 20 Minerals.png 2000
Rare crystals.png 90
Energy Credits.png −10
Rare crystals.png −2
Civilian industry and infrastructure populate this Ring World segment dedicated to commerce.
District hab energy.png Generator Segment No.png Job technician.png Tech-Drone: +30 Job technician.png Tech-Drone: +20 20 Minerals.png 2000
Rare crystals.png 90
Energy Credits.png −10
Rare crystals.png −2
Reactors fill this Ring World section, focused on the generation of energy.
District hab science.png Research Segment Job researcher.png Researcher: +20 Job brain drone.png Brain Drone: +20 Job researcher.png Calculator: +20 20 Minerals.png 2000
Exotic gases.png 90
Energy Credits.png −10
Exotic gases.png −2
Research facilities of all kinds fill this Ring World Segment.
District farming.png Agricultural Segment Job farmer.png Farmer: +20 Job farmer.png Agri-Drone: +30 Job farmer.png Agri-Drone: +20 20 Minerals.png 2000
Volatile motes.png 90
Energy Credits.png −10
Volatile motes.png −2
Endless seas of farmland stretch across this Ring World section, growing massive amounts of food.

Arcology districts[edit]

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 Auth hive mind.png Hive Mind Jobs Auth machine intelligence.png Machine Intelligence Jobs Housing.png Cost Upkeep Description
District arcology housing.png Residential Arcology Job clerk.png Clerk: +5 Job maintenance drone.png Maintenance Drone: +2 Job maintenance drone.png Maintenance Drone: +2 15 Minerals.png 1000 Energy Credits.png −5 With these special ecumenopolistic city districts, integrated vertical architecture is utilized to maximize population density over land surface area.
District arcology arms industry.png Foundry Arcology Job foundry.png Metallurgist: +10 Job foundry.png Foundry Drone: +10 Job foundry.png Fabricator: +10 10 Minerals.png 1000
Volatile motes.png 50
Energy Credits.png −5
Volatile motes.png −2
Geared towards military industries, this ecumenopolistic district is filled with the roar of smelters and the clang of metallurgies.
District arcology civilian industry.png Industrial Arcology Job artisan.png Artisan: +10 No.png Civic machine servitor.pngJob artisan.png Artisan Drone: +10 10 Minerals.png 1000
Rare crystals.png 50
Energy Credits.png −5
Rare crystals.png −2
Workshops filled with artisans and civilian industries line the stacked streets of this district.
District arcology leisure.png Leisure Arcology
  • Job culture worker.png Culture Worker: +5
  • Job entertainer.png Entertainer: +5
  • Civic warrior culture.png Job duelist.png Duelist: +5
No.png No.png 10 Minerals.png 1000
Exotic gases.png 50
Energy Credits.png −5
Exotic gases.png −2
Where denizens of the ecumenopolis unwind in their leisure hours.

Habitat districts[edit]

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

  • Upkeep: Energy Credits.png −2
  • Time: Time 240
  • Cost: Minerals.png 400
District Regular Jobs Auth hive mind.png Hive Mind Jobs Auth machine intelligence.png Machine Intelligence Jobs Housing.png Requirements Description
District hab housing.png Habitation District None Job maintenance drone.png Maintenance Drone: +1 Job maintenance drone.png Maintenance Drone: +1 8 A habitat housing district provides comfortable, if compact residences for its population.
District hab commercial.png Trade District Job clerk.png Clerk: +5 No.png No.png 3 No.pngGestalt consciousness.png Gestalt Consciousness A sprawling habitat trading district where merchants and clerks conduct business.
District hab cultural.png Leisure District
  • Job culture worker.png Culture Worker: +1
  • Job entertainer.png Entertainer: +2
  • Civic warrior culture.pngJob duelist.png Duelist: +2
No.png
  • Civic machine servitor.pngJob maintenance drone.png Maintenance Drone: +1
  • Civic machine servitor.pngJob bio trophy.png Bio-Trophy: +5
3 No.pngGestalt consciousness.png Gestalt Consciousness Who needs the great outdoors, with hubs of habitat entertainment like these?
District mining.png Astro-Mining Bay Job miner.png Miner: +3 Job miner.png Mining Drone: +4 Job miner.png Mining Drone: +3 3 Minerals.png Minerals or Alloys.png 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.
District hab energy.png Reactor District Job technician.png Technician: +3 Job technician.png Tech-Drone: +4 Job technician.png Tech-Drone: +3 3 Energy Credits.png Energy deposit on the planet or Gestalt consciousness.png Gestalt Consciousness Habitat-side energy production plant districts generate energy-credits, as well as provide power to the arcology on which they are built.
District hab science.png Research District Job researcher.png Researcher: +3 Job brain drone.png Brain Drone: +3 Job researcher.png Calculator: +3 3 Research.png Research deposit on the planet Centers of scientific discovery, these habitat districts employ researchers from myriad fields of study.

Decisions[edit]

Decisions represent planet-wide undertakings.

