This article has been verified for the current PC version (3.6) of the game.
A Holding represents an area on a world that is owned by an empire other than the world's owner. There are two type of holdings: Overlord Holding and Branch Office.
Overlord holdings can be constructed by overlords on their subjects' worlds. The total number of holdings that can be constructed anywhere within a subject's empire is determined by the Holdings Limit term in the subject agreement and is also affected by the Bureaucratic Surveillance resolutions. Overlord holdings can be distributed across multiple worlds, or all constructed together on a single world. If built from the Subject Agreement menu, they are built on the subject's capital by default.
Only one of each holding can be constructed on a world. If a subject becomes independent, all overlord holdings are destroyed.
Holding
Effects
Monthly Loyalty
Upkeep
Cost
Requirements
Overlord Garrison
Crime and Deviancy: −10
Effects per landed Overlord army:
Crime: −10 (max −30)
Monthly Loyalty: +0.5 (max +1.5)
Planet Happiness: −5% (max −15%)
+0.5
−2
400 360
Emporium
+2 Overlord Trader jobs
0
−2
−5
400 480
Gestalt Consciousness
Aid Agency
+2 Aid Worker jobs
+0.5
−2
−10 if Biological subject
−10 if Lithoid subject
−10 if Robot subject
400 480
Xenophobe
Genocidal
Noble Chateaus
+2 Overlord Capital Stability
−15 Planet Amenities
−1
−2
400 480
Aristocratic Elite
Recruitment Office
+2 Overlord Recruiter jobs
+10 Overlord Naval Capacity
−0.5 if Pacifist
−2
400 480
Citizen Service
Ranger Lodge
+1 Overlord Ranger jobs
Creates a Nature Preserve blocker
0
−2
400 480
Free District
Environmentalist subject
Ecumenopolis
Relic World
Hive World
Machine World
Artificial World
Gaia Seeder Outpost
+20% Planet Habitability
Planet is terraformed into a Gaia World in 10 years
Branch Offices can be constructed by empires with Corporate authority and give the Corporate empire energy equal to 50% of the world's trade value; the Free Traders civic and the Imperial Charter modifier each increase Branch Office value by 10%. Establishing a Branch Office costs a base of 1000 energy credits and 50 influence increasing by 10% for each hyperlane jump away (after 3 jumps), and increases the Corporate empire's empire size by 2. The establishment cost can be reduced by −15% with the Universal Transactions ascension perk. Only one Branch Office can be opened on each world, and they cannot be constructed on worlds of an empire with Corporate, Hive Mind, or Machine Intelligence authority. To construct a Branch Office, the Corporate empire requires any of the following:
Commercial Pact with the system owner
Federation with the system owner
System owner is subject, overlord, or has same overlord
Corporate Sovereign civic and the system owner is a member of the Galactic Imperium
Imperial Charter resolution and the system owner is a member of the Galactic Imperium
Branch Offices can be closed by their Corporate owner at any time. If the Corporate empire loses the status that allowed it to open a Branch Office, the Branch Office remains open, but the world's owner gains the Expropriation casus belli.
Up to 4 holdings can be built in a Branch office, each level of capital tier unlocking 1 holding slot.
Corporate holdings are mutually beneficial, giving a resource or empire-wide bonus to the Corporate empire and a planet-based bonus or jobs to the Branch Office world. They cannot be built by empires with the Criminal Heritage civic, which have a separate set of buildings (see below).
Holding
Planet bonus
Corporate empire bonus
Upkeep
Cost
Requirements
Description
Mercenary Liaison Office
+1 Soldier Jobs
+100 Army Starting Experience
+10 Naval Capacity
−2
500 360
This office allows locals to sign up for the exciting life of a corporate soldier of fortune. Generous compensation, limited health insurance and stories of adventure ensure a steady stream of recruits.
Private Military Industries
+2 Clerk Jobs
+3 Alloys
−2
500 360
These planet-based corporate factories produce and assemble a variety of components that are vital in starship construction.
Virtual Entertainment Studios
+2 Clerk Jobs
+6 Consumer Goods
−2
500 360
Using nano-transaction systems and neuro-chemical retention algorithms, these development houses bring the latest in virtual entertainment software into the homes and lives of billions of sapient consumers.
Fast Food Chain
+1 Farmer Jobs
+10 Food
−2
500 360
Relic World
Hive World
Machine World
Affordable, fast, and with a perfectly acceptable nutritional value. Zero toxins* and zero hassle! * Food may contain traces of potassium benzoate, nitric acid, dark matter, soylent green and liquid smoke.
Private Mining Consortium
+1 Miner Jobs
+10 Minerals
−2
500 360
Ecumenopolis
Hive World
Machine World
A private mineral extraction company owned by a megacorporation. It employs local miners to access the planet's wealth.
Amusement Megaplex
+10 Amenities
+10 Energy
800 480
Planet Unique
Knights of the Toxic God
A magical place where dream can become reality, this megaplex features wholesome, corporate-sanctioned fun for the entire family unit.
Commercial Forum
+1 Merchant Jobs
+25% Branch Office Value
−3
800 480
Planet Unique
Movers and shakers, local economic leaders, and other important figures can meet with corporate representatives here in a relaxed, soothing environment ideal for the creation of new business deals.
Private Research Enterprises
+2 Clerk Jobs
+6 Research Output
−3
800 480
Planet Unique
In these state-of-the-art facilities, private tech-enterprises carry out important R&D on behalf of their parent company.
