Planetary management
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.
HousingEdit
Housing represents the living space available for pops to live comfortably. Housing is primarily provided by districts, with city districts giving more housing than their resource-focused alternatives. Each pop requires 1 unit of housing by default but the housing demands of individual pops can change due to a variety of factors. If the number of pops exceeds the amount of housing it will cause stability to drop by and a flat +50 planet emigration push.
As a rule of thumb, each resource district exactly pays for itself in terms of housing, while the pops that work building jobs need city districts (or housing buildings) for their housing, though the capital building provides some buffer before cities are needed. This applies equally to Ecumenopolises. The Agrarian Idyll civic gives extra housing to resource districts, allowing the empire to house its pops working building jobs mostly via resource districts. The Trans-Stellar Corporations tradition adds jobs to habitat trade districts, but does not match them with additional housing, making some residential districts necessary.
AmenitiesEdit
Amenities represent the infrastructure and jobs dedicated to fulfilling the needs of the population on a given colony. Individualist empires obtain amenities from a variety of jobs while Gestalt Consciousness empires obtain them primarily from Maintenance Drone jobs. High amenities grant increased happiness to citizen pops in regular empires and increased stability in Gestalt Consciousness empires, while insufficient amenities will lower pops' happiness (or stability, for Gestalts) on the colony.
Pops have a base amenity requirement of 1 Amenities, slaves require 0.75, and non-citizen Robots require 0.5. The shown amenities value is the available amenities value, or the surplus. After base amenities upkeep is determined, it can be modified by species, planet, or empire modifiers. 5 Amenities are always lost on every colony due to inefficiencies. The formula for available amenities (or extra amenities) is the following:
One impactful upkeep modifier is the effect of subprime habitability on the specific pop.
Most values representing amenities are rounded to the closest integer value (the tie-breaking rule is unknown), except for amenities from pop jobs - it is rounded down.
The formula for available amenities or amenities deficit effect on a planet's happiness ( stability for Gestalt empires) is not strictly linear, with less effect for extra amenities than missing amenities.[1]
The formula for extra amenities (available amenities > 0 case) contributing to happiness is:
In other words, it scales from +0% with 0 available amenities, to +20% with twice as many available amenities as necessary.
The formula for a amenities deficit (available amenities < 0 case) affecting happiness is:
In other words, it scales from +0% with 0 available amenities, to −50% when the planet has less than 25% of amenities needed.
Note: for readability reasons in the formulas above for the happiness effect as a function of amenities the rounding operations are noted as rounding down when in reality rounding to the nearest integer is used. The stability bonus or penalty received by Gestalt Consciousness empires from amenities in a colony by value is the same %-value a non-Gestalt empire gets in happiness (the formulas above can be used).
Amenities can be affected on an empire-wide basis by the following:
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. It 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.
- Planets with less than 25 stability for a year or more can trigger a Planetary Revolt situation.
A colony with any enslaved species and low stability can gain one of the following modifiers once every 2 years. All modifiers can be removed instantly by discontinuing slavery.
Stability can be increased by the following:
Crime and DeviancyEdit
Crime (or Deviancy for Gestalt Consciousness empires) measures the overall level of non-compliance in the population of a world. Crime and Deviancy are produced by all sapient pops except those undergoing assimilation, ranging from 0 at 100% happiness to +2 at 0% happiness. While unemployment does not increase Crime or Deviancy directly, it can add modifiers that cause them if measures aren't taken. Crime and Deviancy are reduced by certain jobs and leaders. Non-sentient Mechanical pops in an organic empire and mechanical pops integrated into a Machine Intelligence empire do not produce crime or deviancy, despite counting as 50% happiness for the purpose of approval rating.
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. All modifiers are also removed if a planet changes ownership.
Persistent modifiersEdit
These modifiers persist until planet crime/deviance is reduced enough for them to be removed.
Temporary modifiersEdit
The following modifiers appear as a result of crime events, and last for 10 years.
