Holdings
Version

This article is for the PC version of Stellaris only.
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[edit | edit source]
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 | ![]() |
Upkeep | Cost | Requirements | |
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Overlord Garrison | +0.5 | ![]() |
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Emporium | ![]() |
0 | ![]() ![]() |
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Aid Agency | ![]() |
+0.5 | ![]() ![]() |
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Noble Chateaus | −1 | ![]() |
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Recruitment Office | −0.5 if ![]() ![]() |
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Ranger Lodge | 0 | ![]() |
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Gaia Seeder Outpost | ![]() ![]() |
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Communal Housing Outreach | ![]() |
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Dread Outpost | ![]() |
0 | ![]() |
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Sacrificial Shrine | ![]() |
−0.5 if not ![]() ![]() |
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Franchise Headquarters | −0.5 | ![]() |
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Reemployment Center | ![]() |
−0.5 if ![]() ![]() |
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Organic Haven | ![]() |
+0.5 if not ![]() |
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Experimental Crater | −1 | ![]() |
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Tree of Life Sapling | +1 | ![]() ![]() |
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Orbital Assembly Complex | 0 | ![]() ![]() |
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Satellite Campus | ![]() |
0 | ![]() |
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Ministry of Truth | ![]() |
0 | ![]() |
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Ministry of Energy | −0.25 | ![]() ![]() |
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Ministry of Extraction | −0.5 | ![]() ![]() |
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Ministry of Acquisition | ![]() ![]() |
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Splinter Hive | −2 | ![]() |
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Distributed Processing | ![]() |
−2 | ![]() |
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Ministry of Science | −1 | ![]() |
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Offworld Foundry | −1.5 | ![]() |
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Vigil Command | 0 | ![]() |
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Offspring Nest | ![]() |
0 | ![]() |
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Order's Commandery | −0.5 | ![]() |
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Mutagenic Spa | ![]() |
−0.5 if ![]() |
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Mutagenic Permutation Pool | ![]() |
−0.5 if ![]() |
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Hyper Lubrication Basin | ![]() |
−0.5 if ![]() |
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Branch Offices[edit | edit source]
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Available only with the MegaCorp DLC enabled. |
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[edit | edit source]
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 | |
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Mercenary Liaison Office | ![]() |
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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. | ||
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Private Military Industries | ![]() |
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These planet-based corporate factories produce and assemble a variety of components that are vital in starship construction. | |
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Virtual Entertainment Studios | ![]() |
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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. | |
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Fast Food Chain | ![]() |
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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. | |
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Private Mining Consortium | ![]() |
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A private mineral extraction company owned by a megacorporation. It employs local miners to access the planet's wealth. | |
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Amusement Megaplex | ![]() |
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A magical place where dream can become reality, this megaplex features wholesome, corporate-sanctioned fun for the entire family unit. | ||
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Commercial Forum | ![]() |
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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. |
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Private Research Enterprises | ![]() |
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Planet Unique | In these state-of-the-art facilities, private tech-enterprises carry out important R&D on behalf of their parent company. |
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Public Relations Firm | ![]() |
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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. |
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Temple of Prosperity | ![]() |
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A high-security temple that spreads the gospel of the Megachurch that built it. | |||
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Corporate Embassy | ![]() |
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Diplomacy is just advertising to governments instead of to the customer. This office analyzes local customs and trends to more efficiently target our efforts. | |
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Executive Retreat | ![]() |
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A luxurious resort complex for high ranking corporate officers. Here they can sample the local planetary culture in a high security environment. | |||
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Xeno-Outreach Agency | ![]() |
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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. | |||
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Imperial Concession Port | ![]() ![]() |
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. | ||||
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Knightly Fair Grounds | ![]() |
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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. |
Criminal holdings[edit | edit source]
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.
References[edit | edit source]
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