Public Relations Firm
+2 Clerk Jobs
+6 Unity
−3
800 480
Planet Unique
Misconceptions and suspicions are always floating around any large corporate entity. It is in the public's interest to hear out all sides of any dispute, and this PR firm makes it their business to get their employer's point across.
Temple of Prosperity
+2 Prosperity Preacher Jobs
+50% Spiritualist Ethics Attraction
−2
500 360
Gospel of the Masses civic
Planet Unique
A high-security temple that spreads the gospel of the Megachurch that built it.
Corporate Embassy
+2 Clerk jobs
+5% Diplomatic weight from economy
−3
800 480
Xeno Diplomacy tech
Planet has a Planetary Capital
Planet Unique
Diplomacy is just advertising to governments instead of to the customer. This office analyzes local customs and trends to more efficiently target our efforts.
Executive Retreat
+5% Trade value
+10% Empire Amenities
−5
−1
1000
50
600
Executive Leisure Program tech
Planet has at least 25 Pops
Planet Unique
A luxurious resort complex for high ranking corporate officers. Here they can sample the local planetary culture in a high security environment.
Xeno-Outreach Agency
+5% Trade value
+25% Immigration Pull
−5
−1
1000
50
600
Xeno Outreach Agencies tech
Planet has at least 25 Pops
Planet Unique
This corporate agency promotes a wide variety of interstellar tourist attractions, as well as offering employment packages and signing bonuses to potential emigrants interested in relocating to corporate space.
Imperial Concession Port
+25% Branch Office Value
+8 Energy
+5% Diplomatic weight from economy
1000 600
Corporate Sovereign civic
Or Imperial Charter empire modifier
Planet Unique
This concession port enjoys extraterritorial rights and is legally considered the sovereign territory of the Galactic Imperium. It is exempt from local taxes and regulations.
Looking like a true fortress, this building is actually a park glorifying our knights and the Quest. Visitors can buy autographs, action figures, and holoposters of their favorite knights. Of course, the true purpose of the facility is to collect information for our Quest and serve as a resupply point for questing knights.
Empires with the Criminal Heritage civic do not require any formal relationship to establish a Branch Office, but if they do not meet any of the usual requirements the world's owner still get the Expropriation casus belli. Additionally, there is a 5% chance monthly that the Branch Office will be closed while the planet has 0 crime. The Criminal Heritage empire cannot have another Branch Office closed for 10 years, but the Branch Office cannot be reestablished on the same world for 10 years either. Criminal Heritage empires also cannot establish a branch office when they are at war or have a truce with the system owner.
Criminal Heritage empires also have a different set of holdings that increases the world's crime. In addition to the usual energy credits, they generate additional value based on the world's crime value, ranging from 25% of trade value at 0 crime to 75% at 100 crime or more.
Holding
Planet effect
Corporate empire bonus
Crime
Upkeep
Cost
Requirements
Description
Concealed Drug Labs
+5 Trade Value
+6 Consumer Goods
+25
−2
500 360
Subterranean drug clubs in remote regions that are virtually undetectable from the surface. Chemists work day and night here to produce various illegal, highly addictive and quite lucrative narcotics.
Pirate Free Haven
+1 Soldier Jobs
+100 Army Starting Experience
+10 Naval Capacity
+40
−2
500 360
A secluded and hidden city on the planet's surface, where pirates and other lowlifes can congregate to repair their ships and trade stories.
Wrecking Yards
+5 Trade Value
+3 Alloys
+25
−2
500 360
Stolen vessels and prize ships brought in by pirates are broken into scrap here. Any valuable components and alloys are carefully salvaged.
Bio-Reprocessing Plants
+5 Trade Value
+10 Food
+25
−2
500 360
Relic World
Hive World
Machine World
Underground facilities where disloyal employees and other forms of unsavory bio-matter are reprocessed into ready-to-eat food products.
Wildcat Mining Operations
+5 Trade Value
+10 Minerals
+25
−2
500 360
Ecumenopolis
Hive World
Machine World
Illegal, highly unsafe mining operations operated by the destitute and the desperate, who toil away in the vain hopes of striking it rich.
Illicit Research Labs
+2 Clerk Jobs
+6 Research Output
+40
−3
800 480
Planet Unique
All manner of highly illegal R&D is carried out in these secret laboratories.
Smuggler's Port
+1 Merchant Jobs
+25% Branch Office Value
+50
−3
800 480
Planet Unique
An unauthorized spaceport that remains off the records thanks to secrecy and generous bribes. Large volumes of illegal cargo passes through here every day.
Syndicate Front Corporations
+2 Clerk Jobs
+6 Unity
+40
−2
800 480
Planet Unique
These above-the-board businesses allow the local criminal syndicate to operate behind a veneer of upstanding legality.
Underground Clubs
+10 Amenities
+10 Energy
+40
800 480
Planet Unique
These illegal entertainment clubs will satisfy any vice. As night descends, they are open for business in the planet's seedier districts.
Subversive Shrine
+2 Prosperity Preacher Jobs
+50% Spiritualist Ethics Attraction
+25
−2
500 360
Gospel of the Masses civic
Planet Unique
A meeting place for followers of the Subversive Cult to gather and conduct their ceremonies.
Disinformation Center
+2 Clerk Jobs
−25% Governing Ethics Attraction
+5 Infiltration maximum
+40
−3
800 480
Xeno Diplomacy tech
Planet has a Planetary Capital
Planet Unique
Through targeted advertisements and propaganda, we can control opinion and make the people agree with our version of the truth.