DecisionsEdit
Decisions represent planet-wide undertakings. Most decisions have a cost to be used, either when taking the decision or when agreeing to the deal that made the decision available in the first place. Some decisions also take some time to implement, from a few days up to 10 years; these decisions go into the planet's construction queue, and can be paused and resumed by reordering, like other constructions.
Decision | Cost | Effects | Requirements | DLC | |
---|---|---|---|---|---|
Hostile Fauna Removal With advancements in terraforming technology, it is now possible to remove hostile species from a planet without disrupting the biosphere.
|
900 1000 |
Removes the Hostile Fauna planet modifier | |||
Soil Rehabilitation With advancements in terraforming technology, it is now possible to rehabilitate the bleak soil of this planet.
|
900 750 250 |
Removes the Bleak planet modifier | |||
Planetary Weather Control Systems With advancements in terraforming technology, it is now possible to remove the weather anomalies from this world.
|
900 1000 |
Removes the Hazardous Weather planet modifier Removes the Wild Storms planet modifier |
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Relocate the Parade Not every world can host something as grand as the parade. After further consideration, we decided it would be a better suited location.
|
None | Planet becomes the target of the leviathan parade opportunity situation | Leviathan parade opportunity situation | ||
Uproot Weeds Remove the Spreading Invasive Xenoflora.
|
180 500 |
Invasive Xenoflora modifier | |||
Consume World The swarm consumes. The world trembles. We grow.
|
None | Starts a Consume World situation | |||
Subsume World Our planets will transform, feeding the flood and our essence.
|
None | Starts an Extract Nanites situation | |||
Expand Planetary Sea The sea is our home - and home can never be big enough. Our ice mining networks enable us to harvest ice from other celestial bodies and gradually release it into the world's oceans, expanding the habitable areas on the planet.
|
720 50 1000 |
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Consecrate Habitat We shall consecrate the habitat using an artifact we recovered during our questing. Henceforth, it shall be considered a knightly base, and the Order shall establish a new castle and demesne there.
|
360 50 |
Adds an Order's Castle building | |||
Remove the Interloper The Interloper once ruined our perfect ring. We could now use it to repair the megastructure.
|
3600 10000 |
Catastrophic Damage is terraformed into a Ring World The Interloper is removed |
|||
Settle Crystalline Refugees Find a home for the Zer-Ayaki refugees, who have been banished from their homeland in the Crystalline Empire.
|
10 | ||||
Memorial to the Unshackled A public memorial and museum constructed around the remains of the crashed slaver ship. The inscription over the entrance reads: "Memory is the cradle of freedom."
|
900 2500 |
|
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Remove Wreckage The wreckage of the crashed slaver ship should be removed to make way for our increasing urbanization.
|
900 2500 |
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Deploy Murmuring Monolith The Murmuring Monolith will be deployed to function as an interstellar vessel capable of combat.
|
100 | The Murmuring Monolith takes off | |||
Anti Reformist Raids Democracy is an ailment that needs to be remedied. Our security officers will raid Reformist hideouts and put an end to their schemes. Civilian casualties are to be expected.
|
180 500 |
Reformist Demands situation | |||
Server Shut Down This colony has outlived its usefulness, initiate complete shut down.
|
30 200 |
Colony is destroyed | Virtuality tradition tree finished Empire Capital |
||
Nu-Baol Life-Enhancing Our geneticists have extracted the secret of the Baol Organism's ability to adapt to gaia planets. By deploying rapidly-reproducing plant spores modified with specially selected Baol genetic data to the planet, we can modify entire populations at a fraction of the cost.
|
None | 10 non-robotic pops gain special Gaia preference which also gives +5% Resources from Jobs. |
Terraforming decisionsEdit
The following decisions will terraform the planet to a new class. They cannot be used on Habitats, Ring Worlds, Hive Worlds, Nanite Worlds or Ecumenopolis.
Planetary feature decisionsEdit
The following decisions each add a planetary feature.
Planet modifier decisionsEdit
The following decisions each add a permanent or temporary planet modifier.