Decision Cost Effects Requirements 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
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
Decision crime.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
Decision deal.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
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
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
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
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
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 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
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 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 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
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
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
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
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
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
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
Decision slave colony.png Create Thrall-World Influence.png 100 Adds the Thrall-World Designation, which has the following effects:
  • Mod pop growth req.png +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
Decision slave colony.png Thrall-Worlds technology
No.pngPlanet city.png Ecumenopolis
No.pngPlanet habitat.png Habitat
No.pngexisting Districts or Buildings
Slave At least 1 pop from a fully enslaved species
Decision arcology project.png Restore Ecumenopolis Minerals.png 20000
Influence.png 200
Time 3600 Days
The planet is terraformed into an Ecumenopolis and gains the D central spire.png Former Relic World Planetary Feature Planet nuked.png Relic World
Tech housing 2.png Anti-Gravity Engineering technology
Tile Blocker.png All Blockers removed
Decision burning settlement.png Consume World Time 360 Days Creates 1-2 D gaseous eruption.png Lithoid Devastation blockers and 10-20 Devastation.png Devastation and destroys a district if any exists but will grant 300-2500 Minerals.png Minerals, 300-1500 Alloys.png Alloys or a pop. Civic devouring swarm.png Terravore civic Lithoids.png
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
Leviathans.png
Decision arcology project.png Arcology Project Minerals.png 20000
Influence.png 200
Time 3600 Days
The planet is terraformed into an Ecumenopolis Ap arcology project.png Arcology project ascension perk
District city.png All District slots filled with City Districts
Tile Blocker.png All Blockers removed
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 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
MegaCorp.png
Decision resources.png Trium Bunk Beds Deployment None Bunk Beds Deployed modifier added for 960 months, giving the following effects:
  • Housing.png +10% Housing
Vengralian Trium caravan deal
One use only
MegaCorp.png
Decision resources.png Trium Food Container Deployment None Food-Preserving Containers Deployed 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
MegaCorp.png
Decision museum.png Send Artifacts to Museum Exhibits Minor artifacts large.png 2 Artifact Exhibition modifier added for 120 months, giving the following effects:
  • Job culture worker.png +20% Culture Worker Output
No.pngGestalt consciousness.png Gestalt Consciousness
No.pngAuth corporate.png Corporate Authority
Ancient Relics.png
Decision deal.png Initiate Performance Competition Minor artifacts large.png 2 Performance Competition modifier added for 120 months, giving the following effects:
  • Job executive.png +10% Executive Output
  • Job manager.png +10% Manager Output
Auth corporate.png Corporate Authority Ancient Relics.png
Decision satellite in orbit.png Incorporate Artifact Relays Minor artifacts large.png 2 Artifact Relays modifier added for 120 months, giving the following effects:
  • Job synapse drone.png Synapse Drones on the planet provide +1% Menial Drone Output and +2 Stability
  • Job administrator.png Coordinators on the planet provide +1% Menial Drone Output and +2 Stability
Gestalt consciousness.png Gestalt Consciousness Ancient Relics.png
Decision museum.png Send Artifacts to Organic Sanctuaries Minor artifacts large.png 2 Artifact Exhibition modifier added for 120 months, giving the following effects:
  • Job bio trophy.png +10% Bio-Trophies Output
Civic machine servitor.png Rogue Servitor Ancient Relics.png
Decision resort colony.png 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.png Agrarian, Communal.png Communal, Venerable.png Venerable, Delicious.png Delicious and Slow Breeders.png Slow Breeders traits. R baol.png The Last Baol Relic Activation Ancient Relics.png
Decision resources.png Deploy Tissue Growth Stimulants Energy Credits.png 200 Tissue Growth Stimulants modifier added for 120 months, giving the following effects:
  • Mod pop growth req.png +10% Pop Growth Speed
  • Mod pop happiness.png −10% Happiness
  • Stability.png −5 Stability
City of Bones Excavation complete
No.pngAuth machine intelligence.png Machine Intelligence
Ancient Relics.png
Decision resources.png Construct Explosive Fungiform Housing Units Energy Credits.png 500 Explosive Fungiform Housing modifier added, giving the following effects:
  • Mod pop housing usage.png −10% Pop Housing Usage
City of Bones Excavation complete
Auth machine intelligence.png Machine Intelligence
Ancient Relics.png
Decision animal wildlife.png Initiate Yuht Cleansing Process Energy Credits.png 500 Yuht Cleansing modifier added, giving the following effects:
  • Mod habitability.png +10% Habitability
  • Devastation.png +50 Devastation
Delve into the Secrets of the Yuht Special Project Ancient Relics.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 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.

Ap consecrated worlds.png Consecrated Worlds ascension perk

Designation[edit]

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

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 PM Unrest.png Slaves Radicalizing modifier
Rebellion 1 Army assault.png Assault Army for every pop Population's current ethics Colony does not have the PM Unrest.png 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.

Auth corporate.png Corporate empires with the Civic criminal heritage.png 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 Auth corporate.png Corporate empire will not be able to be established another Branch Office on the same world for 10 years either.

References[edit]

Game concepts