Decision | Cost | Duration | Modifier effects | Requirements | DLC | |
---|---|---|---|---|---|---|
Distribute Luxury Goods Come for the sights, stay for the brand new home holo-theatre installations and custom-fit athleisure wear.
|
100 per 10 pops
|
10 years | ||||
Launch Anti-Crime Campaign Launches an extensive crime prevention campaign which empowers our Enforcers with additional resources to combat rising crime levels.
|
250 | Until ended (no cost) |
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Negotiate with Crime Lords Secretly negotiate a deal with the planet's prominent criminal leaders where they agree to keep their organizations partly in line in exchange for various concessions.
|
250 | Until ended |
|
|||
Expel Excess Population The overcrowded conditions on this world require drastic measures. A massive planet-wide lottery is held, and the "winners" are expelled - by force, if necessary.
|
250 | 5 years | ||||
Declare Population Controls Population growth must not be allowed to outstrip administrative capacity, even if it requires drastic measures.
|
250 | Until ended (no cost) |
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Discourage Planetary Growth If resources and living space are at a premium, population planning might be necessary on this world. Measures will then be taken to voluntarily curtail population growth.
|
250 | Until ended (no cost) |
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Cease Robot Assembly Ceases the assembly of Robot, Droid, and Synthetic Pops on this planet.
|
250 | Until ended (no cost) |
|
Robotic Workers policy is set to Allowed | ||
Cease Drone Production There is no need for further Drones on this planet at the moment.
|
250 | Until ended (no cost) |
−100% Pop Growth | Gestalt Consciousness | ||
Mastery of Nature Our civilization requires room to grow, so we shall make that room. Nature must not stand in the way of progress.
|
Permanent | |||||
Galactic Market Hub Nomination Applies a Base Marketplace Competitiveness 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.
It is best to nominate a planet which produces a lot of trade value, as that will make it more likely to be chosen. |
Until ended ( 10) |
Applies a Base Marketplace Competition Rating modifier to the world | ||||
Boost Nomination Bid Augment the planet's Base Marketplace Competitiveness Rating with additional measures.
|
Increase the planet's Base Marketplace Competition Rating modifier one stage | |||||
Introduce Chaos This world is too perfect for us - our colonists are having mental breakdowns in the streets. Our only real option is to introduce some imperfections.
|
Permanent | +5% Resources from Jobs | ||||
Flood Habitat Habitats could be ideal for us - if only there was enough water. Our ice mining networks enable us to harvest ice from other celestial bodies and flood the habitat, making it into an orbital aquarium.
|
720 50 1000 |
Permanent | ||||
Exhibit Art Monument Exhibit the stirring art monument created for our nation by the Artisan Troupe. It is sure to delight and inspire our citizens.
|
15 | Until ended ( 15) |
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Implement Divine Algorithm The local drive on this hub is running Numa's Divine Algorithm add-on for improved energy production planetwide.
|
10 years | Numistic Order caravan deal | ||||
Trium Atmospheric Deodorizer Deployment Atmospheric scrubbers lend the air on this planet a quality of minty freshness.
|
None | 80 Years |
|
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Trium Bunk Beds Deployment Efficient Trium-brand stackable rest enclosures reduce housing needs on this world.
|
None | 80 Years | +10% Housing |
|
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Trium Food Container Deployment The use of Trium-brand food storage containers reduce food waste on this world.
|
None | 80 Years | −10% Pop Food Upkeep |
|
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Activate Oracle Nexus Activates Oracle Nexus compliance software and predictive modeling to obviate drone corruption.
|
10 years | |||||
Deploy Tissue Growth Stimulants Using genetic materials recovered from the fallen City of Bones, our scientists have been able to devise a stimulant for increased population growth speed. Unfortunately, some populations dislike the idea of being injected with a substance developed by exhuming the diseased bones of long-dead aliens.
|
200 | 10 years | ||||
Construct Explosive Fungiform Housing Units Our scientific units have devised a harmless amalgam of the tissue growth and ossification disease found in the exhumed remains of the City of Bones. By adapting the virus responsible to a local fungus via gene tailoring, our scientific units are able to construct rapidly-expanding housing modules for our machine units.
|
500 | Permanent | −10% Pop housing usage | |||
Initiate Yuht Cleansing Process Violently eradicates most hostile wildlife from a planet and - once it recovers - modifies the biosphere to better suit our needs.
|
Permanent | +10% Habitability | ||||
Extradimensional Experimentation Preliminary studies suggest that extensive use of reality-altering substances can grant researchers unexpected insights.
After all, what's the worst that could happen? |
500 | Until ended (no cost) |
Extradimensional Experimentation resolution (5) | |||
Crystalline Construction A team of engineers sent by the Crystalline Empire will improve the layout of the habitat.
|
10 | Permanent | ||||
Begin Psi-Inoculation The Murmuring Monolith will grant Pops the Psionic trait over time instead of producing Zro.
The Murmuring Monolith cannot be deployed while this is ongoing. |
50 | Until ended (no cost) |
1 Pop gains the Psionic trait every 6 months | |||
Intentional Tidal Locking Manipulates local orbital bodies to halt the planet's rotation on its axis.
|
None | Permanent | ||||
Hunker Down Fearing the worst, the inhabitants of this planet will take any and all precautions against the effects of cosmic storms.
|
250 | Until ended (no cost) |
Doubles the upkeep and bonuses from Storm Relief Center and Storm Nullifier buildings | Storm Relief Center or Storm Nullifier building | ||
Cultivated Worldscaping Let us sculpt this world into a celebration of perfect symmetry. To observe the pure geometry of the landscape will bring serenity.
|
Permanent |
Specialized planet decisionsEdit
Specialized planet decisions cost 1000 Unity and will give a colony a permanent modifier that will change the colony to a specialized designation. Most of them block the construction of certain buildings, change the types of districts that can be constructed on the planet, and create unique jobs, most of which provide empire-wide bonuses. Abolishing a specialization costs 2500 Unity
An empire can only have one of each specialized designation modifier with exception for Thrall-World, which can be used on multiple planets. Gestalt Consciousness cannot use specialized designations except Gestation World.
Ring Worlds, Habitats and Nanite Worlds cannot be specialized. An Ecumenopolis can only be specialized as a Penal Colony.
Minor artifact decisionsEdit
Available only with the Ancient Relics DLC enabled. |
Minor artifact decisions cost 100 minor artifacts and last for 10 years. They cannot be used on Nanite Worlds.
Consecrate WorldEdit
The Consecrate World decision requires the Consecrated Worlds Ascension perk and can be used on up to three uncolonized planets within your borders at the same time at the cost of 500 unity. It can be canceled at any time for the same cost, and if taken again the result is re-rolled. When the decision is taken, the planet gains a Consecrated modifier – which gives the planet a visual effect depending on its quality, and the empire gains the Consecrated World Worship modifier with following bonuses, cumulative for each consecrated world:
Having three worlds with Consecrated (Holy World) gives a slight additional bonus, for a total of +25%, +15%, +25%.
Consecrating a Holy World gives a cumulative +30 opinion with the Holy Guardians. Deconsecrating a Holy World removes all opinion bonuses gained with them.
If you colonize a consecrated planet, it immediately loses the Consecrated modifier, as soon as the colonization begins, with no empire penalty. If a system containing a Consecrated planet is conquered the previous owner will lose −10% Happiness for 5 years.
Empires with the Knights of the Toxic God origin have higher success chances when consecrating a Toxic World (14.3% Holy, 28.6% Venerated, 50% Respected, 7.1% Profane).
ReferencesEdit
- ↑ The effects are set in 00_static_modifiers.txt at
planet_amenities_high
,planet_amenities_low
,planet_amenities_no_happiness_high
, andplanet_amenities_no_happiness_low
; the threshold for maximum effect is set in 00_defines.txt atMAX_PLANET_AMENITIES
andMIN_PLANET_AMENITIES
. - ↑ Obsolete icon code, use "mechanical pop assembly speed"
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